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May the 4th be with you! I've watched/read a lot of Star Wars-related topics today. Inspired, I set to see what I can do to fully immerse myself in such an exciting setting! Having always wanted to do a PbP in the Star Wars universe, I was initially a little saddened, because I couldn't think of any real possibilities with what 5E currently has to make Star Wars a reality. Then, I came a Star Wars conversion to 5E PDF! Invigorated, I have impulsively decided to begin a Star Wars PbP. Mind you, if you think impulsive decisions fizzle out, I also impulsively decided to begin a Kaladesh PbP, and look how far that has already come! It has over 300 posts and over 2000 views!
With all of this said, I must admit to weakness. I don't know much on Star Wars lore, compared to all that is out there. I've watched every movie, completed the Clone Wars series, and watched season one of Rebels. I've read several books (before they were cast out as non-canon with Disney's purchase), but I have not played any of the video games like Knights of the Old Republic or the Force Unleashed (unless LEGO Star Wars counts). I say this because I know that purists and those well-versed in Star Wars canon exists here on this forum, and I want see your expertise in lore come forth in an opportunity to DM and participate!
The proposal is this: I'm looking for a group of players (at least six) to partake in an experiment. I want to run short missions/adventures/TPKs, where we all (or at least some) take turns DMing in the Star Wars universe. I've decided to have our adventures take place in the era of the Old Republic, at the beginning of the Great Galactic War between the Old Republic and Sith Empire (3681 BBY). I will take the first turn DMing, but this will not get lifted off the ground is others don't want to DM too. Do not fret if you're new to DMing either! I've been doing it for like 3 months now, with just over a year's worth of experience playing tabletop D&D/Pathfinder. It's only a little intimidating in the beginning: that's why I propose short missions for those just wanting a taste of what it's like.
If you've made it this far and are interesting in playing, then here is what I'm looking for:
Now, if you've made it this far and are still interested in playing, agreeing to such above terms, then character creation can begin! There is this very nifty and handy PDF I found, which gives a full conversion of Star Wars to 5E. And a friend of mine showed me another one too! Here are the links:
I hope both of those links work for you. Basically, they have everything. If you have any questions regarding what is and isn't allowed, feel free to shoot me a PM.
Please make sure to read through them thoroughly!Please read through the parts pertaining to your character thoroughly. It's a long read, as each PDF has almost 50 pages of material. All I can ask is that you understand your character and their abilities well. The starting level will be level 1. Standard array or point-buy. No evil-aligned characters to start out with (perhaps things will change as our adventures continue?). Now, here is the hard part: bringing your character's together without designating why they are together at the start of this. With our first mission still undecided, I ask for some flexibility, with minor changes to bringing them together. It's a hard thing to ask, I understand. But we'll discuss it as a group for when the time comes. If anything, we can always start out as prisoners aboard a slave frigate!When submitting a character idea, I'd like to see a fully-fleshed out character before approval. But if all you have time for at the moment is a character idea, then feel free to post that too, with the intention of fleshing them out when you have time. The important part is the spoilers: it makes scrolling through posts -much- easier. Here's a useable format for what I'd like to see:
E.L.T.O. "Elto": Lawful Good Droid Soldier
Willing to DM? Yes/No
Character Stats:
STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) (Saves: STR & CON)
Armor Class: 19 (17+DEX)
HP: 15/15
Skills: Acrobatics (+4), Athletics (+4), Intimidation (+1), Perception (+3)
Senses: Normal; Proficiency: Soldier, vehicles (land), medical kit, tool kit; Languages: Common, Binary
Combat:
Traits:
Equipment:
Maneuvers:
Background/Backstory:
Background: Soldier
Biography:
Character Description/Portrait:
Again: any questions, feel free to PM me. Have fun!
Edits and additions: I will create an IG/RP thread once we're all set. We will also be using a Discord server for chat, questions, and dice rolls, which I have set up. Also, added a small part to the character creation bit. When posting a character idea, please mention whether or not you're willing to DM. Also, point-buy is the system I'll be using for character creation. Also, included the time period we will be playing.
