[Saga Edition] Star Wars: Legacy of the Republic

Started by The Great Triangle, February 06, 2009, 10:41:48 PM

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The Great Triangle

In the time since the destruction of the death star, massive empires have risen and fallen; superweapons have been built and destroyed; fleets have conquered, and themselves been conquered.  But one thread remains constant, the conflict between the jedi and the sith, as the galaxy once again slides into an era of sith dominance.

This is a game about the movers and shakers of the galaxy; fleet admirals, jedi masters, sith lords, great force magicians, political leaders of entire galactic factions, the strongest of bounty hunters... The game will use the Star Wars Saga edition rules, using 14th level PCs.  The game will take place 175 years after the battle of yavin, and involve the following factions:


The One Sith Empire:  A powerful faction of Sith which controls the core worlds, led by Emperor Krayt, a Sith Lord who has adapted Yuzhaan Vong technology to his own purposes with sith alchemy.  Increasingly, the one Sith Empire is fielding military units that combine biotechnology and standard tech.

The Fel Empire: Emerging from the remnants of the fleet of the First Galactic Empire, the Fel Empire forms the primary bulwark against the influence of the One Sith, their red armored Imperial Knights standing along with the Jedi against the power of the Sith.

The Federation of Free Alliances: Just 50 years ago, the confederation had the entire galaxy under its control, one way or another.  However, the succession of the Fel Empire, and the efforts of the sith, forced the free alliances into a remote corner of space, much like their predecessors in the First Galactic Empire.  However, the Alliance still controls the diminishing Jedi Order, even while they languish in no position to oppose the Sith.

The Hutt Junta: Hutts have always controlled a substantial portion of space, and in the recent chaos, they have deigned to declare their controlled territory openly.  The underworld operations of the Hutts have rendered them surprisingly well armed, and they aim to conquer Ryloth, to secure their drug trade.

The Mandalorian Kingdom: Thanks to the efforts of Bobba Fett, the Mandalorians have gradually been building their power in a small but expanding wedge of space, expanding as much through liberal application of credits as they have been through military might.  However, let no one suggest that the Mandalorians are weak.


Characters are made using 35 point buy for ability scores, and average hp (1/2 max) for all hit die rolls.  Character options may be taken from any of the following supplements:

Saga Edition Core Rulebook
Starships of the Galaxy
Clone Wars Campaign Guide
Knights of the Old Republic Campaign Guide (no equipment template stacking)
Threats of the Galaxy


Assign character equipment based on the following guidelines:

Force User (Any character with the force sensitivity feat and any thus derived derived talent or feat)
15,000 credits in personal gear, 165,000 credits for starship.

Noble (Any character with a majority of levels in the noble, officer, or crime lord classes and not a force user)
20,000 credits in personal gear, 2 million credits for starships, + all payouts from the wealth talent

Warrior (Any character who does not fit in the previous two categories)
35,000 credits in personal gear, 500,000 credits for starship

(Excess credits are not given to the character except in the case of nobles)
Meow!  I'm a kitty; made of fire.

Ons and Offs


Elohim

I'm working on a Sith Lord, in the One Sith Empire.  Anyone willing to play her apprentice, female would be preferred.

JMadame

#3
If you don't mind someone who has only played a revised character and might need some help, I would love to play a game. I've been wanting to play one on here ever since I played in RL........
But I have almost all of the books. So I can figure it out and I am willing to learn......
You know what this is... ;)"To conceal anything from those to whom I am attached, is not in my nature. I can never close my lips where I have opened my heart.” Charles Dickens
 

CharlieSariel

I love the Saga Edition, and have wanted to play a character in it for a long time (since i got the first book in fact).

I would adore playing a Sith Apprentice  ^_^  And I'm pretty good at playing females I'm told...

Current Posting Rate - Approximately 1 to 2 posts per week

Elohim

*hugs the CharliesAriel*  Yus please? *giggles and kisses*

HairyHeretic

This is very tempting. Do you see the players all in the one faction, or in different factions?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Idej

I am very interested in joining in on this campaign.

This is the Legacy Era that you are running it in correct?

If that is the case if you want to wait until March to run this as the Legacy Era Campaign Guide should be out during that month and this would greatly help shape the campaign that you want to run it in.

And as far as I know Darth Krayt is dead around this time.

Sorry to be fun wrecker on this.  Honestly did not mean to.  Just wanted to let people know about this information.

Here is some information for all of you to have to provide more information about the factions that I can find at the moment.

The Sith
     Krayt's Sith Empire
     One Sith

The Fel Empire
     Fel Empire
     The Imperial Knights

The Galactic Alliance
     Galactic Alliance

The New Jedi Order
     New Jedi Order

This all I can find at the moment.  If you need any clarification or information please let me know.  And if I have made any errors please let me know so I can correct them and learn from them.

Elohim

Silly Idej thinking that someone can't tweak cannon to their liking.  George Lucas does it all the time.

Idej

I know he does, I just wasn't sure if no one knew about this or not.:)

I hate the flanneled-one now because of all of this tweaking.  I just prefer more stable ground than others when it comes to this stuff.

And waiting for the Legacy Era CG to come out wouldn't be a bad idea because there is bound to be new talents or feats for Imperial Knights, Sith, and the others.  Though this is all my opinion of course.

Vice

Legacy-era is mostly John Ostrander's fault though, not Lucas', I think. I was buying the comic for a while, but eventually drifted away. It was good, but not good enough to keep buying monthly issues. I did like his revamp of the Sith, though. I thought the Imperial Knights were kind of lame though; they got pwned in a straight fight with anyone, and only Emperor Fel had any watts.

That said, this game sounds really, really awesome. How often would we be posting? The problem I usually run into in these games is not being able to keep up with posting 7 days a week.

I'm curious though: who are the Hutts fighting for Ryloth? The Twi'leks usually don't know planetary defense from a hole in the ground, and seem happy to sell their own people wholesale without a fight. My guess is the Mandalorians?

Despite my misgivings, I'd probably go for an Imperial Knight, or perhaps a freelancer associated with the Hutt cartels...

Idej

Still blaming the flanneled-one for everything bad.

The ways I can see with Krayt being around is that he pulls of an Emperor Palpatine stunt and transfers his spirit into another body.  Whether it be a clone or not is up to TGT. 

Wyyrlock III is Krayt's personal advisor and is the only other possible candidate for being leader of the Sith or Wyyrlock IV who is to be III's daughter.

When is this game going to start, if it is starting soon then I won't be able as I have a very full plate.  If it is going to be in March I can get in, along with a few other games that I want to join in.

Vice

Lots of ways Krayt could have survived. The easiest would be finally forcing Cade to heal him; alternately Krayt locates a Sith holocron and either fixes the problem with Alchemy, or does the body transfer like you're suggesting. Hell, who's to say he doesn't find some orbalisks? There's no canon precedent for it, but I wouldn't be surprised if an orbalisk infestation trumps Yuuzahn Vong biotech. The EU is so ridiculous now, I'm all for our GM ignoring whatever she wants to make a better game. Personally, I like to forget that the YV ever existed. Who decided that biotech Borg were a great idea for Star Wars anyway?

I think Ostrander is making the best of what he was given. Lucas is only culpable for signing off on the worst of the EU crap, and of course for his own bunglings of the pre-Empire era. Why he retconned the (awesome) origin of Boba Fett from Tales of the Bounty Hunters is beyong my comprehension. I know I'm setting myself up for flames here, but they should have just left the prequels up to Kevin J. Anderson and a few of the other authors from the Tales series...they had a much stronger grip on what made Star Wars work, IMO.

Idej

#13
Umm, he died by getting electrocuted by Wyyrlock III after he was thrown off of a cliff by Celeste Morne/ Karness Murr.  That is in the conclusion to the Vector saga of Star Wars.  Legacy Issue #31.

