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    Star Wars Themed RPG

    Griggle990
    Griggle990
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    Posts : 101 Join date : 2010-12-06

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    Post by Griggle990 Thu Dec 16, 2010 7:20 pm

    Star Wars Themed RPG Star-wars-logo
    Ok I understand that it might be hard or uninteresting to make an RPG out of Star Wars. Plus they are repetitive since most people set their RPGs within the movie universe. But there are so many other time periods within Star Wars that were not explored all that much which enables us to make a fan tie in. I have read some of the comics that date back 5000 years before the battle of Yaven to the start of original KOTOR. Any of those time periods could be fun to explore.

    But my greatest idea for a Star Wars RPG/story, is to make an alternate Star Wars timeline set on the planet Earth.
    Now making an alternate timeline to Star Wars can enable us to be very creative with our story and character creation.

    So please tell me what you think and what you are interested in seeing because I want to do this and I feel that it will be fun to see what happens.
    Kromel
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    Bed Intruder
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    Posts : 203 Join date : 2010-11-27

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    Post by Kromel Thu Dec 16, 2010 7:23 pm

    Sounds like an awesome idea! I thought about maybe doing a Travellers game since it is so in-depth and character generation is insane.

    Griggle990
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    Post by Griggle990 Thu Dec 16, 2010 7:25 pm

    Kromel wrote:Sounds like an awesome idea! I thought about maybe doing a Travellers game since it is so in-depth and character generation is insane.

    Travellers?
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    Post by Griggle990 Thu Dec 16, 2010 7:44 pm

    Ok I looked it up and it is a Sci-fi version of DND. The problem is that we have to look over all of the rules of the game and have a good dungeon master. Plus not many of us have even heard of the game. And it is not Star Wars!
    Kromel
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    Post by Kromel Thu Dec 16, 2010 7:55 pm

    Oh, I know, I was just meaning to point out a Sci-Fi RPG. I think a Star Wars based RPG is awesome.
    ephie
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    Post by ephie Thu Dec 16, 2010 8:14 pm

    I think it would be cool. If you want to take the time out to type everything we'd need up, you cold be GM of your own RPG. Grin
    Griggle990
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    Post by Griggle990 Thu Dec 16, 2010 8:37 pm

    What I am good at doing is setting the story and the mood of the game. The game mechanics will have to be discussed. My idea for the skill system could be based on the original KOTOR stst system where characters spend skill points to skills they want to increase, instead of a random dice throw. The you can spend ability point on jedi abilities like force push. But you can only obtain dark jedi abilities if you obtain sith artifacts which can be found at random, or by defeating certain jedi masters who hid sith artifacts from their students.

    But this is only my idea for a game system and it needs allot of work. But as I said before I am not that great of a dungeon master. But I can sure set the focus for the game so the dungeon master can just use the resources given to him so he can create the random battles and where to put the treasures.

    Look all I want now is to know where and when in the Star Wars univers to base the story.
    ephie
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    Post by ephie Thu Dec 16, 2010 8:41 pm

    /me shrugs. The Star Wars universe is cool no matter what. I personally like Pre-Clone War.
    Griggle990
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    Post by Griggle990 Thu Dec 16, 2010 8:55 pm

    ephie wrote:/me shrugs. The Star Wars universe is cool no matter what. I personally like Pre-Clone War.
    You mean eps 1 or in beetween the 2. I was thinking of between eps 3 and 4. Where you are a padawon just about to be promoted to Knight but the empire attacks the Jedi academy and your master goes to fight them but Anikin kills him so you find a secret passageway out.

    Or it could take place during the clone wars and a Jedi Knight who trains more than 1 padawon at a time brings them to the front. The master is using the war to help train his padawons to work as a team and to help turn the tide in a key battle. But yah a problem with this is finding battles to base these characters in, because the clone wars TV shows and the game pretty much showed almost every single battle ever.


    Last edited by Griggle990 on Thu Dec 16, 2010 9:14 pm; edited 3 times in total
    ephie
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    Post by ephie Thu Dec 16, 2010 9:00 pm

    That's cool as well. When I said Pre-CW, I didn't neccesarily mean between episodes, more of just before the CW. Old Republic is nice and shiny too.

    I like that idea of escaping. I'll have to look at some SW time periods when I get home, maybe give you more ideas.
    Griggle990
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    Post by Griggle990 Thu Dec 16, 2010 9:06 pm

    ephie wrote:That's cool as well. When I said Pre-CW, I didn't neccesarily mean between episodes, more of just before the CW. Old Republic is nice and shiny too.

    I like that idea of escaping. I'll have to look at some SW time periods when I get home, maybe give you more ideas.
    Cool, I can't wait to see what you come up with.
    Griggle990
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    Post by Griggle990 Fri Dec 17, 2010 3:56 pm

    One example of a good pre eps 1 era is during the sith war where 2 Jedi turned dark and allied with the mandilorians. So a huge war ensued. So it's a great action packed time with clear enimies. This is also great because it was hardly use in any media besides comics and books.

    If you want to go even further back we can go into the hyperspace war. This takes place 5000 bby and includes a great ship battle at the end between the sith and a young old republic.
    Griggle990
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    Post by Griggle990 Sun Dec 19, 2010 1:04 pm

    Attributes are used to represent the overall mental and physical prowess of your character. Attributes either directly or indirectly affect almost everything your character does, from trying to convince someone you're on their side, to skulking around in enemy territory, to flashy lightsaber duels, and everything in between. There are six attributes: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma.

