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Post by Rigil Kent on Mar 15, 2008 22:41:11 GMT -6
The below is taken from the Star Wars Saga system and is an example of the "stat block" we all know (and love?) from d20. It should give you an idea of some of the changes that have been made for this version from the version we are already familiar with.
Luke Skywalker (circa Return of the Jedi) Medium Human scout 1/Jedi 7/ace pilot 2/Jedi Knight 1 Destiny 2; Force 5, Strong in the Force; Dark Side 3 Init +13; Senses Perception +12 Languages Basic, Huttese, Shyriiwook Defenses Ref 26 (flat-footed 23), Fort 25, Will 25; Block, Deflect, Evasion hp 99; Threshold 25
Speed 6 squares Melee lightsaber +14 (2d8+11) Melee lightsaber +9/+9 (2d8+11) with double attack Ranged blaster +12 (3d6+5) Base Atk +9; Grp +12 Atk Options Double Attack, Severing Strike Special Actions Redirect Shot, Vehicle dodge +1 Force Powers Known (Use the Force +17): mind trick, move object, surge
Abilities Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 15 Talents Block, Deflect, Elusive Dogfighter, Evasion, Redirect Shot, Severing Strike, Weapon Specialization (lightsabers) Feats Double Attack (lightsabers), Force Sensitivity, Force Training, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (heavy, lightsabers, pistols, rifles, simple weapons) Skills Initiative +13, Mechanics +12, Perception +12, Pilot +13, Ride +13, Survival +12, Use the Force +17 Possessions blaster pistol, lightsaber (self-built), cybernetic prosthesis (1, right hand), flight suit, robes, utility belt with medpac
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Post by Rigil Kent on Mar 16, 2008 11:32:37 GMT -6
Some further comments, specifically in regards to the above: - Destiny. The Destiny Point mechanic is pretty much a "Hero Point" mechanic, and is entirely optional. Basically, the character (or the GM) decides what that character's destiny is and the PC gains DPs based on taking actions toward achieving that destiny. Anakin, for example, would have be destined to bring balance to the Force by destroying both the Jedi and the Sith (the Destruction destiny). Luke would have the Redemption destiny as he's destined to bring Darth Vader back to the Light Side.
- Force Points. Heroic characters begin with 5 Force Points and can use them to augment skill rolls and the like. They are pretty much the same as in the previous system. In Luke's case, he's picked up the Strong in the Force feat, which allows him to roll d8s instead of d6s when using a Force point.
- Dark Side. The DSP system is pretty much the same as in the previous system.
- Defenses. You'll note that there are no saves, but have been replaced by the Defense scores which work as both saving throws and armor class. To hit someone, you need to exceed their Reflex Defense.
- Threshold. This score is generally equal to your Fortitude defense (although it can be augmented with a feat called Improved Damage Threshold. Whenever a character (or ship or vehicle) takes damage greater than the threshold, he moves down one step on the Condition track (which is included on each character sheet.) The first time this happens, he is at a -1 to all actions. The second time is a -2, the third is -5, the fourth is -10, and the fifth time, he's considered helpless (regardless of hp status, I believe). During combat, a character may attempt to recover from this, but that exceeds the point of this thread.
- Combat. You'll note that, for the most part, there are no multiple attacks anymore (except for taking the Double Attack feat, which allows you to attack twice at a -5 penalty). Further, there are no confirm rolls for crits. A natural 20 always hits, is a critical hit and inflicts double damage. A nature 1 is a miss. This is, I believe, designed to encourage characters to move around during combat instead of just standing there and whacking away. Damage for weapons is determined by WpnDamage + 1/2 the heroic character's level (in the above case, it would be 11/2 = 5) + Strength bonus (if its a melee weapon).
