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Messages - Master Zenji

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1
Star Wars Saga Edition General / The Sparring Match - Solitaire Gaming
« on: April 16, 2020, 11:11:31 pm »
I've had quite a bit of down time recently and was isolated from most distractions. And I wanted to game. So I made some rules. It's set up a little like a boxing match. But you can write out a whole encounter if you want to. I used the d20 Star Wars Revised system to create it, so make sure you adjust to your own system.

Please try it out. Let me know if something needs to be added to it.

The Sparring Match - Solitaire Gaming

The Holo-Arena, The Boxing Fight, The Training Room, ThunderDome, Cage Match, The Grand Contest, Fight Club, Mano-a-Mano, Robot Wars

A thousand names across a thousand worlds.

WHAT YOU NEED:
You must have The Rules for each Opponent
- basic Combat system
- rules for each character's abilities and equipment
Character Sheet (or write-up) for each Opponent
A blank Sparring Sheet (or maybe more)
- To write the Fight (and everything else) down on
Grid Paper - 4 x 4 squares
- The Sparring Ring (like a boxing ring)
- To help visualize the combat
- not necessary, but helpful

WHAT YOU DO:
Write out the Opponents Names at the top of the page (i.e. Joe vs. Dude)
- With today's date
- How many times they have fought each other
- The rules system used
- any other tracking info
Below that, draw a line down the middle
- write each Opponent's name at the top of one side or the other
Write out descriptions of each Opponent's:
- Starting Point or Stance
- Initiative rolls
- Actions, Movements, and Reactions
- Thoughts and Dialogue
- Dice Rolls, and Combat Information
- Hits delivered and taken
- Specific Rules used and Calculations

WINNING AND LOSING:
The goal for each character is to Hit their Opponent and not get Hit in return
- basically playing 2 characters against each other
No Holds Barred
- Any Method of Attack
Must play each Opponent to the best of your ability
- No holding back
- No pulling punches
- No cheating
12 Rounds maximum
- known as 'going the distance'
No Surprise Round
- there's no need for it
Stand Off
- When neither Opponent is Hitting the other or not causing any Damage for 3 consecutive Rounds, it's a Stand Off. A Stand Off is a Tie.
Repeat Combat until one Opponent is Stunned, Knocked Out, or Dead:
If an Opponent is stunned or knocked out for more than one round, the character Loses
- 2 rounds is 12 seconds, 2 more than the '10 count' in boxing
If an Opponents Hit Points/Wound Points drop to zero, the character Loses
- there's no medic or healer
The last Opponent standing...

W I N S !

ADVANCED:
Sparring Ring could be bigger
- could even be different locales
Could have more than 2 Opponents fighting
- simulating Combat Encounters in a game
Miniatures?

__________

Good Luck!

Aaaand...

F I G H T ! !

2
Star Wars Saga Edition General / Re: Jedi adventures
« on: August 06, 2017, 06:39:46 pm »
Awesome! Thanks! I didn't understand that 3rd paragraph too well, so I'm going to have to look it all up.

3
Star Wars Saga Edition General / Jedi adventures
« on: August 06, 2017, 09:23:11 am »
"They're like Marshals in the Old West. They're the keepers of the peace. They're given assignments to resolve conflicts." - interview with George Lucas

Hi Everybody,

What adventures have you run specifically for Jedi characters?

Thanks,

Zenji

4
If there was a starship battle occurring around a planet that involved Colossal scale ships, what would be visible or audible on the surface of the planet?

This was actually partly filmed for A New Hope. Luke was able to see the battle above Tatooine with his electrobinoculars. He tried to point it out to Biggs, but the fighting was already over by then.

5
The Senate / Re: Shortened Lightsaber damage and uses?
« on: May 31, 2017, 02:57:40 pm »
Found this on a page for WEG Star Wars. Although it still doesn't give any idea of damage.

Quote
Jedi Knights often use their lightsabers in a variety of ways and in a variety of settings, such as microcuts in delicate equipment or fighting in a confined space like a turbolifts. Lightsabers with this enhancement allow the Jedi to be more versatile with their weapons by adjusting the blade to fit the needs of the moment. In theory, a saber with this modification is able to produce a blade only millimeters long - but such constructing the mechanism for such precise control is extremely difficult, even for Jedi masters. The much more practical size, in both terms of usage and construction is the three to six inch range. The upper limits of the blade length is, also in theory, unlimited. However the constraints on this end are not so much mechanical limitations, but practical usage limits. Using a forty foot lightsaber is . . . difficult at best. Beyond three or four feet, and the weapon becomes unwieldy, even for the most trained Jedi.

Variable Blade Length

Difficulty to build: Difficult Lightsaber Repair roll
Cost to build: 2,400 Credits standard
Time to complete: 40 hours
Notes: Allows the blade from adjust in range from roughly three inches to several feet in length.

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The Senate / Shortened Lightsaber damage and uses?
« on: May 30, 2017, 07:56:35 pm »
Hi Everybody!

