Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sienn_sconn

Pages: [1] 2 3 ... 191
1
1 vote for the Shantipole Technician (nice nod to older material and happenings), and 1 vote for "Lieutenant Kettch" (whoever that Wedge guy is, he is nothing compared to the Furry Fury:  Yub, yub, Commander!).

I think a contest on Gamblers and Charlatans would be fun.

2
This is an experienced captain who has nerves of steel and understands how to motivate his crew.  He can talk down pirates or negotiate with unruly merchants, and can assist just about any position on the bridge.  More levels in Officer will get him the option to work towards maneuvering a fleet, but for now, his Legendary Commander talent improves his ship's defense and makes his crew more efficient.  Too bad lots of Starship Maneuvers require you to be the pilot, but maybe if the captain regularly took the helm, maybe swapping out Recall and Quick Skill for Skill Focus (pilot) and Starship Maneuvers could give him some fun options.


Capital Ship Captain

Medium Human Noble 7/Officer 1
Force 10
Init +10; Senses Perception +11
Languages Basic, Bocce, Durese, Gran, Huttese, Ryl
Defenses Ref 21 (flat-footed 20), Fort 19, Will 24 (29 vs Deception and Persuasion)
hp 48; Threshold 19
Speed 6 squares
Melee unarmed +6 (1d4+4) or
Ranged blaster pistol +7 (3d6+4) or
Base Atk +6; Grp +7
Atk Options 
Special Actions  Born Leader, Fearless Leader, Rally
Abilities Str 10, Dex 13, Con 12, Int 14, Wis 14, Cha 14
Special Qualities bonus feat, bonus skill
Talents Born Leader, Coordinate, Inspire Confidence, Legendary Commander, Rally
Feats  Linguist, Quick Skill, Silver Tongue, Skill Focus (persuasion), Stand Tall, Recall, Unswerving Resolve, Unwavering Resolve, Weapon Proficiency (pistols, simple)
Trained Skills Deception +11, Initiative +10, Knowledge (galactic lore) +11, Knowledge (tactics) +11, Persuasion +16, Perception +11, Pilot +10, Treat Injury +11, Use Computer +11
Possessions blaster pistol, captain’s uniform, code cylinder, datapad


3
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: May 07, 2025, 03:57:14 pm »
I messed up in an earlier post by not completing my thought.  I was casting my second vote for lil_literalist's geothermal vents.  I believe that will make a difference in determining the winner of this contest.

4
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: May 07, 2025, 02:53:24 am »
One vote for the training remotes by mobiouszero and the geothermal vents by lil_literalist.

If we have done a Rebellion flavored contest, it's been quite a while. That would be my vote for Rebel Alliance characters.


Edit:  Looks like something I was voting for got cut off.  Fixing now.

5
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 19, 2025, 06:42:55 pm »
Sith ruins dot the lands of many worlds, a reminder of the times when dark empires led by warrior-wizards ruled the galaxy.  Many of these decrepit palaces and tombs still house the fortunes of those long dead sorcerers, but the distance to those worlds combined with the secrecy of the Sith means that many of these architectural wonders will never be explored.   For those foolish fortune-seekers and archaeologists who do stumble upon them, many of them wish they had left well enough alone, for the stones themselves seem to scream with the insanity of the damned and the desolate, and those that become unnerved enough flee into the twisted maze of buildings never to be seen again.


Haunted Ruins

Statistics (CL 10)

Keywords: Artificial, Energy, Sonic

Trigger: A character enters a set of haunted ruins

Attack: +12 vs Fortitude Defense

Damage: 3d10 sonic (half damage on a miss)

Recurrence: Hourly, as long as the target remains in the haunted ruins

Suggested Skills: The following are suggested Skills for this Hazard:

•   Endurance (DC 24): The character attempts to shake off the worst effects of the ancient Sith whisperings, gaining a +5 circumstance bonus.
•   Knowledge (galactic lore) (DC 29):  The character recalls the details of ancient Sith sorceries that still protect the buildings they created.
•   Perception (DC 24): The character keeps watch for unusual apparitions or other illusions that could be more than they seem, gaining a +2 circumstance bonus to their Fortitude Defense.
•   Use the Force (DC 19): Characters can surround themselves with the peaceful energy of the light side of the Force, bolstering them against encroaching darkness for a +2 circumstance bonus to their Fortitude Defense.

