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AbherrantForm

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Created: Apr 28th 01:15

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[Character Creation Data for Star Wars: Echoes of Darkness]

In terms of roleplaying, your class choice determines the general style of character you are playing. Class is an expression of how your character fits into the world, what role they play so to speak. In terms of game mechanics, your class choice determines your starting skills and abilities as well as how many skill and ability points (sp and ap henceforth) you earn each time you level up.

Multiclassing is allowed, but it must (1) be justified in-game by both character actions and attitude (2) make sense (3) be made only in increments of 5, that is to say, you must complete 5 levels in your starting class before you can take another class, then you must take 5 levels in THAT class before you can take a third class. A single character may only have up to three classes. There are no specific penalties to multiclassing.

JEDI CLASSES

Guardian -Starting skills 9, Starting abilities 4, Balanced progression overall with bonuses to combat and leadership.

Consular -Starting skills 7, Starting abilities 5, Force focused progression overall with bonuses to diplomacy and discipline.

Sage -Starting skills 5, Starting abilities 6, Force focused progression with bonuses to knowledge and discipline.

Sentinel -Starting skills 12, Starting abilities 2, Skill focused progression with bonuses to knowledge and combat.

Phantom -Starting skills 14, Starting abilities 0, Skill focused progression with bonuses to diplomacy and utility.

VAGRANT CLASSES

Martialist -Starting skills 10, Starting abilities 3, Skill focused progression with bonuses to combat and discipline.

Justiciar -Starting skills 9, Starting abilities 4, Balanced progression overall with bonuses to combat and diplomacy.

Adept -Starting skills 4, Starting abilities 8, Force focused progression with bonuses to knowledge and discipline.

Seeker -Starting skills 10, Starting abilities 3, Skill focused progression with bonuses to knowledge and utility.

Operative -Starting skills 14, Starting abilities 0, Skill focused progression with bonuses to diplomacy and utility.

SITH CLASSES

Warrior - Starting skills 9, Starting abilities 4, Balanced progression overall with bonuses to combat and leadership.

Marauder - Starting skills 12, Starting abilities 2, Skill focused progression with bonuses to combat and discipline.

Inquisitor -Starting skills 7, Starting abilities 5, Force focused progression with bonuses to diplomacy and knowledge.

Sorcerer - Starting skills 5, Starting abilities 6, Force focused progression with bonuses to knowledge and discipline.

Assassin - Starting skills 14, Starting abilities 0, Skill focused progression with bonuses to utility and combat.

REPUBLIC SOLDIER CLASSES

Assault Trooper -Starting skills 16 with bonuses to combat, leadership and discipline.

Special Ops -Starting skills 16 with bonuses to combat, utility and diplomacy.

Commando -Starting skills 16 with bonuses to combat, utility and leadership.

Myrmidon -Starting skills 16 with bonuses to combat, discipline and leadership.

Rifleman - Starting skills 16 with bonuses to combat, utility and discipline.

Wartech - Starting skills 16 with bonuses to combat, knowledge and utility.

SITH SOLDIER CLASSES

Assailant - Starting skills 16 with bonuses to combat, leadership and discipline.

Infiltrator - Starting skills 16 with bonuses to combat, utility and diplomacy.

Reaver - Starting skills 16 with bonuses to combat, utility and leadership.

Ravager - Starting skills 16 with bonuses to combat, discipline and leadership.

Marksman - Starting skills 16 with bonuses to combat, utility and discipline.

Specialist - Starting skills 16 with bonuses to combat, knowledge and utility.

SPECIAL CLASSES

Spacer - Starting skills 14 with bonuses to diplomacy, utility, and knowledge. Free vehicle skill.

Mercenary - Starting skills 16 with bonuses to combat, leadership, and discipline. Free weapon skill.

Scientist - Starting skills 18 with bonuses to knowledge and utility. Free knowledge skill.

Engineer - Starting skills 18 with bonuses to knowledge and leadership. Free knowledge skill.

Spy - Starting skills 16 with bonuses to utility, knowledge, and diplomacy.

Pilot - Starting skills 12 with bonuses to vehicle, utility, and knowledge. Three free vehicle skills.