In the novel 'Splinter of the Mind's Eye', Luke presses a couple of buttons on his lightsaber and the blade is only about 6 inches long. What kind of damage would that do? And what could you use that for?

Zenji

7
Star Wars Saga Edition General / Artifacts of the Star Wars galaxy?
« on: December 29, 2016, 09:52:22 pm »
Hey Everybody!

I was wondering what artifacts you have come up with for your Star Wars galaxy? The comic Dark Empire gave us Holocrons and ancient lightsabers, but what else is there? Is there a Great Urchin of Calamari? A Bothan Spyglass? How about a WarHulk hidden in the back reaches of a Corellian scrap belt?

8
Star Wars Saga Edition General / Re: Jedi Missions and Activities
« on: December 29, 2016, 09:19:58 pm »
I seem to remember something in WEG's Star Wars about Rebel pilot missions. Unfortunately, all my WEG stuff is buried in storage boxes.

Maybe missions for the X-Wing Miniatures game? (click the word 'missions' for a Google search)

Hope that helps!

9
Star Wars Saga Edition General / Re: Jedi Missions and Activities
« on: November 23, 2016, 07:37:55 pm »
I haven't been back to this in a while. I updated a couple of things and turned it into a d20 table. This should make it easier to create adventures for Jedi Knights - at least during the Old Republic eras. Basically, the Jedi are called in if the Local/Planetary Forces can't get the job done or if the situation is Interstellar in scope - i.e. reaches beyond one star system.

Jedi Missions And Activities
1.) Help Republic Citizens In Need
2.) Keep The Peace And Enforce Republic Law
3.) Advise And Assist Local Or Planetary Security Forces
4.) Protect Or Rescue Important Dignitaries
5.) Apprehend And Detain Republic Fugitives
6.) Suppress Insurrection In The Republic
7.) Obstruct Space Piracy Between Worlds
8.) Deter And Hinder Spice Smuggling
9.) Prohibit And Extinguish Slavery
10.) Defend Republic Borders And Repel Invaders - Outer Rim Patrol
11.) Mediate Interstellar Negotiations And Disputes
12.) Ascertain And Verify Official Or Jedi Misconduct
13.) Capture Or Destroy Dark Side Personages
14.) Safeguard Important Republic Locations or Property
15.) Evaluate And Investigate Disturbances In The Force
16.) Recover Artifacts Related To The Force
17.) Travel To Distant Worlds Across The Galaxy
18.) Gather Evidence Of Criminal Activity
19.) Document And Report Hazards, Dangers, and Threats
20.) Standby On Crisis Reserve

I also have a Threat Classification I thought people might like. It's similar to the DEFCON Defense Level Classifications that the U.S. Military uses. I'm sure it could be expanded further.

THREAT CLASSIFICATIONS
Class   Description
5   Individual Threatened
      One Jedi is assigned
      or the mission can be turned over to local security forces
4   Group Threatened
      One or Two Jedi assigned
         depending on the size of the group
         possibly a Master and a Padawan
3   Planet/Star System Threatened
      Two or more Jedi assigned
      Jedi on Crisis Reserve can reinforce as needed
2   Region Threatened
      Two Jedi Masters assigned per star system affected
      One or more Jedi Masters assigned for co-ordination
      Jedi on Crisis Reserve assigned in groups
1   Republic Threatened
      All Jedi on Crisis Reserve assigned
      Full company of the Jedi can be assigned when recalled
0   Galaxy Threatened
      Full company of the Jedi plus any and all Allies

10
The Senate / Re: Making a Training Remote
« on: November 03, 2016, 10:58:50 pm »
Very cool! Thank you both!

11
The Senate / Making a Training Remote
« on: November 02, 2016, 10:01:49 am »
So I know there's a regimen in the Jedi Academy Training Manual for Training Remotes, but has anyone actually written up the stats for a Training Remote? I want to use one (or several) in a game, but I'm not sure what the stats would be. It should be a type of hovering Droid, I would think. A type of Battle Droid - so a 4th Degree Droid. With a stinging or stunning blaster. Or several. But what stats should it have? Should it need Initiative since the Jedi is only going to respond to it's attacks? Should it have a shutdown feature for Redirected attacks? How many times could it fire in a turn? Could it be used as a sentry at an outpost?

Many questions to answer...

Any ideas?

12
Star Wars Saga Edition General / Re: Master Zenji NPC
« on: November 02, 2016, 09:44:13 am »
Thanks for the feedback! Very helpful!

13
Star Wars Saga Edition General / Re: Master Zenji NPC
« on: October 28, 2016, 03:33:19 am »
Very nice build.

I can definitely see swapping out Force Boon or Strong in the Force for Force Readiness. Rapid Reaction is very nice. Precise Redirect didn't feel like it added enough to justify the Talent slot. I really like Improved Redirect, tho.

