Wow, two entries within that many weeks? Yeah, I don't expect that pattern to continue either.
So to ring in the new year, I thought I'd offer up some of the various weapons, armor, gear, and personal items that I've come up with for use with Fantasy Flight Games' Star Wars RPG. I'm also including why I created each item. It's worth noting that I've been working here and there on the meat of this
particular post for a while, deciding what to include and what adjustments might be needed. There are a number of other items that I've created for this game over the years, though the majority of them can be found in my old Ways of the Force fan supplement if you're interested
Armor
Padded Flight Suit
Favored by pilots and spacers across the galaxy, these one-piece protective garments provide limited life support, protecting the wearer from the harsh effects of vacuum as well as lessening some of the adverse effects of high-velocity flying.
Encumbrance: 4
Price: 250 credits
Rarity: 3
Soak Value: 1
Defense Value: 0
Hard Points: 1
Features: When sealed, the wearer can ignore the effects of vacuum or poisonous atmospheric environments for up to 30 minutes.
Why is this a thing? A good friend of mine really likes the snubjock mold of character, even if she doesn't get many opportunities to play that type of character. We both felt it was an oversight that something like the near-ubiquitous Alliance flight suit really didn't get any sort of coverage, and were both dismayed when Stay on Target missed the opportunity to address that. I know that one of the FFG freelancers (Jason Marker I think it was) poo-poo'd the idea of Rebel/Resistance flight suits offering any sort of protection to the wearer, but I think on that point he's full of it. So, I wound up porting over the padded flight suit from WotC's Star Wars RPGs. From what friends in the Rebel Legion have told me, those get-ups are not exactly easy to move around in, thus why this suit has such a high Encumbrance value, as the various tubes and straps are going to hinder one's movement, even if only a little.
Security Uniform
Common ballistic uniform worn by local soldiers, ship security, and law enforcement. Comfortable, but with a blast helmet giving a definite military appearance.
Encumbrance: 2
Price: 250 credits
Rarity: 4
Soak Value: 1
Defense Value: 0
Features: Includes a helmet comlink attachment, and the wearer adds an Advantage to any Coercion or Leadership checks made in which the wearer is presumed to have a position of authority.
Why is this a thing? I don't know about the rest of you, but I've run enough fringe type games where the PCs for some reason or another swipe the uniforms of the local guards. Granted, it's not the same as Han and Luke stealing stormtrooper armor during A New Hope, but its happened enough times I figured that I'd go ahead and come up with something like this, which can function for Imperials, corporate security, and
even royal guardsmen.
Tailored Clothing
Using any number of design aesthetics and distinctive color palettes to catch the eyes of onlookers, these outfits can be found in a plethora of styles and fashions, running the gamut from from the tactfully subtle to outrageously flamboyant, and are well-suited for those occasions when the wearer is wants to make a solid impression on those around them.
Encumbrance: 3
Price: 300 credits
Rarity: 5
Soak Value: 1
Defense Value: 0
Features: Add an Advantage to any successful Charm, Deception, or Negotiation checks the wearer makes when interacting with others and can be seen.
Why is this a thing? So this is pretty much the equivalent of the custom-fitted three-piece suit or tailor-made evening gown, making the wearer look good but without the outrageous price tag that a truly custom designer outfit would command. It's a nice boost for social-focused characters. There are items that do similar for a higher price tag, but I'm not that worried since this counts as armor, and a character can only benefit from one set of armor.
Equipment
Adventurer's Utility Belt
Marketed and sold under a variety of brand names by several different manufacturers to professional scouts, and amateur explorers alike, this style of utility belt contains a number of useful items for dealing with the hazards that one can encounter when out in the less civilized portions of the galaxy. The belt's contents are arrayed in such a way as to not encumber the wearer while also providing a couple of empty pouches for whatever else the wearer might have need of, as well as attachment points on either side for a holster or weapon clip.
Category: Survival
Price: 600 credits
Rarity: 3
Features: Contains the following items: a handheld comlink, an emergency medpac, a glow rod, a condensed tool kit, a personal respirator, a spare energy cell, a roll of mesh tape, a liquid cable dispenser (15 meters) and grappling hook, and one week's supply of food capsules. In addition, this item increases the wearer's Encumbrance Threshold by one.
Why is this a thing? So one item that I always liked from Saga Edition was the utility belt, as it made gear shopping for a lot of my characters very easy; just spend your credits and you've got most of what you need in one place. Most of what's in this item is what's found in the Saga Edition version, sans the power pack aka extra reload. The price is a bit higher than what Saga Edition listed, but that's due to a combination of the cost of what's included and the fact that the belt doesn't add to the character's encumbrance total, which lets them carry a lot more other stuff.
Decorative Jewelry
Consisting of a wide and varied array and styles and made using a combination of semi-precious stones and polished metals, decorative jewelry adds a bit of class to one's appearance without being too overtly ostentatious.
Category: Luxury Items
Price: 500 credits
Rarity: 5
Features: Add an Advantage to any successful Charm or Deception checks the wearer makes when interacting with others and can be seen.
Why is this a thing? This came up during an early EotE campaign I was in, where one of the PCs wanted her Twi'lek Smuggler/Scoundrel to have something that would make her look "extra fancy" and provide a boost on her social skills (namely Charm and Deception). Funny thing was, I cooked up an early version of these about the time I got offered to do playtesting for Desperate Allies, which had the similar Expensive Jewelry item in it. Like a lot of what's in that supplement, I feel the official item is overpriced or what it does, so I don't mind that this item about the same at a fraction of the cost. Plus, it's a fun item for characters from a well-to-do background (or those pretending to be from such) to have without needing to break the bank.
Personal Multitool
Offered
in a bewildering variety of styles and replate with a number of small
yet useful implements, these small devices have proven useful in a pinch
to numerous beings across the galaxy.
Category: Tools
Encumbrance: 1
Price: 100 credits
Rarity: 2
Features:The
user is considered to have the proper tools when performing Mechanics
checks to repair or modify simple devices or when performing Skulduggery
checks to open or disable simple locks.
Why is this a thing?
Because what is a MacGuyver style of character without their ubiquitous
Swiss Army knife? This way, a character with Mechanics and/or
Skulduggery can attempt to do their thing without necessarily having to
lug around a full-blown tool kit. Granted, it's not as good as having
the full-blown proper kit for the job, but it's better than nothing.
That and I wanted to have an option out there for characters to be able
to modify the attachments on their gear without necessarily having to
have access to a full blown tool kit.
Portable Fire Extinguisher
Small and easily portable, these devices are most often used to douse flames, but more than a few creative individuals have used them to create an impromptu if short-lived smokescreen.
Category: Tools
Encumbrance: 1
Price: 50 credits
Rarity: 1
Features: This is a one-use item, and must be replaced after each usage.
Why is this a thing? Because we saw R2-D2 use one to such memorable effect during the Bespin escape in The Empire Strikes Back. It's here in part as a former gaming companion of mine had a huge thing for astromech droids, to the point that any Star Wars game he was in, he'd play an astromech unless the GM went out of their way to disallow it. Also, I figure it's a nice thing for a repair/technical droid to have on them without having to flip a Destiny Point any time they wanted to provide some impromptu concealment for their allies.
Security Kit
Comprised of a special set of tools and devices for the express purpose of bypassing electronic and mechanical security measures, most worlds treat the possession of such a kit as illegal, thus requiring specialized permits to legally carry.
Category: Security
Encumbrance: 2
Price: 750 credits
Rarity: 5(R)
Features: Remove 2 Threat from the results from any Computers or Skulduggery checks made to defeat a mechanical or simple electronic lock.
Why is this a thing? So I came up with this one well before Fly Casual introduced the far cheaper Lockpicking Tools, mostly a less-sophisticated version of the electronic lock breaker that would give sneaky types a bonus to their efforts to get past more conventional locking systems without lugging around a full tool kit. The bonus does seem a bit good at first pass, enough so that I considered limiting the effects to successful skill checks, but I ultimately decided that the higher price tag was enough of a balancing factor.
Weapons
Blastsword
The
preferred weapon of duelists from the remote world of Adumar, the
blastsword is an unusual combination of a standard vibroblade and the
inner workings of a blaster. At the weapon's tip sits an emitter nozzle
which glows and hums audibly when the weapon is activated.
Skill: Melee
Encumbrance: 2
Price: 1200 credits
Rarity: 8
Damage: 6
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Defensive 1, Stun Setting
Why is this a thing?
Okay, on this one I'll cop to it just being silly; it was silly when
introduced in Starfighters of Adumar, it was silly when I wrote the Saga
Edition stats for the Unknown Regions sourcebook, and it's still silly
now. And that's why I like this weapon, which was aptly described by
Wes Janson as "a blaster you hit somebody with," and that one listener
to the Order 66 podcast denounced as sounding like something from a bad
Final Fantasy game. I've yet to see or play a character with this weapon, mostly as the specs that lean themselves towards melee combat lean towards the brutish side of things while the dueling-orientated specs are focused more on using lightsabers than swords.
Double-Barreled Blaster Carbine
A
favored weapon of bounty hunters, enforcers, and those who generally
live on society's fringe, the double-barreled carbine packs a rather
substantial punch for its unassuming size.
Skill: Ranged (Heavy)
Encumbrance: 3
Price: 1200 credits
Rarity: 6(R)
Damage: 8
Range: Medium
Critical: 3
Hard Points: 1
Qualities: Linked 1, Stun Setting
Why is this a thing?
Yes, it's from the Legacy comic book series, but it's essentially a
sawed-off double-barreled shotgun that fires blaster bolts. The version
of the weapon that appeared in Saga Edition's Legacy Era Campaign Guide
gave it what in FFG's system amounts to the Blast quality, but there's
already enough Ranged (Heavy) blasters that offer up the Blast quality.
That, and with it being double-barreled, using the Linked quality made
more sense, even if it does make this weapon a lot more dangerous in a
fight, thus why it has the restricted tag next to the price.
Electroshock Prod
Usually attached to droids, the probe emits a brief electrical discharge capable of shorting out a computer terminal or security lock.
Skill: Ranged (Light)
Encumbrance: 1
Price: 100 credits
Rarity: 2
Damage: 5
Range: Short
Critical: n/a
Hard Points: 1
Qualities:Disorient 1, Stun Damage
Why is this a thing? So this kinda initially came from the old KOTOR video games, with the idea that your astromech companion could use small blasters to assist in combat, but was largely codified by Chopper, the cantankerous astromech from Star Wars Rebels. It's a low-powered weapon that lets droid PCs, especially if they're playing some variety of astromech, be able to make ranged attacks without having to pick up full-blown blaster weapons (assuming they care about that sort of thing).
Fighting Pike
Typically
made of either fire-hardened wood or well-crafted metal, the fighting
pike is a preferred weapon for itinerent monks, being not only innocuous
in appearance, but surprisingly effective in the hands of a skilled
wielder.
Skill: Melee
Encumbrance: 3
Price: 1000 credits
Rarity: 3
Damage: +3
Range: Engaged
Critical:4
Hard Points:2
Qualities: Defensive 1, Disorient 2, Knockdown, Superior
Why is this a thing?
Because there really isn't anything that covers Chirrit's staff from
Rogue One, not even in the Dawn of Rebellion supplement where they
introduced the Force Adherent universal spec, which is pretty much "You
want to play a warrior monk like Donny Yen's character? Here you go!" I
suppose there's the gaffi stick from the EotE core rulebook, or the
heavy staff from TFA Beginner Box, but both of those feel lacking. The
price feels a little low for having the Superior quality baked in, but
given ho much of a general disadvantage most melee weapon users are at
in this game compared to ranged weapons or to lightsabers, I'm not too
concerned about it.
Sporting Blaster Rifle
A favored weapon
of bounty hunters, enforcers, and those who generally live on society's
fringe, the double-barreled carbine packs a rather substantial punch for
its unassuming size..
Skill: Ranged (Heavy)
Encumbrance: 4
Price: 800 credits
Rarity: 5
Damage: 8
Range: Long
Critical: 3
Hard Points:2
Qualities: Accurate 1, Stun Setting
Why is this a thing?
This was something I came up with in the early days of the system,
wanting something that sat between rifles and carbines but not being
quite so military in nature; as the name suggests it's a sporting weapon
that civilians could carry around without getting into too much
trouble.
Tapani Lightfoil
Although
the first lightfoils were creations of the Sith operating in the Tapani
Sector, during the time of the Empire a sub-culture of young nobles
known as “Saber Rakes” have taken to wielding modern recreations of the
lightfoil. Although not as potent a weapon as a lightsaber, the Tapani
lightfoil is still a dangerous weapon; a sure sign that one is dealing
with an experienced Saber Rake is the presence of a cybernetic
prosthesis, often earned as the result of being on the losing end of a
lightfoil duel. A Saber Rake without such a prosthesis is either a
novice duelist or a very skilled swordsman.
Skill: Lighsaber
Encumbrance: 1
Price: 4500 credits
Rarity: 8(R)
Damage: 5
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Accurate 1, Defensive 1, Pierce 2
Features:
A Despair result from any combat check made using this weapon can be
spent to have it short out and deactivate after the combat check has
been resolved. The weapon may be reactivated as an incidental, but not
until after the last initiative slot during the following round If this
weapon is used with the Parry or Reflect talents, the attacker can
spend a Triumph to trigger the same effect on the weapon.
Why is this a thing?
So one of my favorite settings from the WEG era was the Tapani Expanse,
as detailed in the Lords of the Expanse boxed set, with the lightfoil
being such a fun weapon in concept, providing a means to have lightsaber
duels without necessarily bringing in lightsabers or even Jedi for that
matter. I've had versions of this in the past, and often struggled
with getting the right balance between it being useful in a fight while
still retaining it's quirky nature but keeping it from being as potent
as a proper lightsaber. I ultimately decided to just employ the effects
of refined cortosis weapons from the F&D core rulebook to mimic the
Tapani lightfoil's unreliability, and from the handful of test combats
I've run, it does seem to work without requiring a bunch of extra rolls.
One avid RPG player's blog primarily about RPGs, namely Star Wars in it's various forms, but also about other random stuff as the mood strikes.
Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts
January 1, 2020
Homebrew Arms and Equipment for FFG's Star Wars RPG
Labels:
Age of Rebellion,
Arms & Equipment,
Edge of the Empire,
FFG,
Force and Destiny,
RPG,
Star Wars
March 18, 2018
"Yer a wizard Harry!"
Welp, so much for that notion of regular updates I had way back last year.
So short version is that between work and campaigns, I've not really had a lot of mental bandwidth for a whole lot else, much less posting here. The campaigns have been fun (couple of Star Wars ones, and just recently restarted Mutants & Masterminds), while work has been far less so. I had considered putting up a blog post in the wake of seeing The Last Jedi, which I did enjoy but really did need to see a second time to properly enjoy it, but all the ignorant toxicity that got flung around by whiny gatekeeping man-babies about how it wasn't "their" Star Wars soured me on that notion.
