Showing posts with label SWTOR. Show all posts
Showing posts with label SWTOR. Show all posts

Thursday, April 10, 2014

GenConMod: Havoc Squad 1.0

As I mentioned in my last post, I'm going to start putting up the growing and ever-developing work I'm putting into the PC characters for my GenCon Module.  I figured a good place to start would be with one that seemed to be the easiest to do; Havoc Squad.

The elite special forces team in the Old Republic, Havoc Squad has a history of being given the toughest assignments, the most dangerous of missions, and coming out on top.  The characters that the Trooper in The Old Republic gathers together are a seemingly eclectic bunch, but they become one of the most successful iterations of Havoc Squad in it's storied history.


Aric Jorgan

 

Race: Cathar
Career: Soldier
Specialization: Heavy (adapted from the Hired Gun splatbook, Dangerous Covenants)

Brawn 3, Agility 3, Intellect 2, Cunning 3, Will 2, Presence3
Wound Threshold: 17
Strain Threshold: 12
Soak: 5
Melee/Ranged Defense:  0/0

Skills: Athletics 2, Brawl 1, Resilience 2, Vigilance 3, Knowledge (Warfare) 1, Gunnery 3, Perception 2, Ranged (Heavy) 2, Leadership 2, Negotiate 1
Talents: Burly 2, Barrage 2, Brace 2, Spare Clip, Side Step, Armor Master, Toughened 2, Heavy Hitter
Equipment: Laminate Armor, Rotary Blaster Cannon, Extra Reloads, Stimpacks (2)

I know that Heavy is not a Specialization for Soldiers, and that I could have used Sharpshooter from the Age of Rebellion Beta book for Aric (and Krusk, for the Jedi Knights' team), but the Heavy from Dangerous Covenants is too perfect for the Assault Cannon Gunners.  Also, I'll be shocked...SHOCKED...if there isn't at least some sort of analogue to the Heavy in an eventual Soldier sourcebook.

Aric's main role in combat is ranged damage, and with a rotary blaster cannon from the aforementioned Dangerous Covenants book he certainly fulfills his role.  Being able to grant his weapon the Breach 1 quality on a limited basis can practically ruin any enemy tank character he comes across (or possibly even an enemy tank vehicle...)

Outside of combat, he currently has Leadership and Negotiate to reflect his skills with diplomacy and navigating the chain of command.  He can take a fair amount of damage in-combat, but he's got to watch out.  With an average Strain Threshold and no bonuses to Defense, someone could focus on Aric and he'd be in a world of hurt.

Elara Dorne


Race: Human
Career: Soldier
Specialization: Medic

Brawn 2, Agility 3, Intellect 4, Cunning 2, Will 3, Presence3
Wound Threshold: 14
Strain Threshold: 15
Soak: 4
Melee/Ranged Defense:  0/0

Skills: Athletics 1, Knowledge (Warfare) 2, Discipline 1, Medicine 3, Ranged (Light) 3, Knowledge (Xeneology) 2, Knowledge (Education) 1, Resilience 2, Vigilance 1
Talents: Stimpack Specialization 2, Grit 2, Toughened, Dodge, Improved Stimpack Application, It's Not That Bad, Anatomy Lessons, Surgeon
Equipment: Laminate Armor, Blaster Pistol, Medical Kit, Stimpacks (4)

Elara Dorne; former Imperial, now Republic trooper.  She's smart, determined, resilient, and knows the rules and regulations almost as well as her skill in medicine.  Drawing from the Age of Rebellion Medic specialization, Elara is a rather formidable medic.

Anyone who looks at the Medic skill tree will see some skills missing.  Why no Bacta Specialist?  Because in a one shot game where I know there won't be time to utilize a bacta tank, the talent isn't worth cluttering up the stat block.  Same with Forager and Well Rounded.  I didn't want to give her all of the tricks for Medic, so no Supreme Stim Application, Master Doctor, or Natural Doctor  I wanted to focus her as a triage/first responder type of healer, not one specialized in surgical, long-term care.

