[Saga Edition] Star Wars: Legacy of the Republic

Started by The Great Triangle, February 06, 2009, 10:41:48 PM

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The Great Triangle

Quote from: Myrleena on February 08, 2009, 12:54:54 AM
Just one question, if I and another player wanted to play the leaders of a merchant house, both being nobles, could we pool just some of our funds for a capital ship and buy a bunch of smaller freighters and excorts with the rest?

That's reasonably allowable, however, it might also be well covered under the organization rules I plan on using.  Characters can join organizations to gain free bonuses, such as the support of starfighter squadrons.  I'll soon post a thread summarizing the state of the organizations of the galaxy.



As for the Legacy campaign guide, I'm going to ignore it for now, because It'll likely just contradict my vision.  You're free to enter the game once you're not so busy, of course, Idej.  When I've read the guide I'll decide what I'm using.
Meow!  I'm a kitty; made of fire.

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Idej

Okay, thanks.  Sorry about that one.  Your idea is a brilliant and good one.  It really is.

I am impressed with the work you have done and I apoligize for any inconveniences I have done to them.

Myrleena

Well, I'm definitely interested, just going to wait and see if ShamshielDF wants to make the other leader of the merchant house.  I'm not sure what faction, but we'll see how things go.  I REALLY want a starship to help keep me out of...personal conflict.  I don't think they'd last long in a head on confrontation.

The Great Triangle

#28
Having a starship is a major part of being a character, certainly, and nobles have cash to burn to buy a fleet of ships, should they so desire.

The factions that would likely have the most influence on a group of merchants are the Hutt Junta, Black Sun, the Smuggler's Alliance, and Incom-Subpro. (Basically, Self Aware Drug Cartel, Mafia, Trade Guild, and Galactic Megacorporation respectively.)


I've created a thread describing the way you gain faction bonuses and the bonuses for each faction.   The thread will gradually be added to.
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HairyHeretic

I'm thinking a Fel Empire noble, possibly taking levels in Crime Lord (I just like the idea of having the Infamy talent tree for Inspiring Fear), then into the Officer (Naval Officer) class. I'm looking at some kind of capital ship commander, maybe fleet command.

Someone mentioned to me there was rules for having your own organisation. Does anyone know what book that can be found in? I've seen the stuff about minions, but I got the impression this was a higher level than that.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

That's in the force unleashed campaign guide, which I'll be allowing after I've finished reading it.  The organization rules I've posted provide a general guideline for what you can get from an organization, although smaller organizations would provide smaller bonuses.

Although if you want the infamy talent tree, I might be willing to simply give you picks from it in exchange for a feat. (I'm really quite flexible on these things, although I certainly don't mind you picking the crime lord class to represent being a naval commander with a particularly large ego and entourage.)
Meow!  I'm a kitty; made of fire.

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HairyHeretic

Well, the background I was thinking was along the lines of a privateer who gets hit bad by the Sith forces, and wants revenge on them. He sees his best opportunity for that as working with the Fel Empire, and brings in what is left of his own forces, offering to join up .. or possibly sign on in a more informal manner.

After all, they're regular military, they don't have the same .. creative flair as someone used to thinking outside the box. Plus he'd have contacts they wouldn't. In return for some military hardware access, maybe a few ships, he gets a working relationship. His military rank is semi official, but he handles the more .. irregular .. jobs.

That covers the noble, crime lord and officer progression, I think.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Muse

And i'm working on the idea of a Witch of Dathomir and how to fit her in. 

Did she leave Dathomir on her own, or was she kidnapped by a sith, spent a year as his love slave, and then was rescued by somone, perhaps a political faction, or perhaps HairyHeretic's charecter.  Any thoughts? 
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, Triangle, do we have the benefit of fulfilling any epic destinies in Backstory? 
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)

HairyHeretic

Quote from: Muse on February 08, 2009, 01:25:59 PM
And i'm working on the idea of a Witch of Dathomir and how to fit her in. 

Did she leave Dathomir on her own, or was she kidnapped by a sith, spent a year as his love slave, and then was rescued by somone, perhaps a political faction, or perhaps HairyHeretic's charecter.  Any thoughts? 

I've no objections to working some shared background.

