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Messages - StevenO

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1
The Senate / Re: Vehicular Combat Entry
« on: December 23, 2025, 10:36:40 pm »
Two things.  When they came out and then the crew quality.

In the earlier releases you wouldn't find it on any ships as it is NOT really part of any vehicle's stat block.  In later books they would give some ships VC based on crew quality (at least skilled) but when I go looking even that seems spotty especially when the ship's net Pilot modifier is very low to start with.

If you look at the X-Wing stats in the SECR you don't see "Vehicular Combat" mentioned anywhere but you DO see in mentioned in SotG for the same exact ship!  The same is true for the Y-Wing and TIE Fighters where skilled crew get that.  You don't see it added to the YT-1300 which has a "normal" crew rating.  Perhaps ironically you do see it with the ISD (ok, SotG is the ISDII) and Corvette both of which get skilled crew but have low net Pilot skills.  I'm thinking a "Skilled Crew" (which I figure is NH 3) are normally assumed to have a pilot with Vehicular Combat (doesn't apply to PCs) running them.  If not there is probably an editing error somewhere as that certainly wasn't one of the things that really gets caught in SWSE quality control.

SHORT:  The quality of the pilot would determine if a vehicle should get to use Vehicular Combat or not.  The books just weren't very consistent with its application.


2
The Senate / Re: Ask a simple question, get a simple answer
« on: September 13, 2025, 08:11:58 pm »
Reading Rebuke, it would seem it only works against powers that target you directly (Force Lightning, Force Grip) and not AOE powers (Force Storm, Hatred).  ¿So if you use a Force Technique/Secret/feat/talent that changes the target to an AOE like Improved Mind Trick would this get make it immune to Rebuke?

Earlier in this thread I asked if you use Redirect Shot to send an attack back at an attacker would any properties added by the attacker be applied to the redirected attack and the answer was no.  ¿Does this also apply to Rebuke?

For the first point I think you may see some house rules/interpretations that would allow you to Rebuke (Negate) the part of an AoE Power that is "targeting" you even if you couldn't stop the whole thing.  I probably wouldn't allow that sliver of an AoE to be sent back.  AoE can be a tricky thing when determining targeting.

As for the second part you might want to find the errata: 
p. 100 – Rebuke
Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.”
This would make me think that it turns the power in full.

3
The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« on: September 01, 2025, 10:25:01 pm »
The Jedi Order  (WIP)
Type:  Force Tradition + additional roles.
Allies:  Vary depending on Era but ofter Galactic Republic, Antarian Rangers, and other.
Enemies:  Sith, Various Force Traditions associated with the Darkside, Empire.
Scale:  Varies depending on era:  Peak 17 (partial galactic), "Extinct" 7

Positive Criteria:
Experience      +1/2 level
BAB +8 or greater   +2
CHA 13+              +1
Trained (UtF)      +2
Skill Focus (UtF)      +2
WP-Lightsaber      +1
Build and attune saber w/UtF   +2
Force Training                      +1
  Knows 10+ different powers   +2
  Know 20+ dif powers      +3
Knows Force Technique      +1
Force Secret Known      +1 each
Serenity or Prophet Ability       +2
Successfully trained Padawan      +1
Successfully completes trials*     +1

Negative Criteria
Is NOT Force Sensitive   -5
Darksider                      -1/3 DSS
Fallen to Darkside      -5  (remains if redeemed)
Violates Rules of the Order  -1
"Failed" Padawan                -1
Padawan falls to darkside    -2
Knows any darkside power  -1
Any darkside or sith talent   -1


Ranks/Duties/Benefits:

0 - Initiate; none
1 - Youngling;  Provided housing by Order and education.  Duty to learn force and provide upkeep and service to temple.
2 - Padawan; Perform assigned missions.  Provided a basic lightsaber by your master or the order.
3 - Jedi Knight; Perform assigned missions, train padawan.  Provided transport within sphere of influence for self and additional number equal to rank.
4 - Master; Undertake missions for the order.  Oversee Knight and lower ranks.  Access to Jedi Archives allowing Knowledge checks as if trained with modifier equal to organization score.  Oversee Jedi holdings.
5 - Master of the Order/Council; Help set policy for the order and oversee recruitment and training.  Can gain audience with equal rank members of other organizations.
6 - Grandmaster; head of the order.

Note:  Although the Jedi may appear to lead a simple life they have access to resources as per the Requisition system in GaW to supplement a small amount of personal equipment.  Requisitions can take the form of calling in Favors and such (as per "optional wealth by level guidelines")

Note:  Class names don't matter so I do NOT use them in criteria assignments.  Instead you see things that would be gained with those classes but Jedi can come from many backgrounds and thus may gain these things through various means.

