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Star Wars: The Great Jedi Purge 
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Joined: Mon Apr 13, 2009 5:29 pm
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Post Re: Star Wars: The Great Jedi Purge
I'm picking up what you're laying down. :D

Working on it Boss, working on it.

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Sun May 31, 2009 12:51 pm
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Post Re: Star Wars: The Great Jedi Purge
Ian Absentia wrote:
One standard trait that everyone is going to get is Betrayed by the Republic at a pretty high level. That's a freebie.

Another thing that I'd like players to come up with, unusual to HeroQuest, is at least one emotional fault. I'll be totally upfront about this -- this is the chink in your Jedi training that provides temptation toward the Dark Side.
I was re-reading this and realised that I should emphasise the request for a fault other than the relationship of Betrayed by the Republic. BbtR is already going to give you all access to a handy little +1 to +3 augment right off the bat, but it's the sort of thing that a True Jedi must resist -- never act out of anger or revenge. So there's that sweet little augment hanging out there for you to use to your advantage, but your now-dead Master told you never to use it. And there's nothing either stopping you or compelling you as a player.

Have I mentioned that I really like this mechanic?

!i!


Sun May 31, 2009 1:10 pm
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Post Re: Star Wars: The Great Jedi Purge
KAD ARAKYN

Jedi Padawan
The Force
Saquiloon, a long-historied, cosmopolitan world in the Danibris Corridor


Other Abilities
Ceaseless Optimism
Persuasion
Repulsorlift Drag-racing
Wealthy Technofeudal Upbringing
Loyal
Unrequited Romantic (Emotional Flaw)

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Sun May 31, 2009 5:24 pm
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Post Re: Star Wars: The Great Jedi Purge
Name: Gorant Firereef
Player: Drohem

== Keywords ==
Jedi Padawan 17
--> Light Saber Fighting 5w
The Force 17
--> Comprehend Speech 1w
--> Psychometry 1w
Mon Calamari 13

== Abilities ==
Betrayed by the Republic 17 (?)
Highly Perceptive 13
Natural Linguist 13
Encryption specialist 13
Curiosity Killed the Cat 13
Communications Engineer 13
Fluent in many Galactic Languages 13
Well versed in many Galactic Cultures 13
Natural Born Speaker 13
Computer Programmer 13
Drezzim Quill, Anomid Archaeologist: Ally 13

=============================================

Gorant was born and raised in the area known as the Firereef on the planet Dac (Mon Calamari). The Firereef was completely obliterated by the recent attacks on Mon Calamari. As a sign of respect and honor, Gorant has taken the surname Firereef as did many surviving expatriates. Gorant was the Padawan of elderly Jedi Master Nara Deega, a Bith Linguist and Archaeologist. Master Deega had not planned on taking another Padawan so late in his life; however, Gorant's natural Force aptitude, his inherent linguistic abilities, and his excellence in certain academic studies convinced Master Deega to take on the bright Youngling Gorant. It was a good match in Master and Padawan since their interests were so compatible. Master Deega was a high ranking and active member of the Exploration Corps of the Jedi Service Corps. It was through Master Deega and the Exploration Corps that Gorant became good friends with Anomid Archaeologist Drezzim Quill, also a member of the Exploration Corps working for Master Deega. Drezzim is relatively young in his field, but brilliant so his natural predilection for trouble was mostly overlooked, or brushed away by Master Deega.

The one and only time that Gorant saw Master Deega wield his light saber was when he saw his Master die. Master Deega and Gorant were deep in the Unknown Regions of space, near the edge of Wild Space, on an important archaeological dig. They were in the field on the actual site when they were attacked by a horde of native assassins. That scene is forever etched in the memory of Gorant- The Fall of Master Deega. The normally frail and passive Bith Jedi Master moved with speed and grace beyond belief as he danced through opponents wielding his light saber like a paint brush of death. It was his friend Drezzim that saved his life that day, as well as Master Deega's sacrifice that saved both of them, and many other loyal and faithful members of the Exploration Corps at that archaeological site. Drezzim pushed Gorant into a speeder and got out of there by the seat of their pants. It was Drezzim's contacts and skills that allowed all surviving Jedi Service Corps members to be smuggled off planet and escape. Gorant and Drezzim were separated in their escape.

