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Messages - YV545 Freighter Captain

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The Senate / Re: How would one stat up a Force-Imbued Blade?
« on: February 24, 2021, 09:10:06 pm »
I wasn't 100% sure on the DC I should use, but you're probably correct and DC 25 more accurately represents this piece of obscure lore.

I suppose I could just use a UtF check. Just from my reading the description on Wookiepedia, it seems like the sword had to first be crafted, practicing sword-smithing techniques, then use the Force to empower it to function. Of course, you could also say that a lightsaber is no different, so going with a UtF check is probably the better way of handling it.

And yes, I meant to also put down the spending of a FP to finalize the creation process, as that just made sense. Thanks for reminding me.
Well, I think you are good to go. Just one final question: From what level would this ritual be available? I would expect from 7th level like a lightsaber. In that case I think it's perfectly resonable to not require a talent to do so.

Yes, I was thinking of allowing it starting at level 7, under similar circumstances as when building a lightsaber.

Some good points here StevenO. I just thought spending a talent might cost too much for what you get. Especially considering how much more versatile Sith Alchemy is. But maybe I'm wrong and putting all this under a talent is the right call.
Let us look at a talent that does something similar: Infuse Weapon from the Felucian Shaman talent tree on page 93 of the Force Unleashed campaign guide. This is available from first level, it doubles the DR hardens the weapon against lightsabers and let you add double the roll from a FP to damage. It's probably that it can be taken from first level and the +2xFP to damage that made this worth a talent. This would probably be a great talent to have to modify a Force-Imbued Blade.

So, unless you make this something you can do from first level without any rolls, I recommend that it should NOT need a talent. If you do go first level access, give it a +1 Force Bonus to hit, access to Block and Deflect and do full damage on force spirits. In that case it would be worth a talent.

Since I'm thinking of allowing it from level 7+, no need for a talent. But, if it's available from 1st level, that would indeed be a talent worthy of taking.

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The Senate / Re: Ask a simple question, get a simple answer
« on: February 18, 2021, 08:12:55 pm »
How does Tech Specialist feat interact with a Dual-Geared item?

Let's say you have a Blaster Pistol with the Dual Gear (Knife) modification. Then you apply the Tech Specialist feat to grant this piece of gear the Improved Accuracy trait.

1) Is the Blaster Pistol the only piece of equipment that gains the +1 equipment bonus on attack rolls?
2) If the Knife doesn't gain the above bonus, can you then use the Tech Specialist feat on the Knife to give the Knife the Improved Accuracy trait (or any other trait for that matter)?

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The Senate / Re: How would one stat up a Force-Imbued Blade?
« on: February 18, 2021, 08:07:45 pm »
I think the DC of the Galactic Lore check should be 25. That is the maximum DC according to the core rules. This is some rare an esoteric knowledge. Let me ask you this, if this is only DC: 20, what knowledge about the force would be DC:25?

As for the mechanics check I'm not sure it's necessary. But keep it if you wish, it makes sense in a way. But generally I like to keep skill use to one skill to create something. That is what I have found so far in SAGA, either Use the Force or Mechanics is used to create an item.

I think that when creating an item like this you would have to bind some of your power in the item. Thus you have to spend a FP when rolling Use the Force to finalize the process.

I wasn't 100% sure on the DC I should use, but you're probably correct and DC 25 more accurately represents this piece of obscure lore.

I suppose I could just use a UtF check. Just from my reading the description on Wookiepedia, it seems like the sword had to first be crafted, practicing sword-smithing techniques, then use the Force to empower it to function. Of course, you could also say that a lightsaber is no different, so going with a UtF check is probably the better way of handling it.

And yes, I meant to also put down the spending of a FP to finalize the creation process, as that just made sense. Thanks for reminding me.

If the powers of such a blade are basically that "Lightsabers do NOT get to ignore its DR, it can be treated as a lightsaber for certain things, and it can be used to deal damage to a Dark Side Spirit (especially if this costs a FP when used)" you're looking at a lot of relatively specific situations (outside of treating it as a lightsaber).  If a talent is required I'd be using that at the opener in a full talent tree of some kind that may include "Empower Weapon - Force Blade" on it to boost damage and some other things.