Special: Characters who move down one or more steps on the Condition Track as a result of taking damage from this hazard suffer another attack by the haunted ruins (+12 vs Will Defense).  If this second attack succeeds, the character is treated as though the next closest creature had used the Terror aspect of the Mind Trick power on the character (this effect is not negated even if the character’s level is higher than the level of the next closest creature).


I do like what I have created for the Haunted Ruins, but if anyone has suggestions for improving it, please fire away.

6
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 19, 2025, 06:42:41 pm »
It is known by many names.  It can be a simple pit covered with a rough crosswork of beams or a complex room with padded walls.  It might consist of specialized force fields or simply use walls of air above a ravine.  Whatever the offical name, whatever the configuration, the popular name of that terrible cell remains the same:  The Hole.  Simple words that invoke fear and despair in the hearts of those who are forced into it.  Militant and insurgent groups primarily use The Hole as a way to not only confine their prisoners and hostages, but break their spirits as well.  Though the physical body may be intact, a shattered mind makes it hard for the target to fight back and escape.  Secret agencies and shadowy organizations also use The Hole in conjunction with interrogation and torture to pry information and secrets from the lips of those whose minds crave something different from the monotony of the simple and unchanging existence of living in The Hole.  Slowly, steadily, inexorably, the monotony of each day inside The Hole can fracture the psyche of even the most mentally disciplined beings.


The Hole

Statistics (CL 2)

Keywords: Artificial

Trigger: A being is placed in The Hole

Attack: +6 vs Will Defense

Damage: - (-1 persistent steps on the Condition Track)

Recurrence: Daily, as long as the target remains in The Hole

Suggested Skills: The following are suggested Skills for this Hazard:

•   Acrobatics, Climb, Jump (DC 24):  The character attempts to use calisthenics and exercise to keep their body in good health while living in terrible conditions, gaining a +2 circumstance bonus to their Will Defense.
•   Endurance (DC 19): The character prepares his body against the rigors of living in The Hole, gaining a +2 circumstance bonus to their Will Defense.
•   Knowledge (Any Trained) (DC 15): The character distracts their mind with trivia and mental recall, granting a +5 cicumstance bonus to their Will Defense.  This may only be done once per each Knowledge skill the character is trained in while the character is exposed to The Hole.
•   Perception (DC 24): The character keeps an eye open for interesting things that pass by so they can distract themselves from their confinement, granting a +2 circumstance bonus to their Will Defense.

Special: Targets that have one or more persistent steps on the Condition Track from being exposed to The Hole suffer an additional -5 penalty to their Will Defense as long as the persistent condition lasts.


Notes:  Since I’m only allowed two entries (and I’ve got something else to post), I want to note that you can simulate in dramatic ways a number of different effects to make the task of breaking the mind go faster.  You could increase the CL (and subsequently the attack bonus) of this hazard by causing overstimulation of the character’s eyes, forcing them to filter out unsightly images.  A pushy guard or loud repetitive noises can prevent the character from resting and cause recurrence of the attack to move from daily to hourly.  Feeding the character moldy bread and dirty water can force attacks against Fortitude Defense instead of Will Defense (bowel problems and dehydration really hamper one’s ability to have a good time).

7
I agree, there are so many interesting builds here.

I did an Aleema Keto build myself on another contest, so that gets an honorable mention from me.

My official votes are for Morrun Dokkas, the Sith Beastmaster and for Kel'eth, the Holocron Gatekeeper.

Morrun and his focus on beasts is all too often a forgotten style of build, using the natural world around you against your enemies.  A little surprised he doesn't have Plant Surge to represent additional control over the environment, but overall, a fun idea.

Kel'eth is in the same boat.  Not many people build holocron keepers, and I can respect the build as a way to get your players into a mess, one way or another.

For the next contest, maybe something a bit nontraditional, like building a hazard.  I realize that a hazard might not have the same depth as building a character, but it'd be fun to expand our pool of poisons, deadly plants, harsh terrains, and other things that adventures might encounter (without fighting).

