Star Wars: The Genesis Plague (No longer recruiting) [Non-Con Exotic]

Started by KaraKres, July 23, 2012, 03:29:57 AM

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KaraKres

We currently have 1 - 3 places available in our Star Wars RP.  It is set slightly before the events in the first Star Wars film A New Hope, and centres around a group of characters scratching out a living in the Outer Rim as smugglers and other ner-do-wells.  The RP is a system game using a lite version of WotC's d20 mechanics.

There are currently five characters and one NPC who comprise the crew.  I am looking for players who have a basic understanding of the Star Wars universe, can write well and coherently, and appreciate the need for constructive group dynamics.

This is not your typical Star Wars fare in that the group isn’t ripping through space, blowing away TIE fighters, etc.  I’m endeavoring to give the RP a darker, grimier feel, with an overarching storyline of good vs. evil and the moral choices we have to make in that type of journey. 

Have a look through both the OOC and IC threads and if you’re interested in joining then send me a PM with a rough sketch of what type of character you’d like to play.  The OOC thread will show you what character archetypes are already in play and therefore not available for other characters.

Bear in mind that your character should be chosen from one of the available archetypes listed below.  The first (Sasha) is fully detailed and is an active character whose player has withdrawn (and ready to play, but you can elect to choose just about any and all details).  The other archetypes are still to be detailed.

NB: Your character species will need to be able to speak and understand the common tongue, so that means no Wookies, Ewoks or Gamorreans or similar creatures that can’t speak basic.  The only other criteria is that there are no Jedi or Sith.  Nor are there any pilots – as the space travel element will be very light and therefore boring for a character whose primary purpose is flying space ships.

I am happy to discuss any character concept that you may have, but I do have certain limits to what I will and won’t allow. 

Each archetype is roughly equal to a 10th - 12th level character, but they are not meant to be balanced or equal.

Engineer / Slicer - Sasha Lika


Attributes:
STR: 14, DEX: 14, CON: 12, INT: 10, WIS: 10, CHA: 12

Skills: Bluff +6, Computer Use +18, Construction (Droids) +6, Disable Device +13, Forgery +3, Hand-to-Hand +13, Hand Weapons (Simple) +9, Knowledge (Engineering) +8, Pistols +6, Profession (Slicer) +3, Repair +8, Search +6,

Class/Level Benefits: Efficiency (+3), Expert (Knowledge [Engineering]), False Identity, Gearhead, Hutt Favour (a Hutt owes a favour or two), Low Profile (-2 to any check to discover any information), Personal Design (+4 to Computer Use & Repair checks on personal items), Research (+6 to any Knowledge check based on databases), Skill Emphasis (Computer Use), Slicer Specialisation (x2), Structural Analysis (+2 to Knowledge [Engineering] checks to detect weaknesses), Tech Specialty (Security Kit Mastercrafter).

Saving Throws: FORT +5, REF: +8, WILL +6
   
Initiative: 1d20 + 2

Defence: 16 (Customised Armour decreases Defence by -1 and grants Damage Reduction 1)

Force Points: Light Side: 1, Dark Side Points: 0

Equipment: Customised Torso Armour, Blaster Pistol, Secured Computer (DC30 check to access), Multichannel Encrypted Comlink, Datapads, Tool Kit, Security Kit, Field Kit, 1d8 x 300 Credits

Noble / Negotiator


Attributes: Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)
STR: 6, DEX: 6, CON: 6, INT: 6, WIS: 6, CHA: 6

Attributes can add a positive or negative modifier to a skill check.

Skills: Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Sense Motive” as a primary, secondary and tertiary skill would give a skill modifier of +19):

Appraise, Bluff, Computer Use, Construction, Diplomacy, Disguise, Drive, Forgery, Gamble, Gather Information, Hand-to-Hand, Hand Weapons (Simple), Hide, Intimidate, Knowledge*, Pilot, Pistols, Performance*, Profession (Diplomat or Negotiator), Read / Write Language, Ride*, Sense Motive, Speak Language*, Survival, Swim.

