Interest Check -- Even Longer Ago In That Galaxy Far, Far Away [Homebrew SWEU / SoP / 3940s BBY]


Recruitment

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1) Nope, no access to the Arms & Equipment Guide.

2) Duelist and lightsabers: Look past the customary 'bleed' vs "cauterized" aspect of lightsaber combat from the *visual* standpoint, and think of it this way -- a style that taxes the opponent to death. Glancing blows here and there, but that eventually drain one's ability to fight effectively. (Yes, we'll have to adjust certain talents; and then we could have the whole discussion about "how much a hit is a hit? and with a lightsaber?"; etc., but we can refluff the cinematics, so long as we let the mechanics do the work, right?

3) Guardian's ability is supposed to *stack* with Combat Reflexes. At least, I think so . . . . (I'll be honest -- I quit paying attention after I backed the Kickstarter and they ditched dedication in the playtest; doubly so after I saw my character's artwork.) And I think that burning AoOs to deflect bolts is just about the perfect balance -- there are pre-existing means of getting more AoOs, they don't require sacrificing standard actions to enable, and they can be made variable-dependent enough (for BBD) that it's not always an automatic perma-DR.

4) Boxing (and similar): In a case of counterpunches being a drag on fluidity, I'll just go ahead and kinda pre-empt that . . . . If you choose to build a reactive subset of abilities as part of your character, know that I will frequently "bot-roll" those actions for you. The same applies to readied actions or AoOs. I may not *always* do that, but I want you to be prepared for it to happen -- it's not that I *want* to drive your character(s), but I *do* want to keep the action moving.

5) Open Hand. Boxing. Brute. Wrestling. Equipment disciplines.

All unarmed, unarmored.

These guys definitely had a Yuen Wo-Ping obsession. And anime. And maybe a bit of WWE/UFC, too.

Lopsided there, are we??

'Cause . . . .

6) . . . dual wielding only got *one* sphere. Lame.

But dual-wield LIGHTWHIPS.

Sidenote: If you try to "3-sword Style" lightsabers with your mouth (as per the Legendary talent), . . .

. . . you will experience a horrible, horrible fate.

*** -- Those last two items were meant more in good fun than as any real "gripe".

. . . .

But don't try to wield a lightsaber in your mouth. That makes you die.

(insertallnecessarynon-bigotedmultispecies-inclusivebiologicallyawarequalif ierscaveatsandaddendahere)


So, how is everyone doing with character concepts? Has much changed from the initial ideas? I'm really trying to get a feel for how our motley crew will look when gameplay starts, I'll be playing a down on his luck Mandalorian Commando /Mercenary, a little rough around the edges but with a heart of gold


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Howdy.

AFishWithHorns is no longer an available login for me to use as I've neglected to remember the password for the email to which it is assigned. I will, henceforth, be posing with this alias.

The search for a suitable mohawked avatar is yet underway.

I am the unnamed co-conspirator of this fantastic and expansive idea that rests in Mr. Terrigan's capable and devoted hands.

Character flesh and pith soon to come. Will be posting ideas, jokes, cooking tips, preference for interior color palate and upholstery of the ship, and other important things as they come to me.


Good to read ya, ChallengedHornFish!!


Oh, and for the record, I would like to find the holocron that gives a specification on the building of tooth-grip lightsabers. I do believe I've found a new character concept...


Saywhathuh??

"Tooth-grip"? Need more Tenel Ka in your life??


Ancient Graffitos Portray Lightsaber Construction

Good evening. I'm your HoloNet News Tonight host, Zowl Blifter, transmitting live from Coruscant.

Our first story tonight comes from a press release just made by the Galactic Institute of Archaeology on Obroa-skai. In what's being hailed as a lukewarm accomplishment in galactic academics by their peers, a GIA research team on the fourth moon of Yavin has uncovered a series of Massassi graffitos that portray the practical methods, though not the Force behind them, the Sith used in their lightsaber construction. Despite the tepid response from peer-reviewers, the GIA team, led by Doctor Cranamon D'int'a, has been enthusiastic about the discovery, located within the waste drainage system of one of the smaller temples on the abandoned moon.

It would appear that fecal artistry isn't limited to our spawn, goodbeings.