Now, I must say that I'm really looking forward to the beginning of April, as I'll be taking a much-deserved vacation and flying down to Texas for GamerNationCon 5. Looking forward to seeing a number of friends, including a few faces I've not seen in some time. Planning to run three events, one for Star Wars, one for 7th Sea, and one for the Dragon Age RPG; the last two are modules I've run in the past, and have worked out pretty well. The Star Wars module I'm still nervous about, as I wound up doing some pretty major re-writes from what I initially had as well as re-doing almost all of the pregens, but I'm pretty happy with how the module looks in its current form.
So speaking of GamerNationCon 5, as one of the backers of the most recent Kickstarter, I and all the other backers got access not only to Phil "DarthGM" Maiewski's Fallout theme for the Genesys RPG by Fantasy Flight Games, but also the very cool and well-written Harry Potter theme for the same RPG written by Chris "GM Chris" Witt.
I've been a fan of the Harry Potter series ever since my mother convinced me to go see the first movie with her in theaters, and pretty much devoured the first four books of the series when I got them as a Christmas present later that year. So having a Harry Potter hack for an RPG whose mechanics I already know pretty well was certainly intriguing; I've checked out a number of other efforts for different systems and none of them really seemed to fit well for the setting mechanics-wise or were too focused on Hogwarts as of the time of the books. I think Chris managed to avoid both those issues, as Genesys' mechanics are pretty adaptable, and he's broadened things to include Ilvermony and American magical society as introduced in the Fantastic Beasts and Where to Find Them movie.
One of the things I'd been meaning to do was sit down and work up a character using the HP theme. And after a hectic previous week at work, I was finally able to do just that over the weekend.
For my character, I figured I'd go with a first Hogwarts student, someone that had a knack for magic but still had much to learn. In a fit of whimsy, I decided to borrow the first name of the protagonist of the Books of Magic comic book series, and named my character-to-be Timothy. And yes, I did chuckle at the notion of playing a wizard who some call... Tim. I then did a Google search for British surnames, and eventually settled on Barnett.
With the name in place, now came the matter of which of Hogwart's Houses would young Timothy (Tim to his friends) would be sorted. I decided that I'd instead skip ahead in the character creation process to figure out his Strength (Witty), Flaw (Recklessness), Desire (Expertise), and Fear (Obscurity), all determined randomly. Based on those, he sounded like a good fit for either Slytherin or Gryffindor; I decided to once again rely on random chance and flipped a coin, with the result landing young Tim amongst the ranks of Gryffindor House (my personal fave of the Hogwarts four).
Next came deciding Tim's "career" or what sort of aspiring wizard he'd be. Looking through the options, I settled on Opportunist, as I liked the notion of a Gryffindor that employed out-of-the-box thinking and clever ploys, who may not always be completely honorable but instead uses unconventional methods to accomplish things. In a way, he's not unlike a slightly more serious Fred or George Weasley, or a less arrogant school-age James Potter. I decided that as part of Tim's backstory, he had an ancestor that was a famous Curse-breaker, and one of his goals was to follow in his ancestor's footsteps but also seeking to make his own mark on the wizarding world. This in turn made him a half-blood, though I figure both of his parents were muggleborns (magical genetics in the Potterverse are weird, but then again it's magic).
Picking skills was pretty simple, giving young Tim a good mix of magical, social, and practical skills, which I decided meant that he's not been raised completely in the wizarding world, and has some notions of how muggle society operates; he probably went to a public primary school prior to getting his Hogwarts letter and picked up some peculiar skills as a result.
Spending XP was pretty simple, picking up a couple extra skill ranks (none of which are above a 1, which fits an eleven-year old that's still got loads to learn) and a couple of talents that go with the "rush into trouble" and "react quickly" notions of the character. And in a change for the usual types of characters I make, Tim isn't all that physically impressive, instead relying more on guile (Cunning), tenacity (Willpower), and pure cheek (Presence), which is very fitting for a adventuresome wizard-in-training.
The fun part then came in figuring out what sort of wand this character have. Fortunately, the Harry Potter Wiki has a very useful page on the topic (read it here) which made the process a bit less daunting. I ultimately choose spruce wand with a phoenix feather core, and then went with the standard school supplies package. I was tempted to snag a familiar as well, but decided not to and instead give young Tim some leftover currency for pocket money. I did grab a set of Thieves' Tools (renamed as a Lockpicking Kit) from the Fantasy Theme section of the Genesys core rulebook, given that Tim's got a rank of Skullduggery and his muggle-influenced upbringing would give him an appreciation for non-magical ways of getting into places he's not supposed to.
And thus, here's young Timothy "Tim" Barnett, an eleven year old boy about to embark upon a new set of adventures as he begins his magical education at Hogwarts' School of Witchcraft and Wizardry.
Timothy Barnett, Gryffindor Opportunist - Character Sheet (PDF version)
Obviously another thing I did was modify the Star Wars character sheet that I've been using for years to fit the Harry Potter theme, as I like having a recognizable character sheet that I electronically enter information into. It's a Word document, but that works easier for me in terms of modifying that trying to set it up as a form-fillable PDF, especially given the fonts used for the dice and result icons that Genesys uses. I tried using a couple different Potterverse-themed fonts, but none of them really worked for me, and instead wound up using a LotR-themed font called Ringbearer.
I do have a few notions for the rest of a groupof First Years, coming from a variety of Houses, such as an intellectually-focused Slytherin, a social-focused Ravenclaw, and maybe even an Ilvermony exchange student, but not sure when I'll be able to write them all up. Hopefully sometime in the not-to-distant future now that I don't have to worry about writing modules, but even that's up in the air.
But even still, I think Tim would be a fun character to play, a Gryffindor that bucks the "honorable and noble" stereotype while still being a decent kid at heart.
So short version is that between work and campaigns, I've not really had a lot of mental bandwidth for a whole lot else, much less posting here. The campaigns have been fun (couple of Star Wars ones, and just recently restarted Mutants & Masterminds), while work has been far less so. I had considered putting up a blog post in the wake of seeing The Last Jedi, which I did enjoy but really did need to see a second time to properly enjoy it, but all the ignorant toxicity that got flung around by whiny gatekeeping man-babies about how it wasn't "their" Star Wars soured me on that notion.
Now, I must say that I'm really looking forward to the beginning of April, as I'll be taking a much-deserved vacation and flying down to Texas for GamerNationCon 5. Looking forward to seeing a number of friends, including a few faces I've not seen in some time. Planning to run three events, one for Star Wars, one for 7th Sea, and one for the Dragon Age RPG; the last two are modules I've run in the past, and have worked out pretty well. The Star Wars module I'm still nervous about, as I wound up doing some pretty major re-writes from what I initially had as well as re-doing almost all of the pregens, but I'm pretty happy with how the module looks in its current form.
So speaking of GamerNationCon 5, as one of the backers of the most recent Kickstarter, I and all the other backers got access not only to Phil "DarthGM" Maiewski's Fallout theme for the Genesys RPG by Fantasy Flight Games, but also the very cool and well-written Harry Potter theme for the same RPG written by Chris "GM Chris" Witt.
I've been a fan of the Harry Potter series ever since my mother convinced me to go see the first movie with her in theaters, and pretty much devoured the first four books of the series when I got them as a Christmas present later that year. So having a Harry Potter hack for an RPG whose mechanics I already know pretty well was certainly intriguing; I've checked out a number of other efforts for different systems and none of them really seemed to fit well for the setting mechanics-wise or were too focused on Hogwarts as of the time of the books. I think Chris managed to avoid both those issues, as Genesys' mechanics are pretty adaptable, and he's broadened things to include Ilvermony and American magical society as introduced in the Fantastic Beasts and Where to Find Them movie.
One of the things I'd been meaning to do was sit down and work up a character using the HP theme. And after a hectic previous week at work, I was finally able to do just that over the weekend.
For my character, I figured I'd go with a first Hogwarts student, someone that had a knack for magic but still had much to learn. In a fit of whimsy, I decided to borrow the first name of the protagonist of the Books of Magic comic book series, and named my character-to-be Timothy. And yes, I did chuckle at the notion of playing a wizard who some call... Tim. I then did a Google search for British surnames, and eventually settled on Barnett.
With the name in place, now came the matter of which of Hogwart's Houses would young Timothy (Tim to his friends) would be sorted. I decided that I'd instead skip ahead in the character creation process to figure out his Strength (Witty), Flaw (Recklessness), Desire (Expertise), and Fear (Obscurity), all determined randomly. Based on those, he sounded like a good fit for either Slytherin or Gryffindor; I decided to once again rely on random chance and flipped a coin, with the result landing young Tim amongst the ranks of Gryffindor House (my personal fave of the Hogwarts four).
Next came deciding Tim's "career" or what sort of aspiring wizard he'd be. Looking through the options, I settled on Opportunist, as I liked the notion of a Gryffindor that employed out-of-the-box thinking and clever ploys, who may not always be completely honorable but instead uses unconventional methods to accomplish things. In a way, he's not unlike a slightly more serious Fred or George Weasley, or a less arrogant school-age James Potter. I decided that as part of Tim's backstory, he had an ancestor that was a famous Curse-breaker, and one of his goals was to follow in his ancestor's footsteps but also seeking to make his own mark on the wizarding world. This in turn made him a half-blood, though I figure both of his parents were muggleborns (magical genetics in the Potterverse are weird, but then again it's magic).
Picking skills was pretty simple, giving young Tim a good mix of magical, social, and practical skills, which I decided meant that he's not been raised completely in the wizarding world, and has some notions of how muggle society operates; he probably went to a public primary school prior to getting his Hogwarts letter and picked up some peculiar skills as a result.
Spending XP was pretty simple, picking up a couple extra skill ranks (none of which are above a 1, which fits an eleven-year old that's still got loads to learn) and a couple of talents that go with the "rush into trouble" and "react quickly" notions of the character. And in a change for the usual types of characters I make, Tim isn't all that physically impressive, instead relying more on guile (Cunning), tenacity (Willpower), and pure cheek (Presence), which is very fitting for a adventuresome wizard-in-training.
The fun part then came in figuring out what sort of wand this character have. Fortunately, the Harry Potter Wiki has a very useful page on the topic (read it here) which made the process a bit less daunting. I ultimately choose spruce wand with a phoenix feather core, and then went with the standard school supplies package. I was tempted to snag a familiar as well, but decided not to and instead give young Tim some leftover currency for pocket money. I did grab a set of Thieves' Tools (renamed as a Lockpicking Kit) from the Fantasy Theme section of the Genesys core rulebook, given that Tim's got a rank of Skullduggery and his muggle-influenced upbringing would give him an appreciation for non-magical ways of getting into places he's not supposed to.
And thus, here's young Timothy "Tim" Barnett, an eleven year old boy about to embark upon a new set of adventures as he begins his magical education at Hogwarts' School of Witchcraft and Wizardry.
Timothy Barnett, Gryffindor Opportunist - Character Sheet (PDF version)
Obviously another thing I did was modify the Star Wars character sheet that I've been using for years to fit the Harry Potter theme, as I like having a recognizable character sheet that I electronically enter information into. It's a Word document, but that works easier for me in terms of modifying that trying to set it up as a form-fillable PDF, especially given the fonts used for the dice and result icons that Genesys uses. I tried using a couple different Potterverse-themed fonts, but none of them really worked for me, and instead wound up using a LotR-themed font called Ringbearer.
I do have a few notions for the rest of a groupof First Years, coming from a variety of Houses, such as an intellectually-focused Slytherin, a social-focused Ravenclaw, and maybe even an Ilvermony exchange student, but not sure when I'll be able to write them all up. Hopefully sometime in the not-to-distant future now that I don't have to worry about writing modules, but even that's up in the air.
But even still, I think Tim would be a fun character to play, a Gryffindor that bucks the "honorable and noble" stereotype while still being a decent kid at heart.
Labels:
Fantasy Flight Games,
Genesys,
Gryffindoor,
Harry Potter,
Hogwarts,
Player-Characters,
RPG,
Stat Block,
Wizard
October 31, 2017
Danny Copperfield, Novice Wizard and Amatuer Sleuth
Happy Halloween!!!
So I'm writing this post coming off the conclusion of the long-running Curse of Strahd campaign that my friend Eric has been running for our Saturday night online group (used to call it the Skype group, but we've pretty much switched over to Discord at this point as it's given us far less grief that Skype so far, and the ability to have separate channels for general and game-specific discussions is quite nice). I don't think any of us were really expecting the campaign to end the way it did; yes we managed to defeat Strahd, but it was a very bitter victory indeed, leaving the party largely broken and ultimately going their separate ways. I did have fun playing Sir Thomas, even though in hindsight there are things I would have done very differently if I'd had a better handle on who the character was. Still, it's nice to bring that campaign to a conclusion, with the advent of running a campaign that's far more cheerful and bright on the near horizon.
Now, to continue with my string of Samhain appropriate blog postings, I thought I'd post up a character that I'd made a while back, got to play briefly, have remade and may have a chance to play again.
The character in question was originally made for the Dresden Files Role-Playing Game by Evil Hat Productions, taking place in the world detailed in the highly enjoyable Dresden Files series of novels written by Jim Butcher. Personally, I prefer the audiobooks as I honestly feel that James Marsters (best known for playing Spike on the classic TV series Buffy the Vampire Slayer) does a bang up job of giving voice to the many characters; it's at the point where to me he's pretty much the voice of series protagonist Harry Dresden.
Said character was Danny Copperfield, a young/novice wizard of the White Council, and can be summed up as Dresden-Lite. This was deliberate, as I liked the notion of playing a still-fresh and mostly-untested wizard, just barely into his 20's (Harry started out in mid to late 20's I believe), albeit one that had proper training as a wizard and lacked the many tragic elements of Harry's personal history. In his original incarnation, Danny had a solid mix of control and power, in that while he might not have been hitting at the same level of power as Harry Dresden, but neither was he quite as likely to set the immediate on area with an errant blast of flame. I did get the chance to play him in a rather short campaign, and he was quite a bit of fun, delivering snark and unexpected bouts of sheer magical power with aplomb.
So when Evil Hat released the Dresden Files Accelerated RPG, updating the material to work with their very fun Fate Accelerated Edition, I decided (mostly on a lark) to do an updated version of Danny, just to see how the character would work out given DFA's method of using Mantles to set character archetypes. And overall, I think it worked out pretty well. The fact that in DFA a spellcaster isn't nearly as restricted in hurling magic (that was an issue with the original DFRPG was that spellcasters had very limited mojo, an issue that in the books really only affected Harry "powerhouse slob" Dresden given his own admittance for simply grabbing as much power as he could and hurling it at his foe with little to no finesse) means that Danny can make much more use of his evocations, in particular attacking enemies with fire. As a bit of a trade-off, he's not quite as adept starting out with divination or ward magic, but seeing as how his Mantle gives him a much broader bonus to thaumaturgy makes up for it.
One thing that is nice about DFA is that by essentially rolling spellcasting into a character's approaches, there's not as much worry about balancing things out for the Pure Mortals; yes a spellcaster does get to work their mojo at a higher power scale, but magic may well not always be the answer. That and I suspect a GM could easily compel the Wizard part of the character's aspect to have modern technology breakdown around the spellcaster. And even the higher power scale isn't that huge of a boost when competing with Pure Mortals, whose own Mantles have some pretty neat tricks of their own.
