The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
Please vote in the Forum Structure Poll. Polling will close at 2PM EST on January 21, 2025.
Got ya. So Casso should have just lightsabered the biker on the speeder, and tried to evade the other biker.
That is if they hadn't all been blown out of the sky.
However, by extension you could say any use of the force is intended to harm. I mean, I don't think Nar surged his way over to the first bike to go joyriding.
You would be mistaken
Nar loves to steal bikes
AND THUS I AM VINDICATED
but no, it simply means using the force in direct offense. surging to get close to someone is a completely neutral use since you're not really using the Force persay; you use the lightsaber to chop them up.
The Force isn't sentient, it can't conclude 'Used Surge and then attacked, so Surge was an attack.'
If using the Force in combat at all ever was a Dark Side thing, then the Jedi wouldn't exist.
yep, we have a winner. It's why battle strike is not a dark side power, because the Force doesn't see you using this boost to your skills as the force actively harming a living being; after all, you're just using the force to augment your own skills and it is your own skills that are doing the hurtin'.
but yeah, the force doesn't give a damn about semantics and I don't either. so don't get pissy.
Yeah, but Salt, less poasty in this thread and more jousty in the other thread!
I'm working on it. Fuck if the vehicle rules aren't giving me a headache. I have to keep cross referencing my stats vs the vehicle's stats vs the rulebook vs the enemy.
INeedNoSalt on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2007
Posted, but... man, I might be pretty fucked if that guy hits me with his laser cannon.
One rules thing I would have done in your case Horseshoe since the rules allow for it. PM'ing it to you; it's just a suggestion, if you don't like it, don't use it. ;-)
delroland on
EVE: Online - the most fun you will ever have not playing a game.
"Go up, thou bald head." -2 Kings 2:23
Oh yeah, and Casso has a +1 Destiny Bonus to his skill checks and ability checks for the next 24 hours, due to the fact that Phow Ji fulfilled his "rescue" destiny by saving the Pike Twins from being killed.
I should do a thing on Destiny and Destiny Points next.
So because of your adventures I have started to read the saga edition book. I had a question though because i think I am missing something in the rules. How do you regain Force Points?
So because of your adventures I have started to read the saga edition book. I had a question though because i think I am missing something in the rules. How do you regain Force Points?
At each level, you gain a number of Force Points equal to some number determined by class plus one half your heroic levels. You also lose all unused FP from previous levels.
Oh yeah, and Casso has a +1 Destiny Bonus to his skill checks and ability checks for the next 24 hours, due to the fact that Phow Ji fulfilled his "rescue" destiny by saving the Pike Twins from being killed.
I should do a thing on Destiny and Destiny Points next.
So because of your adventures I have started to read the saga edition book. I had a question though because i think I am missing something in the rules. How do you regain Force Points?
There are also some abilities which give back Force points used in certain circumstances, like the Jedi Knight force technique that gives back one Force point used on a Force power per encounter. Also, if you have a Destiny, you can sack a Destiny point to immediately gain three Force points.
BTW, as an aside, never give Destinies to munchkins. I had a melee monster droid soldier who used his Destiny point to autocrit the BBEG on a first level adventure for fifty damage. I have no shame, as this was for an RPGA adventure. :P
And before you ask, yes: droids have Force points and can have Destinies just like other characters. Check the stats for R2-D2 and C-3PO in the rules for an example. Droids just can't be Force Sensitive or take levels in the Jedi class.
delroland on
EVE: Online - the most fun you will ever have not playing a game.
"Go up, thou bald head." -2 Kings 2:23
So hypothetically lets say a typcal lvl 20 max level character has used all of his force points and destiny points is he SOL for getting more force points if they don't have the Force Point Recovery Techinque?
SoulFury on
0
INeedNoSaltwith blood on my teethRegistered Userregular
So hypothetically lets say a typcal lvl 20 max level character has used all of his force points and destiny points is he SOL for getting more force points if they don't have the Force Point Recovery Techinque?
Your typical level 20 character is pretty much ready to be retired anyway.
Level 20 is someone like Yoda. They're probably not doin' too much, and if they're a Force user, they've probably got ways to retain Force powers.
