Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Monday, January 2, 2023

#CharacterCreationChallenge - Star Smuggler - Emily Pilot/Gunner

This is an odd choice of rules for #CharacterCreationChallenge, but Star Smuggler is one of my favorite games. It is a solo game where the player takes the role of Duke Springer a roguish merchant ship pilot. The ruleset is super light as it needs to be for solo play, but I've found it has enough meat to handle full parties and several players. It has some of the spirit of Traveller, but not enough to be a replacement for Traveller. 

You can pick up a set of rules for play at Dwarfstar Brainiac. The set will allow you to print and play this game, which is very nice of the authors. Due to the collapse of the company, Dennis Sustare never got paid for this one but still allows Dwarfstar to host the files. 

All characters have 3 stats: Marksmanship, Hand to Hand, and Endurance. The main character Duke, your avatar has one additional statistic, Cunning generated by a 1d6. 

Duke's stats are: 

Marksmanship: 5
Hand to Hand: 6
Endurance: 10
Cunning: 1d6 (2 in this iteration). 

He has a starship, the Antelope with Tech Level 1 guns, a hopper, and he has 1d6x100+150 Secs, the money in this system. He can use starship guns, and smaller hand weapons plus pilot the Antelope and the Hopper. Oddities he lacks are the ability to use heavy weapons (depending on the players reading of the rules) cannot drive a land vehicle and can't fix his own stuff. 

I invented Emily as a Duke analog, with a different loadout. She can use all of the same weapons and equipment as Duke, but can also drive land vehicles. She does not come with a starship, hopper, or anything else Duke receives at the start. As a consequence, she can roll for her equipment's Tech Levels and receives 2d6x100 Secs. to start. Her stats are generated as follows with results in parentheses: 

Marksmanship: 1d6+2 (8)
Hand to Hand: 1d6-1 (4)
Endurance: 1d6+2 (7)
Cunning: 3

Only her Cunning is locked in at 3, everything else is randomly generated. Where Duke is excellent in melee, she is better at Marksmanship. And by a lot. No other character receives a +2 to any stat, so she is dangerous with guns. 

As you can see from the drawing, she's had more than a few iterations. 



Sunday, January 1, 2023

#CharacterCreationChallenge - Rules Old School Essentials - Magarven the Mad (Drow, 9th level)

Since I have gone all in on Old School Essentials, I decided to start with a long-time AD&D character that I converted to OSE. His name is Magarven and he is a 9th-level Drow. I think I have uploaded an image of his stats, but I have adjusted them to be more in line with my current campaign. 


As you can see, I am using their character sheet rather than my old AD&D sheet. They have 4 flavors of sheets, ascending AC and descending AC, encumbrance by item, and so on. 

You can download the full PDF for Magarven here. This opens in a new window so you can read this post and the character's stats at the same time. 

Although Magarven is a Drow limited to 10th level, and this version is only 9th level, he is my campaign's Thanos-level threat. He is super smart but lacks matching wisdom. This leads him to believe he has god-like capabilities. And sometimes he does. This causes him a lot of problems. 

I have a strange campaign setting. The key thing you need to know is our world collapsed and the world of fantasy took over. Everything that has happened in our world is the campaign world's distant past. 

Magarven was an atypical Drow, he craves attention in the extreme. He has a massive ego and likes to feed it. He comes up with grandiose stunts and promotes himself heavily, such as the Polyandrion incident. He has written a couple of books and made a few famous discoveries such as the Tribe of Minwan and the House of the Folly. He wants people to believe that he is a great inventor, explorer, and thinker. And, he sort of is. 

He is currently under the sanction of Lolth for some of his past exploits. Before I detail the sanctions, let me tell you how he got her attention. 

Magarven climbed as high as he could adventuring before he decided the world was not big enough for his ego and everyone else's. Using his access to the Commune spell, he contrived a way to locate a ring of wishes and a Deck of Many Things. Using this one spell, he was able to manipulate the Deck so he received the Vizier card followed by the Moon card. He used a wish to reset the deck so he could do this several times. He was after information more than wishes, although the wishes helped. 

Manipulating such powerful forces drew Lolth's attention. She was curious as to how and why one of her supplicants used 4 wishes in a row. For a moment, she could not find him which was worrying. When she did locate him, he had already obtained his objective: The Demon Core.