With my friend Doran wanting to run at least a one-shot of Dresden Files Accelerated (to the great delight of the entire group as we're all fans of the Dresden Files), I'm looking forward to an opportunity to once again don the red canvas duster and whip out the blasting rod (mind out of gutter, thank you very much!) and step into the role of this character. Given the interesting personalities that I'm sure the rest of the players will bring to the table with their own characters, it should be interesting to see how things shake out... preferably without multiple buildings being on fire (especially if it's not his fault)!
Danny Copperfield
Mantle: Magical Practitioner
High Concept: Novice Wizard of the White Council
Trouble: Chronic Wiseass
Aspects: Amateur Sleuth; Don't Underestimate My Power!
Refresh: 1
Approaches
Good (+3): Force
Fair (+2): Haste, Intellect
Average (+1): Focus, Guile
Mediocre (+0): Flair
Stress and Conditions
Stress: [1][1][1][1][1][1]
Combat Wizard: [1][1]
In Peril (sticky): [4]
Doomed (lasting): [6]
Indebted (sticky): [_][_][_][_][_]
Exhausted (sticky): [_]
Burned Out (lasting): [_]
The Third Eye (sticky): [_]
Stunts
Evocation: You are able to cast spells on the fly and without need for ritual preparation.
Thaumaturgy: You are able to cast a variety of arcane rituals, adding a +2 bonus to the roll.
Soulgaze: You have the ability to look directly upon the soul of another person, and they can look at yours in turn.
Combat Wizard: Gain two stress boxes explicitly for enhancing evocations.
Evocation Specialist: Gain +2 bonus when making a Force attack using the element of fire.
White Council Membership: Once per session, you may request aid from the White Council.
Appearance
Danny is a tall, lanky young man just under six and a half feet tall, with shoulder-length charcoal black hair, several strands of which constantly hang in front of his dark blue eyes, a good-natured lopsided smile befitting his generally irreverent nature on his face, although his expression turns much darker once his ire has been raised. His preferred attire is a dark-hued shirt, a pair of blue jeans, simple sneakers, and a full-length red canvas duster, with his blasting rod tucked away but always within easy reach.
Notable Possessions
Blasting rod (made of hickory), red canvas duster with extra pockets, assorted ritual tools and aids stuffed in said extra pockets.
So I'm writing this post coming off the conclusion of the long-running Curse of Strahd campaign that my friend Eric has been running for our Saturday night online group (used to call it the Skype group, but we've pretty much switched over to Discord at this point as it's given us far less grief that Skype so far, and the ability to have separate channels for general and game-specific discussions is quite nice). I don't think any of us were really expecting the campaign to end the way it did; yes we managed to defeat Strahd, but it was a very bitter victory indeed, leaving the party largely broken and ultimately going their separate ways. I did have fun playing Sir Thomas, even though in hindsight there are things I would have done very differently if I'd had a better handle on who the character was. Still, it's nice to bring that campaign to a conclusion, with the advent of running a campaign that's far more cheerful and bright on the near horizon.
Now, to continue with my string of Samhain appropriate blog postings, I thought I'd post up a character that I'd made a while back, got to play briefly, have remade and may have a chance to play again.
The character in question was originally made for the Dresden Files Role-Playing Game by Evil Hat Productions, taking place in the world detailed in the highly enjoyable Dresden Files series of novels written by Jim Butcher. Personally, I prefer the audiobooks as I honestly feel that James Marsters (best known for playing Spike on the classic TV series Buffy the Vampire Slayer) does a bang up job of giving voice to the many characters; it's at the point where to me he's pretty much the voice of series protagonist Harry Dresden.
Said character was Danny Copperfield, a young/novice wizard of the White Council, and can be summed up as Dresden-Lite. This was deliberate, as I liked the notion of playing a still-fresh and mostly-untested wizard, just barely into his 20's (Harry started out in mid to late 20's I believe), albeit one that had proper training as a wizard and lacked the many tragic elements of Harry's personal history. In his original incarnation, Danny had a solid mix of control and power, in that while he might not have been hitting at the same level of power as Harry Dresden, but neither was he quite as likely to set the immediate on area with an errant blast of flame. I did get the chance to play him in a rather short campaign, and he was quite a bit of fun, delivering snark and unexpected bouts of sheer magical power with aplomb.
So when Evil Hat released the Dresden Files Accelerated RPG, updating the material to work with their very fun Fate Accelerated Edition, I decided (mostly on a lark) to do an updated version of Danny, just to see how the character would work out given DFA's method of using Mantles to set character archetypes. And overall, I think it worked out pretty well. The fact that in DFA a spellcaster isn't nearly as restricted in hurling magic (that was an issue with the original DFRPG was that spellcasters had very limited mojo, an issue that in the books really only affected Harry "powerhouse slob" Dresden given his own admittance for simply grabbing as much power as he could and hurling it at his foe with little to no finesse) means that Danny can make much more use of his evocations, in particular attacking enemies with fire. As a bit of a trade-off, he's not quite as adept starting out with divination or ward magic, but seeing as how his Mantle gives him a much broader bonus to thaumaturgy makes up for it.
One thing that is nice about DFA is that by essentially rolling spellcasting into a character's approaches, there's not as much worry about balancing things out for the Pure Mortals; yes a spellcaster does get to work their mojo at a higher power scale, but magic may well not always be the answer. That and I suspect a GM could easily compel the Wizard part of the character's aspect to have modern technology breakdown around the spellcaster. And even the higher power scale isn't that huge of a boost when competing with Pure Mortals, whose own Mantles have some pretty neat tricks of their own.
With my friend Doran wanting to run at least a one-shot of Dresden Files Accelerated (to the great delight of the entire group as we're all fans of the Dresden Files), I'm looking forward to an opportunity to once again don the red canvas duster and whip out the blasting rod (mind out of gutter, thank you very much!) and step into the role of this character. Given the interesting personalities that I'm sure the rest of the players will bring to the table with their own characters, it should be interesting to see how things shake out... preferably without multiple buildings being on fire (especially if it's not his fault)!
Danny Copperfield
Mantle: Magical Practitioner
High Concept: Novice Wizard of the White Council
Trouble: Chronic Wiseass
Aspects: Amateur Sleuth; Don't Underestimate My Power!
Refresh: 1
Approaches
Good (+3): Force
Fair (+2): Haste, Intellect
Average (+1): Focus, Guile
Mediocre (+0): Flair
Stress and Conditions
Stress: [1][1][1][1][1][1]
Combat Wizard: [1][1]
In Peril (sticky): [4]
Doomed (lasting): [6]
Indebted (sticky): [_][_][_][_][_]
Exhausted (sticky): [_]
Burned Out (lasting): [_]
The Third Eye (sticky): [_]
Stunts
Evocation: You are able to cast spells on the fly and without need for ritual preparation.
Thaumaturgy: You are able to cast a variety of arcane rituals, adding a +2 bonus to the roll.
Soulgaze: You have the ability to look directly upon the soul of another person, and they can look at yours in turn.
Combat Wizard: Gain two stress boxes explicitly for enhancing evocations.
Evocation Specialist: Gain +2 bonus when making a Force attack using the element of fire.
White Council Membership: Once per session, you may request aid from the White Council.
Appearance
Danny is a tall, lanky young man just under six and a half feet tall, with shoulder-length charcoal black hair, several strands of which constantly hang in front of his dark blue eyes, a good-natured lopsided smile befitting his generally irreverent nature on his face, although his expression turns much darker once his ire has been raised. His preferred attire is a dark-hued shirt, a pair of blue jeans, simple sneakers, and a full-length red canvas duster, with his blasting rod tucked away but always within easy reach.
Notable Possessions
Blasting rod (made of hickory), red canvas duster with extra pockets, assorted ritual tools and aids stuffed in said extra pockets.
Labels:
Dresden Files,
Dresden Files Accelerated,
Evil Hat Productions,
FATE,
Mantle,
Player-Characters,
RPG,
Stat Block,
Wizard
October 28, 2017
Light and Darkness: Two PCs for D&D 5th Edition
And so it is that Halloween is pretty much upon us. In the spirit of the holiday, I'll be doing three things related to role-playing games.
The first of these is that this afternoon, I will be running "Under a Harvest Moon," a 7th Sea 2nd edition conversion of the Shadow of the Demon Lord adventure "Apple of Her Eye" for one group of gamers that want to try out 7th Sea 2e. I've had a fair amount of success with this adventure, which you can grab from my blog here: http://jedimorningfire.blogspot.com/2017/10/once-upon-harvest-moon-7th-sea-2e.html
The second of these will be later this night I will be gaming with an online group via Discord to engage in what may very well be the final confrontation with Strahd Von Zarovich in the possible conclusion of the 5e Curse of Strahd adventure. As our group's DM for this adventure, Eric has done a bang-up job, not only in running the adventure but in customizing it so that the lands and culture of Barovia have some very distinctive elements. I've had fun playing an Oath of Vengeance Paladin who due to decisions made has taken a much darker turn, and to be honest I'm not sure he's going to come out of this even remotely close to the person he was when the adventure started. But as much fun as I've had, I think I am ready for this to wrap-up and for our group to move onto something a bit more cheerful and less dark.
As for the third, well you're reading it, as I thought I'd post up a couple of D&D 5e characters who are about as different as night and day, an aasimar paladin and a half-elf warlock, both of good alignment though of very different means and outlooks. I opted to go ahead and post the third level versions of these, as the general agreement online seems to be that 3rd level is when a character really starts to "come alive" in terms of their abilities on top of not being frail enough that a single wayward encounter could spell their doom.
Aramir Greyhaven, Aasimar Paladin of Lathander
Class/Level: Paladin 3
Alignment: Lawful Good
Background: Acolyte
Personality Trait - I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal - I trust that Lathander will guide my actions; I have faith that if I work hard enough, things will go well.
Bond - I owe my life to the priest who took me in when my parents died.
Flaw - Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Ability Scores
STR 15 (+2), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
Armor Class: 18 (chain mail and shield)
Melee Attack: +4 (longsword, 1d8+4 slashing, versatile)
Ranged Attack: +4 (javelin, 1d6+2 piercing, range 30/120, thrown)
Hit Dice: 3d10
Hit Points: 25
Speed: 30 feet
Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Celestial Legacy - knows the light cantrip and can cast lesser restoration once per long rest.
Divine Sense (3/day) - as per page 84 of the Player's Handbook
Fighting Style - Dueling (as per page 84 of the Player's Handbook)
Divine Health - as per page 85 of the Player's Handbook
Divine Smite - As per page 85 of the Player's Handbook.
Sacred Oath - Oath of Devotion (as per page 86 of the Player's Handbook)
Spellcasting (Spell DC 12, Spell Attack +4)
1st - Compelled Duel, Divine Favor, Searing Smite
Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Common, Celestial, Draconic, Elvish
Skill Proficiencies - Athletics (+4), Insight (+4), Persuasion (+4), Religion (+2)
Gear: Longsword, 5 javelins, chain mail, shield, holy symbol of Lathander, explorer's pack, prayer book, 5 sticks of incense, vestments, set of common clothes, belt pouch containing 15 gold pieces.
Image: Aramir is quite tall, standing just over six feet, but with a lithe build that belies his strength of arms. His weapons and armor are kept in near-pristine condition, which along with his shoulder-length mane of golden-blonde hair and soft blue eyes marks him as a champion of the light, with a gaze that is resolute and firm yet fair.
Summary: Aramir is at heart your typical knight in shining armor type, the heroic and noble champion of all that is good in the world. He's also not very worldly, and will probably be likely to take most people at their word unless he has cause to distrust them. From my own experiences with playing a Paladin, he'll be able to hit pretty hard a couple times of per day, and with his Oath of Devotion he can power up his sword to be able to inflict substantial damage to creatures that are otherwise resistant or immune to non-magical attacks. As for the source of Aramir's racial traits, I used the Aasimir write-up from pages 286 and 287 of the 5e Dungeon Master's Guide, so check with your GM to see if they will allow that race at their table.
Xevlanna Nightblossom, Half-Elf Warlock
Class/Level: Warlock 3
Alignment: Chaotic Good
Background: Entertainer (Routines - Dancer/Tumbler, Storyteller)
Personality Trait - Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideal - The world is in need of new ideas and bold action.
Bond - I want to be famous, whatever it takes.
Flaw - I have trouble keeping my true feelings hidden; my sharp tongue lands me in trouble.
Ability Scores
STR 8 (-1), DEX 15 (+2), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 17 (+3)
Armor Class: 13 (leather armor)
Melee Attack: +1 (spear, 1d6-1 piercing, versatile)
Melee Attack +5 (Shocking Grasp, 1d8 lightning)
Ranged Attack: +4 (dagger, 1d4+2 slashing, light, range 20/60, thrown)
Ranged Attack: +5 (Eldritch Blast, 1d10 force, range 120)
Hit Dice: 3d8
Hit Points: 24
Speed: 30 feet
Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Fey Ancestry - advantage on saving throws against being charmed, cannot be magically put to sleep.
Skill Versatility - proficient in two skills of your choice
Otherworldy Patron - The Fiend (as per page 109 of the Player's Handbook)
Pact Boon - Pact of the Tome (as per page 108 of the Player's Handbook)
Spellcasting (Spell DC 13, Spell Attack +5)
Cantrips - Eldritch Blast, Minor Illusion, Shocking Grasp*, Thaumaturgy*, Vicious Mockery*
Spells (cast as 2nd level) - Hellish Rebuke, Hex, Scorching Ray, Suggestion
*from Pact Boon
Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Abyssal, Common, Elvish
Skill Proficiencies - Acrobatics (+5), Arcane (+4), Deception (+6), Investigation (+4), Performance (+6), Persuasion (+6)
Tool Proficiencies - Disguise kit, flute
Gear: Spear, 3 daggers, leather armor, arcane focus, scholar's pack, flute, entertainer's outfit, belt pouch containing 15 good pieces, an old divination card bearing her likeness, a silver teardrop earring (favor of a past admirer).
Image: Xevlanna's very presence draws attention, from her eye-catching apparel to her long tresses of curling raven-black hair decorated with colorful glass beads to her languid yet graceful movements to her smoke-grey eyes. Not much taller than most elves, her features retain a sense of elvish delicateness, and her lips are most often settled in a mirthful smile.
Summary:Xevlanna is pretty much the ideological opposite of Aramir in many ways. Where he's a devout servant of the light and a champion of good, Xev is more self-centered and draws her power from a devil's bargain. She's also a talented manipulator of people, sweet-talking and deceiving as the situation warrants or her whim decides. She's also very much a blaster-caster and would do well to stay out of range of melee-focused opponents, though she's got a couple tricks to make enemies that do close with her regret it. Her Pact Boon certainly broadens her spell repertoire, giving her a few more options both in and out of combat.
The first of these is that this afternoon, I will be running "Under a Harvest Moon," a 7th Sea 2nd edition conversion of the Shadow of the Demon Lord adventure "Apple of Her Eye" for one group of gamers that want to try out 7th Sea 2e. I've had a fair amount of success with this adventure, which you can grab from my blog here: http://jedimorningfire.blogspot.com/2017/10/once-upon-harvest-moon-7th-sea-2e.html
The second of these will be later this night I will be gaming with an online group via Discord to engage in what may very well be the final confrontation with Strahd Von Zarovich in the possible conclusion of the 5e Curse of Strahd adventure. As our group's DM for this adventure, Eric has done a bang-up job, not only in running the adventure but in customizing it so that the lands and culture of Barovia have some very distinctive elements. I've had fun playing an Oath of Vengeance Paladin who due to decisions made has taken a much darker turn, and to be honest I'm not sure he's going to come out of this even remotely close to the person he was when the adventure started. But as much fun as I've had, I think I am ready for this to wrap-up and for our group to move onto something a bit more cheerful and less dark.
