Looking to play Star Wars SAGA

Started by FragarachZ, July 07, 2015, 03:22:23 PM

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Muse

Quote from: hellrazoromega on July 12, 2015, 01:59:59 AM
With that in mind I have to ask what sort of abilities do you see Knowledge: Medicine conferring since the knowlegde skills are rather broad?

Do you mean Knowlege: Life Scienes? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Cassandra LeMay

Quote from: Batman4560 on July 12, 2015, 01:02:41 AM
Ok so aside from starting gear I think I'm done with my sheet. Can someone go over it to make sure I did everything right?

http://www.myth-weavers.com/sheet.html#id=272015
Looks mostly okay to me. Just total all the skills and don't forget that you get half your level (rounded down) on all skills as a level bonus. Once it comes to skill rolls during gameplay I'll probably not check if you have added your full bonus or not so it might come in handy for you if you have the full skill bonuses listed on the sheet.

You need to specify what weapon category your Weapon Focus applies to.

Also, now that I look over the sheet again I have some small suggestions: Toughness hardly makes a difference for a level 6 Soldier. 81 or 87 hit points isn't really much of a difference. Instead you could take the Extra Second Wind feat. If you took that you would gain the same advantage you get from the Tough As Nails talent from a feat, in which case you could either have both and gain another "second wind" per day, or take another talent instead of Tough As Nails without losing the extra second wind per day that talent would provide. (Personally I would probably take another talent, instead of Tough..., but that's just me.)


Quote from: hellrazoromega on July 12, 2015, 01:59:59 AM
Not saying I dislike multi-classing  by any means, just saying I get an concept in my head and I build a character to that concept  rather that just taking another class simply to grab a new ability or two, in order to min-max.

Anyway, I see the character as having spent several years in the planet be having been rescued and hiding out with the fringers or rebels for the last few years, giving her time to pick up some of the more technical skills.

I don't disagree on the skills more technical aspects, and in fact the only Trained Use of the skill I was really interested in would be Treat Poison which I think a person stranded on some back water filled with deadly flora and fauna for years might be likely to learn. Other than that I was interested in First Aid and Long-Term Care which, while I know they can be used untrained, I was hoping to make her a good healer without having to use the Force all the time. But, you are the GM and I will abide, I'll just take the character in another direction as having her be untrained would make her equal to everyone else in healing and remove that vibe of being a dedicated non-force healer I was going for.  :D

With that in mind I have to ask what sort of abilities do you see Knowledge: Medicine conferring since the knowlegde skills are rather broad?
I think we just approach "building a character to a concept" differently. If this were one of my characters I would define the concept as "a healer and survivalist who has some force training" and pick classes to get me the abilities that fit that concept. Defining the concept in terms of classes right from the bat strikes me as limiting your options too much.

Anyway, I don't disagree with you about the poison treatment aspect of the Treat Injury skill, but I would say that knowing how to survive on one planet doesn't necessarily help you all that much with other situations unless you have some formal training or gained experience on a lot of different planets too. Not having Treat Injury as a trained skill doesn't mean your character isn't an expert about all kinds of poisons found on the planet he grew up on. It just makes it more of a character background element than a game mechanics element.

The Knowledge skills in Saga are very broad categories. Take Knowledge: Life Sciences and you have medicine covered, but also biology, botany, zoology.
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

Batman4560

I'll for sure look into the toughness thing. Improved toughness was a feat from 3.5 that I was familiar with so I went with that. As far as my weapon focus I didn't want to specify until I know what I'm working with as far as starting gear goes. That way I can keep my options open for a bit. :)
Status: Stepping away for a while.

Cassandra LeMay

Quote from: Batman4560 on July 12, 2015, 02:44:58 AM
I'll for sure look into the toughness thing. Improved toughness was a feat from 3.5 that I was familiar with so I went with that. As far as my weapon focus I didn't want to specify until I know what I'm working with as far as starting gear goes. That way I can keep my options open for a bit. :)
Weapon specialization applies to weapon categories, so it would be Pistols, Rifles, or Heavy Weapons in your case. Whatever I decide to give you guys as starting equipment and starting credits, you can rest assured that your soldier character will be able to get his hands on either a pistol or a rifle, maybe both, right from the start. Maybe you won't get as heavy a weapon as you might hope for, but the general category shouldn't be a problem.  :-)
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

Batman4560

*nods* I was looking at the gear and I think I'm going to (If possible) Try to carry a rife and pistol, then wear an armored flight suit as it would be something that could look as generic as possible.
Status: Stepping away for a while.

