Star Wars Saga Dawn of Defiance

Game Master JASON RODARTE


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Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer
Prox Simmoss wrote:

Hey is there somewhere that the current Banshee is outlined -- I remember the previous pilot saying that it has a Sensor Array but I do not see that in the basic description of the Banshee

Also the Banshee has seemed to have changed from a Lancer Class Pursuit Craft to a Baudo Class Star Yacht. Now it seems to be to be more appropriate to be a Baudo Class Star Yacht but just trying to ascertain where that change took place.

From what I have been able to piece together thus far the ship does not necessarily belong to Ardan as I initially thought -- is that true?

That's correct, the Banshee was just handed to us by the GM. I don't know why he decided to use the Baudo-class star yacht, but Ardan made himself quite at home. (I am pretty sure Ardan has corrected someone at least once about not being the actual owner. A starting noble has no way to have the kind of wealth necessary to enter the game with such a ship.)

The Banshee should have basic sensors (Perception +5).

It also has the upgrades that we did to it not too long ago, I believe?

If you would rather retcon this, of course, I have no objections. We'd have to figure out the customizations and redo it, in such a case.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

That reminds me, forgot to get my CHA-CHING! wealth for going up a level. +30k cr.


Thanks Ardan but if I recall -- the previous pilot stated that the Banshee had an improved sensor array giving it a +10 to its perception but I could be wrong on that or perhaps the previous pilot was wrong on that.

Would you care to take responsibility for Ardan's ship, that technically belongs to his family but he is being allowed to use it (aka my version of a retcon) and it is what it is supposed to be -- a modified luxury yacht?

Here is a standard Baudo-Class Star Yacht that you can base your Banshee off of. I would be okay with it having an improved sensor array for free along with the other augmentations that you have already paid for.

Banshee:
Baudo-Class Star Yacht
Reference Book: Star Wars Saga Edition Starships of the Galaxy

The Baudo-Class Star Yacht is a favorite vessel of the galaxy's wealthy. It is especially popular among the younger set of spoiled rich kids who fancy themselves as rakes and bravos. It is a good-looking ship, with smooth, organic lines that are more reminiscent of a deep sea creature than a high-tech pleasure craft.

The manufacturer of the Baudo Yacht is a small shipyard owned by a reclusive and eccentric Aqualish named Mendel Baudo. His company produces every ship he makes on a custom-order basis, implementing each customer's requirements to produce a yacht that is both functional and opulent. The basic capabilities and external appearance of each vessel remain the same, but the internal amenities can differ vastly from ship to ship.

Baudo is a difficult being to find, and he accepts contracts only from people who are referred to him by his prior customers. He takes his time in the construction of each yacht, and he has been known to spend an entire standard year on a ship in an effort to get things precisely right. It is rumored that he keeps a couple of completed ships on hand for less discerning buyers, but he almost always insists on creating each ship to order.

-----------------------------------------------------------------------
Capabilities
-----------------------------------------------------------------------
As far as star yachts go, the Baudo is a standard example of conspicuous consumption. No single Baudo is identical with any other one; each is built according to the requirements and specifications of its buyer. The differences rarely affect the performance of the vessel; rather, they embellish the ship's luxury and appeal in ways that only the original owners will appreciate. One Baudo might have the internal bulkheads lined in polished hardwood and precious metals, while another might include a full bar complete with rare spirits from every system in the Core Worlds.

Though relatively fast given its size, the Baudo is more attuned to a slow and steady pace. It doesn't accelerate particularly quick at sublight speeds, and it features only a Class 2 Hyperdrive. Despite these deficiencies, Baudos are simple to operate, and even amateur Pilots find the controls easy to use. It's weapon and defense systems include only a single Laser Cannon and modest Starship Shields.