Vector spans from KotOR all the way up to Legacy.  So that is why I said that.  Part of Krayt's last words is that he found a way to live before being killed by Wyyrlock III.

So it is up to TGT if he finds a way to come back or not.

As for altering canon:  I don't care if canon is altered slightly as long as a major chunk of history is not wiped out.  I hate the YV just as much as anyone else, but the YV war is now a major part of history in the Star Wars galaxy and it is also one of the reasons why Legacy is around in the first place.

Slight alterations is my type of thing and I am sorry if I am being a fool or anything else people want to call me.  Its just me.

Vice is making many strong points, but whether we like it or not canon is canon and I am sticking with most of it to keep whatever structure is left in the chaos and confusion that Lucas has done.

Well I am off to work so I'll chat with all of you in 6 hours.

Vice

Maybe that particular event doesn't/hasn't happened (yet)?

Muse

Hiya, TRiangle, I'd like to give this a try, but I need to know your anticipated posting rate. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

ShamshielDF

I would like to express interest in the game.  I would have to wait and see some of the answers to the questions already posted before I could say what character I would want to play, but I am definitely interested  :)
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Myrleena

I'd probably be interested, depending on how the game is going to go.  I'm more a fan of being on the same side, myself.  I'm also waiting on the answers above.

The Great Triangle

*laughs*  I'm quite happy at all the response, and to do some clarifications:

I plan on the players being of different factions, and the gameplay involving the interplay between the factions.

As to the status of Darth Krayt, at the time the campaign begins, Darth Krayt is more of an idea than a person, much like "The Emperor" was in the days of the First Galactic Empire.  Somehow, there is a guy in the crabshell armor who calls himself Darth Krayt, and violently chokes to death anyone who brings up the rumors of his death. 

I will allow destinies for characters, and they receive 1 destiny point.  As for system experience, I or Seraph would be more than happy to help you work on characters.


Posting rate, meanwhile, is something that should be discussed in OOC threads.  The game can have multiple threads representing different galactic crisises, each with a different posting rate.  (although of course this can be variable)


The basic idea of using a system is to allow a system for conflict resolution when the PCs interests conflict.  I don't intend for the game to be a free for all, but occasional lightsaber duels are certainly called for.  :)  PCs should have goals and agendas, but as GM I'll put in some interference of my own to keep things interesting.
Meow!  I'm a kitty; made of fire.

Ons and Offs

Tonalberry

This sounds like it could be fun.  I've never gotten to play any of the Star Wars RPGs, though I have some of the Saga books, and I've been thinking of GMing my own campaign.  This could be a good way for me to get used to the rules, if there's room still.

Muse

Is each player suposed to be completly autonomous form th eothers? 

*  *  *

Since we each get to start with our own ship or ships, how do you want to handle the associated "supporting cast." 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

ShamshielDF

Okies...that answers most of the questions so far.  And yes, should player characters all be autonomous from one another, or is it alright to link two or three characters into groups?  If we can link characters together into small groups can they share funding for starships?
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

The Great Triangle

Linked groups are perfectly fine, and can share starship funds. (to buy a single starship)  However, for a starship modification to exceed a starship's available emplacement points, the starship must be purchased new.

Players may also play lower level characters, if they wish, although it may be good to attach such characters to primary characters for protection.

As for starship crews, if your starship has a crew of higher than 1, they are by default of the quality indicated by the ship class you use.  A noble or officer may expend a talent to increase crew quality by 1 step, up to the maximum of Ace.  You're free to give names personalities to the supporting cast of the ship, but most often they'll just fade into the background and make your ship work.



As for the Yuhuzan Vong war, it happened, but it's remembered about like World War I.  It devastated the galaxy, and nobody really had time to rebuild with the swarm war and the resurgance of the sith,which led to an even nastier galactic civil war, to the point where modern ship classes are an extremely rare sight in the galaxy.  No one faction really has the resources to produce truly new state of the art ships thanks to the mass destruction of shipyards.  Thus, modified versions of older designs, quite often built from scavenged materials, have become the order of the day.  

Space dreadnoughts and superweapons occasionally get built, but the emphasis is on adapting old technology.  Even separatist battleships have been dredged up from their crash sites, to serve in the navy of the Mandalorians.  (OOC, these conditions are tweaks to cannon, and the main reason for this industrial devastation is so that iconic ships from previous eras can be used rather than having to make up random "advanced" ships.)



Game Mechanics:  Many capital starships in this era have the junker template (with a corresponding 25% discount in price) and most supposedly "state of the art" vessels actually use many jury rigged or otherwise inferior components, representing base ship stats.  A starship that truly takes advantage of modern technological innovations receives the advanced template, but the neccesary tweaking increases its price by 50%.  (Most innovations discovered after the galactic civil war weren't really all that cost effective, due to disruption of industrial R&D due to constant war)

Primary Sith Empire Vessels: Tyrant Class Assault Ship (Acclimator  Refit), Givnex Class Starfighter, Hapan Nova Cruiser, Imperial III Class Star Destroyer, Interdictor Cruiser, Lambada Class Bomber, Predator Class Starfighter, Executor Class Star Dreadnaught

The Sith empire follows much the model set forth by the First Galactic Empire, relying on hammer and anvil assaults held down by interdictor cruisers.  They are also the only modern faction to have regular access to Star Dreadnaughts, giving them iron control over the Core Worlds.  

Primary Fel Empire Vessels: Carrack Cruiser, Chiss Clawcraft, Imperial Assault Shuttle, Katana Class Dreadnaught, Pellaeon Class Star Destroyer, Victoria Class Star Frigate (Victory Star Destroyer Refit), Scimitar Assault Bomber, TIE Defender

The Fel Empire relies heavily on the combination of light but well crewed and commanded capital starships, combined with its elite corps of TIE Defenders.  Most Fel Empire crews are of Expert quality, and the empire has recently taken to using a variation of hit and fade tactics against the traitors of the One Sith.

Primary Galactic Alliance Vessels: E-Wing Starfighter, Independence Class Star Destroyer (Mon Calamari Star Cruiser), K-Wing Starfighter, Naboo N-29 Starfighter, Nebula Class Star Destroyer, Nebulon-D Frigate, T-65XJ12 Jedi Starfighter, XJ Twintail Starfighter, YT-3400 Heavy Bomber

The Galactic Alliance still relies on large carriers equipped with unbelievably deadly starfighters.  Even more than ever before.  The Alliance still controls vast swaths of the expansion region and the mid rim, but they have a limited number of Star Destroyers to control so much territory with.

Primary Hutt Vessels: Baudo Class Star Yacht, Corellian Covrette, Corellian Gunship, Droid Tri-Fighter, Gallofree GR-96 Frigate (Medium transport refit), Gozanti Cruiser, Lucrehulk Class Star Destroyer, Skipray Blastboat, Star Galleon Frigate, YT-4200 Starfighter

The Hutts have only four vessels classified as Star Destroyers, all refitted Lucrehulk battleships armed with massive numbers of droidekas and tri fighters.  However, they also have a frightening number of light capital ships, even if they've never even considered purchasing anything that might almost qualify as an interceptor. A massive hutt flotilla waits in the Ryloth system, where several border colonies have succeeded to the hutts, an alliance armada has been stationed to guard the planet from hutt agression, as tensions mount further.  

Primary Mandalorian Vessels: Action IX Carrier, B-Wing Starfighter, Consular Covrette (Republic Cruiser refit), Firespray Assault Fighter, Jango Class Star Frigate (Commerce Guild Destroyer refit)

The Mandalorians have the most limited arsenal of the major galactic factions, however, their ground forces are also among the deadliest in the galaxy.  A typical Mandalorian tactic is to deploy a massive offensive screen of Firespray attack ships to cripple enemy capital ships, then swat down enemy fighters with a line of Covrettes optimized for anti fighter operations.  
Meow!  I'm a kitty; made of fire.