*ahem*

One interesting factoid pertaining to the mural series is that it has a strong narrative element. It follows a male Sith's quest to complete, indeed begin, work on his defining weapon. In the pictographs, the warrior, armed only with a metal blade of indeterminate design, undertakes a journey to acquire the necessary components for the saber's manufacture. He finds a blood-red crystal in a shadow-filled cave. Next, he assaults a small trading post to seize various technological parts. In the climax of the story, this journeyman engages a rancor -- a full-grown rancor, judging by the image scale -- in single combat, only to extract a single large canine from the vanquished beast. After a period of meditation, the Sith assembles his device, and, at last, stands triumphant with his rancor-tooth-hilted blade in the final frame.

The full image series can be examined on the GIA HoloNet site.

Well, enterprising rancor-hunters?? The proverbial combat glove has indeed . . . been thrown down.

We'll be back with the latest on the Onderonian admission process and news from the Mandalore sector after these brief messages from Aratech Blasters!

*transmission interrupted*


You can expect more posts like this in the future!

I hope you liked it!

I did, obviously. :D


Did he have the blade in his mouth? It would take some expertise and quite a bit of poetic merit to single... toothedly slay a rancor in the hopes of building a rancor tooth hilt to wield in your teeth.

Also, did you DVR that so I can watch it later?

On a serious note, I will be putting the finishing touches on a Jedi here in the next couple of days (cleric - blossoming light). The crunch is channel focused with tricks to expound thereupon. Spheres will draw mainly from Life, Mind, Protection, and maybe a splash of something else. I'm planning to make him everybody's friend.


SynchroniciticallyChallenged wrote:
Did he have the blade in his mouth?

Obviously not. He lived through it, right? At least, that's what the mural indicates . . . .

And you'll have to get your own holofeed. :D


Okie-dokie, then!!

Folks, I will have a serviceable baseline gear list posted within the next two days. The holiday necessities have impeded my work this week, and will continue to do so, but I have finally reached a solid window of opportunity. That, and I *finally* tracked down the reference book I most wanted to use for this part of the rules adaptation.

*cracks knuckles, grabs pen and paper*

Read ya when I read ya!! Enjoy Dead Turkey Day!! (But it should *really* be about the ham!!)


Rambling, 'Cause No Paper:

Primitive < Basic < Simple < Martial < Exotic
-- Standard < Advanced < Mastercraft
-- Light / One / Two / Heavy

Robe >< Light < Medium < Heavy < Powered
-- Std / Adv /Mcft
** XSP ft: +1 / +1 / +2

Vibro:
-- std: +2 CnC
-- adv: MC + 50% (?) / + scaled (?)
-- mcft: both (?) / just upgds?

Blaster Pistol
-- 1250 cr
-- 1d8 En, x2
-- 50'
-- simple, light
** Adv:
-- 1875 cr
-- 1d8 En, x2, +4 MC/ +2 CnC (?/?)
-- 50'
-- mtl, light
-- (1 upgd? -- calls for +1500cr for consistency with earlier brainstorms, but maybe not *un*justified, given limitations implied . . . .)
** Mcft:
-- 4250 / 6250 cr
-- 1d8 En, x2, (+4 MC, +2 CnC) [if mtl]
-- 50'
-- prof-based, light
-- upgd 2 / *all*

. . . . . .

Two axes of proficiency, adjusted financially by weapon traits . . . .

Political / law enforcement implications? Licensing / legal/illegal . . . .

---> Fierfek. -- disruptor weapons . . . . Hoo-boy.

Maintain wbl curve?
-- implies outright purchase of new ships as early as . . . what?
-- 5000 > 16k > 48k (used, poor)* > 96k* (financed new) > stftr* = > tspt* = > . . . . * - total liquidity
-- requires reverse financial analysis of R/S costs for continuity . . . .

The above is just a stream-of-consciousness thing, making a virtue of logistical restrictions. I ask you ignore it, for the present.


Argh!!

Still haven't been able to finalize the equipment table, folks -- I can't take three steps without being enlisted for sumdammthingor'nother. But it's close to set, at least in my mind, anyway.


Okay. Here's something you can go on:

Blaster Pistol
(Simple, Ranged, Light)
Not Upgradeable
Damage: 1d8 energy
Critical: x2
Range Increment: 50'
Cost: 1250cr

Heavy Blaster Pistol
(Simple, Ranged, One-Handed)
Not Upgradeable
Damage: 2d4 energy
Critical: x2
Range Increment: 50'
Cost: 1875cr

Blaster Carbine
(Martial, Ranged, Two-Handed, Special)
Not Upgradeable
Damage: 1d8 energy
Critical: x2
Range Increment: 80'
Cost: 2250cr
Special: You may choose to wield a blaster carbine in one hand, but doing so applies a -4 penalty to all attack rolls made with the weapon.

