Star Wars Rebels - Classic Adventures (Inactive)

Game Master Nethru


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sorry guys was super busy with work and studying for my GIAC which I passed today! W00t!


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi
The Force wrote:
sorry guys was super busy with work and studying for my GIAC which I passed today! W00t!

Putting the guy administering the test in an arm bar till he gives you a pass us not the same thing as passing....


Static Defenses:
Dodge: 18 Block: 18 Parry: 12 Soak: 12(18)

Congrats!


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

I will be moving tomorrow and out of touch again till Sunday at the earliest. Please bot me as needed!


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

If anyone knows anyone interested in playing in a Star Wars Saga game, have them PM me or check in on Storyteller Shadow's Multi Game Recruitment Thread.


3xp each.


Gentlemen! After we are done with Tatooine Manhunt I'm going to change the system used to be fully compatible with Mini6. Reason for this is to simplify thing, especially the force system. Below is rough conversion for Star Wars in Mini6. It's really not THAT huge a difference.

Condensed Attributes/skills
Simplified Force system
Simplified Weapon list

Alabaks Gold Converted

New Character Sheet

SW Mini6 Rules

Dennis I did you a solid and converted the character as close as possible for you so you can see what it would look like. You can obviously change things around but just an example of a Jedi character.
Gotal of Umbara

I have one more player that will be joining us after this adventure with the new system.

You 3 will start out with 20 character points, about what you would be by the end of this adventure to spend on the converted characters as well.


Oh yeas and also switching from wound system to Body Point system so it's easier to keep track much like D&D.


Took a stab at converting Rufus.

Rufus Griller


HP 29/29 | Force 5 | F 14 R 19* W 14 Human Brash Pilot/Scoundrel 3

Hmm. I must say, I've always hated when game systems put piloting skill under Agility scores. This change causes my character's specialty (starship piloting) to drop a full die, since my Mechanical skill disappears.

I can understand wanting to simplify the Force system, but can we leave the rest of it alone? I've always loved the classic WEG d6 system.


hrm you know that is probably not a bad idea for the attributes/skills. I do want to condense a little let me put something together.


Same Attributes/Skills.

SW Rules 1.1

I do want to get rid of all the other WEG rules and go with Perks/Complications.

Rufus I think you only took one type of flaw and can easily swap it for a complication. But all your Attributes/Skills would be the same and change to Body Points to is big instead of wounds.


put update of your modified sheet. Complications listed are not what's limited if you thing of good one that fits the RP we can make it happen.


i also gave blasters a bit of boost to damage. they seemed a little low to match up with what Mini6 had.


Good complication for you Rufus would be Infamous :)

Infamous (Major screwup and known to be a cheat in gambling)


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HP 29/29 | Force 5 | F 14 R 19* W 14 Human Brash Pilot/Scoundrel 3

I'm a cheat at cards? I don't recall doing that. Screw-up, sure. Goof-off, definitely. But a cheat? I say nay!


Well you can come up a reason why you could be Infamous if you like that complication :)


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi
The Force wrote:

Gentlemen! After we are done with Tatooine Manhunt I'm going to change the system used to be fully compatible with Mini6. Reason for this is to simplify thing, especially the force system. Below is rough conversion for Star Wars in Mini6. It's really not THAT huge a difference.

Condensed Attributes/skills
Simplified Force system
Simplified Weapon list

Alabaks Gold Converted

New Character Sheet

SW Mini6 Rules

Dennis I did you a solid and converted the character as close as possible for you so you can see what it would look like. You can obviously change things around but just an example of a Jedi character.
Gotal of Umbara

I have one more player that will be joining us after this adventure with the new system.

You 3 will start out with 20 character points, about what you would be by the end of this adventure to spend on the converted characters as well.

Thanks Caps.

I'll update my profile when I get a chance to breathe next week.


I'll call you on Sunday dude. Have to make a few tweaks to the sheet since I changed up how Force works after this adventure over.


Updated Sheets:

Alabak's Gold

Gotal of Umbara

Rufus Griller


Updated Rules


I added some additional starter perks like Ace Pilot and some Advanced Perks which cost CP to buy for TKA and Pilot type stuff. See the Updated Rules link above.