- Skills. Skills are either trained or untrained and, apart from Use the Force, can all be used untrained. With Use the Force, if a character is Force-Sensitive, he can use it untrained. Classes and intelligence modifier determine what number of skills a character starts off with, but there is a feat called Skill Training which adds 1 new skill to a character's "trained" status. Determination of the skill level is 1/2 character level (in the above example, it would again be 5), + the ability modifier + 5 if the skill is trained + another 5 if the character has Skill Focus feat for that skill. Thus, Luke's Use the Force skill is 5 (from levels) + 2 (Charisma modifier) + 5 (for trained) + 5 (for skill focus) = +17. For the skill Acrobatics, which he doesn't have trained, the skill would be 5 (from levels) + 3 (Dexterity modifier) = +8
Feel free to ask questions...
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Post by Rigil Kent on Mar 20, 2008 11:34:13 GMT -6
The galaxy of the KOTOR setting is far different from the one of the prequel era, especially given the modifications I’m making for the game. Although official franchise continuity states that the era is some four thousand years prior to A New Hope, I’m discarding that somewhat and moving it to around a thousand years instead. Some important notes for the player’s knowledge: The Jedi Order. The Jedi of this era are not quite as rigid as those of the prequel era. Children aren’t forced (pun intended) to join the Jedi Order upon discovery of their sensitivity to the Force, and Jedi Knights aren’t forbidden from developing attachments to others (romantic or otherwise), although such attachments are frowned upon. The Jedi in general are a less cohesive group. The power of the Jedi Council over the Knights is not absolute. Nonetheless, Jedi Knights still wield considerable authority within the borders of the Galactic Republic. The Jedi Order is primarily headquartered on Ossus, though many Jedi Knights make their homes elsewhere in the galaxy. The permanent Jedi Council meets on Ossus. The Galactic Senate. At the same time, the Senate of the Republic is involved in a power struggle with the Jedi Order. The Great Sith War ended a mere forty years ago, and the wounds inflicted upon the Republic by the Jedi Knights turned Sith Lords Ulic Qel-Droma and Exar Kun haven’t fully healed. The distrust many Senators harbor toward the Jedi led to the formation of the Senate Overwatch Committee and their enforcement arm, the Special Tactics and Reconnaissance branch better known as the Spectres. Recruited from among the non-Jedi, the Spectres take on assignments that the Senate doesn’t wish to entrust to the Jedi Order. The Citadel. A massive space station constructed around an immense hypergate, this station is currently the center of the Republic. It is here that the Senate gathers to meet, or where the bureaucracy of the Galactic Republic is organized. Even the Jedi Order has a presence on the Citadel; a satellite Jedi Council makes the station its home, with the senior member of this Council being a sitting member of the permanent Jedi Council back on Ossus. Technology. Space travel is not quite as easy as it is in the prequel era. Hypergates (also called Mass Relays by some) are required for superluminal transport. Pictured below, they allow a starship to accelerate past lightspeed. Scattered throughout the galaxy in thousands of star systems, these hypergates allow rapid travel throughout the galaxy. Use of them for hyperspace travel is required for all but the most advanced and largest of capital ships. More as it comes…and feel free to ask any questions you may have.
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Post by Rigil Kent on Mar 21, 2008 8:29:43 GMT -6
Learning Force PowersA character who takes the Force Training feat automatically learns a number of Force powers of his choice equal to 1 + his Wisdom modifier (minimum of 1). A character can learn additional Force powers by taking the Force Training feat again or by increasing his Wisdom modifier. You can select the same Force power more than once if you want to be able to have multiple uses of that power in your suite. Using Force PowersWhen your character uses a Force power, make a Use the Force check. This check results determines the power's effect. Some Force powers have all-or-nothing effects. Other Force powers have multi-tiered effects, and your Use the Force check result determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Use the Force check is too low to activate the Force power's baseline effect, nothing happens and the action is wasted. Using a Force power removes it from your characters active "suite" of Force powers, regardless of whether the Use the Force skill check succeeds or fails. Your Force Power Suite: Your character's Force powers collectively form a suite. When your character uses a Force power, it's like playing a card and putting it in the discard pile. The power takes effect, and it's no longer available to the character ... at least for a while. Regaining Force Powers: You have different ways to regain spent Force powers so that you can use them again: - When combat is over and you have a chance to rest for 1 minute, you regain all of your Force powers.