M1-4X

 

Race: Droid (4th Degree)
Career: Soldier
Specialization: Commando

Brawn 4, Agility 3, Intellect 1, Cunning 2, Will 2, Presence 2
Wound Threshold: 20
Strain Threshold: 13
Soak: 8
Melee/Ranged Defense: 2/2

Skills: Athletics 1, Brawl 3, Coerce 2, Knowledge (Warfare) 3, Melee 1, Ranged (Heavy) 2, Resilience 2, Survival 2
Talents: Point Blank, Strong Arm, Physical Training 2, Durable 2, Improved Armor Master, Unstoppable, Knockdown
Equipment: Heavy Battle Armor/Plate, Mounted Blaster Rifle (Forearm Grip attachment), Internal Comlink

M1-4X is a tank, somewhat literally.  His job is to get close to enemies and blast, pound, and smash them to pieces.  His programing makes him a loyal Republic soldier, but he's somewhat simple minded.  Patriotic to a fault, he focuses his efforts on preserving the Republic and defeating it's enemies.  To this end, his Intellect doesn't mean he's stupid, its there to represent his rather one-track programing and his difficulty in varying from it.

M1-4X can take a ton of punishment, but he has some difficulty dealing it out.  His integrated blaster rifle is suitable to the task, but it's not his most skilled attack form.  He actually may be more effective in Melee combat with his giant steel fists, able to knock foes down with his Knockdown talent.  To help his use of the blaster rifle, he's got it set up on a mount that provides a similar benefit to the Forearm Grip attachment, one that reduces the increased difficulty for firing the Blaster Rifle while engaged from two difficulty increases to only one.

He's a wrecking ball, one where I tried to encourage the player to charge his enemies and take on all comers.

Tanno Vik

 

Race: Weequay
Career: Hired Gun
SpecializationsEnforcer/Demolitionist


Brawn 4, Agility 2, Intellect 1, Cunning 4, Will 2, Presence 1
Wound Threshold:18
Strain Threshold: 11
Soak: 7
Melee/Ranged Defense: 1/1

Skills: Athletics 1, Brawl 1, Melee 2, Piloting (Planetary) 2, Ranged (Light) 2, Vigilance 1, Knowledge (Underworld) 2, Streetwise 3, Mechanics 2, Skulduggery 2
Talents: Toughened 2, Street Smarts, Durable, Intimidating, Defensive Stance, Powerful Blast 2, Selective Detonation 2, Enduring, Improved Improvised Detonation
Equipment: Heavy Battle Armor, Vibro-sword, 4 Frag Grenades, 2 Ion Grenades, 2 Plasma Grenades

Tanno Vik is described as being one of the most talented demolitions experts ever to serve in the Republic Military.  Born on Nar Shadda, Vik grew up moving from one gang to another.  Joining the Republic military was simply a way to join a more powerful gang, and to get access to military-grade explosives.  His belligerent attitude has kept him from many promotions in the Republic Armed Forces and even led to his discharge, but General Garza kept an eye on him for emergencies like the one encountered by the Trooper.

While his storyline is explosives, his party role is Melee Tanking.  I felt that Dangerous Covenants provided the perfect combination with the Demolitionist and Enforcer specializations. It even has stats for the Weequay.  To keep him from being "too good", Tanno's skills and talents are spread out between the two Specs.  Since the game mostly takes place on Nar Shadda, I'll likely give him a Boost die to many Streetwise and Knowledge (Underworld) checks.  I can occasionally give him a Set-Back die as well, as he may encounter someone from a prior gang that holds a grudge for him leaving.

