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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Mon Dec 28, 2009 4:39 pm 
Dark Lord of the Sith
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Well who all will be there other than Will and me on Wed?


Last edited by jonnyb815 on Mon Dec 28, 2009 4:48 pm, edited 1 time in total.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Mon Dec 28, 2009 4:42 pm 
Name Calling Internet Bully
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I'm not sure, but Matt might have been coming. He may want to roll play instead. Also, if James gets someone to ride, I think they will be here then as well.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Mon Dec 28, 2009 7:19 pm 
Jedi Knight
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i can do it when ever but would perfer to do it weds night since i dont have to work on thursday

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Tue Dec 29, 2009 12:57 am 
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I'm free-ish either night. I get off work tomorrow at seven, so I'd have plenty of spare time.

On Wednesday night, I don't get off work until 9:45. If you guys don't mind waiting, I'd be able to stay all night, instead of skipping out like last week! :)

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Thu Dec 31, 2009 12:46 am 
Jedi Battlemaster
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Leveled up.. wish I had made it to level 6.. oh well.

+10 hp! woo!
Martial Arts added 1 to Ref Def
Fort and Will upped via level. yay!
attack +1 too!

Things to add: {eventually in this order!}
Dual Weapon Mastery II
{Gunslinger Epicness classed here}
Rapid Shot
Evasion
Improved Defenses

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Thu Dec 31, 2009 8:29 am 
Dark Lord of the Sith
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Rash Pavan(Rebel Commando figure) CL 7
Hit Points 70

Medium Human Scout 6 Scoundrel 1
Force 8
Languages Basic,Huttese,High Galactic

Abilities
Str 16
Dex 19
Con 14
Int 14
Wis 12
Cha 12

Defenses
Ref 23
Fort 20
Will 19
Threshold 20

Speed 6 squares
Base Attack +14
Throw Attack +1
Ranged Attack +13
Melee Attack +8

Weapons
Blastech500RiotGun(Rebellion)(Rifle) 3d8 5KG

Grenades(simple)
Frag Grenade 4d6 Square Burst 2
Concussion Grenade 8d6 Square Burst 2
Range/Penalties
Point Blank 0-9 none,

Talents:
Improved Stealth
can reroll Stealth check have to take the second check.
Hidden Movement
No Penalty for movement with stealth
Skirmisher
Total Concealment
Any situation that would give you concealment grants you total concealment instead

Feats
Weapon Pro (Pistol, Rifle, Simple)
Point Blank Shot

+1 atk and Damage at PB range
(CW29)Flash and Clear
If you damage a target with a Burst or Splash weapon gain concelment
Sniper Shot
(FU33)Mighty Throw
add DEX and STR to attack with thrown weapons.Also can increase the length of each range category by a number of squares equal to your Strength modifier.
(FU32)Angled Throw
If grenade attack is over a 15 ref, No cover or improved cover
Burst Fire
QuickDraw


Skills
Initiative +11
Endurance +10
Knowledge(Life Science) +10
knowledge (Galactic Lore)+10
Stealth +11(+5Poncho)=+16
Perception +9
+9
Survival +9

Possessions
Utility Belt 4kg
(Rebellion)Concussion Grenadex6 3kg
(Rebellion)Gas Grenadex2 1kg
Frag Grenadex2 1kg
(FU)Flechette Launcher ammunitionx2
(GAW)camouflage poncho 1.5 kg
Credit Chip 500
15.5/64 KG

Needs
Concussion Grenade
(GAW)Radiation Grenade
Smoke Grenade
Electroinoculars
Stealth Field Generator plus extra power packs

Burst Square
Image
Splash Square
Image

level ups
Level 7 Pathfinder(+2 ref +4 Fort)
Escort Fighter-You can spend a swift action to designate one adj ally,
Until the start of your next turn, if you move,that ally can also move
the same number of squares,provided that the ally ends its movement
adjacent to you. You cannot move a distance greater than the ally's speed.

Level 8 Vanguard
Maximize Cover- When an Opp uses the aim action to negate your cover,
you can make a Stealth check opposed by the attacker's initiative check.
If successful you retain your cover bonus.

Level 9
Dual Weapon Mastery 1,Vanguard level 2 Surprise Attack


Last edited by jonnyb815 on Wed Jan 20, 2010 8:00 pm, edited 12 times in total.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Sun Jan 03, 2010 11:38 pm 
Flim
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Added the following to my Character:

Solider (2)
A.P. Light
Quick Draw
Precise Shot
Tough as nails
+14 HP

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Mon Jan 04, 2010 2:02 am 
Dark Lord of the Sith
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Rash is happy some of you have Dual weapon mastery or charge it wont matter till level 7 but he is still happy.


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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Mon Jan 04, 2010 1:28 pm 
Name Calling Internet Bully
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Updated Fully. Rolled another 9 for HPs :) Also added in the double str bonus for two handed weapons that I just found out about today :) Now Orin Smash Better! :)

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Tue Jan 05, 2010 8:01 pm 
Jedi Knight
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Location: Cincinnati Ohio
Jace Longshadow CL 6

Medium Human Jedi 6
Force 7
Init +10; Senses Perception +11
Languages Basic, Jawa, 1 unassigned

Defenses Ref 19 (flat-footed 17), Fort 19, Will 20; Block, Deflect
hp 73; second wind +15/30; Threshold 19