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Idej

Sounds interesting. :)

Alright, I'm sorry for being a stickler to all of you, and I apoligize. 

One quick question, since the Legacy Era CG should be coming out in March does anyone want to wait for the guide to come out or not?  I know that money is an important thing to all so if you all don't wish to then that is fine as well.

Myrleena

Just one question, if I and another player wanted to play the leaders of a merchant house, both being nobles, could we pool just some of our funds for a capital ship and buy a bunch of smaller freighters and excorts with the rest?

The Great Triangle

Quote from: Myrleena on February 08, 2009, 12:54:54 AM
Just one question, if I and another player wanted to play the leaders of a merchant house, both being nobles, could we pool just some of our funds for a capital ship and buy a bunch of smaller freighters and excorts with the rest?

That's reasonably allowable, however, it might also be well covered under the organization rules I plan on using.  Characters can join organizations to gain free bonuses, such as the support of starfighter squadrons.  I'll soon post a thread summarizing the state of the organizations of the galaxy.



As for the Legacy campaign guide, I'm going to ignore it for now, because It'll likely just contradict my vision.  You're free to enter the game once you're not so busy, of course, Idej.  When I've read the guide I'll decide what I'm using.
Meow!  I'm a kitty; made of fire.

Ons and Offs

Idej

Okay, thanks.  Sorry about that one.  Your idea is a brilliant and good one.  It really is.

I am impressed with the work you have done and I apoligize for any inconveniences I have done to them.

Myrleena

Well, I'm definitely interested, just going to wait and see if ShamshielDF wants to make the other leader of the merchant house.  I'm not sure what faction, but we'll see how things go.  I REALLY want a starship to help keep me out of...personal conflict.  I don't think they'd last long in a head on confrontation.

The Great Triangle

#28
Having a starship is a major part of being a character, certainly, and nobles have cash to burn to buy a fleet of ships, should they so desire.

The factions that would likely have the most influence on a group of merchants are the Hutt Junta, Black Sun, the Smuggler's Alliance, and Incom-Subpro. (Basically, Self Aware Drug Cartel, Mafia, Trade Guild, and Galactic Megacorporation respectively.)


I've created a thread describing the way you gain faction bonuses and the bonuses for each faction.   The thread will gradually be added to.
Meow!  I'm a kitty; made of fire.

Ons and Offs

HairyHeretic

I'm thinking a Fel Empire noble, possibly taking levels in Crime Lord (I just like the idea of having the Infamy talent tree for Inspiring Fear), then into the Officer (Naval Officer) class. I'm looking at some kind of capital ship commander, maybe fleet command.

Someone mentioned to me there was rules for having your own organisation. Does anyone know what book that can be found in? I've seen the stuff about minions, but I got the impression this was a higher level than that.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

That's in the force unleashed campaign guide, which I'll be allowing after I've finished reading it.  The organization rules I've posted provide a general guideline for what you can get from an organization, although smaller organizations would provide smaller bonuses.

Although if you want the infamy talent tree, I might be willing to simply give you picks from it in exchange for a feat. (I'm really quite flexible on these things, although I certainly don't mind you picking the crime lord class to represent being a naval commander with a particularly large ego and entourage.)
Meow!  I'm a kitty; made of fire.

Ons and Offs

HairyHeretic

Well, the background I was thinking was along the lines of a privateer who gets hit bad by the Sith forces, and wants revenge on them. He sees his best opportunity for that as working with the Fel Empire, and brings in what is left of his own forces, offering to join up .. or possibly sign on in a more informal manner.

After all, they're regular military, they don't have the same .. creative flair as someone used to thinking outside the box. Plus he'd have contacts they wouldn't. In return for some military hardware access, maybe a few ships, he gets a working relationship. His military rank is semi official, but he handles the more .. irregular .. jobs.

That covers the noble, crime lord and officer progression, I think.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Muse

And i'm working on the idea of a Witch of Dathomir and how to fit her in. 

Did she leave Dathomir on her own, or was she kidnapped by a sith, spent a year as his love slave, and then was rescued by somone, perhaps a political faction, or perhaps HairyHeretic's charecter.  Any thoughts? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Muse

Oh, Triangle, do we have the benefit of fulfilling any epic destinies in Backstory? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

HairyHeretic

Quote from: Muse on February 08, 2009, 01:25:59 PM
And i'm working on the idea of a Witch of Dathomir and how to fit her in. 

Did she leave Dathomir on her own, or was she kidnapped by a sith, spent a year as his love slave, and then was rescued by somone, perhaps a political faction, or perhaps HairyHeretic's charecter.  Any thoughts? 

I've no objections to working some shared background.

Maybe she tried running from the Sith, landed in the middle of his operation / fleet, and the Sith came in looking for her, blasters first and thinking about asking questions of whatever was still twitching after. Of course, they bit off a bit more than they could chew, which is why he's ended up looking for payback on them.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

No Fulfilling destinies in background. :)

As for the witches of Dathimor, the Sith have provided them with as many spaceships as they like, and so they've begun to plague the galaxy.  Now of course, that doesn't mean they don't get taken as slaves by the Sith.

(And the Sith do take care not to give them big enough ships to carry their Rancors in)
Meow!  I'm a kitty; made of fire.

Ons and Offs

cryorage

The question that once haunted my being has been answered. The future is not fixed, and my choices are my own. And yet, how ironic…
For I now find I have no choice at all.

I am a warrior. Let the battle be joined.
~Dinobot

Myrleena

I have a question on starships.  I'm looking through Starships of the Galaxy and wanting to buy a Corellian Corvette, but I can't figure out the difference between a used and new ship, mechanically.  Is there anything in specific I should know about it before progressing?  And, if I can afford it, can I have upgraded it to state of the art?

The Great Triangle

The difference between a used and new ship is that if a used ship goes 3 steps down the condition track, its condition becomes persistent, which basically means you're SOL.  Additionally, a used ship cannot exceed its emplacement points when modified.  Upgrading a ship to state of the art is perfectly fine, even if it's a used ship.  Just add a random number to the model number of the ship.  *giggles*



Here's an Example Character:

Piett Veers Tarkin      Human Male Jedi/3, Soldier/5, Jedi Knight/3, Ace Pilot/3

Init: +14     Perception: +8   Force Points: 13 (Strong in the Force)   Dark Side 2   Destiny: 1 (Protect the Empire)

Languages: Basic, Huttese
_______________________________________________________________________________________
Defenses:

Ref 34 (+14 level, +4 class, +4 armor +2 dexterity) 37 with a lit lightsaber in one hand
Fort: 30  (+14 level, +2 armor, +2 class, +2 constitution)
Will: 27  (+14 level, +2 Class, +1 wisdom)

HP:  120   Threshold: 30    
________________________________________________________________________________________
Speed: 4 Squares

Melee: Lightsaber +19 (2d8 +11)
Melee: Lightsaber Disarm +24
Ranged: Lightsaber Throw +14 (2d8 +11)

Special Actions: Melee Defense, Adept Negotiator

Base Attack: +13  Grapple: +17

Force Powers Known: Battle Strike, Vital Transfer

Maneuvers Known: Overwhelming Assault, Thruster Hit
________________________________________________________________________________________
Abilities: Str: 16 (18 with armor), Dex: 15, Con: 15, Int: 13, Wis: 12, Cha: 16

Talents: Armored Defense, Improved Armored Defense, Adept Negotiator, Force Pilot, Draw Fire, Lightsaber Defense, Makashi, Vehicular Evasion, Vehicle Focus (Starfighters), Vehicular Dodge +1

Feats: Armor Proficiency (light), Armor Proficiency (medium), Force Training, Improved Disarm, Melee Defense, Skill Training (Persuasion), Starship Tactics, Strong in the Force, Tech Specialist,  Vehicular Combat, Weapon Proficiency (lightsabers)

Skills: Acrobatics +14, Initiative +14, Mechanics +13, Persuasion +15, Use the Force +15

Posessions: Finely Tuned Lightsaber, Reinforced Corellian Powersuit, Black Bishop, his personal heavily modified TIE Bomber.
_________________________________________________________________________________________
Factions Joined: Fel Empire, Imperial Knights

Fel Empire; Faction Score: 15, can call bombing runs and starfighter attacks.