As for the third, well you're reading it, as I thought I'd post up a couple of D&D 5e characters who are about as different as night and day, an aasimar paladin and a half-elf warlock, both of good alignment though of very different means and outlooks. I opted to go ahead and post the third level versions of these, as the general agreement online seems to be that 3rd level is when a character really starts to "come alive" in terms of their abilities on top of not being frail enough that a single wayward encounter could spell their doom.
Aramir Greyhaven, Aasimar Paladin of Lathander
Class/Level: Paladin 3
Alignment: Lawful Good
Background: Acolyte
Personality Trait - I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal - I trust that Lathander will guide my actions; I have faith that if I work hard enough, things will go well.
Bond - I owe my life to the priest who took me in when my parents died.
Flaw - Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Ability Scores
STR 15 (+2), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
Armor Class: 18 (chain mail and shield)
Melee Attack: +4 (longsword, 1d8+4 slashing, versatile)
Ranged Attack: +4 (javelin, 1d6+2 piercing, range 30/120, thrown)
Hit Dice: 3d10
Hit Points: 25
Speed: 30 feet
Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Celestial Legacy - knows the light cantrip and can cast lesser restoration once per long rest.
Divine Sense (3/day) - as per page 84 of the Player's Handbook
Fighting Style - Dueling (as per page 84 of the Player's Handbook)
Divine Health - as per page 85 of the Player's Handbook
Divine Smite - As per page 85 of the Player's Handbook.
Sacred Oath - Oath of Devotion (as per page 86 of the Player's Handbook)
Spellcasting (Spell DC 12, Spell Attack +4)
1st - Compelled Duel, Divine Favor, Searing Smite
Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Common, Celestial, Draconic, Elvish
Skill Proficiencies - Athletics (+4), Insight (+4), Persuasion (+4), Religion (+2)
Gear: Longsword, 5 javelins, chain mail, shield, holy symbol of Lathander, explorer's pack, prayer book, 5 sticks of incense, vestments, set of common clothes, belt pouch containing 15 gold pieces.
Image: Aramir is quite tall, standing just over six feet, but with a lithe build that belies his strength of arms. His weapons and armor are kept in near-pristine condition, which along with his shoulder-length mane of golden-blonde hair and soft blue eyes marks him as a champion of the light, with a gaze that is resolute and firm yet fair.
Summary: Aramir is at heart your typical knight in shining armor type, the heroic and noble champion of all that is good in the world. He's also not very worldly, and will probably be likely to take most people at their word unless he has cause to distrust them. From my own experiences with playing a Paladin, he'll be able to hit pretty hard a couple times of per day, and with his Oath of Devotion he can power up his sword to be able to inflict substantial damage to creatures that are otherwise resistant or immune to non-magical attacks. As for the source of Aramir's racial traits, I used the Aasimir write-up from pages 286 and 287 of the 5e Dungeon Master's Guide, so check with your GM to see if they will allow that race at their table.
Xevlanna Nightblossom, Half-Elf Warlock
Class/Level: Warlock 3
Alignment: Chaotic Good
Background: Entertainer (Routines - Dancer/Tumbler, Storyteller)
Personality Trait - Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideal - The world is in need of new ideas and bold action.
Bond - I want to be famous, whatever it takes.
Flaw - I have trouble keeping my true feelings hidden; my sharp tongue lands me in trouble.
Ability Scores
STR 8 (-1), DEX 15 (+2), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 17 (+3)
Armor Class: 13 (leather armor)
Melee Attack: +1 (spear, 1d6-1 piercing, versatile)
Melee Attack +5 (Shocking Grasp, 1d8 lightning)
Ranged Attack: +4 (dagger, 1d4+2 slashing, light, range 20/60, thrown)
Ranged Attack: +5 (Eldritch Blast, 1d10 force, range 120)
Hit Dice: 3d8
Hit Points: 24
Speed: 30 feet
Class and Species Abilities
Darkvision - see in dim light as bright light out to 60 feet, and in darkness as dim light.
Celestial Resistance - resistance to necrotic and radiant damage.
Fey Ancestry - advantage on saving throws against being charmed, cannot be magically put to sleep.
Skill Versatility - proficient in two skills of your choice
Otherworldy Patron - The Fiend (as per page 109 of the Player's Handbook)
Pact Boon - Pact of the Tome (as per page 108 of the Player's Handbook)
Spellcasting (Spell DC 13, Spell Attack +5)
Cantrips - Eldritch Blast, Minor Illusion, Shocking Grasp*, Thaumaturgy*, Vicious Mockery*
Spells (cast as 2nd level) - Hellish Rebuke, Hex, Scorching Ray, Suggestion
*from Pact Boon
Languages and Proficiencies
Saving Throws - Wisdom and Charisma
Languages - Abyssal, Common, Elvish
Skill Proficiencies - Acrobatics (+5), Arcane (+4), Deception (+6), Investigation (+4), Performance (+6), Persuasion (+6)
Tool Proficiencies - Disguise kit, flute
Gear: Spear, 3 daggers, leather armor, arcane focus, scholar's pack, flute, entertainer's outfit, belt pouch containing 15 good pieces, an old divination card bearing her likeness, a silver teardrop earring (favor of a past admirer).
Image: Xevlanna's very presence draws attention, from her eye-catching apparel to her long tresses of curling raven-black hair decorated with colorful glass beads to her languid yet graceful movements to her smoke-grey eyes. Not much taller than most elves, her features retain a sense of elvish delicateness, and her lips are most often settled in a mirthful smile.
Summary:Xevlanna is pretty much the ideological opposite of Aramir in many ways. Where he's a devout servant of the light and a champion of good, Xev is more self-centered and draws her power from a devil's bargain. She's also a talented manipulator of people, sweet-talking and deceiving as the situation warrants or her whim decides. She's also very much a blaster-caster and would do well to stay out of range of melee-focused opponents, though she's got a couple tricks to make enemies that do close with her regret it. Her Pact Boon certainly broadens her spell repertoire, giving her a few more options both in and out of combat.
Labels:
D&D,
Dungeons and Dragons,
Halloween,
Paladin,
Player-Characters,
RPG,
Stat Block,
Warlock
August 11, 2017
Well, it is somebody's birthday... drinks all around!
But it's not mine. Or at least, it's not mine yet, savvy?
However, since I'm due to be rather busy on the 12th, I figured I'd post this one. And while a person's birthday is a time for them to receive presents from others, I thought I'd switch it up a little and provide a present for others.
Some time ago, I posted a very short introductory style of adventure for the 7th Sea 2nd edition RPG, under the punny name of "An Idol Pursuit." Well, in the time since I posted that little tidbit, I've since expanded upon it, adding what I guess one might call an introductory prologue, focusing upon the exploits the Heroes undertake to obtain the Syrenth idol that my initial adventure centers around. I initially ran this as an unrelated one-shot for my regular Skype group, and the group had quite a bit of fun with it.
It was while working on coming up with a good 7th Sea adventure to run at GamerNationCon earlier this year that I got the bright idea of just combining the two small adventures (each of which can be run in less than 2 hours) into a single larger adventure that could fill up most of a four hour time slot. Now carrying the still punny name of "An Idol Venture," this is a fun little romp designed to introduce players to the world and general feel of 7th Sea. It's not all that difficult of a module, as it's meant to encourage enjoyment of the setting and the system, not grind the players into the dirt. Thus, the Risks entailed aren't too daunting, and in a couple of cases the module itself encourages the GM to let the players get really creative with their descriptions in how they overcome the Risks presented. It's a little rough around the edges, and by intentional design doesn't make use of Dramatic Risks (mostly out of fear of dragging the adventure out, a big no-no for con modules), but it's still fun and good for a night's diversion from a group's usual RPG fare, or as a means to give 7th Sea 2nd edition a whirl.
An Idol Venture, An Introductory Adventure for 7th Sea 2e
Also included in the zip file are the five Heroes that I created specifically for this module, though if you have access to the Heroes & Villains supplement, you could certainly select some of the Heroes from there if you'd like. I've not yet found a character sheet that I'd truly liked or covered enough information to suit my tastes, so the characters here are presented in a pretty straight-forward style, with enough information given to play them without having to book-dive to see which of their abilities does what.
However, since I'm due to be rather busy on the 12th, I figured I'd post this one. And while a person's birthday is a time for them to receive presents from others, I thought I'd switch it up a little and provide a present for others.
Some time ago, I posted a very short introductory style of adventure for the 7th Sea 2nd edition RPG, under the punny name of "An Idol Pursuit." Well, in the time since I posted that little tidbit, I've since expanded upon it, adding what I guess one might call an introductory prologue, focusing upon the exploits the Heroes undertake to obtain the Syrenth idol that my initial adventure centers around. I initially ran this as an unrelated one-shot for my regular Skype group, and the group had quite a bit of fun with it.
It was while working on coming up with a good 7th Sea adventure to run at GamerNationCon earlier this year that I got the bright idea of just combining the two small adventures (each of which can be run in less than 2 hours) into a single larger adventure that could fill up most of a four hour time slot. Now carrying the still punny name of "An Idol Venture," this is a fun little romp designed to introduce players to the world and general feel of 7th Sea. It's not all that difficult of a module, as it's meant to encourage enjoyment of the setting and the system, not grind the players into the dirt. Thus, the Risks entailed aren't too daunting, and in a couple of cases the module itself encourages the GM to let the players get really creative with their descriptions in how they overcome the Risks presented. It's a little rough around the edges, and by intentional design doesn't make use of Dramatic Risks (mostly out of fear of dragging the adventure out, a big no-no for con modules), but it's still fun and good for a night's diversion from a group's usual RPG fare, or as a means to give 7th Sea 2nd edition a whirl.
An Idol Venture, An Introductory Adventure for 7th Sea 2e
Also included in the zip file are the five Heroes that I created specifically for this module, though if you have access to the Heroes & Villains supplement, you could certainly select some of the Heroes from there if you'd like. I've not yet found a character sheet that I'd truly liked or covered enough information to suit my tastes, so the characters here are presented in a pretty straight-forward style, with enough information given to play them without having to book-dive to see which of their abilities does what.
Labels:
7th Sea,
Adventure,
John Wick Presents,
RPG
May 4, 2017
It's a Resistance, right? And May the 4th Be With You!
Firstly, happy Star Wars Day to my fellow Star Wars geeks.
Setting this up ahead of time to post, as my own plans to celebrate the day consist of a Star Wars movie marathon several friends at the recently finished home theater of one of our cadre, with pizza, popcorn, and soda a plenty. Which in retrospect will mean having to face the Revenge of the Fifth, but it'll be worth it.
Since we'll be kicking off said mini-marathon with Rogue One and ending with The Force Awakens, I got the notion to post a collection of heroes that combine elements of those two movies. Built using FFG's Age of Rebellion (as well as including elements from Edge of the Empire), these characters are akin to the crew of Rogue One in that they are a special ops type of group comprised of a variety of different character types. However, rather than fighting the tyranny of the Galactic Empire, they instead are members of the Resistance, working against the First Order in an effort to prevent the galaxy from once again being engulfed in the flames of war, mostly following leads on trying to uncover what the First Order's plans are.
For each of these characters, I built them with an additional +25XP as well as an extra 1500 credits. I've come to find that having that extra XP lets me better fine-tune a character concept while still keeping them at the lower end of the power level, and the extra credits means that these characters are sure to have the bare minimum of the various toys they'd need to fit their concept. I also deliberately tried out different species, career, and specialization combinations that I otherwise would probably have never considered playing. I had used a few of these characters as alternate pre-gens for the Discovery on Jakku, the introductory adventure from The Force Awakens Beginner Box. And for the most part, they worked out pretty good, most of them able to accomplish their intended roles, though sadly some poor dice luck at the worst possible time ruined a couple moments that would have otherwise allowed certain characters to shine. There were a couple tweaks needed here and there, but overall I think each of these characters is a solid build and as a group would work great for either a one-shot, be it a published module or an off-the-cuff adventure, or as the basis of a campaign; even with the extra starting XP and credits, there's still plenty of room for each of these characters to grow and develop. And while their respective Duty and Motivations make reference to the Resistance and the First Order, it'd be a trivial matter to swap those to the Alliance and the Empire and drop one or all of these characters into the midst of Galactic Civil War.
So without further ado, here are a quintet of Heroes of the Resistance...
https://www.dropbox.com/s/4hzodqoat62f24u/Heroes%20of%20the%20Resistance.zip?dl=0
Cyrin Ulyette, Mirialian Ace/Hotshot
By far the youngest member of the group, Cyrin is the team pilot and mechanic, able to put most any starship through its paces and pull off hi-speed maneuvers that leave other pilots in her wake.
Dewwarra, Wookiee Soldier/Trailblazer
Still considered to be an inexperienced youth among his people, Dewwarra has quite a lot of first-hand experience in surviving a number of inhospitable places, and making sure that his allies survive them as well.
Inder Skirata, Mandalorian Spy/Infiltrator
Certainly not fighting the typical image of an armor-clad Mando warrior, Inder is something of an outcast from Clan Skirata, reliant more upon stealth to win the day, though he's not adverse to using brutal methods if that's what's called for.
Jhyo Bendaki, Twi'lek Commander/Figurehead
The nephew of a Rebel Alliance agent from the days of the Galactic Civil War, Jhyo has put his own spin on being in charge of this rag-tag little group, employing a mix of charm, confidence, playful insincerity, and bold words to keep his team motivated and ensure success.
RA-F1T5, Droid Diplomat/Analyst
Referred to as "Fitz" given the droid's reaction to some of the more out there antics of the other team members, this RA-7 protocol droid might be ill-suited to "aggressive task resolution" but he is quite adept at slicing data networks, and though not as fluent in multiple forms of communications as other protocol droids, his databanks are packed with a variety of information that can prove useful in most any situation.
As the group's starting resource for when I ran them through Discovery on Jakku, I gave them an extensively modified HWK-290 freighter, dubbed the Sly Flourish, which is also included. She's a fast ship, quite maneuverable and packs a decent bit of firepower. While she won't last very long in a straight-up fight, as a reconnaissance vessel the Sly Flourish does it's job very well, and is generally able to survive long enough to outrun most threats.
Setting this up ahead of time to post, as my own plans to celebrate the day consist of a Star Wars movie marathon several friends at the recently finished home theater of one of our cadre, with pizza, popcorn, and soda a plenty. Which in retrospect will mean having to face the Revenge of the Fifth, but it'll be worth it.
Since we'll be kicking off said mini-marathon with Rogue One and ending with The Force Awakens, I got the notion to post a collection of heroes that combine elements of those two movies. Built using FFG's Age of Rebellion (as well as including elements from Edge of the Empire), these characters are akin to the crew of Rogue One in that they are a special ops type of group comprised of a variety of different character types. However, rather than fighting the tyranny of the Galactic Empire, they instead are members of the Resistance, working against the First Order in an effort to prevent the galaxy from once again being engulfed in the flames of war, mostly following leads on trying to uncover what the First Order's plans are.