NB: Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.

NB: This archetype has a +3 bonus to the Pistols and Hand Weapons (Simple) skills.

Class/Level Benefits: Coordinate (+1), Favour (+2), Inspire Confidence, Resource Access.

Bonus Special Abilities: x2 (Diplomatic Immunity, Fame, Frightful Presence, Influence, Mimic, Persuasive, Political Pull, Shady Merchant, Sharp-Eyed, Trustworthy, Underworld Connections).

Saving Throws: FORT +5, REF: +6, WILL +8   

Initiative: 1d20 + DEX + Special

Defence: 18 (No armour increases Defence by +3 and Force bracers grants Damage Reduction 1)

Force Points: Light Side: 3, Dark Side Points: 0

Equipment: Force bracers, Blaster Pistol, Moderate-sized Estate, 1d6 servants, several multichannel encrypted Comlinks, datapads, tres chic clothing, exclusive access to the hottest clubs or most notorious underground fighting rings, 1d10 x 500 credits, bag of Kessel Spice (for personal use of course…)

Force Adept


Attributes: Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)
STR: 6, DEX: 6, CON: 6, INT: 6, WIS: 6, CHA: 6

Attributes can add a positive or negative modifier to a skill check.

Skills: Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Listen” as a primary, secondary and tertiary skill would give a skill modifier of +19):

Climb, Handle Animal, Hand-to-Hand, Hand Weapons*, Hide, Jump, Knowledge*, Listen, Sense Motive, Speak Language*, Spot, Survival, Swim, Treat Injury,

Force Skills:

Affect Mind, Battlemind, Drain Energy, Empathy, Enhance Ability, Enhance Senses, Farseeing, Fear, Force Defence, Force Grip, Force Lighting, Force Stealth, Force Strike, Friendship, Heal Another, Heal Self, Illusion, Move Object, See Force, Telepathy

NB: Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.

NB: This archetype has a +3 bonus to the Hand Weapons (Primitive) and Hand Weapons (Simple) skills.

Class/Level Benefits: Force Sensitive, Force Training (x3), Force Weapon (+1), Skill Emphasis.

Bonus Special Abilities: Choose 1 from the following list - Alertness, Animal Affinity, Endurance, Force Spirit, Frightful Presence, Link, Mind Trick, Mimic, Stealthy, Spider Walk, Track.

Saving Throws: FORT +8, REF: +8, WILL +13
   
Initiative: 1d20 + DEX + Special

Defence: 14 (Oiled Lizardskin tunic decreases Defence by -1 and grants Damage Reduction 1)

Force Points: Light Side: 3, Dark Side Points: 2

Equipment: Oiled Lizardskin tunic, Dark cloak, Force imbued Spear, Nexu animal companion, “Maleling” Slave (assumes female character), Multichannel Encrypted Comlink, 1d4 x 50 hard Credits.

Independent Droid


Attributes: Begin at 6. Spend 42 points on a 1-for-1 basis (Maximum 18, Minimum 6).  Droids do not have a Constitution or Charisma score.
STR: 6, DEX: 6, CON: -, INT: 6, WIS: 6, CHA: -

Attributes can add a positive or negative modifier to a skill check.

Skills: Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Treat Injury” as a primary, secondary and tertiary skill would give a skill modifier of +19):

Choose all skills – these are hard wired into your character and can only be changed with a memory wipe.  Skill selection should have a degree of continuity based on original purpose, i.e. Protocol, Labour, Medical, Pleasure, Assassination, Battle, Security, etc.  Some variation will be allowed of course.

Appraise, Artillery, Astrogate, Balance, Bluff, Climb, Computer Use, Construction*, Demolitions, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gamble, Gather Information, Gunnery
Hand-to-Hand, Hand Weapons*, Handle Animal, Hide, Instruction, Intimidate, Jump, Long Arms, Knowledge*, Listen, Move Silently, Performance*, Pilot, Pistols, Profession*, Read / Write Languages*, Repair, Ride, Search, Sense Motive, Sleight of Hand, Speak Language*, Special Equipment*, Special Vehicle*, Spot, Support Weapons, Survival, Swim, Treat Injury, Tumble.