But eventually, your Destiny is reached or it isn't, and the Force isn't going to carry you forever; eventually, it doesn't have anywhere else to take you. I'd assume that's pretty much where you end up when you've got no more Destiny or Force Points left -- you're just not an integral part of galactic affairs anymore.
Or you've done your part and quietly fade into the background.
BTW, it is very hard to run out of Force points, especially when you are level 20. Assuming you are a Jedi Master, you would have 17 Force points and potentially up to 20 Destiny points. That is A LOT. Admittedly, though, your Force secrets require either a Force point or a Destiny point to activate. But your UtF check will be +24, assuming Skill Focus and a Charisma of 18. This means you always receive the maximum result on any Force power you activate.
Also, with the Force technique I mentioned earlier, you get one spent Force point back per encounter, so those 17 Force points will last even longer.
delroland on
EVE: Online - the most fun you will ever have not playing a game.
"Go up, thou bald head." -2 Kings 2:23
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2007
Horseshoe, uh, how much do our characters know about Dooku?
Will Nar or Casso understand the connection between Dooku and the Counts, is Dooku still a Jedi knight or did he secede from the order?
That second part I don't even know.
I think it might make sense for Casso to make that conclusion IC, though, as a Noble, if it's something we're to know.
Dooku left the Jedi Order ten years ago, and reclaimed his title. This is well known among the Jedi, he was a very prominent Master and there is a statue of him in the Temple. He is very openly critical of the Republic, but is not currently known to be encouraging armed resistance.
However, people outside the order may still think of him as a Jedi... to some people anyone with a "laser sword" or a certain command of the Force would be considered Jedi.
And yes, I would say that Casso likely knows that the reason he is now referred to as "Count Dooku" is because he reclaimed his title as one of the Counts of Serenno after leaving the order... the noble that Lady Pike mentioned earlier at this point must seem to him to certainly be Dooku.
We're making headway, folks! Shit gets through that thick skull of Casso's sooner or later!
law of diffusion! eventually the fact molecules will go from the higher concentration area (outside casso's head) and into the lower concentration area (brain)
Alright, so, I'm putting together this Star Wars campaign.
Takes place during the New Sith Empire era, around 1500 BBY
I chose that period specifically because it's sort of an "in-between" era of Star Wars, where there are no major NPCs of note present and I can basically make up whoever I want. No NPC gets "plot invincibility" and the PCs can be the real heroes of the era.
It is a time when the Sith Empire is all-powerful, and the Republic barely exists, struggling to hold on to the Core worlds. The Jedi Order is all that stands between the Republic and oblivion, with one of the Jedi Masters actually currently serving as Chancellor of the Republic.
But the Empire is an Empire in name only. In reality, the various Sith Lords treat their individual domains as their own personal fiefdoms. If the Galactic Empire of Palpatine could be compared to fascism, the Sith Empire of this era can be compared to fuedalism.
The Sith Lords fight amongst each other as much as they do the Republic and the Jedi, if not more so.
In this dark time and dangerous age, the galaxy needs heroes, and that's where the PCs come in.