Yuun

 

Race: Gand

Career: Spy
Specializations: Infiltrator/Force Sensitive Exile


Brawn 3, Agility 2, Intellect 2, Cunning 3, Will 3, Presence 1
Wound Threshold: 15
Strain Threshold:17
Soak: 5
Melee/Ranged Defense: 0/0
Skills: Cool 1, Discipline 1, Knowledge (Outer Rim) 1, Coordination 2, Perception 2, Stealth 2, Melee 3, Streetwise 1
Talents: Frenzied Attack 2, Soft Spot, Grit 4, Knockdown, Jump Up, Defensive Stance 2, Dodge, Toughened, Uncanny Senses, Uncanny Reactions, Sense Danger, Touch of Fate, Force Rating 2
Equipment: Laminate Armor, Force Pike, Ammonia Breather
Force Powers:
  • Enhance (When making Athletics, Resilience, or Brawn check, may make an Enhance power check, spend Force Points to gain Success or Advantage to the check; Force Leap- make an Enhance power check as a Maneuver, may spend Force Point to jump horizontally or vertically to any point in Short range; Range Upgrade - Spend a Force Point to increase power's range bands equal to Range upgrades purchased; May commit a Force Die to increase Brawn by 1)
  • Foresee (User may make a Foresee check, spend Force Points to get vague hints of events to come up to a day into his future; Strength Upgrade- Spend Force Point to pick out one specific detail; May roll Foresee power check as part of initiative check, spend Force Point to add Successes to the check, increase Ranged and Melee defenses by 2 for First Round of combat; Magnitude 2 - Spend Force Point to increase the number of affected targets by 2)
Yuun, the Force-Sensitive Gand Findsman who joined the Republic Army to better utilize his skills and to provide a unique talent to the Republic during the Great Galactic War.  His Force Training with the Findsmen has honed his ability to enhance his own physical prowess and to see signs and portents in the Force to help find his prey and protect him from harm.

Since no Soldier spec really fit his background, I went looking through the Age of Rebellion beta for additional possibilities for his Career.  The Infiltrator spec under the Spy career fit this well, giving him a bunch of good melee skills and talents.  To replicate his Gand Findsman abilities, I gave him the Force Sensitive Emergent tree.  I originally had him with the Sense and Enhance Force powers, but Foresee fit the theme better. 

(Very) Rough Drafts


This is the first pass at Havoc Squad.  I'll admit, Tanno and Yuun are two I know very little about with their backstory.  I'm sorely tempted to play out the Trooper to the end just to get the insight into these character's plotlines.  If anyone out there sees anything that doesn't make sense, or seems to be missing from their builds, let me know.

I'm really looking forward to testing these folks in combat, and seeing how they do.

Tuesday, March 6, 2012

Fragments from the Rim 89: The Progression of Dune (Expanded & With Stats)

DarthGM here for the 89th Episode of Fragments from the Rim.  I’m going to break from my review of the various lightsaber forms and talk about my character from Star Wars: The Old Republic.  My big, blue Twi’lek Jedi Shadow hit level 50 today, and I thought it would be a fun experiment to track how his progression could be replicated in SAGA Edition.

Starting with Stats, Dunne’s been rather insightful and charismatic.  He’s also been something of a physical beast, with high Strength.  We’ll put his Constitution at average.  He’s going to grow into his role as a tank, so he won’t quite have the staying power at low levels.  His backstory is that he comes from a long line of Jedi, so I have him take the Jedi Heritage feat exclusive to Twi’leks.

On Tython, Dunne learns how to throw things around, hit people with his lightsaber, and get folks to do what he wants.  He learns Ballistakinesis, Move Object, Repulse, and Mind Trick for his force powers.  He also picks up Block and Deflect, talents to help him survive in his eventual role as a tank.

Dunne                                                  CL 4
Medium Twi’lek Jedi 4
Init +3; Senses low-light vision; Perception +4
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 16 (flat-footed 15), Fort 17, Will 17
hp 51; Threshold 17
Speed  6 squares
Melee lightsaber +6 (2d8+4) or
Melee lightsaber +6 (2d8+6) with both hands or
Melee lightsaber +4 (3d8+6) with Rapid Strike
Ranged  by weapon +5
Base Atk +4; Grp +6
Atk Options Rapid Strike
Force Powers Known (Use The Force +9) ballistakinesis, mind trick, move object, Repulse
Abilities Str 14, Dex 13, Con 10, Int 12, Wis 14, Cha 14
Special Qualities deceptive
Talents Block, Deflect
Feats Force Sensitivity, Force Training, Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +8, Deception +4 (may reroll but must keep the result of the reroll even if worse), Mechanics +8, Pilot +8, Use the Force +9
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

While adventuring on Coruscant, Dunne elects to become a Jedi Shadow, and learns the Clear Mind and Force Haze talent as well as Dual Weapon Mastery I.  He puts points into Dexterity and Constitution, he’s going to need both to use the double-bladed lightsaber well and survive tanking for his allies.  For Force Powers, Dunne picks up more uses of Ballistakinesis and Move Object, but also learns Surge and Force Stun.