NB: Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.

NB: This archetype has a +3 bonus to the Hand Weapons (Simple) skill replacing beginning Feats.

Class/Level Benefits: Ambidexterity

Bonus Special Abilities: Choose 3 from the following list - Acrobatic, Alertness, Armour Proficiency*, Cautious, Frightful Presence, Gearhead, Low Profile, Mimic, Skill Emphasis, Sharp-Eyed, Trick, Trustworthy, Weapon Focus, Zero-G Training.

Saving Throws: FORT +10, REF: +4, WILL +3
   
Initiative: 1d20 + DEX + Special

Defence: 18 (No armour increases Defence by +3 but grants no Damage Reduction)

Force Points: Light Side: -, Dark Side Points: -

Equipment: Heuristic Processor & Vocabulator.  1d4 x 500 credits.

Optional Equipment*: Armour, Integrated Comlink, Diagnostics Package, Electroshock Probe, Environmental Compensator, Fire Extinguisher, Flamethrower, Internal Storage, Locked Access, Magnetic Feet, RealSkin, Recording Unit, Repulsorlift Unit, Rust Inhibitor, Secondary Battery, Self-Destruct System, Sensors, Shield Generator, Telescopic Appendage, Tool Mount, Translator Unit, Weapon Mount, Welding Laser/Cutting Torch.

*- the exact optional extras will be dependent largely on the original purpose of the droid model.  All options should be discussed with the GM.

KaraKres

By way of update, I think the opening post may have indicated that character selection was very limited.  I am in fact open to any ideas.  The current crew consists off:

Vialiah Dor - Scroundrel/Fixer (played by RedEve)
Col. Husk - Elite Soldier (played by PhantomPistoleer)
Sorin Nox - Doctor (played by Metalzephyr)
Eufaula ZeeZem - Bounty Hunter (played by Ember Star)
Darion Markav - Scout (played by summoner)
Zarva Kaskis - Pilot (NPC)

So you can see there is alot of areas where a character could fit in - for example (and this is just of the top of my head): Ex-Clone Trooper, Former Senate Guard, Smuggler, Pirate, Outlaw, Freelance Sienar Engineer, Slicer, Force Adept, Thief, Thug, Exiled Diplomat, Disgraced Noble, Shady Trader, Corrupt Peace Officer...

....really the options are only limited by your imagination.

Marie Reynolds

I would be interested in this is this using the saga system and if so would you mind the disgraced noble/force adept being blended together and would it be a problem for a Chiss to be apart of the group

KaraKres

Quote from: Marie Reynolds on July 26, 2012, 11:43:11 PM
I would be interested in this is this using the saga system and if so would you mind the disgraced noble/force adept being blended together and would it be a problem for a Chiss to be apart of the group

Hi Marie

The system I'm using is my own lite version of the Revised d20 rules.  My intent is to run a game that is basically freeform up until we hit combat. 

I already have two other players who are developing Force Adept themed characters so a third would be overkill.  However the disgraced Noble would certainly be an interesting concept.  And a Chiss character wouldn't be a problem at all.

PM me if you are still interested.

KK

Marie Reynolds

Alright cool I can make the concept with out the force adept

drivebyte

Hi KaraKres,

I'm interested in playing an Independent Droid, perhaps built from the ground up to be a Gladiator or Secruity droid or Biological droid rewired to be an Assassin or Security droid?

Unfortunately, I don't have any experience with d20 or the SWd20 rules. Is there a place I could read them or some basic guidelines on how the rules will work? I know you said that you wanted it to be more freeform until combat, so I figured I'd be able to pick up the majority of it with just kind of winging it.

Thanks! I'll PM you with a character later on.

KaraKres

Thanks everybody.  3 players secured so this thread is officially closed.