Maybe she tried running from the Sith, landed in the middle of his operation / fleet, and the Sith came in looking for her, blasters first and thinking about asking questions of whatever was still twitching after. Of course, they bit off a bit more than they could chew, which is why he's ended up looking for payback on them.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The Great Triangle

No Fulfilling destinies in background. :)

As for the witches of Dathimor, the Sith have provided them with as many spaceships as they like, and so they've begun to plague the galaxy.  Now of course, that doesn't mean they don't get taken as slaves by the Sith.

(And the Sith do take care not to give them big enough ships to carry their Rancors in)
Meow!  I'm a kitty; made of fire.

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cryorage

The question that once haunted my being has been answered. The future is not fixed, and my choices are my own. And yet, how ironic…
For I now find I have no choice at all.

I am a warrior. Let the battle be joined.
~Dinobot

Myrleena

I have a question on starships.  I'm looking through Starships of the Galaxy and wanting to buy a Corellian Corvette, but I can't figure out the difference between a used and new ship, mechanically.  Is there anything in specific I should know about it before progressing?  And, if I can afford it, can I have upgraded it to state of the art?

The Great Triangle

The difference between a used and new ship is that if a used ship goes 3 steps down the condition track, its condition becomes persistent, which basically means you're SOL.  Additionally, a used ship cannot exceed its emplacement points when modified.  Upgrading a ship to state of the art is perfectly fine, even if it's a used ship.  Just add a random number to the model number of the ship.  *giggles*



Here's an Example Character:

Piett Veers Tarkin      Human Male Jedi/3, Soldier/5, Jedi Knight/3, Ace Pilot/3

Init: +14     Perception: +8   Force Points: 13 (Strong in the Force)   Dark Side 2   Destiny: 1 (Protect the Empire)

Languages: Basic, Huttese
_______________________________________________________________________________________
Defenses:

Ref 34 (+14 level, +4 class, +4 armor +2 dexterity) 37 with a lit lightsaber in one hand
Fort: 30  (+14 level, +2 armor, +2 class, +2 constitution)
Will: 27  (+14 level, +2 Class, +1 wisdom)

HP:  120   Threshold: 30    
________________________________________________________________________________________
Speed: 4 Squares

Melee: Lightsaber +19 (2d8 +11)
Melee: Lightsaber Disarm +24
Ranged: Lightsaber Throw +14 (2d8 +11)

Special Actions: Melee Defense, Adept Negotiator

Base Attack: +13  Grapple: +17

Force Powers Known: Battle Strike, Vital Transfer

Maneuvers Known: Overwhelming Assault, Thruster Hit
________________________________________________________________________________________
Abilities: Str: 16 (18 with armor), Dex: 15, Con: 15, Int: 13, Wis: 12, Cha: 16

Talents: Armored Defense, Improved Armored Defense, Adept Negotiator, Force Pilot, Draw Fire, Lightsaber Defense, Makashi, Vehicular Evasion, Vehicle Focus (Starfighters), Vehicular Dodge +1

Feats: Armor Proficiency (light), Armor Proficiency (medium), Force Training, Improved Disarm, Melee Defense, Skill Training (Persuasion), Starship Tactics, Strong in the Force, Tech Specialist,  Vehicular Combat, Weapon Proficiency (lightsabers)

Skills: Acrobatics +14, Initiative +14, Mechanics +13, Persuasion +15, Use the Force +15

Posessions: Finely Tuned Lightsaber, Reinforced Corellian Powersuit, Black Bishop, his personal heavily modified TIE Bomber.
_________________________________________________________________________________________
Factions Joined: Fel Empire, Imperial Knights

Fel Empire; Faction Score: 15, can call bombing runs and starfighter attacks.

Imperial Knights; Faction Score: 28, Gets a +1 dodge bonus when adjacent to an Imperial Knight, deals +1 die of damage when his attack is aided by an Imperial Knight, and automatically succeeds aid another attempts for Imperial Knights.  Title: Knight; Receives up to 4000 credits of aid from the Empire each week.
__________________________________________________________________________________________
Background:

Piett Tarkin was born to one of the Empire's most infamous families, and had a fairly typical childhood before being admitted to the Imperial Knight's academy at age 7.  Quite early in his training, he proved to have a somewhat subpar mastery of the force, but an excellent diplomatic and mechanical mind.  Seeing human relationships as a machine that needs fixing, Tarkin negotiated settlements to several wars before even completing his time as a squire, and quickly rose to become one of the order's most respected Knights.  If not for his stubborn refusal to train a squire, he would most likely have become




Black Bishop


Gargantuan Starfighter

Init: +14, Perception: +13
_______________________________________________________________________________________
Defenses: Ref: 24, Fort 26, Vehicular Combat +14