Dunne                                                  CL 8
Medium Twi’lek Jedi 7/Jedi Knight 1
Init +5; Senses low-light vision; Perception +6
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 21 (flat-footed 20), Fort 22, Will 22; Block [Core p.41], Deflect [Core p.41]
hp 79; Threshold 22
Speed  6 squares
Melee double-bladed lightsaber +11 (2d8+6) or
Melee double-bladed lightsaber +11 (2d8+8) with both hands or
Melee double-bladed lightsaber +9 (3d8+8) with Rapid Strike or
Melee double-bladed lightsaber +7 (2d8+6) and double-bladed lightsaber +7 (2d8+6) or
Melee double-bladed lightsaber +5 (3d8+6) and double-bladed lightsaber +5 (3d8+6) with Rapid Strike
Ranged  by weapon +9
Base Atk +8; Grp +10
Atk Options Dual Weapon Mastery, Rapid Strike
Special Actions Force Haze
Force Powers Known (Use The Force +11) ballistakinesis (2), Force stun, mind trick, move object (2), repulse, surge
Abilities Str 14, Dex 13, Con 11, Int 13, Wis 14, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers)
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (2), Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +10, Deception +6 (may reroll but must keep the result of the reroll even if worse), Mechanics +10, Pilot +10, Use the Force +11 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), 3 Noetikons

As he moves through Chapter One, Dune becomes a Jedi Knight, gaining further mastery of the Force.  He takes Improved Move Light Object to help harass opponents, as well as Improved Ballistakinesis.  He continues to grow with his skill with the Double-bladed lightsaber taking Multi-attack Proficiency: Lightsabers.  He also improves his skill with the Force, taking Skill Focus: Use the Force.  New Force Powers include Cloak, Rebuke, and Force Shield.  At the end of Chapter One, he completes his first Destiny; Redemption.

Dunne                                                  CL 12
Medium Twi’lek Jedi 7/Jedi Knight 5
Init +7; Senses low-light vision; Perception +8
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 25 (flat-footed 24), Fort 27, Will 26; Block, Deflect, Soresu
hp 119; Threshold 27
Speed  6 squares
Melee double-bladed lightsaber +15 (2d8+8) or
Melee double-bladed lightsaber +15 (2d8+10) with both hands or
Melee double-bladed lightsaber +13 (3d8+10) with Rapid Strike or
Melee double-bladed lightsaber +12 (2d8+8) and double-bladed lightsaber +12 (2d8+8) or
Melee double-bladed lightsaber +10 (3d8+8) and double-bladed lightsaber +10 (3d8+8) with Rapid Strike
Ranged  by weapon +13
Base Atk +12; Grp +14
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style
Special Actions Force Haze
Force Powers Known (Use The Force +13) ballistakinesis (2), cloak, Force shield, Force stun, mind trick, move object (2), rebuke, repulse, surge, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Abilities Str 14, Dex 13, Con 12, Int 13, Wis 15, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers), Soresu, Twin Weapon Style
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12, Deception +8 (may reroll but must keep the result of the reroll even if worse), Mechanics +12, Pilot +12, Use the Force +13 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Moving into Chapter two, Dunne is now a Jedi Master and picks White Current Adept as one of his Master talents, allowing him to make Use the Force checks for Stealth checks.  He needs more protective abilities, so he picks up more uses of Force Shield and Rebuke to stand up to all the Dark-Siders and Sith he keeps facing.  He’s tougher now, and stronger too, really able to wallop his opponents with his Rapid Strikes, but he’s smarter with his defenses too, picking up Melee Defense.  He also fulfills his second Destiny; Discovery.