Long ago, The Demon Core played a part in creating the world as it is now. The Earth of Old fell, in part due to the force of and like The Demon Core. 
One song says:

"They brought The Demon Core, blood hexes, and shells.
"We moved like eidolons hunting, as the skies erupted with hot brass and steel rain.
“Desperation rose within us, fanned by orisons, curses, and automatic fire.
"You tell them we stood.
"But fell before The Demon Core." 

Lolth knew that no mortal should possess such terrible power. Magarven had already plumbed The Demon Core's power and was going to give it to her. All 23 kilotons of nuclear death so he could rise to take her place. There was a brief conflict as Lolth brought all her powers against Magarven, even going so far as to invoke the Weavers of Fate to erase Magarven from existence. 

It was not enough. 

Magarven used all of his knowledge and his remaining wishes to bend reality and keep his fate and existence. He managed to reach an accord with Lolth. 

He would give up all of his naturally bestowed Drow abilities save his infravision, which was greatly weakened. He also gave up the ability to cast several spells like Darkness, Web, and Cause Wounds. All of this was offered to Lolth. 

She cursed him in several ways. First, his ring of wishes was fused to his left hand as punishment. Next, his Deck of Many Things was demagiked and it follows him like a bad penny. This prevents him from obtaining or using a second. Third, she greatly enhanced his drive for self-aggrandizement but also punished him by causing him to lose knowledge just at the moment when he should capitalize on it. There is a 5 in 6 chance of losing a level instead of going up a level. 

To the Fates, he surrendered his ability to wish or see one fulfilled. Not only can't he invoke a wish, but he also is not subject to any other beings' wishes, for good or bad. 

Interestingly, Magarven managed to retain The Demon Core but seemingly lacks the desire to use it. He is now driven to feed his ego rather than cause destruction or subjugate the people of the world or their gods. 

Magarven has a lot of magical equipment, but most of it feeds his vanity and ego. He likes to appear unencumbered, so has a Bag of Holding for all of his gear. Often, his armor and weapons are stuffed in the backpack-shaped Bag of Holding. His sword is named Defender's Boon. It is a +2 weapon which also improves his AC. If he strikes hard enough to kill, he can speak the word "Boon" and the target will fall asleep rather than die. He is not terribly bloodthirsty, but he will occasionally bump people off secretly. Boon allows him a bit of cover to do this. 

He has other quirky items such as two flasks that perform very much like a Bag of Holding for liquids. They hold 36 gallons of water and brandy. He has a Pearl of Wisdom that he doesn't quite trust. His armor is impressive, a suit of Mithril Chainmail and a ring of protection +2 plus the power of Defender's Boon. 

Another quirk is Magarven loves horses and often swaps his horse for a new one, often at a loss. Of late he has taken to research and writing. He even knows some fictional languages like Latin and Esperanto. He is never without a writing instrument and often feeds people for details and tales of distant lands. He considers direct payments disdainful. He is also a great collector of books. 

Magarven is a very interesting anti-villain. He is as dangerous as I need him to be. Physically, he doesn't put on airs, but he is no slouch. However, he doesn't like to fight fair or publically. He will mostly do people in by withholding knowledge or if that is not possible, use magic to wipe them out at a distance. 

Friday, December 30, 2022

A Vance A. Study in OSE NPCs

In the last post about OSE, Vance A. commented that the Old School Essentials had character generators, specifically for NPC, Travelers, and so on. He didn't know how the distribution went, so I took a shot to figure it out. 

Before I dive into that, I would like to take a moment to thank Vance and anyone else who took the time to comment. I find that comments and shares are far better than a random like or emoji that I get elsewhere. Comments let me in on the mind of the readers and they are a report of the reception of posts I share. I love the comments, thank you very much.  

The best tool seemed to be the Retainer Generator. I set it to 0 percent chance for normal humans and asked it to generate 10d10 characters at 1st and 10d10 3rd level characters. I will repurpose them for my upcoming campaign and other projects, so I didn't burn electrons for nothing. 

I used my NPC breakdown sheet as a tally sheet. 

01-02 Acrobat (5)

03-04 Assassin (7)

05-06 Duergar (4)

06-15   Dwarf (2)

16-25    Fighter (7)

26-30 Half-Elf (3)

31-32    Half-Orc (0)

33-38 Halfling (0)

   39   Knight (7)

40-50 Theif (8)

   51      Svirfneblin (4)

52-73    Magic-User (10)

73-74    Illusionist (4)

75-80    Barbian (3)

   81      Bard (18)

82-92      Cleric (6)

   93  Drow (0)

   94         Druid (10)

95-97 Elf (0)

   98   Gnome (1)

   99   Paladin (2) 00   Ranger (10)


And you know what I discovered? Random is random. 


I generated 111 characters and this is just not enough to detect anything but the most basic trends. Certain classes and races seem more popular than others. However, judging by the 18 Bards I rolled, I could just be ascribing a personal point of view to a small series of choices. 


It was an interesting experiment in Random.


While this generator was meant for retainers, the resulting characters seem just fine for PCs. I'll be using them for that and more. You can check out all of the OSE generators at this link



Sunday, December 25, 2022

A Missing Bit from Old School Essentials - NPC characters

I noticed a tiny item missing from Old School Essentials: percentages of characters appearing. 

And... it immediately became obvious why this was missing. The original DMG was super weird about it and since OSE has many more character types, the whole thing goes sideways quickly. 

In the DMG, page 175 has a breakdown of an NPC for encounters of all dungeon levels. It lists all of the characters in almost alphabetical order and assigns a chance percentage to each. The table assigns a value of 9 for total party size and of those nine, 2-5 are classed characters. The remaining men are henchmen or men-at-arms. 

So, if one makes a table of characters found in Old School Essentials, you end up with three different tables. The first table would be for the basic rules, the second table would be advanced rules with race as a character class and the third table would be paired back to just the advanced character types, where race is something else. 

I love this quick table so I want one for OSE and I guess that means making one myself. I like it. 

But there is a hitch. The basic rules don't match my DMG because it has races as classes. Looking at the DMG does provide some guidance. It's ordered by class with subclasses appearing next. The table clearly shows that Fighters should be the most numerous characters in a party, followed by Magic Users, Clerics, and finally Thieves. All other classes have a tiny chance of appearing, between 1 and 3% each. 

But I am working with race as a class so there are no subtypes. There are a couple of ways to get a good list. If simply ballpark the numbers, a party should look like this: 

4 Fighters + 2 Magic Users + less than 2 Clerics + 1 Theif. Every other type has a tiny chance of appearing. Hmm, that is rather odd, but I can make it work. 

Instead of using the named class as a grouping, I am going to use my Pure, Square, and Semi models. A pure is someone who uses only uses magic to get stuff done. A Square is just like a Pure, but they use their muscle instead of skills or magic. Semis are someplace in between, using magic to supplement their skills or strength. Restating class as type, I end up with: 

5 Squares + 2 Pures + 2 Semi, all classes/races appear as one of these three classifications. This is interesting because it equates Thieves and Fighters, and separates Clerics from Magic Users from them. It is different but also allows Clerics to meet the standard of a "Fighting-man" while still being magical.  

Basic OSE has Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief.  I would group them like this with the following breakdown: 

5 Squares: Dwarf, Fighter, Halfling, and Theif, 
2 Pure: Magic-User
2 Semi: Cleric, Elf. 

That looks nice. I would order my list like this: 

01-13    Dwarf
13-36    Fighter
36-41    Halfling
42-50    Thief
51-71    Magic-User
72-86    Cleric
87-00    Elf

For Advanced OSE with race as class, we end up with a different list. 

5 Squares: Acrobat, Assassin, Duergar, Dwarf, Fighter, Half-Elf, Half-Orc, Halfling, Knight, Theif, and Svirfneblin.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Drow, Druid, Elf, Gnome, Paladin, and Ranger. 

Before assigning percentages, we'll create the same list with race as the class removed. It's easier to edit that way: 

5 Squares: Acrobat, Assassin, Fighter, Knight, and Theif.
2 Pure: Magic-User, Illusionist,
2 Semi: Barbian, Bard,  Cleric, Druid, Paladin, and Ranger. 

This one breaks down as: 

01-02    Acrobat
03-04    Assassin
05-06    Duergar
06-15    Dwarf
16-25    Fighter
26-30    Half-Elf
31-32    Half-Orc
33-38    Halfling
   39      Knight
40-50    Theif
   51      Svirfneblin
52-73    Magic-User
73-74    Illusionist
75-80    Barbian
   81      Bard
82-92    Cleric
   93      Drow
   94      Druid
95-97    Elf
   98      Gnome
   99      Paladin
   00      Ranger 

This one honors the original DMG list, but weakens both races and healing magic. I really had to mess with the numbers and it needs to be adjusted to specific campaigns. In my campaign, Half-Elfs are the default race while Half-Orcs and Drow are exceedingly rare. Those last two are literally 1 in 10,000 for NPCs. So, could totally monkey with the specific percentages. It's a good starting point for random NPC but bad for pretty much every individual campaign world.

The second list breaks down a little nicer than the first: 

01-08    Acrobat
09-10    Assassin
11-33    Fighter
  34       Knight
35-55   Theif
56-73    Magic-User
74-75    Illusionist
76-77    Barbarian
   78       Bard
79-94    Cleric
95-96    Druid
97-98    Paladin
99-00    Ranger 

And ultimately, I want the second list to generate some characters. So I roll a 2+1 for total of three characters. 77, 58, and 47 

We'll meet these three new characters in my next post. In the meantime, I have put together a couple of downloadable. The documents contain the lists above, plus a blank duplicate so you may enter your own probabilities. The 8.5x11 and A4 are two-column layouts and the A5 is just a single column as a Google doc. If you prefer, I have them in PDF, 8.5x11, A4, and A5

Merry Christmas! I hope you enjoy. 

PS: You can pick up a copy of Old School Essentials CharactersMagicMonsters, and Treasures on DriveThruRPG. 

Wednesday, November 3, 2021

Cepheus Light - Bad*ssed Scholar Character

In my last post, I reviewed Stellagama's Cepheus Light Upgraded. One of the great things about the character generation process is you can take any rolls for characteristics and turn them into a pretty functional character, no matter how bad those rolls are. 

My Scholar has the following stats: 

STR: 7
DEX: 8
END: 8
INT: 9
EDU: 10
SOC: 8 

In the fifth term, I tallied a mark
for the three skills I
was thinking about. 
Those were some great rolls and I would think these stats would have been great for a Scout or some other military type. Since I was merely going in rolled order, this happened to be the Scholar character. I figured I could "save" this character by making them a skill hound, where they had stayed in the business until they had an insane number of skills.

That didn't happen. 

In rolling one of each character type, I came across a quirk where something bad happened to a Scholar character that from a storytelling point of view should not have happened. The Scholar was the only character to suffer a significant injury. He lost an arm. 

Hmm. How does it happen that a Scholar loses an arm but none of the military types have any significant injury? 

That story comes out in the skill generation portion. 

I imagined that all 6 characters would be a part of the same crew on a ship. So the Scholar needed some people skills and every other odd skill that a military guy wouldn't have. 

I lead with carousing as a homeworld skill. In his first term, I gave him Computers and Medicine and he ended up with +2 to benefits. In the next term, he received Medicine 2 and Animals plus a contact. So far so good. In the third term and subsequent rolls, things got rough. He received another rank of Medicine and Science plus the Liaison 1 skill which was great, but then he was kidnapped and escaped. In the process, he lost an arm.  

Then he was kidnapped again. And he gained an enemy, in addition to Investigation. In his fifth term, he picked up a rank in Leadership. 

At this point, he got out of the business. Obviously, he was pushing his luck. 

So, here is where the storytelling merges with the character generation. What does this guy have in common with a merchant and a bunch of ex-military people? That third term spells it out. 

He was researching poisonous animals, breeding them for military purposes when he was kidnapped. The Scholar wanted out, so he allowed himself to be bitten by a poisonous lab animal and played dead. Once all eyes were off him, he shot his own arm off to stop the poison from reaching his brain and heart. When the government agents got to him, he was nearly dead but thanks to their quick actions, he survived and picked a government agent contact. 

Using his fourth term talent of Investigation, he arranged to be kidnapped from the government agents and vanished off the radar of his prior employers, picking up an enemy. 

It's nice when a plan comes together in character generation. 

Thursday, September 9, 2021

Ode-No! to the 10 Page Character Background

A picture shares 1000 words. 

Everyone has had that 10-page character background story show up at the table. I don’t mind, but there are limits. When I go into a campaign, I have less than a 10-page setting outline and there is an excellent chance that I can tag off of a player’s writings and interject some of those things into the game. 

So, I am looking at this whole process of ideation for a completely different reason. At the moment, I have limited access to rule sets and want to make sure I have everything I need to play a campaign. This is a solo venture, I have no players because I don’t know if I have items I need. 


Funny that I don’t know what items I need. 


One of my anonymous readers, whom I shall call “Blackrazor” because his mom did not name him that, gave me a boatload of stuff to get started. The Basic and Expert rule set and dice. Technically, that’s all I need. The links will take you to DriveThruRPG.


Last year, I backed Todd Leback’s Into the Wild. I really want to use that book, too. 


Just before this adventure began, I ordered a hard copy of Rules Cyclopedia, which strongly mirrors what I was trying to do with e1 back in 1980. Between the stuff from Blackrazor, my luck, and ordering habits, I think I have all I need. But I will test that by engaging in some solo play. 


I want 6 adventurers. That gives me an Elf, a Dwarf, a Magic User, a Fighter, and two Clerics. I feel pretty good with this creeping capitalization. Today is a new start, and I am not sure how I was blogging class titles before. So, caps for classes. 


Now, who is the “hero” of this story? The party, all 6 of them. So they need a reason to be together or character background. How many pages does that take? I don't know. Let us see. 


When I rolled these characters, I threw an additional 1d6 for level:


1-3 is first level, 

4-5 is second, and

6 is 3rd level. 


So I have a first-level Elf, Magic-User and Cleric. I have a 2nd level elf and fighter and a 3rd level cleric. I’ve decided that no one has magical equipment at this point, but they do have transportation, which is sometimes better than magical items. 


Why are they together and where?


Let’s start with the young Magic-User. He is really smart and very young, say 16 years old. He is the 9th child of a well-to-do stationer. 


What’s a stationer? It used to be that people came to town on market day and threw their wares out and had people buy off a blanket, wagon, cart, etc. A stationer was a person who sold goods that were not easily transportable or too fragile to handle the weather, therefore they needed an actual shop. Back in the day, the first of these were scribes, they provided goods and were “stationary” by definition. Think of them as the mall’s anchor stores. That definition solidified into the definition of their trade goods, “stationary”. 


As the 9th child of this stationer, I need to tell you a bit about this family. The Magic-User is named Charles, whom everyone calls “Chuckie”. Charles Sr. hates this and wants his son to leave home and name “Chuckie” behind to get a proper education. 


So, we have a bit of the story. Young Chuck is going places. Let’s circle back to Charles Sr. for a moment. He didn’t start out as a bookseller, he was conscripted into the army. After a single campaign, he lucked out and was granted a small but rich plot of land. He got married and had 2 boys with his first wife. His first wife died of the plague. 


When he remarried, he granted his oldest boys the farm while Dad started milling. One of the boys enjoyed farming, while the other was interested in seed stock and seedlings. They tagged off of each other’s skills to become successful. Dad was still doing good work of the land as a miller, which allows his boys to capitalize off of super cheap milling prices. 


Charles Senior’s second wife produced a trio of girls, plus one more son. The son got into cattle ranching, while 2 of the two of the girls married well and the third daughter became a priestess. 


Unfortunately, the second wife died giving birth and poor Charles senior had to remarry again. This time it worked out fine. Chuckie is the youngest of the children, he has two older sisters plus the brood of much older siblings.  


Charles Sr.'s current wife is an illuminator, an artist specializing in books. This was Charles Sr.'s final career change, to stationer. He buys skins and papyrus from his children’s farms or ranches and provides these materials to his daughter’s convent. It's a good deal for all.

Chuckie has a best friend in similar shoes. His name is Avfin, and he aspires to be a Bishop. His dad works for Charles Sr. The two young men will be traveling to a larger town for schooling. 


I am nowhere near 10 pages at this point, so let’s throw Alice into the mix. Alice is an elf who lives at the edge of town. She is friends with Avfin and Chuckie despite being wildly older than them. As if being an elf in a human town isn’t odd enough, she is a free spirit who runs wild all over the surrounding countryside, much to the consternation of her family. Think hippy-chick. 


Her parents have done backflips to make sure she gets in with Avfin and/or Chuckie in the hopes that she will learn to read and wear shoes. When they heard that Avfin and Chuckie were leaving, they encouraged Alice to tag along, as the boys will need someone with animal and wilderness knowledge with them. Hopefully, she’ll grow up on this adventure. Surprisingly, she threw herself into the adventure with gusto despite her parent’s blessing. Alice also stole her mother’s boots and sword, plus her dad’s chainmail suit. 


This is just one page, and I still have 3 more characters to describe: 

Nicholas, a 3rd level cleric,
his second-level fighter bodyguard, Gaelin, 

and a second-level dwarf named Wralin. 


Nicholas is one of Charles Sr.’s war buddies. Army life wasn’t for either of them, but Nick has made his way as a chaplain and researcher for the army. He is currently transporting religious relics and magical writings to a large monastery. Since he was passing through anyway, he agreed to keep an eye on Chuck and his friends on their journey. 


Gaelin, Nick’s bodyguard, doesn't like his job. It takes him away from the glorious, but also a non-existent battlefield. He is thankful to have Chuck, Alice, and Avfin along as the kiddos are happy to gather firewood, start fires and take care of the animals. 


Wralin the Dwarf is unusual. Like all dwarves, he has an eye for construction and mining. But he has a greater passion, horses. He can assess an equine just as well as other dwarves can spot a good diamond. Oddly, he rides a mule named Sneer instead of a horse. Sneer thinks she is a warhorse. She is very comfortable on the battlefield and when dealing with monsters.  


At this point, I have roughly covered more than a dozen different characters. Their backgrounds are pretty cool, and if I went 1 by 1, each character could have one handwritten index card of biographical information. 


So in getting these 6 characters ready, I have a lot of campaign information at my fingertips. 


The kingdom is at peace, but there was a war in the recent past. There are many villages and cities to see, some of which have schools and monasteries. A network of roads and probably caravans exists. The army is forced to do non-combat tasks because the Lord or Lady of the land is doing some sort of recon and resource exploitation. In peacetime, the leadership is getting ready to engage in warfare or negotiate a peace. Humans and demi-humans work together. We’ve mentioned that monsters roam and some characters have encountered them. 


Rather than a 10-page character background, I have a 2-page campaign primer, which includes much of the character backgrounds that I would need as a DM. The players could refine these starting points to make the characters their own. 


So much for the 10-page background. Two is more than sufficient. 

Wednesday, March 3, 2021

Additional Force Feats for my Star Wars Campaign

Based off the new Star Wars movies, the Rebels series and The Mandalorian I have a couple of Force Feats I want to add to my campaign. Strangely, not all of the original force feats displayed by Luke, Leia and Vader are a part of the original WotC Star Wars book. This book was for The Phantom Menace, but oddly didn't include anything from the original 3 movies.

These Feats are more dangerous and useful than the last set I posted. While I spell them out as all being telekinesis in some form or another, they are under the Alter feat. 

Almost all of these are based off the Force Lighting feat, with the DC adjusted for lower levels. 

Telekinesis: 
Telekinesis allows the force user to grab, throw and manipulate items at a distance. Within this group there are 4 feats. 

Grab: 
The force user can grab a loose object and pull it to themselves. This requires one level of force use. At low levels, this is a full round action. At higher levels, it is a move action. The object will end up in their hand or in a desired landing place near them. If two force users are contesting the control of an object, the one with higher die roll wins, no matter the DC requirement or level difference.

This will usually result in a tug of war, where the lower level character has the exact same chance of winning as the higher level character. The primary problem for the lower level character is the higher level character may be able to make more than one attempt per round, the second of which is uncontested. This seriously antagonizes Dark Side characters and they may needless continue the tug of war with the lesser Force user until some other event prevents them from continuing the war. 

Dark Side users gain a Dark Side point each time they repeat this action against another user. 

Use the script, Hayden.
Force User's Level     DC
1-3                              15  (Full Round Action)
4-6                              14  (Full Round Action) 
7-12                            13  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

There is only one modifier to this DC roll, ownership. If the object in question belongs to the character, the DC drops by 2. 