- If you roll a natural 20 on a Use the Force check, you regain all spent Force powers at the end of your turn.
- You can spend a Force Point as a reaction and immediately regain one spent Force power.
- Some unique abilities (such as the Force Focus talent) allows you to regain spent Force powers in other ways.
Force Powers- Battle Strike. Enhances your battle prowess.
- Dark Rage (Dark Side). Grants rage benefit to melee attacks and damage.
- Farseeing. Self-explanatory.
- Force Disarm. He didn't need that blaster and you did.
- Force Grip. "Apology accepted, Captain Needa."
- Force Lightning. (Dark Side) "Now, young Skywalker, you will die." Zap.
- Force Slam. Area effect Force bitch slap that knocks foes prone.
- Force Stun. Self-explanatory.
- Force Thrust. Single target bitch slap, Use the Force versus their Strength or get pushed back squares.
- Mind Trick. "You don't need to see my identification."
- Move Object. For when you need a better parking space.
- Negate Energy. For when the smuggler boyfriend of your daughter shoots at you with his blaster.
- Rebuke. For absorbing/deflecting a single Force power directed at you.
- Sever Force. (Light Side) For cutting those pesky dark siders off from the Force entirely.
- Surge. For doing those kick ass Super!Jumps!
- Vital Transfer. For healing idiot farmboys who went and got themselves knocked out by Tusken Raiders.
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Post by Rigil Kent on Mar 22, 2008 21:13:07 GMT -6
More random backstory. Note: this is adjusted according to my alternate universe and doesn't entirely adhere to official Star Wars continuity.
Over forty years ago, the Great Sith War, also known as the Sith War, the First Sith War, and the Exar Kun War, took place. One of the largest engagements the galaxy had ever seen, the Great Sith War saw the rise of the Sith, once again in opposition to the Jedi Order. The roots of the conflict are traced back to the fall of Freedon Nadd from the Jedi way and his ascension to Dark Lord of the Sith. Eventually his dark influence was discovered on the planet Onderon and the ensuing battle saw the Jedi temporarily break Nadd's hold on the remote planet. This fight against the resurgent power of the Sith was a warning to the Jedi that something ominous was brewing.
The influence of the Sith, however, again resurfaced during the Freedon Nadd Uprising, which managed to establish the means for the Krath to grow in power and influence. Using Sith knowledge that they had gained from Nadd and his followers on Onderon, the Krath instituted a bloody coup in the Empress Teta system and began a series of campaigns aimed at Republic space. After several defeats at the hands of the Krath, Jedi Knight Ulic Qel-Droma advised the Jedi Order that he would infiltrate the Krath and destroy them from within. During his undercover mission, Ulic fell to the dark side and joined forces with another fallen Jedi-turned-Sith by the name of Exar Kun. Eventually, Kun was anointed the new Dark Lord of the Sith with Qel-Droma his apprentice, and together they ushered the galaxy into a new Sith age.
With their allies, Exar Kun and Ulic Qel-Droma launched a series of deadly campaigns against the Republic, eventually making their way to the heart of the galaxy—Coruscant. Following this battle Kun and Qel-Droma launched an assault on Ossus, in an attempt to raid the planet of its Jedi artifacts. However, the battle of Ossus saw the defeat of the Sith forces, the capture of Ulic Qel-Droma by his onetime lover Nomi Sunrider, and the retreat of Kun to his hidden base. Broken and humbled, Qel-Droma agreed to lead the combined forces of the Republic and the Jedi to Kun's base, in an effort to defeat Exar Kun. Knight Sunrider warned the Jedi Council that Qel-Droma was going to betray them, having seen the depths of his depravity when he slew his brother Cay Qel-Droma during the battle of Ossus, but she was ignored and not allowed to accompany the Republic taskforce.
