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Messages - Jayjaxx

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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: May 04, 2025, 11:28:44 am »
I'm gonna vote for the Cursed Sith Inscriptions.

As for next, I'd like to challenge people to use the 'rarer' prestige classes (although what exactly counts as rare I'd leave to the creator).

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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 09, 2025, 10:14:17 pm »
Many millennia ago, upon the icy world of Odacer-Faustin, in an academy of his own founding, worked a Sith Lord named Darth Drear. From his lofty position he pursued a common goal, eternal life. With the power of the force, and an intimate knowledge of alchemy, he succeeded. But the force, it seems, is not without a sense of irony. For while he succeeded in finding immortality, in a way, he failed, in the final stages of his plan to neutralize the side-effects. In so doing he was transformed into a cannibalistic zombie by. After falling to ‘The Sickness’, his students would find his reanimated corpse, and end Drear forever.

   Nearly a thousand years later, his holocron was discovered and opened by another Sith Lord, Darth Scabrous. The new headmaster would succeed where Drear had failed. Drunk on victory he would release the virus upon the students and teachers of the academy, and all those who set foot on Odacer-Faustin. Scabrous would command legions of the undead. How, why, or when Scabrous and his undead abominations met their end is unknown, but it would not be the end for “The Sickness”.

   Shortly before the Battle of Yavin, Darth Vader would learn of a Sith record regarding the academy upon Odacer-Faustin and its alchemic end. He would command the Imperial Biological Weapons Division to rediscover, recreate, and weaponize the virus, it would be named Project Blackwing. The division, aboard the Star Destoyer Vector, using the preserved corpses cut from Odacer-Faustin’s cold dead hands, would succeed in replicating and weaponizing the virus, even in creating an inoculation. However in an accident, the virus would escape, infecting much of the Star Destroyer’s crew, and sending any survivors running. They would not run far however, for the infected crew had learned to use the tractor beam. While they were able to bring the escaping landing craft back aboard the Vector, they were unable to breach the ship. The infected would stalk the halls of the derelict, and the survivors would eventually resort to cannibalism, but that would not be their end.

   The infected crew would locate and attempt to tractor a passing imperial prison barge. They would fail, but damage the ships engines and hyperdrive. The crew of the barge would view the Vector as a blessing, and board it to scavenge supplies to repair their engines. There were only 4 survivors, Doctor Zahara Cody, Trig Longo, Han Solo, and Chewbacca, the latter three having been inmates there.

   Some years later, Project Blackwing would be relocated to a secret facility on Dathomir. There an all-too-familiar story would play out. The Empire would conduct mass cullings of the population to prevent its spread.  They would succeed, however 3 nightsister witches would eventually become infected. They would rename themselves the Sisters of the Void, developing the ability to command and spread the virus through the force itself. They would eventually meet their end at the hands of mercenaries.

   While Darth Drear would fail in his search for eternal life, and eternal power, his creation has seemingly achieved what he could not. Blackwing lives on, upon the Vector, upon the prison barge, in Imperial archives, under the icy wastes of Odacer-Faustin, in the holocron of Darth Drear. It is only a matter of time before once again Blackwing returns from its seeming grave, for who can stand against eternity?

The Blackwing Virus (CL 6)
Keywords: Artificial, Contact, Disease

Trigger: A creature is exposed to the Blackwing Virus

Attack: +8 vs Fortitude Defense

Damage: 3d6 (-1 Persistent step on the Condition Track.)

Recurrence: Each round at the end of the infected creature’s turn.

Suggested Skills:
Treat Injury (DC 16, DC 21 if treating self)): With a Medical Kit, the character applies a tourniquet or other similar device which slows the spread of the Blackwing Virus, reducing its Recurrence to once every minute.