FragarachZ

Quote from: Batman4560 on July 12, 2015, 01:02:41 AM
Ok so aside from starting gear I think I'm done with my sheet. Can someone go over it to make sure I did everything right?

http://www.myth-weavers.com/sheet.html#id=272015

Also Frag, can I be your ships Gunner and go from there? Maybe the two of us have been working together for a while. I could possibly double as a co pilot when needed since I'm trained in pilot.

Sure thing! I was about to say we're lacking male characters here until I looked through your sheet just now. Maybe he got her out of trouble when she couldn't escape a conflict then she got him offworld? If he'd been flying with her he'd know a few things (depending on how well they know eachother), that won't be readily known to the others.
O&O

Batman4560

Quote from: FragarachZ on July 12, 2015, 03:27:52 AM
Sure thing! I was about to say we're lacking male characters here until I looked through your sheet just now. Maybe he got her out of trouble when she couldn't escape a conflict then she got him offworld? If he'd been flying with her he'd know a few things (depending on how well they know eachother), that won't be readily known to the others.

We can work that out. I have also been tinkering around with the idea of him also being a noble so we can start getting extra cash and some deals on gear and black market stuff too. Maybe he is a run away and up until the next level the two haven't had a need to use his noble heritage.
Status: Stepping away for a while.

FragarachZ

Ooh, he has money? Even better! I know exactly what Anya'll do with him then  O:)
O&O

Batman4560

"I ain't sayin she a gold digger...."
Status: Stepping away for a while.

Cassandra LeMay

Here's my take on the Magpie, after I toyed around with the deckplan a little (just because I can  ;D ... well, that and I wanted something unique to our game too).



Modifications to the standard YT-1300 would be:
> Hyperdrive x1
> Combat Thrusters
> Enhanced Sublight Drive (4 squares instead of 2)
> Shields (SR 35)
> Pilot-controlled light laser cannons (3d10x2 damage)
> Standard laser cannons are replaced by a gunner-controlled double medium blaster turret (5d10x2 damage)
> Smuggler's Compartment (1 ton cargo capacity)
> Extra Passenger Seating to accomodate 5 additional passengers on short journeys
> Disguised Transponder (1 fake ID code)

The disguised transponder will be installed for this mission, courtesy of the Rebel Alliance. The passenger seating I added because it is relatively cheap but adds some options for legitimate transport business (and means there'll be more room to stay out of each other's hair if people want some privacy).

All this is completely negotiable. Consider it a draft for now.
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

FragarachZ

#85
Quote from: Cassandra LeMay on July 12, 2015, 03:43:55 AM
Here's my take on the Magpie, after I toyed around with the deckplan a little (just because I can  ;D ... well, that and I wanted something unique to our game too).



Modifications to the standard YT-1300 would be:
> Hyperdrive x1
> Combat Thrusters
> Enhanced Sublight Drive (4 squares instead of 2)
> Shields (SR 35)
> Pilot-controlled light laser cannons (3d10x2 damage)
> Standard laser cannons are replaced by a gunner-controlled double medium blaster turret (5d10x2 damage)
> Smuggler's Compartment (1 ton cargo capacity)
> Extra Passenger Seating to accomodate 5 additional passengers on short journeys
> Disguised Transponder (1 fake ID code)

The disguised transponder will be installed for this mission, courtesy of the Rebel Alliance. The passenger seating I added because it is relatively cheap but adds some options for legitimate transport business (and means there'll be more room to stay out of each other's hair if people want some privacy).

All this is completely negotiable. Consider it a draft for now.

Awesome! So there is one gunner seat with a 5d10 gun and the pilot operated 3d10 one? The speed boost and that means I'll be double moving less I guess, whoo! (Also just saying in general thread that captain's quarters would have an extra security lock and locked at all times. Anya will want her privacy and stuff undisturbed and preferably undiscovered.)

The deckplan you made is of course awesome, but I have mixed feelings about the passanger quarters on the bottom left. and the cargo hold marked with 11. Seems like the ship might tilt to the side in gravity when carrying cargo? Then again it makes sense having crew quarters next to the lounge and cargo bay next to the loading ramp I guess?

This is just a suggestion but maybe switch #11 and #3 on the bottom left? The cargo holds seem to have cargo elevators in them (I assume not everything would fit in through the loading ramp anyway?) that way the cargo weight could be distributed evenly in the back of the ship while the front section was all crew and passanger related. #2 captains cabing and adjacent #3 would be for the crew and the quarters next to the lounge for passangers?

O&O

Cassandra LeMay

Quote from: FragarachZ on July 12, 2015, 03:58:04 AM
So there is one gunner seat with a 5d10 gun and the pilot operated 3d10 one?
Yup. Once I figure out how to make new pages and/or add a category to the Elliquiy Wiki I'll post a complete stat block that reflects that.