As Nomi had warned, Ulic betrayed the Republic force and led them to their ruin. But Sunrider had not been idle and had recruited a great force of like-minded Jedi and Republic troops. At the last moment, these reinforcements surged out of lightspeed and wrought havoc upon the Sith fleet. Jedi Knight Nomi Sunrider faced Sith Lord Ulic Qel-Droma in single combat aboard one of the Sith warships and soundly defeated him, utterly severing him from the Force during the epic clash. Exar Kun's warship was obliterated during the battle, evidently claiming his life.
The rest of Qel-Droma's story is a mystery. Some say that Knight Sunrider executed him on the spot, others claim that he escaped from Republic control despite being unable to touch the Force.
With that battle, the Great Sith War ended and the galaxy lapsed into four decades of relative peace.
Until the Mandalorian Wars began...
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Post by Rigil Kent on May 7, 2008 12:22:58 GMT -6
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Post by Rigil Kent on May 7, 2008 19:11:34 GMT -6
Timeline:228.M22. Battle of Cathar. A battle that took place early in the Mandalorian Wars before the invasion of the Galactic Republic, as the Mandalorian Neo-Crusaders under the leadership of Mandalore the Ultimate conquered worlds just outside of the Republic space. It resulted in the virtual extinction of the Cathar species. The Mandalorian Wars begin after two decades of relative peace following the Great Sith War. The conflict was set in motion by the ambitious Mandalore the Ultimate, who reconsolidated the Mandalorian clans under the Neo-Crusader banner. Due to contradictory historical accounts from the period, the exact date of the war's beginning would remain a point of contention among historians. The wars could be said to have begun in the year 227.M22, as it marked the start of Mandalorian aggression along the Outer Rim. The first skirmishes between the Mandalorian and Republic fleets occurred as early as 238.M22, but many published histories tend to emphasize the time period after the Mandalorians invaded the Galactic Republic proper, circa 240.M22. 239.M22: - The Padawan Massacre of Taris. Four padawans are slain by one of their own, Zayne Carrick.
- The Battle of Flashpoint Station. One of the earliest skirmishes fought between Mandalorian and Republic forces prior to the main Mandalorian invasion of the Galactic Republic. It was one of many relatively minor border disputes that broke out along the Outer Rim territories during the Mandalorians' war of expansion and subjugation in the regions beyond Republic space. Flashpoint Stellar Research Station was a Republic facility located along the Outer Rim, proximate to a number of conquered worlds seized by the Mandalorians. What is known is that control of the station was wrested away from the Republic during a period when Mandalorian expansion in the Outer Rim had seemingly been halted, and four months prior to the Fourth Battle of Suurja. Flashpoint Station's capture was the first Mandalorian victory in over eight months.
- Rise of the Revanchist. During the early Outer Rim skirmishes between the Republic and Mandalorians, Revan—by this time a well known, powerful and charismatic Jedi Knight—moved throughout the Jedi Order, arguing his case for Jedi intervention. Though at first a lone voice among the Jedi, considered the "Jedi's own crusader" by the Republic media, Revan gradually gathered something of a following. The first to be drawn to Revan's cause was Alek Squinquargesimus, who then aided his friend in further recruitment. Late into 239.M22 Revan, now considered the honorary "master" of those who followed him, made the decision to journey to the Mandalorian front against the Jedi Council's wishes, so as to scout out the enemy lines. Sometime after leaving Taris, Revan left the majority of his followers on the planet Suurja while he investigated events on Onderon and Dxun. Though he reported his "disturbing" findings to the Jedi High Council shortly after the onset of the Mandalorian Wars proper, the Council told him yet again that there was "no place" for the Jedi Order in the war and sent him on a mission to rescue those of his followers that had been captured during the Fourth Battle of Suurja. Once reunited with his disciples, Revan's campaign for Jedi intervention in the war against the Mandalorians continued, albeit somewhat differently than before. Whereas his efforts had previously been considered a curiosity at best, in the context of a larger Mandalorian War he suddenly found himself a celebrity. As the Revanchist movement behind him grew, the Republic Media cast Revan in the role of crusading savior, wrongfully ignored by the aloof High Council. Though first referred to as "the Revanchist Leader" in reports, it was not long before the young Jedi Knight was given a new, "snappier" monkier: the Revanchist.
