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==Backgrounds==
==Backgrounds==
*Allies -
*Contacts -
*Influence -
*Resources/Wealth -
*Arsenal -
*Backing -
*Reputation -
*Mentor -
*Panoply -
*Force Potential -


==Feats/Merits==
==Feats/Merits==

Revision as of 22:27, 22 July 2008

Revised System

Certainly at this point nothing here is set in stone, I would go so far as to put it as little more than an idea list. Feel free to make suggestions on new content or adding or changing what is currently uploaded. For the moment I think we need to get ideas out, we can go from there.

Classes

Classes will remain broad and they will determine the cost of purchasing different upgrades at level up, they will also dictate, at least to some level what feats or other advantages are available to you.

  • Jedi - The force sensitive class, this generally constitutes being part of the Jedi Order but there may be exceptions. Force attributes and skills will be heavily favored. To start as this class expect to have the Force Potential background at 3 or higher.
  • Noble - This class is the most socially adept, social based attributes and skills will be favored and background will also probably be cheaper to purchase.
  • Solider - This class is generally a physically inclined class, though not always. This class will also generally encompass leading troops. Expect combat abilities and other physical abilities to be favored.
  • Scoundrel - A broad term for rogue, not necessarily a law breaker but someone who lives to survive. The class that is closest to the jack of all trades, this character can make do with any situation he is thrown into. this class will probably have the most freedom when choosing favored abilities and attributes.
  • Savant - This class is for intellectuals, mental based attributes and abilities will be favored. This class will encompass the universes greatest inventors and scholars. A scoundrel can hotwire a ship, a savant can design and build one.

The Force

The force will be governed by several different factors. First a background that will determine if your character is force sensitive. The characters will also have to buy into optional force attributes which will likely include Control, Sense, and Alter. In addition to that, to become truly skilled with the force they will need to train the 5 force abilities: Telepathy, Telekinesis, Energy, Enhancement, and Healing. (This may become 4 if we combine healing into one of the other abilities, probably enhancement.) The background that determines force sensitivity will also determine the characters maximum force potential, taking the upper levels of this background will open up the force attributes to exceed the normal maximums.

Attributes

My thought here was to use a system similar to what whitewolf already has in place, with 3 categories (Physical, Social, Mental) of attributes. Also there would be 3 optional attributes that govern only the force. I started making a list of the attributes that I thought we should probably use, these are the ones we see most often in other RPGs. I went through and mad ethe attributes I think are the best system in italics, some of the descriptions don't exactly fit, I'll try to explain them better. The general system I got them from is from the new WOD system where each attribute can basically be defined as finesse, power, or resistance. I can explain better in person.

Physical

  • Strength - A strict governing of how strong a character is, it will function more like whitewolf's than a D20 system, so strength wont determine accuracy with melee weapons.
  • Dexterity/Agility - The general measure of how coordinated a person is, this normally measures the accuracy of attacks.
  • Stamina/Constitution/Body - How tough a person is, this is a measure of physical toughness and includes things like endurance and resistance to disease or poison.

Social

  • Charisma/Presence - How likable a character is, this can be used for many social interaction but is not good for persuasion or deception.
  • Appearance/Presence - Done how it is in exalted, this represents not how attractive a character is but how well he pulls off his own appearance. If it works well for him than it is of benefit.
  • Manipulation - Manipulation governs how persuasive a character is as well as how deceitful he can be.
  • Composure - How well your character keeps his cool.

Mental

  • Perception/Intuition/Wisdom - Governs how perceptive a character is, how likely he is to notice something through any of his senses.
  • Intelligence/Logic - How mentally sharp the character is, how good is his memory, how fast does he learn, his IQ.
  • Wits/Reaction - How quick witted the character is, this shows how fast a character can come up with a solution as well as how well he performs under pressure.
  • Resolve - The measure of a persons mental toughness.

Force

  • Alter
  • Control
  • Sense

Abilities/Skills

Active Skills

Knowledges

I liked the idea of doing knowledges like they do in shadowrun. points for knowledges would be separate from other skills (perhaps 2xint) so that people don't feel bad taking completely worthless knowledges. Like it or not things like video game knowledge don't get taken to heavily taken in games like exalted, those points can go someplace more useful.

Backgrounds

  • Allies -
  • Contacts -
  • Influence -
  • Resources/Wealth -
  • Arsenal -
  • Backing -
  • Reputation -
  • Mentor -
  • Panoply -
  • Force Potential -

Feats/Merits

Archived Material

SWC Characters

Active Characters

Wizards of the Coast

Characters

Star Wars Resources