Speed 6 squares
Melee lightsaber +7 (2d8+4) or
Melee lightsaber +7 (2d8+6) with both hands or
Melee lightsaber +2 (2d8+4) and lightsaber +2 (2d8+4)
Ranged by weapon +8
Base Atk +6; Grp +8
Atk Options Cleave, Dual Weapon Mastery, Power Attack
Special Actions Lightsaber Throw
Force Powers Known (Use The Force +14) battle strike, mind trick, Makashi riposte, Shien deflection

Abilities Str 14, Dex 15, Con 14, Int 14, Wis 16, Cha 12
Talents Block, Deflect, Lightsaber Throw
Feats Cleave, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training, Power Attack, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Primary Skills Acrobatics +10, Initiative +10, Mechanics +10, Perception +11, Use the Force +14
Secondary Skills Climb +5, Deception +4, Endurance +5, Gather Information +4, Jump +5, Knowledge (bureaucracy) +5, Knowledge (galactic lore) +5, Knowledge (life sciences) +5, Knowledge (physical sciences) +5, Knowledge (social sciences) +5, Knowledge (tactics) +5, Knowledge (technology) +5, Persuasion +4, Pilot +5, Ride +5, Stealth +5, Survival +6, Swim +5, Treat Injury +6, Use Computer +5
Possessions all temperature cloak, com link encrypted long range, credit chip, 800 credits, hohoprojector cloak, lightsaber, lightsaber, med pack x5, quick draw lightsaber holster, quick draw lightsaber holster

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Tue Jan 05, 2010 10:25 pm 
Dark Lord of the Sith
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Ok I am done with my guy Dean. Is he ok or do I need to change him?
I used 2000 of the money I start with to show that it was used on grenades and other stuff. Since it is hard to say I was given that stuff. My guy loves grenades so it just fixes that he will have all kinds of grenades with him at all times.


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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 06, 2010 12:26 am 
The One True Sith Lord
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He looks fine.

I will warn all of you. I am done with the threats of galaxy helping make my pussy vong.

So tonight I built Vong Templates this evening.

I am not trying to scare you but the mothers are freakin mean. Be prepared to run into a buzz saw they will be much harder to kill to keep them in line with what I feel they were in cannon. I will not throw as many at you but we will see how they play out. If they are too tough then we will make adjustments.

But after me building their characters their amphstaffs are going to hurt.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 06, 2010 9:57 am 
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Are you running tonight Dean? And did my character survive (or level, for that matter)?

I should be able to play tonight as the wife is going out.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 06, 2010 10:21 am 
The One True Sith Lord
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yes we are good to go to tonight!!!!

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 06, 2010 10:29 am 
Jedi Battlemaster
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sounds a little more interesting Dean. looking forward to it.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 06, 2010 12:27 pm 
Name Calling Internet Bully
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Dennis, yes you should have gotten 4K experience from two weeks ago. That should have been enough to level up.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 13, 2010 2:05 pm 
Dark Lord of the Sith
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I am sorry for building on stats not on character.


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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 13, 2010 3:16 pm 
Jedi Battlemaster
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I went over Jonny's character with him before he posted it.

Obviously its a stealthy sniper but he's got a few neat tricks.

One of which is Tricky Step. Briefly explained, using a swift action Jonny's character and his target roll initiative rolls (plus modifiers). The one who rolls lower is then considered flat-footed to the other character's next attack.
So
If Jonny wins the roll, then his target is flatfooted (denied dex bonus to def!)
If Jonny loses the roll, then jonny is flatfooted to his target's next attack against him.

Another one is that Jonny has Hidden Attacker. Once he's made a successful Stealth check to hide from all enemies in LOS, and after he makes an attack he can attempt to hide again, with a -10 to the Stealth check. This requires only a swift (without the feat it is a move action).

@ Dean, we discussed it at length and Jonny was agreeable that it would be silly if he could do that at the minimum distance (ie, 2 squares away from an enemy). So he's willing to accept that he'll need to be some distance away and/or in some cover for it work.

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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Wed Jan 13, 2010 7:40 pm 
Dark Lord of the Sith
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Ok you are denied your Dex to Reflex when struck by a hidden attacker
I found this out on page 49 core

Uncanny Dodge 1 You retain your Dex bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker page 49 core
I feel Flat-footed and being unaware is the same thing but that's up to you Dean.
This is what I have have come up with about

Unaware,Flat-Footed,Hidden Attacker

Flat-Footed:
"In any battle that begins with a surprise round (see Surprise, below), you start the battle flat-footed. You remain flat-footed until your first regular turn in the initiative order. You can't apply your Dextertiy bonus to your Reflex Defense while flat-footed." Pg 149
Does not have be in the Surprise round since other feats and Talents can make someone Flat-Footed.

Unaware-you don't know someone is attacking you (surprise attack from hidden opponent)
(Unaware combatants are flat-footed because they have not acted yet.So they do not apply there Dex to their Ref. pg 150 core)

Hidden Attacker-surprise attack from hidden opponent
denied Dexterity bonus to Reflex Defense when stuck by a hidden attacker(Page49)

note

Unaware is really not defined well in the Core book.Flat-Footed and unaware is really only talked about in the surprise round even though there are feats and talents that can change this. So I don't know if flat-footed =Unaware but it makes sense to me.


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 Post subject: Re: Dean's Weds nite New Jedi Order Vassal RPG
PostPosted: Sun Jan 24, 2010 4:54 pm 
Jedi Battlemaster
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Kurihan has leveled up!

1 level of Soldier and one of Gunslinger. I have a great new talent that you all might like:

Focused Targeting: Whenever I damage an enemy with an attack, until the end of my next turn, all allies with 3 squares of me gain +2 to damage against that target.

Should be helpful to take em down one at a time.

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