Author Topic: Darth Vader adventure  (Read 362 times)

The Dark Side is Strong

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Darth Vader adventure
« on: August 17, 2015, 09:44:21 am »
My gamemaster ran an interesting one-shot idea past a few of us - an adventure where the heroes play as Darth Vader.

How, you wonder?  During combat, Darth Vader would essentially have a version of Draco's uber power in SotE, however each player controls Vader on a different Initiative count.

Non-combat?  When it's time for Vader to make a decision, each player gets to do a Vader impression, then everyone votes (game-master included) on which is the most appropriate and Vaderly thing to say.

Now, the Game master asked me to come up with the Stats for Vader and gave me pretty loose guidelines.  He said pb38 CL 20 and up to 3 completed destinies with w/e equipment, and levels in Imperial Knight were encouraged.  I didn't go that all out, I used two destinies, and only bonuses to abilities, and I avoided tech specialist and superior tech specialist cause I don't think Vader would let other people monkey around with his stuff too much.  I actually tried to build this to kind of seem normal, I still personally assess him at about CL 22 for the PB, the destiny bonuses to abilities, and his equipment.

Darth Vader, Imperial Enforcer CL 22
Medium human (cyborg-hybrid) Soldier 3/Jedi 6/Jedi Knight 1/Imperial Knight 5/Sith Apprentice 1/Sith Lord 3/Force Adept 1
Destiny 5; Force Points (3d6) 10; Dark Side 16
Initiative +12; Senses darkvision, Perception +15
Languages Basic, Binary
--------------------------------------------------------------
Defenses Ref 41 (ff 39), 39 vs. adjacent foes, Fort 39, Will 38; Deflect, Djem So, fluid riposte, Force shield, Lightsaber Defense, Makashi, Melee Defense, rebuke
Defenses w/ Lightsaber Defense Ref 46 (ff 39), 44 vs. adjacent foes
Defenses w/ Lightsaber Defense and Melee Defense Ref 51 (ff 39), 49 vs. adjacent foes
HP 199; DT 39 (49 w/ Armored Augmentation); DR 10 (w/ Armored Augmentation, Lightsabers DO NOT ignore this DR)
Immune atmospheric and inhaled poison hazards, fear-effects
--------------------------------------------------------------
Speed 4 squares; Reach 2 squares (w/ lightsaber)
Melee lightsaber +23 (2d8+14) or
Melee lightsaber +18 (2d8+14) with Melee Defense or
Melee lightsaber +29 (2d8+20) with dark rage DC 25 or
Melee lightsaber +24 (2d8+20) with dark rage DC 25 and Melee Defense
Base Atk +19; Grp +21
Attack Options Melee Defense
Special Actions Armored Augmentation II, Channel Vitality, Djem So, Equilibrium, Force Harmony
Force Powers (Use the Force +23) dark rage, falling avalanche, fluid riposte (3), Force grip (3), Force shield (5), move object (3), rebuke (3), saber swarm (4), surge (2)
Force Techniques Improved Dark Rage, Force Power Mastery (Force shield)
Force Secrets Distant Power, Quicken Power
--------------------------------------------------------------
Abilities (38 point-buy) Str 14 (+2), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 16* (+3), Cha* 26 (+8)
Talents Armored Augmentation I, Armored Augmentation II, Armor Mastery, Attune Armor, Channel Vitality, Djem So, Deflect, Equilibrium, Force Harmony, Lightsaber Defense (3), Stolen Form (Makashi)
Feats Armor Proficiency (light, medium, heavy), Force Sensitive (H), Force Training (6), Improved Defenses, Melee Defense, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills  Initiative +17, Mechanics +16, Persuasion +28 (+30 on checks made to Intimidate), Use the Force +23, Pilot +17
Systems walking locomotion, two hand appendages with stabilized weapon mounts (Darth Vader can double his strength bonus to melee damage when wielding a melee weapon in one hand), jump servos, magnetic feet, improved sensor package, darkvision
Possessions  cyborg chassis, self-attuned phrik-laced heavy dark armor (imposing form), self-built dual-phase lightsaber, zeyd-cloth black robes, utility belt
*completed destinies; corruption (self) +1 Wis, +1 Cha, destruction (jedi order) +2 Cha

Now we haven't discussed anything about what he might be doing, but we imagine it's Jedi hunting rebel squashing awesomeness but at the end of the day it will be left up to the GM what the adventure holds.

Better to walk with friends in the Darkness, than to be alone in the Light.

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CHIA The Friendly Admin

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Re: Darth Vader adventure
« Reply #1 on: August 18, 2015, 10:31:17 am »
That's a pretty awesome idea! My one concern would be balancing the encounters with him acting on multiple counts. Not sure how I would do it, but it will be awesome. ;D
« Last Edit: August 27, 2015, 10:45:36 am by CHIA The Friendly Admin »
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Re: Darth Vader adventure
« Reply #2 on: August 18, 2015, 06:10:07 pm »
yeah so he'll certainly be weaker, even though it's still "four-six" sets of actions just like a traditional party, it would be like a party of identical clone troopers, and they always had to stay in a line the whole time or something.

