Megagame 2013 Characters

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Star Wars MegaGame 2013
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Erik, Mark, Tim/Benjamin
Game Time
Saturday, 6 PM - 2 AM slot
Game Year
Post Order 66
Mechanics
Character Creation · Turning Points
Plot
Prologue · Summary
Light Side
Act 1 · Act 2 · Act 3
Dark Side
Act 1 · Act 2 · Act 3
Conclusion

PCs are fairly low level - maybe level 5 - and have only a limited number of Force powers at their disposal. Because of their circumstances, it is likely that they have never actually used these powers before, as they were too young to be taught them at the temple, and have been hiding their Force abilities ever since. Using them will both be a new and thrilling experience of feeling the power of the Force, but it could also attract the attention of Lord Vader or any acolytes or inquisitors in his disposal. Using the Force actively is both suddenly powerful but terribly dangerous.

Although there is more overlap than in previous years, it is still probably a good idea to edge one group into the more combative role and one into a more subversive role to keep players pointed the same direction and reduce inter party conflict. Backstories and the different jobs PCs have taken can reflect/excuse these divisions. After all, the characters split with people they got along with and have been in the same conditions as them for five years, so they'll wind up with complementary but similar skills. Characters should have their first level be Jedi, but the other four levels be something else. Each should have a couple of Force techniques at their disposal. We can figure out exactly how many and how many Force points are appropriate as things move along, finding a balance that makes access to the Force feel both rare and special and but still accessible to them in their boss battles.