Special:
   A creature that is reduced to 0 hit points or moved to the bottom of the condition track by the Blackwing Virus dies. When a creature dies while infected with the Blackwing Virus, do not remove it from the initiative order. At the end of its next turn it returns to life, it catches a second wind (even if it normally couldn’t), then apply the Blackwing Zombie template to it. Intact corpses (as determined by the GM) can also be infected with the Blackwing Virus, infected corpses will reanimate themselves in the same manner as a living creature that dies while infected with the Blackwing Virus. To determine when a corpse will reanimate, it rolls initiative as if it were living at 4 steps down the condition track.
   If an infected creature dies by an attack from the Blackwing Virus, if that attack was a natural 20, the Blackwing Consciousness learns some valuable knowledge from the victim, this is identical to the effects Drain Knowledge (Dark Side) talent, however the proficiency or knowledge gained is permanent. Additionally the Blackwing Consciousness can instead learn a suitable feat, force power, talent (or other suitable ability, as determined by the GM) the victim had learned instead of its other effects.
   For GMs: The above rate is suggested for individual encounters, or short strings of encounters, if you have 10,000 infected, don’t give them 500 feats/skills/talents, etc… I suggest it's best if players are present for each drain knowledge, if you choose to have the virus learn ‘off-camera’, try to keep it to the minimum you can.
   A creature infected with the Blackwing Virus with an adequate weapon or tool can spend a full round action to amputate an infected limb. Amputation is only effective if the Blackwing Virus has successfully hit the infected creature no more than once. Successful amputation before it becomes ineffective cures the Blackwing Virus. Refer to the Severing Strike (Duelist) talent for the effects of amputation.
   The Blackwing Virus is primarily spread by the bite of a Blackwing Zombie, however it can also be transferred via the mixing of bodily fluids, as well as a pressurized, aerosolized version of the virus developed by Project Blackwing, detailed below.

The Blackwing Virus (Weaponized) (CL 10)
Keywords: Artificial, Atmospheric, Disease

Trigger: A creature is exposed to the Blackwing Virus (Weaponized)

Attack: +12 vs Fortitude Defense

Recurrence: Hourly

Special:
The aerosolized version of the Blackwing Virus is extremely capable of penetrating safety equipment. It is capable of infecting those in biohazard gear, stormtrooper armour, and other isolated systems. Creatures or equipment that would normally have or provide immunity to atmospheric hazards or disease, do not provide immunity against the weaponized variant of the Blackwing Virus, instead they add +10 to the target’s fortitude defence against the Blackwing Virus until it succeeds on an attack, after which atmospheric immunity provides no aid. Droids are still immune to the Blackwing Virus, as well as other non-organic creatures.
   Additionally, if the first attack roll made by the weaponized Blackwing Virus is a natural 1, that creature has a genetic quirk that renders them immune to the aerosolized virus, however they can still be infected with the Blackwing Virus by other methods.
If a creature is exposed to both the weaponized and directly transferred versions of the Blackwing Virus, use only the effects of the non-weaponized version although progress made by the weaponized version still counts. (For example if someone had been hit twice by the weaponized version, and then was exposed directly, they couldn’t amputate a limb. At the end of their next turn they would be attacked with a +8 bonus.)
   The weaponized version of the Blackwing Virus is otherwise identical to the Blackwing Virus in all other ways except that a creature cannot amputate an infected limb.

Blackwing Anti-Virus
The Blackwing Anti-Virus is a serum developed by Project Blackwing shortly after successfully replicating the virus. The Anti-Virus, despite the name, is more of a vaccine, or inoculation than a treatment.
Creating the anti-virus requires a well-equipped laboratory (at least 100,000 credits) and a DC 31 Knowledge (Life Sciences) check. Creating a dose requires a sample of the Blackwing Virus, or a sample of the anti-virus. Following in another’s footsteps, with good instruction, equipment, and data specifically for the manufacture of the anti-virus applies a +5 Circumstance bonus to the check. Synthesizing a dose of anti-virus takes 1 hour. It can be rushed to take 10 minutes, doing so applies a -5 penalty to the check. The chemicals and medical supplies consumed by the synthesis amount to 1000 credits.
   Applying the anti-virus is a simple matter, requiring a full-round action and a DC 13 Treat Injury check. Successful application renders an uninfected creature immune to the virus. The anti-virus does not cure an infected creature, instead it applies a +5 bonus to their fortitude defence against the virus, and once the virus fails 2 consecutive attack rolls against the target, the virus is cured and the creature is rendered immune to the virus.

Blackwing Zombie Template
Mental Attributes: Blackwing Zombies have an Intelligence, Wisdom and Charisma equal to that of the Blackwing Consciousness. Force Sensitive zombies instead use the better of their original attribute -6, or that of the consciousness, whichever is better. Some Force Sensitives, generally those with good knowledge of the dark side, alchemy, and other occult traditions, are able to handle the virus better than most. These zombies (as determined by the GM) only suffer a -2 instead of a -6.