Blaster Rifle
(Martial, Ranged, Two-Handed)
Not Upgradeable
Damage: 1d10 energy
Critical: x2
Range Increment: 120'
Cost: 2500cr

Hold-out Blaster
(Simple, Ranged, Light, Special)
Not Upgradeable
Damage: 1d4 energy
Critical: x2
Range Increment: 20'
Cost: 500cr
Special: All Stealth checks made to conceal this weapon on your person gain a +4 item bonus.

Sporting Blaster
(Simple, Ranged, Light)
Not Upgradeable
Damage: 1d6 energy
Critical: x2
Range Increment: 50'
Cost: 750cr

Sporting Rifle
(Simple, Ranged, Two-Handed)
Not Upgradeable
Damage: 1d6 energy
Critical: x2
Range Increment: 120'
Cost: 1250cr

EDIT: I'm thinking we'll need to limit the hold-out, sporting, and other simple ranged weapons to being incompatible with Rapid Shot-type abilities -- a "single-shot" feature, if you will, similar to crossbows. Still not 100% sure about that.

More to come in this department soon!

----------

Here's what I'm considering as we flesh out this aspect of the game:

We'll have two different "classes" of available weapons: civilian and military. The military-grade weapons will have additional built-in traits -- current brainstorms on that point are:

1) A +2 bonus to attack rolls made to confirm a critical threat;
2) A "massive critical" feature that will deal additional damage on a confirmed critical hit;
3) A bonus to range increment (likely +25%, rounded down to the nearest 5' number)

These weapon traits would be determined at time of purchase/construction, and would only be a "one-of" option per weapon.

Similarly, I'll be adapting melee weapons along these lines. We'll have the familiar PF weapons (though adjusted for cost and some proficiencies), and the "vibro-" weapons would have additional trait options at "military-grade" pricing.

Essentially, the weapon and armor modifications found on the d20pfsrd site will be available for your gear. The pricing of those modifications is subject to change, though.

Gonna have a great deal of juggling to do in terms of economics, equipment abilities, enhancements, and upgrades as the game progresses. As ever, I welcome your input *and* patience.

Hope the holiday was great for our Stateside peoples; looking forward to renewed efforts and communication!

Liberty's Edge

I'll flesh out my Eliciter as soon as I have some free time. Which... may not be very soon. Likely first week of December.


Roger that, Sapiens!

Should have another equipment post up sometime tonight.


Stats and background incoming.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

It would seem that there are several character concepts that are vagrant/spacer types. Those who can go wherever the solar winds take them. This does not mean that any of the rest need to be the same. If someone has a hard defined "I'm from coruscant" idea it would fit in nicely as it would give us a more defined starting point.

All in all, I'm excited to see ya'lls characters!


Right there with ya. The universe is vast and murder hobos are ten credits a dozen.


Your rate quote is too high.

1cr = baker's *case* (6x13)


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Feels like somebody's been at the back of my soft palate with a +10 corrosive burst Terrigan-bane wirebrush. I've felt pretty rough for a few days -- haven't done *anything* productive since Tuesday night (wasn't that it, Synchronicitically?). I hate sinus infections. Or whatever this nuisance is.

But!

I'm powering through it, and expect to get some serious work accomplished today. Let's do a quick overview of where we stand:
----------
Character Submissions

1) Saashaa -- unnamed; build and backstory complete (majority -- maybe a couple of finishing touches called for)
2) Yoricks -- HK-50-Θ0; build and backstory complete (at an arbitrary "98%" -- got some details coming your way soon, Yoricks)
3) Harm's Way -- Zev Ronen; build and backstory (85%-ish)
4) Sapiens -- unnamed; build and backstory at skeletal stage (forthcoming in the next 10 days or so)
5) Avacyn restored -- unnamed; build @ 60%, backstory @ 80%
6) Synchro Chall -- Hayden BeShawn; build and backstory complete
7) TheNine -- nominally withdrawn, but possible
8) Gobo Horde -- nominally withdrawn, but possible
9) No new candidates to report
----------
Galactic Travel