As for specifics just how quickly should this be possible?  You'd need the right materials which will cost something and maybe the +2000 (you'll rarely see +20% be more than that on a melee weapon) covers that; probably should go on a simple, unpowered weapon.  With the materials you can require that DC 20 UtF check (no take 20 and possibly no take 10 on it either) AND require a FP to be spent; failing that check destroys/consumes HALF of the extra material which makes trying to build one too early costly when you make mistakes.

Some good points here StevenO. I just thought spending a talent might cost too much for what you get. Especially considering how much more versatile Sith Alchemy is. But maybe I'm wrong and putting all this under a talent is the right call.

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The Senate / Re: How would one stat up a Force-Imbued Blade?
« on: February 18, 2021, 11:58:42 am »
Some really good points made in this thread.

After thinking about it, I think the easiest way to introduce it is to use a weapon template, called Force-Imbued Weapon, which is treated as the Sith Alchemical Weapon template, except without the feature of spending a FP to deal bonus damage. After all, based upon my readings, the Force-Imbued Blade was originally the precursor to Sith Alchemy.

Although, any such weapon would be extremely rare.

As to the creation of such an item, Sith Alchemy allows the creation of more than just a weapon, so having it as a talent seems a little too expensive. Perhaps just allowing any character who can create a lightsaber can create a Force-Imbued Blade? I'm thinking needing Knowledge (Galactic Lore) to even know such an item exists, then requiring a 8 hours of work, raw materials worth the cost of such a weapon (weapon cost + 20% of the base weapon or 2,000 credits, whichever is more), followed by a Mechanics and a UtF check. If either check fails, the process has to be started over again, although no additional credits have to be spent, as you can re-use the existing materials. If the check fails by 5 or more, then the materials are ruined and you have to spend more credits to forge it again.

I'm thinking the base DC is 20 for these checks. The DC for the Mechanics and UtF increases by 10 each unless you're on the planet Tython when the blade is created; thus can reach out through the Force to contact an ancient Je'daii spirit to assist.

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The Senate / Re: How would one stat up a Force-Imbued Blade?
« on: February 15, 2021, 04:49:03 pm »
Seems to me that the Sith Sword example might work.  Lightsabers wouldn't get to ignore it's hardness and it could count as a lightsaber to use Block/Deflect/Redirect and the like.  Now I'm thinking the "special" should be to spend a FP enabling the Sword to damage Dark Side Spirits, which would normally be immune to physical damage including lightsabers, until the end of the encounter; only use this power if you DSS is less than half your WIS score.  Following your link that seems to be an effect of the weapon and it does mirror the Sith Sword a good bit; more specialized and better at that but not always useful.

If you continue to mirror the Sith Sword it would seem  you should have some kind of talent requirement to build that.  Just not sure where to put it.

Yes, that does sound like that would create a pretty good rendition of that item in SAGA.

Well, there is the Empower Weapon talent from page 214 of SECR.
This will let you imbue a weapon with the Force so that it does +1d damage for you. I would probably let you use that against a Force Spirit, doing 1d damage. If it is some kind of legacy weapon someone else could attune the weapon like with a legacy lightsaber.

It is also possible that you could use this talent to create a weapon that gives a bonus to anyone. But it should probably cost more than a single FP and probably involve some rolls of Use the Force and/or Mechanics, maybe even some Knowledge skill.

That's kind of amusing, because the first thing that popped into my head was indeed the Empower Weapon talent. Only that talent by itself doesn't allow Block/Deflect/Redirect by itself, although the Primitive Block talent from TFU does allow Block.

Perhaps a talent that allows the creation of a Force-Imbued Blade that has Empower Weapon as a prerequisite? Something similar to the Sith Alchemy talent that allows the creation of Sith Swords, for example.

Make it a talent tree allowed by Force Adepts, but also Jedi Knight prestige classes? You could even add Empower Weapon-like effect as a new talent to this new talent tree. But maybe restrict it to any Advanced Melee Weapon or Simple Weapon, so you couldn't affect Lightsabers, for example?