Dexterity: Blackwing Zombies have a dexterity equal to the lesser of their normal dexterity and their 1 + their intelligence. (Ex. a zombie stormtrooper with an intelligence of 3 would have a dexterity of 4)

Speed: Blackwing Zombies have a speed equal to the lesser of their normal speed and their dexterity. Large and larger creatures add 1 for each size category larger than medium to their dexterity for this purpose. For example an intelligence 3 medium stormtrooper would have a speed of 4, where an intelligence 3 huge Rancor would have a speed of 6.

Dark Side Score: A Blackwing Zombie has a dark side score equal to their wisdom score.

Feats:  Upon becoming a Blackwing Zombie, almost all feats are lost. Those that are retained are those integral to a creature’s physical characteristics (as determined by the GM). Force Sensitive Zombies that handle it well do not lose any feats. Feats that have prerequisites that are no longer met have no effect until those prerequisites are met.
Those that remain include, but are not limited to:
   Armour Proficiency (All), Bantha Rush, Cleave, Combat Reflexes, Crush, Dreadful Rage, Extra Rage, Extra Second Wind, Force Sensitivity, Force Training, Great Cleave, Improved Charge, Improved Defences, Improved Damage Threshold, Mighty Swing, Pin, Power Attack, Powerful Charge, Rapid Strike, Shake it Off, Throw, Toughness, and Trip.
Blackwing Zombies also have all feats that the Blackwing Consciousness have learned if that zombie has all prerequisites for that feat. Note that just because a zombie has a feat does not mean the consciousness has learned that feat.

Talents, skills and other abilities: Blackwing zombies lose all talents, skills, and other abilities that require focus and conscious thought not suitable for the zombie (as determined by the GM). Force Sensitive Zombies that handle it well do not lose any of the above.
Blackwing Zombies also have all talents, skills, and other abilities that the Blackwing Consciousness have learned if that zombie has all prerequisites for it. Note that as above, just because a zombie has something, doesn’t mean the consciousness has learned it.

Nonliving: Zombies are immune to Poison, Disease, Vacuum (although not accompanying extreme temperatures), Non-Corrosive Atmospheric effects, Fear effects, and stun damage. Zombies that do not have cybernetic enhancements are also immune to ion damage.

Force Collective Consciousness: Zombies add their intelligence score to their defences against mind affecting effects. If the attack roll of a mind affecting attack or Use the Force check results in a natural 20, it affects all zombies within the local area (as determined by the GM). For example a natural 20 on a Thought Bomb would deal 2d6 Force damage to all zombies within a building, colossal space transport, capital ship section, small town, etc…
   As a Swift Action, a force sensitive zombie that handled the virus well can exert influence over another zombie as long as it is within the same collective conciousness. Doing so improves the target’s intelligence, wisdom, and charisma to that of the force user until the end of the force user’s next turn.
Additionally, if subjected to Sever Force or a similar effect, the affected creature is severed from the consciousness for the duration, reducing their intelligence, wisdom, and charisma to 2, losing feats and talents the consciousness has learned, and adjusting other abilities accordingly.

Bite: Zombies gain a bite natural weapon attack equal to that of a beast of the appropriate size. When zombies perform a full attack, they may attack with their bite in addition to any other attacks they may make. When a zombie’s bite hits a target, it is exposed to the Blackwing Virus. A Blackwing Zombie is always proficient in their bite, unarmed attacks, and other natural weapons, even if it lacks the Weapon Proficiency (Simple Weapons) feat.