- The Battles of Suurja. Four engagements took place over a period of six weeks between the Mandalorians and the Republic over Suurja, an agrarian planet in the Outer Rim Territories. It was during the fourth battle that one of the first few groups of Jedi volunteers in the war, including Alek and Cale Berkona, were captured and taken to Flashpoint Station where they would later escape.
240.M22: - Flashpoint Stellar Research Station is destroyed.
- The Mandalorian Neo-Crusaders invade the Galactic Republic and the Republic Military is drawn into the Mandalorian Wars.
- A number of Jedi disobey the Jedi Council and join the Mandalorian Wars on the Republic side, including Revan, Malak and Saren.
- Battles took place on Onderon and its moon, Dxun, and were the opening battle of the Mandalorian Neo-Crusaders' invasion of the Galactic Republic during the Mandalorian Wars.
- The Siege of Taris began as the Mandalorians overwhelmed planetary defenses and seized control.
- The Stereb cities of Serroco were destroyed by Mandalorian nuclear devices during the battle.
241.M22: - The world of Eres III was utterly devastated by the Mandalorians during their sweeping conquests of Outer Rim and Old Republic space. The planet's Xoxin fields were deliberately set ablaze by the enemy in this year, continuing to burn out of control even seven years later (248.M22).
- The Battle of Duro was a major battle of the Mandalorian Wars. The Mandalorian assault force at Duro utilized, among other craft, Basilisk war droids which "rained down like meteors onto the orbiting cities". During the battle, the Mandalorian Neo-Crusaders laid waste to nearly the entire planet.
- A major, pitched ground war was fought on Dagary Minor, under the command of the Turian Jedi Saren. At this point, supreme commander Revan himself had not yet blossomed to his true potential as a military commander and tactician, with the event itself regarded as a relatively significant debacle in later years.
243.M22: - The Battle of Malachor V was the final cataclysmic battle of the Mandalorian Wars. It transformed the planet Malachor V into a "graveyard world" after Revan sacrificed a significant portion of his own forces to obliterate the Mandalorian Neo-Crusaders. Revan forced a final confrontation with the Mandalorians above the planet by deploying a massive Republic fleet to the planet. In utter secrecy, he had prepared a superweapon, known as the "Mass Shadow Generator," which had been designed by the Zabrak engineer Bao-Dur. The weapon was the centerpiece of a trap with which Revan hoped to bring about a conclusive end to the destructive conflict. Commanding the fleet and overseeing the device's use was a capable and jaded Jedi General, Saren, who had taken part in the recent bloody campaign on Dxun. Revan lured the Mandalorians to the cursed planet and a massive fleet battle ensued in orbit. Revan himself was delayed outside the system by a Mandalorian scouting party. He eventually arrived at Malachor and entered the fray, but he was late and the Mandalorian Fleet was far from defeated. Soon thereafter, Revan drew Mandalore into a direct confrontation and the Jedi struck the great Mandalorian leader down in single combat. Meanwhile, more and more of the Jedi fighting in orbit found themselves unable to resist the draw of the power emanating from the planet below and were thus drawn to the dark side. With renewed vigor, Revan's forces pressed the attack. They soon achieved a stalemate and then slowly began to push the Mandalorian fleet back towards Malachor V. Finally, as the fighting grew intense, General Saren observed that the Mandalorians had taken the bait and that his trap was set to spring. With a nod of his head, he commanded Bao-Dur to activate the secret weapon. Moments later, he watched in horror as a significant portion of both fleets were suddenly drawn from orbit into a vast gravity vortex that was powerful enough to crush the countless ships into the planet's crust and fracture the world to its very core. During the event, Malachor V was turned into a broken cluster of planetoids, only held together by the power of Bao-Dur's Mass Shadow Generator. Orbiting the broken remains of the planet was the wreckage of countless Mandalorian and Republic warships. All that remained on the surface of the planet was a desolate graveyard echoing with the deaths of thousands of Jedi, Republic soldiers, and Mandalorians. It was littered with destroyed vessels.