Imperial Knights; Faction Score: 28, Gets a +1 dodge bonus when adjacent to an Imperial Knight, deals +1 die of damage when his attack is aided by an Imperial Knight, and automatically succeeds aid another attempts for Imperial Knights.  Title: Knight; Receives up to 4000 credits of aid from the Empire each week.
__________________________________________________________________________________________
Background:

Piett Tarkin was born to one of the Empire's most infamous families, and had a fairly typical childhood before being admitted to the Imperial Knight's academy at age 7.  Quite early in his training, he proved to have a somewhat subpar mastery of the force, but an excellent diplomatic and mechanical mind.  Seeing human relationships as a machine that needs fixing, Tarkin negotiated settlements to several wars before even completing his time as a squire, and quickly rose to become one of the order's most respected Knights.  If not for his stubborn refusal to train a squire, he would most likely have become




Black Bishop


Gargantuan Starfighter

Init: +14, Perception: +13
_______________________________________________________________________________________
Defenses: Ref: 24, Fort 26, Vehicular Combat +14

HP: 130, SR: 25, DR: 10, Threshold: 46
________________________________________________________________________________________
Speed: Fly 12 Squares (character scale), Fly 6 Squares (starship scale)

Ranged: Ion Cannons +19 (6d10 x2)
Ranged: Proton Torpedoes +19 (9d10 x2)

Grapple: +33
_________________________________________________________________________________________
Abilities: Str 43  Dex 18  Con -  Int 17

Skills: Initiative +14, Mechanics +13*, Perception +8, Pilot +14, Use Computer +13*
__________________________________________________________________________________________
Crew: 1 (Unique) Plus 1 Astromech (R6-E4)   Passengers: 1
Cargo: 1 Ton;  Consumables: 2 Months
Payload: 5 Proton Torpedoes
Hyperdrive: x1, 10 Jump memory in astromech droid

Meow!  I'm a kitty; made of fire.

Ons and Offs

HairyHeretic

Hmm. I think with the Wealth talent I can afford a new Marauder Corvette  :D
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
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Fair fame of one who has earned it.

Myrleena

If that's the case, do you mind if I design my own starship?  The character I have in mind specializes in such, and would be trying to get her own shipyard.

The Great Triangle

Be my guest, just remember to take the Starship designer and Tech Specialist feats and PM me a list of the ship's design.  Also, for your bonuses thanks to Starship Designer, you may take 20 on mechanics checks to install them.
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HairyHeretic

If a craft comes with parasites, do you get those too?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Ryvaken

I don't suppose there's any interest in a custom built 2nd degree droid applicant?
In creativity, meaning.

The Great Triangle

You can  play a custom droid.  You have 75,000 credits to split between modifications to your frame and your personal equipment, then 200,000 credits for a starfighter.  Removing the life support systems of a ship frees up 1 emplacement point times the cost multiplier of the ship.


As for carried craft, you get those with your ship purchase, but if no ship class is indicated, then the GM chooses what's carried aboard.  (typically the standard starfighter for your faction)  You may modify such craft freely, and they by default have the same crew quality as their parent ship.
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HairyHeretic

Hmm. I'd need to figure out what those would be then. I suppose it would depend on how formal my alliance with the Empire was. Could be TIEs (Predators?), or some other fighters if it's my own people.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Ryvaken

Quote from: The Great Triangle on February 08, 2009, 04:49:21 PM
You can  play a custom droid.  You have 75,000 credits to split between modifications to your frame and your personal equipment
How much can I add as standard to the droid chassis, and how much would have to be an aftermarket addon? It is important for calculating weight.
In creativity, meaning.

Vice

Quote from: Idej on February 08, 2009, 12:41:51 AM
Sounds interesting. :)

Alright, I'm sorry for being a stickler to all of you, and I apoligize. 

One quick question, since the Legacy Era CG should be coming out in March does anyone want to wait for the guide to come out or not?  I know that money is an important thing to all so if you all don't wish to then that is fine as well.
Having bought the Knights of the Old Republic CG, I can't say I'm all that impressed with the format they're using now. All it does is summarize two videogames, gloss over the comics, and leave you with absolutely no idea how to run a goddamn campaign in the setting. All tools, no guidance.

The Great Triangle

Quote from: Ryvaken on February 08, 2009, 06:00:38 PM
How much can I add as standard to the droid chassis, and how much would have to be an aftermarket addon? It is important for calculating weight.

I believe the guidelines for droid characters call for a starting droids to be limited to a starting value of 5000 credits.  If you want to have a fancier base chassis, you can substitute a heroic level for a nonheroic level.  Each level you substitute in this way adds 5,000 credits to the value of your chassis.  (which doesn't come out of your 75k)  Feel free to use the self aware droid prestige class and the droid talent trees from the force unleashed sourcebook.


And for the saga edition line, I definitely would have to say that it has rock solid mechanics, although the GM advice is reliably wobbly, like most WotC products.  *grins*
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Ryvaken

Already did. http://www.myth-weavers.com/sheets/view.php?id=107604 is what I have so far.

Hmm. I could use the Scum and Villainy Miniaturized upgrade to deal with weight on the heavier bits, like that shield generator. And it's not like I don't have more credits than I know what to do with anyway. Begin the maniacal laughter!
In creativity, meaning.

Tonalberry

I think it'd be fun to play a Mandalorian Soldier and prestige class into the Elite Trooper class, using the Mandalorian Warrior Talent tree, and maybe throwing in some Gladiator levels.

Muse

Having the witch of dathomir talents to charm beasts, is a Corilian SAnd Panther (8 hit dice, size medium) an apropriate companion? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Tonalberry

If I played a Mandalorian, would a Basilisk War Droid count as personal gear, or take away from the starting funds for starship?

The Great Triangle

Quote from: Muse on February 08, 2009, 10:15:22 PM
Having the witch of dathomir talents to charm beasts, is a Corilian SAnd Panther (8 hit dice, size medium) an apropriate companion? 

That's perfectly acceptable, however, the panther does not attack or otherwise meaningfully act in combat unless you spend a standard action to direct it to strike.  (It requires a standard action from you each time it attacks, because of the force influence you use to domesticate it)  You may apply the dark rage power to your pet, and also use the battle strike power to aid your pet's attack.  


Quote from: Tonalberry on February 08, 2009, 10:20:04 PM
If I played a Mandalorian, would a Basilisk War Droid count as personal gear, or take away from the starting funds for starship?

Droids count as personal gear unless they're astromechs or other starship support droids.
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Tonalberry

Damn, no Basilisk War Droid for me then.  :P 70,000 creds.

Idej

I'm thinking when I get the time to, is to either be a Gen'dai Soldier/ Scout/ Elite Trooper.

Or a Zeltron Jensaarai.

Myrleena

Question, I want to play a Noble with Starship Designer, but I have to have Mechanics as a trained skill.  I thought I could take Skill Training to make it trained, but it says that I have to choose a class skill to be trained in.  Do I have to take a level of a different class to take it as a trained skill?

Idej

There is the engineer talent in Starships of the Galaxy and if you have Knowledge(Technology) then Mechanics becomes a trained skill.

The Great Triangle

Quote from: Myrleena on February 08, 2009, 11:47:51 PM
Question, I want to play a Noble with Starship Designer, but I have to have Mechanics as a trained skill.  I thought I could take Skill Training to make it trained, but it says that I have to choose a class skill to be trained in.  Do I have to take a level of a different class to take it as a trained skill?