8
The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« on: February 26, 2025, 06:42:47 pm »
Once a respected Jedi Master, Adjunta Pall began to seek after the mysteries of life.  His studies into forbidden alchemical techniques led the Jedi High Council to ban his work.  He would, in turn, declare war and lead his followers into battle against the Jedi Order.  Though the conflict was brutal, Pall and his followers were defeated and exiled.  They eventually made their way to Korriban and took over the native Sith species.  Adjunta Pall became the first Dark Lord of the Sith and began to build an empire, eventually leaving a legacy of armies and shadow machinations that would torment the Jedi for nearly 6000 years.  When Adjunta Pall died, he used Sith alchemy and the ability of Transfer Essence to bind his spirit to the physical world, continuing to influence other Sith who would visit his tomb.  As time went on, he began to question and even regret his actions and the harm he had caused against the Jedi.  He was eventually redeemed by the amnesiac Revan during the latter's journey to uncover the Star Forge map fragments.

I loved playing KOTOR as a kid, but I never realized that you could actually fight Adjunta Pall when you encounter him (I tended to follow the light, and I watched my brothers play before me, so I knew the best options for getting his personal sword and avoiding failure).  So when I finally learned that he could be an actual adversary, I knew I had to build him.

There is not a lot of information on Adjunta Pall's personal Force power or abilities other than the references to the studies into Sith alchemy, so much of what I have done with the build is based off his stats from KOTOR, found here.

This statblock represents Pall as he might have appeared at the height of his power.  If you wish to use him as a Sith spirit, use the following rules found here.  Also included is the weapon that Revan was searching for in his tomb during the events of KOTOR.  Some liberties were taken in it's creation (most notably the fire damage), but I feel that it was narratively flavorful given the fire damage the sword does in KOTOR.


Adjunta Pall

Medium Human Jedi 7/Jedi Knight 5/Jedi Master 1/Sith Lord 5
Destiny 1 Force 16 DSS 18
Init +17; Senses Perception +18
Languages Basic
Defenses Ref 34 (flat-footed 31), Fort 32, Will 35
hp 133; Threshold 32
Speed 6 squares
Melee  Adjunta Pall’s blade +21 (1d6+13 slashing and fire) or
Melee  Adjunta Pall’s blade +19/+19 (1d6+13 slashing and fire) or
Melee double-bladed lightsaber +21 (2d8+13 energy and slashing) or
Melee double-bladed lightsaber +19/+19 (2d8+13 energy and slashing) or
Ranged by weapon +21
Base Atk +18; Grp +21
Atk Options  Critical Strike, Dual Weapon Mastery, Power Attack, Twin Weapon Style
Special Actions  Block, Cause Mutation, Deflect, Recall, Riposte, Serenity, Sith Alchemy, Sith Alchemy Specialist, Transfer Essence, Vahl's Flame
Force Powers Known  battle strike, corruption, dark rage, dark transfer, fear, force grip, force lightning, force storm (JATM), force whirlwind, mind trick, move object, rebuke, resist force, surge, wound
Force Secrets Corrupted Power, Debilitating Power, Extend Power, Quicken Power
Force Techniques  Improved Dark Rage, Improved Dark Transfer
Abilities Str 14, Dex 16, Con 12, Int 10, Wis 18, Cha 14
Special Qualities  bonus feat, bonus skill, fearless, temptation
Talents  Block, Cause Mutation, Deflect, Power of the Dark Side, Recall, Riposte, Sith Alchemy, Sith Alchemy Specialist, Transfer Essence, Twin Weapon Style, Vahl's Flame
Feats Critical Strike, Dodge, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Training (3), Power Attack, Skill Focus (Use the Force), Weapon Focus (simple), Weapon Proficiency (lightsabers, simple)
Trained Skills Initiative +17, Perception +18, Use the Force +21
Possessions Adjunta Pall’s Blade, double-bladed lightsaber with mephite crystal, dark robes, all-temperature cloak, utility belt

Adjunta Pall’s Blade

This is a double-bladed Sith alchemical sword (1d6/1d6 damage; lightsabers do not ignore DR; wielder proficient in use of weapon can treat it as a lightsaber for the purposes of the Block, Deflect, and Redirect Shot talents, as well as any talents that have those Jedi talents as a prerequisite; can spend a Force Point as a swift action to gain bonus to damage equal to Dark Side Score on next attack, doing so gives the wielder a Dark Side Point; may use it as a double weapon with all the relevant penalties). 