I haven't assigned organization scores to ranks at this time.  May add more levels (as seen in the Rank and Privlege section in GaW) but the intent will be that a Jedi 1 can qualify for the Padawan level to account for starting lightsaber and that a character who has taken levels in Jedi Knight should qualify for the rank of Jedi.   A similar association with someone who could take levels in Master having that title available.

4
The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« on: August 30, 2025, 02:58:00 pm »
Extension request to Tuesday.  "End of summer"/Labor Day weekend here in the USA.

5
The Senate / Re: Lightsaber form feats?
« on: August 26, 2025, 12:26:19 pm »
Good on you for finding it although I'm not getting it to load to see what it's about.

6
The Senate / Re: Lightsaber form feats?
« on: August 25, 2025, 08:24:02 pm »
What's Ataru without Weapon Finesse?

I'm maybe not the biggest fan of "forms" to begin with but when you want to use them and can describe how they are supposed to work I usually wouldn't find it too hard to figure out what mechanics I could interpret to fill that definition.  Sometimes you might even fluff the same feat/talent in different ways to interpret different forms.

If you knew where they were on the WotC board you might find them on the waybackmachine.  It's possible but maybe not probable.  I know people have worked on a wiki for this game that's on a couple different places.  I'd generally have to find them from thesagaedition subreddit or a discord page which is where it seems one needs to go to find SWSE discussion these days.


7
I'll throw one on the Tenloss Pirate.

I'll throw the other on lil_literalist's generic crew progression at is something that people should be very aware of.



PS.  I'm thinking organizations.

8
E.R.I.C.:  Every regularly included Crewman.

Unspecified species* Nonheroic 7 (CL2 - Expert Vehicle Crew)
STR 12, DEX 10, CON 12, INT 10, WIS 10, CHA 10 (PB15)
Trained Skills:  Pilot +8, Use Computer +8, Mechanics +8
Feats:  Skill Training (Use Computer, Mechanics), WP-Heavy, AP-light, Vehicular Combat, WP-Pistol

Defenses:  REF 10 (ff 10), FORT 11(DT 11), WILL 10
HP 24; Init +3, Perception +3,
Languages:  Basic*
Ranged Attack (Pistol or heavy):  +5 (damage by weapon)
BAB +5, GRAP +6
Special Combat Actions:  Vehicular Combat

Who is Eric?  Eric is a representation of every regularly included crewman in basic codex stats.  More specifically, at this point Eric is an "ELITE" crewman having become a Skilled crewman at 3rd-level where he gained additional training in vehicular combat to expand his possible roles.  His basic training (NH1) includes the basic skills needed for starship operations (Pilot, Use Computer, and Mechanics) plus training on starship weapons.  Training in protective gear (AP-light) can increase is survival chances when donned is an elective as it the later weapon training in small arms (Pistols) that could be utilized to help repel any hostile takeover of the ship; some may elect other feats in place of these but uniform operations does NOT require them to be things that improve actual ship operations.  Certain species may have additional things they bring to the table but again, in the interest of uniformity, they are not mentioned.

9
Koridan, Trandoshan Chief Security Officer
Soldier7/Jedi1/EliteTrooper1/Gladiator1/Officer1  (CL11)
STR 18, DEX 14, CON 14, INT 14, WIS 12, CHA 8 (PB28)
Trained Skills:  Pilot +12, Perception +11, Use Computer +12, Mechanics +12, Knowledge (Tactics) +12
Feats:  Toughness, WP (Simple, Pistol, Rifle, AMW`, lightsaber, Heavy), AP (light, medium), Martial Arts I, Point Blank Shot, Improved Damage Threshold, Double Attack-Heavy, Combat Reflexes;
Talents:  Melee Smash, Unrelenting Assault, Armored Defense, Hold the Line*, Indomitable, Improved Armored Defense, MAP (heavy), Stalwart Subordinates (allies w/in 12 sq and LoS and have WILL targeted force enemy to reroll and take lowest)

Equipment: Battle Armor (16 kg, 7000 cr) w/ Vacuum seals (2k, 2kg), Concealed Weapon Mounts (3 mounts 3k) +  Miniaturized Jetpack (15kg, 800)  (Net w/ Jetpack +8 REF, +2 FOR, +2 MAX DEX, 12,800 cr, 33kg); Accurate Lightsaber Pike (4000 credits +2k TS, 2kg)*, Accurate Blaster Cannon w/Extra Power Source (3200cr +2kTS, 18kg), Grenade Launcher (500 cr, 5kg); Grenades: Concussion x3 (8d6 2sq burst), Gas (vs Fort -2 CT w/4sq burst); Merr-Sonn Model 434 w/Rangefinder (850 cr. 1.2kg), Utility Belt (500 cr), Bracer Computer 1300 cr .5kg, Earbud Comlink 200, Binder Cuffs X3 (150 cr,1.5kg), more power packs (x2) 50 cr, 1000 credits left.
 


