USH'S STAR WARS GAME- Character Creation Mark II. Interested players please come!

Started by ARC Trooper 11729 pages

Originally posted by Captain REX
If you wanted to die I'd say yes, but I'm going to guess that is not what you want...

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 6

MENTAL
Charisma 6
Intelligence 6
Willpower 7
Perception 6

Add six points to the Physical stats, then four points to the Mental stats.

Okay.....:

PHYSICAL
Strength 7
Agility 7
Dexterity 7
Speed 6

MENTAL
Charisma 7
Intelligence 8
Willpower 7
Perception 7

😕
✅ or ❌

Originally posted by Silver Stardust

Remember that the max for any stat is 8.

All my previous stats were below or at 8....but okay. 😉

but were more than six added..there were 7...it's really simple...

There were?
Ah....

Very well, Arc. You may join in as soon as the others finish ascending that cliff- for whatever reason, you hung back and have been covering Jelena and Gallagher as they take the simpler walking option.

😉

yo, hey guys. Can I play as well. i have got to join. this is the best thing ive ever seen. I wish to be a jedi, if i can.

Game's full at the moment, I believe.

Unfortunately. Episode III is bringing us lots of attention!

Yeah, it is 😂

what? its full? certainly you cant have enough people. ive been trying to find a star wars rpg forever.

We'll see. Dark-Side is full, at any rate.

Well Light side MIGHT be able to squeeze in another player,
But I waarn you, It's not like normal Online RP's, more like D&D, Look at the rules, then check out our play thread.

Ask Ush. 😉
In-thread, of course - he hates getting requests by PM. 😉
If he says that the game is full, then just wait, 'cause he'll probably be starting another RPG after this one. It'll give you alot of background info. and all that $hit to learn off of. 😉

IT IS ALIVE

Yeah I finished my profile

Italic means it's what i used my 6 XP on which is only 2 skills
and bold means the stuff i had to change according to rules & stuff

Freelancer (Type C)

PHYSICAL
Strength 6+1=7
Agility 6+1=7
Dexterity 6+1= 7
Speed 8

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+3=6

FORCE 10
Force Attack: 12
Force Defense: 12

SKILLS
Lightsaber= 14
Combat= 14
Guns +2+1=3
Jedi lore = 0 + 1 =1
Leadership +2
Languages +3
Savoir-Faire +3
Observation 0+2=2
Fix-it 0+2=2
Intrusion +0
Medicine +2

MERITS
One Merit to Contact
One Merit to Ally
One Merit to Starship
One Merit to Starship (Swoop Bike)

FORCE POWERS

THE KINETIC TREE

PUSH/PULL- Force 1, Frames 1

Use the Force to shove an object away or towards you. Pulling is at +2 difficulty. This only works on objects up to half human size. This power is used to manipulate smaller objects, and cannot be used offensively- that is done with the power 'Combat Push'.

LIFT- Force 3, Frames 3

Remotely lift an object, slowly- theoretically of any size, but the larger the object, the higher the difficulty until it becomes effectively impossible. It may be sustained for two force points every three frames, but you may not take any action, including defensive ones, whilst sustaining.

BASH- Force 3, Frames 3

Use the Force to remotely hit an object with a firm, concentrated push. This can break small objects and barriers. It can be used against people but is not very effective; if it is used so, it is a Force attack with a base damage of 10- this damage is not increased by Outcome. It gets two hits on a Mook.

COMBAT PUSH- Force 2, Frames 3

This is a powerful shove that aggressively throws an opponent down. This is not very useful against named characters, who will quickly regain their feet even if knocked down at all, but is a very useful way to take mooks out of a fight. Combat Push is a Force Attack with a base damage of zero, but a Mook Killing Power of +1.

Combat Push can also be used to pull weapons out of the hands of attackers. A successful hit will disarm a gun; you need an Outcome of two or more to remove a melee weapon and five or more to remove a Lightsabre (not very practical).

THE AGILITY TREE

JUMP- Force 1, Frames x

This allows you to jump up to your Strength in metres. It is no faster than running, so the frame cost is the amount of time it would take you to run there in a straight line (even if straight upwards!). Some jumps may require an acrobatics roll for a safe landing.

SIDESTEP- Force 2, Frames 1

This represents effort made to concentrate on using the Force to avoid incoming fire. It increases your effective Strength by 3, for the purposes of reducing damage only. It lasts until the end of the sequence.

MASTER JUMP- Force 2+x, Frames x

As Jump, but the range is twice your strength in metres. This distance may be improved by one metre for each extra force point (the 'x' in 2+x) spent.

FLYING CHARGE- Force 3, Frames 3

This is like Jump, but you may attack any targets you pass during the Jump, including any you land by (standard penalties apply for attacking more than one opponent). The difficulty for landing with a Flying Charge is normally higher.

You may also use Flying Charge during a standard move action, instead of jumping.

THE MARTIAL TREE

DRAW- Force 1, Frames 0

Draw any weapon you are carrying at no frame cost. If you have Push/Pull, this can be done at a distance for one extra Force.