Here's one of the big villains of the campaign, the Grand Inquisitor of the Sith:
Grand Inquisitor Medium Human Noble 7/Sith Apprentice 6/Sith Lord 5 Destiny 4; Force 5; Dark Side 19 Init +21; Senses Use the Force +16 (can use instead of Perception) Languages (Can understand and write. Incapable of speech) Basic, Bothese, Dosh, Durese, High Galactic, Huttese, Ryl, Sith Defenses Ref 33 (Flat-footed 31), Fort 30, Will 35 hp 146; Threshold 35 Immune fear effects, atmospheric and inhaled poison hazards Speed 6 squares Melee by weapon +15 Ranged by weapon +18 Base Atk +16; Grp +18 Special Actions Temptation Force Powers Known (Use the Force +16): Farseeing, Force Disasm, Force Grip, Force Lightning (6), Force Slam, Force Stun, Force Thrust, Mind Trick (5), Move Object, Negate Energy (6), Rebuke (6), can take 10 on Use the Force checks for Force Lightning and Mind Trick Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power Force Techniques Force Point Recovery, Force Power Mastery (Mind Trick), Force Power Mastery (Force Lightning) Abilities Str 8, Dex 14, Con 8, Int 17, Wis 19, Cha 14 Talents Force Perception, Gauge Force Potential, Equilibrium, Force Recovery, Force Focus, Force Deception, Dark Healing, Improved Dark Healing, Swift Power, Visions Feats Force Sensitive, Force Training (5), Improved Damage Threshold, Linguist, Skill Focus (Gather Information), Skill Focus (Initiative), Skill Focus (Use the Force), Weapon Proficiency (Lightsabers, Pistols, Simple Weapons) Skills Gather Information +21, Initiative +21, Knowledge (Galactic Lore) +17, Knowledge (Life Sciences) +17, Knowledge (Physical Sciences) +17, Knowledge (Social Sciences) +17, Knowledge (Tactics) +17, Knowledge (Technology) +17, Treat Injury +18, Use the Force +16 (may substite for Deception or Perception checks) Possesions Sith Inquisitor robes, breathing apparatus, cybernetic prosthetics (5, arms, legs, various vital organs) Life Support If the Grand Inquisitor's breathing apparatus is removed or destroyed, he immediately begins to suffocate.
Pony on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2007
30 Force Powers? Is he ever going to need five Mind Tricks in one combat?
30 Force Powers? Is he ever going to need five Mind Tricks in one combat?
Possibly not.
I don't really have a good sense for how many rounds combat tends to take in Saga, especially at high levels.
Using D&D as a guideline, I assumed combat can take anywhere from 5-10 rounds at high level, so having a lot of Force Lightning and Mind Trick (his two signature powers) seemed to make a lot of sense.
I was thinking of dropping one of the Force Trainings for something else, probably Strong in the Force.
Additionally, I just realized that Force Power Mastery (Force Lightning) is actually useless, since you don't make a Use the Force check to use Force Lightning, you make an attack roll.
Nonetheless, posting NPC stats here is helpful and I appreciate the criticism.
Well, you're the DM here. Think of the way you would build encounters that involve this NPC.
- In a combat situation, what are his tactics? This looks like the sort of character that might not even use weapons, but rely on things like Dun Moch and Mind Trick to demoralize and upset his opponents, while negating their attacks with rebuke and negate energy. You could maybe stand to prepare a few more force stuns, considering that one of the strong points of the dark side is the ability to send opponents down the condition track, and this would be adding to that.
- How many opponents at a time should he be able to handle?
- How much support is he going to have from other npcs in an encounter and what will they be doing?
- Are your social encounters going to have the same kind of rules for force powers that combat powers do? This is especially important for Mind Trick because it is such a useful skill outside of combat.
Also, remember the penalties he will take for having so many prostheses. Not saying you didn't, I just didn't take the time to do the math on this one.
Well, you're the DM here. Think of the way you would build encounters that involve this NPC.
- In a combat situation, what are his tactics? This looks like the sort of character that might not even use weapons, but rely on things like Dun Moch and Mind Trick to demoralize and upset his opponents, while negating their attacks with rebuke and negate energy. You could maybe stand to prepare a few more force stuns, considering that one of the strong points of the dark side is the ability to send opponents down the condition track, and this would be adding to that.
- How many opponents at a time should he be able to handle?
- How much support is he going to have from other npcs in an encounter and what will they be doing?
- Are your social encounters going to have the same kind of rules for force powers that combat powers do? This is especially important for Mind Trick because it is such a useful skill outside of combat.
Also, remember the penalties he will take for having so many prostheses. Not saying you didn't, I just didn't take the time to do the math on this one.
All excellent points.
Yeah, I accounted for the prosthetics. Every prosthetic gives a -1, to a max of -5, on Use the Force, which I accounted for.
The way the character is designed, he doesn't really use weapons. His primary attacks are Force Lightning, Dun Moch, Dark Healing, and Mind Trick. Preparing more Force Stuns in lieu of Mind Tricks seems like a good bet.