Soresu didn't seem to me like it was as helpful as Shii-Cho against several opponents. You're still getting a -5 cumulative on the reroll with Soresu. Shii-Cho would keep you at a higher UTF bonus against more opponents longer. If you have to Deflect against 5 opponents with Soresu, you're at plus zero on your Use the Force check by the time the fifth one fires. With Shii-Cho, you're still at +12 for the UTF check when the fifth one fires. That bonus is better than a random reroll. And that also applies to your Use the Force checks for anything else in the turn, if I'm reading Deflect correctly. That would include any Force Powers that needed a UTF check. If you're low in the Initiative order, Soresu could leave you stuck with a severe penalty on your Use the Force checks.

I could see stacking almost anything to do with a ranged attack for the Redirect roll, but nothing to do with a melee attack. Redirect Shot is asking you to make a ranged attack. But then Point Blank Shot is saying it is with a ranged weapon. Which the lightsaber really isn't. That's a little confusing. I'll have to think about it.

Thanks for the feedback, Master Arkaine!

14
Star Wars Saga Edition General / Master Zenji NPC
« on: October 27, 2016, 10:52:28 pm »
I thought somebody might be able to use Master Zenji in a game. The concept is a "blaster Master". Like Judo uses someone's own strength against them, Master Zenji uses someone's own blasters against them. If I'm calculating this right, his redirected ranged attack would be at +25 (+15 base atk, +3 Dex mod, +5 Shien mod, +1 Point Blank, +1 self-built lightsaber).

Please let me know if you see any errors. Made with Saga Edition Sheet 1.4

Master Zenji            CL 15

Medium Human Jedi 7/Jedi Knight 5/Jedi Master 3
Force 14, Strong in the Force
Init +10; Senses Use the Force +20
Languages Basic, Bocce, Rodese

Defenses Ref 31 (flat-footed 28), Fort 30, Will 32; Block, Deflect, Shii-Cho
hp 131; Threshold 30
Immune fear effects

Speed  6 squares
Melee lightsaber +20 (2d8+9) or
Melee lightsaber +20 (2d8+11) with both hands
Ranged  by weapon +18
Base Atk +15; Grp +18
Atk Options Improved Quick Draw (lightsabers), Point Blank Shot

Special Actions:
Quick Draw, Redirect Shot, serenity, Shien

Force Powers Known (Use The Force +20):
battle strike, enlighten (2), farseeing, Force shield, mind trick, move object, negate energy, surge, Shien deflection

Force Secrets:
Holocron Loremaster, Mentor
_ _ _ _ _ _

Abilities Str 14, Dex 16, Con 14, Int 15, Wis 18, Cha 16

Special Qualities:
build lightsaber

Talents:
Block, Deflect, Force Perception, Improved Quick Draw (lightsabers), Redirect Shot, Shien, Shii-Cho

Feats:
Force Boon, Force Sensitivity, Force Training (2), Point Blank Shot, Quick Draw, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)

Skills:
Acrobatics +15, Endurance +14, Knowledge (galactic lore) +14, Perception +11 (may Use the Force +20 instead), Pilot +15, Use the Force +20

Possessions:
1200 credits, lightsaber (self-built), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), electrobinoculars, aquata breather, audiorecorder, binder cuffs, Jedi robes

15
Star Wars Saga Edition General / Re: Jedi Missions and Activities
« on: September 19, 2016, 04:14:30 pm »
Thanks for the feedback! I am putting this together mostly for my own Jedi campaign I want to run, and posting it for anyone else that may want to run a more Jedi-centric game. I rearranged a few things to make more sense. The Jedi Life Cycle is more like the mechanics of being a Jedi, than going on Jedi Missions, so I split that off. I do think that the 19 Jedi Missions And Activities I have listed covers almost anything else. Please post more if you think I missed any. If you made one adventure for every one of those Missions and Activities, you'd have a serious Jedi campaign.

Jedi Life Cycle
Found To Be Strong In The Force As A Child
Train At The Jedi Temple As A Youngling
Train With A Jedi Master As A Padawan Learner
 - Build A Lightsaber
Take The Jedi Trials And Become A Jedi Knight
Train A Padawan Learner And Be A Jedi Master
Become a Jedi Council Master
 - Advise Chancellor Of The Republic
 - Direct Jedi Missions
 - Train Jedi Younglings
 - Administer The Jedi Trials

Main Jedi Missions
Protect Citizens Of The Republic
Secure Galactic Peace And Dispense Justice

Jedi Missions And Activities
Travel Across The Galaxy
Help Republic Citizens In Need
Document And Report Hazards, Dangers, and Threats
Advise And Assist Planetary Or Local Security Forces
Protect Or Rescue Important Dignitaries
Gather Evidence Of Criminal Activity
Apprehend And Detain Republic Fugitives
Suppress Insurrection In The Republic
Obstruct Space Piracy Between Worlds
Deter And Hinder Spice Smuggling
Prohibit And Extinguish Slavery
Defend Republic Borders And Repel Invaders
Mediate Interstellar Negotiations And Disputes
Evaluate And Investigate Disturbances In The Force
Ascertain And Verify Official Or Jedi Misconduct
Capture Or Destroy Dark Side Personages
Recover Artifacts Related To The Force
Safeguard Important Republic Locations
Standby On Crisis Reserve

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