Rufus you can take one more complication when we make the rule changes to take Ace Pilot if you want. Gives +1D to maneuverability (Basically +3 dodge) when your flying so harder for other ships to hit your ship.


Took a stab at your character Kagore. Can add one more Complication for an additional point. I removed 1 from Blaster and 2 from Hide/Sneak and put in TKA if you wanted to keep that route.

Kagore

Everyone will be at 20CP total when we finish up this adventure as well to add to skills etc...


HP 29/29 | Force 5 | F 14 R 19* W 14 Human Brash Pilot/Scoundrel 3

That sounds very useful!


new links

Core Rules

Gotal


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

Thank you sir, updated my profile.


Static Defenses:
Dodge: 18 Block: 18 Parry: 12 Soak: 12(18)

Weren't we not updating until after the adventure?


It's fine. His character didn't change much just how the force powers work with the TN. We didn't change to bodypoints yet.


I separated the Force rules into it's own book so that I can easily add new powers as needed without having to update all the other rules doc all the time.

Mini6 Force Rules

Mini6 Core Rules 1.2


Shadow's Status
The Force wrote:
It's fine. His character didn't change much just how the force powers work with the TN. We didn't change to bodypoints yet.

I'll remember my old scores at least for a few weeks :-)


added more force powes.

Force Powers 1.1


Shadow's Status

Caps, can you mark the Dark Sun thread inactive in the Campaign Info tab? :-)


Thoughts on new perks available for the new system at creation or for 10CP if you buy after with proper training.

New Perks:

Commando (1): Gain +1 to Heavy Weapon and Gunnery skill. May re-roll 1 on Wild Die on attack and damage if attacking same target as ally.

Wet-Works (1): Gain +1 Stealth and +1D Damage when attacking from stealth.

Smuggler (1): Gain +1 Con, Gambling, Security (Slicing). Gain 2 contacts you may call upon (for a price).

Ace Pilot (1): +1 Starship Repair, Piloting, Astrogation and +1D Maneuverability while Piloting.


If you have any specific type of perk you would like to see we can work it out to.


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

I have so much to spend XP on with respect to the Force that I doubt any perk would occupy my XP for a while yet!


to raise force without a master cost 5x current skill for +1 pip, with master it's 2x and you can't learn new force powers without a master. Master can be a person, texts or holocron.

so at 4D force it would cost 20 CP to go to 4D+1 if you so desired to do that :)


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

"Help me Obi Wan Kenobi, you're my only hope!"


Put the updated core rules 1.3 on the Campaign info tab. I added those 4 new perks for the new system and I've decided i want to stick with Wound system instead of body points. It's more dramatic IMO.


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

Alive again...

Injured though at -2 dice nit much I can do here :-(


HP 29/29 | Force 5 | F 14 R 19* W 14 Human Brash Pilot/Scoundrel 3

Just noticed in the house rules that blaster rifles do 6D6 damage! That little extra may make a big difference!


That will be for the change after this adventure :)


HP 29/29 | Force 5 | F 14 R 19* W 14 Human Brash Pilot/Scoundrel 3

All right, that makes sense. Especially since I had been rolling 5D and no one mentioned it.


Added Medpac and Bacta Tank rules to the house rules doc for easy reference.


I updated starship damage rules in the 1.3 document. Changed how damaging ship works a bit to make it a bit easier hopefully and added Ion damage charts and their effects.


check out the new starship combat rules in the doc and see if they make sense. I used 1st edition rules modified for Mini6 type setup.


few more modifications. Now pilot can just use ship speed without map penalties to determine distance (if your moving away or toward) and can optionally add Pilot skill (with normal MAP rules) so if pilot has a gun they can shoot and just use ship speed in same round with no penalty.

Also outlined Torpedoes and Tractor beams and some other misc stuff in the doc.


Howdy.
Introducing a new character.


Male HP 23/30 | R 13, F 12, W 15 | DT 12 | Per +9 | FP 4/5 | DP 1/1 | DSP 1 Umbaran Jedi

Hey Darrick! Long time no see! How have you been?


Not too bad. How's it going?


Shadow's Status
Colton Jaymis wrote:
Not too bad. How's it going?

Pretty good. This game is just getting warmed up I think so it's a good time to get on board!

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