Also, upon further checking, Force Lightning does use Use the Force, so having Force Power Mastery for it does make more sense.
I think I'm going to drop a Force Training or two, because really, a lot of those powers he just doesn't need and won't really use.
I might change Force Power Mastery (Mind Trick) to Force Power Mastery (Force Stun), since it fits better with the concept I had imagined (overwhelming his target's mind with a mental assault).
Mind Trick is still an important part of the character, though, so I'll still be keeping a couple prepared.
I might drop some of the TK stuff he'll never use, like Force Slam.
Pony on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2007
Nar has Mind Trick, but only one, because it's useful outside of combat more than in combat (and I don't foresee needing to use it more than once a minute.)
On the other hand, for a terrifying Sith Lord, being able to hit someone with Fear once a round is cool (but don't be surprised if your players get really annoyed when you remove them from combat for ten rounds.) On the other hand, if the characters will encounter this guy at level 18 or higher, then Mind Trick might be completely useless (Since the Fear doesn't effect => level enemies, and your guy isn't going to benefit much from a feint since he uses the Force instead of attacks in combat.)
Nar has Mind Trick, but only one, because it's useful outside of combat more than in combat (and I don't foresee needing to use it more than once a minute.)
On the other hand, for a terrifying Sith Lord, being able to hit someone with Fear once a round is cool (but don't be surprised if your players get really annoyed when you remove them from combat for ten rounds.) On the other hand, if the characters will encounter this guy at level 18 or higher, then Mind Trick might be completely useless (Since the Fear doesn't effect => level enemies, and your guy isn't going to benefit much from a feint since he uses the Force instead of attacks in combat.)
Also, that picture is pretty badass.
The picture is a photoshopped composite of a bunch of different pictures I found online. I'm pretty proud of it.
The players are supposed to encounter the Grand Inquisitor periodically in an "oh shit!" kind of way, which is why he has stuff that doesn't kill outright (for example, slapping them with Fear).
The idea behind the Grand Inquisitor is that he's delved so deeply into the Dark Side, used it so heavily, that it has literally rotted his body away and he's now barely alive. Underneath his robes, he's actually a fragile assortment of cybernetics keeping what little organic parts he has left alive.
The Inquisitor can't even speak anymore. Instead, he communicates using the Telepathy function of Use the Force (meaning he communicates often in single-word mental commands).
The image I have in my head is of this fragile, almost wraith-like figure of pure terror, who does not speak and barely moves, and yet is incredibly destructive and evil, who just drifts along oblivious to the plots and whims of the other Sith Lords, concerning himself only with rooting out Force Heresy and destroying it.
The Perception and UTF checks, if Casso hits high enough, will help Casso to be able to understand what is going on.
Spending force points along with checks/powers makes it easier to deal with the situation (this is something I carried over from the RCR version) but the "Dun Moch" it is using makes spending force points a sticky situation.
Dark side clouds everything, yadda yadda.
edit: it is a dark side spirit, but as of right now it appears to be real to Casso.
Horseshoe on
0
INeedNoSaltwith blood on my teethRegistered Userregular
edited September 2007
knock him out the box, jim
succumb to the dark side
feel it's power coursing through your veins, can you feel it, power the Jedi will never have!