For each of these characters, I built them with an additional +25XP as well as an extra 1500 credits. I've come to find that having that extra XP lets me better fine-tune a character concept while still keeping them at the lower end of the power level, and the extra credits means that these characters are sure to have the bare minimum of the various toys they'd need to fit their concept. I also deliberately tried out different species, career, and specialization combinations that I otherwise would probably have never considered playing. I had used a few of these characters as alternate pre-gens for the Discovery on Jakku, the introductory adventure from The Force Awakens Beginner Box. And for the most part, they worked out pretty good, most of them able to accomplish their intended roles, though sadly some poor dice luck at the worst possible time ruined a couple moments that would have otherwise allowed certain characters to shine. There were a couple tweaks needed here and there, but overall I think each of these characters is a solid build and as a group would work great for either a one-shot, be it a published module or an off-the-cuff adventure, or as the basis of a campaign; even with the extra starting XP and credits, there's still plenty of room for each of these characters to grow and develop. And while their respective Duty and Motivations make reference to the Resistance and the First Order, it'd be a trivial matter to swap those to the Alliance and the Empire and drop one or all of these characters into the midst of Galactic Civil War.
So without further ado, here are a quintet of Heroes of the Resistance...
https://www.dropbox.com/s/4hzodqoat62f24u/Heroes%20of%20the%20Resistance.zip?dl=0
Cyrin Ulyette, Mirialian Ace/Hotshot
By far the youngest member of the group, Cyrin is the team pilot and mechanic, able to put most any starship through its paces and pull off hi-speed maneuvers that leave other pilots in her wake.
Dewwarra, Wookiee Soldier/Trailblazer
Still considered to be an inexperienced youth among his people, Dewwarra has quite a lot of first-hand experience in surviving a number of inhospitable places, and making sure that his allies survive them as well.
Inder Skirata, Mandalorian Spy/Infiltrator
Certainly not fighting the typical image of an armor-clad Mando warrior, Inder is something of an outcast from Clan Skirata, reliant more upon stealth to win the day, though he's not adverse to using brutal methods if that's what's called for.
Jhyo Bendaki, Twi'lek Commander/Figurehead
The nephew of a Rebel Alliance agent from the days of the Galactic Civil War, Jhyo has put his own spin on being in charge of this rag-tag little group, employing a mix of charm, confidence, playful insincerity, and bold words to keep his team motivated and ensure success.
RA-F1T5, Droid Diplomat/Analyst
Referred to as "Fitz" given the droid's reaction to some of the more out there antics of the other team members, this RA-7 protocol droid might be ill-suited to "aggressive task resolution" but he is quite adept at slicing data networks, and though not as fluent in multiple forms of communications as other protocol droids, his databanks are packed with a variety of information that can prove useful in most any situation.
As the group's starting resource for when I ran them through Discovery on Jakku, I gave them an extensively modified HWK-290 freighter, dubbed the Sly Flourish, which is also included. She's a fast ship, quite maneuverable and packs a decent bit of firepower. While she won't last very long in a straight-up fight, as a reconnaissance vessel the Sly Flourish does it's job very well, and is generally able to survive long enough to outrun most threats.
Labels:
Age of Rebellion,
Fantasy Flight Games,
FFG,
May the Fourth,
Player-Characters,
RPG,
Star Wars,
The Force Awakens
November 6, 2016
Achievement Unlocked - Kyber Crystal Acquired!
Wow, so much for that string of updates I talked about back in September.
To be honest, I largely lost interest in trying to hash together Villains for 7th Seas, due in no small part to the very fun Star Wars campaign that my buddy Eric "Oghen" Brenders has been running for our Friday Night Skype group.
As I understand it, said campaign was really only meant to be a one-shot set shortly after the events of The Force Awakens, but the three of us had such fun playing our characters that Eric was able to branch it out into a running campaign. Since that first session where a former Rebellion field medic, a runaway Tapani lady, and a street rat found themselves scrambling to rescue the orphans of a remote world from being "recruited" into the ranks of the First Order's stormtrooper legions, our characters have come a fair distance, and even picked up a Gungan mercenary as a fourth party member.
It's an odd and interesting group, with my friend Linda playing Jade Morningfire and myself playing Valin Starsmore. We tweaked our character's respective backgrounds (and I tweaked Valin's build) to account for the 30 year time gap, and for the most part our characters work quite well in this setting.
With Valin, the biggest changes came from doing research on the new post-RotJ time frame, and from everything I could gather, the destruction of Luke's new Jedi training center/temple only took place about five years prior to the events of TFA. Which meant that rather than learning snippets of lore about the Jedi and the Force, Valin could well have been one of Luke's students at the temple about the time the Knights of Ren came in and tore it all down. Yeah, it's a bit of a cliche that Valin is now a survivor of an extinct Jedi Order (albeit one that hadn't quite gotten off the ground), but it worked, and it allowed for me to provide Valin with a training lightsaber, one that he had built himself as part of his limited training There's still a lot he doesn't know, and it's kind of funny that with Jade being even more clueless about the Force (she initially had no no idea that her empathy and persuasiveness were linked to the Force) she looks to Valin as a source of answers, many of which he simply doesn't have. Granted, he's been adhering to the old Jedi tradition of "certain point of view" and generally neglecting to mention to Jade (or anyone) that he had undergone training as a Jedi. In terms of the character's mindset, I figured it was less a case of needing to hide as one might do during the Empire's reign, but more that by this time frame the Jedi were seen as nigh-legendary figures by those who believed, and Valin really didn't want to disappoint the believers with how badly his nascent abilities didn't match up to the stories.
Now the campaign itself is set within a remote section of Outer Rim Territories, and our group has become embroiled in the plot of a mercenary company seeking to gain power in the region by spreading a fairly nasty manufactured bio-toxin. Doctor Kane Dyson (the former Rebel field medic) has been making some pretty solid progress on countering this bio-toxin, having thus far devised a vaccine but still working on a proper cure. We got asked/hired by the medical facility of the ice planet Boreas to make a supply gathering run to a more upscale planet in the sector, one that could be best described as a corporate police state (FYI, GM is Canadian so anything political you might read into that was not intended), only to find out that a lot of what we were looking for had been stolen in previous weeks by "smugglers" that we guessed were actually agents of the mercenary company. While lounging around in a really glitzy cantina (think Los Vegas nightclub), we were met by a friend (a rather attractive if tipsy/aloof Human woman) of one of the Doc's medical contacts, who let us know that what we were after was missing but that she had a means to help us gather some of what we needed by heading out of the spaceport and into a "restricted area." Valin piped up that we'd be glad to help with gathering the supplies, earning a sly remark from the woman if he was trying to impress someone (either hero or Jade, though Valin denied that insinuation pretty quickly).
Now, worth mentioning is that through all this, Valin has been having visions revolving around the actions of an older human male in tattered robes, with the very real sense that I've been following this man's path in reverse, starting where he ended and gradually heading to the beginning. Well, en route to the latest planet, Valin (and somehow Jade who got dragged along for the visionquest) saw the man's start of darkness as he used his lightsaber to butcher an entire settlement of sick people, with the older man's lightsaber starting to turn red and his eyes going Sith yellow in the aftermath of the slaughter. And sure enough, the restricted area we were going to was the remains of the village where the events of the vision took place, and a subsequent use of the Foresee power confirmed there was indeed something in the center of the ruins, something important.
We get there, successfully avoiding detection, and under a section of cobblestone that looked very out of place, Valin started digging (unaware he was doing so at first), uncovering a small box. However, before he could fully dig it out, a bunch of seriously archaic combat droids showed up, with the ever observant Gungan being anything but and thus the droids catching us by surprise. Sensing that this was the moment that Valin had to choose between embracing who he really was or continuing to hide, he calmly stood and instead of reaching for his blaster, withdrew and ignited his training lightsaber, with the intent to simply draw fire from the combat droids in the hopes of protecting his comrades. Granted, this wound up drawing the attention of the leader droid, who was similar to a MagnaGuard (but not as deadly according to the GM). What followed was a pretty cool combat encounter, with Valin getting to make use of his Improved Reflect at least once while going toe-to-toe with the commander droid, with both Valin and the Gungan slowly whittling the droid down. Now, in hindsight I think both myself and the GM overlooked that Valin's training lightsaber only did strain damage, and the Eric was treating it as wounds; I certainly could be mistaken on that count, but either way it was still a tense encounter, with Valin proving the victor after a freaking awesome combat check (six successes from a dice pool of 2Y1G1B1R1P1S) and taking the droid leader down after it had rather non-chalantly beaned the Gungan with its combat staff. We were all banged up to some degree, though I think Valin came out the least worst for wear thanks to those two ranks in Parry and Reflect he'd bought along the way (he did take a critical injury during the fight, but not a horrible one), but we know the Gungan got the worst of it due to being knocked out and suffering a couple of critical injuries.
A few times during this fight, Valin felt a strong pull to whatever was in that buried box, sensing/knowing that the contents would help him to easily win this fight. It's debatable if it was willfulness on Valin's part, but he refuse the promise of "easy power" in the belief that he if couldn't protect his friends without that added power, then he didn't deserve it. Thinking on it, it's not unlike Karrin Murphy in the Dresden Files short story Aftermath (found in the Side Jobs collection) where she didn't go running to collect Fidelachius out of the belief that she had to prove that she didn't need the power of the sword if she was going to be truly worthy of it. Well, with our foes defeated, Valin was able to finish unearthing that box, opening it to find an ancient lightsaber hilt that was covered in the blood of the slain. Because Valin had remained true to the light and not succumbed to the lure of power, the hilt disintegrated into the wind, leaving behind a kyber crystal.
Now, I've played Star Wars RPGs for a great many years, and of all the different ways that my Jedi PCs (and I've played a lot of them) have obtained the proper elements to construct a lightsaber, this was probably one of the coolest. And yes, there was a very real temptation on my part to have Valin go the quick and easy path and rip open that box. Not sure what the result would have been, but seeing as how the kid knew enough about the dark side to know it was a bad thing, even going so far as to caution Jade about being wary of the dark side, I felt that he wouldn't succumb; in a way, it would have been better for him to have relied upon his own strength and failed than become reliant on the dark side and won. So it wasn't just Valin obtaining a kyber crystal so that he can now build a proper lightsaber, but also an important step in his character growth, embracing that while he may not be a Knight, he is a Jedi, and that hiding away isn't going to do him or anyone else any good. And that was where the session ended.
Now, I've had some time to weigh what type of focusing crystal I'd like Valin's newly procured kyber crystal to be, and ultimately settled on the Etaan crystal from Endless Vigil. It's not got as much raw damage potential, but since he's a Shien Expet it wouldn't take much XP for him to get to Falling Avalanche so that he can get a damage boost when needed, sheer raw damage isn't really needed. Plus, that extra rank of Parry and Reflect are mighty nice, though I'll have to hopefully succeed on modding the crystal to get those; the rank of Reflect I could do without since I plan on going into Sentry, but that rank of Parry will be mighty nice to have. Have to say, if I can get that thing fully modded, it'll be a pretty sweet lightsaber, especially as I start adding in attachments like the curved hilt (though narratively it won't be curved, just a specially customized grip) and the overcharged power cell (a bit dicey since GM can spend threat to reduce the damage, but worth the chance), with the superior hilt customization likely being an end-game objective due to cost.
I did wind up buying a non-career rank of Mechanics, both as he's been picking up things in helping the Doc keep the beater of a starship the group travels around in up and running (no small feat) as well as remembering lessons he'd forgotten from when Valin built his training lightsaber during his time at Luke's Jedi academy. Which if Eric permits, that yellow die will hopefully prove a boon when using the lightsaber hilt construction rules in Endless Vigil. You know, it's kind of funny that prior to playing the Sentinel version of Valin, none of the other career sourcebooks for FFG's Star Wars line were ever of the "dude, this book has so much awesome stuff for my character!" Hopefully my dice will continue their uncommonly good fortune and I can get some sweet bonuses for Valin's lightsaber hilt. Seriously, I think the fact that I've used my dice in games in which FFG notables like Jay Little, Sam Stewart, Andy Fischer, and Katrina Ostrander may have had something to do with it.
Anyway, that's the long version of a very cool story of how one of my Top 10 favorite RPG characters has earned his (proper) lightsaber.
I've also been playing in a 7th Sea second edition campaign, playing Estevan Santiago de Montaya, and that campaign has also been a lot of fun. Thus far, the GM has run us through a tweaked version of "Music of the Spheres" and part of "Lady's Favor" of the Erebus Cross series. And much like his 1e incarnation, Estevan has been both fun to play and quite awesome in what he does, with my d10s rolling above the curve and netting him one or two raises above what his dice pools would indicate as the norm; giving flavor-filled descriptions of how he's tackling a given Risk probably helps since it's gotten him an extra die at times when it'd really be helpful. I'll type up a post about that campaign later on in the week, probably sometime around the weekend.
Until next time, may the dice odds be ever in your favor.
To be honest, I largely lost interest in trying to hash together Villains for 7th Seas, due in no small part to the very fun Star Wars campaign that my buddy Eric "Oghen" Brenders has been running for our Friday Night Skype group.
As I understand it, said campaign was really only meant to be a one-shot set shortly after the events of The Force Awakens, but the three of us had such fun playing our characters that Eric was able to branch it out into a running campaign. Since that first session where a former Rebellion field medic, a runaway Tapani lady, and a street rat found themselves scrambling to rescue the orphans of a remote world from being "recruited" into the ranks of the First Order's stormtrooper legions, our characters have come a fair distance, and even picked up a Gungan mercenary as a fourth party member.
It's an odd and interesting group, with my friend Linda playing Jade Morningfire and myself playing Valin Starsmore. We tweaked our character's respective backgrounds (and I tweaked Valin's build) to account for the 30 year time gap, and for the most part our characters work quite well in this setting.
With Valin, the biggest changes came from doing research on the new post-RotJ time frame, and from everything I could gather, the destruction of Luke's new Jedi training center/temple only took place about five years prior to the events of TFA. Which meant that rather than learning snippets of lore about the Jedi and the Force, Valin could well have been one of Luke's students at the temple about the time the Knights of Ren came in and tore it all down. Yeah, it's a bit of a cliche that Valin is now a survivor of an extinct Jedi Order (albeit one that hadn't quite gotten off the ground), but it worked, and it allowed for me to provide Valin with a training lightsaber, one that he had built himself as part of his limited training There's still a lot he doesn't know, and it's kind of funny that with Jade being even more clueless about the Force (she initially had no no idea that her empathy and persuasiveness were linked to the Force) she looks to Valin as a source of answers, many of which he simply doesn't have. Granted, he's been adhering to the old Jedi tradition of "certain point of view" and generally neglecting to mention to Jade (or anyone) that he had undergone training as a Jedi. In terms of the character's mindset, I figured it was less a case of needing to hide as one might do during the Empire's reign, but more that by this time frame the Jedi were seen as nigh-legendary figures by those who believed, and Valin really didn't want to disappoint the believers with how badly his nascent abilities didn't match up to the stories.
