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51
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by WhiteNoiseMaker on July 02, 2025, 06:45:59 pm »
My contribution to the contest was originally inspired by the following Robot Chicken Star Wars skit.

https://youtu.be/fFihTRIxCkg?feature=shared

However as I developed it, I also began to wonder about the concept of the Imperial Navy's officer corps having a tendency for their members to "fail upward" and advancement stemming from throwing fellow officers under the bus.  As such it's a little bit of a concept build, centered around social treachery and backstabbing, but I did try to give it viable combat abilities as well.

So I present to you the "Commander Winston" build!  It's laid out in such a way as to be usable at any point in the levelling process, although certain benchmark points are noted when particularly appropriate.
                  
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"Ensign Winston" (CL4)

Medium Human

Force: 6  Dark Side: 1
Init: +4
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 17   (FF) 15   Fort 18   Will 15
HP 40; Threshold 18
Speed: 6 squares
Melee: Unarmed +3 (1d4+1)
Ranged: Blaster Carbine +5 (3d8+2)
Base Attack: +3; Grapple +5
Abilities:  Str 8   Dex 15   Con 10   Int 14   Wis 12   Cha 17
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue
Skills: Deception +14, Persuasion +14, Initiative +9, Knowledge-Tactics +9, Perception +8, Pilot +9
Possessions: Armored Flight Suit, Blaster Carbine, Datapad, Code Cylinder, Uniform, MSE-6 Repair Droid

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"Lieutenant Winston" (CL9)

Medium Human

Force: 7  Dark Side: 4
Init: +6
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 26   (FF) 24   Fort 21   Will 30
HP 62; Threshold 21
Speed: 6 squares
Melee: Unarmed +7 (1d4+3)
Ranged: Sporting Blaster Carbine +9 (3d8+4)
Base Attack: +7; Grapple +9
Abilities:  Str 8   Dex 14   Con 10   Int 14   Wis 12   Cha 16
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty, Two-Faced, Cast Suspicion, Assault Tactics
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue, Intimidator, Recurring Success, Combat Trickery, Rapid Shot
Skills: Deception +16, Persuasion +16, Initiative +11, Knowledge-Tactics +11, Perception +10, Pilot +11
Possessions: Sporting Blaster Carbine, 2 Concussion Grenades, Datapad, Code Cylinder, Uniform, PG-5 Gunnery Droid

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"Commander Winston" (CL15)

Medium Human

Force: 9  Dark Side: 9
Init: +9
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 33   (FF) 30   Fort 27   Will 36
HP 92; Threshold 27
Speed: 6 squares
Melee: Unarmed +13 (1d4+6)
Ranged: Sporting Blaster Carbine +16 (3d8+7)
Base Attack: +13; Grapple +16
Abilities:  Str 8   Dex 16   Con 10   Int 14   Wis 12   Cha 18
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty, Two-Faced, Cast Suspicion, Assault Tactics
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue, Intimidator, Recurring Success, Combat Trickery, Rapid Shot
Skills: Deception +20, Persuasion +20, Initiative +15, Knowledge-Tactics +14, Perception +13, Pilot +15
Possessions: Sporting Blaster Carbine, 2 Concussion Grenades, Datapad, Code Cylinder, Uniform, Holoshroud, KX-Series Security Droid

==========================================================
         
________________Str 8____Dex 14____Con 10____Int 13____Wis 12___Cha 15   
Level 4______________________________________+1________________+1
Level 8_____________________+1_________________________________+1
Level 12____________________+1_________________________________+1

Background:
Disgraced   You treat any attempt to create a Deceptive Appearance for yourself as one step simpler.   
Trained in Deception.         