Defenses:  REF 33 (ff 30), FORT 29 (DT 34), WILL 26
HP 111;  Second Wind 55/+27;  Init +12, Perception +11, Darkvision
Force Points: 11;    Languages:  Basic, Dosh, Huttese, Binary
Melee Attack:  +16 accurate lightsaber pike (2d8+14) Reach 2;  Miss still deals 8 damage via Unrelenting Assault
Ranged Attack:  +14 or +11/+11 armor mount Blaster Cannon (3d12+5) splash 1
Ranged Attack:  +13 or +10/+10 armor mount Grenade Launcher (by grenade +5)
Ranged Attack:  +13 Merr-Sonn pistol (3d8+5)
Unarmed:  +15 (1d6+10); Miss still deals 4 damage via Unrelenting Assault
BAB +11, GRAP +15
Special Combat Options:  PBS, Combat Reflexes (3 AoO) stop opponent's movement, Indomitable, Double Attack-heavy, Delay Damage,

Koridan is the rough and tumble chief security officer who most wouldn't want to mess around with.  He is competent in all of essential ship skills and double-attack (heavy) can really let him put hurt on opposing ships using ship weapons.  When it comes to boarding actions he is very much a force; he used an "acquired" lightsaber Pike (this could be an AMW if there was something that did 2d8 damage with reach) and with Combat Reflexes and Hold the Line can do a very effective job of slowing the progress of anyone who would want to rush by him.  His Officer training helps his allies keep their heads in the game if affected my mind affecting things or similar that target WILL.


Design Notes:  Originally concepted as part of a command crew for a CIS communications frigate that turns pirate/privateer after surviving the shut down order and other events around the time Order 66 was carried out.  The original plan had the starting Soldier feat WP-Rifle replaced with AMW at that time which IICR saved a feat and let me get in most of this in 10th-level.  I played a version of this character in the "War's Inferno" pbp on this site where he successfully held off two higher level Sith Lords with a little bit of help; this was without the Officer level and it's +4 WILL boost which would have been HUGE!  Alternative takes could easily see his species changed.  Maybe shouldn't mix IPs but I do think a bit "Warf" with this character.


edit note: added CL for clarity

10
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: May 07, 2025, 06:00:17 pm »
Assuming he hasn't got something here already copy/paste from "RC-1136 Darman" from Reddit:  If I got signed up for an account I’d say the Hole and Geothermal Vents but I do really like the inscription too.

My choices will  be the Geothermal Vents and the Sith Inscription by Cody that I copy pasted.  I like the idea of "the Hole" but I wonder if it feels like a "hazard" as opposed to some kind of punishment; falling into a hole seems like a hazard but just being in a hole seems like some kind of ongoing thing.


If looking for ambitious ideas I might go for FUCG style writeups for organizations.

11
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 09, 2025, 09:23:56 pm »
I am posting this here as a copy/paste from discord on behalf of CC-2224 "Cody":
Certain Sith inscriptions are so foul that even reading them may harm the reader, all the while trying to draw them to the Dark Side.
Cursed Sith Inscription (CL 10)
Attack: +12 vs Will Defense
Damage: 4d6 (-1 Persistent step on the Condition Track; -5 Penalty to Will Defense)
Recurrence: Every time the Hazard enters the character's line of sight.
Knowledge (Galactic Lore) (DC 19): A certain savviness may tell one not to read ancient cursed texts. On seeing the inscription, a character can avoid looking at or attempting to parse the writing (DC Increases by 5 if the player can read Sith), preventing an attack entirely. Any enemy standing between the Hazard and the character is considered to have Improved Cover as long as the character resists the Hazard in this way.
Treat Injury or Persuasion (DC 24): Psychological advice or a soothing word may settle the nerves of those exposed to these inscriptions. An hour spent with the victim will alleviate the Persistent Condition.
Use the Force (DC 24): The character may resist the curse through the power of the Force, negating the effect of the Hazard if the attack succeeds. The character who has given in to the wiles of the Dark Side has a harder time resisting its pull, and takes a penalty on their Use the Force check equal to their Dark Side Score.
Special: These inscriptions tempt the reader to seek dark power. If the character exposed to the inscription has the Force Sensitivity feat, a power chosen by the Gamemaster with the [Dark Side] descriptor gets added to their Force Power Suite. If the attack roll is a natural 20, an appropriate Force Technique is added also. This power and technique remain until the Persistent Condition is treated; if the player chooses to keep them after, their Dark Side Score increases by 1.