Each rank in a skill provides a +2 bonus to rolls pertaining to that skill. EX: A lightsaber rank of 5 would mean that a character receives a +10 for rolls using a lightsaber. Every 5 ranks in a skill, the cost of raising the skill increases by 1. Attribute skills aren't generally used in active ways; they instead provide bonuses to other skills. For instance, Intellect provides +1/2 rank (rounded up) to skill like insight and computers. So an Intellect of rank 5 would grant a +3 to all those skills (on top of the skills' normal bonus). As well, ranks 4,9,14,19, 24 and 29 in any skill grants a perk that pertains to that skill. Perks can take various forms, from unique powers and abilities to roleplaying advantages or special equipment. EX: Reaching unarmed rank 6 could grant a unique ability like Quivering Palm, or maybe the ability to damage droids with unarmed strikes. There is no standard system to Perks; they are meant to be unique and custom to each character. The player and DM both decide what perks are gained. Below are all skills with a little information regarding each one. this system is lightly framed on purpose; we try to stay focused more on the story/lore/action/fun, rather than get bogged down in keeping track of the numbers. that being said, we still use these skills and their values just as much as any rpg; they aren't for show. Sometimes, we will find ourselves in situations where skills may act differently than described below, depending on the context of the moment.

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All characters of course have every one of these attributes naturally, of course, but we don't track them like, say D&D ability scores or similar systems. Instead, if you wish to raise an attribute above normal standards of your species, you must take that attribute as a skill, showing that your character actively and intentionally seeks to elevate said attribute(s) through discipline, practice, training, focus, etc. Implants, equipment, and certain status effects (like those recieved from poison or drugs) can raise or lower attributes, either temporarily or permanently, depending on the situation/intention.

ATTRIBUTE SKILLS

Strength - Usually affects unarmed, melee weapons, shield, medium armor, heavy armor, and very heavy armor.

Endurance - Reduces armor penalty. Also, every five ranks allows a character to ignore an additional tier of exhaustion. Usually affects toughness.

Agility - Usually affects athletics, evasion, stealth, no armor, light armor, forceflow: dash and forceflow: jump.

Dexterity - Usually affects ranged weapons, quickcasting, sleight of hand, and all vehicle skills.

Willpower - Usually affects concentration, meditation, forcewill: resist: all, forcewill: augment: all. Also determines things like drug and torture resistance.

Intellect - Usually affects interrogation, mercantile, academics, computer, electronics, engineering, history, linguistics, medicine, navigation, logistics,

military history, strategy and tactics.

Perception - Usually affects insight, investigation, survival, and awareness. Also used for many other situations.

Charisma - Usually affects deception, intimidation,persuasion, animal handling, command and training.

With vehicle skills, we reached a point where we realized that it simply doesn't make sense for a character who is highly skilled at say, piloting starfighters, to be completely unskilled at any other vehicle type. Surely, a certain amount of expertise and experience with one type of vehicle would carry over to another. So, every 5 ranks in any vehicle skill, a character may choose another vehicle type as a bonus. When a bonus vehicle type is chosen, it still starts at rank 1 as with any newly acquired skill, and must be raised naturally by spending skill points. But for rolls, the bonus vehicle skill in question is regarded as having a rank equal to 1/2 the rank of the character's highest ranked vehicle skill (up to a max final bonus of +10, or rank 5). This bonus also applies to any vehicle skills purchased outright with skill points.

EX: Kai's starpiloting is rank 12. At rank 5, he chose landspeeder as a bonus vehicle skill. At starpiloting rank 10, he chose destroyer as another bonus vehicle skill. Even though he never invested any skill points into landspeeder or destroyer, he would use both of them as if they were rank 6 (1/2 starpiloting rank), meaning he would still get +12 to any landspeeder or destroyer skill rolls.

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EXAMPLE OF AN ACTUAL CHARACTER'S SKILLS

Kai Shin-ji (17th level human jedi guardian)

SKILLS__________ Rank/Bonus/Mods/Final/Effects on skills or abilities

Lightsaber_______8_____+16___+3____+19

Starpiloting______12_____+24________+24

Athletics________5_____ +10___+2___+12

Unarmed________4_____+8_____+3___+11

Strength________5_____+10_________+10____+1/2 rank to unarmed and melee wpns

Willpower_______5 _____+10________+10____+1/2 rank to Forcewill: Resist & Augment: All

Agility__________3_____ +6__________+6____+1/2 rank to No armor, Combat Reflexes, Forceflow: Jump, Forceflow: Dash

Dexterity_______5_____ +10__________+6____ +1/2 rank to unarmed, quickcasting

Endurance______5_____+10__________+6____+1/2 rank reduction to armor weight penalty

No armor_______3_____+6_____+2____+8

Awareness______3_____ +6__________+6

Sleight of Hand__2_____ +4____+2____+6

Quickcasting_____2_____+4____+3____+7

Landspeeder____1(5)__+2(+10)_______+10

Destroyer_______1(5)__+2(+10)_______+10

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VEHICLE SKILLS

Landspeeder

Starfighter

Transport

Freighter

Corvette

Frigate

Destroyer

Cruiser

Capital

Walker

Mech

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DIPLOMACY SKILLS

Deception - Counterfeit, disguise, lie, seduction

Interrogation - Local, regional, streetwise, torture

Intimidation - Coercion, boast, demoralize, threaten

Persuasion - Bribery, charm, flatter, negotiation

Insight - Deduction, sense emotion, sense intention, sense truth/lie ________________________________________________________________________________________________________________________________________

UTILITY SKILLS

Animal Handling - Mount control/training, Beast empathy, Calm creature, Treat creature

Investigation - Search/study area or object

Mercantile - Appraisal, barter, economics

Survival - Camouflage, Cooking, Fishing, Foraging, Hunting, Tracking, Trapping, First Aid

Sleight of Hand - Escape bonds, Fast-draw, Lock picking, Pick pocketing, Weapon Reload, Stow Item.