Trained Skills:  Deception, Persuasion, Initiative, Knowledge-Tactics (4th), Perception, Pilot

CL   Class         BAB      Def            Feats                        Talents/Features
1   Soldier 1      +1      F2R1         Armor Light                     Commanding Presence
                                 Armor Medium      
                                 WP (Pistols)
                                 WP (Rifles)
                                 WP (Simple)      
                                 (1) Skill Focus- Deception         
                                 (H) Master of Disguise

2   Noble 1         +0      R1W2         (c) Linguist                  Dirty Tactics         
                  
3   Noble 2         +1                  (b) Skill Focus- Persuasion   
                                 (3) Silver Tongue
                                             
4   Noble 3         +2                                             Misplaced Loyalty
                  
5   Noble 4         +3                  (b) Intimidator      
                  
6   Noble 5         +3                  (6) Recurring Success*            Two-Faced*
                        
7   Noble 6         +4                  (b) Combat Trickery      
                  
8   Charlatan      +0      +R2W4                                    Cast Suspicion
                  
9   Officer         +1      +R2W4         (9) Rapid Shot                  Assault Tactics
                     
10    C2            +1                                             Score
                   
11    C3            +2                                             Friend or Foe
                   
12    C4            +3                  (12) Cunning Attack               Swindle
                   
13    O2            +2                                             Command Cover
                                                            Share Talent- Assault Tactics
                   
14    O3            +3                                             Exploit Weakness
                   
15    C5            +3                  (15) Recurring Success*            True Betrayal
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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by sienn_sconn on June 30, 2025, 01:35:17 pm »
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

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The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on June 18, 2025, 11:46:58 pm »
Going to kick this off with a build of a Chiss Sky-walker. These are pretty neat additions to Disney canon that give the Ascendancy Force-sensitives, but with an interesting twist in that their powers fade into adulthood. I believe this is because of how the Chiss treat them as cogs in the machine and they'd be normal if they were raised as Jedi, for instance, but I don't see that mentioned on the wiki so it might not actually be the case. Either way, enjoy the build!


Secretive navigators of The Chiss Ascendancy, the Sky-walkers (ozyly-esehembo in Cheunh) use their Third Sight to navigate the unique dangers of hyperspace within The Unknown Regions. The Sky-walkers' abilities, managed through the Seekers Program, allow Ascendancy ships to plot hyperspace routes in a matter of days what would normally take weeks. So heavily concealed is the Seekers Program by the Ascendancy that Sky-walkers aren't even acknowledged by members of the crew; to them, the Sky-walkers are merely children of their captains, hiding their status behind mundanity.

Of great concern to The Chiss Ascendancy is that the gifts of Sky-walkers never last. Third Sight is only ever found in adolescents, and fades in the Sky-walkers' lives between 13 and 15 years of age. The cause for this phenomenon is unknown to the Ascendancy, who are quite eager to prevent the loss of such abilities.

Chiss Sky-walker (CL 2)

Medium Chiss (young adult) Nonheroic 2/Noble 1/Scout 1
Force 1
Init +3; Senses Low-Light Vision, Perception +9
Languages Basic, Cheunh
Defenses Ref 15 (flat-footed 14), Fort 12, Will 16
hp 12; Threshold 12
Speed 6 squares
Melee unarmed +0 (1d4)
Melee vibrodagger +0 (2d4)
Ranged sporting blaster pistol +2 (3d4+1)
Base Atk +1; Grp +2
Abilities Str 8, Dex 12, Con 9, Int 12, Wis 14, Cha 12
Special Qualities low-light vision
Talents Force Pilot, Instinctive Navigation
Feats Force Sensitivity, Hyperblazer, Skill Focus (Use the Force), Skill Training (Use Computer), Weapon Proficiency (advanced melee weapons, pistols, simple weapons)
Skills Knowledge (physical sciences) +8, Perception +9, Use Computer +8 (Hyperblazer), Use the Force +13 (may substitute for Pilot checks and Use Computer checks made to Astrogate or Use Sensors)
Possessions sporting blaster pistol, vibrodagger, datapad, civilian garb
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The Arena / Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on June 13, 2025, 05:40:00 am »
Through the vastness of space, the galaxy is patrolled by any government that reaches for the stars. And those patrols are made by the most brave and adventurous personnel of their star navies! For any newcomers to these contests, how this works is you're given a contest theme (in this case it'll be that of "Naval Personnel"), and participants in the contest can make any kind of build they want to try and match that theme (complying with the rules below, which largely amount to "keep to official swse rules"). Once all builds are submitted and the deadline is reached (21 days from the contest's posting, which for this contest would be July the 4th), then people get two votes to pick whatever build they like the most; after a week of voting (ending on the 11th of July), the build with the most votes, wins!