HP: 130, SR: 25, DR: 10, Threshold: 46
________________________________________________________________________________________
Speed: Fly 12 Squares (character scale), Fly 6 Squares (starship scale)

Ranged: Ion Cannons +19 (6d10 x2)
Ranged: Proton Torpedoes +19 (9d10 x2)

Grapple: +33
_________________________________________________________________________________________
Abilities: Str 43  Dex 18  Con -  Int 17

Skills: Initiative +14, Mechanics +13*, Perception +8, Pilot +14, Use Computer +13*
__________________________________________________________________________________________
Crew: 1 (Unique) Plus 1 Astromech (R6-E4)   Passengers: 1
Cargo: 1 Ton;  Consumables: 2 Months
Payload: 5 Proton Torpedoes
Hyperdrive: x1, 10 Jump memory in astromech droid

Meow!  I'm a kitty; made of fire.

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HairyHeretic

Hmm. I think with the Wealth talent I can afford a new Marauder Corvette  :D
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Myrleena

If that's the case, do you mind if I design my own starship?  The character I have in mind specializes in such, and would be trying to get her own shipyard.

The Great Triangle

Be my guest, just remember to take the Starship designer and Tech Specialist feats and PM me a list of the ship's design.  Also, for your bonuses thanks to Starship Designer, you may take 20 on mechanics checks to install them.
Meow!  I'm a kitty; made of fire.

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HairyHeretic

If a craft comes with parasites, do you get those too?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Ryvaken

I don't suppose there's any interest in a custom built 2nd degree droid applicant?
In creativity, meaning.

The Great Triangle

You can  play a custom droid.  You have 75,000 credits to split between modifications to your frame and your personal equipment, then 200,000 credits for a starfighter.  Removing the life support systems of a ship frees up 1 emplacement point times the cost multiplier of the ship.


As for carried craft, you get those with your ship purchase, but if no ship class is indicated, then the GM chooses what's carried aboard.  (typically the standard starfighter for your faction)  You may modify such craft freely, and they by default have the same crew quality as their parent ship.
Meow!  I'm a kitty; made of fire.

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HairyHeretic

Hmm. I'd need to figure out what those would be then. I suppose it would depend on how formal my alliance with the Empire was. Could be TIEs (Predators?), or some other fighters if it's my own people.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Ryvaken

Quote from: The Great Triangle on February 08, 2009, 04:49:21 PM
You can  play a custom droid.  You have 75,000 credits to split between modifications to your frame and your personal equipment
How much can I add as standard to the droid chassis, and how much would have to be an aftermarket addon? It is important for calculating weight.
In creativity, meaning.

Vice

Quote from: Idej on February 08, 2009, 12:41:51 AM
Sounds interesting. :)

Alright, I'm sorry for being a stickler to all of you, and I apoligize. 

One quick question, since the Legacy Era CG should be coming out in March does anyone want to wait for the guide to come out or not?  I know that money is an important thing to all so if you all don't wish to then that is fine as well.
Having bought the Knights of the Old Republic CG, I can't say I'm all that impressed with the format they're using now. All it does is summarize two videogames, gloss over the comics, and leave you with absolutely no idea how to run a goddamn campaign in the setting. All tools, no guidance.

The Great Triangle

Quote from: Ryvaken on February 08, 2009, 06:00:38 PM
How much can I add as standard to the droid chassis, and how much would have to be an aftermarket addon? It is important for calculating weight.

I believe the guidelines for droid characters call for a starting droids to be limited to a starting value of 5000 credits.  If you want to have a fancier base chassis, you can substitute a heroic level for a nonheroic level.  Each level you substitute in this way adds 5,000 credits to the value of your chassis.  (which doesn't come out of your 75k)  Feel free to use the self aware droid prestige class and the droid talent trees from the force unleashed sourcebook.


And for the saga edition line, I definitely would have to say that it has rock solid mechanics, although the GM advice is reliably wobbly, like most WotC products.  *grins*
Meow!  I'm a kitty; made of fire.

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Ryvaken

Already did. http://www.myth-weavers.com/sheets/view.php?id=107604 is what I have so far.

Hmm. I could use the Scum and Villainy Miniaturized upgrade to deal with weight on the heavier bits, like that shield generator. And it's not like I don't have more credits than I know what to do with anyway. Begin the maniacal laughter!
In creativity, meaning.