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Messages - The_Gekko_State

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Hello all, I’m back and dusting off my books. And something I’ve always thought interesting was the Legacy Era. Has anyone used it? Or thoughts on it? I still have to finish reading the second Legacy Era comic. Might read the first again too as it’s been a long while since I read it. Thanks all!

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The Senate / Re: Force Point Use Question
« on: October 08, 2017, 03:03:34 pm »
I have to agree with StevenO on this.  I think spending more than one force point in a round is too powerful. 

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The Senate / Re: Help in explanation Stun and Ion
« on: October 07, 2017, 11:17:20 am »
I would think it’s becuase you’re trying not to kill someone/ something.  You’re using stun and ion to knock the target out and not kill them.  Also worth noting that if you exceed the target’s damage threshold before halving the damage, you move the target -2 on the condition track.  So you could do that a couple times before you even take out all their hit points. 

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I'm still interested in something. 

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I'd be interested in going something as well.  I'm super new to Saga Edition, I ran a one shot for it for my face 2 face group.  And have been wanting more.

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The Senate / Re: Ask a simple question, get a simple answer
« on: April 21, 2017, 05:18:57 pm »
Do skills have critical success and fail roll results, or is it just attack rolls?

Critical/automatic success and fail rolls as in natural 20 and natural 1?  No.  If you have a Jump modifier of +0 you may NOT "roll a 20" to automatically succeed in your attempt to just 12 squares straight up from a standing position.  Similarly if you have a +10 for a skill modifier you will ALWAYS make any skill check at DC 11 or lower.

Now there CAN BE "critical" failures on some skills when your roll is too far below the target DC.  This has nothing to do with the die result but everything to do with the net result.  A prime example of this would be using Treat Injury to Perform Surgery to heal damage:  there is a DC 20 requirement to heal damage but if you check only totals 15 or less then you will cause your patient to take damage instead!  This is why you either need an absolute expert (+15 skill modifier) to make the check and cause no harm or want at least very competent surgeon (+10 modifier) who should be using "take 10" to make sure they exceed DC 15 and should hit DC 20 to always be successful.  Although surgery may not do any good at least a trained (+5) character with any sort of bonus (WIS perhaps) shouldn't kill you by using "take 10" but they aren't going to help you either; unfortunately having them roll with a +6 modifier only gives them a 35% of healing, a 20% of doing no harm, and a 45% chance of causing damage so you've been warned!

There are no critical successes when it comes to skills although some may have ways to increase a DC for added benefits and if you really do well a GM may give you that benefit without trying for it.  If a skill can have a negative outcome you can never "take 20" on it as negative outcomes usually mean you couldn't roll the skill again.

Perfect, that what I thought!  Thank you once again.

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The Senate / Re: Ask a simple question, get a simple answer
« on: April 21, 2017, 02:54:09 pm »
Do skills have critical success and fail roll results, or is it just attack rolls?

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Have you read the Obi-Wan Anakin mini series for marvel?  I'm thinking the world in it might be similar.  I read it a while ago and from what I remember it's got some same elements. 

I'm kind of stalling out at this point.  The ideas aren't coming and Star Wars is so vast lol.

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I have the d20 future book I'll have to dig it out now.  I'll also look into the WEG book thank you. 

NPC wise I'll have to think and do some more reading, thank you.  The Non heroic class is in the Core book right?

I'm warming up to the idea of the planet having some kind of electrical field/ defence on it.  What if the planet had ships that worked on the electrical field?  Like they have figured out a way to harness the power.  But only for planetary travel.  They wouldn't be able to go into space because of the lack of source of power.  Even their technology has some batteries linked to the field.  Although it might look more steampunk now lol.  Thoughts?

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Hmm I like the idea about late 19th century.  I had also thought maybe the renascence period of Europe as well.  Where they might have some kind of duelling like society.  Perhaps even have vibro like weapons.  Although I'd thought about even an Asian world as well. 

You're definitely right about that. I do need a good reason why it's dead.  Like you said and I didn't think about but miners would take every thing.  Unless they unearthed something to make them leave in a hurry. 

Another question I have is: what's the best way to make NPCs?  Do I look for the closest thing in the books and maybe alter.  Or do I create them like PCs.


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I hadn't really thought about how the world would effect technology.  Which thinking now is very interesting.  It would totally throw them off their game.  That's interesting you brought up Sith sword StevenO because I was thinking of ways to equipping them differently.  Merc_1 I do like the idea of electrical storms happening.  Hmmm much to consider. 

I was thinking a dead world where there had been a civilization. But has now gone away.  Maybe they stripped mined the planet or something.  I was thinking along the lines of some kind of security system either from the planet or placed by the Sith. 

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Thank you both again!

I agree with the canon thing.  I believe as well that once you start playing it's alternate timeline/ universe kind of thing. 

I like the idea of the lightsaber crystal thing and thank you for the pages with more info.  I'll give them a gander.

Some thing I'm working on is where the other holocrons could be.  I had a thought about a more feudal world.  Where the King of one of the kingdoms has one.  It's part of a royal artifact maybe a sceptre or something.  Another could be on a dead world where there is no atmosphere or anything living.  But there is something guarding the holocron.  Maybe a third is locked away on a secure facility that also houses Sith prisoners from past wars. 

Another thing is the type of followers that the Sith Ghost has.  I think I'll call him Syndrous.  Unless that name is taken.  I was thinking he'd have two apprentices under his tutelage.  Five assassins that he trusts.  Kind of like royal guards and spies.  Then maybe a hundred other followers of varying degree. 

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Thanks guys! 

Yeah I was thinking about other Sith artifacts but Holocrons do make more sense.  Could also tempt the PCs with them lol. 

Sparx MacGyver, I am still confused by all the crystal canon anymore.  Is there a good place to read up on the changes?

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Thank you I'll take a look at it!  Totally forgot that today was that kind of day :(  I hate today lol.  I am being serious though.

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So I was struck with an idea a while ago for a campaign.  Harry Potter in Star Wars!  Sort of using the basis behind the plot in a campaign.  I will have a Sith lord return from the "Dead", needs artifacts for his true revival, follows trying to over throw the galactic council, and some plucky heroes to stop him.  I'm thinking of setting it in the old republic.  I'm leaning towards a group of Jedi or republic soldiers sort of thing.   

As an opener I'm thinking the PCs have been called by a Jedi master for a mission in the outer areas.  The Jedi council has received word of a old ship from a long time ago has been found.  They Jedi master gathers the PCs to investigate the claims.  When they arrive at the ship it is indeed old.  I'm thinking some kind of old Sith ship.  When they board find it pretty deserted and no one around that could have issued the call to the council.  Investigating the ship it looks as though it was only recently brought back online.  At some point the Sith lord from eras back arrives in very bad shape.  With a retinue of guards.  A battle will ensue and the Jedi master will be killed.  Leaving a chance for the PCs to leave.  Where they will have a choice to make, report back or go after the Sith lord. 

I'm thinking at some point the PCs will gather some info from the ship.  Possibly about the Sith lord.  I also think that maybe the Jedi master knows the Sith lord and that this is the Sith's ship.  So he leaves behind a message to the PCs on their ship.  He knows that the reason the Sith lord has returned to the ship is to recover a artifact.  He also knows he needs more. 

Let me know what you think.  Still planning things and thinking things out.

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