- After slaying Mandalore the Ultimate and winning the war with a sweeping victory at Malachor V, Revan and Malak were hailed as heroes and saviors of the Republic. Soon after the battle, they led the remainder of their forces into the Unknown Regions under the pretense of tracking down the remaining remnants of the Mandalorian fleet, but they did not return and sent no word of their whereabouts. In time, the Republic feared them lost in some tragic disaster. In reality, they were amassing their forces to prepare for a conquest of the Republic. It was Malachor that marked Revan's final descent into darkness, a journey that would at last be completed when the former Jedi hero declared himself Dark Lord of the Sith.
- For his crimes at Malachor, Saren was exiled from the Jedi Order but he quickly found employment with the Republic as a Spectre.
244.M22: - The Jedi Civil War, also known as the Second Sith War begins when the Jedi Knight Revan, who had led the forces of the Galactic Republic to victory in the Mandalorian Wars, founded a new Sith Empire and declared himself the Dark Lord of the Sith. The war began when he, along with his friend and apprentice, Darth Malak, led an invasion of the Galactic Republic in the year 3244.M22. With the aid of veterans from the Mandalorian Wars and a host of Dark Jedi converts that had served with them, the former Jedi hoped to take over the Republic.
- he Battle of Foerost was the first battle of the Jedi Civil War. In a surprise attack, Revan's fleet, which had disappeared into the Unknown Regions following the Battle of Malachor V, swept into the Foerost system. Quickly overcoming the unprepared defenses, Revan and Malak announced to the Galaxy that they were the new Sith Lords, and captured the majority of the Republic Navy based in the drydocks around Foerost, dealing a crippling blow to the Galactic Republic.
- The Bombing of Telos IV is one of the first "battles" of the Jedi Civil War. Meant by Darth Revan to be conquered, the civilian target was attacked without warning or provocation by former Republic Admiral Saul Karath under Malak's direct order, marking the beginning of the conflict.
246.M22: Without warning, the Sith fleet retreats. Rumor begins telling that Revan and Malek have destroyed one another. The galaxy holds its breath, waiting for the other shoe to drop... 248.M22: The present. Eight years have passed since the Mandos swarmed into the Galactic Republic, five years since Malachor V, and two years since either Revan or Malek have been seen. Perhaps they are gone forever...