It is Steeped in the Dark Side.  Thus, once per encounter you can gain a destiny bonus equal to one-half your Dark Side Score to any one attack roll or skill check. Doing so increases your Dark Side Score by 1. 

The final ability is its most fearsome.  Corrupted when its master fell to darkness, the blade now glows softly with an internal heat born of the Dark Side.  The damage dealt by this weapon is considered Slashing and Fire.  Those struck by the blade catch fire and deal with fire as a hazard, detailed on page 255 of the Saga Edition Rulebook.

9
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« on: December 11, 2024, 05:59:29 pm »
I’ve always though Cin Drallig was a cool character, even though we don’t see him much in the media.  Most of my remembrance is fighting against him in the Revenge of the Sith video game for PS2.  In this format, I’ve tried to represent a variety of fighting styles befitting an instructor who has mastered all the lightsaber forms.  Unfortunately, there is no way to give him all the lightsaber form talents unless we went into Sith Apprentice, and we can’t do that!

For initial creation decisions, I went with a middle-aged human, since Cin was still considered a master swordsman, but I could use the age penalties to boost his lightsaber training stats and slightly reduce his physical capacity (which is an important consideration concerning his final fight facing Anakin Skywalker).  Compared to the Anakin statblock in the Clone Wars Campaign Guide, Drallig may be one level higher, but it is very reasonable that Anakin's level 14 build could defeat this level 15 Cin Drallig as noted in both the RotS novelization and the brief cameo in the movie via hologram.

Though he is not distinguished with scars, he is somewhat an older character with ages lines on his face.  Taken with his nickname of “The Troll” and his reputation as a taskmaster during lightsaber instruction, I thought it fitting to give him the Scarred background, though I must confess I secretly wanted to add Deception to his list of class skills through this choice. 

I made a few decisions about what I could leave out based on stats and effectiveness, like his Strength and Dexterity being the same.  There was no point in taking Weapon Finesse or the Ataru talent for virtually no benefit when I have other fish to fry, as I will outline.  And while I could take more lightsaber form powers, I think all Jedi should have the mainstays of Battle Strike, Mind Trick, Move Object, and Surge.

Ataru is represented by the Acrobatic Strike feat and Saber Swarm.  Several other powers boost the mobility of the battlemaster’s Ataru dance, but these actually give him decent offense.

Djem So has two contributions in Weapon Specialization (lightsabers) and one lightsaber form power (I really wanted Power Attack for extra damage and that aggressive feel, but I felt Force Regimen Mastery was a more important roleplaying and background element).

Jar'Kai has Dual Weapon Mastery I as it’s only representation.  He seems to favor using just one lightsaber, and the build wouldn’t gain much from including the actual talent, plus he doesn’t have the stats to do really good dual wielding.

Juyo is actually the first form represented by a talent, being supported by another talent, a feat, and a lightsaber power.  This represents Drallig’s major focus in perfecting lightsaber combat for offense.

Makashi gets two talents, and Contentious Opportunity, too.  Cin can easily switch hands if needed for one- or two-hand use to benefit from Lightsaber Defense, and Contentious Opportunity gives him a damage buff outside his turn.

Niman gets a single focus in Move Object as an option for using the Force in combat, but if you think about the creativity of Niman in the lore, having so many other options in his toolbox means that Drallig can find something to combat just about any opponent with, which is a hallmark of Niman.

Shien get just one Force power to represent it, but Shein Deflection plays to our lightsaber instructor’s mobility in combat, so it was a natural choice.

Shii-Cho gets three talents and a lightsaber form power to show off.  With Block and Deflect basic mainstays of Jedi builds, Shii-Cho was easy to add, and gives the Troll an excellent defensive tool.  Sarlacc Sweep gives him an option for engaging multiple opponents if he needs to.

Sokan is denoted by Acrobatic Strike and Unhindered Charge.  Being more principle than actual form means I could get away from the talent and rely on Force Training to get me what I needed for this build.

Soresu is in the same boat as Shii-Cho, supported by multiple talents for an excellent buff to Drallig’s defense.

Trakata is represented by Combat Trickery.  Getting Deception as a class skill from the Scarred background was essential for showing off Trakata this way because the feat is so much better than the talent.

