|
3 years ago ::
Apr 09, 2010 - 4:35AM
#511
|
|
|
I'm afraid that you are right in what you are saying - those characters (though undoubtably around) are Legacy era and not NJO era - which, according to Wookieepedia, is the time from Boba Fett: A Practical Man (or Vector Prime) up to and including The Dark Nest Trilogy (also known as the trilogy-that-shall-not-be-named  ). I included Darth Krayt only because he made an NJO appearance in a flashback ( Claws of the Dragon) that showed his true fall to the Sith in that era. Those Mandalorians that turned up in Boba Fett: A Practical Man are eligible for statting as that is an NJO era story, but none of the others are... I was tempted to stat Lumiya of this era, but as she made no appearances (flashback, proper, or otherwise) I decided against it. That being said, if you wish to stat them yourself and post them here, that's perfectly OK.
|
|
|
|
3 years ago ::
Apr 09, 2010 - 10:22AM
#512
|
Date Joined:
Dec 30, 2006
|
Side note. I haven't decided if I will be putting any of the "One Sith" in the campaign guide... unless you accept the retcon that Lomi Plo and Welk were part of the group (If I do add Krayt, I might add a couple of generic mini-boss Sithies too).
I am gonna put in a generic Mandalorian that can represent any one of Boba's back-up at Caluula Station, but as I don't know which Mandos were actually there, I won't be name-dropping.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|
|
3 years ago ::
Apr 10, 2010 - 6:27PM
#513
|
Date Joined:
Dec 30, 2006
|
This has got to be the 4th or 5th time I have broken my "No New Character Options!" rule, but I keep coming up with new ideas. Here we have some Ace Pilot talents that need PEACHing. The following talents are added to the Squadron Leader talent tree (Starships of the Galaxy p17) Diverse Squadron When you use the Squadron Manoeuvres talent, you may choose talents that you possess from the Blockade Runner talent tree (S&V p25), and the Wingman talent tree (RECG p40) as well as the Expert Pilot and Gunner trees. Pre-requisites: - Squadron Manoeuvres, Charisma 13, any other Ace Pilot talent Force Commander Whenever you use the Begin Attack Run talent, make a DC20 Use the Force check as a free action. Success means that in addition to the regular benefit of Begin Attack Run, vehicles in your squadron deal +1 die of damage against the designated target. Pre-requisites: - Force Sensitivity, Begin Attack Run, Charisma 13 Melded Squadron Once per encounter, you may make a DC20 Use the Force check as a swift action. