Greymane
2017-04-20, 12:51 PM
So I'm looking to be joining a game, where the players are Sith from the Galactic Civil War during the Old Republic times, and due to some experimental mishap, end up in 1~ ABY with only a ship and small crew compliment to their name.
That aside, I'm actually looking for build advice. I'm really new to the system, and I'm not sure what some of the better options are as of yet, and I don't want to be a drain on the party.
Conceptually, I'd like to build someone that plays like Exar Kun was described as fighting- A Niman specialist who uses the style and force abilities to be a varied and unpredictable duelist. But I'm unsure if I can do that effectively in this system, so some advice here would be welcome. If he can also politic and do the party face game, all the better, but since I wanted to go with a Sith Pureblood (homebrew by GM. I'll post it below) for the race, that might be hard.
Sorry if I'm not coming with a lot of crunch, but aside from picking the Niman specialization and calling it good, I don't know where to go.
Experience: Standard + Enhance, Move, and Sense basic force powers for free. +350XP after character creation; +40XP for force powers
Wealth: 35000 Credits. Attachments may have up to half, rounded up, of their mods at the start of the game. Only generic equipment. Can't purchase vehicles, droids must meet with approval from the GM.
Brawn 2
Agility 2
Intellect 2
Cunning 2
Willpower 3
Presence 1
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Special Abilities: Sith Purebloods begin the game with one rank in either Melee or Knowledge (Lore). They still may not train Melee or Knowledge (Lore) above Rank 2 during character creation.
Favoured by the Dark Side: Whenever the Game Master flips a Destiny Point to upgrade the difficulty of a check the Sith Pureblood is attempting the Sith Pureblood may suffer 1 Strain to add a single additional Boost Die to the check. In the same way the Sith Pureblood may suffer 1 Strain to add a Setback Die to a check he or she is opposing, if the Game Master flipped a Destiny Point to upgrade the check.
•Defense boni from multiple Defensive/Deflection weapon qualities do not stack with each other, but do stack armour or cover and any talent that adds to, but does not set, defenses.
•Talisman of Iron Fists only apply their effects if the wearer is not wearing any armour that has a defense and/or soak value.
•Capital ship weapons work like minion groups as suggested in the rules, but groups of the same weapon that are larger than six are equally split into smaller groups that bring the number of the largest group (if the number of weapons is uneven)/all groups below seven. (For example, a Star Destroyer with ten starboard turbolasers would fire them as two minion groups of five lasers, and therefore as two weapons with an effective skill of 4) If players take control of a weapon group they instead gain a boost die for each weapon after the first in the group.
•Players may (and should) purchase a custom grip for their starting lightsaber as described in the lightsaber crafting rules from Endless Vigil. Standard and Precision grips may spend four advantages or one triumph for custom abilities, the other grips three advantages. Players may also 'purchase' an additional triumph or four advantages in exchange for me applying one despair or four threats (which I will try to make debilitating but not character ruining).
I'm not expecting a full build, but even being pointed in the right direction on where to look would be great. I'm just very unfamiliar with the system at this time.
That aside, I'm actually looking for build advice. I'm really new to the system, and I'm not sure what some of the better options are as of yet, and I don't want to be a drain on the party.
Conceptually, I'd like to build someone that plays like Exar Kun was described as fighting- A Niman specialist who uses the style and force abilities to be a varied and unpredictable duelist. But I'm unsure if I can do that effectively in this system, so some advice here would be welcome. If he can also politic and do the party face game, all the better, but since I wanted to go with a Sith Pureblood (homebrew by GM. I'll post it below) for the race, that might be hard.
Sorry if I'm not coming with a lot of crunch, but aside from picking the Niman specialization and calling it good, I don't know where to go.
Experience: Standard + Enhance, Move, and Sense basic force powers for free. +350XP after character creation; +40XP for force powers
Wealth: 35000 Credits. Attachments may have up to half, rounded up, of their mods at the start of the game. Only generic equipment. Can't purchase vehicles, droids must meet with approval from the GM.
Brawn 2
Agility 2
Intellect 2
Cunning 2
Willpower 3
Presence 1
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Special Abilities: Sith Purebloods begin the game with one rank in either Melee or Knowledge (Lore). They still may not train Melee or Knowledge (Lore) above Rank 2 during character creation.
Favoured by the Dark Side: Whenever the Game Master flips a Destiny Point to upgrade the difficulty of a check the Sith Pureblood is attempting the Sith Pureblood may suffer 1 Strain to add a single additional Boost Die to the check. In the same way the Sith Pureblood may suffer 1 Strain to add a Setback Die to a check he or she is opposing, if the Game Master flipped a Destiny Point to upgrade the check.
•Defense boni from multiple Defensive/Deflection weapon qualities do not stack with each other, but do stack armour or cover and any talent that adds to, but does not set, defenses.
•Talisman of Iron Fists only apply their effects if the wearer is not wearing any armour that has a defense and/or soak value.
•Capital ship weapons work like minion groups as suggested in the rules, but groups of the same weapon that are larger than six are equally split into smaller groups that bring the number of the largest group (if the number of weapons is uneven)/all groups below seven. (For example, a Star Destroyer with ten starboard turbolasers would fire them as two minion groups of five lasers, and therefore as two weapons with an effective skill of 4) If players take control of a weapon group they instead gain a boost die for each weapon after the first in the group.
•Players may (and should) purchase a custom grip for their starting lightsaber as described in the lightsaber crafting rules from Endless Vigil. Standard and Precision grips may spend four advantages or one triumph for custom abilities, the other grips three advantages. Players may also 'purchase' an additional triumph or four advantages in exchange for me applying one despair or four threats (which I will try to make debilitating but not character ruining).
I'm not expecting a full build, but even being pointed in the right direction on where to look would be great. I'm just very unfamiliar with the system at this time.