One of you fine folks wouldn't happen to know a bit about how a / the wiki works? Uploading images is about all I have used it for so far.

Quote from: FragarachZ on July 12, 2015, 03:58:04 AMThe deckplan you made is of course awesome, but I have mixed feelings about the passanger quarters on the bottom left. and the cargo hold marked with 11. Seems like the ship might tilt to the side in gravity when carrying cargo? Then again it makes sense having crew quarters next to the lounge and cargo bay next to the loading ramp I guess?
It's not just about the quarters being close to the lounge, it's also about them being close to the lifeboat. And cargo doesn't tilt the ship - it's magical fantasy science, ye know.  :D And hey, if it did, placing all the cargo compartments in the aft half of the ship would tilt the ship to that side too.  ;)

I quite deliberately placed some quarters in the aft half and some cargo space in the forward half, as I hoped a somewhat ... "uneven" room placement would help a bit to show the modified nature of the ship, underline the fact that many YT-1300's don't follow a standard layout and are individual ships, not just in their mechanical capabilities, but also in their layout. And lets face it, in the "making sense" department this deckplan is still several parsecs ahead of the Millenium Falcon, no matter how you explain it.  ;)

But if you really must make sense of the layout, think of it this way: When you transport cargo you primarily use room #9. But when you transport passengers you use #10 and #11 to stow their baggage, balancing the weight of the passengers. As I think it would be rare to transport both a heavy load and passengers at the same time you should be free to distribute the weight evenly on almost any cargo run. A tramp freighter will be very lucky if it gets a cargo run that uses its full capacity so you should be able to make do with one or two of the cargo bays most of the time.
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

FragarachZ

#87
Fair enough. 11 o'clock #3 will be crew quarters then and the 8 o'clock #3 will be the passanger quarters then. I imagine each with 2 sets of double bunks.

I'm totally stealing the deckplan though. The magpie is actually a ship I also use in my once-a-year meet-up game with old buddies, and I suck at any visual design myself.
O&O

Cassandra LeMay

Quote from: FragarachZ on July 12, 2015, 04:38:02 AM
Fair enough. 11 o'clock #3 will be crew quarters then and the 8 o'clock #3 will be the passanger quarters then. I imagine each with 2 sets of double bunks.
That's how I figure it too. That does add up to 4+4+1=9 beds in total when the capacity should be 2 crew + 6 passengers = 8 for a YT-1300, but I am gonna handwave that one extra bunk. It's not like that will make or break the game. 

Quote from: FragarachZ on July 12, 2015, 04:38:02 AMI'm totally stealing the deckplan though. The magpie is actually a ship I also use in my once-a-year meet-up game with old buddies, and I suck at any visual design myself.
Be my guest - but keep in mind that this deckplan is only a modification of some else's work. Used for individual, private games it shouldn't be a problem, but uploading it where everyone and their grandma can access it might not be a good idea. I had some of my own graphics work stolen and spread around the net without any proper attribution and it kinda sucks so I have a lot of sympathy for anyone who throws a fit when they see their work (or derivatives thereof) distributed without permission. As long as everyone you share this deckplan with understands that we are golden.
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

FragarachZ

I was thinking of resizing it and printing it on a A4 sheet basically as a visual aid for tabletop. My guys love that kind of stuff and can place their star wars minis at locations and battle stations they take, etc
O&O

Cassandra LeMay

Quote from: FragarachZ on July 12, 2015, 05:02:56 AM
I was thinking of resizing it and printing it on a A4 sheet basically as a visual aid for tabletop. My guys love that kind of stuff and can place their star wars minis at locations and battle stations they take, etc
Sounds perfectly fine to me.  :-)
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)

FragarachZ

#91
Okay, so at the moment we have

Batman4560 - Soldier/Gunner
FragarachZ - Pilot/Tech Specialist
hellrazoromega - Jedi Hermit
KirbysFolly - Survivalist
Muse - Gun Bunny/Face

I imagine the scout and jedi hermit might have known another and possible come from the same world? Perhaps the scout was sent to find the jedi in hiding to recruit them for the rebellion before? Bats and Muse's characters could be the standard crew of the Lucky Magpie? Muse's girl gets the job from contacts, Bats plays security/heavy lifting and my girl hides behind her meatshield flies them around and keeps everyone's gear maintained and records "updated"?

Bats, if you are still considering toughness, deadeye, rapid shot or burst fire (exclusive and based on playstyle) can help on the basis "it hurts you less if it's dead", and extra damage die are very mean if you're ship gunner since there's a multiplier.
O&O

Muse

  So should I prioritise co-pilot or gunner? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

FragarachZ

Quote from: Muse on July 12, 2015, 08:44:52 AM
  So should I prioritise co-pilot or gunner?