1) Baseline Hyperspace Rules -- Complete
2) Astrogation Check Rules -- Incomplete, but outlined
----------
Force Powers Conversion

1) Baseline -- Complete
2) No new caveats or issues raised, at the present
----------
Equipment and Economics

1) Limited Rough Draft Posted
2) Full Listing Mapped/Outlined
3) Civilian/Military Variants in Development
4) Specialized Equipment (Combat shields, toolkits, food/shelter/etc) -- Untouched, but speculated
----------
Might Spheres

1) Partially Evaluated -- no major issues, yet
2) Martial Traditions -- In Development (cussed lightsabers! :D )
----------
Sandbox Campaign Options

1) Major Plotlines -- three available to follow; some earlier concepts discarded
2) Minor/Supporting Arcs -- four refined; dozens more hinted with character hooks
3) Potential -- limitless
Honorable Mention -- Intro Scene: easily portable, 80% ready
-----------
-----------

All in all, we're in good shape, folks! I would not be surprised if we find ourselves able to hit the ground running with this by January 1!


Given the background we've discussed for Zev, are you happy for his starting equipment to consist of the clothes on his back and maybe a hidden cache of credits containing his starting wealth?


We can certainly roll that way, if you like, Harm's. Did we ever get your cash roll made? Or did you just opt for the average (which is, no doubt, much safer)?

And as for that cache vs having some gear:

Having a hold-out blaster secreted on your person may be a pretty big deal . . . . At least, so far as my initial intro scene brainstorming goes . . . . Though that can be easily adjusted.

Be forewarned, though: if you *do* opt for the credit-cache, I'll be the one placing it. Just so you know. You'll know where it is, but . . . Zev is in an unenviable spot, at the present. Just something to consider.


Mine is just now clearing up. You could always come over and shoot some Dickle with me til you forget you have a throat. Or a head, for that matter. All the rum is gone, though.

Hitting a little block on the writing part of the backstory, but I've got a decent time line plotted out and a short conversation written for character building. Dude has personality and motivation, at least.


Okay.

Had to shuffle priorities today, so today's development work hit the backburner. Nevertheless, gains have been made, and are being made.

Expect more equipment to be posted soon, as well as conversions for some martial mayhem particulars.

I'm almost back to human.

Almost.


A HUGE shoutout of "Thanks!" to SynchroniciticallyChallenged for playing host and amanuensis and co-developer tonight. I'll have a compiled equipment post ready to roll out by Monday.

I'm serious this time.

I think.

More bits and pieces keep falling into place, people! We're getting closer every day!!


I forgot to tack 'finesse' onto the light whip, but I would imagine it's implied.

Anytime. I love world and equipment building. Reworking weapon stats encourages interesting build options and thinking outside the box. I don't think I ever had a box anyway. Now I want to retrain for a lightsaber pike...


Imma call it:

Told you so.

And you haven't even rolled any dice yet!


Hmm... I'm thinking about submitting a Sage (from the Champions of the Spheres supplement, which blends Spheres of Power and Spheres of Might). The general idea is someone who's Force Sensitive enough to accomplish some feats (often the projection of telekinetic force/ki blasts and enhancing their own body), but really doesn't have the kind of broad, truly powerful abilities you'd expect from a master of the Force.

As for where they're from, hmm... what's the status of the Hapes Consortium during the time period of this game?


Y'know, Rednal, I haven't even started researching timelines/involvement of the Hapans at this point. Thanks for giving me a reason to do so!

Will get something on that posted here presently.


Gotta remember to check who I'm posting as.

I don't think I've seen the sage yet. Did that get stuck on the wiki or have they yet to update that book? What does the chassis look like? Sounds not dissimilar to the Runic Knight.


Rednal --

Based upon the info I've gleaned from Wookieepedia, it's safe to say that the Hapan societal norms with which we're familiar by the time of the NJO series are only just being established/cemented in the vicinity of Hapes/Kavan.

Descendant of one of the few surviving Lorell Raiders? A guy breaking away from the still-burgeoning matriarchal domination of Hapes? An operative of the Queen Mother?


I'll text ya the link to the Champions content presently, Synchro.


The Wiki has Champions of the Spheres scheduled to go up starting on the 15th. (Like some other content hosts, it has a two-week courtesy delay for new material.)