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Post by Rigil Kent on Jun 23, 2009 15:54:22 GMT -6
Seraphim-class escort frigate Colossal (frigate) capital ship Init +0; Senses Perception +6 ———————————————————————————— Defense Ref 16 (flat-footed 12), Fort 38; +12 Armor HP 800; DR 15; SR 100; Threshold 138 ———————————————————————————— Speed fly 12 squares (max. velocity 950 km/h), fly 3 squares (starship scale) Ranged 2 medium turbolasers +8* (see below) Point-defense light laser cannon batteries +10 Fighting Space 1 square (starship scale); Cover total Base Atk +2 (computer bonus); Grp +50 Atk Options autofire (point-defense weapons) ———————————————————————————— Abilities Str 66, Dex 18, Con -, Int 18 Skills Initiative +0, mechanics +6, Perception +6, Pilot +0, Use Computer +6 ———————————————————————————— Crew 18 (skilled - +2 atk bonus, +6 check modifier); Passengers 15 marines Cargo 900 tons; Consumables 1 year; Carried Craft 6 Aurek tactical strikefighters, 1 Ministry-class orbital shuttle Hyperdrive n/a, nav computer Availability Military; Cost Not available for sale *Apply a -20 penalty on attacks smaller than Colossal size. —————————————————————————— 2 Medium turbolaser cannons (2 gunners) Atk +8 (-12 against targets smaller than Colossal) Dmg 5d10x5 Point-defense light laser cannon battery (2 gunners) Atk +10 (+5 autofire) Dmg 3d10x2 Tractor beam (2 gunners) Atk +8 (-12 against targets smaller than Colossal) Dmg – (grapple +68) —————————————————————————— Some various notes for your use: - The Size Modifier of a vehicle (in this case Colossal (frigate) which is -10) is applied to Reflex Defense, as well as to Initiative and Pilot checks made by the vehicle's occupants. The ship's Dexterity modifier is also added to these checks.
- An attack roll with a vehicle weapon is calculated as follows: 1d20 + base attack bonus + vehicle's Intelligence modifier (which is effectively the targeting computer) + range modifier.
- A vehicle's Reflex defense (how hard it is to hit) is calculated thus: 10 + vehicle's Dexterity modifier + size modifier + armor bonus or pilot's heroic level. Thus, this vehicle's Reflex is: 10 + 4 (Dex) - 10 (size) + 12 (armor) = 16.
- A vehicle's Fortitude defense (to determine the damage threshold) is calculated thus: 10 + vehicle's Strength modifier.
- Damage Threshold is Fortitude Defense + size modifier (in this case, the modifier is Large +5, Huge +10, Gargantuan +20, Colossal +50, Colossal (frigate) +100, Colossal (cruiser) +200, Colossal (station) +500.) If a vehicle takes damage from a single attack that equals or exceeds the damage threshold, the vehicle moves -1 step on the condition track (see below.) If a vehicle is reduced to 0 hit points by an attack that deals damae equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle's occupants take half damage from the attack (which, in the case of starship weapons is such that the occupants invariably perish.)
- If a Player Character takes over piloting or gunning, the listed Skill Rating (see below) is replaced with said PC's skills. For example, if a PC has a +15 Pilot check and a +10 Initiative check, the above-listed stats would change to +9 Pilot (skill -10 (size) +4 (ship Dexterity) and +4 (skill - 10 (size) +4 (ship Dexterity).
The Damage Threshold Normal state (no penalties) | -1 penalty to all defenses; -1 penalty on attack rolls, ability checks and skill checks | -2 penalty to all defenses; -2 penalty on attack rolls, ability checks and skill checks | -5 penalty to all defenses; -5 penalty on attack rolls, ability checks and skill checks | Half movement; -10 penalty to all defenses; -10 penalty on attack rolls, ability checks and skill checks | Helpless (unconscious or disabled) |
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Post by Magman on Jun 24, 2009 16:49:25 GMT -6
Now that is some bling ! I feel almost like royalty So I have to ask are the marines on board red coats? Is that just our transport furnished by the council? Or something more liberal (did I say that word ) as far as how we use it to get around in?
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Post by Gigermann on Jun 24, 2009 17:27:46 GMT -6
Now that is some bling ! I feel almost like royalty So I have to ask are the marines on board red coats? Is that just our transport furnished by the council? Or something more liberal (did I say that word ) as far as how we use it to get around in? That's MY ship, dammit! You'll go where I say it goes, unless you piss me off and I space your ass! ;D
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Post by Rigil Kent on Jun 24, 2009 17:33:12 GMT -6
All shall be revealed during the course of the game. Don't expect marines though. The following are a list of Prestige Classes I have immediate access to (books) and their requirements. - Ace Pilot - Heroic 7th level, Trained in Pilot, Vehicular Combat feat.
