Dalkon's Star Wars Archive

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DalkonCledwin
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New Descriptors for Star Wars Games

Post by DalkonCledwin » Thu Apr 18, 2019 10:45 pm

New Descriptors for Star Wars Campaigns wrote:Mutants and Masterminds is designed for heroes with powers. At first, it seems counter-intuitive to explore a setting with a limited origin list (alien, droid or the Force) and many non-powered heroes using such a system. One thing I learned from (and like about) D&D 4e was that anything a hero can do could be a "power" even if it doesn't rely on magic or some other supernatural source.

Mutants and Masterminds provides great freedom with regard to power design, however that freedom can be daunting at first. I thought it might be helpful to design powers that play on certain themes and archetypes that are integral to the Star Wars experience that new players could look at and add any that looked good to them to their character sheet.

Descriptors are critical to the interactions between powers and they provide flavor. For that reason, new descriptors have been designed to go along with this conversion. In particular, each "class" should have two or three descriptors that are unique to them to provide a niche even when any character could have powers that generate any effect. Only scoundrels are (that) lucky for example.

Descriptors
Allegiances: Balance, the Dark Side, Evil, Good, Justice, Liberty, the Light Side, Tyranny

Energy: Acid, Chemical, Cold, Darkness, Force, the Force, Electricity, Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic, Vibration

Mediums: Auditory, Chemical, Deflector, Shield, Electricity, Gear, Heat, Interaction, Invention, Kinetic, Light, Magnetic, Olfactory, Piloting, Radiation, Skullduggery, Sonic, Touch, Visual, Vehicle

Origins: Accidental, Bestowed, Invented, Training

Phenomena: Anger, Audacity, Bravado, Calm, Colors, Comprehension, Courage, Dreams, Entropy, Emotion, Fame, Fear, Force, Hatred, Hyperspace, Ideas, the Light Side, Luck, Space, Stealth, Thought

Results: Armor, Death, Disease, Dizziness, Energy, Fever, Fortune, Healing, Injury, Pain, Poison, Sickness, Suffering, Misfortune, Vaccination

Sources: Anesthetic, Antidote, Armor, Bacta*, Biological, Cybernetic, Defense, Extragalactic, the Force, Knowledge, Medical, Skill, Species, Spice, Stim, Surgical, Talent, Technology, Training, Weapon
*Bacta: can also be Kolto
Last edited by DalkonCledwin on Fri Apr 19, 2019 12:41 am, edited 1 time in total.

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DalkonCledwin
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New Expertise Skills

Post by DalkonCledwin » Thu Apr 18, 2019 11:05 pm

New Expertise Skills and Typical Ability Modifiers
  • Appraise Value (Int): this is mostly meaningless unless the GM has included the Wealth Rules from Page 190 of the Gamemaster's Guide.
  • Astrogation (Int): In Star Wars, traveling from one system to the next is actually not as simple as activating a hyperdrive. It actually requires a skill check to lay in a navigational coordinate system. This is usually handled using this skill. Most characters have pitiful ranks in this skill, if they have ranks in it at all, which is where astromech droids and navicomputers come into play.
  • Communication Systems (Int): This includes knowledge of how to set up, repair and maintain most forms of communication.
  • Computer Programming (Int): This includes knowledge of how to program computers.
  • Demolitions (Int): While the actual setting up of bombs is included in the technology skill, this covers knowledge of bomb disposal, maintenance and more tactical oriented aspects of demolition.
  • Droid Programming (Int): Droids are actually quite a lot more advanced than standard computers.
  • Engineering (Int): Unchanged from Better Mousetrap.
  • Etiquette and Protocol (Int): This is basically what handles things such as what fork you eat at during a fancy dinner, as well as greetings, and other such things. It also covers the functions that give Protocol Droids their names.
  • Forgery (Int): Um... do I need to explain this one?
  • Gambling (Awe): This is another one that is probably meaningless without the Wealth Rules
  • Games of Chance (Awe): Ditto
  • Planetary Systems (Int): In Star Wars Saga System, this was folded into the "Knowledge: Galactic Lore" skill, along with Etiquette & Protocol, and Xenosociology
  • Sensor Systems (Int): This is similar to the Communication Systems skill
  • Spacer (Int): Handles things like knowledge relating to smuggling.
  • Survival (Awe): Unchanged from Better Mousetrap, except to include knowledge of how to survive on planets other than your own.
  • Tactics (Awe) Largely unchanged from whatever your preference of source detailing this skill is.
  • The Force (Int): In Star Wars Saga Edition, this skill is called "Use The Force", it is also the in-universe equivalent to Expertise: Magic for purposes of the Artificer and Ritualist advantages.
  • Xenobiology (Int): Knowledge relating to the biology of lifeforms other than your own.
  • Xenosociology (Int): Knowledge relating to the social behavior of lifeforms other than your own.
Doug didn't provide a very detailed description of what any of these do, so I attempted to explain them.

