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Posted by: Lazlo_Toth on May 25, 2010 at 12:18:25 PM

What happens when you play an RPG that's action/combat heavy with a non-combatative character? It's an interesting question I've wanted to explore.

I'm playing an R2 unit in a Dark Times campaign, watching the seeds of Rebellion be sown around me. There's a soldier and a Jedi in the group and there's plenty of combat action, thanks to our awesome GM.

I'm playing a character who doesn't want to kill, and he hasn't yet. Being an R2 unit reinforces this for me as it is very difficult to even hold a weapon, much less use one. But this makes it difficult for the other players in the group, since I'm not actively fighting.

The things my character does to help the group are to change the environment or the conditions of combat to make it easier for my friends. So it's easier for them to take out

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Posted by: Lazlo_Toth on May 24, 2010 at 12:14:46 PM

One of the missed TIE variants in the TIE fighter game is the TIE(ad) Avenger. I had a lot of fun flying these ships in the game.

Sienar Fleet Systems TIE Avenger                        CL 10

Huge starfighter

Init +14; Senses Perception +8

Defenses Ref 23 (flat-footed 15), Fort 24; +3 armor

hp 90; DR 10; SR 30; Threshold 34

Speed fly 16 squares (max. velocity 1,450 km/h), fly 6 squares (starship scale)

Ranged laser cannons +8 (see below) or

Ranged proton torpedoes +8 (see below)

Fighting Space 3x3 or 1 square (starship scale); Cover Total

Base Atk +5; Grp +29

Atk Options autofire (laser cannons), fire-link (proton torpedoes)

Abilities Str 38, Dex 26, Con --, Int 16

Skills Initiative +14, Mechanics +8, Perception +8, Pilot +14,

        Use Computer +8

Crew 1

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Posted by: Lazlo_Toth on May 15, 2010 at 02:12:26 PM

In the ongoing work on the New Republic Campaign Guide, here's the MC90 Mon Cal Cruiser.

Mon Calamari MC90 Star Cruiser

Mon Calamari MC90 Star Cruiser                              CL 22

Colossal (cruiser) capital ship

Init -1; Senses Perception +6

Defenses Ref 17 (flat-footed 14), Fort 56; +14 armor

hp 2100; DR 20; SR 300; Threshold 256

Speed fly 4 squares (starship scale)

Ranged  6 turbolaser batteries +17* (see below) and

        6 heavy ion cannon batteries +17* (see below) and

        2 tractor beam batteries +17* (see below) and

        1 proton torpedo battery +17* (see below)

Fighting Space 2x2 (starship scale); Cover Total

Base Atk +2; Grp +68

Abilities Str 103, Dex 16, Con --, Int 19

Skills Initiative -1, Mechanics +6, Perception

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Posted by: Lazlo_Toth on May 9, 2010 at 07:53:29 PM

Continuing info from the NR Campaign Guide, Carida, for your edification...

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Carida

Region: Colonies

Climate: Temperate

Gravity: High (1.98)

Moons: 2

Length of Day: 25 standard hours

Length of Year: 357 local days

Sapient Species: 75% Caridan (native), 23% Human, 2% droids

Government: Council of Merchants and Military Administration

Capital: Academy of Carida

Major Exports: Military personal, military technology, industrial goods, foodstuffs

Major Imports: Military recruits, industrial sub-assemblies

 

Carida is home to the Imperial Academy which Luke Skywalker dreamed of going to before fate stepped in. For 5,000 years, Carida has graduated an endless supply of highly trained officers for the galaxy's militaries. They served the Republic through the Clone War, and was officially turned

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Posted by: Lazlo_Toth on May 1, 2010 at 08:22:04 AM

ca4f31f8fbe58daa2efaedf45fdd0e06.jpg?v=6400It's been a few months and now it's time to get back into action. Since Wizard's announcement about the future of the RPG and Minis line, several posters at d20 Radio have decided to put together a New Republic Campaign Guide. This is a fan-made sourcebook and looks to be awesome when it's done. You can take a look at the thread for it here...

If you'd like to contribute, please contact Oldscool at the d20Radio forums. Comments are always welcome!

Here's a copy of Luke during the Jedi Academy trilogy that I wrote up for it.

Luke Skywalker, Head of the Jedi Praxeum

After the Battle of Endor, Luke Skywalker was kept very busy for the next few years, at first serving as a general in the New Republic at Bakura and Mindor, then retiring his commission and working on honing his skills as a

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Posted by: trappedslider on Dec 17, 2009 at 04:13:39 PM

the following things make WotC RUINED FOREVER

  1. WotC redid the forums
  2. WotC redid magic
  3. wotc droped d20 modern
  4. wotc ignores the star wars players
  5. WotC focuses on Magic
  6. WotC focuses D&D
  7. WotC fired folks we liked
  8. WotC gave me the ablity to blog on the site
  9. WotC brought back a chat sever
  10. WotC copied Facebook etc...
  11. WotC made gleemax
  12. WotC undid gleemax
  13. No one on the forums has a sense of humor anymore
  14. WotC doesn't like Waffles,(Well thats what i've heard anyway)

 

spidey_roflol.gif

 

The above post is not to be taken serisously at all.....

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Posted by: Darth_Jerrod on Nov 15, 2009 at 03:02:10 AM

Good game tonight, blogged about it over in my Legacy group.

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Posted by: Darth_Jerrod on Nov 15, 2009 at 02:57:01 AM

We just completed Episode 5 of my Star Wars Legacy Campaign.

Tal Voxx gets a communication from his droid, Ehn-Cee Seventeen that due to an error on his part communcation with the Nimrod was jammed, this caused an additional problem that the Sith Star Destroyer Torment was not detected by the planets defense forces early enough so everyone is surprised that a Star Destroyer entered the system undetected.

The plus side was that the Sith recon team was unable to report about the Kamino clone facility on the planet Nikarb III. Taal warns the Nimrod of the Sith ship and promptly leaves the ship too its fate and meets up with his droid to go and rescue his companions who have no idea they need rescue.

Details of the Sith ship are that it is a new prototype with two powerful laser cannons that

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Posted by: Lazlo_Toth on Nov 2, 2009 at 02:51:38 PM

Welcome to the Post Halloween Blog Post!  Yeah it's dorky I know...

I was poking about on the internets and found this webpage: Top 10 Ghost Ships

This is a cool Halloween post so I thought it would be interesting to talk about Ghost Ships in your game.

What makes a ghost ship, well, ghostly?  In the case of the article above, it usually demands mysterious circumstances, the total or near-loss of all crew and passengers, and (usually) the sinking of the ship.  Not all these conditions are necessarily met, but the more the better.  For example the Mary Celeste lost all hands but was found in relatively good condition, totally abandonned.

In your game, mysterious circumstances could be magical or physical.  Imagine the ship Event Horizon from the film of the same name.  Something came

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Posted by: Lazlo_Toth on Oct 26, 2009 at 01:17:20 PM

Last night we played in our awesome Dark Times game.  I'm playing an R2 unit with a vocoder, which I selectively use.  In this game, we are under the thumb of the Empire because we witnessed (and ultimately operated) prototype Top-Secret Imperial hardware (in this case, the Alpha Xg-1 Star Wing Assault Gunboat).

Reluctantly in their service, our group defends a helpless city against attacks from resistance fighters against the Empire.  Our group ends up having to take a large group of them to another planet to safety, but they are still not out of the hot water yet.

During the session, a young girl comes to ask us questions about what is going on. My comrades seem at a loss for words so I comfort the girl with kind words and a promise to help. Despite my droidness, the girl seems comforted.

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