<span class="bbc_u"><strong>THE NUTS &amp; BOLTS</strong></span><br/><br/>This is a campaign path taking place in the Star Wars setting just after the end of the Clones Wars, using the Star Wars SAGA system.  SAGA is a D20 based roleplaying game, and the rules are available at this website:<br/><br/>https://swse.fandom.com/wiki/Star_Wars_Saga_Edition_Wikia<br/><br/>The game is intended to run on a casual basis, but participating characters do need to be introduced in the first session.  Subsequent scenes and roleplaying can be partaken of after the fact on an as-scheduled basis as well as scheduled sessions.  We'll be using Elliquiy for the chat aspects of roleplaying, and if needed, I have a Roll20 server for character sheets, maps, combat, and exploration.<br/><br/>Characters for this story arc are encouraged to be appropriately themed for the Star Wars universe in this time period.  Jedi survivors, Clone deserters, Republic loyalists, and even Underworld criminals are acceptable concepts, so long as the overarching motivation of being on-the-run and desperate to escape Coruscant are universally primary for the characters.<br/><br/>Starting characters will be 6th level, and ability scores will be selected using Planned Generation, at a pool of 28 points.  See this link:<br/><br/>https://swse.fandom.com/wiki/Abilities<br/><br/>From a lore perspective, this also means that while this process is generous, it also limits Jedi characters from starting as full Jedi Knights, starting instead as senior padawan learners.  Non Jedi Force Traditions may have other experiences, depending on their Tradition.  But it is not recommended that these be explored outside of Advanced Concepts, being beyond the realm of most of our player base.<br/><br/>I'll be keeping this announcement open and recruiting for about ten days or so.  Hopefully, within two weeks, I'll know for sure if we have the makings of a solid group.  Post interest and questions here in this thread, or PM me if you have side questions that need addressing.<br/><br/><strong>HOUSE RULES</strong><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><em><br/>Q: What are the starting credits for a character above 1st level?<br/><br/>A: As a very loose guideline, your wealth at any given level should be something like this: (level x [level -1]) x 2,000 credits*</em><br/><br/><br/><span class="bbc_u"><strong>Character Advancement</strong></span><br/>Character Advancement is modified as follows:<br/><ul class="bbc_list"><li>Characters gain a Talent at every level at character level 6 and below.  If the class level would not normally grant a talent (i.e. even class levels), it does grant a talent.</li><li>Characters gain a General Feat at character levels at every odd-numbered level rather than at character levels divisible by 3.  Example:  Feats are gained at levels 1, 3, 5, 7, and so forth.  <br/></li><li>When taking the first level of a Heroic Class, characters do not need to qualify for a Bonus Feat in order to gain that feat</li><li>When multiclassing and taking the first level of a new Heroic class, characters may add Skill Training to the list of potential Bonus Feats (from which they may select one as normal)</li></ul><br/><span class="bbc_u"><strong>Force Grip</strong></span><br/>The restriction on using only a Swift Action applies only to the turn immediately after a Force Grip is initiated.  If the power is maintained, the subject continues to take damage as described but may act freely.<br/><br/><br/><span class="bbc_u"><strong>Force Haze</strong></span><br/>The duration of the Force Haze effect is increased to one scene or one hour.<br/><br/><br/><span class="bbc_u"><strong>Surge</strong></span><br/>You gain a Jump Speed equal to your modified Speed and do not have to make Jump checks in order to jump.  If you are required to make a Jump check for some other reason, you retain the usual bonus.  If you intentionally jump down from a height, you may reduce your falling distance by an amount equal to your Jump Speed (rather than using a Jump skill check) - if you take no damage, you land on your feet.<br/><br/><strong>Special:</strong> You may maintain the Surge power from round to round.  Maintaining the power is a Swift Action, and you must make a new Use the Force check each round.<br/><br/><span class="bbc_u"><strong><br/><em>Force Training/Force Regimen Mastery</em></strong></span><br/>The Force Regimen Mastery Feat is removed from play, supplanted by the following ruling:<br/><br/>The Force Training Feat functions exactly like the Force Regimen Mastery Feat; in addition to its normal benefits for learning Force Powers, each time the feat is taken, you learn a number of Force Regimens equal to 1 + your Wisdom modifier (Minimum 1). [/i]<br/><br/>In essence I rolled the two feats into one.<br/><br/><br/><span class="bbc_u"><strong>House Rules: Jet Pack</strong></span><em><br/>Out of combat conditions, Jet Packs do not have limited charges - they are capable of sustained flight similar to a Droid' flying locomotion.  The number of charges is recorded and used only for Combat Rounds and Equipment stunts that draw upon fuel charges for the pack.</em><br/><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>