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Fighter "Class" Abilities

Post by DalkonCledwin » Thu Apr 18, 2019 11:55 pm

I'm not going to include the story details for the class abilities, rather I'm just going to list what they actually do. Many of these are drawn from Star Wars Saga Edition, both for the Fighter and the other assorted classes.

Fighter Class Abilities:
  • Acrobatic Attack: Close Damage (Acrobatics Check Required [-1 flat pt], Limited to while charging [-1 pt/rank], Split [+1 flat pt], Variable by Weapon Type [+1 flat pt])
  • Blanket Protection: Enhanced Active Defenses (Move Activation [-1 flat pt], Intimidation Check Required [-1 flat pt], Burst Area [+1 pt/rank], Selective [+1 pt/rank], Notes: I'm unsure if this needs to have Affects Others or not)
  • Cuatious: Enhanced Active Defenses (No Modifiers)
  • Combat Sense: Danger Sense (Sustained [+0 pt/rank])
  • Controlled Burst: Ranged Damage (Standard Activation [-2 flat pt], Multiattack [+1 pt/rank], Noticeable - causes an audible “whine” or “whirr” sound [-1 flat pt], Quirk - use of Controlled Burst may overheat weapon [-1 flat pt], Variable - Lesser of Controlled Burst or Weapon Damage [+2 flat pts])
  • Countervail: Close Weaken Strength (Fortitude Resist [Free], Limited to targets one size rank greater than you [-1 pt/rank], Quirk - Target may not lose more pts of Strength than you have ranks in Countervail [-1 flat pt])
  • Cover Fire: Ranged Damage (Multiattack [+1 pt/rank], Limited - Can't use Multattack to provide covering fire for allies in close combat [-1 pt/rank], Quirk - Any enemy can choose to ignore covering fire at the cost of being immediately attacked by it [-1 flat pt], Variable - Lesser of Cover Fire or Weapon Damage [+2 flat pts])
  • Deadly Strike: Close Affliction (Resisted by Fortitude [1st - Impaired, 2nd - Stunned, 3rd - Dying], Cumulative [+1 pt/rank], Limited to Vulnerable or Defenseless Targets [-1 pt/rank], Quirk - Must be wielding a "Lethal" weapon [-1 flat pt], Variable - Lesser of Deadly Strike Rank or Weapon Rank [+2 flat pts])
  • Defensive Strike: Close Damage (Accurate [+1 flat pt], Triggered by an opponent failing to hit you with a melee attack [+1 flat pt], Variable - Lesser of Defensive Strike or Weapon Damage [+2 flat pts])
  • Guts: Impervious Toughness (Sustained [+0 pt/rank])
  • Ignore Pain: Healing (Persistant [+1 flat pt], Triggered when suffering two or more degrees of damage [+1 flat pt], Limited to Self Only [-1 pt/rank], Temporary [-1 pt/rank])
  • Surprising Vigor: Healing (Move Activation [-1 flat pt], Limited to Self [-1 pt/rank], Limited - Must wait 1 minute between uses [-1 pt/rank], Unreliable - 5 uses [-1 pt/rank], Notes: It seems I need to go back and add a Limited to Self modifier to the version of this I have on Harry)
  • Trigger Work: Enhanced Extra (Multiattack [1 pt/rank], Variable by Weapon Type [+1 flat pt], Quirk - Lower of Attack or Extra's Rank [-1 flat pt])
  • True Strike: Enhanced Extra (Increased Range 2 [2 pts/rank], Variable by Weapon Type [+1 flat pt], Limited to Close Range [-1 pt/rank], Distracting [-1 pt/rank]Quirk - Lower of Attack or Extra's Rank [-1 flat pt])

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catsi563
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Re: Dalkon's Star Wars Archive

Post by catsi563 » Fri Apr 19, 2019 12:24 am

Actually either is acceptable

Kolto is from the Old Republic Era and was used in a similar manner kolto tanks and infusions for healing. Bacta would come near the time of the Clone Wars and would be an improvement on Kolto using the same principles but better.

