The Tempest Feud [d20 Star Wars Core Revised]

Started by PhantomPistoleer, July 23, 2021, 08:58:42 AM

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PhantomPistoleer




THE TEMPEST FEUD




This is an interest thread for a Star Wars Core Revised roleplaying game set during the Rebellion Era.  It is my hope that we will be able to play through THE TEMPEST FEUD, a module that takes players from LVL 9-11.

Classes in the Rebellion Era

You are a SpecForce Commando for the Rebel Alliance.  You have been trained to go anywhere at a moment's notice, to use whatever equipment is available, and to improvise as the situation warrants.  Your mission profiles include covert operations, sabotage, assassination, courier duty, counterintelligence, scouting, reconnaissance, first strike, and search and rescue.  You make do with what the environment provides and operate with little supervision.

It isn't unusual for a SpecForces unit to consist of a number of specialists.  While each team member is trained for combat, he or she usually has a secondary skill set.  These skill sets include pathfinder, urban guerrilla expert, wilderness expert, technician, infiltrator, heavy weapons specialist, medic, communications, pilot, translation and negotiation, supply acquisition specialist, and computer expert.

Players will use gestalt rules to combine standard classes to create their characters.  This means that characters gain the benefits of two standard classes at each level, and take the better of the two overlapping aspects.

Players will make level nine characters.

Force Users in the Rebellion Era

When the Empire assumed control of the galaxy, it dismantled the Jedi Order and drove surviving Force-sensitive individuals into hiding.  Those capable of wielding the force are exceedingly rare during this era.  The Rebellion Era Sourcebook states that players can begin play as first level Force Adepts or become Jedi Guardians at second level.  These options are not available in this game.

Species in the Rebellion Era
"The Empire fostered an ongoing campaign to deny alien species their rights and freedoms.  Humans were looked upon as the favored species in the Empire--as long as those Humans followed Imperial law and pledged their lives to the Emperor's New Order.  Most members of an alien species were denied privileges and reduced to second-class status.  Some species, such as Wookiees, were enslaved and outlawed as dangerous in most Imperial-controlled regions.  While life was somewhat easier away from the Core Worlds, the Outer Rim also provided the secrecy the Empire needed to turn whole planets into labor colonies toiling to maintain the Imperial war machine.

"Because of these abuses and atrocities, many alien species joined the Rebel Alliance.  From free Wookiees such as Chewbacca to the bulk of the Mon Calamari species, individuals and entire civilizations rose up to protest and eventually revolt against the tyrannical Empire.  In the Star Wars saga, free Wookiees in this period are rare, and Ewoks aren't "discovered" until the time of the Battle of Endor."  Rebellion Era Sourcebook, p. 4-5.

Character Creation
  • Rules:  All characters will be built using Star Wars Core Revised rules available at https://drive.google.com/drive/folders/0B-4cVOViLYiAMmhPT0JycldxOEE.
  • Level:  All characters start at ninth level gestalt.
  • Attributes:  All characters will use a 30-point buy.
  • Classes:  Characters may only choose non-Force classes (Fringer, Noble, Scout, Scoundrel, Soldier, Tech Specialist).  Characters may start play using a non-Force prestige class.  Players are encouraged to communicate with other players to better complement one another on the battlefield.
  • Species:  Characters may choose any species discovered or not extinct at the time of the Rebellion Era.



THE EXILED HERETIC Craft: Alliance Transport: Corellian Engineering Corporation YT-2400 Transport; Class: Transport; Cost: 25,000 (used); Size: Small (26.7 m long); Crew: 1 to 2 (Normal +2); Passengers: 6; Cargo Capacity: 100 metric tons; Consumables: 2 months; Hyperdrive: x2 (backup x12); Maximum Speed: Ramming; Defense: 21 (+1 size, +10 armor); Shield Points: None; Hull Points: 120; DR: 10.  Weapon: Laser cannon; Fire Arc: Turret; Attack Bonus: +7 (+1 size, +2 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S +0, M/L n/a.

The Exiled Heretic is a salvaged YT-2400 Transport that was resurrected on a shoe-string budget for SpecForce operations throughout the galaxy.  At present, it has been designated as Heretic One's mobile base of operations.  The crew should be skeptical of the vessel's reliability, as the previous crew suffered total loss of life when the ship's Life Support systems failed during a routine jump through hyperspace.
Always seeking 5E games.
O/O

PhantomPistoleer

#1
CHARACTER SUBMISSIONS

Your character will be a member of the Rebel Alliance and he or she belongs to a small cell of commandos.  These commandos have a very long, painful history, and it's completely permissible for them to have a screw loose.  I don't want a long background or history.  You may submit whatever you want, but I -strongly urge you against building a character or submitting a long history.

Attributes:  Characters begin play with a 30-point buy.  SWCR uses the 3.5 D&D point-buy calculator.  You may use the calculator found here: http://www.propelled.de/extern/chargen

Races:  Characters may begin play with Rebellion-era races.  However, the GM prefers human-like races.

Level:  Characters start at level 9.  This means they would have obtained an extra feat at 3rd, 6th, and 9th level, as well as an extra attribute point at 4th and 8th.

HP:  Characters start with nine HD.  At first level, take max HD, but roll out subsequent levels.