Darth Ruin's Holocron
Tiny Object Jedi 7/Jedi Knight 3/Sith Apprentice 2/Sith Lord 3 Force Points 7; Dark Side 19; Destiny 0 Init +7; Perception +16 Languages Basic, High Galactic, Sith
––––––––––––––––––––––––– Defense Reflex: 5 (flat-footed 5); Fortitude: 35; Will: 32 HP: 150; Threshold: 35; DR 20; Break DC: 40 Immune nonliving
––––––––––––––––––––––––– Speed 0 Base Attack +8, Grp +11 Atk Options Special Abilities Dark Spirit, Fearless, Temptation
––––––––––––––––––––––––– Abilities: Str 60, Dex --, Con --, Int 17, Wis 19, Cha 16 Talents: Adept Negotiator, Force Persuasion, Power of the Dark Side, Dark Scourge, Force Deception Feats: Force Sensitive, Force Training x4, Skill Focus (Use the Force), Strong in the Force Force Techniques: Force Point Recovery, Force Power Mastery (Force Lightning) Force Secrets: Quicken Power, Devastating Power Force Powers: Force Stun, Mind Trick, Negate Energy x2, Rebuke x2, Force Lightning x2 Skills: Deception +15, Initiative +7, Knowledge (Lore) +15, Perception +16, Persuasion +15, Use the Force +20
Dark Spirit: The Holocron may project a Dark Side Spirit. This Spirit is an incorporeal manifestation of Darth Ruin's undying hatred and devotion to the Dark Side, and makes the Holocron's attempts to persuade, deceive, and tempt its targets more convincing... and also allows it to manifest a limited selection of Force Powers. Opponents must make opposed Perception or Use the Force (sense surroundings) checks to realize that the Force Spirit is not a corporeal being. If an opponent expends a force point when trying to percieve the Force Spirit, he gains an additional +5 force bonus to his check. Powers and abilities that affect a target's will defense still affect the Holocron if the Force Spirit is targeted instead.
I decided to treat the Holocron, since it is possessed with the spirit of Darth Ruin, as a sort of hybrid of an object and a character... akin to the way that droids are treated.
Like droids, it is nonliving, and thus does not have a constitution score and has the appropriate immunities. For its hit points, strength, DR, Break DC etc I treated it as a very strong object... Holocrons tend to be made of sturdy exotic stuff, so I figured it was at least as strong as an ultra-high security lock (page 151 in the core rulebook).
The Dark Spirit part... well, I just made that up, basing it somewhat on the RCR stuff I had about Force Spirits and Dark Side Spirits. Feel free to discuss.
For other abilities, talents and feats, I started by building a "Darth Ruin" character that made sense for what little is known about him, and then removed basically everything that wouldn't apply without him having a physical body anymore (like weapon proficiencies, certain skills, talents, feats, and force powers that have a more "physical" nature). I left the class levels there so what he was made of could be apparent.
I left the Force Lightning because... dude... Force Lightning.
Posts
AND THUS I AM VINDICATED
but no, it simply means using the force in direct offense. surging to get close to someone is a completely neutral use since you're not really using the Force persay; you use the lightsaber to chop them up.
Good, because the Force won't, either.
The Force isn't sentient, it can't conclude 'Used Surge and then attacked, so Surge was an attack.'
If using the Force in combat at all ever was a Dark Side thing, then the Jedi wouldn't exist.
yep, we have a winner. It's why battle strike is not a dark side power, because the Force doesn't see you using this boost to your skills as the force actively harming a living being; after all, you're just using the force to augment your own skills and it is your own skills that are doing the hurtin'.
but yeah, the force doesn't give a damn about semantics and I don't either. so don't get pissy.
I'm working on it. Fuck if the vehicle rules aren't giving me a headache. I have to keep cross referencing my stats vs the vehicle's stats vs the rulebook vs the enemy.
"Go up, thou bald head." -2 Kings 2:23
This is what Del is referring to.
At each level, you gain a number of Force Points equal to some number determined by class plus one half your heroic levels. You also lose all unused FP from previous levels.
Oops! Must have missed it! :P
I did look before posting though.
There are also some abilities which give back Force points used in certain circumstances, like the Jedi Knight force technique that gives back one Force point used on a Force power per encounter. Also, if you have a Destiny, you can sack a Destiny point to immediately gain three Force points.
BTW, as an aside, never give Destinies to munchkins. I had a melee monster droid soldier who used his Destiny point to autocrit the BBEG on a first level adventure for fifty damage. I have no shame, as this was for an RPGA adventure. :P
And before you ask, yes: droids have Force points and can have Destinies just like other characters. Check the stats for R2-D2 and C-3PO in the rules for an example. Droids just can't be Force Sensitive or take levels in the Jedi class.
"Go up, thou bald head." -2 Kings 2:23
Your typical level 20 character is pretty much ready to be retired anyway.
Level 20 is someone like Yoda. They're probably not doin' too much, and if they're a Force user, they've probably got ways to retain Force powers.