-----------------------------------------------------------------------
Baudo-Class Star Yacht Statistics (CL 6)
Colossal Space Transport
Initiative: -3; Senses: Perception +5

---------------------
Defenses
---------------------
Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 22; +11 Armor

Hit Points: 60; Damage Reduction: 15; Shield Rating: 15; Damage Threshold: 72

---------------------
Offense
---------------------
Speed: Fly 12 Squares (Character Scale)
Fly 5 Squares (Starship Scale); (Maximum Velocity 1,200 km/h)

Ranged: Light Laser Cannon +2 (See Below)

Fighting Space: 12x12 Squares (Character Scale), 1 Square (Starship Scale); Total Cover

Base Attack Bonus: +0; Grapple: +32

---------------------
Abilities
---------------------
Strength: 34, Dexterity: 14, Constitution: -, Intelligence: 14

Skills: Initiative -3, Mechanics +5, Perception +5, Pilot -3, Use Computer +5

---------------------
Ship Statistics
---------------------
Crew: 1 (Normal Crew Quality); Passengers: 8

Cargo: 35 Tons; Consumables: 1 Month; Carried Craft: None

Hyperdrive: Class 2 (Backup Class 7), Navicomputer

Availability: Licensed; Cost: 400,000 (250,000 Used)

---------------------
Weapon Systems
---------------------
Light Laser Cannon (Pilot)
Attack Bonus: +2, Damage: 2d10x2


Okay I am looking over a few things -- while I will probably go with the Baudo-Class Star Yacht I think I might augment it slightly -- not nearly as much as the Banshee was augmented but improve it some.

However, I will focus on what has already been established per se versus what has not been established.

Now anything you all can put forth to help with this to make things easier for me would be nice.

But seeing as the ship is currently grounded and the adventure does not require her it does not have to be done asap.

Also if you would like to give her a slightly different name that is fine as well -- especially since the Banshee is a canon ship and yours is not.

Looking at the Guidelines the standard Baudo-Class Star Yacht comes with 2 Unused Emplacement Points before we get into having to do things to allow for more stuff, such as the upgrades you performed on the ship.

Further I will most likely be using these 2 Emplacement Points to upgrade the standard ship to be closer to the specs of the Banshee.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

If the ship had a +10 Perception instead of +5, it most likely had a sensor enhancement package, which takes up one enhancement slot.

We had discussed upgrading to add combat engines and a proton torpedo launcher. Each of those would take one slot, though, so if the ship already has enhanced sensors, it won't have room for both. Of the two I would recommend the combat engines so that it can at least engage in starfighter combat.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

IIRC the Banshee is the ship you can use and was written up in the 1st part of the adventure path. I think that lots of these ships might have been published before the spaceship book was published because I think that the books were being released at the same time that the AP was coming out.


Okay Quen Pah are you saying is that all I need to do is take the Banshee as written and subtract the crew so that we have the basic format?

However I will note that the Banshee moves considerably slower than a normal Baudo Class Star Yacht which as a Starship Speed of 5 while the Banshee has a Starship Speed of 1 that is 4 additional Emplacement Slots along with its normal additional 2 unused Emplacement Slots.

Now I was working on a version the the Banshee based on the standard Baudo Class Star Yacht and moving in the direction of the Banshee thus allowing the captain/crew to make the adjustments to the ship as things go forward.

Still I am aware there are elements of unique designs that are not per the guidelines even feasible due to the fact they take into account special skills beyond the norm which the guidelines seem to limit itself below (aka it only uses the norm skills in its calculations and adjustments).


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

IIRC we took out crew and used the PCS instead.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

We had no crew on the ship, it was filled in by PC's.

As for the banshee, I think we discussed what mods we needed when we were looking at rescuing the kid.


I know that 2 modifications were made - an upgrade to shields and an upgrade to weapons.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

The shield upgrade just replaced the shield generator with a stronger one that had the same size, so no emplacement points were used for that. The combat engines took one emplacement point, and the proton torpedo launcher took one.

If the ship already had enhanced sensors, then either we needed to not do one of the other upgrades, or it needed to be done by a master technician who has the talents that allow you to add enhancements without using emplacement points.


Oh wow well thanks for that -- I knew about the Shield upgrade but those others I was not aware of.

However the upgrade to the Light Laser Cannons is not in your list??