Credits:  Characters start out with 15,000 credits to purchase

(I mostly wanted to build a character for this game, so here he is)


QuoteCAPT. ORTHO CALL
XP 36,000
Male Human soldier 9 | scout 6/infiltrator 3
CG medium humanoid
Init +6; Senses Spot +, Listen +
Reputation +2


DEFENSE

Defense 19, touch ?, flat-footed ? (+2 Dex, +7 Def)
Vitality 10 (8d10+28)
Wound 14
Fort +10, Ref +7, Will +6


OFFENSE

Speed 10m
Blaster Pistol +12/+7 (3d8+4, 19-20, 10m)
Space 5ft.


ATTRIBUTES

STR 14, DEX 14, CON 14, INT 14, WIS 14,  CHA 10.
Base Atk +9/+4
Feats Far Shot, Great Fortitude, Improved Initiative, Improved Critical (Blaster Pistol), Point Blank Shot, Precise Shot, Quickdraw, Rapid Shot, Track, Weapon Focus (Blaster Pistol), Weapon Specialization (Blaster Pistol)
Proficiencies Armor Proficiency (Light), Weapon Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons)
Skills (117 skill points) Appraise +5, Astrogate +5, Balance +5, Bluff +5, Climb +5, Computer Use +10, Craft (Explosives) +5, Demolitions +10, Disguise +5, Disable Device +5, Escape Artist +5, Hide +10 (+20 shadowsuit), Jump +5, Knowledge (Architecture)  +5, Listen +5, Move Silently* +10 (+20 shadowsuit), Pilot +5, Profession (Military Officer)+5, Repair +5, Ride +5, Search +10, Spot +5, Survival* +10, Swim +5, Treat Injury +10, Tumble +5
* Skill Mastery
Languages Basic, Huttese, Ryl
Gear See below
SQ Cover Mastery, Heart +1, Skill Mastery (Move Silently, Survival), Sneak Attack, Trailblazing, Uncanny Dodge.


GEAR

Blastech DT-12 Heavy Blaster Pistol
Shadowsuit
Field Kit, contains:
-- two condensing canteens with built-in water purification systems;
-- a sunshield roll;
-- a week’s worth of food rations;
-- two glow rods;
-- two breath masks;
-- twenty-four filters;
-- twelve atmosphere canisters, and,
-- an all-temperature cloak;
Bespin Motors JR-4 Swoop;
Credit 3000.

Trailblazing  Beginning at 2nd level, the scout becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the scout may make a Survival check to reduce travel time.

Heart  The scout possesses a great deal of self-confidence and courage. Because of this, once per day the scout can focus his will and gain a circumstance bonus based on his innate belief in himself and his abilities. The bonus ranges from +1 at 3rd level to +4 at 18th level. The bonus can be applied to any skill check, ability check, or attack roll. You can decide to use this class feature after making a die roll but before the GM reveals the result of the check or attack roll.

Uncanny Dodge  Starting at 4th level, the scout gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 4th level and above, the scout retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.) This aspect of uncanny dodge does not negate flank attacks.

Skill Mastery  At 5th level, the scout designates a skill. When making a skill check with this skill, the scout may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the sue of this skill that he can use it reliably even under adverse conditions. He designates an additional skill at 10th, 15th, and 20th level.

Evasion  At 6th level, a scout gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as a grenade blast), the scout suffers no damage with a successful saving throw. Evasion can only be used if the scout is wearing light armor or no armor.

Covert Movement  Infiltrators learn to control the amount of noise they make while moving at less than cautious speeds, allowing them quick entry and exit while remaining undetected. At 1st level, the infiltrator no longer suffers the -5 penalty on Move Silently checks while moving at full speed.

Skill Mastery  At 2nd level and again at 7th level, the infiltrator designates a skill. When making a skill check with this skill, the infiltrator may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in the use of this skill that he can use it reliably even under adverse conditions. The infiltrator must designate a skill from the following list.

Sneak Attack  At 3rd level, if the infiltrator faces an opponent who is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the infiltrator’s target would be denied his Dexterity bonus to Defense (whether or not he actually has a Dexterity bonus or not), or when the infiltrator flanks a target, the infiltrator deals extra damage. The extra damage begins at 3rd level with a +1d6 bonus, and increase by an additional 1d6 at 6th and 9th levels.
Always seeking 5E games.
O/O

Hexed

This system has me confused. Unless I'm missing something scoundrel is better than a tech specialist at being a techie. The only thing the specialist has better is the chance for limited mastercrafting and that relies on tons of downtime. Am I missing something about the tech specialist that actually makes it a better choice than scoundrel for a tech type build?

PhantomPistoleer

Quote from: Hexed on July 28, 2021, 07:48:59 AM
This system has me confused. Unless I'm missing something scoundrel is better than a tech specialist at being a techie. The only thing the specialist has better is the chance for limited mastercrafting and that relies on tons of downtime. Am I missing something about the tech specialist that actually makes it a better choice than scoundrel for a tech type build?

Tech specialist isn't that great of a PC class, tbh.  Scoundrel can do a lot of what the tech can't, though the tech does have several benefits to knowledge checks and mastercrafting.

Always seeking 5E games.
O/O

Hexed

Thought so. Guess I'm just used to tech class having tricks and such instead of minor bonuses.

PhantomPistoleer

Quote from: Hexed on July 28, 2021, 11:33:00 AM
Thought so. Guess I'm just used to tech class having tricks and such instead of minor bonuses.

How about this:

The Tech class may have a droid.
Always seeking 5E games.
O/O

Hexed

I'm not even writing notes and you're peeking at them. O.O
Nah. Tempting as that is scoundrel/soldier is looking tempting.