12
Star Wars Saga Edition General / Re: Saga Index
« on: December 31, 2024, 06:22:44 pm »
It might just be the "old man" in me but I know one of the things I've always hated about "advancing technology" has been the intentional obsolesces of things just to keep things going.  Maybe these new programs can do some things better but the old stuff still worked for 95% of the stuff (or more) and was often more stable and efficient.

Ever try opening the Index in Open Office and saving it under a new format?  NO idea how well that works although I guess I did have one of the "free" office suites that I used the Index on before finally getting an MS Office I don't need to update and pay for every year.

13
Star Wars Saga Edition General / Re: Saga Index
« on: December 31, 2024, 04:00:25 pm »
Anybody still working on this? I used to reference this regularly for finding things quickly, but now it seems to not work. My current file is stuck with some filters on the Starships page and I can't seem to change that back, while a fresh copy non of the drop tabs work on any pages.

Everything seems to be listed and is there, but can't use the filters on the top row.

I'll wonder who else might see this.  I'm not sure what new material would go on it but I'm guessing it's possible that something accidentally got saved or over written.  Guess the other possibly is that some "upgrade" with the actual spreadsheet program (or maybe even OS) has caused the problem.

14
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« on: December 28, 2024, 09:51:48 pm »
Background Jedi:
Non-heroic8/Jedi1/Jedi Knight2:  CL 5
Force Points: 6
Init:  +5;  Senses: Perception +12
Languages:  Basic*

Defenses:  REF 15 (ff 15), FORT 15 (DT 15), WILL 15; Block, Deflect
hp: 41
Speed 6
Melee, Lightsaber: +11 (2d8+3)
BAB +9,  Grp +10
Force Powers Known (6):  Battle Strike, Mind Trick, Move Object x2, Surge, Force Shield
Force Technique: Force Power Mastery (Move Object)
Abilities:  STR 12, DEX 10, CON 10, INT 10, WIS 14, CHA 10; 
Talents:  Block, Deflect
Feats:  WP-(Lightsaber); Force Sensitivity, Force Training x2, Skill Focus (UtF), Skill Training (Acrobatics, Perception) , Weapon Focus (lightsaber).
Skills: Acrobatics +10, Perception +12, UtF +15
Possessions:  Lightsaber (self built), Jedi Robes

Who is the background Jedi?  This is a character to represent the vast number of Jedi we see in the various media shows but who aren't given names.  Sure, books and further fan service may name and flesh out many of these characters but with our first exposure to them they are little more than background characters who are there to help with the story.  His or her species is left open so this character can better fit your needs and for you to make adjustments as long as the stats are balanced things are mostly just add what you need.  I'm making the character who can be very skilled with the Force and who has access to a Force Technique but who isn't so powerful that a first level hero should be considered ignorable.

This version is written up for a lightsaber wielding Jedi Guardian type.  I figure that everything I have in Italic is subject to change which can then alter the focus of your background character.  This currently has two points assigned to STR which could easily go to one of the other attributes:  DEX if you want a nimbler character, CON for a tougher character, INT for more skills, CHA for a more diplomatic type.  You can easily switch out the Force Powers for ones that fit your game and desired character better as well as selecting a different Force Technique.  Block and Deflect are chosen as somewhat obvious "Jedi" talents that would really supplement this character's defenses but someone less inclined to fighting might have other thought for the talent from Jedi and Jedi Knight.  When it comes to feats Force Sensitivity with the first level character feat is pretty much a given as is picking up Lightsaber proficiency with Jedi; at least one Force Training seems like a must but that leaves to general feats unfilled and when UtF is selected as the NH trained skill there are the three starting feats from Non-heroic that can be adjusted.

Variations on this character can include the following Jedi concepts:
Jedi Consular:  Move 12 in STR to CHA; Take Force Training x3; NH starting feats - SF(UtF), Training (Persuasion +11, Perception); Talents:  Adept Negotiator, Insight of the Force; Technique:  Language Absorption

Jedi "sneak":  Move 12 in STR to DEX; NH stating feats: SF(UtF), ST (Stealth +11, Perception); Force Powers:  Include Cloak and Phase; Technique:  Improved Cloak

You can probably come up with many other minor variations to get the Background Jedi to be what you need it to be.

15
The Senate / Re: Force Disciple prerequisites and Force Adept talents
« on: December 25, 2024, 02:39:29 am »
The FA/FD WILL Defenses may be higher but they may need to be to balance out the lower BAB.  The +4 from the Adept isn't so uncommon as most PrCs have one +4 class bonus to a defense score.  Mixing a matching (Gunslinger/Elite Troooper/Officer for example) can get your +4 bonuses to all defense scores.  We might also note that with its immunity to mind affecting abilities the +6 WILL from FD is often superfluous.

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