So many alsos! Also, I'm ruling that lightsabers for starting characters can only be acquired by the Adept or Jedi. For example, the Soldier class gives them the option to start with any martial weapon, where a lightsaber would technically fall under this category. Per this rule (it seems like it should be the case anyway and I might've just missed it), you can only choose a lightsaber as a starting weapon if it explicitly states so, such as with the Adept and Jedi.
I'm also adding another houserule, because I think they forgot to finish the weapons section. All weapons with the Light property have the Finesse property too. Also, the Lightsaber (Double), has both the Finesse and Special properties.
Lightsaber (Double): The double-bladed lightsaber, also known as the saberstaff, is a lightsaber variant that features a blade emitted from both ends. With a bonus action, you are able to make an additional attack with the weapon. If you are a Jedi wielding the weapon, it gains the Light property.
I am preparing a Duros Specialist Pilot, stats and background in a while. Save the spot!
Check out the many mes here!
Will be submitting for this.
i am new to DnD i am finny's brother he wants to know if you are doing standard array or not
I am willing to DM, but am no close to the DM's I see in the PbP forum. Will sure give it a try though!
Rem Jas' Character Sheet:
STR 8 DEX 16 CON 10 INT 17 WIS 10 CHA 13 (SAVES: DEX & CHA). Chaotic Good
Armor Class: 14 (11+DEX).
HP: 8 (HD d8)
Skills/Tools/Vehicles Proficiencies: Deception +5, Galactic Lore (INT) +5, Mechanics (INT) +5, Persuasion +3, Sleight of Hand +5, Stealth +5, Survival (Navigation) +4, Security Kit, Tool Kit, Vehicle (Space).
Languages: Basic, Binary, Durese, Shyriiwook, Jawa Trade.
Combat:
Blaster Pistol: Ranged weapon Attack +5 to hit, range 80/320 ft. Hit: 1d8+3 radiant damage.
Vibrodagger: Melee weapon attack: +5 to hit, reach 5ft. Hit: 1d6+3 piercing damage.
Equipment: A blaster pistol, a tool kit, a smuggler's pack, Blast armor and a vibrodagger. (An adaptation from the Criminal background) a Security Kit and 15 cr.
Traits:
Duros Racial Traits:
Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Basic and Durese.
Expert Pilot. You gain proficiency in Vehicles (Space). You also have advantage on Vehicle (Space) skill checks.
Galactic Traveler. You gain proficiency in Galactic Lore.
Specialist Traits:
Proficiency: Light armor, simple weapons, pistols, Security Kit, Tool Kit, Dexterity and Charisma Savings, any four skills and any three languages.
Expertise: At 1st level, choose two of your skill proficiencies (Deception & Survival), or one of your skill proficiencies and your proficiency with either a tool kit or medical kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you have advantage on all ability check you make that uses either of the chosen proficiencies. At 20th level, any time you roll less than a 15 on either of the chosen proficiencies, you are treated as if you had rolled a 15.
Specialty: At 1st level, you choose a primary focus of your skills and profession: Medicine, Piloting, and Technology. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. It also determines the Knack you learn at 1st level, and qualifications for Talents beginning at 3rd level.
Knack: Beginning at 1st level, your Specialty determines a primary ability as described in the Specialty details. Knacks are potent abilities usable without limit, and serves as one of the Specialist’s core functions.
Using a Knack requires an action or reaction, and provides 1d6 of a benefit determined by your Specialty. You can use a Knack a number of times equal to your class level + your Intelligence modifier, after which you must take a long rest to use it again.
At 15th level, you can make your Knack a Potent Knack. In doing so, the numerical value of the Knack is maximized. For example, at 15th level the Knack – which is at 8d6 – would be considered 48. Once you use a Potent Knack, you must take a long rest to use it again.
