Avatar of Gisk

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

New stuff looks good, Machine. I keep getting reminded that I need to add stuff to my own CS, but I never remember when I've got the time/energy/computer to do it.

About the system as it's worked so far: We'll keep testing as is. I know David has two points on Pim, but he seemed to shoot him down pretty fast. Maybe I just got lucky.

~~~

David followed the ship down, keeping a distance, but confident it wouldn't continue to fight. At least not in the air. He still sensed malice and aggression from the pilot, and knew he couldn't meet it with his own.

The stricken vessel landed in an open tundra, and an unlikely creature stepped down from it. David had never seen a Gungan, and didn't know the word for it. The alien looked amphibious, and David wondered how he handled the cold. If he was a Force sensitive, David supposed, he might be able to warm himself.

David landed some distance away and hopped out of his ship as well. He was still wearing his space suit, though he removed the helmet and let the cold air whip at his face. He had his lightsaber already in his hand, and he ignited it moments after touching down on the ground, already walking toward the Gungan. The light flurry of snowflakes evaporated on the green blade.

Anger was the second step to the Dark Side, and David kept his reigned in, but couldn't help the remnants of fear. This creature had laid in wait at his home to ambush him. Were his apprentices untouched? Had he already visited the surface? His anger flared as he got in striking distance. He didn't wait for the creature to speak, he struck out.

David: 5, 4, 1, 2, 5 = 17 Pim = 5, 3, 3, 5, 3 = 19

((I used his vibroblade skill, I assume that's what he's fighting with. He has a winning roll with whatever he reacts with.))
The warning light cut out, and David pulled up to skim the atmosphere, glancing between his instrument panel and the space above him through his cockpit. There was a warning light, but it was a heat alert from the upper atmosphere's friction on his deflector shields.

He found the attacker and pulled up sharply, putting extra into the turn to compensate for the atmosphere drag on his tail end.

He could escape into the atmosphere, but there was no guarantee he wouldn't be followed. Better to fight it out up here, with that escape route remaining handy.

He put the ship in his sights and fired with his blasters. His ship didn't have torpedoes. It was a fighter, but he didn't keep it equipped for combat.

As he pulled on the triggers he murmured, "The Force is strong..."
David had a bad feeling while he was still in hyperspace, and as his fighter exited in Ilum's orbit, he already had his eye on his weapons scanner. It was blinking.

Without looking to see where the torpedo came from, he turned his controls into a twirling dive down toward the planet.

((So we'd roll their piloting against each other. For ships, we'll use the same damage scale. If the aggressor's roll is higher he hits and deals damage by the excess of the roll. Roll this one normally, we'll doctor a future roll to put them on the planet's surface if we need to.))
It'd be under piloting, even though he's firing a long range weapon. Because it's the technical skill of operating the star fighter that is important here.
A mock battle sounds like an excellent idea. I'm not at home at the moment, though. Feel free to post here, and I can reply from my phone if you don't mind rolling for me as well as yourself. Just set a basic scene, the confrontation already started.

As for healing: it'll be a difficulty check based on how much damage they accrued. I'll try to test it out during our battle. I think I'll divide the roll by three, see how that works.
No need to put intuition in Force skills. It is implied in Force sensitive characters.
@MachineSoul

Okay, some issues.

1) Discovering active telekenetic powers through the Force on your own is a no-go. That'll need removing.

2) The Jedi Order is currently unknown. It's just an old myth, legend. Those who exist right now have not made themselves known. So the way he comes by them doesn't make sense.

3) On that note, the timeline is bad, too. You don't specify, but you strongly imply that he was still somewhere in childhood when he was turned over, but he's 24 now. That's too long of a time. This is my fault, I never mentioned how long anyone could have trained for. For that record, we'll say David has been actively seeking apprentices for about five years.

4) This isn't the Clone Wars or the Old Republic era. The Jedi aren't military and they don't wear armor.

5) While you're free to specify your character's fighting style, having separate skills for separate saber styles is not necessary. Just put a skill for lightsaber combat.

6) Even with that unnecessary extra skill, I think you're actually one point short on skills.
I did not receive it, sorry. Send again if you can, I hope you saved it.

There's no need to redo, just add in the stat section.
Name: David Starsea
Species: Human, Corellian
Age: 42

Bio: David's father, Brom, owns the Starsea shipyards, an orbital base above Corellia. His company does not manufacture many ships itself, merely rents out the floating platforms to do so. David grew up in moderate wealth, and fancied himself a hotshot pilot. And it was true, he had quite a talent for it, one nurtured in a small shuttle, almost a toy, that he flew around the shipyards as a child.