But eventually, your Destiny is reached or it isn't, and the Force isn't going to carry you forever; eventually, it doesn't have anywhere else to take you. I'd assume that's pretty much where you end up when you've got no more Destiny or Force Points left -- you're just not an integral part of galactic affairs anymore.
BTW, it is very hard to run out of Force points, especially when you are level 20. Assuming you are a Jedi Master, you would have 17 Force points and potentially up to 20 Destiny points. That is A LOT. Admittedly, though, your Force secrets require either a Force point or a Destiny point to activate. But your UtF check will be +24, assuming Skill Focus and a Charisma of 18. This means you always receive the maximum result on any Force power you activate.
Also, with the Force technique I mentioned earlier, you get one spent Force point back per encounter, so those 17 Force points will last even longer.
"Go up, thou bald head." -2 Kings 2:23
Will Nar or Casso understand the connection between Dooku and the Counts, is Dooku still a Jedi knight or did he secede from the order?
That second part I don't even know.
I think it might make sense for Casso to make that conclusion IC, though, as a Noble, if it's something we're to know.
However, people outside the order may still think of him as a Jedi... to some people anyone with a "laser sword" or a certain command of the Force would be considered Jedi.
And yes, I would say that Casso likely knows that the reason he is now referred to as "Count Dooku" is because he reclaimed his title as one of the Counts of Serenno after leaving the order... the noble that Lady Pike mentioned earlier at this point must seem to him to certainly be Dooku.
We're making headway, folks! Shit gets through that thick skull of Casso's sooner or later!
law of diffusion! eventually the fact molecules will go from the higher concentration area (outside casso's head) and into the lower concentration area (brain)
:P
I'm putting together a Saga campaign for my buddies and I'd like a place to be able to bounce ideas off people and discuss the game, etc.
Takes place during the New Sith Empire era, around 1500 BBY
I chose that period specifically because it's sort of an "in-between" era of Star Wars, where there are no major NPCs of note present and I can basically make up whoever I want. No NPC gets "plot invincibility" and the PCs can be the real heroes of the era.
It is a time when the Sith Empire is all-powerful, and the Republic barely exists, struggling to hold on to the Core worlds. The Jedi Order is all that stands between the Republic and oblivion, with one of the Jedi Masters actually currently serving as Chancellor of the Republic.
But the Empire is an Empire in name only. In reality, the various Sith Lords treat their individual domains as their own personal fiefdoms. If the Galactic Empire of Palpatine could be compared to fascism, the Sith Empire of this era can be compared to fuedalism.
The Sith Lords fight amongst each other as much as they do the Republic and the Jedi, if not more so.
In this dark time and dangerous age, the galaxy needs heroes, and that's where the PCs come in.
Here's one of the big villains of the campaign, the Grand Inquisitor of the Sith:
Grand Inquisitor
Medium Human Noble 7/Sith Apprentice 6/Sith Lord 5
Destiny 4; Force 5; Dark Side 19
Init +21; Senses Use the Force +16 (can use instead of Perception)
Languages (Can understand and write. Incapable of speech) Basic, Bothese, Dosh, Durese, High Galactic, Huttese, Ryl, Sith
Defenses Ref 33 (Flat-footed 31), Fort 30, Will 35
hp 146; Threshold 35
Immune fear effects, atmospheric and inhaled poison hazards
Speed 6 squares
Melee by weapon +15
Ranged by weapon +18
Base Atk +16; Grp +18
Special Actions Temptation
Force Powers Known (Use the Force +16): Farseeing, Force Disasm, Force Grip, Force Lightning (6), Force Slam, Force Stun, Force Thrust, Mind Trick (5), Move Object, Negate Energy (6), Rebuke (6), can take 10 on Use the Force checks for Force Lightning and Mind Trick
Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Force Power Mastery (Mind Trick), Force Power Mastery (Force Lightning)
Abilities Str 8, Dex 14, Con 8, Int 17, Wis 19, Cha 14
Talents Force Perception, Gauge Force Potential, Equilibrium, Force Recovery, Force Focus, Force Deception, Dark Healing, Improved Dark Healing, Swift Power, Visions
Feats Force Sensitive, Force Training (5), Improved Damage Threshold, Linguist, Skill Focus (Gather Information), Skill Focus (Initiative), Skill Focus (Use the Force), Weapon Proficiency (Lightsabers, Pistols, Simple Weapons)
Skills Gather Information +21, Initiative +21, Knowledge (Galactic Lore) +17, Knowledge (Life Sciences) +17, Knowledge (Physical Sciences) +17, Knowledge (Social Sciences) +17, Knowledge (Tactics) +17, Knowledge (Technology) +17, Treat Injury +18, Use the Force +16 (may substite for Deception or Perception checks)
Possesions Sith Inquisitor robes, breathing apparatus, cybernetic prosthetics (5, arms, legs, various vital organs)
Life Support If the Grand Inquisitor's breathing apparatus is removed or destroyed, he immediately begins to suffocate.