Piloting Traits:
Knack: Vehicular Dodge: When you choose this archetype at 1st level, you become skilled at veering away from enemy fire. As a reaction when you’re a vehicle you are piloting is damaged by an outside source, you can reduce that damage by 1d6. You must be able to see the damage source, such as an enemy fighter or space hazard. The amount you decrease increases as you take more levels in this class, as listed in the Knack column of the Specialist Table.
Background:
Criminal Smuggler background:
Feature: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Personality Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. / I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideals: I’m loyal to my friends, not to any ideals, and everyone else can take a trip far beyond the Outer Rim for all I care.
Bond: I will become the greatest Smuggler that ever lived.
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.
Backstory:
Being born in Taris, the fith planet of its star in the Taris system, Rem Jas was raised in a world that once was a beautiful and prosperous planet on the Outer Rim, but because of overpopulation and increase of civilization, had lost its food source and famine an poverty were the only things overflowing.
Well, not the only thing, crime was also a crucial and fundamental part of the Taris people, being a known outpost for the Exchange, a crime syndicate, the biggest there is, which delt in slavery, smuggling, trafficking and much more.
Rem, an orphan of the famine, at least that was what Zeerid Korr told him when he was old enough to understand words.
Z-man was the one who introduced Rem to ships, mechanics, smuggling and the Exchange, sealing his fate as a smuggler from a young age.
Rem ran the Mandalorian Road and Hydian Way from a young age, first as a helper with loading and unloading, them as copilot and now as a pilot for the Exchange, stating to get some notoriety as a smuggler, what made him decide it was time to change airs and take some time out from running smuggling jobs to the Exchange… he just forgot to mention it to his contacts, and fled with a “borrowed” ship…
Portrait:
Check out the many mes here!
This sounds awesome! I want in! I'd love to DM, and as a player I'd like to run a droid. I'll go through the PDFs and submit a proper character soon...
EDIT: Character (will have to edit again soon to finish character)
BC-9 HK-0037: Chaotic Neutral Droid Soldier
Willing to DM? Looking forward to it!
Character Stats:
STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 8 (-1) (Saves: STR & CON)
Armor Class: 19 (15+1+1+DEX) / 21 w/ shield deployed
HP: 13/13
Skills: Acrobatics (+4), Perception (+3), Mechanics (+3), Deception (+3 int/+1cha)
Senses: Normal (this unit's advanced sensory instruments were damaged during field test 001.03) ; Proficiency: Armor:. all, shields. Weapons:. simple weapons, martial weapons, unarmed, pistols, rifles. Tools:. med kit, tool kit Languages: Common, Binary, Jawa (receptive [this unit lacks the organic systems necessary to replicate the olfactory components of Jawa speech]), Jawa trade (spoken)
Combat:
Traits:
Equipment:
Most equipment is mounted to this unit's chassis
• heavy blaster pistol (mounted on right arm)
• ion blaster pistol (mounted on left arm)
• trooper armor and a utility belt
• vibrodagger (retractable, mounted in right hand)
• energy shield (retractable, mounted to left hand)
Soldier’s Pack (pack mounted to upper dorsal region of unit's torso). Includes a spare power cell for a pistol, a spare power cell for a rifle, a comlink (1 mile range), a small knife (retractable, mounted in right foot),
a heat belt, 5 days of rations, a crest of your order or division, and 20 feet of synthrope.Maneuvers:
Background/Backstory:
Background: Modified Syvangilt Versatile Insertion Unit
Biography:
Character Description/Portrait
Time period we will be playing will be approximately 3681 BBY, placing the characters in the beginning of the Great Galactic War, when the Old Republic and the Sith Empire were at war with each other.