What do you have so far? Bats posted a link to his sheet. Based on what attack options you have one of you can be copilot and the other gunner? We have one gunner seat on the ship, but keep in might we can also end up in different vehicles, like speeders or starfighters, or can't take the Magpie with us anywhere.
O&O

Muse

Knave of Hearts

  Balto Rin was able to simultaniously pay off debts and get his daughter Nessa off of Ryloth by selling her to Kalto the Hutt. 

  As a Hutt's slave, Nessa siezed every opertunity.  She learned a variety of langueges and skills.  She made friends with her Master's clients, building a network of connections.   

  The key to a lot of her sucess was Sabacc.  Before she was old enough to 'entertain', she learned the game from the Hutt's gaurds.  She would entertain them in return for lessons in piloting and the use of blasters.  Later, she would sit on her master's guest's knee and blow on their dice, 'til it became known that she played a mean hand of Sabac herself, and became a prized opponent. 

  At 22--after six years as a dancing girl--Nessa won her freedom in a game of Sabacc with her master.  After this event, she took the name, "Knave of Hearts," both because she liked it and because it was the high card in the straight flush of the winning hand.  In the three years since, she has made some friends and traveled the galaxy as a free agent.  It was after spending some time in the core worlds that the other wise happy-go-lucky girl was struck by the wrongness of the empire in this fashion:  "I was slave to a hut for 10 years, a ruthless criminal who trafficed in addiction, missery, and violence.  If I had angered him, he would have laughed while i was torn apart by pet his aklays.  My life during that time was better, happier, and safer than that of any slave to the Empire I've ever encountered. 

  "The odds of a single girl making a diference in their lives by joining a band despeate, outgunned rebels are astronimcaly slim.  But I'm feeling lucky today." 

*  *  *

Bats: Go for Deadeye.  That would contrast our character's fighting styles nicely. 

Frag:  Link is in the name.  I'll switch Hyperdriven for Gambler and take VEhicular Combat.  Skill Focus: pilot, too, if that won't cut too deep into your schtick.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Muse

  Oh, based on Batman's sheet I guess we're level 6? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

FragarachZ

Quote from: Muse on July 12, 2015, 09:03:29 AM
Frag:  Link is in the name.  I'll switch Hyperdriven for Gambler and take VEhicular Combat.  Skill Focus: pilot, too, if that won't cut too deep into your schtick.

It wants to ask for permission in email and I'd rather not have that.

I picked those because Anya was flying her ship most of her life. It's your call if your entertainer/gambler background gets you the same piloting skill. From your description it felt more like a luck type of thing for you? Not sure if you picked fool's luck which seems more in line with the lucky/gambling thing? It wouldn't stack with skill focus and would be global for all your skills so pretty versatile too.
O&O

Muse

Sorry, it should be universaly veiwable now. 

https://docs.google.com/document/d/1Sa1LhfM0YDv3PrCHu3q8l6vDCNrNLA75rIcMRgHFPTo/edit?usp=sharing

I'll drop the Skill Focus: Pilot then.  Can we get a co-pilot controled weapon?  Or shall I drop Vehicular Combat, too? 

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

FragarachZ

It's your call how you feel about it. If you think she might have been with the crew for a while, keep it and then she and Anya would be able to swap roles every now and then. Like Anya lets her take over as pilot while she runs back to restore shields, regulate power or jury rigs it back in shape.
O&O

Cassandra LeMay

Muse, a few thoughts on your character: To have Acrobatics as a trained skill you'd need a Skill training feat, as it's not one of the Noble's class skills. One skill you might consider taking instead as one of your trained starting skills would be Knowledge: Bureaucracy. I know it sounds a bit lame, but it does include knowledge of customs regulations, local laws, and such. That might come in handy now and then.

As for gunnery / vehicle combat, don't forget that a copilot can use Aid Another in starship combat. You can use the sensors to help your gunners; it only take a DC 10 Use Computer check to provide a +2 bonus. Even without Use Computer as a trained skill you should be able to easily make that DC most of the time.

That said, I could agree to have the light laser cannons on the Magpie being controlled by either pilot or co-pilot, with a swift action required to shift control from one station to the other and back again. (The double blasters not so much, as I figure they should be fired from within the gun turret.)

As for the talents and feats, it's up to you. But if you can't decide between the Scoundrel talents, maybe make the character Nobel 1 / Scoundrel 5 instead of 2/4? For the moment you'd lose one point base attack and a noble bonus feat, but you would gain a third Scoundrel talent.
ONs, OFFs, and writing samples | Oath of the Drake

You can not value dreams according to the odds of their becoming true.
(Sonia Sotomayor)