You will, although two levels is arguably more efficient.  (since it gives you the feat)  You can also, of course, take the educated talent and the engineer talent.  (which grants the benefit of being able to build starships 25% faster)

Some good choices include the scoundrel class to get a bonus to reflex defense, point blank shot, and the spacehound talent (for operating in zero G), the scout class to get shake it off and the evasion talent, or the soldier class to get more weapon proficiencies and a weapon specialization.
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Idej

Did you read the first sentence on the Engineer talent.

"You are trained the Mechanics skill"

The Great Triangle

Yes, I did.  I was meaning to suggest a choice between training in another class or taking the engineer talent.  :)
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Idej

Sorry about that, just a communications error on my part then.

Myrleena


Ryvaken

Right then. If anyone is keeping a roster of applicants, remove my name please. Apparently this is a waste of time for the only character concepts that are actually interesting.
In creativity, meaning.

The Great Triangle

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Ryvaken

A statement which is itself an absolute. Transitive reasoning applies.

Besides, the absolute has an objective reality. The set of interesting concepts as defined by the individual and the system is finite*. Thus the general intersection of that set and the set of concepts workable under existent houserules, campaign setting, party composition, and other factors is similarly finite. That intersection represents those characters worth pursuing and can be measured.

*This can be proven thusly: for a character concept to be interesting it must first be a concept. For a concept to exist it must correspond with one or more possible characters. A possible character is a collection of elements from various finite sets -- there are only so many feats, skills, talents, etc. Thus the number of possible characters is finite, and all subsets of a finite set are finite.
In creativity, meaning.

Elohim

This is a players wanted add not a place to have an argument,  please keep things civil without turning a conflict of personalities into something a bit more explosive.

HairyHeretic

Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

ShamshielDF

I was working on character ideas and had a few questions come up...

What are your views/opinions/house rules regarding gray Jedi?
In regards to the Imperial Knights/New Jedi Order what are their views on intimate relationships, homosexuality, etc?
Could one learn of the force and become a "Jedi" through, say, an ancient archive of holocrons (buried library, ancient ruins, in the attic of the ancestral home..)?

I'm trying to work out details of background, but history and factions are going to have to wait until knowing about how these groups work in your universe.

Also thought that it would be polite to let you know that Myrleena and I are going to be intermittent the next couple of days, as we are in the midst of moving.  In the snow.  For the third time in a row >.<

One of these days my timing of these things will improve...

P.S. *giggles!*  Where can I get a bottle?
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

The Great Triangle

Quote from: ShamshielDF on February 09, 2009, 01:58:19 PM
I was working on character ideas and had a few questions come up...

What are your views/opinions/house rules regarding gray Jedi?
In regards to the Imperial Knights/New Jedi Order what are their views on intimate relationships, homosexuality, etc?
Could one learn of the force and become a "Jedi" through, say, an ancient archive of holocrons (buried library, ancient ruins, in the attic of the ancestral home..)?

I'm trying to work out details of background, but history and factions are going to have to wait until knowing about how these groups work in your universe.

Also thought that it would be polite to let you know that Myrleena and I are going to be intermittent the next couple of days, as we are in the midst of moving.  In the snow.  For the third time in a row >.<

One of these days my timing of these things will improve...

P.S. *giggles!*  Where can I get a bottle?

*hugs*  Don't worry to much about moving, I'm not going to be pressing to hard to finish up characters.

As for Jedi and sexuality, the New Jedi Order very specifically allows marriage and sex among Jedi, thoughalthough there is no specific stance on their view concerning homosexuality, I'm willing to say that they're very tolerant.  (currently, the only group in Star Wars with a cannonical stance on homosexuality is the Mandalorians, who fully endorse gay marriage.)  As for the Imperial knights, I think it would be cool if they had more of a "courtly love" aesthetic, promoting attachment and passion, but steering away from lust and meaningless carnal acts.  Also most Imperial knights choose to focus their love on the emperor, becoming part of his (or possibly her) harem. (This, however, is just my opinion, and Imperial Knight players are free to accept or reject it as suits their concepts)

Concerning Grey Jedi, the New Jedi Order has had its share of outcasts and unreliable members even from the beginning.  Thus, over the years, Grey Jedi have become agonizingly common to the Jedi Order, to the point where the entire order of Imperial Knights are viewed as Grey Jedi.  The galaxy is filled with rogue masters, and people failed by the less stringent practices of the New Jedi Order.  (the New Jedi Order is much less focused on indoctrination, and accepts applicants of any age for Jedi training, much like a modern university.  Younger applicants tend to receive more financial aid, however.) 

Finally, a character could learn about the force through holocrons, and gain levels in the jedi class, but such a person wouldn't be a member of the jedi tradition, and would in most cases not qualify for the Jedi Knight prestige class.  (Although I might make an exception and allow a force adept access to a single talent tree that Jedi Knights get.)
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ShamshielDF

Thank you for the information ^_^

That should help quite a bit with sorting things out.  With how things are going with Myrleena's character, I suppose I should also ask which factions endorse, or, at least, don't completely prohibit slavery?  What are the various Jedi factions stances in regards to it (ie. is it tolerable if they are well treated)?  And, of course, how much do slaves run?

Umm...looking over the sample character that you have posted I do have a couple of questions.  Where is the "finely tuned" template?  Is that whats granting the +3 to attack and damage? 

If you have some time, perhaps I could PM you a bit about my character idea and get some help building it up a bit?  I have the basic character sorted out, but I'm sure that there are a lot of things that I could/should be doing that I'm overlooking, and having someone that knows the system help would be a bonus  :D
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President of the CharlieSariel fanclub ^_^
A&A

The Great Triangle

Quote from: ShamshielDF on February 09, 2009, 10:21:03 PM

That should help quite a bit with sorting things out.  With how things are going with Myrleena's character, I suppose I should also ask which factions endorse, or, at least, don't completely prohibit slavery?  What are the various Jedi factions stances in regards to it (ie. is it tolerable if they are well treated)?  And, of course, how much do slaves run?

Umm...looking over the sample character that you have posted I do have a couple of questions.  Where is the "finely tuned" template?  Is that whats granting the +3 to attack and damage? 

If you have some time, perhaps I could PM you a bit about my character idea and get some help building it up a bit?  I have the basic character sorted out, but I'm sure that there are a lot of things that I could/should be doing that I'm overlooking, and having someone that knows the system help would be a bonus  :D

Finely tuned isn't actually a template, but a function of having the tech specialist feat.  (He modified his lightsaber to have a +1 attack bonus.)  His attack bonus is calculated as +13 base attack bonus, +4 strength, +1 self made lightsaber, +1 finely tuned lightsaber.  Meanwhile, his damage is +7 for level, plus 4 for strength.

I wouldn't mind you PMing your character concept.  :)

As for slavery, the Sith Empire and the Hutts endorse slavery strongly, while the Fel Empire and the Mandalorians legalize slavery but makes slave transportation illegal, and the Alliance strongly opposes slavery.  The Imperial knights stop slave smuggling when they can, but assign slaves thus acquired as indentured servants to the sector moff.  (often on terms under which they will see freedom within their lifetime)  Meanwhile, the New Jedi Order strongly opposes slavery in alliance space, but considers slavery in areas where it is illegal to be an unpleasant fact of life in the galaxy.  (though they take pains to free force sensitive slaves when they can, lest they turn to the dark side)

As for how much slaves try to escape, most everyone but the Mandalorians has slave flight to an extremely low level.  The Sith use a combination of intimidation and mind control to keep their slaves under control, the Hutts use collars designed either to strangle, decapitate, or electrocute fleeing slaves, and the Fel empire offers slaves the chance to earn their freedom.  The Mandalorains, meanwhile, tend to simply accept that slaves in conquered provinces will run, and consider any slave with the strength to escape his master to be a free man.  (who can then become a Mandalorian by pledging military service to the Mandalore.)  Slave owners in Mandalorian space, of course, go to great lengths to restrain their slaves, but Hutt slave collars are illegal in Mandalorian territory, because their use risks killing perfectly good warriors.
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The Great Triangle

I've posted a character sheet thread and an OOC thread in Non Con Exotic System.  Go ahead and have a look, and drop some opinions about the three crises I set up.  (You can also invent your own crisis if you'd like your character to do something else)
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HairyHeretic

Quote from: The Great Triangle on February 08, 2009, 12:57:58 PM
That's in the force unleashed campaign guide, which I'll be allowing after I've finished reading it.  The organization rules I've posted provide a general guideline for what you can get from an organization, although smaller organizations would provide smaller bonuses.