As for my character, I was thinking someone who's part of a lesser family - still fairly notable within Hapes itself (well above commoners, anyway), but not on or particularly close to the throne. Their reason for being out and about in the galaxy - as one of the fairly limited number of people who can get through the closed border, courtesy of their status - is to try and find technology the family can reverse-engineer to try and get a leg up. I figure they're extremely broad-minded about this (weapons are good, but so are agricultural tools to feed your people, medicine, security, and so forth), so as long as my character is finding some useful information, it doesn't really matter where they go. XD

They probably wouldn't spend a lot of time talking about themselves or their history, though - keep the secrets of the Cluster and all that.


Yeah -- would call for a decent cover story and an embedded series of contacts, perhaps . . . . I like it!

(I had been wondering when you'd pass through here . . . . :D )

EDIT: Chronologically, we're about 848 years *before* the borders are sealed, but the "tech-scouting" purpose is *solid*.


That still works. And hey, an embedded series of contacts is the perfect excuse for finding locals who have information on any given world... ^^ I'll go ahead and start tinkering with a first-level profile, though I'm not sure how final any build rules are.


20-pt buy, SoP/M classes and conversions (rebranded, of course, please), 2 traits, drawbacks will be discussed via PM following narrative submission (to be clear: send me a story, and we'll hash out an appropriate drawback), . . . .

And, admittedly: nothing's final, yet, really -- I'm trying to fulfill the necessary demand for crunch, but I'm *more* interested in the shenanigans of story.

Send me whatever, whenever! :)


Well, for now, I might just call it something like "Hapan Sage" while fleshing stuff out. XD Now I just have to pick out some good alternate names...


Also, speaking of shenanigans of story, did you want to use the Background Skills system and, say, tell players to put the extra points into something plot-relevant?

(My character seems like they'd definitely have something along the lines of Profession [Tech Evaluator], or whatever it might be called, to identify the traits of technology and determine if they're worth writing home about. XD Maybe a second Profession for journeying around. Diplomat, perhaps, or Envoy?)


I'm dodging the background skills, I think, because I've kinda cut-down the full-scale skills list (back on page 1 or 2, here). It *might* turn out to be something we can justify, but we'll examine that a little farther down the road.

It *would* still be worthwhile to bear that aspect of your character in mind when you select skills . . . . But it can probably be "lumped in" with Mechanics/Repair (which also semi-covers Craft-related things, at the present) . . . .

Though, of course, SoM is going to push back hard against a streamlined skills system . . . .

Dangit! Ah, well -- #gamedevlife


Mm, yeah. XD I think nine of the spheres grant you skill ranks, and I know at least one gives you a choice between several different skills. And this actually matters within the system. Consolidating them may not be the best plan, balance-wise.


Too right. Will re-evaluate what I've got going on in that category after I get that shabla gear list posted. Which can't happen before tomorrow.

Still, plenty of time. Kinda.

Though I've been half-tempted to open gameplay and say "Go!" . . . .

But, I don't wanna trainwreck the fun in an excess of zeal. :D

EDIT: And on that particular note -- When I start porting the Campaign Info over to that tab, it'll probably come with a few hiccups: linking the threads up has not gone properly for me in the past (not sure where I mucked it up, but I did).


Are you trying to copy the URLs straight? Paizo stops that from working - you have to use the URL tags.


Succinctly:

Huhwhat??

May need to dumb that down a bit more ....


http://paizo.com/threads/rzs2unv2&page=4?Interest-Check-Even-Longer-Ago -In-That#193

^
This doesn't work because Paizo inserts a space.

This works because it uses the forum coding.


Ah. Cool!


Hmm... I'm planning to take the Balanced Defense option from the Equipment sphere, since for various reasons my character isn't big on unfashionable armor. Can I use the Shield sphere with this, flavored as the character's minor force powers helping deflect attacks?

(Similarly, can I treat the effect as a shield for the purpose of talents that raise a Shield Bonus, like Shield Expert? ...I'm basically a d6 melee character, so I'm very concerned about my AC. XD)

Either way, here's what I've got so far:

Rhea Varn (Fluff):
Rhea Varn is a member of the Hapan Intelligence service, an organization serving under the Queen Mother to collect information useful to the cluster, remove particularly notable threats, and generally act as the cluster sees fit.

House Varn itself, to which Rhea belongs, is a prominent (but not ruling) family of Gallinore, and it's known for two things. First, the family has a long history of reverse-engineering technology to figure out how it works and how to produce Hapan variations. Second, it funds these through mining operations that have occasionally dug up rainbow gems (a rare, silicon-based lifeform native to Gallinore notable for its beauty and connection to the force).