Dunne                                                  CL 16
Medium Twi’lek Jedi 7/Jedi Knight 5/Jedi Master 4
Init +9; Senses low-light vision; Perception +10
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 31 (flat-footed 30), Fort 33, Will 33; Block, Deflect, Soresu
hp 151; Threshold 33
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +19 (2d8+10) or
Melee double-bladed lightsaber +19 (2d8+12) with both hands or
Melee double-bladed lightsaber +17 (3d8+12) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+12) and double-bladed lightsaber +18 (2d8+12) or
Melee double-bladed lightsaber +16 (3d8+12) and double-bladed lightsaber +16 (3d8+12) with Rapid Strike
Ranged  by weapon +17
Base Atk +16; Grp +18
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity
Force Powers Known (Use The Force +15) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 15, Dex 13, Con 13, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Soresu, Twin Weapon Style, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +14, Deception +10 (may reroll but must keep the result of the reroll even if worse), Mechanics +14, Pilot +14, Stealth +9 (may Use the Force +15 instead), Use the Force +15 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Now into Chapter Three, Dunne faces the strongest foes and the highest stakes he’s ever faced.  He has Whirlwind attack to strike all foes around him.  His mastery of the Force is the strongest it’s ever been, learning powerful Force Secrets that increase his damage and effectiveness of his Force Powers.  He also picks up the Soresu Talent, and the associated Lightsaber Form Power to protect his allies who are near him.  Dunne is well on his way to completing his third and final Destiny; which may be Destruction or Rescue, depending on how Chapter three ends.

Dunne                                                  CL 20
Medium Twi’lek Jedi 7/Jedi Knight 9/Jedi Master 4
Init +11; Senses low-light vision; Perception +12
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 34 (flat-footed 33), Fort 37, Will 35; Block, Deflect, Soresu
hp 203; Threshold 37
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +24 (2d8+13) or
Melee double-bladed lightsaber +24 (2d8+16) with both hands or
Melee double-bladed lightsaber +22 (3d8+16) with Rapid Strike or
Melee double-bladed lightsaber +23 (2d8+16) and double-bladed lightsaber +23 (2d8+16) or
Melee double-bladed lightsaber +21 (3d8+16) and double-bladed lightsaber +21 (3d8+16) with Rapid Strike
Ranged  by weapon +21
Base Atk +20; Grp +23
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity, Vigilance
Force Powers Known (Use The Force +22) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Force Point Recovery, Improved Ballistakinesis, Improved Force Stun], Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 16, Dex 13, Con 14, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Sheltering Stance, Soresu, Twin Weapon Style, Vigilance, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +16, Deception +12 (may reroll but must keep the result of the reroll even if worse), Mechanics +16, Pilot +16, Stealth +11 (may Use the Force +22 instead), Use the Force +22 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

So we end up with a 20th level Jedi Master who has skill with the Double-Bladed lightsaber, is incredibly stealthy, and can stand toe-to-toe with a host of foes while protecting his allies.  Not bad for a pudgy twi’lek who like his bantha steaks and Chandrillian fondues as much as he does protecting the Republic.

If you really like how your character in The Old Republic plays, take a moment and see how they can be replicated in SAGA.  Or drop me a line, and I’ll take a stab at a favorite build in an upcoming Fragments from the Rim.  Until next time Gamer Nation; 20 side up, 1 side down.

Wednesday, January 11, 2012

TOR Costuming: The Jedi Consular

So here's what I'm working on next...


I have a deadline for another costume; April 7th, 2012.

Unlike the last costume I did, I'm not sure how much I can do on my own, feasibly.  My sewing skills are described as "novice" at best.  Thankfully, I have a fiancee who's sewing skills outsrtips my own.  What I'm not going to do is dump a bunch of fabric in her lap and say "Sew Plz!", I'm going to try to help her with this.