Blackwing Consciousness
Central to the Blackwing Virus is the Force, it was created using Sith alchemy applied to a Murakami Orchid, a plant extremely high in midi-chlorian count. This connection to the force persists as the orchid became the Blackwing Virus, and manifests itself in a form of consciousness. While that consciousness isn’t entirely sentient, more like a ravenous animal, it is capable of advanced learning and transferring information between its hosts across short distances.
   This consciousness is poorly understood, but it appears that a consciousness forms from a group of Blackwing zombies in close proximity. The exact range is unknown, but seems to expand as the horde grows, and the presence of an atmosphere connecting them seems to aid in its creation. The consciousness upon the Vector stretched across the entire vessel, the adjacent prison barge, and some distance away as Vector launched landing craft, although during the flight of the landing craft the zombies on board were disconnected from the consciousness at some point, and lost the mental faculties required to pilot the vessels.
   The consciousness is capable of rapidly sharing information among the zombies, and is capable of assimilating and distributing some amount of knowledge of its hosts as they are reanimated, evidenced by the fact shambling zombies were able to operate a tractor beam with some level of proficiency.
   While the horde appears incapable of advanced planning, the number of the infected in the Dathomir and Vector incidents lie in the tens of thousands. The consciousness however was capable of simple planning. However it is important to note that in the above incidents, the consciousness’ primary goal was rapid and aggressive spreading and consumption, and would either overlook, or perhaps decide against conservative actions, instead preferring an almost reckless stance. The presence of a force sensitive however seemed to temper this reckless abandon although it still remained aggressive.
   The consciousness allows Blackwing Zombies to share their intelligence, wisdom, and charisma among the horde, as well as skill proficiencies, and some feats (as determined by the GM). When the consciousness learns something new it is rapidly integrated into the horde, allowing them to use whatever new knowledge it has to their advantage.
   Additionally, Force Sensitives appear to retain more of their mental faculties with Darth Scabrous, and the Sisters of the Void able to ‘command’ the horde. Although it is unknown if they truly commanded the horde, or they were simply a better vessel for the consciousness, or perhaps somewhere in between.

The intelligence, wisdom, and charisma of the consciousness differ depending on the number of infected individuals. Force sensitive zombies are capable of using the better of their own attribute -2, or that of the horde. Detailed below:
Int, Wis, & Cha | Infected
2                     |1 - 9
3                     |10 - 99
5                     |100 - 999
6                     |1,000 - 9,999
7                     |10,000 - 99,999
8                     |100,000 - 999,999
etc…                | etc…


Fly on Black Wings
Fly on Black Wings is a new Force Power available to Blackwing Zombies. Originally developed by the Sisters of the Void, Fly on Black Wings allows the spread of the Blackwing Virus to a host through the force itself. Combined with Sense Surroundings, it allows the animation of long-buried corpses, the spread of the virus at range, and an easier vector to infect large and powerful creatures with strong Fortitude Defences.
   Time: Standard Action
   Targets: 1 living target within 6 spaces and line of sight, or 1 intact corpse within 6 spaces
   Make a Use the Force check. If the target is living, compare the result of your Use the Force check to the target’s Will Defence; if you exceed the target’s Will Defence, you expose the creature to the Blackwing Virus. If the creature was already infected, instead the virus rapidly makes progress in the target, treat this as if the virus had made a successful attack against the target. If the Use the Force roll was a natural 20, treat the attack as if a natural 20 had been rolled.
   If the target is a corpse, it becomes infected with the Blackwing Virus, and will reanimate in accordance with the Blackwing Virus hazard.
   Special: You can spend a force point, if you do, and the target dies, or the target was a corpse, when it reanimates it gains Bonus Hit Points equal to half the result of your Use the Force check. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack.

View this somewhere a little nicer, as well as some nonheroic units with the Blackwing Zombie template applied!
https://docs.google.com/document/d/1-6mQlW_R5EarbGZ0qmmLs6rRXlQNOQDBc1o0mmg_Ess/edit?usp=sharing

So I might have gotten a tiny bit carried away. While certainly not an individual hazard, I think its definitely on theme. Because of this monster forgive me that I won't submit a second.

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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« on: February 27, 2025, 09:42:02 pm »
I'm gonna vote for Adjunta Pall and the Mandalorian Ambusher.

I'm a sucker for KOTOR stuff true, but both of these look very usable to me as a GM.
Adjunta Pall might be a bit much to run, given how many different powers he has, but he's a character that might appear in one of my games, although probably as someone to talk to, having a powerful statline and cool weapon is something I quite like and could end up in a "I want to fight him" SNAFU that all us GMs know all too well.

The Ambusher is a build I'd seriously consider using in my games. I'm always hesitant to use ambushers and stealth enemies in my games as they can sometimes feel a bit cheap, but a few here and there can provide me with a really nice on-the-fly balancing for a fight that's too easy. These guys also seem to scale pretty well into later levels, having good access to area attacks, solid Reflex, good enough health to take a hit, and good enough attack bonuses to hit a higher level character.