Keep in mind that the Banshee, being that it was already upgraded, most likely did not have any extra Emplacement Points. So adding anything that requires an extra Emplacement Point would require that master technician which between the previous pilot, Prox, and ArTee there is a chance that you had that available during that upgrade.

I will try to figure out what the Banshee looks like mechanics wise so I can figure out what upgrades/downgrades it currently has and what upgrades and such could be used.

However this does not need to stop the current adventure as the Banshee is out of play right now giving us plenty of time to resolve all this prior to getting back to your starship


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

The medium laser cannon was another case of "This replaces an existing item and doesn't take more emplacement points," so it's just turning money into a better gun without having to figure out space.

Our initial chat about our upgrades was here.

I still think the combat thrusters are a good upgrade, in case we need to dogfight against TIE fighters. (Is anyone left in the group a really good pilot?)

We can make do without the proton torpedo launcher if we can't find the emplacement points (due to one being used on enhanced sensors, for instance). If we retcon that out, I should get my money back. :D

Doing more upgrades to the ship would take a master technician. The usual way to do this is:

1. The Starship Designer feat. You have to go deep into starship mechanics to get this, and then spend a bunch of time and money on customizing your ship, but you can in theory get 3 extra emplacement points added to the ship from this.

2. Add on an extra modification by overloading the system; you can add a modification even when you are out of emplacement points, but that modification is very subject to damage and gets knocked out easily. (This is like the custom systems on the Falcon, which were fragile and always getting knocked out.) I've included the relevant rules text here.

Adding modifications when you're out of emplacement points:
If you lack the Emplacement Points to support a system, you can still install it; however, more time and credits are needed to add the subsystems that enable your new systems to function. For every Emplacement Point you lack for a system, add 2 days to the base installation time, 5 to the Mechanics check DC to install it, and 20% to the system cost. Additionally, any Starships that have Starship Modifications installed in this manner are automatically considered "Used" (see SotG Starship Adventures), and any systems added without sufficient Emplacement Points are damaged beyond repair if the Starship is disabled. This represents the harder work of finding ways to route power to your system, squeeze through already jammed conduits, and overcome the limitations of your overstuffed Starship. Additionally, Gamemasters should feel free to rule that some Starship Modifications cannot be installed without sufficient Emplacement Points, such as a Passenger Conversion when no cargo space is available.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I am not the best pilot, only a +10 overall.

But as I am generally a passenger on the Banshee, the main debate on the ship for me is moot.

I understand why it is going though, but for me its moot.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

I never delved into these rules so I know zero about them. Phineas runs sensors on the ship but he's no Pilot.


First thanks for that link that saved me a lot of time searching.

Both Prox and ArTee are pretty good pilots and they will remain with the crew and be played as NPCs or PCs when the original GM takes the reigns.

Well Phineas can still run sensor as ArTee can go to engineering to cover that should it be needed, when Phineas is operating as co-pilot

Next it is not a debate on the ship it is just me fully understanding what the starship was and what the starship is.

Now is anyone else interested in perhaps getting a Huge Ugly Starfighter that we can put in and launch from the cargo bay?

Now as for going from a Light Laser Cannon to a Medium Laser Cannon is that cheaper than going from a Light Laser Cannon to a Double Light Laser Cannon as they both do the same amount of damage? Either is fine with me btw just was not sure if you had been aware of the Double Cannons?

That being said if you lose 5 tons of Cargo Space you can get an extra Emplacement Point in case you wanted to make a Medium Cannon Double or if you wanted to add something else. I say that because you do not seem to be using the 35 Tons of Cargo Space for much of anything at this time but do not know what you might want for the future.

Lastly again all of this talk about the starship should not slow the roleplaying down as it is not dependent on what is currently going on or will be going on for the near future. So feel free to add something to Gameplay so we can keep things moving forward


Okay so the original Banshee appears to have some modifications.

First the luxury aspect was removed making it a typcial starship's harsh spartan interior so more a working cargo vessel rather than a traveling home or an upper-scale hotel. Of course with that downgrade, which would have used 1 of the 2 Extra Emplacement Points given to a Baudo-Class Star Yacht however the Banshee came other upgrades.