This alone should be an interesting endeavor, because I've come to the unfortunate realization that we don't work well together on projects.  The more involved an endeavor, the worse we get.  We were constantly butting heads on previous costumes.  I don't know if it's the tone of speech I take on when my creative mind is working, or her venting frustrations at me, but we just don't mix well at those times.

For humor's sake, I'll post up how THAT progression goes too...

Anyway, back to the Consular: the outfit is reportedly the High-End PvP gear outfit for the Consular class.  Here's what I figure I need...

Torn Brown Outer Robe with Aurek/Besk "Runes"
Rope-Like accesories for Outer Robe
Big Shoulder Pads (TM) attached to the outer robe
Slate Blue Hooded Inner Robe with Aurek/Besh "Runes" around the hood
Brown Outer Skirt with Large Aurek/Besh "Runes"
Torn Khaki Inner Skirt
Brown Apron/cloth
Front Striped apron/cloth
Blue Gloves with Hand/Arm wraps
Sandals with Foot/Ankle wraps
Tan Outer Tunic
Tan Inner Tunic
Brown Inner Obi/Corset/Belly Wrap
Tan Outer Obi
Jedi Belt with Metal contraption/buckle and odd cylinder thing on front
Double-bladed lightsaber

Later, I begin the disection of putting it all together, with help from a few "Exclusive Resources"...

Monday, December 12, 2011

Star Wars Art: The Dunne Holiday Special

Just something I whipped up rather quickly.  An idea stuck in my head that wanted to get out.


I really need to learn shading and light control...


Merry Christmas and Happy New Year, everyone.

And to those playing SW:TOR, as Gonzo likes to say; I'll see you with a name over your head...

Tuesday, November 22, 2011

Anxious Anticipation



I think I’d be remiss if I didn’t post about The Old Republic.  So for anyone who’s been waiting for it, here it is.

I wish I knew what it was about Star Wars; the stories, the visuals, the characters, the music.  I don’t know what it is that runs through me as soon as I see that legendary phrase appear on the screen.

A long time ago in a galaxy far, far away…

The blank, black canvas replaced by those glowing yellow words, receding into the distance amidst a John Williams created fanfare.  It grabs me, every time.  It hooks onto a part of me and my childhood, every time.

The more interaction I can get with the media, the more it pulls at me.  That’s why I love the various video games that have come out for Star Wars over the years (yes, even the bad ones).  Each one of those either let me adventure as one of my heroes, or allowed me to create one and join in on the epic space opera.

I wish I could explain what it is.  Is it reliving my childhood?  Is it a wish for adventure?  Is it a reliving of something I’ve just “bought into”?  I’ll be the first to admit that I give Lucasfilm way more leeway than they likely should be getting from me, or anyone for that matter.  I don’t know why, but they’ve got me.  Hook, Line, and Sinker.  I am their target audience, and they should just hook up a vacuum cleaner to my wallet, simply to cut out the middle man.

Squadron 11-11-11

It’s been about two weeks since I was finally able to get a taste of that delicious interactive narcotic that is Star Wars, The Old Republic.  For those who have been living under a rock for the past 3 years, or simply trying to ignore me, SWTOR is set about 3,700 years before the Original Trilogy of Films.  It is the descendant of Bioware’s previous jaunts into the Old Republic era, Knights of the Old Republic, and Knights of the Old Republic 2: The Sith Lords.  It takes place in a time where the Sith Empire has returned, beat up the Republic, settled for an armistice, and now appears to be on the brink of ignoring that peace treaty. 

You play a Jedi, or a Republic Trooper, or a Smuggler, or a Sith, or an Imperial Agent, or a Bounty Hunter.  There are 8 unique storylines, one for every class.  More so than every other MMO I’ve played, you almost want to be an “Alt-a-holic” and make at least one of every character to play through it just to do the storylines.  I can already tell the Jedi Knight’s storyline is going to be epic.  Like “Luke Skywalker across all three films” epic, with his own finale scene against the Emperor (…am I still taking about Luke, or the Jedi in TOR?).