Although if you want the infamy talent tree, I might be willing to simply give you picks from it in exchange for a feat. (I'm really quite flexible on these things, although I certainly don't mind you picking the crime lord class to represent being a naval commander with a particularly large ego and entourage.)

If you're still willing, I might take you up on this.

I've an idea I'm kicking around, which would require some changes to my character, though not a whole lot. Do you want me to PM you with the idea, or just discuss it here?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

Go ahead and PM the idea, as not to clutter the players wanted thread.  :)
Meow!  I'm a kitty; made of fire.

Ons and Offs

HairyHeretic

Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

Faction Spotlight: the Sith Empire

Life in the Sith empire is, to put it simply, not pleasant.  The Sith Lords and Ladies have crafted for themselves a society that resembles a mad cross between 1984, the mosh pit at a metal concert, and A Clockwork Orange, except that to be a droog is not only accepted, but socially expected. 

There are four descending castes in Sith society.  The Sith Lords, The Warriors, the Common People, and the Force Sensitives.  Every live birth in the Sith Empire is required to be tested for Medichlorians, and those with a sufficiently high concentration are tossed into the special hell reserved for those in the Sith Empire who might have a talent for the force.  medichlorians, however, are only an indicator of force sensitivity, not the actual fact of force sensitivity, and more than a couple of noble houses have risen in the Sith Empire thanks to their antibodies against medichlorians.  (Characters with medichlorian immunity or that have been vaccinated against medichlorians suffer a -2 penalty on use the force checks to use force powers with the [light side] descriptor, due to the lack of a harmonious living system inside them, but otherwise suffer no penalties.)

Sith society is a machine, designed to stamp out identical sociopaths, and the key struggle in any Sith's life is to assert his, her, its, or their individuality.  Force sensitive children of the Sith Empire are placed in a creche from birth, and encouraged to compete with each other for limited resources.  Deadly, (but usually not lethal) weapons are often placed into the creche environment as "toys."  Sith creches typically have their efficiency rated by what percentage of their charges end up dead versus how many "graduates" of the hellholes end up getting picked as personal apprentices by Sith Lords.  Life in a creche is a combination between survival of the fittest brutality and the most sadistic reality show ever.  Children in the creche are often given cybernetic modifications for trivial injuries, "vaccinated" with sith poisons, and experemented on with Sith Alchemy, all in the name of creating a stronger Sith.  The children receive a very robust education in hand to hand combat and methods of torture, as well as a major focus on weapon maintainence and design.  Occasionally, piloting is also taught, quite often with brutal speeder races or painfully realistic and constantly repeated flight simulations.

Frequently, friendships are formed in the creche as a means of survival, and the attachments from such can last for a lifetime.  At age 14, children placed into a creche are divided into four groups.  Those personally picked as apprentices by Sith Lords, those that died, those who have been ground into the base material of the Sith Stormtrooper corps, and those who graduate to study at the Sith Academy.  The Sith Academy on Courascant is a five year educational course held to be the most intense in the galaxy.  Nearly every student of the Academy is a hardened killer, and the Academy prides itself on the fact that a full quarter of all students die before graduation.  Yet, if the creche is ruled by unbridled chaos, the Academy is ruled by an outward appearance of regimentation and calm.  Students are treated as military cadets, and tortured for even minor failures.  Major failures usually result in being killed by other students, but on rare occasions the Academy has had to execute a student for failure. 

Alliances created in the creche typically blossom into full blown sexual relationships at this stage.  Heterosexual relationships, Homosexual relationships, asexual relationships, and relationships in which the couple mutilates each others' genitals for sexual pleasure are all quite common, leading to a social environment that approximates a typical high school turned up to 11,000.  Graduates of the Sith Academy most commonly become naval officers or dark knights of the Sith, depending on their aptitudes.  Dark knights of the Sith are essentially Stormtrooper commanders, completely at the beck and call of their masters, the Sith Lords.  Ultimately, the aim of any Dark Knight is to become a personal apprentice to a Sith Lord, or even better, accomplish something so great that he or she warrants the title of Dark Lord of the Sith without even having to go through an apprenticeship period.  (Typically only Darth Krayt can grant this honor, however)

The Dark Lords of the Sith rule Sith society like warlords, each ruling over at minimum a large section of a planet, and quite often an entire system.  Sith Lords are predatory, and the annual casualty rate among them makes the Sith Academy look like a walk in the park.  And yet, in the current generation, the mold that they were cast out of gives them a strange unity, all wielding the red bladed lightsaber made from their artificial crystals.  To put any more effort into a lightsaber would be a waste.  Sith Lords have immense power, and notably a very few non force sensitive beings have risen to the title, although most of them were suspected of simply being good at hiding their force powers.  Most force users in the Sith Empire resent force users outside the empire, taking out their rage on the soft gullible light siders whenever possible.  To have compassion and to be sith are two diametrically opposed things, although many people who get squeezed through the Sith system become charming sociopaths, capable of smiling and speaking eloquently even while plotting the downfall of their foes. 


The Alliance estimates that for every Sith Lord who comes to power, 1,000 medichlorian positive sentients die.   


New Equipment:  Rage Implant

Often installed in creche to make the social dynamic more exciting, the rage implant is a device that stimulates the parts of the brain that control emotions like anger, fear, and agression.  By interfering with the normal operation of the mind, the device inflicts a -2 penalty on all use the force checks except to activate the power dark rage.  The implant grants the racial ability rage, as per wookies, or grants an additional +2 bonus to melee attack and damage for races with the rage ability.  Additionally, the user of the implant can take feats which require the rage ability as a prerequisite.  The downside of this implant, however, is that if the character using it is pushed 3 steps down the condition track, (to -5) he flies into an uncontrollable rage, and becomes unable to distinguish friend from foe.  In addition to the normal bonuses and penalties from raging, the character can recover his condition with two swift actions, and automatically attacks the closest target in melee each round.  (if there are multiple closest targets, the player may choose which one to attack.)  This psychotic rage lasts for a number of rounds equal to 5 + the character's constitution modifier.

Cost: 3,000 credits or 5 dark side points for non dark side characters.
Meow!  I'm a kitty; made of fire.

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Vice

Is it safe to assume that Imperial Knights have access to the Jedi Knight and Jedi Master prestige classes?

The Great Triangle

Quote from: Vice on February 13, 2009, 09:05:17 PM
Is it safe to assume that Imperial Knights have access to the Jedi Knight and Jedi Master prestige classes?

Yup!  They count as a Jedi tradition.  They tend to focus on the martial aspects of Jedi study, while the New Jedi Order tends to be about wisdom and balance.  (even going so far as to freely allow adepts to openly experiment with and learn about the dark side.  Imperial Knights, however, must follow the light, even so far as having a duty to assassinate the Empress if she turns to the dark.)