Vaapad is the form solely not represented specifically.  From what I can tell, Mace Windu closely guarded the secret of Vaapad and thus I presume Drallig wouldn’t know much about it, but Swift Flank would be an ability Drallig would use if I were to add it.





Cin Drallig

Medium male Human (middle-age) Jedi 7/Jedi Knight 7/Jedi Master 1   CL  15
Force 13
Init +13; Senses Perception +10
Languages Basic, Bocce
Defenses Ref 30 (flat-footed 28, Lightsaber Defense 31, Makashi 33), Fort 27, Will 31
hp 85; Threshold 27
Speed 6 squares
Melee lightsaber +18 (2d8+10) or
Melee lightsaber +20 (2d8+10) with Acrobatic Strike or
Melee lightsaber +18 (2d8+11) two-handed or
Melee lightsaber +20 (2d8+11) two-handed with Acrobatic Strike or
Melee unarmed strike +16 (1d6+8) or
Melee unarmed strike +18 (1d6+8) with Acrobatic Strike or
Melee lightsaber +13 (2d8+10) and unarmed strike +11 (1d6+8) or
Melee lightsaber +13 (2d8+11) two-handed and unarmed strike +11 (1d6+8) or
Ranged move light object +20 (1d6)
Base Atk +15; Grp +16
Atk Options  Dual Weapon Mastery I
Special Actions  Block, Deflect, Juyo, Lightsaber Defense, Lightsaber Form Savant
Force Powers Known +20 battle strike, contentious opportunity, fluid riposte, mind trick, move object, rebuke, saber swarm, sarlacc sweep, shien deflection, surge, unhindered charge, vornskr’s ferocity
Force Regimens Known +20 Quiet the Mind, Sparring Practice, Vo’ren’s First Cadence, Vo’ren’s Second Cadence
Force Techniques  Improved Force Trance, Improved Move Light Object, Improved Sense Surroundings
Abilities Str 13, Dex 13, Con 9, Int 12, Wis 16, Cha 16
Special Qualities  background (scarred), Bonus feat, bonus skill, fearless, serenity
Talents Block, Deflect, Juyo, Lightsaber Defense, Lightsaber Form Savant, Makashi, Shii-Cho, Soresu, Weapon Specialization (lightsabers)
Feats  Acrobatic Strike, Combat Trickery, Dual Weapon Mastery I, Force Regimen Mastery, Force Sensitivity, Force Training (3), Martial Arts I, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Trained Skills  Acrobatics +13, Deception +15, Initiative +13, Use the Force +20
Untrained Skills Climb +8, Endurance Gather Information +10, Jump +8, Knowledge +8, Mechanics +8, Perception +10, Persuasion +10 (+12 to intimidate), Pilot +8, Ride +8, Stealth +8, Survival +10, Swim +8, Treat Injury +10, Use Computer +8
Possessions lightsaber (self-built), Jedi robes, utility belt

10
The Senate / Re: Advice on another starship encounter
« on: January 06, 2024, 06:12:28 pm »
That one was pretty good!  Always happy to see an excellent fan film!

11
The Senate / Re: MERC_1's conversions of Exotic Weapons
« on: June 12, 2023, 05:33:46 pm »
I think calling it an accurate weapon and improving damage to 1d6 would be fine.  The description on Wookieepedia supports the idea of being a balanced weapon combined with enough weight to piece stormtrooper armor if the throw uses enough force.  Most exotic weapons happen to have other qualities associated with them as well, so perhaps to make it stand out from knives or other similar simple weapons, it could have an additional unique quality or two.  For example, the first time we see zenji needles is in the Thrawn Trilogy (Timothy Zahn), when those who see them initially mistake them for hair ornaments.  In addition, zenji needles are designed to be thrown quickly and often see multiple needles thrown at the same target, so aligning them with a feat bonus might be interesting as well.

Zenji Needle
Weapon Type: Exotic Weapons (Ranged, thrown)
Size: Tiny
Cost: 50
Damage: 1d6
Stun Setting: NO
Rate of Fire: Single-Shot
Weight: 0.1 Kilogram
Type: Piercing
Availability: Rare
Accurate:  This weapon takes no penalty to attack rolls when thrown at targets at Short Range.
Special:  You do not take the -2 penalty when using this weapon with Rapid Shot if you have multiple zenji needles.  The zenji needle's size, shape, and ornamental jewel give the wearer a +10 Equipment bonus to Deception checks for the purpose of hiding its presence if the wielder has hair that is shoulder length or longer and the hair has been styled.