Stealth - Hide passing, Silent Kill, Silent Running, Silent Subdue

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KNOWLEDGE SKILLS

Academics - Sciences such as Biology, Chemistry, Microbiology, Physics, Mathematics.

Computers - Interfacing with the security, data, and programming of computing systems, including droid UCIs (unit control interface).

Electronics - Maintaining/modifying technology that uses transistors, microchips, and other components that regulate the movement of electrons.

Engineering - Involves the design, building, and modification of engines, machines, and structures. Includes demolition.

History - Artifact lore, Archaeology, Law, Politics

Linguistics - Ancient Languages, Cryptography, Identify language, Lip reading

Medicine - Anatomy, Autopsy, Exotic Medicine, First Aid, Surgery

Navigation - Astronomy, Cartography, Hyperspace Plotting, Inter space Communications

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COMBAT SKILLS

Unarmed - The use of one's body to defend from harm, or inflict it.

Shield - The use of an object to prevent harm, such as with vibroshields or energy shields.

Evasion - Dodging melee or projectiles, avoiding traps, or escaping a grapple.

No armor - Increases evasion, stealth, athletics, meditation, and quickcasting.

Light armor - Small penalty to evasion, stealth, athletics, meditation, and quickcasting. Partial damage resistance.

Medium armor - Mild penalty to evasion, stealth, athletics, meditation, and quickcasting. Decent damage resistance.

Heavy armor - Large penalty to evasion, stealth, athletics, meditation, and quickcasting. Good damage resistance.

Very Heavy armor - High penalty to evasion, stealth, athletics, meditation, and quickcasting. Great damage resistance.

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LEADERSHIP SKILLS

Command - The ability to inspire both confidence and obedience, and to keep track of large numbers of subordinates.

Logistics - The detailed coordination of a complex operation involving many people, facilities, or supplies.

Military History - Knowledge of past (and current) wars, strategies, tactics, factions, events, weapons, vehicles, and traditions.

Strategy - The art of planning and directing overall military operations and movements in a war or battle.

Tactics - The art of disposing armed forces in order of battle and of organizing operations, especially during contact with an enemy.

Training - The ability to instill a discipline, skill, or expertise with the intention of establishing and improving the capabilities others.

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DISCIPLINE SKILLS

Athletics - Acrobatics, climbing, jumping, running, swimming, and stamina.

Awareness - Blindfighting, Hearing, Smell, Taste, Touch, Sense Force state, Sense life force.

Concentration - The ability to maintain focus and intent in spite of eminent danger, harm, or death, especially in regards to using skills/abilities in combat.

Meditation - The art of establishing a state of force-consciousness, in which healing, contemplation, distant communication, or training can occur.

Toughness - Brawling, Damage resistance, Pain resistance, Second wind, Stagger resistance, and Status resistance.

Quickcasting - The speed at which the force can be brought forth effectively, typically in combat.

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WEAPON SKILLS

Pistol

Heavy Pistol

SMG

Shotgun

Rifle

Heavy Rifle

Precision Rifle

Bow

Bowcaster

Wrist Laser

Wrist Rocket

Launcher

Cannon

Knife

Throwing Knife

Sword

Doublesided Sword

Greatsword

Handaxe

Axe

Greataxe

Doublesided Axe

Spear

Staff

Lightsaber

Doublesided Lightsaber

Lightblade

Lightstaff

Lightdagger

After class and starting skills have been chosen, players choose a signature skill for their character. A signature skill is cheaper to rank up at higher levels, and there is an increased "luck factor" in regards to your signature skill. Also, if a natural one or two is rolled using a signature skill, you are able to reroll.

As well, you can select one of your chosen skills to be a background skill. A background skill is considered to start at rank 5, representing your previous experience with said skill. You still must spend all necessary skill points to raise a background skill above rank 5, but until then you will always use the skill as if it were rank 5. Your character's actual background must justify your choice of background skill.

In regards to force abilities, those will be covered on a character to character basis, as there is a good variety of starting abilities available to suit any force user's needs.

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