Standard Systems
... Hyperdrive: Class 2 (Backup Class 7), Navicomputer
... Light Laser Cannon (Pilot)
... Standard Escape Pod (required)
... Cargo: 35 Tons; Consumables: 1 Month
... Speed: Fly 12 CS / 5 SS Max-V 1,200 km/h
... Shield Rating: 15

Upgraded Systems
... Combat Thrusters (EP 1)
... Sensor Enhancement Package (EP 1)
... Light Laser Cannon Quad (Gunner) (EP 2)
... Light Laser Cannon Quad (Gunner) (EP 2)

Total 6 EP

This means it has 4 more EPs than it can normally house which might equate to why its a CL 8 rather than the normal CL 6 or that might have been due to the original Pilot and Co-Pilot as they do not denote how to figure out the CL of a starship and its crew.

That being the case I am going to say that the previous Quad Cannon installations had the following Custom Modification. They were installed such that they are mostly exterior in nature (aka they can be specifically targeted) and thus only use up 1 EP each. Further the starship has a Custom Modification that added 2 extra Emplacement Points. These would have been significant and costly Custom Modifications and a single system may only have a maximum of 3 Custom Modifications per system. Thus the 2 Quad Cannons each have 1 Custom Modification and the Emplacement Points have had 2 Custom Modifications.

Therefore with that information outlined you would not have needed to add the Combat Thrusters and as such I have these potential upgrades and their costs. Oh and per the guidelines one only gets 1/4 the listed value of any system they remove from a Starship to replace with a new system.

Shields 15 to Shields 25
EP: 0 Cost: 12,500c

Light Laser Cannon (Pilot) 3d10x2 to
Medium Laser Cannon (Pilot) 4d10x2
EP: 0 Cost: 3,625c

------------------------------------------
Possible Upgrade if it is affordable
------------------------------------------

Light Laser Cannon (Pilot) 3d10x2 to
Medium Laser Cannon Double (Pilot) 5d10x2
EP: 0 Cost: 11,625c


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

As we sort out the ship backstage, I think the thing we need to decide is:

* Does the Banshee (or whatever we call it) remain a Baudo-class star yacht, or should it be something else?
* Did it come with some enhancements (like improved sensors) already installed? If so, what did it already have?
* Does this impact my request to add modifications to it? If so, in what way?

Once we answer all of those, we should have the ship in a good position.


Please read my previous post I think we cross-posted as I did answer your second and third question already.

As for you first question the GM stated that it is the Baudo-Class Star Yacht Banshee -- or at least a copy of it -- which as I have denoted did come with some upgrades and a couple of significant custom modifications.

As for the name of the starship that is completely up to its owner (Ardan Kwinn) as he could have renamed it whatever he wanted to when his father gave him the ship to use. I say this as I do not think that would change anything about the starship mechanically speaking. Still your starship's normal transponder code is not that same as the canon Banshee which I am assuming still exists.

So is the Kwinn family (or just Ardan's father) working with Senator Organa perhaps?


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

I think we cross-posted, as I didn't see your post at the time that I was writing mine.

Ardan and some part of his family are associated with the nascent attempt to create a rebellion, though my understanding of the timetable is that the formal Rebel Alliance hasn't been created yet.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The Rebellion has not been created yet.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Yep. So it's more that Ardan, and possibly some of his relatives, are part of a nascent Onderonian cell, which maybe just has some tenuous contact with one or two other groups.


Yes the Rebel Alliance has not been formally created as of yet, however, as per the module Sentor Bail Organa is clandestinely associated with these attempts to find out what the Empire is up to and perhaps toss a monkey wrench into their plans. Therefore as Ardan well knows, Organa is his ultimate backer. Further so would anyone that Ardan either tells or figures out or finds out about this. Still Ardan is getting his direct covert orders and covert help currently from Master Denia. Giving Senator Organa plausible deniability should anything go wrong.