It was during a chance encounter with two gems being shipped that Rhea learned she was Force-sensitive enough to tap into a few minor powers. Picking up the gem for examination was enough to activate her abilities, and thorough testing by the family showed that she actually *needed* a catalyst to cast without extreme effort. After some consideration and weighing the relative values, the family set the gem into a ring for Rhea to wear.

(Rainbow gems had already been fairly costly, but the discovery that they were attuned to the Force - and thus capable of being used as lightsaber crystals, despite the Hapan dislike for Jedi - was one of the factors that would drastically send their value over time.)

Over the next few years, Rhea underwent intense training with her family to master her abilities. Her power was never strong enough to let her simply concentrate and allow things to happen - she had to move her arms to use it at all, and she could only do so much with it. Even so, the gem on her hand tended to glow whenever she used serious power.

The most notable manifestation of her power is her Force Pulse, which she can activate by touching a foe. She has more control over this than most of her powers, and can set it to trigger at several different levels. The low [Force Pulse] and medium [Force Pulse + Destructive Blast] settings can be done pretty much all day, but the high setting [Force Pulse + Empowered Destructive Blast] drains her energy, and she can only do it so many times each day. Rhea mostly avoids full-power strikes, preferring to push that energy into helping her dodge deadly attacks instead. Helpfully, regardless of power level, she's learned how to unleash her force pulse without putting herself at risk.

The low setting is also capable of healing people - to a point, and only when they're badly hurt. Rhea doesn't even pretend to understand this particular mystery of the Force, but she's grateful for it.

At the end of all this training, Rhea was dispatched to Hapes by her family for a position with Hapan Intelligence. Her primary job consists of going around the galaxy to locate useful technology and sending it back to her family for reverse-engineering. Hapes itself then buys the technology from her family for a tidy fee. (Hapan Intelligence would normally collect everything itself, but the Varn family's history of reverse-engineering stuff, and dedicated staff, mean that they're quite frankly better at it than the government. The family *does* want to be wealthier and more prominent, but they're nowhere near the throne, so the arrangement is mutually beneficial.)

Rhea has access to some funding from Hapan Intelligence - paid for in no small part by her family's sale of Rainbow Gems - in order to actually acquire technology. Her employer places strict limits on its use, however, and she can't draw on the funds for personal matters. [Translation: It's story only, and kicks in only when the GM permits.]

Personality-wise, Rhea is kind when circumstances allow her to be. She can be shrewd when bargaining, but she believes that staying on people's good side is the best way to continue benefiting from their relationship, so she tries to make sure other people always walk away feeling like they'd like to do business with her again. She finds it difficult to form truly close relationships with people from outside the Hapes Cluster - they can be friends, but she simply can't see them as "her people". This isn't usually a problem for her - when business is business, most people don't worry too much - but she can be a little off-putting if people try to pry too deeply into her personal life.


*gripegrumblefuss*

You would ask a perfectly reasonable, involved question about Mightspheres rules applications first thing this morning, wouldn't you?! LOL

I'm just tryin'ta get some base loot posted, man!! Yeargh!

I'll have to do some examination of the Shield sphere stuff later today. I should have a response for you by late tomorrow (crazy busy, Mondays).
----------
RE: Rhea Varn

I dig it. I'm interested in seeing the crunch. May be 11 days before I do, though, because it doesn't appear that I backed the Kickstarter enough to get the pdf of Champions, and I can't justify buying it outright now, what with funemployment.

It would be a big help if you were able to make the time to PM me some of the relevant info, though -- I never had time to examine the playtest info while the doc was still up.
----------
About to dive into the equipment list, peoples. I've got about 3 hours to get something in place, and I'll do all of it I can.


Oh, yeah. XD I can definitely PM you some of the relevant stuff.


Here we go, down and dirty.
--------------------

Weapons -- Simple, Civilian-Issue
Unarmed
-- Combat Glove
Cost: 30cr
Damage: 1d3 bludgeoning
Critical: x2
Special: Locked -- This item may not be disarmed from its bearer.
Special: Equipping this item does not interfere with fine motor control skills or the use of other items.