Speed Powers

BLUR
Frame cost: Special Force cost: 1
The Jedi can move very fast over short distances, appearing to shimmer and blur as he does so. Blur reduces the frame cost of any movement action by one, to a minimum of one. When you use Blur, it may not be used again until three frames after the end of the movement action. Blur must be used on an even surface, with clear space to move- any form of difficult terrain, or interposing people, makes it impossible to use without a severe fall.

Requires Draw

REACTION
Frame cost: 0 Force cost: Special
Reaction allows you to use Force powers you already have at one higher Force cost but no Frame cost, and as a called power if it is not called by default. You can only use Reaction after being attacked. When you buy Reaction you must choose a category to use it with; you may buy Reaction more than once to gain multiple categories. All Reactions take place before your opponent attacks.

Note that Reaction costs nothing in of itself; the power it is being used with has its cost increased by one. However, the power you use it with may be paid for by the Blade Trick ‘Mind of the Warrior’.
Push/Pull – Works with Push/Pull to repel thrown weapons (including grenades) that are coming your way, or with Combat Push to knock your assailant over or pull away his gun.

Sabre Defence Powers

DEFEND

Frame cost: 1 Force cost: 1
This is a Defensive Action. A Jedi using this power is very adept at using his sabre to intercept multiple attacks. Increase your Dodge Value by one against all attacks made against you for the rest of the frame.

Requires Draw

REFLECTION

Frame cost: 1 Force cost: 1
This is a Defensive Action that may be used when an attack from a ranged energy weapon is made at you from the front. Certain weapons may not be reflected, at the GMs discretion. It does not increase your dodge value, but if the attack misses, you may return the attack back towards your attacker, with a skill equal to the amouht the shot missed by. The Balde Trick 'Ricochet' can improve this skill.

Requires: Defend

THE LIVING FORCE TREE

SENSE- No cost

Sense is THE basic Force power, that enables you to sense disturbances in the Force, the presence of other minds, and to know what happens a second before it does- giving you your Jedi reflexes. Without Sense, you cannot use a sabre defensively (it takes more than speed to intercept laster blasts!). Unlike Intuition, you must actively tell me to use Sense if you want to check if something is wrong or if anyone is about.

SCAN- Force 1, Frames 3

Scan allows you to 'read' the mind of another. It does not give you their thoughts, but allows you to sense their emotions and intents. Scan is a Mind Trick.

ELAN- Force 5/Special, Frames 0

Even Jedi make conventional mistakes- but such is their tie to the Force and the future, they far more rarely make large slip ups.

You may use Elan if you ever botch- it cancels the botch. Elan costs five force in combat, or reduces your Force rating for the rest of the story by one if used outside of conbat, like in a social situation.

INSTINCTS- no cost

Whereas Cosmic Force proponents tend to carefully predict and plan in advance, Living Force adherents tend to trust in the Force to help them to makre the right decision at the time, in the moment- to trust their instincts. Instincts is a Premonition power. If you use it before a story, I roll on the preminition table, adding all relevant bonuses and adding +1 if you reduce your Force rating by one for the episode.

Unlike other premionition powers, Instincts tells you nothing about the story to come. Instead, it makes you more likely to do things right DURING the story. In game terms, this comes in the form of re-rolls; you can declare a re-roll on any roll you like that you just made and were not happy with. A Minor Instinctive Feel gives you one such re-roll for the episode, a Good Feel gives you two, and a Great Feel 3.
BLADE TRICKS
Complimentary Blade Tricks
KING OF DEFENCE
King of Defence means the Jedi has spent much of his time practicing techniques to avoid getting hit. Some swordsmen may think this is a rather dull method of fighting, but as the Jedi often have to protect themselves from attacks before they can close in to use their lightsabres perhaps these Defence Kings are just more pragmatic.

King of Defence gives bonus pool for Sabre Defence powers.
Blade Tricks
CARNIVAL OF CARNAGE

This enabled you to kill less capable opponents- i.e. mooks- instinctively, without thought.

Level 1- your sabre attacks get an additional Mook Killing Power

Level 2- the MKP becomes +2
Level 3- your sabre attacks against mooks now take two frames. This only applies on standard attacks, not Force attacks!

Level 4- Three times per sequence, you may re-roll an attack on a mook that did not kill him.

theres more it couldn't fit

MIND OF THE WARRIOR

This trick represents a sabre fighter who has learned to effortlessly use the force to make aggressive sabre moves.

Discounts:

Level 1- Strike
Level 2- Combination

RICOCHET

This Trick makes you better at reflecting incoming fire- and so obviously requires the power Force Reflection! Note that you can never have a final Action value higher than your Lightsabre skill + dice roll with a Reflection attack, regardless of use of Richochet (as in you will never be better at reflecting a shot than you are at simply hitting people with your sabre)

Level 1- All your Reflections get +1 to hit

Level 2- You may chose to not get +1 to hit, but get +4 to the Outcome of a successful hit instead (chose before you roll)


MULTIPLE ATTACKS

Some sabreists excel at moves that attack multiple opponents.
Each level at multiple attack reduces the penalty for attacking more than one opponent with your sabre by one- the maximum penalty reduction is four.