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Sun May 31, 2009 5:28 pm
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Post Re: Star Wars: The Great Jedi Purge
Mas Dendral, Jedi Padwan

Keywords:

Jedi Padawan
The Force
Givin

Abilities:

(+)

Short-Order Cook - fell in love with the varities of food the galaxy offers, and learned how to prepare a wide-but-shallow range of items during his training
Supercharger - finds that extra little bit of power in those engines, even if its not there
Telekinetic Savant - able to get the most out of telekinetic and force-push abilities
Wheelman - prefers to drive/fly vehicles rather than be a passenger, except in a starship, when he's fine in the engine room

(-)

Betrayed by the Republic
Sense of Guilt - secretly feels that if he (and others he convinced or worked with) had supported the rebellion (which most of his race did) that the Jedi Order might not have fallen, and millions would have been spared


Mon Jun 01, 2009 2:54 pm
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Post Re: Star Wars: The Great Jedi Purge
Considering how much this reminds me of Risus and PDQ, what can this system do that those two can't?

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Mon Jun 01, 2009 8:36 pm
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Post Re: Star Wars: The Great Jedi Purge
I'll address this (probably at too great of length) in the Hero Wars / HeroQuest thread.

!i!


Tue Jun 02, 2009 12:18 am
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Post Re: Star Wars: The Great Jedi Purge
Ian, can I get some feedback on my character. Anything need tweaking? Did I assign ability ratings correcting? What is the rating for the ability Betrayed by the Republic?

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Wed Jun 03, 2009 10:43 am
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Post Re: Star Wars: The Great Jedi Purge
....and?


Thu Jun 04, 2009 3:00 pm
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Post Re: Star Wars: The Great Jedi Purge
Sorry guys, I've gotten swallowed alive by a couple of other affairs (which doesn't entirely explain why I've posted at length on other matters -- mea culpa).

By and large, the characters look good and are intuitively playable. Drohem has the Hero Wars book and has followed the assignment of ability ratings quite well. The only changes I might make (and I haven't decided on this firmly) is treating The Force as per the Theism rules, where Force abilities break down into three Affinities (Control, Sense, and Alter), and specific tricks that you've seen in the movies would be Feats within those Affinities. I'm working on this bit. I'd noticed that, earlier, your character had a Force Lightning ability, which is something of a trademark of the Sith, but it's gone now. That's probably for the best.

Doc, WK, I need to give you guidelines for assigning ability ratings. Using the simple Hero Wars method that Drohem used, it goes like this:

Jedi and Force keywords (and all skills listed within them): 17
Homeworld/Species keyword: 13
All independent abilities: 13
Raise one individual ability (from within keywords or independent abilities) to your personal best: 5M
Raise two other individual abilities: 1M each

By the way, here are suggested sub-abilities for the Jedi keyword, all of which you receive automatically at the default rating of 17:
Jedi Padawan
Skills: Acrobatics, Construct Lightsabre, History of the Jedi Order, Jedi Philosophy, Lightsabre Combat, Listen, Meditation, Offer Enigmatic Advice, Unarmed Combat.
Common Personality Traits: Calm, Idealistic, Inscrutable, Patient (all optional)
Example Relationships: to apprentice, to (dead) master, member of Jedi Order (all optional)
Standard of Living: Minimal (6)
Starting Equipment: simple robes, lightsabre.

Here's what I'm thinking of doing for the Force keyword:
Force Training
Only a Jedi, Sith or other Force Traditions can select this keyword. You have each Force Affinity at 17 and know 3 feats. You can improvise other feats at -10. The annotation "(D)" refers to a Dark Side feat that may only be taken at character creation by a character trained in a tradition that allows such abilities (i.e. not Jedi); they may, however, be learned at a later time during play.

This keyword assumes someone of a Padawan’s level of ability. If the character is a fully-fledged Jedi Knight, each Affinity is rated at 5W, with 4 feats in each Affinity, plus another 6 feats to choose from any Affinity.

Control
Absorb/Deflect/Dissipate Energy, Body Control, Burst of Speed, Enhance Ability, Environment Adaptation, Force Resistance, Force Stealth, Heal Self, Hibernation Trance, Impossible Leap, Rage (D)

Sense
Battlemind, Detect Life, Drain Knowledge (D), Empathy, Enhance Senses, Farseeing, Instinctive Astrogation, Psychometry, Read Surface Thoughts, Sense Surroundings, Sense Force Potential, See Path, Translation

Alter
Affect Mind, Battle Meditation, Control Mind (D), Drain Energy (D), Force Light, Force Lightning (D), Heal Others, Illusion, Link, Malacia, Morichro, Plant Surge, Sever Force, Telekinesis, Telepathy

!i!


Thu Jun 04, 2009 4:26 pm
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