Sorry to be so few and far between on the IC posts... I was on a little vacation and didn't do much in the way of internetting.
I'll be back to my normal compulsive IC posting starting on Monday. :P
Possibly not.
I don't really have a good sense for how many rounds combat tends to take in Saga, especially at high levels.
Using D&D as a guideline, I assumed combat can take anywhere from 5-10 rounds at high level, so having a lot of Force Lightning and Mind Trick (his two signature powers) seemed to make a lot of sense.
I was thinking of dropping one of the Force Trainings for something else, probably Strong in the Force.
Additionally, I just realized that Force Power Mastery (Force Lightning) is actually useless, since you don't make a Use the Force check to use Force Lightning, you make an attack roll.
Nonetheless, posting NPC stats here is helpful and I appreciate the criticism.
- In a combat situation, what are his tactics? This looks like the sort of character that might not even use weapons, but rely on things like Dun Moch and Mind Trick to demoralize and upset his opponents, while negating their attacks with rebuke and negate energy. You could maybe stand to prepare a few more force stuns, considering that one of the strong points of the dark side is the ability to send opponents down the condition track, and this would be adding to that.
- How many opponents at a time should he be able to handle?
- How much support is he going to have from other npcs in an encounter and what will they be doing?
- Are your social encounters going to have the same kind of rules for force powers that combat powers do? This is especially important for Mind Trick because it is such a useful skill outside of combat.
Also, remember the penalties he will take for having so many prostheses. Not saying you didn't, I just didn't take the time to do the math on this one.
All excellent points.
Yeah, I accounted for the prosthetics. Every prosthetic gives a -1, to a max of -5, on Use the Force, which I accounted for.
The way the character is designed, he doesn't really use weapons. His primary attacks are Force Lightning, Dun Moch, Dark Healing, and Mind Trick. Preparing more Force Stuns in lieu of Mind Tricks seems like a good bet.
Also, upon further checking, Force Lightning does use Use the Force, so having Force Power Mastery for it does make more sense.
I think I'm going to drop a Force Training or two, because really, a lot of those powers he just doesn't need and won't really use.
I might change Force Power Mastery (Mind Trick) to Force Power Mastery (Force Stun), since it fits better with the concept I had imagined (overwhelming his target's mind with a mental assault).
Mind Trick is still an important part of the character, though, so I'll still be keeping a couple prepared.
I might drop some of the TK stuff he'll never use, like Force Slam.
On the other hand, for a terrifying Sith Lord, being able to hit someone with Fear once a round is cool (but don't be surprised if your players get really annoyed when you remove them from combat for ten rounds.) On the other hand, if the characters will encounter this guy at level 18 or higher, then Mind Trick might be completely useless (Since the Fear doesn't effect => level enemies, and your guy isn't going to benefit much from a feint since he uses the Force instead of attacks in combat.)
Also, that picture is pretty badass.
The picture is a photoshopped composite of a bunch of different pictures I found online. I'm pretty proud of it.
The players are supposed to encounter the Grand Inquisitor periodically in an "oh shit!" kind of way, which is why he has stuff that doesn't kill outright (for example, slapping them with Fear).