Next we can say that your father also has plausible deniability for while he does know what you are supposed to be doing he does not technically know what you are actually up to. However his official directions simply seem to nicely coincide with whatever and wherever you happen to be or need to be. You still have to give a report to your father about how the "official" business you are tending to is coming along. As well as updates on expenses incurred, and such. Which all should coincide with where you have been and what you could have been "officially" doing there. Such as transporting cargo, dealing with merchant negotiations, or just about anything you might legitamately be up to in the locations that you have been at and are at and will be at in the future.

So in your last contact with your father he needed you to check out some information he got on some "commodity" that he had heard is located on Almas. This of course conveniently came after you accepted your mission to go to Almas from your covert contact.

Now I need to establish something here -- who was part of which of the previous Acts? Here is a synopsis of what the modules state but I believe some of this might have changed so if anything below changed please let me know.

Act I -- "The Traitors Gambit" which starts on Sel Zonn Station over Brentaal IV where the group helped Security Officer of Sentor Organa to get some special cargo from there to Alderaan. Then it moved to Felucia where the group rescued a prisoner and finally ends up on the EF76 Nebulon-B Escort Frigate Resurgence managed by Captain Adrian Verana.

Planet: Brentaal IV System: Brentaal Sector: Bormea Region: Core Worlds

Planet: Alderaan System: Alderaan Sector: Alderaan Region: Core Worlds Interior

Planet: Felucia System: Felucia Sector: Thanium Region: Outer Rim Territories - The Slice

Act II -- "A Wretched Hive" which starts on the EF76 Nebulon-B Escort Frigate Resurgence where the group was assigned a mission by ex-Imperial Admiral Gilder Varth and departs for the city of Zarra on Cato Neimoida to find a crime boss named Darga the Hutt where they found and rescued the weakened Jedi Master Denia but Dara the Hutt got away to Bespin and then they return to the EF76 Nebulon-B Escort Frigate Resurgence.

Planet: Cato Neimoidia System: Cato Neimoidia Sector: Quellor Region: Colonies - The Slice

Act III -- "The Queen of Air and Darkness" which starts on the EF76 Nebulon-B Escort Frigate Resurgence the group heads out to Bespin to track down Darga the Hutt again. -- I am aware that the adventure might have changed from the module here to some degree so I will need to look back and see the details of the changes. That is, unless someone wants to fully recap what happened on Bespin.

Planet: Bespin System: Bespin Sector: Anoat Region: Outer Rim Territories - Western Reaches

Act IV -- "Echoes of the Jedi" which starts on the Banshee after having left Bespin space.

Planet: Almas System: Cularin Sector: Thaere Region: Expansion


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Ardan's usual "cover" is just being himself: He's a dissolute minor noble from a backward Inner Rim world, who is going on a galactic tour to spend money and get drunk. This gives him a great cover for going to weird places and spending lots of cash while hanging out with an entourage of weirdos.

Ardan's been around since very early on, I remember doing the mission to rescue the prisoner, who turned out to be Donovaan (the Force-sensitive kid).

I'm happy to use Ardan as the contact who gets led around by the needs of the rebel cells, who then announces "We're off to <new system> so I can play the local games and sample the local booze!"


Okay I was just going with the Background you had written for Ardan in that he is doing some family business while also recreationing. As that also helps explain why he has the starship. I mean we can say dad said he could use that cargo ship to galavant around the galaxy as long as he did some family business now and again so that it can be written off as a corporate expense. For as you said mechanically your character could not have afforded that ship from get go and that just irons out that little item a bit better.

Still it is your call if you are changing that "doing some family business" part of your background, just let me know.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Nope, totally a fine cover. That hook also works well to provide motivation to go various places. Ardan just plays up the useless noble fop along the way, because it's a good way to get Imperials to ignore him—if he looks like a rich wastrel with a drinking problem, he couldn't possibly be an important figure in a rebel cell... could he?

(His high Deception & Persuasion skills are helpful here, too)


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Phineas was one of the rescued prisoners from Felucia. I only played briefly as I had to drop due to RL issues. Phineas returned to the group recently, the same time as Prox.


Great that helps me with things and you can help by perhaps figuring out why you are going to Almas - I mean its not a wonderful place to go to so not like your going to wine and dine there ;)

So the cover is family business and if you have an idea of what kind of family business would be there I would love to hear it -- or if you have any suggestions loved to hear those as well.

