Showing posts with label Rafari. Show all posts
Showing posts with label Rafari. Show all posts

Wednesday, November 23, 2016

Playtest 3: Rafari and the Nahudi Warriors vs the Empire!

The previous playtest was to make sure that our space knights have a certain sort of minimum competence. Now I want to see how far I can push them. If a space knight has little trouble taking on 7 criminals by himself, how about a single space knight vs ~30 imperial troopers?

To balance the scales a little, I'd like to see how our Alien Warriors do as well, as Rafari offers a great opportunity to look at Alien Warriors. The story practically writes itself. Rafari, having completed his training and parting ways from his dear friend, Vesper Tane, returns to his homeworld, only to find it invaded by the Empire! He finds his tribe readying for war, and his welcome is a bit rough. “Rafari has gone soft,” they say, but Rafari proves them wrong and convinces them to let him assist them in protecting their homeworld.

The Nahudi people are heavily outnumbered, so we'll give Rafari 5 warriors and 5 scouts. His opponents will be 6 heavy imperials (thus three guns) supported by 5 imperial carbine troopers, with an advancing force of 15 imperial carbine troopers and 5 elite troopers in a kill squad leading the assault.

The Nehudi warriors arrived at their chosen battleground early. Two rough patches of rocky ground, rich with cover, face off over a relative no-man's land of loose sand. The ground is such that characters must either stand on Uneven ground (in the stony area) or on sandy ground (in between), for a -2 to attack and -1 to defense. Two large cliff faces line either side of the battleground, and the scouts have prepped deadfalls in these. The best way to get from one side to the other is in the cover of the cliff-face, which offers plenty of outcroppings to take cover behind. Going over the open field will force you into a field of fire without cover. The total distance between both rocky areas is submachine gun range, about -5. It'll take 3 rounds of movement to get from one to the other.

That night, Rafari medidates and uses Wisdom of Communion. He is given a vision of the battle the following day “Only with great sacrifice can a world be saved.” It's a grim destiny, and the GM decides that both sides can access one point of destiny. Rafari opens his eyes, ready to do what must be done.

The battle will take place in a sort of canyon.  The battleground is flanked on either side by canyon walls full of fissures that allow one to hide.  The mouth of the canyon is rocky and uneven, followed by a broad, sandy depression, and then lifts into another uneven rocky area.

The Imperial troops march by daylight. The scouts hide in the rocky ground that overlooks the sand, and the warriors hide in the rocky outrcroppings at the entrance to the canyon, ready to ambush the imperials. To properly ambush, both the Scouts and the Warriors must succeed at their Stealth rolls, but because they need to be well-hidden enough to attack from behind, the Warriors need to vanish, so they'll apply a -5. The Warriors have Stealth 15 and succeed with exactly 10. The Scouts have a 18 and succeed with a 12. The Kill Squad has the best Perception at 11, and have visors worth +2 to perception checks if heat signatures matter. The roll a 13, which means an exact success, the same as the Warriors. The GM rules that the kill squad is in the warriors when they notice the Warriors and begin to shout out a warning. The empire is not suprised but neither do they see the deadfalls.

As the troops made their way to them, Rafari meditated. He had been meditating all morning, so the GM grants him a +2 to his Communion roll, in addition to his +1 for meditation. He gets a miracle on a 10 or less. He gets a 14. He argues that he seeks a miracle to save his world and is willing to make whatever sacrifice is necessary, and suggests the Immunity to Pain miracle. The GM agrees to let him spend his point of Destiny. Clearly, without some miracle, his whole tribe could easily die, so he gains a +4 to his reaction. He has also stuck to his beliefs, recently forsaking Vesper Tane for his heresy, so the GM grans an additional +2. He rolls an 18 (!), +6 is 24. Well! We could go for a Primordial Avatar, but Rafari follows no path. Of course, that doesn't have to matter for Communion, so let's imbue him with the Primordial Avatar of the Righteous Crusader.