Aevar: Neutral Miraluka Grey Adept
Willing to DM? Yes/No
Character Stats:
STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) (Saves: STR & WIS)
Armor Class: 14 (12+DEX)
HP: 15
Skills: Acrobatics (+4), Force (+5), Perception (+4), Sleight of Hand (+4), Stealth (+4), Survival (+4)
Senses: Blind (can see anyway), Blindsight 30ft; Proficiency: Light armour, medium armour, simple weapons, lightsaber, ion blaster pistol, herbalism kit, disguise kit, thieves' tools; Languages: Common, Miralukese
Combat:
Traits:
Equipment:
Force Powers Prepared:
Background/Backstory:
Background: Urchin
Biography:
Aevar doesn’t remember his parents well. Whether they were killed nobles, kidnapped beggars, or something else, he doesn’t know. Only that he has lived on the streets of Coruscant since his earliest memories, and that the blindfold he wears was once his father’s. He survived on the streets, and one day he “saw” a terrible event – a Jedi stood before a strange man with a lightsaber that was somehow… different. The Jedi’s lightsaber has a similar differentness in it, but not as much (a lightsaber using a synthetic kyber crystal look different to those using a natural one. The Jedi’s lightsaber is Purple). Suddenly, the Jedi and stranger had traded places, each standing where the other once had. It seemed that they had traded blows too, for the stranger was now bleeding, and ran off, as the Jedi collapsed to the ground, dying. Aevar rushed over, and the Jedi whispered to him moments before passing.
“Take my lightsaber. You are strong in the force. The Sith cannot be allowed to emerge victorious from the oncoming storm.”
Aevar took the Jedi’s lightsaber, and began training with it and the force. Two years later, he still runs the streets of Coruscant.
Character Description/Portrait:
...
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
This sounds interesting, but i won't have time to dig through all of it until Sunday to see what I might or might do. I actually have a weekend that is gonna be BUSY which is not normal in my life very often.
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain
PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
I should clarify on the PDFs. You don't need to read through every part of it. While it is useful to have the knowledge, it's not critical. What I should've said (and I'll edit it in red) is to red through the abilities of your character thoroughly.
I'm also adding another houserule, because I think they forgot to finish the weapons section. All weapons with the Light property have the Finesse property too. Also, the Lightsaber (Double), has both the Finesse and Special properties.
Lightsaber (Double): The double-bladed lightsaber, also known as the saberstaff, is a lightsaber variant that features a blade emitted from both ends. With a bonus action, you are able to make an additional attack with the weapon. If you are a Jedi wielding the weapon, it gains the Light property.
I'll put my hat in for this....or should i say my HOOD!!!! *UTINI*
Willing to DM: Well of COURSE!!!!!
Tsussel Isil, Chaotic Good Jawa Fringer
Character Stats
STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) (Saves: DEX & CHA)
HP: 9 (Hit Dice 1d8)
AC: 14 (Blast Armor [11+ Dex mod])
Initiative +3
Prof. +2
Skills: Acrobatics (+5), Sleight of Hand (+7), Stealth (+7), Insight (+5) [Expertise: Sleight of hand and Stealth]
Race Feats
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet. (30 because of Boots of Striding)
Languages. Basic, Jawa, and a shorthand version of their native language known as Jawa Trade – which is far easier for outsiders to learn (Race Langauges). Binary and Rodese (Class Feature 2 langauges)
Bonus Skill. You are proficient in Mechanics.
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Desert Dweller. You have advantage on Wisdom (Survival) checks made in a desert environment. You’re also naturally adapted to hot and arid climates, as described in Chapter 5 of the Dungeon Master’s Guide.
Scavenger. Whenever you deal ion damage to a droid or vehicle, you can add your proficiency bonus to the damage.
Class Feast (Fringer)
Proficiencies
Armor: Light armor Weapons: Simple weapons, unarmed, pistols, rifles Tools: Security kit, tool kit
Equipment: Blaster Pistol (Attack +5/1d8+3) (80/320), Blaster Rifle (Attack +5/1d10+3) (150/600 Two-Handed), Blast Armor, Vibrodagger (Attack +3/1d6+1) Traveler’s Pack [sleeping sac, a self-building tent, 10 days of rations, a small knife, 2 digital maps, a change of common clothes, two glow rods, a medpac, and 50 feet of synthrope.] and Security Kit, Boots of Striding
Sneak Attack: Once per turn deal an extra 1d6 damage to one create you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated and you don’t have disadvantage on the attack roll.