This feat has a cost of 1 vitality per object per round. Characters are limited to one object per 3 levels. 

Examples: Ankin levitating fruit, Luke recovering his saber. 


Lift: 
Sometimes this feat is used as Jedi drinking game.
A force user can lift an item into the air or pin it to the ground. It requires one level of force use and the Grab feat. 

Dark Side users can inflict damage at the same rate as falling a given distance, while Light Side users will tend not damage the item. Like the Grab ability, it has a DC score to succeed against inanimate objects and there is a limit to the number of times they can do this per round. This power only works against inanimate objects. 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Move Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action)

The vitality cost is identical to Grab, one per round per object. There is no upper limit to how many things they may lift except the cost. The cost is based on when the objects are moving, not the fact that they have moved. As a consequence, a force user may lift dozens of objects and hold them stationary for a long time. Gracefully returning the object to a resting place will cost more vitality and have its own required DC roll.  

Examples: Rey vs. the rocks, Luke entertaining Yoda. 

Forceful Impact: 

This power is more aggressive than the last two. The force user violently pushes an object or person either out of their way or into a fixed object for damage. Being lifted into the air or slammed to the ground is one of the Force effects that cannot be contested or counter acted by another Force feat. It requires both the alter Feat and the Lift feat. 

This power does have a number of different uses. First, it can be used to hurl an item at a target or hurl a target into another object. There is a DC roll: 

Force User's Level     DC
4-6                              15  (Full Round Action) 
7-12                            14  (Full Round Action)
13-20                          12  (Move Action)
+21+                           10  (Move Action) 

Dark Side users can inflict falling damage on a victim. A Light Side user will can knock someone down, but generally won't hurt living beings. A victim can resist this damage if they can make a reflect save. If pinned to a surface, the victim must make a Fortitude save in the next round to begin moving again. 

One unusual use of this power is to safely propel a target to a destination, as if they lept the distance. When used against a friendly target, the DC is reduced by one. 

When used against a friendly force user, that person can use Forceful Impact to guide themselves to a perfect landing along their flight path. This is a separate roll and will not modify the other character's DC roll. Failure indicates they land where the other person intended, not their choice of landing spots. 

The cost of this power is two vitality points per round per object or target. If pinning a target, the cost must be paid, successful or not. If the force user is adept enough, they can push back and absorb energy. The cost of this is 4 vitality point per unit of damage absorbed, plus a second DC check for Dissipate energy. If both rolls are successful AND the force user dies, there will be a one round delay in the blast to allow people to escape. 

Examples: Obi Wan in every fight in the Prequels, Kanan saving his friends, Kanan and Ezra escaping various fights. 

HR is not involved with the Imperial
Field Promotion Program.
Clutch: 

Clutch is completely surrounds a target, prevents movement and can cause damage. It may incidentally lift a target from the ground. It requires the Grab feat and 7 levels of force experience. 

Force User's Level     DC
7-12                            15  (Full Round Action)
13-20                          14  (Move Action)
+21+                           13  (Move Action) 

The force user may inflict 1d6 points of damage per round at a cost of 2 vitality per damage die rolled. The user may choose how many damage dice to roll up to their current level. They may be required to do this for multiple rounds for the desired effect if they guess wrong. When used against a living being, the user receives Dark Side Points equal to the damage done. Light Side users will be inclined to use this power against droids or other non-living targets, while Dark Side users will attack anyone with this ability. 

If the force user has both the sense and alter feats, they may subdue a target for as long as desired, with or without inflicting damage so long as they succeed their DC roll. The sense feat also allows the force practitioner the ability to attack targets at vast distances so long as they can sense the target in some way. For example, they could use a camera to view the target or may hear foot steps at the target approaches from behind. 

Examples: Vader's force choke, Luke crushing the Dark Trooper. 

It wasn't a person, so it wasn't that Dark.

Wednesday, February 10, 2021

Additional Force Feats for my Star Wars Campaign

Based off the new Star Wars movies, the Rebels series and The Mandalorian I have a couple of Force Feats I want to add to my campaign. Strangely, not all of the original force feats displayed by Luke, Leia and Vader are a part of the original WotC Star Wars book. This book was for The Phantom Menace, but oddly didn't include anything from the original 3 movies. These are not all that incredibly overpowered feats, I merely want more options for my players. 