Now the campaign itself is set within a remote section of Outer Rim Territories, and our group has become embroiled in the plot of a mercenary company seeking to gain power in the region by spreading a fairly nasty manufactured bio-toxin. Doctor Kane Dyson (the former Rebel field medic) has been making some pretty solid progress on countering this bio-toxin, having thus far devised a vaccine but still working on a proper cure. We got asked/hired by the medical facility of the ice planet Boreas to make a supply gathering run to a more upscale planet in the sector, one that could be best described as a corporate police state (FYI, GM is Canadian so anything political you might read into that was not intended), only to find out that a lot of what we were looking for had been stolen in previous weeks by "smugglers" that we guessed were actually agents of the mercenary company. While lounging around in a really glitzy cantina (think Los Vegas nightclub), we were met by a friend (a rather attractive if tipsy/aloof Human woman) of one of the Doc's medical contacts, who let us know that what we were after was missing but that she had a means to help us gather some of what we needed by heading out of the spaceport and into a "restricted area." Valin piped up that we'd be glad to help with gathering the supplies, earning a sly remark from the woman if he was trying to impress someone (either hero or Jade, though Valin denied that insinuation pretty quickly).
Now, worth mentioning is that through all this, Valin has been having visions revolving around the actions of an older human male in tattered robes, with the very real sense that I've been following this man's path in reverse, starting where he ended and gradually heading to the beginning. Well, en route to the latest planet, Valin (and somehow Jade who got dragged along for the visionquest) saw the man's start of darkness as he used his lightsaber to butcher an entire settlement of sick people, with the older man's lightsaber starting to turn red and his eyes going Sith yellow in the aftermath of the slaughter. And sure enough, the restricted area we were going to was the remains of the village where the events of the vision took place, and a subsequent use of the Foresee power confirmed there was indeed something in the center of the ruins, something important.
We get there, successfully avoiding detection, and under a section of cobblestone that looked very out of place, Valin started digging (unaware he was doing so at first), uncovering a small box. However, before he could fully dig it out, a bunch of seriously archaic combat droids showed up, with the ever observant Gungan being anything but and thus the droids catching us by surprise. Sensing that this was the moment that Valin had to choose between embracing who he really was or continuing to hide, he calmly stood and instead of reaching for his blaster, withdrew and ignited his training lightsaber, with the intent to simply draw fire from the combat droids in the hopes of protecting his comrades. Granted, this wound up drawing the attention of the leader droid, who was similar to a MagnaGuard (but not as deadly according to the GM). What followed was a pretty cool combat encounter, with Valin getting to make use of his Improved Reflect at least once while going toe-to-toe with the commander droid, with both Valin and the Gungan slowly whittling the droid down. Now, in hindsight I think both myself and the GM overlooked that Valin's training lightsaber only did strain damage, and the Eric was treating it as wounds; I certainly could be mistaken on that count, but either way it was still a tense encounter, with Valin proving the victor after a freaking awesome combat check (six successes from a dice pool of 2Y1G1B1R1P1S) and taking the droid leader down after it had rather non-chalantly beaned the Gungan with its combat staff. We were all banged up to some degree, though I think Valin came out the least worst for wear thanks to those two ranks in Parry and Reflect he'd bought along the way (he did take a critical injury during the fight, but not a horrible one), but we know the Gungan got the worst of it due to being knocked out and suffering a couple of critical injuries.
A few times during this fight, Valin felt a strong pull to whatever was in that buried box, sensing/knowing that the contents would help him to easily win this fight. It's debatable if it was willfulness on Valin's part, but he refuse the promise of "easy power" in the belief that he if couldn't protect his friends without that added power, then he didn't deserve it. Thinking on it, it's not unlike Karrin Murphy in the Dresden Files short story Aftermath (found in the Side Jobs collection) where she didn't go running to collect Fidelachius out of the belief that she had to prove that she didn't need the power of the sword if she was going to be truly worthy of it. Well, with our foes defeated, Valin was able to finish unearthing that box, opening it to find an ancient lightsaber hilt that was covered in the blood of the slain. Because Valin had remained true to the light and not succumbed to the lure of power, the hilt disintegrated into the wind, leaving behind a kyber crystal.
Now, I've played Star Wars RPGs for a great many years, and of all the different ways that my Jedi PCs (and I've played a lot of them) have obtained the proper elements to construct a lightsaber, this was probably one of the coolest. And yes, there was a very real temptation on my part to have Valin go the quick and easy path and rip open that box. Not sure what the result would have been, but seeing as how the kid knew enough about the dark side to know it was a bad thing, even going so far as to caution Jade about being wary of the dark side, I felt that he wouldn't succumb; in a way, it would have been better for him to have relied upon his own strength and failed than become reliant on the dark side and won. So it wasn't just Valin obtaining a kyber crystal so that he can now build a proper lightsaber, but also an important step in his character growth, embracing that while he may not be a Knight, he is a Jedi, and that hiding away isn't going to do him or anyone else any good. And that was where the session ended.
Now, I've had some time to weigh what type of focusing crystal I'd like Valin's newly procured kyber crystal to be, and ultimately settled on the Etaan crystal from Endless Vigil. It's not got as much raw damage potential, but since he's a Shien Expet it wouldn't take much XP for him to get to Falling Avalanche so that he can get a damage boost when needed, sheer raw damage isn't really needed. Plus, that extra rank of Parry and Reflect are mighty nice, though I'll have to hopefully succeed on modding the crystal to get those; the rank of Reflect I could do without since I plan on going into Sentry, but that rank of Parry will be mighty nice to have. Have to say, if I can get that thing fully modded, it'll be a pretty sweet lightsaber, especially as I start adding in attachments like the curved hilt (though narratively it won't be curved, just a specially customized grip) and the overcharged power cell (a bit dicey since GM can spend threat to reduce the damage, but worth the chance), with the superior hilt customization likely being an end-game objective due to cost.
I did wind up buying a non-career rank of Mechanics, both as he's been picking up things in helping the Doc keep the beater of a starship the group travels around in up and running (no small feat) as well as remembering lessons he'd forgotten from when Valin built his training lightsaber during his time at Luke's Jedi academy. Which if Eric permits, that yellow die will hopefully prove a boon when using the lightsaber hilt construction rules in Endless Vigil. You know, it's kind of funny that prior to playing the Sentinel version of Valin, none of the other career sourcebooks for FFG's Star Wars line were ever of the "dude, this book has so much awesome stuff for my character!" Hopefully my dice will continue their uncommonly good fortune and I can get some sweet bonuses for Valin's lightsaber hilt. Seriously, I think the fact that I've used my dice in games in which FFG notables like Jay Little, Sam Stewart, Andy Fischer, and Katrina Ostrander may have had something to do with it.
Anyway, that's the long version of a very cool story of how one of my Top 10 favorite RPG characters has earned his (proper) lightsaber.
I've also been playing in a 7th Sea second edition campaign, playing Estevan Santiago de Montaya, and that campaign has also been a lot of fun. Thus far, the GM has run us through a tweaked version of "Music of the Spheres" and part of "Lady's Favor" of the Erebus Cross series. And much like his 1e incarnation, Estevan has been both fun to play and quite awesome in what he does, with my d10s rolling above the curve and netting him one or two raises above what his dice pools would indicate as the norm; giving flavor-filled descriptions of how he's tackling a given Risk probably helps since it's gotten him an extra die at times when it'd really be helpful. I'll type up a post about that campaign later on in the week, probably sometime around the weekend.
Until next time, may the dice odds be ever in your favor.
Labels:
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May 4, 2016
Revisting some old faces for May the Fourth
Firstly, a happy May the Fourth to my fellow Star Wars fans.
Been a while since I last posted, coming off of the gaming high that was GamerNationCon 2016: Beyond Thunderdome. And to be honest, not a whole lot worth posting has been going on. Been revisiting the con module (Taris City Rumble) that I wrote for possible pick-up games, and have wound up revising it considerably so that it has more of an Edge of the Empire feel to it. Also been working on a new con module set closer to the time frame of The Force Awakens. I am fully planning on offering these as scheduled events at GamerNationCon 2017: A New Hope, given the rather ill-fated attempt I made at trying to run a pick-up game last time around.
There is the Captain America: Civil War movie opening in the states this weekend, which I'm eager to see. I'm pretty solidly in the corner of #TeamCap, even if Spider-Man makes his long-awaited debut in the Marvel Cinematic Universe on Iron Man's side of the fight.
But back onto things pertaining to Star Wars. I've been working here and there on a pretty substantial revision of my Ways of the Force fan document, taking into account not only lessons learned and feedback provided and gained, but also the fact that Force and Destiny has been out for quite a while now.
And in that line of thinking, I started to wonder "what would some old characters from the earliest version of the rules look like now?" I kind of answered that a bit when I did a minor update of my initial character Valin Starsmore, a Force-sensitive street rat that was originally built as a Smuggler/Scoundrel/Force Exile and got re-built into a Smuggler/Scoundrel/Force Emergent for an Age of Rebellion game. I had toyed with rebuilding Valin a third time, making use of Force and Destiny, but simply never really got around to it until a little over a week ago, which in turn got me thinking to a couple other old player-characters, such as Auron, the aged Clone Trooper that had defected from the Empire (built as a Hired Gun/Mercenary Captain) and my friend Linda's character from her initial foray into FFG's Star Wars RPG, a young Tapani socialite on the run named Jade Morningfire (and no, the surname was not a coincidence).
So, I opted to go ahead and do complete re-builds of those three characters using the latest material from all three of the Star Wars RPG product lines. You can find links to the character sheets for each of these characters by clicking on the link embedded within their species/career/specialization listing.
Valin Starsmore, Force-Sensitive Street Rat
(Human Sentinel/Shien Expert)
That changed when he was taken
in by a foster care center, where he came under the care and tutelage of an
elderly Human by the name of Cori, who had once been a Jedi apprentice. As such, Cori recognized Valin's sensitivity
to the Force, and saw in the youth the potential for something better. Over the next few years, Valin learned to
better control his fledgling powers but also about the Jedi Knights and their
beliefs, even coming to see the older man as the closest thing to a
father-figure he'd ever known. On his
16th birthday, Valin received his master's old training stick and the Old
Republic credit that they'd use to train the boy to "move things without
physically moving them," as well as encouragement to continue learning
about the Force. Valin can only figure
that Cori had some foreknowledge about the impending of the ISB Agent that
arrested the older man several days later on charges of treason against the
Empire; Cori was never seen again, and a few days later Valin fled the center,
certain that staying would put everyone else in great danger.
Valin has spent the intervening time once again living on the streets, doing
his best to avoid drawing the wrong kind of attention. But instead of simply trying to survive,
Valin now has a greater sense of purpose, and has not forgotten what he'd
learned about the Jedi Knights. Now, he
hopes to learn more about the Force while doing his best to live in accordance
with the Jedi Code as best one can in these dark times.
Thoughts: This version of Valin works a lot better overall, even if it meant losing some handy skill ranks from his original iteration. Not having to fork over XP for a universal spec to be Force-sensitive helped a lot, as did the +10 XP from Morality, enabling him to push his Cunning up to 3, something that's very handy for a street rat. He's not great as combatant, but neither was his original version, though he lost Cool and Vigilance as career skills in the transition from Smuggler to Sentinel.
Jade Morningfire, Force-Sensitive Debutante-in-Exile
(Human Mystic/Advisor)
Jade grew up the daughter of one of the noble houses of the Tapani Expanse, accustomed to a life of luxury and privilege that most beings can only dream of. In spite of her somewhat sheltered upbringing, Jade was a decent person at heart, and even if she didn't quite grasp the plights of the common folk she always meant well in her limited dealings with them. From a very young age, Jade demonstrated a knack for charming those around her, as well as being unusually perceptive of the moods of others. Her constant companion was a young gossamer dragonet named Merry, most likely due to a combination of teenage whimsy and the creature's cheerfulness, with the tiny beast frequently curled around his mistress' shoulders when not fluttering about.
It wasn't until much later, well into her teens, that Jade came to learn some of the truth of her heritage. Highly attractive, Jade was used to being the focus of attention for other men, particularly young nobles of a similar age, though it was a recent suitor, a young yet highly-ranked Imperial officer that had given Jade cause for concern; there was just something cold and unsettling about the man despite his handsome appearance. Her father had been reluctant to approve the match, given the disparity in social status, but his sudden and uncharacteristic change in opinion lead to a heated argument between Jade's parents, which she overheard purely by chance. It was then that she learned the man she had called father all her life was not her biological father, and that her mother had a short-lived affair with a Jedi General bearing the surname of Morningfire. When it became clear that Jade was going to wind up having to wed the creepy Imperial officer, she made up her mind to run away, taking whatever she could grab before fleeing the family's lush estate on Procopia, deciding to adopt the surname Morningfire in honor of her true biological father and as a means of distancing herself from her adopted father after the perceived betrayal of her trust.
Since running away, Jade has had some difficulty in adapting to a life away from the pomp and luxury of the Expanse, learning quickly that most people will not simply do as she wishes because she asked them to. That and much of the considerable sum of credits she started out with have quickly dwindled to a mere pittance, though Jade is determined to not go back and be forced to marry a man whose mere presence leaves her greatly unsettled.
Thoughts: I had Linda vet this updated version of Jade, and we both liked it. Jade is a bit weak in her starting characteristics, only having two of them at a 3, which may hamper her in the long run, though her 3's are in the characteristics she'll most frequently using.
Auron Briggs, Former Clone Trooper
(Human Soldier/Commando)
The way that Auron sees it, there's really not a whole lot to tell about him or his life. Like so many of his genetic brethren, he was created and trained on Kamino as part of the Grand Army of the Republic, given the designation CT-20237. He entered combat duty during the 15th month of the Clone Wars, and served well if not with distinction; that he survived to see the end of the war is a testament to his level of training given the casualty rate of Clone Troopers.
At first, he accepted the Republic's transition into the Galactic Empire, though he remains quite on the subject of Order 66, saying only that what's done is done and that looking back won't change things. For the first couple of years, CT-20237 didn't see much of a difference in how the Empire ran things, having never known what life was like prior to the Clone Wars. But gradually that changed, and he began to see just how corrupt and awful the Empire was in comparison to stories told of the Old Republic. One incident finally pushed the veteran trooper to the breaking point, at which he deserted Imperial service and set out to find his own path in the galaxy, heading for the Outer Rim Territories. He knows that as a Clone Trooper that deserted, his life is essentially forfeit, and so adopted the name Auron Briggs to help cover his tracks, at least a little.
For the most part, Auron works as a blaster-for-hire, keeping to a personal moral code as to what sorts of jobs he will or won't take; the seedier side of the criminal underworld sickens a professional soldier like himself, and more than one sleazy underworld figure has found themselves facing the wrath of a man who is far more dangerous than his age would suggest.
Thoughts: Auron was a tough SOB in his Hired Gun/Mercenary Captain incarnation, and he's probably even more of a tough SOB as a Soldier/Commando. He's got pretty solid combat skills, can take a couple of hits from lower-grade weapons. I was sorely tempted to build him up to Knight Level just to see how much tougher he'd get with that additional XP, but I kind of like Auron being an entry-level character, with his mechanical lack of skill being narratively enforced by his advanced physical age; he wasn't much more than a front-line trooper during the Clone Wars, so he wouldn't be on nearly the same level of badassery as Commander Rex.