When still a young man, he was on the surface of the planet, and found himself drawn into a junk trader's shack. The place was dirty, and David had the technical knowhow to spot that most of what he owned truly could be called junk. But he found a cylinder, long enough to be held with both hands, and was oddly fascinated by it. He bought it, meaning to find out what it was through whatever means he need to employ. He was scheming its dismantling(even imagining it with precognitive accuracy) when he almost ran into Oberon Markel. The two were friends quickly, and Master and Apprentice not long after that. The rest, as they say, is history.

Now, Oberon is gone, and Jedi Master Starsea seeks with great fervor the rebuilding of the Jedi Order.

He used money from his father's company to set up a base on Ilum, which has the advantage of being uncharted even in this day and age, and findable only by a Force sensitive.

Stats and Skills

Dexterity: 2

Perception: 2

Strength: 3
Lightsaber: 5

Technical: 5
Piloting: 7

Force: 3
Farseeing: 4
Telekinesis: 4
Healing: 4

His stats are gong to act as a sample. Please note that I will be adding two extra skill points onto him(and TheUnknowable's Sith Lord character will have two extra as well) to set him apart from his apprentices, but at the moment he has the same number of stats that any other character can be given.

I raised the highest stat level to five, I realized that three was really low. So here's a breakdown to help with understanding, in case anyone needs it.

He has 1 base in all stats, with 11 extra spread around them. For a total of 16 points in stats.

Skills are added as I see fit, I make the skills up myself, there isn't a list we are pulling from. There are seven points to give, and you add the points onto their base stat. So I put two points into piloting, its base stat is Technical which has five already, giving me seven. He's a prodigious pilot.

In the Force section, every power has its own skill. We're not counting the passive precognition that gives all Jedi their reflexes, nor their general sense of the Force. We only need to add active powers that they hone. Remember that even if you don't add a Force power, that doesn't mean they can't use it. You'll just roll their base Force stat when your character makes an attempt. If they are strong enough in the Force, they will be able to use many abilities quite easily.
I'm aware of all of these things, this is ignoring both old EU and new canon. I thought I'd said that already, but maybe not.

If anyone has dice experience, feel free to comment on its viability, but here's the system as I have it now:

Stats are ranked by how many d6(six sided dice) you roll for it. Every stat has at least one d6, and you have 11 addition to divy out. None can be higher than five .

Dexterity(includes ranged combat, tricky tasks, and sleight of hand)
Perception(includes finding hidden things, stealth, and social interactions)
Strength(all close combat fighting, as well as any feat of strength)
Technical(piloting, as well as mechanical skills and other knowledge based tasks)
Force(includes any and all force based powers. Individual powers will be skills).

Skills are subsets of stats. Anything is a skill, there’s no limit to what you can decide your character is good at. You have 7 points to assign, so you could do seven skills at one point each, or you could be particularly good at a few skills.
Your skill level is those points added onto your stat. So if you had a Strength of 3 and added 2 points to lightsaber skill, you'd have 5, and would roll 5d6, or five six sided dice, in lightsaber combat.

Your stats will stay the same, but your skills will increase in a few ways.

Anytime you roll for a skill, you already have, you’ll gain experience with it. A failure will be 2 exp, and a success will be 1. The amount of exp you need is equal to the current level of the skill times 10.
Another character who has a skill that you don't can take the time to teach you. They’ll roll with their skill to determine if they manage to educate you.
If you attempt the same task you don’t currently have a skill for five times, you’ll get one point into it, and you can start leveling it normally.

Tasks

I’m not going to make you roll for everything, but for some failable tasks, a GM will assign a difficulty rating, which will just be the number for you to beat with your roll. A GM will make the roll for you, rolling a number of d6 equal to the relevant skill. If you don't have the skill, you'll use the stat instead.

Very Easy: 5 (Pulling your lightsaber to you from the ground below where you're hanging in the ice)
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 25
Heroic: 30 (Lifting an X-Wing fighter out of a swamp)

Doing two(or more!) things at once: You can make as many actions as you want in a post, but here's the catch. For every extra action you take, all actions lose a die in the roll. So, if you take two actions both rolls lose a die. If you take three, each one loses two dice. Etc etc.

Combat

If rolls tie in combat, there is no effect. The winner of the roll is the one who has the higher number. Throughout a fight, the “excess” is added up, to give the result. So, if two are fighting with a saber, and we get a 14 against a 19, the first player is(by the chart below) “wounded.”(five points over). The players will write exactly what this entails in their prose. Even at this point, they are able to keep fighting. The damage accumulates throughout an instance, and when you reach “Incapacitated” you cannot continue the fight. At that point, it’s down to your comrades to save you, or your opponent to show mercy. It’s possible to be overwhelmed immediately, and for the wound to kill you in one go(for instance, if you’re already at 8 damage, and your opponent deals an additional 8 you’ll be killed).

0-3 Minor Wound
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed
© 2007-2026
BBCode Cheatsheet