The current leader of the Fel Empire (and thus the Imperial Knights) is Empress Kreia Fell, better known as "The Crimson Lady" or simply "The Crimson Empress."  Unlike the previous martial Emperors of the Fell Empire, the Crimson Empress comports herself like a traditional noble, beloved by her people and an extremely wise ruler.  She does not fight, but nobody has ever survived an attempt on her life.  She is also scarcely detectable in the force, leading most to believe that she doesn't have much force aptitude.  This could be due to the death sticks she is always seen smoking.  She's also known to never sleep, and yet at age 40 she doesn't look a day over 19.  She is so beloved that even outside the Fel Empire, her likeness (A brown haired woman in a long but form fitting black dress smoking a death stick)  has become the image on the Queen of Air and Darkness card on sabacc decks even outside the Fel Empire. 
Meow!  I'm a kitty; made of fire.

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Vice

I thought the Imperial Knights were considered Gray? Wouldn't they have to make use of some dark side powers? I'm thinking judicious use of force grip here. :)

ShamshielDF

I would look at Wookiepedia for more info:

http://starwars.wikia.com/wiki/Imperial_Knights

===================================
It was said that the first loyalty of the Imperial Knights was not to the Force, but to the Empire as personified in the Emperor.[1] Imperial Knights were in the service of the Emperor for life --- only one knight ever left the order, and in the words of Marasiah Fel, "his life proved short".[11] Though the Imperial Knights ultimately served the Force through the Emperor, this was only true if he served the light side of the Force. If he were ever to turn to the dark side, their duty was to either bring him back to the light or remove him from power. .[12] This policy had been in place since the Order's founding, and as such, Ganner Krieg maintained that it was ultimately the Force that they owed their allegiance to.[12]

The Imperial Knights did not draw on the dark side, but were said to not strictly follow the light side either, obeying the orders of the Emperor before anything else. As such, the Jedi viewed the Imperial Knights as "gray".[1][2] The Imperial Knights were also considered Gray Jedi by the Jedi Order due to the Jedi's belief that they did not truly follow the way of the Force.[1] This view of them was reminiscent of the Gray Jedi of the Old Jedi Order, such as Qui-Gon Jinn.[13]
===================================

I've been doing far too much reading on there, doing background ideas for my character...
Ons and offs!
President of the CharlieSariel fanclub ^_^
A&A

Vice

Is there any room left in this game? Has it started up already?

Myrleena


The Great Triangle

There's been a delay in getting the game started while players work on their characters. 

Also, I've been a bit slow in posting the setting information.   :-[

I'll get to work on it, especially if players have aspects of the setting they want to hear about.
Meow!  I'm a kitty; made of fire.

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Vice

I'd like to hear about the culture of the Imperial Knights; it seemed like they weren't getting much love so far, so I might make one. I'm thinking of a suave imperial operative, perhaps a bit of a maverick, who prefers to be out on assignment where regs can't cramp her style. Her style, incidentally, is sort of a James Bond "love 'em, then blow up their volcano base" technique.

Tonalberry

I wouldn't mind hearing a bit more about the Mandalorians, since I'd like to try playing one.  It can wait till you've handled Vice's request though.

The Great Triangle

The Imperial Knights have as their prime obligation service to the Empress.  Everything else is secondary.  Imperial Knights are recruited from birth. (through testing via the force; in previous generations the emperor did it personally, however, with the current Empress' apparent lack of force talent, it's most likely done by Knight masters in the current era)  They grow up in the Imperial palace, as both playmates and companions to the Emperor's children, and the children of other Imperial Knights.  Along with the scions of the Emperor and the knightly order, neophyte knights are trained in the ways of the force.

To be an Imperial Knight is to be in the line of succession for the Empire.  (although quite often at a fairly low position in the line)  Imperial knights have quite often grown up with the Emperor, and generally direct their sexuality towards him or her.  The Knights are not merely the Empress' bodyguards, but also her advisers, companions, and concubines.  Although the majority of Imperial Knights work in close contact with the Empress, there are more than a few who get sent on long term missions, perhaps with COMPNOR, the propagandal/special operations branch of the Imperial government, or the ISB, the Imperial law enforcement branch.  Another possibility is to be an Imperial commando in the 501st legion, a powerful Imperial military unit dating from the days of the old republic.

Imperial Knights are allowed to engage in sexual relations with those outside the royal lineage, and are in fact required to if ordered to.  Any marriages are granted by the Empress, who happens to favor placing her servants into arranged marriages. 

Imperial Knights typically wear armor, and receive training in combat in heavy armor.  (this typically translates into at least three levels of the soldier class)  They each silver bladed lightsabers constructed to a standardized design.  Imperial Knights heavily favor wielding a single lightsaber and using the makashi and soresu forms, but Knights who spent time working with the Jedi or the Sith might know other lightsaber forms.  Many Imperial knights dip heavily into the soldier class, taking multiple talents from the commando talent tree, such as harm's way and draw fire.  The noble class is also reasonably common, alongside the jedi class.  A few Imperial Knights even take levels in the bounty hunter prestige class (mostly those assigned to apprehending the enemies of the Empress.)
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The Great Triangle

As for the Mandalorians, their culture is not unlike that of the vikings, except in space.  Mandalorian culture has two key aspects; the mandalorian language, and the tradition of military service to the Mandalore.  Any individual within Mandalorian space who speaks the language and pledges his or her military service to the Mandalore is considered a free individual.  The Mandalorians don't particularly respect technology, although they do respect cunning in battle and in equipment design.  Using labor saving devices is considered taboo in Mandalorian society, and creating them dangerous.  The Mandalorians hate war droids meant to replace main ground forces with a passion, although they have a slight respect for clones, and consider the use of war droids to supplement one's forces an example of a cunning strategy.  (thanks to the accomplishment of Jango's progeny)

It is considered important to constantly ready oneself for battle in Mandalorian society.  The Mandalorians have made it a cultural norm to make ends meet in their budget by fighting other people's wars, taking the spoils to keep them in business in spite of their predominantly agricultural economy.  Much equipment in Mandalorian space is handmade by cottage industry, and nearly all Mandalorians who don't have the Knowledge (Life Sciences) skill trained (being farmers) have the mechanics skill trained, and work in cottage industries when not off at war.  Making your own equipment is considered a Mandalorian tradition, and the Mandalorians freely circulate schematics of devices the Mandalore considers useful and necessary for every Mandalorian to have.

Of all the devices important to a Mandalorian, the most important is his armor.  Mandalorian armor is in the best circumstance made from Mandalorian iron, a substance capable of resisting lightsaber blows and most blaster shots.  Although the Jedi, the Republic, and the Hutts shy away from the wearing of armor, Mandalorians consider armor to be an important advantage, and typically undergo training to fight in it effectively.  When wounded, Mandalorians rarely use bacta, instead relying on standard medkits, often stocked with remedies made from local chemicals.  Mandalorians frequently train the treat injury skill, and in any squad of them, it's almost guaranteed one of them has the surgical expertise feat.  Mandalorians have no particular phobia of cybernetic limbs, although they try and save limbs when possible.  Mandalorian cybernetics are bulky and artificial looking, but if kept in proper tune, can outperform the limb they replace.  (a mandalorian with cybernetics, the cybernetic surgery feat, and the tech specialist feat may apply his tech specialist feat to modify his cybernetics as if he were a droid)
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Tonalberry

Quote from: The Great Triangle on February 22, 2009, 10:53:35 PM
As for the Mandalorians, their culture is not unlike that of the vikings, except in space.  Mandalorian culture has two key aspects; the mandalorian language, and the tradition of military service to the Mandalore.  Any individual within Mandalorian space who speaks the language and pledges his or her military service to the Mandalore is considered a free individual.  The Mandalorians don't particularly respect technology, although they do respect cunning in battle and in equipment design.  Using labor saving devices is considered taboo in Mandalorian society, and creating them dangerous.  The Mandalorians hate war droids meant to replace main ground forces with a passion, although they have a slight respect for clones, and consider the use of war droids to supplement one's forces an example of a cunning strategy.  (thanks to the accomplishment of Jango's progeny)

It is considered important to constantly ready oneself for battle in Mandalorian society.  The Mandalorians have made it a cultural norm to make ends meet in their budget by fighting other people's wars, taking the spoils to keep them in business in spite of their predominantly agricultural economy.  Much equipment in Mandalorian space is handmade by cottage industry, and nearly all Mandalorians who don't have the Knowledge (Life Sciences) skill trained (being farmers) have the mechanics skill trained, and work in cottage industries when not off at war.  Making your own equipment is considered a Mandalorian tradition, and the Mandalorians freely circulate schematics of devices the Mandalore considers useful and necessary for every Mandalorian to have.