Also Ardan I need your reply on the following:

-----------------------------------------------
Replacement Upgrades that were still viable if affordable
-----------------------------------------------

Shields 15 to Shields 25
EP: 0 Cost: 12,500c

Light Laser Cannon (Pilot) 3d10x2 to
Medium Laser Cannon (Pilot) 4d10x2
EP: 0 Cost: 3,625c
-- or --
Light Laser Cannon (Pilot) 3d10x2 to
Light Laser Cannon Double (Pilot) 4d10x2
EP: 0 Cost: 3,000c

-----------------------------------------------
Possible alternate Upgrade if it is affordable
-----------------------------------------------

Light Laser Cannon (Pilot) 3d10x2 to
Medium Laser Cannon Double (Pilot) 5d10x2
EP: 0 Cost: 11,625c


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Main reason I didn't do the double cannon upgrade is it's just really pricey and I try to keep a buffer of credits for bribes and emergency expenses. We could do it now if we want since I got the extra level-up money.

Not a lot going on at Almas that would provide a decent cover. Most likely opportunity is claiming that someone talked the family into investing in some kaluthin grass transplant project, maybe to sell directly to the family for gardening decoration purposes (glow-in-the-dark bioluminescent grass that survives in hardy environments would be a winner for landscaping when you have garden parties). Best I can come up with off the top of my head. :)


Okay well the financial upgrade would have come before your trip to Almas and you made the upgrades after initially coming to Almas so you do have that extra money.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative: 1d20 + 6 ⇒ (6) + 6 = 12

Also would someone care to handle Jace's combat during encounters? I can take care of the rolls I just need someone to let me know what you feel he would do. If you cannot see his character sheet let me know.

Also those Force Sensitives currently learning from Jedi Master Iediorum Rex if you can gain another Talent let me know as there is a new Talent Tree that will be open to you.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I've been in on this from the very first act.

In the station.


Scream: 1d20 ⇒ 14
Fear: 1d20 ⇒ 18


Have we lost Waylon I have not noticed them responding to the current situation.


Hey I am curious there is an optional guideline that changes the number of Force Points that one has from per Level to per Day which I feel would be more reflective of how using the Force might be but that is just my opinion so here are the numbers and how they would work. Note the "v" means round down.
.
.

Jedi Force Points per Level 5 + Level/2v +1 to +3
--or--
Jedi Force Points per Day 1 + Level/3v +1 to +2

Jedi Knight Force Points per Level 6 + Level/2v +3 to +6
--or daily--
Jedi Knight Force Points per Day 2 + Level/3v +2 to +4

Jedi Master Force Points 7 + Level/2v +6 to +8
--or daily--
Jedi Master Force Points 3 + Level/3v +4 to +5

Jedi Knight Force Points per Level 6 + Level/2v +8 to +10(+1)
--or daily--
Jedi Knight Force Points per Day 2 + Level/3v +5 to +6(+1)

Note the above assumes one is a Jedi from level 1 to level 7 and then becomes a Jedi Knight from level 8 to level 12 and then becomes a Jedi Master from level 13 to 17 and fills in the last 3 three levels with Jedi Knight (aka 18 to 20). The final (+1) would be giving the level 20 Jedi Knight that extra boost allowing someone to finish with a Jedi Knight rather than having to juggle the last level between the Jedi Knight and the a Jedi Master and thus still get what a Jedi Master should get at level 20. Of course I could also see once someone has obtained Jedi Master and is using the Jedi Knight to fill in those last 3 levels I could see treating them as being a Jedi Master for Force Point purposes.

What do you all think -- note I am sure any other Force Users that are not specifically Jedi could be easily melded into the Daily allotment versus the by Level allotment.