So really wither or both are correct as older or out of the way areas like the fringe and wild space might still be using Kolto but the core and more ""civilized"" regions would use bacta.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Scoundrel "Class" Abilities

Post by DalkonCledwin » Fri Apr 19, 2019 12:27 am

Scoundrel "Class" Abilities:
  • Blackmail: Perception Ranged Affliction (Resisted by Will [1st - Entranced, 2nd - Compelled, 3rd - Controlled], Interaction Check Required [-1 flat pt], Cumulative [+1 pt/rank], Increased Range [+2 pts/rank], Quirk - Must succeed at an Investigation Check to gather 'dirt' on the person you want to blackmail [-1 flat pt])
  • Disarming Smile: Perception Area Affliction (Resisted by Will [1st - Vulnerable, 2nd - Defenseless], Area 1 [+1 pt/rank], Increased Duration 2 - Sustained [+2 pts/rank], Insidious [+1 flat pt], Instant Recovery [-1 pt/rank], Limited - Conditions end after being sustained for 1 combat round [-1 pt/rank], Limited Degree [-1 pt/rank], Quirk 2 - Cumulative Circumstance Bonus to resistance checks for each successive use in same encounter [-2 flat pts])
  • Just Kidding: Luck Control 1 (Force Reroll, Luck 4, Limited to Interaction Checks [-1 pt/rank], Subtle [+1 flat pt]) - set at 7 pp
  • Lucky: Luck Control 1 (Force Reroll, Limited to Attack Rolls [-1 pt/rank], Notes: The combined total of ranks you can have in the Luck Advantage, which is essential to both the Just Kidding and Lucky powers, must be equal to or less than the Series Power Level, which is to say, the Power Level of the character they are attached to. If they are the same type of Luck advantage, then they have to be equal to half the aforementioned Power Level number)
  • Narrow Escape: Movement (Varies, but usually Sure-Footed & Permeate with the Check Required [Expertise: Streetwise], Limited to Urban Areas [-2 pts/rank], and Subtle 2 modifiers; Notes: This can also be replaced by the Parkour power described in Power Profiles)
  • Sneak Attack: Ranged Damage (Diminished Range 2 [-2 flat pts], Bane - Vulnerable or Defenseless Targets [-1 pt/rank], Quirk - Range depends on weapon [-1 flat pt], Improved Range [+1 pt/rank], Subtle [+1 flat pt])
  • Works Like A Charm: Ranked Feature (Once per scene per power rank, you may use your Presence modifier in place of the ability modifier normally applied to a particular skill. You cannot have more than 5 ranks in this power and your effective modifier is subject to the series power level limits)

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DalkonCledwin
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Re: Dalkon's Star Wars Archive

Post by DalkonCledwin » Fri Apr 19, 2019 12:28 am

catsi563 wrote:
Fri Apr 19, 2019 12:24 am
Actually either is acceptable

Kolto is from the Old Republic Era and was used in a similar manner kolto tanks and infusions for healing. Bacta would come near the time of the Clone Wars and would be an improvement on Kolto using the same principles but better.

So really wither or both are correct as older or out of the way areas like the fringe and wild space might still be using Kolto but the core and more ""civilized"" regions would use bacta.
Oh! I didn't actually know that. Thanks!

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Agent "Class" Abilities

Post by DalkonCledwin » Fri Apr 19, 2019 12:39 am

Agent "Class" Abilities:
  • Censure: Perception Ranged Nullify (Counters Social Effects, Resisted by Will, Broad [+1 pt/rank], Effortless [+1 pt/rank], Increased Range [+1 pt/rank], Triggered by a Predetermined Social Effect [+1 flat pt], Notes: The Triggered Modifier is optional)
  • Clever Solution: Ranked Feature (Once per scene per power rank, you may use your Agility modifier in place of the ability modifier normally applied to a particular skill. You cannot have more than 5 ranks in this power and your effective modifier is subject to the series power level limits.)
  • Skilled Slicer: Enhanced Technology (Limited to the operation of computers [-1 pt/rank])
Agents tend to share more than a few abilities with Scoundrels and Leaders, so that is why there are so few on here for them.