I'd also like to mention the Czerka Executive, cool build, although I tend to shy away from screwing with players quite like that I could definitely see throwing one in to a fight once or twice to shake it up. Would probably be getting my vote too if I ran games where corporate entities feature more often.

As for a suggestion for the next theme, I'd love to see what people can cook up using exotic (and / or racial) weaponry.

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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« on: February 17, 2025, 01:21:32 am »
"I know if offends some of you to have former Jedi in your ranks. Mandalorians win with arms, not tricks and magic! But that's why we joined your movement. My friends believe in a fair fight, not a corrupt Republic that leans on Jedi for protection! So this time, when some Jedi began fighting for the Republic, I didn't just mouth objections like the council. I set the balance right... by giving the Mandalorians their own Jedi!" - Dorjander Kace, Knights of the Old Republic - War, Issue 2

Mandalorian Knight (CL 18*)

Medium Human Jedi 5 / Soldier 3 / Jedi Knight 7 / Jedi Master 1
Force Points: 7; Dark Side Score: 8
Initiative: +14; Senses: Low-Light Vision, Perception +13
Languages: Basic, Mando'a

Defences:
Reflex: 36 (Flat-Footed: 34), Fortitude: 35, Will: 33
Hit Points: 129, Damage Threshold: 35; Damage Reduction 10 (talent), Lightsabers do not ignore DR
Immune: Fear Effects

Offence:
Speed: 4 Squares, Jet Pack (4sq)

Melee: Lightsaber +22, 2d8+16; Critical hit on 19-20, On Critical Hit: Gain 1 Temporary Force Point

Melee: Lightsaber (Rapid Strike) +20, 3d8+16; Critical hit on 19-20, On Critical Hit: Gain 1 Temporary Force Point, Wicked Strike

Base Attack Bonus: +16, Grapple: +19

Attack Options: Rapid Strike

Special Actions: Wicked Strike, Juyo, Damage Reduction 10, Serenity

Force Power Suite: Draw Closer, Tempered Aggression (2), Vornskr's Ferocity, Combustion, Surge, Mind Trick, Rebuke

Force Techniques: Force Point Recovery, Improved Move Light Object, Force Power Mastery (Tempered Aggression)

Base Stats:
Abilities: Strength: 16, Dexterity: 12, Constitution: 12, Intelligence: 10, Wisdom: 16, Charisma: 18

Talents: Damage Reduction 10, Forceful Warrior, Juyo, Vapaad, Niman, Severing Strike, Armoured Defence, Improved Armoured Defence, Weapon Specialization (Lightsaber), Greater Weapon Focus (Lightsaber)

Feats: Triple Crit (Lightsaber), Rapid Strike, Wicked Strike, Force Boon, Skill Focus (Use the Force), Armour Proficiency (Light, Medium, Heavy), Weapon Proficiency (Simple, Lightsaber), Force Sensitivity

Skills: Use the Force +22, Pilot +14, Initiative +14

Possessions: Neo-Crusader Assault Armour (Mandalorian Armour Template), Lightsaber (Self-Built), Utility Belt



The Mandalorian Knights were a set of Jedi, led by Dorjander Kace, who left the Republic to fight for the Mandalorians. Most Mandalorian Knights were former Jedi Masters, depicted here. I decided to eschew the more traditional force-wizard that one might expect from a former Jedi Master for a more combative melee backed up by Lightsaber Form powers informed by their new Mandalorian doctrine.

This character would work best as a pretty murderous bossfight, or a big-bad type where the players encounter them multiple times. The combination of strong Reflex defence and good DR means that even finding a way to damage a Mandalorian Knight would be a challenge in its own right, he does lack Force Fortification, so crit fishing and destiny points could certainly do the job, however with good health and DR 10 it could demand 3-4 crits from the party's heavy hitters to defeat one. While the Mandalorian Knight wouldn't suffer much from crowds, due to the DR preventing most area attack damage from usual weapons, their damage to crowds isn't great.

Expected damage from a crit w/o rapid strike is 75, 88 w/ Rapid strike. This is generally enough to 1-tap most player characters, this is why I gave him Severing Strike.

As for CL, he's only 16 heroic levels, which would imply he should be CL 16, but looking at other CL 16 characters, I think they are firmly outclassed. I think he's worse than CL 19, so I put him at 18. Use whichever you feel more comfortable with.

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