For this build contest, we're focusing on the men and women that man the hundreds of galactic navies in the galaxy, from the lowliest comm officer to the most decorated of admirals. Whether they're leading the starfighter corps into battle, intercepting comm traffic under fire, or engaged in a battle of wits against their enemy commanders, the Naval Personnel of Star Wars keep the space lanes safe, the sectors secure, and galactic society and trade connected. There are any number of interesting characters and ideas to draw from, and now is the time to see what everyone comes up with!

With all that out of the way, good luck to contest participants, and I look forward to seeing how creative the community can get with these contests!


While these rules may be subject to change for future build contests, right now they are as follows:
  • Builds are limited to a max of Heroic Level 20. For Classes, Feats, Powers, and Talents, please use official Saga Edition sourcebooks.
  • All builds must comply with either a Standard Package, a 28-or-less-point Planned Generation for characters, or a 23-or-less-point Planned Generation for Droids.
  • You are limited to 2 builds per contest. This keeps it a fair game.
  • Please stay on topic of the thread. If something needs to be discussed more in detail, please start another thread and move your thoughts there. This keeps the contest thread clean and simple.
  • You will have 21 days to submit builds, starting from this post. After the 21 days, 7 more days for voting will be available. Winners will be decided by a simple majority of the cast votes for the submitter that has the largest total number of votes. Only two votes per member is allowed (but one vote per build). You may not vote for yourself and no redos. All VOTES ARE FINAL!
  • Individuals can vote for the theme of the next build contest as part of the build voting voting. The same theme can be voted for by multiple people, and the next theme is chosen at random from the collected votes.
  • The most important rule: HAVE FUN!!! Think outside of the box, and let those awesome dreams we all have take shape!
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 07, 2025, 10:10:59 pm »
By my count, that's 4 for Geothermal Vents and 3 for Cursed Sith Inscriptions, which makes lil_literalist the winner of this contest! I've gone and randomized the suggestions for the next contest, and it looks like the theme will be "Navy Personnel", so look forward to that in a month or so!
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by StevenO 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.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn 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.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 07, 2025, 02:05:33 pm »
I'm going to give my votes to the Haunted Ruins by sienn_sconn, and the Geothermal Vents of lil_literalist. The former is a really fun atmospheric effect to add mechanics for any kind of place strong in the Force, while the later is a pretty grounded hazard that I can actually see myself throwing into a random encounter.

I want to give a special mention to the Cursed Sith Inscription by CC-2224 "Cody" since it's conceptionally neat, but I feel like the effects are a bit too strong. Keeping a Force Power and Force Technique is crazy strong, with the only drawback being a single extra Dark Side Point and the fact said power is [Dark Side]; if I were to offer a suggestion, I would say that instead of an extra Dark Side Point, the target is unable to reduce their Dark Side Score for as long as they retain the Force Power/Technique. And while it's a lesser thing, I think a better criteria for it triggering is someone trying to read the inscriptions, with a penalty to Will Defense if they understand the Sith language.

As for the next contest, I'm going to make the same suggestion as last time of "Cults and Conspiracies".
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn 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.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on May 05, 2025, 01:24:36 am »
I'm going with the Cursed Sith Inscriptions. It seems a bit like my own, but it's simple and easy to use, and seems like it matches the CL well. Plus, it would be easy to incorporate the runes into your game.

The second one is The Hole. Because I find that just telling a player that their character has been confined may not really settle in, with the player sitting cozily in their chair. "I wait it out." It's easy for them to say that. But actually putting some mechanics behind this to actually test how their characters would fare seems like a good idea.

My proposal for the next contest is navy personnel. Crew, pilots, commanders, support staff, etc.
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