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Re: Dalkon's Star Wars Archive

Post by DalkonCledwin » Fri Apr 19, 2019 1:16 am

I have saved virtually the entire blog to my hard drive, so even if they take it offline over on Google's end, I'll still have access to it. I will slowly work towards copying the details over to this thread so that others can have access to it, assuming Doug himself doesn't beat me to it. However at the moment, I am a bit miffed with Google over this and want to work on something else to clear my ire a bit.

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Leader "Class" Abilities

Post by DalkonCledwin » Mon Apr 29, 2019 5:35 pm

Leader "Class" Abilities:
  • Cutting Question: Perception Area Selective Immunity 5 (Interaction Skills; Area [+1 pt/rank], Affects Others [+1 pt/rank], Sustained (+0 pts/rank], Quirk: Language Dependent [-1 flat pt])
  • Diplomatic Solution: Perception Ranged Burst Area Affliction (Resisted by Will [1st - Entranced, 2nd - Compelled, 3rd - Controlled], Area 2 [+2 pts/rank], Increased Range 2 [+2 pts/rank], Sense Dependent: Hearing [-1 pt/rank])
  • Discredit: Perception Ranged Weaken (Social Traits; Broad [+1 pt/rank], Progressive [+2 pts/rank], Sense Dependent: Hearing [-1 pt/rank])
  • Inspiring Rhetoric: Burst Area Healing (Affects Objects [+1 pt/rank], Area [+1 pt/rank], Energizing [+1 pt/rank], Subtle [+1 flat pt], Check Required: Persuasion [-1 flat pt], Limited: to Energizing Only [-1 pt/rank], Limited: to Others Only [-1 pt/rank], Temporary [-1 pt/rank])
  • Natural Leader: Perception Ranged Affliction (Resisted by Will [1st - Dazed, 2nd - Stunned, 3rd - Controlled], Increased Range 2 [+2 pts/rank], Limited: Language Dependent [-1 pt/rank], Sense Dependent: Hearing [-1 pt/rank])

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Fringer "Class" Abilities

Post by DalkonCledwin » Mon Apr 29, 2019 6:01 pm

Fringer "Class" Abilities:
  • Beast Wrangler: Perception Ranged Cumulative Affliction (Resisted by Will [1st - Entranced, 2nd - Compelled, 3rd - Controlled], Advantages: Animal Empathy [+1 flat pt], Cumulative [+1 pt/rank], Increased Range 2 [+2 pts/rank], Check Required: Persuasion [-1 flat pt], Limited 2: to creatures with animal intelligence (generally an Intellect of -4 or -5) [-2 pts/rank], Quirk: Character must present themselves in such a way as to be no threat to the animal in question [-1 flat pt])
  • Decipher Script: Comprehend 1 (Languages - Read All; Quirk: Takes at least a scene to decipher a new language [-1 flat pt])
  • Expert Handler: Enhanced Trait (Persuasion Checks; Limited: to improving target’s attitude [-1 pt/rank], Limited 2: to creatures with animal intelligence (generally an Intellect of -4 or -5) [-2 pts/rank])
  • Fringe Wise: Enhanced Trait (Expertise: Appraise Value Checks, Investigation Checks, Technology Checks; Limited: Investigation bonus is for Gathering Information Only [-1 pt/rank], Limited: Technology bonus is for making repairs only [-1 pt/rank])
  • Jury-Rigger: Enhanced Trait (Technology Checks; Limited: to checks for making repairs, jury-rigging repairs, or jury-rigging devices [-1 pt/rank])
  • Long-Stride: Enhanced Trait (Athletics Checks; Limited: to checks for running and jumping
  • Ease of Movement: Movement 2 (Sure-footed 2 [+2 pts/rank])
  • Second Wind: Healing (Triggered: when suffering two or more degrees of damage [+1 flat pt], Limited: to Self Only [-1 pt/rank])