Light
-- Hunting Knife
Cost: 20cr
Damage: 1d4 slashing
Critical: x2

-- Dagger
Cost: 30cr
Damage: 1d4 slashing or piercing
Critical: 19-20/x2
Range Increment: 10'

-- Baton
Cost: 20cr
Damage: 1d6 bludgeoning
Critical: x2
Range Increment: 10'

-- Baton, Collapsible
Cost: 100cr
Damage: 1d4 bludgeoning
Critical: x2
Special: Hidden -- This item provides a +4 circumstance bonus to all Stealth checks to conceal it upon your person while collapsed.
Special: A swift action is required to extend the weapon for the purpose of attacking, provided it is wielded in an appropriate appendage. Collapsing the weapon for storage/concealment requires a move action.

-- Cestus
Cost: 75cr
Damage: 1d4 bludgeoning or piercing
Critical: x2
Special: Locked
Special: Equipping this item does not interfere with fine motor skills or the handling of other items. You may not both attack and perform fine motor skills with the same hand/appendage while wielding this weapon.

One-Handed
-- Machete
Cost: 80cr
Damage: 1d6 slashing
Critical: x2
Special: Finesse -- This weapon is crafted in such a way that its bearer may benefit from the Weapon Finesse feat (or similar abilities) while wielding it in combat.

-- Morningstar
Cost: 120cr
Damage: 1d8 bludgeoning and piercing
Critical: x2

-- Nightstick
Cost: 100cr
Damage: 1d6 bludgeoning
Critical: x2
Special: Trip

Two-Handed
-- Longspear
Cost: 135cr
Damage: 1d8 piercing
Critical: x3
Special: Brace, reach

-- Longstaff
Cost: 150cr
Damage: 1d8 bludgeoning
Critical: x2
Special: Double, reach
Special: This weapon may only be wielded as a double or reach weapon each round, but not both. A character using this weapon may spend a swift action on his or her turn to change the manner in which it is being wielded for the next round; no action is necessary to maintain that mode of use thereafter.

-- Quarterstaff
Cost: 100cr
Damage: 1d6 bludgeoning
Critical: x2
Special: Double

-- Spear
Cost: 100cr
Damage: 1d8 piercing
Critical: x3
Range Increment: 20'

Weapons -- Simple, Military-Grade
Unarmed
-- Shockgaunt
Cost: 800cr
Damage: 1d4 bludgeoning or ion*
Critical: x2
Special: Locked, stun
Special: Weapons with the "stun" quality and an energy damage type may be set to deal 'nonlethal' damage of the appropriate energy damage type as a free action.

* -- NOTE: The term "ion" will be used henceforth as interchangeable with the terms "electrical" or "electricity" for the purpose of indicating mechanics particulars. (I'm trying to save keystrokes further down the line -- time pressure.)

Light
-- Vibrodagger, Type I (so-called till we get a better naming convention in place)
Cost: 800cr
Damage: 1d4 piercing or slashing
Critical: 19-20/x2, Massive Critical +2
Range Increment: -- (No, we don't throw these. Yet.)
Special: Massive Critical -- A weapon with the Massive Critical ability deals the indicated numerical value in additional damage on a confirmed critical hit. This additional damage is dealt to hit points/vitality points before wound points, until a creature's HP/VP are depleted. For example, if a type I vibrodagger is used to confirm a critical hit against a creature with 7 HP and 20 WP, and the weapon damage roll results in 6 damage dealt, the +2 MC damage would bring the total to 8. This results in the target being reduced to 0 HP and 13 WP (7-8=-1 {rolls over to WP), and 20-6-1=13 {critical damage applied to WP, excess MC damage rolls over}). I think I got this right. Confirmation?

-- Vibrodagger, Type II
Cost: 800cr
Damage: 1d4 piercing or slashing
Critical: 19-20/x2, Focused Critical +2
Range Increment: --
Special: Focused Critical -- A weapon with the Focused Critical ability applies the indicated numerical value to all critical threat confirmation attack rolls. This modifier stacks with other modifiers applicable to the threat confirmation roll.

One-Handed
-- Stun Baton
Cost: 775cr
Damage: 1d6 bludgeoning or ion
Critical: x2
Special: Stun

Two-Handed
-- Shockstaff
Cost: 1700cr
Damage: 1d6 bludgeoning or ion
Critical: x2
Special: Double, stun
Special: Each end of this weapon may be set to "stun" independently of the other at its wielder's discretion (a swift action to activate or deactivate).

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