12
1.  "The traitor" probably needs a bit of a rework.  I can see the party being assigned to rescue him not as a deserter from the Empire but rather are liberating one of the "good guys" here.  The catch here will be that he was turned during captivity so maybe instead of being a double agent he's now a triple agent.  The ultimate betrayal would be him gaining something needed to complete the McGuffin and/or sabotaging the NR's ability to respond to it.

Good points all around.  I like the triple agent angle (maybe brainwashed, too).  Maybe his sabotage could be spreading false information that spreads out New Republic response fleets, leaving a valuable planet or target vulnerable (which, now that I recall it, is exactly what the Restored Empire did to Pellaeon in the original timeline)


2.  I guess I see episode 8 coming much closer to the betrayal at the end of episode 7.  Here I'd be assuming the NR has been prevented from acting and the main scope of this it to secure aid from some other source.  Maybe that's a rival Imperial faction or some other 3rd-party but steps are being taken to stop "those meddling kids."

Indeed.  Perhaps the 3rd party is what remains of Imperial Intelligence.  They might help be a replacement for some of the Force-user stuff listed below, and just deemphasize the Force use a bit.


3.  Hostile Force Users:  You have a list of choices and they could even be a bit more prominent in what ever Imperial Faction is doing the McGuffin so you could toss in more Force User interaction if you want.  An interesting big here is that this group seems to be the primary enemy in the "Rescue Mission" that is episode 9; who do they take and why?

I think they would kidnap one of the group's primary contacts, like a colonel or Jedi Knight they are working with.  I think Imperial Intelligence would be able to figure out the connection and use it in an attempt to distract the heroes and their benefactors.  If I used a group like the Blackguard, it would be a simple matter to reroute the adventure to Mustafar instead of Prakith.


4.  Master Denia's main role as a "Jedi Mentor" in the original may not be nearly as necessary.  She's a bit of a McGuffin in Ep2 and Ep9 but sends the PCs to Ep 4 all of which could be replaced.  In some ways having the PCs working covertly for the Jedi may work with some desire to maintain secrecy yet help filling in these spots even if not always the same NPC. 

Hmmm, good point.  Hadn't thought of them working covertly for the Jedi, maybe placing them at odds with the New Republic on some level.


5.  I suspect the trip to Coruscant (Ep 6-7) is probably going to be headed somewhere else.  I'm not so up on my Imperial Lore for that time but Ep6 seems to be a more hostile "intel" mission against a hard target while Ep7 is a "we need to lay low to escape" situation.  It might be an idea to split these two up to different worlds; this may also be the time for the extended break but if the PCs are locked down/in hiding there "extra adventure" options could be limited.

Was going to replace Coruscuant with Bastion .  Splitting the adventure onto two worlds would be good.



13
Hey, guys, it's been quite a while.  Hope things have been well.  Looks like things have slowed down quite a bit, but I still see signs of life here and there.

Rather than start a new thread, I found the perfect thread to perform necromancy on.

While other groups kept me away from Saga for longer than I cared for, I am fortunate enough to be able to be starting two Saga Edition games in the near future.  Both games are going to use Dawn of Defiance as the campaign, since my schedule at the moment is tight and premade campaigns are a bit easier to run.  The one group will be playing DoD in the early years of the Empire, just as the campaign outlines.  Not alternations be made (or few enough that it doesn't matter for major game purposes).

It is the second group that I need help with.  Per the request of the group, they would like to do Dawn of Defiance, but they want to play in the era of the New Republic (Legends canon).  My request for the community is what ideas can you offer me for alteration in making DoD suitable for the later timeline.

The ideas I have so far:

1.  12 years after the Battle of Yavin, during the Imperial Reunification (so Admiral Daala kills the warlord and promotes Admiral Pellaeon to lead the new Imperial Remnant).  I will make minor changes to certain aspects of the canon to suit my narrative (mostly to include more Imperial factions uniting behind Pellaeon than indicated by Wookieepedia).