And there we go, updated versions of three staring characters that made their first entrances into the Star Wars universe during the bygone days of the Edge of the Empire Beta.
While I had originally intended to drop a new version of Ways of the Force today, especially since it was on a May the Fourth that the initial version made its debut, things didn't work out that way. I'm generally pleased with out a lot of the current version looks, but there's still a few things I'd like to tinker with as well as getting the document's layout in proper order (it's currently a bit of a mess). Given how infrequently I post updates to this blog, maybe next month will see a vastly updated version of Ways of the Force.
Until next time, May the Fourth be with you, always...
Been a while since I last posted, coming off of the gaming high that was GamerNationCon 2016: Beyond Thunderdome. And to be honest, not a whole lot worth posting has been going on. Been revisiting the con module (Taris City Rumble) that I wrote for possible pick-up games, and have wound up revising it considerably so that it has more of an Edge of the Empire feel to it. Also been working on a new con module set closer to the time frame of The Force Awakens. I am fully planning on offering these as scheduled events at GamerNationCon 2017: A New Hope, given the rather ill-fated attempt I made at trying to run a pick-up game last time around.
There is the Captain America: Civil War movie opening in the states this weekend, which I'm eager to see. I'm pretty solidly in the corner of #TeamCap, even if Spider-Man makes his long-awaited debut in the Marvel Cinematic Universe on Iron Man's side of the fight.
But back onto things pertaining to Star Wars. I've been working here and there on a pretty substantial revision of my Ways of the Force fan document, taking into account not only lessons learned and feedback provided and gained, but also the fact that Force and Destiny has been out for quite a while now.
And in that line of thinking, I started to wonder "what would some old characters from the earliest version of the rules look like now?" I kind of answered that a bit when I did a minor update of my initial character Valin Starsmore, a Force-sensitive street rat that was originally built as a Smuggler/Scoundrel/Force Exile and got re-built into a Smuggler/Scoundrel/Force Emergent for an Age of Rebellion game. I had toyed with rebuilding Valin a third time, making use of Force and Destiny, but simply never really got around to it until a little over a week ago, which in turn got me thinking to a couple other old player-characters, such as Auron, the aged Clone Trooper that had defected from the Empire (built as a Hired Gun/Mercenary Captain) and my friend Linda's character from her initial foray into FFG's Star Wars RPG, a young Tapani socialite on the run named Jade Morningfire (and no, the surname was not a coincidence).
So, I opted to go ahead and do complete re-builds of those three characters using the latest material from all three of the Star Wars RPG product lines. You can find links to the character sheets for each of these characters by clicking on the link embedded within their species/career/specialization listing.
Valin Starsmore, Force-Sensitive Street Rat(Human Sentinel/Shien Expert)
An orphan for as long as he
can remember, Valin never really had a sense of belonging, having largely grown
up on the streets, quickly learning to rely upon himself. His one major edge was an unusual sensitivity
to events and the people around him, giving him brief flashes of insight that
helped him avoid danger.
Thoughts: This version of Valin works a lot better overall, even if it meant losing some handy skill ranks from his original iteration. Not having to fork over XP for a universal spec to be Force-sensitive helped a lot, as did the +10 XP from Morality, enabling him to push his Cunning up to 3, something that's very handy for a street rat. He's not great as combatant, but neither was his original version, though he lost Cool and Vigilance as career skills in the transition from Smuggler to Sentinel.
Jade Morningfire, Force-Sensitive Debutante-in-Exile (Human Mystic/Advisor)
Jade grew up the daughter of one of the noble houses of the Tapani Expanse, accustomed to a life of luxury and privilege that most beings can only dream of. In spite of her somewhat sheltered upbringing, Jade was a decent person at heart, and even if she didn't quite grasp the plights of the common folk she always meant well in her limited dealings with them. From a very young age, Jade demonstrated a knack for charming those around her, as well as being unusually perceptive of the moods of others. Her constant companion was a young gossamer dragonet named Merry, most likely due to a combination of teenage whimsy and the creature's cheerfulness, with the tiny beast frequently curled around his mistress' shoulders when not fluttering about.
It wasn't until much later, well into her teens, that Jade came to learn some of the truth of her heritage. Highly attractive, Jade was used to being the focus of attention for other men, particularly young nobles of a similar age, though it was a recent suitor, a young yet highly-ranked Imperial officer that had given Jade cause for concern; there was just something cold and unsettling about the man despite his handsome appearance. Her father had been reluctant to approve the match, given the disparity in social status, but his sudden and uncharacteristic change in opinion lead to a heated argument between Jade's parents, which she overheard purely by chance. It was then that she learned the man she had called father all her life was not her biological father, and that her mother had a short-lived affair with a Jedi General bearing the surname of Morningfire. When it became clear that Jade was going to wind up having to wed the creepy Imperial officer, she made up her mind to run away, taking whatever she could grab before fleeing the family's lush estate on Procopia, deciding to adopt the surname Morningfire in honor of her true biological father and as a means of distancing herself from her adopted father after the perceived betrayal of her trust.
Since running away, Jade has had some difficulty in adapting to a life away from the pomp and luxury of the Expanse, learning quickly that most people will not simply do as she wishes because she asked them to. That and much of the considerable sum of credits she started out with have quickly dwindled to a mere pittance, though Jade is determined to not go back and be forced to marry a man whose mere presence leaves her greatly unsettled.
Thoughts: I had Linda vet this updated version of Jade, and we both liked it. Jade is a bit weak in her starting characteristics, only having two of them at a 3, which may hamper her in the long run, though her 3's are in the characteristics she'll most frequently using.
Auron Briggs, Former Clone Trooper
(Human Soldier/Commando)
The way that Auron sees it, there's really not a whole lot to tell about him or his life. Like so many of his genetic brethren, he was created and trained on Kamino as part of the Grand Army of the Republic, given the designation CT-20237. He entered combat duty during the 15th month of the Clone Wars, and served well if not with distinction; that he survived to see the end of the war is a testament to his level of training given the casualty rate of Clone Troopers.
At first, he accepted the Republic's transition into the Galactic Empire, though he remains quite on the subject of Order 66, saying only that what's done is done and that looking back won't change things. For the first couple of years, CT-20237 didn't see much of a difference in how the Empire ran things, having never known what life was like prior to the Clone Wars. But gradually that changed, and he began to see just how corrupt and awful the Empire was in comparison to stories told of the Old Republic. One incident finally pushed the veteran trooper to the breaking point, at which he deserted Imperial service and set out to find his own path in the galaxy, heading for the Outer Rim Territories. He knows that as a Clone Trooper that deserted, his life is essentially forfeit, and so adopted the name Auron Briggs to help cover his tracks, at least a little.
For the most part, Auron works as a blaster-for-hire, keeping to a personal moral code as to what sorts of jobs he will or won't take; the seedier side of the criminal underworld sickens a professional soldier like himself, and more than one sleazy underworld figure has found themselves facing the wrath of a man who is far more dangerous than his age would suggest.
Thoughts: Auron was a tough SOB in his Hired Gun/Mercenary Captain incarnation, and he's probably even more of a tough SOB as a Soldier/Commando. He's got pretty solid combat skills, can take a couple of hits from lower-grade weapons. I was sorely tempted to build him up to Knight Level just to see how much tougher he'd get with that additional XP, but I kind of like Auron being an entry-level character, with his mechanical lack of skill being narratively enforced by his advanced physical age; he wasn't much more than a front-line trooper during the Clone Wars, so he wouldn't be on nearly the same level of badassery as Commander Rex.
And there we go, updated versions of three staring characters that made their first entrances into the Star Wars universe during the bygone days of the Edge of the Empire Beta.
While I had originally intended to drop a new version of Ways of the Force today, especially since it was on a May the Fourth that the initial version made its debut, things didn't work out that way. I'm generally pleased with out a lot of the current version looks, but there's still a few things I'd like to tinker with as well as getting the document's layout in proper order (it's currently a bit of a mess). Given how infrequently I post updates to this blog, maybe next month will see a vastly updated version of Ways of the Force.
Until next time, May the Fourth be with you, always...
Labels:
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Edge of the Empire,
Fantasy Flight Games,
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May the Fourth,
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Ways of the Force
January 31, 2016
Forging Synthetic Kyber Crystals
So back on Christmas, I posted up an article listing out a number of homebrewed kyber crystals for use with a character's lightsaber in Fantasy Flight Game's Force and Destiny RPG. And overall, they seemed to be pretty well received.
One thing that did come up was "how do I create a synthetic kyber crystal?" And by extension, how would a PC create a compressed synthetic crystal, which is supposed to be a 'flawed' version of the typical synthetic crystal.
As I noted in the comments section of that post, at the time I wrote those crystals for inclusion an update of my Ways of the Force fan supplement, we didn't really have any sort of constructions rules. However, with the release of the Force and Destiny GM Kit as well as Keeping the Peace, we've actually got rules for building things, specifically lightsaber hilts and sets of armor.
Well, after reviewing both sets of rather different rules, I opted to take the route that best adhered to the long-standing principle of "Keep It Simple Stupid." So, going the path of the construction rules for lightsaber hilts, I've put together this fairly simple process to enable a PC to try and construct their own synthetic kyber crystal.
Creating a Synthetic Kyber Crystal
The process of creating a synthetic kyber crystal requires a geological compressor, which is often far easier to obtain under false pretenses due to its primary usage of replicating geological conditions in a laboratory. The raw materials to form the crystals are also easy to obtain, costing approximately 900 credits with a Rarity of 4. Once acquired, the raw materials are placed within the compressor and essentially left to bake for a period of roughly three days. During this time frame, the Force user creating the crystal would meditate upon it through the Force, guiding the formation of the crystal and increasing its potency. The level of control required over the formation process of the synthetic crystal often proved daunting to raw initiates; perhaps the difficulty and degree of control required lead to the Sith preferring to use synthetic crystals in contrast to the naturally-formed crystals used by most Jedi in their lightsabers?
When a character attempts to create a synthetic kyber crystal, they need to make either a Mechanics of Discipline skill check at a Formidable (dddd) difficulty, adding Force dice equal to their Force Rating to the check. Each Force Point generated can be used to add either success or advantage to the check result.
If the check is successful, then the character has created a synthetic kyber crystal. If the check succeeds with a Triumph or 3 advantage, the player may choose one modification option of their choice to be included with the crystal when it is installed into a lightsaber hilt (it still counts as a successful modification when determining the difficulty of future modifications to the crystal). If the check is successful but generates 3 threat, then the character has created a compressed synthetic crystal. If the check succeeds but generates a Despair, then the character has created a flawed kyber crystal. A failed check results in a crystal that is unsuitable for use in a lightsaber, requiring the character to start over from scratch.
Under most conditions, the synthetic kyber crystal does not have an inherent color until it has been attuned through the Force for installation into a lightsaber hilt. However, if the creator is a dark side Force user, then the lightsaber's blade will default to a shade of crimson, usually the blood red for which the Sith are known and feared. However, the dark side can spend a Triumph from a successful check to create the crystal to have the lightsaber blade be of a different color, though for most followers of the dark side, a red-hued lightsaber is seen as both mastery and commitment to the dark side of the Force.
One thing that did come up was "how do I create a synthetic kyber crystal?" And by extension, how would a PC create a compressed synthetic crystal, which is supposed to be a 'flawed' version of the typical synthetic crystal.
As I noted in the comments section of that post, at the time I wrote those crystals for inclusion an update of my Ways of the Force fan supplement, we didn't really have any sort of constructions rules. However, with the release of the Force and Destiny GM Kit as well as Keeping the Peace, we've actually got rules for building things, specifically lightsaber hilts and sets of armor.
Well, after reviewing both sets of rather different rules, I opted to take the route that best adhered to the long-standing principle of "Keep It Simple Stupid." So, going the path of the construction rules for lightsaber hilts, I've put together this fairly simple process to enable a PC to try and construct their own synthetic kyber crystal.
Creating a Synthetic Kyber Crystal
The process of creating a synthetic kyber crystal requires a geological compressor, which is often far easier to obtain under false pretenses due to its primary usage of replicating geological conditions in a laboratory. The raw materials to form the crystals are also easy to obtain, costing approximately 900 credits with a Rarity of 4. Once acquired, the raw materials are placed within the compressor and essentially left to bake for a period of roughly three days. During this time frame, the Force user creating the crystal would meditate upon it through the Force, guiding the formation of the crystal and increasing its potency. The level of control required over the formation process of the synthetic crystal often proved daunting to raw initiates; perhaps the difficulty and degree of control required lead to the Sith preferring to use synthetic crystals in contrast to the naturally-formed crystals used by most Jedi in their lightsabers?
When a character attempts to create a synthetic kyber crystal, they need to make either a Mechanics of Discipline skill check at a Formidable (dddd) difficulty, adding Force dice equal to their Force Rating to the check. Each Force Point generated can be used to add either success or advantage to the check result.
If the check is successful, then the character has created a synthetic kyber crystal. If the check succeeds with a Triumph or 3 advantage, the player may choose one modification option of their choice to be included with the crystal when it is installed into a lightsaber hilt (it still counts as a successful modification when determining the difficulty of future modifications to the crystal). If the check is successful but generates 3 threat, then the character has created a compressed synthetic crystal. If the check succeeds but generates a Despair, then the character has created a flawed kyber crystal. A failed check results in a crystal that is unsuitable for use in a lightsaber, requiring the character to start over from scratch.
Under most conditions, the synthetic kyber crystal does not have an inherent color until it has been attuned through the Force for installation into a lightsaber hilt. However, if the creator is a dark side Force user, then the lightsaber's blade will default to a shade of crimson, usually the blood red for which the Sith are known and feared. However, the dark side can spend a Triumph from a successful check to create the crystal to have the lightsaber blade be of a different color, though for most followers of the dark side, a red-hued lightsaber is seen as both mastery and commitment to the dark side of the Force.
Labels:
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FFG,
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House Rules,
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January 16, 2016
Additional Lightsaber Hilt Ideas
So, first post of the new year. Had meant to post something sooner, but didn't happen for one reason or another.
A few entries ago, I posted a small collection of lightsaber crystals for use with FFG's Star Wars: Force and Destiny RPG. Today, I'm following up on that with a few different lightsaber hilts. None of these have seen any degree of serious playtesting, but at the very least they pass the eyeball test of not being too broken.
Crossguard Lightsaber
Considered to be an archaic design by the time of the Galactic Empire, the crossguard lightsaber creates a distinctive appearance over other lightsabers by way of either a single or pair of lateral vents that are placed at a 90-degree angle to the primary blade. When activated, these lateral vents create a smaller blade, forming energy quillions that can be used both offensively and defensively in combat.
This lightsaber is a crossguard lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,900 (r); Rarity: 10
Special: Breach 1, Defensive 1, Sunder, Vicious 1
A crossguard lightsaber hilt without a kyber crystal costs 900 credits, has a Rarity of 8, and has the
Defensive 1 and Vicious 1 qualities.