Bad Feeling: You have a wary eye, bordering on paranoia. When you roll for initiative, you can make an immediate move action before the initiative order is determined. This movement is considered part of a surprise round, even if you are surprised yourself. Once you use this feature, you can’t use it again until you finish a long rest.
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Choosing Sleight of hand and Stealth)
Background / Backstory
Background: Galactic Bounty Hunter (Criminal)
Personality Traits: I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideal: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Sarlac Pit for all I care. (Neutral)
Bond: My ill-gotten gains go to support my family (The Ebony Sun is his family).
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.
Quirk: Willing to take anything of value that isn’t bolted down. (As long as it doesn’t belong to one of the other bounty hunters)
Backstory:
Raised in the desert of Tattoine, Tsussel Isil grew up knowing one thing, if you had the money it could get you anywhere. Tsussel was smaller than most since he was a Jawa so he had to work with the skills that life gave him. Luckily he had a knack for violence and preferred to hit so hard that the people he hit wouldn’t get back up. One day an Umbaran named Shiv saw his work first hand. She was impressed enough to offer him a job with a small group of bounty hunters called The Ebony Sun. As he grew so did his skills. Thus began his career as a Fringer. Tsussel gives a portion of his earnings to The Ebony Sun but any extra loot he “finds” is mostly kept for himself. Blaster packs don’t grow on trees and while he is willing to keep a good standing with his old companions he’s not willing to go broke for them…or anyone.
Portrait
Yes! So happy you're on board with this Mehow. I'll be submitting a Rodian Jedi.
Klulvae Chekhokuu: Neutral Good Rodian Jedi
Willing to DM? Yes/No
Character Stats:
STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 16 (+3) CHA: 10 (+0) (Saves: DEX & WIS)
Armor Class: 16 (10+DEX+WIS)
HP: 12/12 PP: 0/0
Skills: Acrobatics (+5), Force (+5), Insight (+5), Perception (+5) (Advantage), Religion (+1), Stealth (+5), Survival (+5)
Senses: Darkvision 60 ft.; Proficiency: Jedi, Navigator’s Tools; Languages: Basic, Rodese, Togruti, Dosh, Shyriiwook, Bothese
Combat:
Traits:
Equipment:
Tricks/Powers Known:
Background/Backstory:
Background: Acolyte
Biography:
Character Description/Portrait:
I'll be wrapping this up by Monday and be making my choices by then. I currently have six people who have expressed interest (Briseadh, you would be number seven if you decide to join). If Zirhark is still down, they want to do an Adept. Wardsey, if you still want to do a Droid, that would work out perfectly too! Right now, this would give us two Adepts, a Droid (Soldier?), a Fringer, a Jedi, and a Specialist, which is a good combination of skills and abilities.
For backgrounds, the year is 3681 BBY. The biggest event that's occured (or is in the process of occuring), is the return of the Sith Empire to Korriban (the Sith homeworld and sacred site to the Sith Order). Here's a video to help understand/get you hyped up!
I'd love to get involved with this. I'll have a better idea when I have time to read about the classes, but I'll definitely be playing a Kel-Dor.
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
This sounds like fun might as well give it a try
PBP Charicter: Ydriss Saaveed
Son Lok
Character Sheet
STR 8(-1) DEX 17(+3) CON 10(-) INT 13(+1) WIS 14(+2) CHA 14(+2)
(SAVES: DEX & CHA). Chaotic Good
Armor Class: 14, Blast Armor (11+DEX)
Skills/Tools/Vehicles Proficiencies: Deception(+6), Sleight of Hand(+5), Insight(+4), Stealth(+5), Perception(+4), Persuasion(+6), Force(+4)
Languages: Basic, Kel-Dor, Huttese, Binary
Combat:
(2x)Blaster Pistol: Ranged weapon Attack +5 to hit, range 80/320 ft. Hit: 1d8+3 radiant damage.
Vibrodagger: Melee weapon attack: +5 to hit, reach 5ft. Hit: 1d6+3 piercing damage.