The idea behind the Grand Inquisitor is that he's delved so deeply into the Dark Side, used it so heavily, that it has literally rotted his body away and he's now barely alive. Underneath his robes, he's actually a fragile assortment of cybernetics keeping what little organic parts he has left alive.
The Inquisitor can't even speak anymore. Instead, he communicates using the Telepathy function of Use the Force (meaning he communicates often in single-word mental commands).
The image I have in my head is of this fragile, almost wraith-like figure of pure terror, who does not speak and barely moves, and yet is incredibly destructive and evil, who just drifts along oblivious to the plots and whims of the other Sith Lords, concerning himself only with rooting out Force Heresy and destroying it.
Spending force points along with checks/powers makes it easier to deal with the situation (this is something I carried over from the RCR version) but the "Dun Moch" it is using makes spending force points a sticky situation.
Dark side clouds everything, yadda yadda.
edit: it is a dark side spirit, but as of right now it appears to be real to Casso.
succumb to the dark side
feel it's power coursing through your veins, can you feel it, power the Jedi will never have!
What's up with that?!
Tiny Object Jedi 7/Jedi Knight 3/Sith Apprentice 2/Sith Lord 3
Force Points 7; Dark Side 19; Destiny 0
Init +7; Perception +16
Languages Basic, High Galactic, Sith
–––––––––––––––––––––––––
Defense Reflex: 5 (flat-footed 5); Fortitude: 35; Will: 32
HP: 150; Threshold: 35; DR 20; Break DC: 40
Immune nonliving
–––––––––––––––––––––––––
Speed 0
Base Attack +8, Grp +11
Atk Options
Special Abilities Dark Spirit, Fearless, Temptation
–––––––––––––––––––––––––
Abilities: Str 60, Dex --, Con --, Int 17, Wis 19, Cha 16
Talents: Adept Negotiator, Force Persuasion, Power of the Dark Side, Dark Scourge, Force Deception
Feats: Force Sensitive, Force Training x4, Skill Focus (Use the Force), Strong in the Force
Force Techniques: Force Point Recovery, Force Power Mastery (Force Lightning)
Force Secrets: Quicken Power, Devastating Power
Force Powers: Force Stun, Mind Trick, Negate Energy x2, Rebuke x2, Force Lightning x2
Skills: Deception +15, Initiative +7, Knowledge (Lore) +15, Perception +16, Persuasion +15, Use the Force +20
Dark Spirit: The Holocron may project a Dark Side Spirit. This Spirit is an incorporeal manifestation of Darth Ruin's undying hatred and devotion to the Dark Side, and makes the Holocron's attempts to persuade, deceive, and tempt its targets more convincing... and also allows it to manifest a limited selection of Force Powers. Opponents must make opposed Perception or Use the Force (sense surroundings) checks to realize that the Force Spirit is not a corporeal being. If an opponent expends a force point when trying to percieve the Force Spirit, he gains an additional +5 force bonus to his check. Powers and abilities that affect a target's will defense still affect the Holocron if the Force Spirit is targeted instead.
I decided to treat the Holocron, since it is possessed with the spirit of Darth Ruin, as a sort of hybrid of an object and a character... akin to the way that droids are treated.
Like droids, it is nonliving, and thus does not have a constitution score and has the appropriate immunities. For its hit points, strength, DR, Break DC etc I treated it as a very strong object... Holocrons tend to be made of sturdy exotic stuff, so I figured it was at least as strong as an ultra-high security lock (page 151 in the core rulebook).
The Dark Spirit part... well, I just made that up, basing it somewhat on the RCR stuff I had about Force Spirits and Dark Side Spirits. Feel free to discuss.
For other abilities, talents and feats, I started by building a "Darth Ruin" character that made sense for what little is known about him, and then removed basically everything that wouldn't apply without him having a physical body anymore (like weapon proficiencies, certain skills, talents, feats, and force powers that have a more "physical" nature). I left the class levels there so what he was made of could be apparent.
I left the Force Lightning because... dude... Force Lightning.
Nice grapple stats for a pyramid, though.
Also, random question: how do you suppose Yoda got that Darth Vader action to pop up on Dagobah?