From the movies, the Rebel TV series, and the Mandalorian, I created 4 more Sense Feats: Whisper, Audience, Intrusion and Affinity, with examples. None of these powers have a cost. 

Whisper
You can make your thoughts known over a distance, mind to mind. Communication is one way unless two force users have this feat or are somehow related (family or close friends). 
Prerequisites: Sense, Force level 2. 

Benefit: This is silent, mind to mind communication between two characters. It is initiated the force user and the target does not need to respond in anyway. In cases where there is a language barrier, simple thoughts are translated. If a target of this feat is a force user, the communication is two-way. It can be used to form a special link between two force users, like the secret language created by twins, useable over a distance. If the connection is strong, then the location or director of a character can be transmitted. 

Examples: Luke and Leia in The Empire Strikes Back and Grogu and Ahsoka in the Mandalorian. 

Luke calls to Leia

Audience
This force feat allows a force user to present themselves to another person. An image of the one requesting an audience appears in the mind of the other. This can be alarming to the target. If two force users engage in this feat, the effect is two-way. Note, the target and user cannot see where the other is. 

Benefits: The target and the projector can see each other in real time and communicate without threat of contact. The illusion is very complete, perhaps causing the practitioners the fight and quarrel as if they were really there. No damage can be inflicted in this way, however people may damage their own environment. Attempting to discern a hostile target's location is a DC 20 and must be derived from clues.  
Prerequisites: Sense and force level 5.
Examples: Kylo Ren and Rey in The Last Jedi. 

Swinging a lightsaber at an illusion is bad.

Intrusion
A force Intrusion has one of two effects, depending on the number of targets. Against multiple targets, the force user can project an image of themselves great distances. Against a single foe, it can be used to compel them reveal information and tell the truth. 

Benefits: An Intrusion can trick opponents into believing the force user is present or even in their head. With extreme concentration, the person can manipulate small items as if they were really present. When used against a single target, a DC check equal to the targets Wisdom will prevent the target from lying for a single round. The target will know they cannot lie for the round and can try to deflect the conversation. This second type of Intrusion is a dark side power. Most people know this is ineffective as a means of interrogation. 

Examples: Luke appearing on Crait, Kylo's interrogation Rey and Poe. A notable except is Vader, who could use this power but does not. It's easier to choke people. People who are flexible in their morality find deflection of questions easy, while more trusting people have harder time. Compare Han and Poe to Rey. 

Better than being there.

Affinity
Force Affinity can make a victim or group of victims more disposed to leave the user alone or be more friendly. It only works on living creatures, not droids. While not generally a dark side feat, over reliance can have a side effect where the user believes they can charm anyone resulting in instant failure. For example, Kylo and everyone he orders around, Anakin trying to command droids, and the young Obi Wan. 

Benefits: on a DC roll equal to the target's Wisdom, the creature will ignore the force user. On a DC equal to the target's combined Wisdom and Intelligence, the creature will treat the practitioner as a friendly. This will work better on single animals better than intelligent creatures. Pack dynamics can be a hassle for the force user as it could trigger attacks by other members of the pack. Predators are an additional DC 5 because this doesn't change the basic nature of the creature. 

Offering an attractive, different option, choice or making a successful animal handling skill check will provide a longer lasting affinity lasting more than a round. A GM may allow multiple rolls to allow an earnest character to actually befriend the target.  

Attacks on the victim instantly end the affinity. An attack of any kind will cause animals to flee, even if the attack is not on them or even to their benefit. 

Prerequisites: Sense and force level 1. 

Examples: Leia communicating with the Ewoks, Luke trying to calm the Ranor (and failing) and Ezra's ability to commune with every animal. 

This could also be the "Jedi Mind Trick", which seems to make people predisposed to an idea go along with it rather than have a whole new idea. The Stormtroopers were not surprised that those weren't the droids they were looking for, it already happened 80 times that day. Watto on the other hand, had no plan to give stuff away ever, so it couldn't work on him. Luke flat out appeals Bib's greed and desire for praise to turn him to his will. 

Ezra uses this ability on nearly every animal he encounters.

I hope you enjoy these and add them to you game.