Or perhaps it should be as follows for Daily Force Points

1st-7th
--or--
Jedi Force Points per Day 1 + Level/4v +0 to +1

8th-12th
--or daily--
Jedi Knight Force Points per Day 2 + Level/4v +2 to +3

13th-17th
--or daily--
Jedi Master Force Points 3 + Level/3v +3 to +4

18th-20th
--or daily--
Jedi Knight(Master) Force Points per Day 3 + Level/4v +4 to +5

That seems more inline with what might be available to a Jedi on a daily basis based on what Force Points can be used for. Which is to say it is not too much but not to little and it is nicely divisable into 20 where 3 is not then again maybe that is just my AR kicking in so will wait to see what you all say seems more balanced.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

I guess it really depends on how quickly people are expected to gain levels. Daily refreshes really push players to use Force points much more often.


Well also keep in mind that going with the Daily allotment means the Bad Guys are going to get reduced to a Daily Allotment which seems more balancing than -- the players getting a static amount per level and the bad guys coming in with theoretically (or per the module it seems) at full unused Force Points for their level

Also I do not think players are going to be pressed to use their Force Points any more than they would be to use them otherwise. You are all heroic folks and using your Force Points heroically is the name of the game so-to-speak.

I mean if you do not use them for that day you get them again tomorrow, no loss there and you truly do not want to spend them frivolously as you do not have that many when doing it on a daily basis.

I think as a whole each of you would have like 2 Force Points Jedi/Other 1 + 4th-Level / 4 = 2 that is not a lot of points to just throw away willy nilly you would want to definitely use them in a critical situation which might not be your only critical situation for that day.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

I'm not saying it's bad, just changes the cadence of play. I rarely use Force Points because they are hard to come by, you never really know when you are going to level up, you kinda have a sense that when you encounter a Big Bad you should go all-in and that you will level up if you win and get a new batch, but that's never quite certain. Having a daily refresh means you have a consistent trickle of Force points, so you are more encouraged to use them, which means characters will try to do more heroic things. Really a flavor preference. I'm down for whatever.


Note part of the reason this came up is I am looking at what the Bad Guys are getting available to them to use in Force Points and feeling that is biased against the players as these bad guys are not getting reduced for any usage that might have occurred during their current level and they are starting with the maximum or even more for their current level.

Also as you stated -- which I think would be great mind you -- "which means characters will try to do more heroic things" -- to me that is the whole gist of what the PCs are all about and a win-win in the long run.

Yeah you get a couple of points you can use each day but hey if you used it for something trivial earlier that day you do not have it for that not so trivial thing you are facing now and you do not know when that will happen during each day.

For instance, this day will not be trivial by any stretch as such one needs to greatly weigh their use of that extremely limited resource.

Yeah and if it is not obvious I am advocating for the daily allotment as it seems to balance things out over all and lets the players be more heroic on a more regular basis but in a rather limited way -- again balanced and thus not over powered by any means.


B1 Force Use: 1d20 ⇒ 1
B2 Force Use: 1d20 ⇒ 7
B2 Force Use: 1d20 ⇒ 19
B3 Force Use: 1d20 ⇒ 4
B4 Force Use: 1d20 ⇒ 7

B1 Attack: 1d20 ⇒ 6
B3 Attack: 1d20 ⇒ 15
B4 Attack: 1d20 ⇒ 2

B3 Grapple: 1d20 ⇒ 4

B3 Poison: 1d20 ⇒ 6

B3 Damage: 1d6 ⇒ 2


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

No problem to change it on my end if the GM thinks it's warranted


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

I am here, I was just waiting for my turn. I will need to investigate when I get home what I can do as a Swift action only. It probably means I am not doing anything this round.

I am fine with Force Points by level or Force Points by day. By day might be more fun as it gives more resources to play around with.


Okay it seems everyone or most are okay with Force Points by Day so I will be shifting to that (and hopefully the GM will agree to continue forward with it). So please make the adjustments on your sheet but until the GM weighs in keep a reference to the by level value that you should have (sorry for the extra bookkeeping hopefully the GM will weigh in on this soon).

Also the by day will be a fluid thing, which means if you get back to back day to day situations then I will figure out how much folks have recovered on an hourly basis which should be pretty easy if you have a maximum of 2 points per day you get 1 point back for each 12 hours or so based on your activity during that 12 hours. I do not imagine that there will be a lot of back to back situations but I have not fully and completely read ahead just in case the GM steps back in to run things.