2.  The Sarlacc Project is going to be renamed (my working title is the Reclaimation Project while I field more ideas, and I'll take suggestions), and instead of being a massive prototype warship, is going to center around the Restored Empire's Clone Wars-era fleet of decomissioned Old Republic warships (similar to how Thrawn acquired and revamped the Katana fleet of Sienar dreadnoughts for use during his campaign against the New Republic).  The idea is that in this era, the Imperial Remnant (much like Thrawn before them) wants ships to be able to take the fight to the New Republic and is willing to use outdated military hardware, similar to how the Rebels fought against the Empire during the Rebellion era.  The ships are being hidden away and revamped until the right moment to surprise the New Republic.  I think many of the elements of DoD, such as acquiring funding and slave labor, are still applicable for the Imperials in this venture of refurbishment.

3.  As the heroes are probably working for the New Republic to identify this new threat and with Luke's Jedi Academy up and running, visiting Imperial-held worlds (especially for Jedi) will still be quite risky, but they will have a greater capacity to work in the open on several of the worlds they will go to.  Bail Organa will be replaced with a Republic-friendly NPC, depending on the heroes' nature, so likely a colonel, another senator, or even a Jedi at Luke's Praxeum.  Should I maintain a tone of secrecy and low profile by making it a black-ops mission, or should I introduce 'friendly' complications, such as inept New Republic bureaucrats?

4.  The Inquistors and dark force users of DoD will be replaced with Force-sensitive members of the different Imperial factions near to this time (such as the Reborn, the Disciples of Markos Ragnos, the Blackguard, and other Dark Jedi).  While the full resources of the Empire are no longer always able to be brought to bear for them as it is in the traditional campaign, I still feel they can provide the same threat and challenge as the Inquistors posed.

5.  I was planning on replacing Master Denia with a Jedi apprentice from Luke's academy, thus opening up a line to the New Jedi Order (so it can function as a bridge to meeting Luke for the first time, despite my general dislike of celebrity encounters, or if the heroes already have a connection to the academy, it can serve as a rescue attempt sponsored by Luke).  Denia's future appearances would be replaced by a new NPC Jedi working for Luke.

What other ideas do you guys have for altering DoD to be more playable in the New Republic era?

14
The Senate / Re: Buzz droids vs. Eta-2 Actis Interceptor
« on: February 06, 2023, 11:17:01 am »
I didn't like the official version, so I made my own.

Pistoeka Buzz Droid
Tiny droid (4th degree) nonheroic 6   CL  2
Init +10; Senses Perception +4
Languages Basic, Binary
Defenses Ref 20 (flat-footed 16), Fort 10, Will 12
hp 17; Threshold 10
Immune droid
Speed 8 squares (flying), 4 squares (walking)
Melee fusion cutter +9 (3d6-2 energy) or
Melee circular saw +9 (2d8-2 slashing ) or
Melee power prybar +9 (2d8-2 bludgeoning) or
Melee electroshock probe +9 (2d8-2 ion)
Base Atk +4; Grp +9
Atk Options
Special Actions
Abilities Str 6, Dex 20, Con -, Int 10, Wis 14, Cha 8
Special Qualities
Feats  Armor Proficiency (light), Improvised Weapon Mastery, Rapid Strike, Skill Training (Mechanics), Weapon Finesse, Weapon Proficiency (simple)
Skills  Initiative +10, Mechanics +6, Perception +4, Stealth +15
Systems  flying locomotion, walking locomotion (limited), extra leg, magnetic feet, basic processor, integrated comlink, durasteel shell (+4 armor), improved sensor package, 8 tool appendages with stabilized mounts, 1 claw appendage
Possessions  tool kit, circular saw,

This is my take on the Buzz droid.  Although not as tough as the official version, it’s attacks are more accurate and deal more damage.  Giving Buzz droids a tool kit and using the implements as weapons allows them to double as repair droids or, with the addition of a security kit, saboteurs.

15
Sort and simple, I have been on both sides of rolling stats.  Had an 2nd level elf rogue in my first DnD ever (3.0) and I could beat both the ranger and the cleric (both level 2s) in a fight because my stats were so much better.  And had games where I felt useless because of rolling low.

I much prefer point buy because, even though it may feel a bit "samey" and not as random, I think it's more fun to make sure each player gets what he can and wants out of a system.

Pages: [1] 2 3 ... 191