    Points=30

    Strength=8
    Strength measures physical power. A high Strength adds modifiers to melee damage and chance to hit which is important for characters that use closecombat weapons (Vibroblades, and Lightsabers).

    Dextegrety=8
    Dextegrety measures agility and reflexes. A high Dex adds modifiers to ranged attack rolls (Blasters, and Grenades) and increases a character's Defense rating, making them harder to hit.

    Constitution=8
    Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level-ip. This is important for everyone, but assential for soldiers and Jedi guardians,

    Intellegence=8
    Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills.

    Wisdom=8
    Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Powers of a Jedi with high Wisdom are also much harder to resist.

    Charisma=8
    Charisma represents personality and the ability to lead. A high Charisme adds modifiers to force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.
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    Post by Griggle990 Sun Dec 19, 2010 1:06 pm

    Skills keep track of your character's ability to perform certain, primarily non-combat, tasks. Each skill is tied to an attribute that can apply positive or negative modifiers to the use of the skill. Skills are purchased with skill points earned at every level. Class skills cost one point to raise one level whilst cross-class skills cost two points to be raised one level.

    Skill Points=12

    Computer Use=0
    Computer Use allows characters to "slice" (the Star Wars equivalent of hacking) into computer systems using disposable, single-use devices called computer spikes. For every four points in this skill (including applicable modifiers), the number of spikes required to perform a slicing operation is reduced by one. It's related attribute is Intelligence.

    Demolitions=0
    The Demolitions skill (governed by Intelligence) is a measure of the character's ability to set and disable planted explosives. Mines can have a DC of 15 (low), 20 (medium), or 25 (high) when attempting to set. Disarming attempts add +5 to the DC while mine recovery adds +10.

    Stealth=0
    Tied to Dexterity, Stealth allows the user to utilize stealth field generators and stealth mode. When in stealth mode, enemies must make a successful Awareness check against the user's Stealth skill, otherwise the player remains unseen. While simple tasks do not disrupt Stealth, combat immediately cancels it.

    Awareness=0
    Awareness is tied to Wisdom and reflects the character's ability to detect hidden objects or enemies. A skill check is made either against the DC of a mine or the stealth skill of the enemy. If the check is successful, the object is detected. A penalty of -5 is applied to this skill while running.

    Persuade=0
    Affected by Charisma, Persuade reflects the player character's ability to coerce others into revealing information or performing tasks they might not otherwise carry out. The skill check is compared to a DC dependent on the extremity of the request relative to the player's level. Having at least one level in Persuade opens up persuasion dialogue options.

    Repair=0
    Repair allows characters to fix damaged electronic devices, including droids. Repair acts similarly to Computer Use in that it decreases the number of repair parts required by one for every four skill points total. However, repair also functions like Treat Injury, adding modifiers to the number of vitality points recovered when a droid attempts to repair damage taken.

    Security=0
    The Security skill reflects a character's ability to break electronic locks. Once at least one level in this skill has been attained, the security option becomes available when a locked door or container is selected. Security is related to Wisdom.

    Treat Injury=0
    Wisdom is the related attribute for Treat Injury. This skill modifies the number of vitality points healed when using medical items or healing Force powers. More advanced medpacks add modifiers to this skill, further increasing the amount recovered.
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    Post by Griggle990 Sun Dec 19, 2010 1:16 pm

    Two-Weapon Fighting reduces the penalties incurred for using a double-bladed weapon or for dual-wielding (one weapon in each hand). Normal penalties are -6/-10 (dominant hand/off hand). This feat reduces the penalty to -6/-6. Using a "balanced" weapon with this feat reduces the penalty to -4/-6.

    There are three tiers for this feat allowing the character to become better at dual-wielding and using two-handed weapons.

    Improved Two-Weapon Fighting
    The second-tier feat Improved Two-Weapon Fighting reduces the penalties incurred for using a double-bladed weapon or for dual-wielding even more. This feat reduces the penalty to -4/-4. Using a "balanced" weapon with this feat reduces the penalty to -2/-4.

    Prerequisites:
    Character level 4

    Master Two-Weapon Fighting
    The third-tier of the Two-Weapon Fighting suite, Master Two-Weapon Fighting heavily reduces the penalties incurred for using a double-bladed weapon or dual-wielding. This feat reduces the penalty to -2/-2. Using a "balanced" weapon with this feat reduces the penalty to 0/-2, almost completely removing the penalty.

    Prerequisites:
    Character level 8

    Armor Proficiency allows characters (Wookiees and droids excluded) to don armor of the indicated class or lower. Armor Proficiency has three tiers, each stacking upon the previous. With Armor Proficiency: Light, the character can only wear light armor. With Armor Proficiency: Heavy, however, the character can wear all types of armor (light + medium + heavy).

    Caution provides a +1 skill point bonus to both Demolitions and Stealth.

    Improved Caution
    This feat improves upon the bonus given by Caution. Improved Caution provides a +2 skill point bonus to both Demolitions and Stealth. This replaces the bonus given by Caution.

    Prerequisites:
    Character level 4

    Master Caution
    For the most delicate operations, extreme caution is a must. Master Caution provides a +3 skill point bonus to both Demolitions and Stealth. This replaces the bonus given by Improved Caution.

    Prerequisites:
    Character level 8

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