- Bounty Hunter - Heroic 7th level, Trained in Survival, at least two talents from the Awareness talent tree (Scout class).
- Corporate Agent - Heroic 7th level, Trained in Gather Information and Knowledge (bureaucracy), Skill Focus (Knowledge (bureaucracy)) feat, must be employed by a major interstellar corporation.
- Crime Lord - Heroic 7th level, Trained in Deception & Persuasion, at least one talent from the Fortune, Lineage, or Misfortune talent tree (Noble or Scoundrel class)
- Elite Trooper - BAB +7, Armor Proficiency (light & medium), Martial Arts I, Point Blank Shot, at least one talent from the Armor Specialist, Commando or Weapon Specialist talent trees (Soldier class).
- Enforcer - Heroic 7th level, Trained in Gather Information and Perception, at least one talent from the Survival talent tree, must belong to law enforcement or similar security organization.
- Force Adept - Heroic 7th level, Trained in Use the Force, Force Sensitivity feat, any three Force talents.
- Force Disciple - Heroic 12th level, Trained in Use the Force, Force Sensitivity feat, any two talents from the Dark Side Devotee, Force Adept or Force Item talent tree, Farseeing power, and any one Force Technique.
- Gladiator - Heroic 7th level, BAB +7, Improved Damage Threshold and Weapon Proficiency (advanced melee weapons) feats.
- Gunslinger - Heroic 7th level, Point Blank Shot, Precise Shot, Quick Draw, Weapon Proficiency (pistols)
- Infiltrator - Heroic 7th, Trained in Perception and Stealth, Skill Focus (Stealth) feat, at least two talents from the Camouflage or Spy talent trees.
- Jedi Knight - BAB +7, Trained in Use the Force, Force Sensitivity and Weapon Proficiency (lightsaber) feats, must have built your own lightsaber, must be a member of the Jedi tradition.
- Jedi Master - BAB +12, Trained in Use the Force, Force Sensitivity & Weapon Proficiency (lightsaber) feats, any one Force Technique, must be a member of the Jedi tradition.
- Master Privateer - Heroic 7th level, Trained in Deception and Pilot, Vehicular Combat feat, at least two talents from the Misfortune, Smuggling or Spacehound talent trees.
- Medic - Heroic 7th level, Trained in Knowledge (life sciences) and Treat Injury, Surgical Expertise feat.
- Melee Duelist - Heroic 7th level, BAB +7, Melee Defense, Rapid Strike, Weapon Focus with exotic melee weapon or advanced melee weapons.
- Officer - Heroic 7th level, Trained in Knowledge (tactics), at least one talent from the Leadership talent tree (noble) or Commando talent tree (soldier), must be a member of the military.
- Saboteur - Heroic 7th level, Trained in Deception, Mechanics and Use Computer.
- Sith Apprentice - Heroic 7th level, Trained in Use the Force, Force Sensitivity and Weapon Proficiency (lightsaber) feats, Dark Side score must be equal to Wisdom score, must be a member of the Sith tradition.
- Sith Lord - Heroic 12th level, Trained in Use the Force, Force Sensitivity and Weapon Proficiency (lightsaber) feats, Any one Force Technique, Dark Side score must be equal to your Wisdom score, must be a member of the Sith tradition.
@ malevoiy: Your comment on Friday regarding use of a double-bladed lightsaber made me do some research. There is no additional Exotic Weapon Proficiency required to use a double-bladed saber. With both blades ignited, it becomes a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty (unless you pick up the Dual Weapon Mastery feats: DWM I reduces this penalty to -5, and you are eligible for it immediately. DWM II requires a BAB of +6 and reduces the penalty to -2. DWM III requires a BAB of +11 (so you've got a while) and eliminates the penalty. Tyris could actually pick up DWM I & II @ next level as he gets a 6th level PC feat and a 6th level Jedi bonus feat.)
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