Lightwhip
Rare and exotic even by the standards of lightsabers, the lightwhip operated on the same general principles as a more traditional lightsaber, emitting a coherent beam of energy, with the key difference being that the blade was frequently several meters in length and very flexible. Another difference was that the lightwhip made use of multiple smaller crystals instead of the single focusing crystal used in the majority of lightsaber hilts.
This weapon can be used to make Lightsaber combat checks against targets at up to short range, although the difficulty of the attack remains at Average.
For purposes of gameplay, this weapon is treated as having a single crystal. This lightsaber is a lightwhip hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 5; Critical: 2; Range: Short
Encumbrance: 1; Hard Points:3
Price: 10,500 (r); Rarity: 10
Special: Breach 1, Ensnare 1, Sunder, Unwieldy3
A lightwhip hilt without a kyber crystal costs 1500 credits, has a Rarity of 8, reduces the damage value of any crystal placed in the hilt by one, and has the Ensnare 1 and Unwieldy 3 qualities.
Two-Part Lightsaber
An uncommon though deceptively simple variation on the standard design of a more traditional basic lightsaber hilt, the two-part lightsaber was conceived with stealth in mind, allowing a Jedi to better conceal their signature weapon and avoid drawing attention to themselves while undertaking covert missions for the Jedi Order; a feature that has proven very useful in the dark times of the Empire's reign as Imperial agents scour the galaxy for Jedi renegades. The emitter portion of the two-part lightsaber made to quickly and easily detach to the lightaber's grip, and can be reattached just as quickly, enabling the two pieces to present a far more innocuous appearance when traveling the galaxy; to most inspections, the two components are little more than bits of tech gear that are hardly cause for alarm.
When it is disassembled, add two setback dice to all skill checks to identify the separated components as a weapon. Assembling or disassembling a two-part lightsaber is an incidental, and is treated as a single item for purposes of holstering or drawing the weapon when in its disassembled state.
This lightsaber is a two-part lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,450 (r); Rarity: 10
Special: Breach 1, Sunder
A two-part lightsaber hilt without a kyber crystal costs 450 credits and a Rarity of 6.
Blaster-Hilt Lightsaber
Initially devised by the Rebel and Jedi-in-training Ezra Bridger, the blaster-hilt lightsaber has very little in common with the more traditional aesthetics of a lightsaber. However, it does have the added benefit of providing the wielder with a viable weapon at times when openly brandishing a lightsaber would be foolish, as the hilt guard section can double as a short-range blaster. While Ezra designed the blaster portion of his lightsaber to only fire stun bolts, the weapon can be constructed to fire standard blaster bolts.
The wielder may switch between blaster-mold and lightsaber-mode as an incidental, however the lightsaber blade must first be deactivated before switching to blaster mode. In blaster mode, treat the weapon as having the same stat block as a light blaster pistol as detailed on Table 5-5: Ranged Weapons on page168 of the Force and Destiny Core Rulebook). Due to its highly unusual appearance, attempts to identify a blaster-hilt lightsaber as a lightsaber without having seen it in action have the difficulty increased once; it is still obviously a blaster, albeit one of an unusual design. If the option to spend a Despair result to force the blaster-hilt lightsaber to run out of ammo is used while operating in blaster-mode, the lightsaber-mode is similarly unavailable until the end of the encounter.
This lightsaber is a blaster-hilt lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 2; Hard Points: 3
Price: 9,600 (r); Rarity: 10
Special: Breach 1, Sunder
A blaster-hilt lightsaber hilt without a kyber crystal costs 600 credits and a Rarity of 7. Given the origins of the design, it should not be available for sale, and instead the Games Master should require the character to construct this hilt as per the guidelines provided either on 177 of the Force and Destiny Core Rulebook or on page 23 of the Hidden Depths Adventure Module instead.
A few entries ago, I posted a small collection of lightsaber crystals for use with FFG's Star Wars: Force and Destiny RPG. Today, I'm following up on that with a few different lightsaber hilts. None of these have seen any degree of serious playtesting, but at the very least they pass the eyeball test of not being too broken.
Crossguard Lightsaber
Considered to be an archaic design by the time of the Galactic Empire, the crossguard lightsaber creates a distinctive appearance over other lightsabers by way of either a single or pair of lateral vents that are placed at a 90-degree angle to the primary blade. When activated, these lateral vents create a smaller blade, forming energy quillions that can be used both offensively and defensively in combat.
This lightsaber is a crossguard lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,900 (r); Rarity: 10
Special: Breach 1, Defensive 1, Sunder, Vicious 1
A crossguard lightsaber hilt without a kyber crystal costs 900 credits, has a Rarity of 8, and has the
Defensive 1 and Vicious 1 qualities.
Lightwhip
Rare and exotic even by the standards of lightsabers, the lightwhip operated on the same general principles as a more traditional lightsaber, emitting a coherent beam of energy, with the key difference being that the blade was frequently several meters in length and very flexible. Another difference was that the lightwhip made use of multiple smaller crystals instead of the single focusing crystal used in the majority of lightsaber hilts.
This weapon can be used to make Lightsaber combat checks against targets at up to short range, although the difficulty of the attack remains at Average.
For purposes of gameplay, this weapon is treated as having a single crystal. This lightsaber is a lightwhip hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 5; Critical: 2; Range: Short
Encumbrance: 1; Hard Points:3
Price: 10,500 (r); Rarity: 10
Special: Breach 1, Ensnare 1, Sunder, Unwieldy3
A lightwhip hilt without a kyber crystal costs 1500 credits, has a Rarity of 8, reduces the damage value of any crystal placed in the hilt by one, and has the Ensnare 1 and Unwieldy 3 qualities.
Two-Part Lightsaber
An uncommon though deceptively simple variation on the standard design of a more traditional basic lightsaber hilt, the two-part lightsaber was conceived with stealth in mind, allowing a Jedi to better conceal their signature weapon and avoid drawing attention to themselves while undertaking covert missions for the Jedi Order; a feature that has proven very useful in the dark times of the Empire's reign as Imperial agents scour the galaxy for Jedi renegades. The emitter portion of the two-part lightsaber made to quickly and easily detach to the lightaber's grip, and can be reattached just as quickly, enabling the two pieces to present a far more innocuous appearance when traveling the galaxy; to most inspections, the two components are little more than bits of tech gear that are hardly cause for alarm.
When it is disassembled, add two setback dice to all skill checks to identify the separated components as a weapon. Assembling or disassembling a two-part lightsaber is an incidental, and is treated as a single item for purposes of holstering or drawing the weapon when in its disassembled state.
This lightsaber is a two-part lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 1; Hard Points: 4
Price: 9,450 (r); Rarity: 10
Special: Breach 1, Sunder
A two-part lightsaber hilt without a kyber crystal costs 450 credits and a Rarity of 6.
Blaster-Hilt Lightsaber
Initially devised by the Rebel and Jedi-in-training Ezra Bridger, the blaster-hilt lightsaber has very little in common with the more traditional aesthetics of a lightsaber. However, it does have the added benefit of providing the wielder with a viable weapon at times when openly brandishing a lightsaber would be foolish, as the hilt guard section can double as a short-range blaster. While Ezra designed the blaster portion of his lightsaber to only fire stun bolts, the weapon can be constructed to fire standard blaster bolts.
The wielder may switch between blaster-mold and lightsaber-mode as an incidental, however the lightsaber blade must first be deactivated before switching to blaster mode. In blaster mode, treat the weapon as having the same stat block as a light blaster pistol as detailed on Table 5-5: Ranged Weapons on page168 of the Force and Destiny Core Rulebook). Due to its highly unusual appearance, attempts to identify a blaster-hilt lightsaber as a lightsaber without having seen it in action have the difficulty increased once; it is still obviously a blaster, albeit one of an unusual design. If the option to spend a Despair result to force the blaster-hilt lightsaber to run out of ammo is used while operating in blaster-mode, the lightsaber-mode is similarly unavailable until the end of the encounter.
This lightsaber is a blaster-hilt lightsaber hilt containing an unmodified Ilum crystal (see page 197 of the Force and Destiny Core Rulebook). This crystal occupies two of the weapon's hard points.
Skill: Lightsaber
Damage: 6; Critical: 2; Range: Engaged
Encumbrance: 2; Hard Points: 3
Price: 9,600 (r); Rarity: 10
Special: Breach 1, Sunder
A blaster-hilt lightsaber hilt without a kyber crystal costs 600 credits and a Rarity of 7. Given the origins of the design, it should not be available for sale, and instead the Games Master should require the character to construct this hilt as per the guidelines provided either on 177 of the Force and Destiny Core Rulebook or on page 23 of the Hidden Depths Adventure Module instead.
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December 25, 2015
Merry Xmas! And Some Lightsaber Crystal Options!
First off, a very Merry Christmas to my fellow Star Wars fans out there. While it is true that most of us got our Christmas gift early in the form of The Force Awakens (more on that in a later blog post), today's still a day to be spent in the company of friends and family, even if gifts aren't formerly exchanged.
Well, In time for the holiday season, here is an assortment of lightsaber crystals for use with the Force and Destiny branch of FFG's Star Wars RPG. Most of these come from the Legends side of the fence, and were things that I'd been working on and revising/tweaking pretty much since the Force and Destiny core rulebook came out earlier this year.
Compressed Synthetic Crystal
On occasion, when attempting to create a synthetic kyber crystal, the crystal's structure is over-compressed. The end result is a crystal that produces a blade that is thinner and thus more precise than a standard lightsaber blade, which in turn enables the user to better bypass their opponent's defenses.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. When the target uses the Parry talent against an attack made with this lightsaber, reduce the amount of damage negated by 1. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Reduce the damage negated from the Parry talent by 1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 2 Item Quality (Vicious +1) Mods.
Hard Points Required: 2
Cost: 12,000 credits
Rarity: 10 (R)
Flawed Kyber Crystal
Found among both naturally-formed and synthetic crystals, a flawed kyber crystal is less than ideal for usage in a lightsaber, as the minute imperfections tend to create an unstable blade that literally crackles with barely restrained energy. Extra precautions need to be taken, as a flawed kyber crystal is much more susceptible to cracking than a perfectly formed crystal.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Breach 1, Sunder, and Vicious 1 qualities. The difficulty of all checks to modify or repair a lightsaber using this crystal are upgraded once. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Damage +1 Mods, 3 Item Quality (Vicious +1) Mods.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 7 (R)
Rubat Crystal
A type of kyber crystal once used in the construction of lightsabers by the Jedi Order, rubat crystals were most commonly found on the remote world of Phemis in the Corellian Sector. While not as powerful or receptive to the Force as the crystals of Ilum, rubat crystals gave the blade a much sharper and defined appearance, allowing the wielder to strike at their opponents with greater speed.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Accurate +1) Mod.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 10 (R)
Note: To be honest, I was disappointed that the rubat crystals offered in the GM Kit adventure "Hidden Depths" was just a re-flavored Ilum crystal. So this version is presented as an alternative for GMs to make use of in their games.
Synthetic Kyber Crystal
During the time of the Emperor's rule, most of the known sources for kyber crystals were either destroyed or kept under strict Imperial surveillance. In response to these draconian measures, those students of the Jedi looking to construct their own lightsaber had to rely upon the practice of growing synthetic crystals. While easier to procure than natural kyber crystals, the difficulties that come in properly forming the synthetic crystal still made them difficult to acquire.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 3 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 3 Item Quality ( +1 Vicious) Mod.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 9 (R)
Velmorite Crystal
Found on the planet Velmor in the Halori sector of the Mid Rim Territories, these crystals were prized by Jedi duelists for the fine, thin blade that resulted when attuned for use in a lightsaber. Such a blade was particularly conducive to the graceful and fluid movements of the Makashi Form of lightsaber combat, although many Ataru adherents found the blades just as useful for their own style of combat.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Accurate 1, Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 3 Damage +1 Mods, 1 Item Quality ( +1 Accurate) Mod, 1 Item Quality (Defensive +1) Mod
Hard Points Required: 2
Cost: 15,000 credits
Rarity: 10 (R)
Well, In time for the holiday season, here is an assortment of lightsaber crystals for use with the Force and Destiny branch of FFG's Star Wars RPG. Most of these come from the Legends side of the fence, and were things that I'd been working on and revising/tweaking pretty much since the Force and Destiny core rulebook came out earlier this year.
Compressed Synthetic Crystal
On occasion, when attempting to create a synthetic kyber crystal, the crystal's structure is over-compressed. The end result is a crystal that produces a blade that is thinner and thus more precise than a standard lightsaber blade, which in turn enables the user to better bypass their opponent's defenses.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. When the target uses the Parry talent against an attack made with this lightsaber, reduce the amount of damage negated by 1. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Reduce the damage negated from the Parry talent by 1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 2 Item Quality (Vicious +1) Mods.
Hard Points Required: 2
Cost: 12,000 credits
Rarity: 10 (R)
Flawed Kyber Crystal
Found among both naturally-formed and synthetic crystals, a flawed kyber crystal is less than ideal for usage in a lightsaber, as the minute imperfections tend to create an unstable blade that literally crackles with barely restrained energy. Extra precautions need to be taken, as a flawed kyber crystal is much more susceptible to cracking than a perfectly formed crystal.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Breach 1, Sunder, and Vicious 1 qualities. The difficulty of all checks to modify or repair a lightsaber using this crystal are upgraded once. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Damage +1 Mods, 3 Item Quality (Vicious +1) Mods.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 7 (R)
Rubat Crystal
A type of kyber crystal once used in the construction of lightsabers by the Jedi Order, rubat crystals were most commonly found on the remote world of Phemis in the Corellian Sector. While not as powerful or receptive to the Force as the crystals of Ilum, rubat crystals gave the blade a much sharper and defined appearance, allowing the wielder to strike at their opponents with greater speed.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 2 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Accurate +1) Mod.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 10 (R)
Note: To be honest, I was disappointed that the rubat crystals offered in the GM Kit adventure "Hidden Depths" was just a re-flavored Ilum crystal. So this version is presented as an alternative for GMs to make use of in their games.
Synthetic Kyber Crystal
During the time of the Emperor's rule, most of the known sources for kyber crystals were either destroyed or kept under strict Imperial surveillance. In response to these draconian measures, those students of the Jedi looking to construct their own lightsaber had to rely upon the practice of growing synthetic crystals. While easier to procure than natural kyber crystals, the difficulties that come in properly forming the synthetic crystal still made them difficult to acquire.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 3 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 3 Item Quality ( +1 Vicious) Mod.
Hard Points Required: 2
Cost: 9,000 credits
Rarity: 9 (R)
Velmorite Crystal
Found on the planet Velmor in the Halori sector of the Mid Rim Territories, these crystals were prized by Jedi duelists for the fine, thin blade that resulted when attuned for use in a lightsaber. Such a blade was particularly conducive to the graceful and fluid movements of the Makashi Form of lightsaber combat, although many Ataru adherents found the blades just as useful for their own style of combat.
Base Modifiers: Installing this crystal changes a lightsaber's base damage to 7 and critical rating to 2, and the lightsaber gains the Accurate 1, Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating.
Modifications: 3 Damage +1 Mods, 1 Item Quality ( +1 Accurate) Mod, 1 Item Quality (Defensive +1) Mod
Hard Points Required: 2
Cost: 15,000 credits
Rarity: 10 (R)
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