At Level 3 you may also attack one opponent twice- both attacks are at -1 to hit and a dodge on one attack is a dodge on both.

COMBAT TRICKS
CHANNEL- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1

SURPRISE STRIKE- Pool 1, Frames 3- requires Channel

Make an unarmed attack. That attack gets +2 to hit.

HARD STRIKE- Pool 1, Frames 3

Make an unarmed attack. That attack does Strength +3 damage, with a Killing Power of +1

HEAD BUTT- Pool 1, Frames 0- requires Hard Strike

Use when a close combat attack just missed you. Immediately attack back, This attack does Strength +4 damage and has a Killing Power of +1. Predictable.

NERVE ATTACK- Pool 3, Frames 3- requires Head Butt

Make an unarmed attack. That attack does Strength +5 damage, with a Killing Power of +2. It may not work on non-humanoids, droids, and some aliens.

TRIP- Pool 1, Frames 3

Make an unarmed attack- however, you may be carrying a melee weapon. If successful, the target takes your strength in damage, though not increased by Outcome, and is sent Prone.

Special Rules: Warrior. Warriors gets +1 to initiative, and can learn the top level in three Blade Tricks rather than two.

All Renegades get -2 on all reaction rolls from Jedi Knights

and heres my bio for the records

Name: Densk Shadowtracer
Gender: Male
Species: Humanoid
Age: 19
Status: Freelancer
Description: Black hair spiked up. A tan complection. He has green eyes. Strong jaw figure. His face looks young although it contains his older looking jaw figure. A small silver loop earing in his left ear. A dark black vest, a dark under robe but the robe is cut short at the shoulder length so Densk arms are completley nude. He has tan muscular strong arms. A tight jet black cuff on his right wrist, that comes up to two to three inches below his elbow. The cuff has rows of Fringe's on it. The cuff often catches ones eye with it's shiny reflection. Densk wears black pance not to loose not to tight. With a black robe belt. His master didn't approve of Densk cloth style but never made him change it. (Somewhat resembles a royal egyptian with his tanned muscular arms, vest and cuff.)
Backround Information: Densk Shaolin has a interesting life. He was born in Tanjon(a poor planet). Early in his life at the Age 2 his Mother passed away of an illness. His father was unable to move on emotionally, He was mentally unstable. One of the last things his father did was commit Densk to the Academey. Somehow he knew Densk would be eligible. Densk was always diferent then his other fellow trainees. Not strength wise, but personailty wise. He was a bit rough around the edges, sometimes. His heart isn't corrupt though he never remebered his Mother and only good things about his father. Densk motives were always for the best. He has a good heart.

At the age eleven he was picked to be a Padiwan. His master was Tunj-Dane. He had picked Densk because he seemed interesting. For the two it was awkward at first. But there relationship grew into a strong one. Tunj-Dane broadened Densk horizon. He tought him any new things. They both seemed to have different personailtys though. Tunj-Dane much more calm, and wise. Densk faster paced, doesn't think things completly out more hands on.

Then when Densk was seventeen. Him and his master were on a mission at Tatooine. They had to track down a feind(Genll) who was forging Republican Transmitions. Genll was stealing and reprogramming Repulbican tech, Viceroy Tech and many others as well as important information.
When Densk and Tunj were temporaly seperated while investigating the situation at Tatooine. Tunj warned Densk when he tracked down Genll not to pursue him untill they were both there. Densk underestimated the threat and rushed in Genll's base. It had been a setup trap. A heard of Destroyer Droids set out on Densk. His exit was blocked. Densk could barely hold the droids off. Luckily his Master got there and together they barely defeated them. Genll had escaped though.
Densk and Tunj chased him down on a hover vessel. Finally meeting him out in the middle of the desert. Genll wasn't alone. There was a suprisingly a Sith working with him. They all fought. The sith cut Tunj down. He wounded Densk beleving he killed him.
The Sith and Genll exchanged quick words. It turned out Genll had been working for the Sith. Genll was stealing Republican information on technology. To help the Sith build something extroidanary (the death star.) The Sith left before Genll did. Before Genll rose Densk rose from the sand weak and wounded. Then with blind rage and furry Densk killed Genll. It was a suprising Anger he'd never seen from himself.

Afterwards he couldn't nore wanted to face the council so he left it. He always blamed Tunj's death on himself. He should of never rushed in Genll's base. He should of waited for Tunj to get back. The Sith hadn't been at the base when Densk was there (he would of sensed it). Genll and the Sith must of met in the desert right before Tunj and Densk arrived. So if Densk had been more patient, him and his Master could of fully evaluated the situation surpassed the trap and stop Genll. So Densk had beenbeen living on his own in the real world(s) for the first time and has picked up some nifty tricks(Dexterity).

Weapon of choice: His purple lightsaber

tick tock

ush you out there?

Stealth Agent> Calm down, Ush is probably trying to write you into the story as we speak...........
He'll contact you when he's done and you can play. 😉

WOW, that needs to be condensed, pronto.