Anyway, on Friday the 11th, I logged in to play.  Apparently, every Weekend Test that had come before was assigned a “Squadron Number” by Bioware.  I’m not really sure why they stopped the practice with this test, but they did.  So the community named themselves, and dubbed those testing that particular weekend as “Squadron 11-11-11”.  So with the rest of my “wingmen”, I logged into the game, went to the character creation screen, and made myself a Jedi Knight named Vyktor Khoth.

And then the screen went dark.  And the phrase appeared.  And the fanfare started.  And once again, I bought into it all.

Technical Stuff

Gameplay in TOR is about what you’d expect from a modern day MMO.  Move with the WADS keys or the mouse, look around by holding down the right mouse button.  Strafe left and right.  You’ve got your radar, and your tool bars filled with various powers and abilities, consumables and attacks.  It’s still in Beta, and I’m hoping they’ve fixed some things, like the fact that the “Follow” command wasn’t working.   Anyone who’s played City of Heroes for any length of time knows the easiest way to get to melee combat range with a mob is to “Follow” the damn thing.

Combat was smooth.  REAL smooth.  Bioware has gone nuts, making it so your character reacts and responds to various attacks.  If something with a vibrosword runs up to you and swings, your character model with drop into a guard and try to parry the thing.  A series of attacks between you and the opponent reveal a beautiful dance of strikes, parries, and counter-attacks.

Powers are fun and balanced.  You feel like a hero, being able to take on multiple opponents at a time, but is still challenging.  Companions are a huge bonus in this game; after level 8 you get to have one of 5 companions follow you around, helping you our in areas you're deficient.  You can play and level a healer or a tank easily (or easier) in this game becuase your companion could be a tank, protecting you from harm, or a Damage machine, pumping out lightsaber attacks or blaster fire to help take out your opponets.

Meh, I could go on about the Tech stuff for a while...but I won't.

Adventure!

What gets me about TOR is that the storyline is compelling, and it matters.  In previous MMOs, you talk to quest givers, get the plot dump on why you're going off the kill Lord High MucketyMuck, or gather 15 reagents for the Potion of Awesome Stabbing, but that's it.  In TOR, you engage in dialouge; fully voiced from both the NPC's perspective and the PC's perspective.  During every interaction you generally have 3-8 chances to choose your response, and your response matters.  Your choice could earn you progress along the Dark or Light side paths, improve or worsen your relationship with the NPC (or your own companions).

It helps with the immersion.  The ability to "buy in" to the Star Wars experience.  You really get a sense that your choices matter, and that the story is truely influenced by what you do and say, even if it's only an illusion.  I'm sure that if I roll-up a bunch of Jedi Knights over the time I'm playing this game, I'll be able to see that my choices in my main quest dialouge don't really matter all that much with how the story unfolds.  But that's well in the future, this is now when the game's all shinney and new and full of awe.

The Last Squadron

I mentioned the whole squadron-thing the Beta Testers have had.  This coming weekend represents the last Beta Test Weekend for The Old Republic.  After Monday the 28th, it's on to polish, refine, and set up for the big Early Start weekend, beginning on December 15th.  I've got whatever time I can squeeze in from Friday the 25th until sometime late on Monday the 28th to absorb all the excitement, and play experience, until the official launch on December 15th. 

It's crazy; it feels like Bioware put visual narcotics in their game.  I can't get enough of it.  I've always considered my biggest Sin was Gluttony, and no, not because I'm an over-weight nerd (although that's a related factor).  I want to overload my senses, I want to take in so much I'm full, and then I want to take in more.  I want my cravings satisfied, and it seems like they never can be.

That is certainly the case with The Old Republic.

I'm not going to quit my job to play all the day until my money runs out.  I'm not going to neglect my responsibilities as an adult, nor my RPGs, my hobbies, and especially not my fiancee.  What I am going to do is try to take in all I can of The Old Republic, when I can, and as often as possible.

I'll be doing that this weekend, getting in all the TOR I can.  If you're playing this weekend, or any time after the 15th, drop me a line.  I'll let you know what server I'm on.

And as my buddy likes to say, "See you with a name over your head".