We've talked about maybe tripling or quading his hitpoints too
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Re: Darth Vader adventure
« Reply #3 on: August 31, 2015, 10:31:33 am »
Cool idea, but three actions? Ouch.

I did a revision to Vader also, but used Tech Specialist / Superior Tech (Devices) to upgrade his cyborg arms/legs. I also used the Heirloom item rules for his armor. I also included him completing his Corruption Destiny, his Destruction Destiny, and Education (of Starkiller and/or Ahsoka Tano) Destiny.

That, and clearly he should have the Starship Tactics feats with "I have you now".  Lol.  :)

YIDM
« Last Edit: August 31, 2015, 10:34:14 am by YIDM »

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Re: Darth Vader adventure
« Reply #4 on: September 03, 2015, 10:33:16 pm »
trained in pilot and Force points is good enough.

"Three actions? ouch" 

what the hell does that mean?  it's one set of standard, move and swift for each player just as always, except they all built identical characters and there's a movement penalty.

The encounter would obviously be tailored to a party of four 20th level heroes.  Honestly I feel like a regular party of different characters who are equal level would be about 75% stronger.

I'm not sure about Force Points and Destiny Points.  I guess each player would have his own ammount of them, or maybe since he has Channel Vitality he doesn't need any FPs and each player can just have their own Destiny Points


Better to walk with friends in the Darkness, than to be alone in the Light.

YIDM

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Re: Darth Vader adventure
« Reply #5 on: September 04, 2015, 09:24:12 am »
trained in pilot and Force points is good enough.

"Three actions? ouch" 

what the hell does that mean?  it's one set of standard, move and swift for each player just as always, except they all built identical characters and there's a movement penalty.

The encounter would obviously be tailored to a party of four 20th level heroes.  Honestly I feel like a regular party of different characters who are equal level would be about 75% stronger.

I'm not sure about Force Points and Destiny Points.  I guess each player would have his own ammount of them, or maybe since he has Channel Vitality he doesn't need any FPs and each player can just have their own Destiny Points
Actually never mind on the three actions thing, I've used veteran imperial officers (from DoD #7) using the Trust talent, to give Vader two standard actions vs. my three PC players at high level. They ran, as well they should...

It actually sounds like a cool idea. I'd have the Vader party go kill a Jedi master like the Dark Woman, or someone he's attributed to killing during the Purge.  I'd probably have the Vader party have some NPC 501st to really make it cool. So they can bark orders or choke some NPCs out "you have failed me for the last time..."::)

Heck fighting Jedi masters sounds like a blast...using Djem So counter attacking, Force grip, the works...

YIDM
« Last Edit: September 04, 2015, 09:26:45 am by YIDM »

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Re: Darth Vader adventure
« Reply #6 on: September 09, 2015, 10:36:27 pm »
so any thought on how to do Force Points and Destiny Points?


Should Vader have a collective pool they all share or should each player have their own?
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Re: Darth Vader adventure
« Reply #7 on: September 09, 2015, 10:45:18 pm »
Also I feel like it would be more fun to face a group of Jedi rather than one.


I think he should be assisting with the invasion of a world, when an isolated Jedi Temple is located on the world, separate but identical to the original Jedi Order.  While not as large, there are some 9 masters and 40 knights with padawans, all from the populations millions/billions.

Although that's the idea I threw around, but I have a feeling we'll be smacking more rebels around than facing Jedi.

My gamemaster read Dark Lords by Paul Kemp so I knew the planet invasion thing might work but I have a feeling it will likely be a Vader in a tight-spot sort of adventure from what was being tossed around, which would still be awesome
Better to walk with friends in the Darkness, than to be alone in the Light.

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Re: Darth Vader adventure
« Reply #8 on: September 16, 2015, 11:45:10 am »
This sounds kind of cool. It's been a while since I've seen a Darth Vader spotlight for SWSE.
It got me thinking about Darth Vader, his cybernetics, his armor, and what a re-work of his published stats *should* look like, etc. (all using the proper game-mechanics)

Would you mind if I posted it here or would you prefer I start a new thread?

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Re: Darth Vader adventure
« Reply #9 on: September 20, 2015, 07:47:14 pm »
you can post it here as well.


Also, do you think Vader's hit points should be tripled or quadrupled when he is being used by 4 players?
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Re: Darth Vader adventure
« Reply #10 on: September 21, 2015, 10:18:24 am »
Don't know, that's a good question.

I know if I used my Vader cyborg hybrid version, I'd just use the chemical injectors (treat as hypoinjector wristband with Nyriaan spice), and since a hypoinjector wristband holds 8 doses (that'd give 8 extra second winds); that would more than cover it for triple hit points.

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