Oh and Dreamchaser your single Swift Action comes before you get grabbed and you have the Grabbed Condition during your next round (aka it is holding onto you with its teeth and will most likely chew on you if you do not extract yourself).

Grabbed: Until a target breaks the grab, they have the Grabbed Condition and take a -2 penalty on Attack rolls unless they use a Natural Weapon or a Light Weapon. Additionally, they cannot Move until they break the grab. Breaking the Grab is a Standard Action, and automatically clears the Grabbed Condition.

That seems a bit simplistic to me but that is the guidelines as written.


Hey guys can I get your feedback on the Grabbed guidelines listed in my previous post. In other game systems there is a skill that is required to break (Str) or slip (Dex) from a Grab but there does not appear to be one in Star Wars Saga Edition or at least they did not state it that way unless its stated somewhere else that I did not see.

Now I have also noticed that most abilities attack a target's Defenses as their target number which is to say the attacker makes their 1d20 Attack roll and then compares the result against the targets 10+ Defense value (aka the Take-10 Value of per se a contested Defense roll).

I find that makes the process a lot quicker especially in play-by-post setting (aka none of that the GM/Player rolls then the Player/GM rolls then we figure out what happened).

So what I am thinking, is that to break a Grab one must make take a Standard Action and make a Grapple check against the Defenders Grapple Defense or basically their Grapple modifier + 10. Otherwise a weak little fish could simply break free from a crocodile's mouth by performing a simple Standard Action and that just does not make sense. However I do not want to make it impossible or too deadly either.

So thoughts?


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Will provide a set of thoughts on Friday when I am at work.


Shadow's Status
Prox Simmoss wrote:

Hey guys can I get your feedback on the Grabbed guidelines listed in my previous post. In other game systems there is a skill that is required to break (Str) or slip (Dex) from a Grab but there does not appear to be one in Star Wars Saga Edition or at least they did not state it that way unless its stated somewhere else that I did not see.

Now I have also noticed that most abilities attack a target's Defenses as their target number which is to say the attacker makes their 1d20 Attack roll and then compares the result against the targets 10+ Defense value (aka the Take-10 Value of per se a contested Defense roll).

I find that makes the process a lot quicker especially in play-by-post setting (aka none of that the GM/Player rolls then the Player/GM rolls then we figure out what happened).

So what I am thinking, is that to break a Grab one must make take a Standard Action and make a Grapple check against the Defenders Grapple Defense or basically their Grapple modifier + 10. Otherwise a weak little fish could simply break free from a crocodile's mouth by performing a simple Standard Action and that just does not make sense. However I do not want to make it impossible or too deadly either.

So thoughts?

I am fine with that rule.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

HPs: 1d10 + 1 ⇒ (8) + 1 = 9

+1 BAB, Skills and Saves

Bonus Feat- Double Attack

So, between Rapid Attack and Double Attack, I can now take two attacks a turn with a massive +1 to hit. Fear me.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I cannot break the grab right now, as I am stuck at a single swift action right now.

Unless I can use a force point to break the grab ?


Okay due to the initiative order this is how things went:

Round 1 (semi-surprise round)
1) Dreamchaser readies his lightsaber and his blaster and assumes
.... a defensive stance
2) The Hssiss reduces Dreamchaser's actions for Round 1 to a single
.... swift action where he ignited his lightsaber and screamed back
3) A different Hssiss licked and yanked Dreamchaser into its mouth
.... where it and bit and grabbed him

Round 2
1) Dreamchaser goes first and has no restriction on his actions
.... in Round 2 other than he currently has the Grabbed Condition

That being outlined, after Dreamchaser and Ardan get to act at the beginning of Round 2 the Hssiss will get to act, then the rest of the group.

Note: I am in the process of creating a post that will update the current situation and paint it in the full color that it is. So please Dreamchaser and Ardan consider your next action but let me post my update (which I hope to have up today) prior to doing your character's actions for Round 2


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Just to confirm, I currently have the grabbed condition ?

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