Equipment: 2x blaster pistols, a security kit, a smuggler's pack, Blast armor and a vibrodagger. (An adaptation from the Charlatan background) a Disguise Kit, a set of fine clothes, and 15 cr.
Traits:
Kel Dor Racial Traits:
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Basic and Kel Dor.
Darkvision: Having evolved on a planet with a dense atmosphere, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Force Sense. You gain proficiency in Force. You also have advantage on Force skill checks.
Special Equipment:. You suffer limitations outside of your native atmosphere. Without protective goggles, you are considered blind. Without an antiox breath mask, you suffer a level of exhaustion every round. You begin with this equipment, which is also poisonous to other species.
Fringer Traits:
Proficiency: Light armor, simple weapons, pistols, rifles, Security Kit, Tool Kit, Dexterity and Charisma Savings, any four skills and any two languages.
Expertise: At 1st level, choose two of your skill proficiencies (Deception & Persuasion), or one of your skill proficiencies and your proficiency with either a tool kit or medical kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you have advantage on all ability check you make that uses either of the chosen proficiencies
Sneak Attack(1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Bad Feeling: You have a wary eye, bordering on paranoia. When you roll for initiative, you can make an immediate move action before the initiative order is determined. This movement is considered part of a surprise round, even if you are surprised yourself. Once you use this feature, you can’t use it again until you finish a long rest.
Background
Charlatan background:
Feature: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Cons: I cheat at games involving chance, & I put on new identities like clothes
Personality Traits: Flattery is my preffered trick for getting what I want
Personality Traits: I’m a born gambler and can’t resist taking a risk for a potential payoff.
Ideals: Material goods come and go. Bonds of friendship last forever. (Good)
Bond: I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself
Flaw: I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
Still in Progress backstory wise, I've gotta say though I really like how the party/crew is turning out.
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
This is gonna be awesome!
Alright! Thank you for all who have participated and sent me your characters! I've decided on 6 players for the campaign, and I have either messaged you or already added you to the Discord server if you've been accepted! I'll get the IG post put up in a few days after we decide how everyone might know each other. Thanks again, and I'm excited to explore the Star Wars universe with you all!
Ryywhaaca "fisticuffs" Nysshyyyk
Wookiee Soldier lvl 3
Stats:
STR 17 DEX 12 CON 15 INT 11 WIS 12 CHA 8
AC: 13 ( Scout armor+DEX) // Mov: 30 ft. // HP: 28
Languages: Shryywook and Common.
Skills:
Athletics: +5 // Acrobatics: +3 // Perception: +3 // Intimidation (Str): +5
Features:
Second Wind.
Two Weapon Fighting.
Action Surge:
Brawler:
Unarmed damage: 1d6
Prof: All armors and shields. Unarmed, Simple Weapons, Martial Weapons, Pistol, Rifles. Tool kit and Medical Kit.
Equipment:
Weapons: 2 Short Ryyk Blades (1d6, ligjt 1d10) // Bowcaster (1d8 radiant)
Armor: Scout armor
Soldier's pack. Utility belt. Vibrodagger.
Portrait:
PbP Character: A few ;)
Hello, everyone! Shadows of the Old Republic is currently in a minor recruitment phase! We need one player who can play the role of a pilot (has proficiency in Navigator's Tools: Space). This can be done in any fashion and through any class. Through extensive playtesting, in addition to the classes offered by the Star Wars conversion PDF (found on the initial post here), we are also allowing the other classes found in the original 5E rules, accepting anything that is not UA. Please make sure it would fall inline with the Star Wars theme, however. Racial options are still only restricted to those found in the PDF documents.
Just follow the guidelines listed in the initial post and apply! If you have any questions, feel free to PM me. We're looking for players who love Star Wars above all else!
Oh. Starting level is level 3, and you'll be given 1,000 credits in addition to your starting equipment to be used as you wish. "Magical" item prices can be found here: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view
Hi I just noticed this and it sounds like awesome idea! I would love to roll up a pilot, but I still need to read all of the pdfs concerning the starwars rules. If there is still a spot open I would love it!