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Inventor "Class" Abilities

Post by DalkonCledwin » Mon Apr 29, 2019 6:31 pm

Inventor "Class" Abilities:
  • Contraption: Enhanced Advantage (Luck: Edit Scene [+1 flat pt])
  • Efficiency: Quickness (Limited to One Task: Inventing [-2 pts/rank]; Note: Characters usually have no more than 4 ranks in this power unless they are a droid)
  • Fine Tuning: Healing (Affects Objects Only [+0 pts/rank], Limited: to once per minute [-1 pt/rank], Restorative [+1 pt/rank])
  • Instant Mastery: Variable (5+ pts of Traits for any effect which could derive from an understanding of technology; Check Required: Technology or an appropriate Expertise Skill [-1 flat pt])
  • Intellectual Resolve: Immunity 2 (Weaken Intellect)
  • Inventor's Knack: Enhanced Trait (Technology Checks; Limited: to Checks made to design or construct inventions [-1 pt/rank])
  • Personal Design: Ranked Feature (Once per scene per rank in this feature you can get an extra use out of a "per scene" power of an invention. You can only have a number of ranks in this feature equal to half the series power level, similar to if it were a Luck advantage.)
  • Structural Analysis: Perception Ranged Affliction (Resisted by Will [1st - Vulnerable, 2nd - Defenseless], Affects Objects Only [+0 pts/rank], Increased Range 2 [+2 pts/rank], Insidious [+1 flat pt], Subtle [+1 flat pt], Limited: vs. your attacks [-1 pt/rank], Limited Degree [-1 pt/rank])
  • Stroke of Genius: Ranked Feature (Once per scene per power rank, you may use your Intellect modifier in place of the ability modifier normally applied to a particular skill. You cannot have more than 5 ranks in this power and your effective modifier is subject to the series power level limits.)

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Medic "Class" Abilities

Post by DalkonCledwin » Mon Apr 29, 2019 7:10 pm

Medic "Class" Abilities:
  • Anatomy Lessons: Close Cumulative Affliction (Resisted by Fortitude [1st - Impaired & Vulnerable, 2nd - Defenseless & Disabled, 3rd - Incapacitated], Cumulative [+1 pt/rank], Extra Condition [+1 pt/rank], Reversible [+1 flat pt])
  • Bacta Ampules: Ranged Healing (Diminished Range 3 [-3 flat pts], Feature: can be used on self [+1 flat pt], Increased Range [+1 pt/rank], Persistent [+1 flat pt], Quirk: The effective range of these effects is the lesser of your Bacta Ampules range or the weapon’s range [-1 flat pt], Removable [-1 pt/5 pts], Injected [-1 pt/rank], Restorative [+1 pt/rank], Stabilize [+1 flat pt]; Notes: Attaching this to a weapon's attack array will remove the need for the removable flaw)
  • Bacta Jab: Healing (Feaure: Can use on the following turn immediately after failing a Healing Check [+1 flat pt], Persistent [+1 flat pt], Restorative [+1 pt/rank], Limited: to Others Only [-1 pt/rank])
  • Electrolyte Drain: Affliction (Resisted by Fortitude [1st - Fatigued, 2nd - Exhausted, 3rd - Incapacitated], Subtle [+1 flat pt])
  • Man Down: Enhanced Extra (Reaction: to an ally becoming "Dying" or "Incapacitated" [+3 pts/rank]; Enhanced Advantage: Interpose [+1 flat pt])
  • Nerve Gas: Ranged Cloud Area Affliction (Resisted by Fortitude [1st - Fatigued, 2nd - Exhausted, 3rd - Incapacitated], Activation: Move [-1 flat pt], Diminished Range 3 [-3 flat pts], Increased Range [+1 pt/rank], Progressive [+2 pts/rank], Check Required: Treatment [-1 flat pt])
  • Not That Bad: Perception Ranged Healing (Limited: to Others Only [-1 pt/rank], Check Required: Persuasion [-1 flat pt], Increased Range 2 [+2 pts/rank], Quirk: Language Dependent [-1 flat pt], Sense Dependent: Hearing [-1 pt/rank])
  • Stim Application: Healing (Energizing [+1 pt/rank], Limited: Energizing Only [-1 pt/rank], Check Required: Treatment [-1 flat pt])
  • Traumatize: Affliction (Resisted by Fortitude [1st - Dazed, 2nd - Stunned, 3rd - Incapacitated], Check Required: Treatment [-1 flat pt], Cumulative [+1 pt/rank])

