I thought about it for a while now, and I think I'd like to make these changes:
Con Gordo (Fallen) played by Bardock42
PHYSICAL
Strength: 4
Agility: 4
Dexterity: 4
Defence: 1
MENTAL
Willpower: 4
Intelligence: 4
Charisma: 4
Perception: 4
FORCE
Force Rating: 7
Force Attack: 7
Force Defence: 1
SKILLS
Lightsabre: 5
Guns: 4
Savoir-Faire: 4
Intimidation: 2
Observation: 3 (2 + 1 from Rex's game)
Lying: 2
Combat: 2
Jedi Lore: 2
Languages: 1
Survival: 1
Medicine: 1
Fix-it: 1
MERITS
Lucky
FORCE POWERS
PUSH/PULL (Combat Push [1], Sabre Throw [1])
LIFTING (Super Lift [x], Grip [1], Bombard [x])
LEAPING (Great Leap [1], Defensive Leap [1])
SWIFTNESS (Strike[1] Evade[1] Dash [1])
CO-ORDINATION Combination [1], Ward [1], Flurry [2])
SENSE
PRESENCE
INTUITION
BLADE SCHTICKS
Orthodox Guard
Perfect Strike
Cleave
COMBAT SCHTICKS
Feint
Counterstrike
Dodge and Weave
GUN SCHTICKS
Carnival of Carnage
Eagle Eye
Eye of the Storm
+16 xp
It's actually less than I thought it would be. I didn't like Block anymore so I got Perfect Strike and that goes better with Orthodox Guard, which also seems sweet so I got those. I added the bonus from Rex's game and I wanted to change eye of the storm for Close Quarter Gunman last game, so I put that it, if it's alright. That was all actually, didn't change force powers after all.
I'd like to save the XP for later.
Originally posted by UshgarakHmm, that's true. Well I had it with Forward Guard, it went very well with that.
Because people had it in at the same time as other Guards that duplicated it. Whilst now it combines with defensive guards (especially Focussed and Orthodox) to give a dramatic improvement to survival chances.
One question if you have Orthodox Guard, Perfect Strike and Block, what would be the modifications you'd end up with? I mean, what stacks up, what cancels, etc.
1. Category- Outsider
2. Name- Haron Silverfeet
3. Template- Orphan
4. Assign stats and skills-
STATS
Strength: 3
Agility: 4
Dexterity: 4
Defence: 1
Willpower: 4
Intelligence: 4
Charisma: 5
Perception: 3
Force Rating: 9
Force Attack: 8
Force Defence: 2
SKILLS
Spend 4 points amongst the following. (max 4). Remove any skills left at 0.
Jedi Lore: 2
Languages: 2
Combat: 2
Savoir-Faire: 2
Lying: 1
Survival: 1
Persuade: 3
SPECIAL: Intuitive Flow: The Orphan has an amazing (though raw) natural gift with the Force. He treats all Force rolls (NOT Force Attack rolls) as Easy.
5. Schticks/Force Powers-
FORCE POWERS: Push/Pull, Sense, Intuition, Lifting, Percision, Leap, Swiftness, Co-ordination, Presence, Leadership, Charisma, Iron will, Total Focus, Alacrity, Persuade (1),
BLADE SCHTICKS: 1
Perfect Strike
TAP: Instead, gain +2 Defence this turn. You must declare this before your attack in a turn.
COMBAT SCHTICKS: 2
Gunslinger
TAP: ALL ‘1s’ you roll on the dice become ‘6s’ instead, and hence are successes.
Light Pistols: Damage 4*. +3 to attack poo
TAP: Also add four to your Attack pool.
Outsiders gain an extra Merit but get -1 to all non-aggressive social pools
6. Merits-
Contact: The Hutts
Starship
is me just saying starship because i dont know a actual name of one ok? or should i look it up?
Originally posted by LiberatorIf you have any specific questions, I'd be glad to explain as far as I understand it. The best way is just to look at the character creation to decide what to play and then the main rules to see what all the stuff on the character templates mean.
I've been reading up on some of these RP's and they look pretty interesting, somebody mind explaining to me some of the rules/stat tables? I may be interested in joining up if that is still allowed.
The Dark Side might be full though, I am not sure whether Ush would be willing to take on another Dark Sider.