Of all the devices important to a Mandalorian, the most important is his armor.  Mandalorian armor is in the best circumstance made from Mandalorian iron, a substance capable of resisting lightsaber blows and most blaster shots.  Although the Jedi, the Republic, and the Hutts shy away from the wearing of armor, Mandalorians consider armor to be an important advantage, and typically undergo training to fight in it effectively.  When wounded, Mandalorians rarely use bacta, instead relying on standard medkits, often stocked with remedies made from local chemicals.  Mandalorians frequently train the treat injury skill, and in any squad of them, it's almost guaranteed one of them has the surgical expertise feat.  Mandalorians have no particular phobia of cybernetic limbs, although they try and save limbs when possible.  Mandalorian cybernetics are bulky and artificial looking, but if kept in proper tune, can outperform the limb they replace.  (a mandalorian with cybernetics, the cybernetic surgery feat, and the tech specialist feat may apply his tech specialist feat to modify his cybernetics as if he were a droid)

Space vikings, F Yeah!!!  Awesome.  Sounds like my kinda party people.  Speaking of Mandalorian armor; in Scum and Villainy it lists the Beskar'gam, the traditional Mandalorian armor.  It's priced at 33,500 for light, 37,000 for medium, and 45,000 for heavy, but it also states that GMs can take off 30,000 credits for a Mandalorian PC.  Will you allow that for me, if I take the armor?

The Great Triangle

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Tonalberry


The Great Triangle

A bit more information on the Sith Empire:

The most important document to the Sith Empire is a series of seven holy books known as the Dark Side Compendium.  These books contain the political and practical means by which the Sith maintain power.  Any Sith is required to memorize the first book, the Book of Anger, and many draw heavily on one of the other six books.

The first book, the Book of Anger, was written by St. Sidious, considered the greatest Sith Lord to have ever lived.  The book details the means by which one draws upon the dark side of the force, and it is considered the most important work of literature in the entire Sith Empire.  The book teaches several important basic sith techniques, such as how to employ force lightning, and contains speculation on how to create force storms.

The second book, On the Weakness of Inferiors was also written by the dark Saint palpatine, and is the key book for leaders in the Sith Empire, the dark manipulators.  The book details the finer points of using the force for mind control and illusion, as well as a unified political philosophy that guides many Sith administrators.

The third book, The Creation of Monsters was started by St. Sidious, and completed by Darth Caedus.  It details both the principles of educating people in the dark side, and the use of Sith Alchemy.  It is the key book for alchemists and educators within the Sith Empire.  It contains a number of unpleasant secrets, as well as a very large appendix concerning the biotechnology of the Yuuzhan Vong.  The modern edition of the book also contains a substantial section on the training and leadership of Sith Stormtroopers.

The fourth book, The book of Prophecy was written for viziers and advisors who look into the mirror of the dark side, by an Emperor's hand named Cronal.  Despite the humble origins of its author, the book is a very practical text on the nature of prophecy and destiny, although there is some dispute concerning its authorship.  When the Dark Side Compendium was compiled by the Dark Lady Lumiya, the fourth book received the most extensive editing and modification.  Many outside the order of Sith prophets greatly doubt the accuracy and usefulness of the information contained within the book.

The fifth book,  The Shadows Within, was written mostly via extrapolations from the memoirs of a being named Vergere, a Sith who infiltrated so deeply into the Jedi that she could barely even remember she was a Sith.  The book itself is concerned with the issue of how to lie, particularly to oneself.  It is the key book for Sith Infiltrators and spies, and contains many meditations on using to force to become invisible.

The sixth book, The Power of Hate was compiled mostly via the holocron of Exar Kun, and details the nature of the perfect Sith Warrior.  Thanks to editing, much of the book's content dovetails nicely with that of The Weakness of Inferiors, and many passages build directly off of the theories presented in the book of anger.  Most notably, the book contains in depth descriptions of all seven lightsaber forms, as well as velocities and katas for fighting with two lightsabers, and using the unorthodox technique of trikata.  An appendix discusses the fighting styles of Aurra Sing and General Grievous, noting how hate can enable even a non force user to fight proficiently with a lightsaber, and discussing some of their confusion tactics.

The seventh book, The Book of Freedom contains no internal assertion of its authorship, although it draws most of its historical examples from the stories of Darth Revan and the Jedi Exile, asserting contrary to history that they lived and died as great Sith Lords, using the force to gain their freedom.  The principles discussed in the final book are strange and esoteric, and deal mostly with the idea that the power of the force is unlimited.  Several times, the book references the feats of Galen Marek and Luke Skywalker, postulating that a true Sith could acheive power ten times greater than even those powerful beings from history.  In general, the book of freedom is either treasured or ignored.


The text of the dark side compendium is freely available throughout the Sith Empire, and most datapads come with at least a portion of the Book of Anger preloaded.  Each volume of the compendium is the equivelent of about 2,500 pages in length, and studying the dark side compendium is the bulk of any educational effort in the Sith Empire.  Bound copies of the compendium are considered status symbols in the Empire, and a full presentations set with gold trim, covers made from human skin, and large amounts of sith alchemical reinforcement generally costs about 10,000 credits.  A more humble mass produced reproduction costs about 3,000 credits.  Electronic copies of the compendium cost about 500 credits. 
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Vice

General rule questions:

1. With Attract Minion, it states that if you lose a minion, you can send for another one if you have one (i.e. have taken it more than once). Does that mean that if your minion dies, you basically lose the use of a talent? Or can you still attract a replacement after a period of time?

2. With the Impel Ally talents, you can grant an ally the ability to move and act on your turn; do these actions replace their own actions, or are they in addition? Could I order a minion to move into cover, fire on my enemies, and then have them continue to fire on their own turn?

The Great Triangle

Quote from: Vice on February 25, 2009, 02:58:36 AM

1. With Attract Minion, it states that if you lose a minion, you can send for another one if you have one (i.e. have taken it more than once). Does that mean that if your minion dies, you basically lose the use of a talent? Or can you still attract a replacement after a period of time?

2. With the Impel Ally talents, you can grant an ally the ability to move and act on your turn; do these actions replace their own actions, or are they in addition? Could I order a minion to move into cover, fire on my enemies, and then have them continue to fire on their own turn?

1.  Actually, getting your minion back is a function of having another minion on the payroll.  Minions have a variable cost, but if they don't have any special skills and are of a common archetype (like Gammorean Guards, Bith Accountants, Nitko Muscle, ect.)  Then they cost about 100 credits per level to retain.  More complex assistants, such as sharpshooters, engineers, and pilots, cost around 250 credits per level to retain.  Truly exotic minions, like force sages, Miraluka, assasain droids, and Falleen, cost 1,000 credits per level to retain.  You can only have a number of minions accompanying you equal to the number of times you've taken the attract minions talent, but you can hire any number of minions.  You must also pay for any equipment that minions have, although you can make free use of that equipment while traveling with that minion.  (relevant for tech specialist minions)  Hiring a new minion takes 24 hours for a common minion, 2d6 days for an uncommon minion, and a full month for an exotic minion.

2. Impel minion gives minions actions in addition to their normal actions.  :)  As long as you can grant a minion a standard action, you can have that minion take multiple standard actions.  If you have levels of officer in addition to your crime lord levels, this can get just plain deadly.
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