Maybe combining both ideas allows the creation of the stated weapon, ala Sith Sword, and then a new talent and weapon template to duplicate the Sith Alchemy talent and Sith Alchemical Weapon template?

(I love the ideas so far by the way!)

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The Senate / How would one stat up a Force-Imbued Blade?
« on: February 15, 2021, 10:32:03 am »
I was looking through equipment, and was reading up on the Sith Sword from TotG. Then when I turned to Google to read up on the history of the Sith and their sword, I came across the Force-Imbued Blade: https://starwars.fandom.com/wiki/Force-imbued_blade

So, how would you create a SAGA-style equipment around something like this? I did a search on this site but didn't come up with anything.

I'm thinking I'd start with the Sith Sword, and reflavour it and call it a Force-Imbued Blade (except changing the bonus damage to only affect targets with a Dark Side score).

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The Senate / Re: Ask a simple question, get a simple answer
« on: February 14, 2021, 02:01:50 pm »
What are the costs of the various options under the Core Rulebook Comlink? I seem to be having difficulty figuring it out. For instance, what would be the cost of a Holo-Capable Encrypted Wrist-Size Long-Range Comlink?

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The Senate / Re: My basic House Rules
« on: February 14, 2021, 02:00:24 pm »
You make a lot of really great points, StevenO. Definitely things to think about.

Any recommendation for alternative bonus feats to offer for some of the classes when they multiclass beyond 1st level? For instance, say a Force user starts off in Soldier at level 1 taking the standard Soldier bonus feats. But at level 2, decides to multiclass into Jedi and grab a Force talent. Doesn't make sense for such a character to grab WP (Lightsabers), so what would be considered a good alternative?

I've thought about, in such an instance, substituting Weapon Focus (Simple Weapons) instead. Or just say "You gain a Force talent, and can choose to not take a bonus feat", which is my either leaning.

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The Senate / Re: My basic House Rules
« on: February 12, 2021, 11:15:19 am »
I know this thread was originally pretty old, but I do like a lot of these house rules. I might incorporate most should I ever run a SAGA game (maybe at some point with my home gaming group).

Question: would it be unbalanced to allow the alternative starting feats beyond 1st level? So if someone takes a level of Jedi at character level 2+, they could instead choose Weapon Proficiency (Advanced Melee Weapons), Martial Arts I, or an appropriate Exotic Weapon?

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Hey. I'm not surprised, it was a couple of months ago (my reddit handle was Kilian Ranger).

Thanks for the DoD advice. I was planning on only using the Core Rulebook to start with, as the group hasn't played SAGA before. I'll be teaching them as we play (and will help them build characters beforehand), probably allowing them to tweak their characters as the games progress. Of course, we'll see how far we get, as they may or may not like the ruleset.

I was planning on using some of the more "common" house rules, like SAM, utilizing Athletics instead of individual Climb/Jump/Swim. I was planning on utilizing a homebrew combination of Destiny Points and Backgrounds from the RECG: I'm "nerfing" the Destiny Point mechanic such that characters only get a Destiny Point when I, as the GM, determine it's worthy of handing out. And even then, those points can only be spent one of three ways (re-roll a d20 roll, keeping the better result; force another creature to re-roll a d20 roll, keeping the lower result; gain 3 Force Points). Otherwise, Destiny works the same. I figured this combined with Backgrounds should be balanced, but I won't know until I run it. There's a couple of others I don't remember off-hand right now.

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Hello everyone.

After a long time of not thinking about SAGA edition, I started doing some Google searches a few months ago as I looked through my old SAGA books. I came across a Reddit sub, and registered to post (although I haven't looked at that subreddit in a while; I'll need to take another look).

Anyways, StevenO told me about this site a couple of months ago, but never got around to registering until now. (Thanks StevenO, hopefully you remember me, lol).

So, hello to everyone. I'm glad that there are still fans of this RPG version. Looking forward to taking a peek around. There's the slightest possibility I could run Dawn of Defiance for my home D&D group, so I'll be keen on seeing anything that'll help making the game run smoother (like using the Skill Attack Modifier, if I don't come up with something better).

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