I had actually hoped to have a more modest battle, but I suppose being imbued with godlike power shortly before going to war with the enemy has a certain sort of meaning to it. It certainly utterly changes the dynamics of this fight.

Rafari is immune to pain, has effectively HT 16 to resist subdual and death, has a will of 19, is Transcendantly impressive, recovers 1 fatigue per second, gets a free Concentrate action per turn, and is fixated with destroying the Imperial Troopers before him. He loses 2 HP and loses an additional HP per minute.

This is perhaps inappropriate. He's not really prepared to channel the powers of this particular avatar, but I hadn't expected to roll that well, and I'm curious to see how this will play out.  It's an opportunity to see an avatar in action!

Other pertinent modifiers: the Nehudi are defending their homeland, so have +1. All terrain is either sandy or uneven, providing a -2 to attack and a -1 to defense. It's brightly lit, so nobody benefits from dark combat.

Rafari 2.1

So, I made a few minor errors with Rafari last time.  He needed Esoteric Medicine, representing his understanding of psionic powers and how they interact with the body, to complete his prana-bindu training.  I've fixed that and, as with Vesper Tane, granted him Communion, representing the fact that he's completed his training in understanding Communion.

Unlike Vesper Tane, Rafari is focused entirely on Learned Prayers and Communion itself.  A few things jump out at me as I look at that list: the best Communion powers are in the first tier, meaning that going up to Communion 7 from 6 just isn't that interesting.  It might be worth looking at that more carefully.  Still, Flesh Wounds and the Wisdom of Communion are nice abilities.  I'm curious how well he'll do without the benefits of a Path or Legendary Reputation or Destiny.

Given that Rafari has chosen to take Gift of the Life Force, I have removed his Regeneration and dumped it into his Metabolism control, which takes him to his maximum of +10. With the spare point from Communion traits, I've given him a Stabilizing Skill.

Monday, November 21, 2016

Playtest 1: Rafari vs Vesper Tane

Remnants I - Savage Marauder by Squiddy Treat
The first playtest I want to do is two space knights duking it out.  A force sword battle in Psi-Wars should feel like a lightsaber duel in star wars.  Does it?  For this reason, I created two new space knights, Vesper Tane and Rafari, each with their own unique style and their own unique psionic focus.  I envision the scene as a friendly practice duel under the tutelage of a master, but the intent is clear; Can two space knights duke it out in an appropriately cinematic fashion?


Monday, November 14, 2016

Rafari, Heroic Alien Space Knight 1.1

Rafari is my first attempt at a true Psi-Knight, the final successor to Dun's template.  I also wanted to tinker with humanoid aliens, and for Rafari, I used the "Drylander" template from Biotech.  I presume his planet, Nehuda, is a desolate desert, and his people, the Nehudi, are some of those crazy-awesome Alien Warriors I've written up.  Rafari is a heroic space knight, a close parallel to what we might see a Jedi look like, though I've given him some rather unique abilities including the Prana-Bindu esoteric style, a Primitive/Survivor lens.

The question is: Is he good enough? Well, with a Force Sword of 18, Flying Leap 13, Acrobatics 13, Precognitive Parry 13, Sure-Footed (Uneven), Flourish and the Graceful Form under his belt, he's not bad.  His Psychic Healing power grants him the ability to regenerate slowly and to gain complete control of his metabolism, allowing him to either boost his HT to 19 or to boost his Basic Speed to 8.  This means he has a parry of 13 with his force sword and a dodge of 12, and an acrobatic defense will add +2 to either.

He's not great, and he doesn't have access to Communion yet, but he's pretty good.  I don't think most players would turn their nose up at him.

This is actually the second version of this character, which I adjusted after a discussion regarding my signature moves, and I realized I hadn't included any.  This version explicitly includes four signature moves from Graceful Form (though none purchased with Trademark Move)

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