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Pilot "Class" Abilities

Post by DalkonCledwin » Mon Apr 29, 2019 7:40 pm

Pilot "Class" Abilities:
  • Darklighter Spin: Enhanced Extra (Multiattack [+1 pt/rank], Variable Descriptor 2: Starship Weapon Systems [+2 flat pts], Check Required: Vehicles [-1 flat pt], Quirk: Lower of Weapon or Extra's Rank [-1 flat pt])
  • Demoralizing Flurry: Ranged Affliction (Resisted by Will [1st - Impaired, 2nd - Disabled], Check Required 3: Intimidation [-3 flat pts], Limited Degree [-1 pt/rank], Reaction: to Hitting a target with a multiattack damage effect [+3 pts/rank], Quirk: Limited to attacks made with vehicular weapons [-1 flat pt])
  • Hold Together: Healing (Affects Objects Only [+0 pts/rank], Limited: to Once per Turn [-1 pt/rank], Persistent [+1 flat pt], Reaction [+3 pts/rank])
  • Detect Hyperspace Hazard: Senses 1 (Detect: Hypespace Hazard [Close Range]; Notes: This is close range due to it assuming you are operating a Navicomputer)
  • Natural Astrogator: Enhanced Trait (Technology Checks; Limited 2: to checks made to plot a route through hyperspace with no astrogation data [-2 pts/rank])
  • Overload Shields: Enhanced Extra (Penetrating [+1 flat pt/rank], Variable Descriptor 2: Starship Weapon Systems [+2 flat pts], Check Required: Vehicles [-1 flat pt], Quirk: Lower of Weapon or Extra's Rank [-1 flat pt])
  • Shortcut: Feature (Once per scene, you gain a +5 circumstance bonus to any skill check made during a chase, mission or race when Speed is a factor (as if your Speed rank, or that of your vehicle, were three or more ranks higher than your opponents’))
  • Target Locked: Perception Ranged Affliction (Resisted by Dodge [1st - Vulnerable, 2nd - Defenseless], Alternate Resistance (Dodge) [+0 pts/rank], Increased Range 2 [+2 pts/rank], Progressive [+2 pts/rank], Check Required: Technology [-1 flat pt], Limited: Must be using a HUD or Targeting Computer [-1 pt/rank])
Notes: This is the set of powers that would normally have had the "Understand Binary" power, but I am officially decreeing Binary to be an honest to goodness language, rather than something that one uses the Power for, since that would in this instance cost less points.

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Re: Dalkon's Star Wars Archive

Post by DalkonCledwin » Mon Apr 29, 2019 8:06 pm

So it appears I slightly over reacted with regards to the whole "Google+ Shutdown" thing. Apparently the Blog I was drawing this stuff from isn't going anywhere, it's author just appears as an "unknown" author until they take the time to log into Blogger and update their info due to the shutdown. So while all this stuff is useful, it is largely extraneous. About the only things I needed here were the explanations of certain skills, and the updates to powers that are different in my setting to his.

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Royal Rumble Brainstorm & Notes

Post by DalkonCledwin » Mon May 20, 2019 2:03 am

Royal Rumble
Premise: When a mysterious boy shows up just as her name is coming out of the Goblet of Fire, Maybelle Potter’s only word on the matter is… “DAD??!!”
Required Inclusions:
- Harry Potter must have been reborn as the son of Duchess Satine Kryze.
- Satine must still follow the Resol’nare (look it up on Wookieepedia if you are unfamiliar with the term), even if only in her own way.
- When the time comes, Harry must be old enough to participate in the Clone Wars.
- Harry must disagree with his mother’s stance on neutrality and leave/runaway in order to join the fighting (his reasons for doing so are up to the author).
- Satine must be wrongfully informed of her son’s death at some point (whether this is false information, a mistake in a report, or Harry has actually been declared dead, is up to the author)
- Harry’s presence must somehow save Satine’s life.
Preferred Inclusions:
- Fem!Harry in the form of Maybelle Potter.
- Harry being paired with Maybelle, Ahsoka, Riyu or any other unspecified female character.
- Harry being the son of Duchess Satine and Obi-Wan Kenobi, with Satine not telling Kenobi for various unspecified reasons.
- Harry being trained in both the use of the Force and a Lightsaber by a Jedi who had left the Order for whatever reason.
Forbidden Things:
- Harry being paired with a male character.
- Harry or Maybelle the Emo Doormats.
Last edited by DalkonCledwin on Mon May 20, 2019 3:53 am, edited 1 time in total.

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