Star Wars: The Old Republic OOC and Rolecall recruiting 2-3

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Shock » Thu Apr 03, 2014 5:39 pm

A paragraph would be plenty. I just wanna see if it sparks any ideas

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Aerlwyn » Thu Apr 03, 2014 5:40 pm

Might be interested in this one just need to figure out 2e material as ive only learned how 3e works so far and not look to much into 2e.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kirinke » Thu Apr 03, 2014 5:47 pm

kenmadragon wrote:The Dread Masters? We'd get our arses handed to us on a silver platter the second they use Rakatan tech!
Not necessarily.... If we had a good enough team to help us, we could take them. With just the two of us of course, we'd be toast. :twisted:
Last edited by kirinke on Thu Apr 03, 2014 5:48 pm, edited 1 time in total.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kenmadragon » Thu Apr 03, 2014 5:47 pm

Basically, a Jedi Knight named Kyp Afuro returns to Coruscant to turn in some pirates when he meets with the up-and-coming Senator Vargas, who informs Kyp of what appears to be the return of a powerful Dark Lord of the Sith named Vindicus - a Sith who was confirmed dead.

Kyp is later attacked by an assassin on Coruscant and there is only one clue: a spy named Tara Jax who was on Nar Shaddaa at the time. Kyp and his astro-mech droid GZ-M0 find this other Jedi named Valera Duskbringer, and with her journey to this space station from which they would head to Nar Shaddaa. In the station, you find the rag-tag crew of a star freighter named The Crescent Moon. They were just dropping some "cargo" (the Crescent Moon is a smuggling vessel, fyi) at the station and chilling in the cantina when they are spotted by Kyp and Valera.

Kyp recognizes the captain of the ship, Senya Quillian, from her days as a Jedi. Senya left the order to become a smuggler, and they end up in conversation. One thing leads to another and the Crescent Moon is bound for Nar Shaddaa.

On Nar Shaddaa, the unlikely heroes found themselves needing to save Tara Jax from a band of mercenaries out to kill her. As the battle ensues, the group was met with unexpected enemies: two powerful Force adepts. These adepts are soon revealed to be the apprentices of the now renegade Darth Vindicus. The brother and sister pair are Kratos and Scorpia, respectively. Scorpia is revealed as the assassin who had attacked Kyp on Coruscant. The fight eventually leads to a split in the group as the multiple threats are dealt with. Senya and her first mate Azdaon face off against Kratos who leads them into the halls of the bathhouse and towards the hub of the bathhouse' machine-works (kinda). Valera and Kyp face down Scorpia on the outside of the bathhouse and Tara Jax, GZ-M0, and the ace pilot Dean Nightstar engage in a firefight with the hired goons.

The scenes shift focus to Senya and Azdaon who face Kratos, engaging in a deadly battle of lightsabers and force power. Kratos proves incredibly overwhelming when faced individually, requiring the two smugglers to get dirty. Azdaon manages to block the majority of Kratos' blows before severing his hand. Defenseless, Kratos is killed by Darth Vindicus remotely, via a dark side Force technique known as the Death Storm: a technique that allows the user to use the very life-essence of an individual as the fuel for an incredibly powerful explosion of pure dark-side energy, which utterly devastates anything within a certain radius and causes incredibly dangerous fallout - all at the expense of the life of the individual used as the source and trigger, as the individual's death sets off the Death Storm. With the skin of their teeth, Senya and Azdaon manage to disperse the energies before they could build up to detonate, but only manage to contain the explosion. Senya drags Azdaon out and "acquires" a hovercar.

As they pile everyone into the hovercar, they wheel around to find Valera seriously injured by the fight with Scorpia, and Kyp still dueling the assassin. Kyp manages to distract Scorpia long enough for Valera to be brought out of harm's way, but when they finally manage to get the woman away, Scorpia kills Kyp. Kyp falls, dying the heroic death as he bought time for them all to get clear of the collapsing bathhouse. Scorpia realizes the entire plan has gone south and books it. They managed to recover Kyp's body before they got back to the Crescent Moon and escaped the place before the Hutts got their slimy hands on them.

Just leaving atmo, they realize that Tara was a patsy, set up by Vindicus. With no time to get over the revelation, they encounter a formidable Imperial fleet jumping from lightspeed to intercept just outside Nar Shaddaa. The group manages to stall for time in their dogfight until Dean hits the hyperdrive and we skip to lightspeed before the fleet can wheel around to follow.

Ending up on Tython, the group entered a meeting with the Jedi council who then informs the group that Scorpia and Kratos were not really the apprentices of Darth Vindicus: they were the apprentices of Darth Nox last time the Republic had information on them, but they must have changed sides. Azdaon chooses not to mention certain secrets he has - like the vision he had on Nar Shaddaa - though the Crescent Moon's crew is made fully aware of the gravity of the situation.

The chapter ends at Kyp's funeral as he is given his last rites. That was Chapter 1. I need to re-read chapter 2, it's a bit longer.
Last edited by kenmadragon on Thu Apr 03, 2014 5:56 pm, edited 1 time in total.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kenmadragon » Thu Apr 03, 2014 5:48 pm

Aerlwyn wrote:Might be interested in this one just need to figure out 2e material as ive only learned how 3e works so far and not look to much into 2e.
Actually, this game is 3e. Albeit with a few house rules.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kirinke » Thu Apr 03, 2014 5:57 pm

Chapter two is where the fun really begins....

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kenmadragon » Thu Apr 03, 2014 5:59 pm

Yeah. It sorta is. Chapter 1 sets up everything that goes down in chapter 2, where things really get interesting (but that could be a biased statement given that everything interesting that happens focuses upon the Crescent Moon's dynamic duo...)

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Aerlwyn » Thu Apr 03, 2014 6:02 pm

Ah ok did not know that i thought it was 2e :)

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kirinke » Thu Apr 03, 2014 6:03 pm

Heh. Even though Senya hates fate, she's more than carried away with it or by it. So is Azdaon for that matter. It's ironic that his best friend, a dual wielding sith lord is the younger brother (we aren't sure if he's half or not yet) of his Captain, a former sentinel, who still wields dual blades herself.

We still haven't really explored that aspect of the story and how it's going to affect the three of them.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Aerlwyn » Thu Apr 03, 2014 6:09 pm

its pl 8 120pp for characters?

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kenmadragon » Thu Apr 03, 2014 6:11 pm

Yeah. 4SP/PP. And there are certain feat requirements for certain things, as well as having Task's build thread for Star Wars stuff as required skimming.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kirinke » Thu Apr 03, 2014 7:39 pm

Alright, I added 4 points to her Fort save to bring it up to caps and added Force Healing to her array. Given how many times she has used it in the past two adventures, I'd think she'd be proficient enough in it to warrant that. It also reflects how she has let go of her own bitterness and anger and found a rough sort of peace with her past.
Last edited by kirinke on Thu Apr 03, 2014 7:39 pm, edited 1 time in total.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Aerlwyn » Thu Apr 03, 2014 7:39 pm

Image

Backstory
Was choosen to be her clans entrance into the called Great Hunt, Tarro Blood chose to buy out other Mandolarians so as to improve his chances in the Great Hunt. Ksalisa travelled to Tatooine to meet with members of her clan when they needed muscle to move off several native wildlife species and other headaches created by Great Hunt.


Ksalisa Fett- PL 8

Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Close Attack 4, Equipment 12, Favored Environment: Aerial, Improved Critical: R-30017 Aikon Blaster: Blast 5, Improved Initiative, Inventor, Languages 1, Power Attack, Quick Draw, Ranged Attack 5, Skill Mastery: Expertise: Armormech, Skill Mastery: Expertise: Armstech, Skill Mastery: Technology, Takedown, Ultimate Effort: Technology

Skills
Acrobatics 7 (+12), Athletics 4 (+6), Deception 3 (+5), Expertise: Armormech 11 (+12), Expertise: Armstech 11 (+12), Expertise: Mandalorian 7 (+8), Expertise: Tactics 6 (+7), Insight 6 (+8), Intimidation 6 (+8), Investigation 5 (+6), Perception 5 (+7), Persuasion 6 (+8), Sleight of Hand 1 (+6), Stealth 3 (+8), Technology 11 (+12), Treatment 1 (+2), Vehicles 3 (+8)

Powers



Equipment
Jetpack
- Missile: Burst Area Blast 8 (DC 23; Burst Area: 30 feet radius sphere, Homing 6: 6 extra attempts; Unreliable (roll))
AE Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Mandalorian BattleArmor
- Immunity: Immunity 2 (Uncommon Descriptor: Lightsabers; Limited - Half Effect)
- Protection: Protection 6 (+6 Toughness)

Visor Helmet
- Computer: Feature 1
- Senses: Senses 4 (Analytical: Visual, Extended: Visual 1: x10, Tracking: Visual 2: full speed)

Weapons
- MM9 Wrist Rocket: Burst Area Blast 6 (DC 21; Burst Area: 30 feet radius sphere)
AE Dar24 Wrist Laser: Blast 6 (DC 21; Diminished Range)
AE Grappling Hook: Snare 5 (DC 15)
AE R-30017 Aikon Blaster: Blast 5 (DC 20, Advantages: Improved Critical, Quick Draw)
AE Swing Line: Movement 2 (Safe Fall, Swinging)
AE Velocity 7 Dart Shooter: Affliction 5 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Increased Range: ranged, Subtle: subtle)
AE Wrist Blade: Strength-based Damage 2 (DC 19; Accurate: +2)
AE ZX Miniature Flame Projector: Cone Area Blast 6 (DC 21; Cone Area: 60 feet cone)





Offense
Initiative +9
Dar24 Wrist Laser: Blast 6, +10 (DC 21)
Grab, +10 (DC Spec 12)
Grappling Hook: Snare 5, +10 (DC Dog 15)
Missile: Burst Area Blast 8 (DC 23)
MM9 Wrist Rocket: Burst Area Blast 6 (DC 21)
R-30017 Aikon Blaster: Blast 5, +10 (DC 20)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)
Velocity 7 Dart Shooter: Affliction 5, +10 (DC Fort 15)
Wrist Blade: Strength-based Damage 2, +12 (DC 19)
ZX Miniature Flame Projector: Cone Area Blast 6 (DC 21)

Complications
Honor: Lives by the code of Mandalore
Motivation: Patriotism: Is loyal to the world of Mandalore.

Languages
Galatic, Mando

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 54 + Powers 0 + Advantages 31 + Skills 24 (96 ranks) + Defenses 11 = 120
Last edited by Aerlwyn on Mon Apr 21, 2014 1:56 pm, edited 2 times in total.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by Aerlwyn » Thu Apr 03, 2014 7:43 pm

Will work on the back story later today and should have a rough outline.

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Re: Star Wars: The Old Republic OOC and Rolecall recruiting

Post by kenmadragon » Thu Apr 03, 2014 7:45 pm

Ah, forgot to mention: Combat skills are still 2SP/PP.

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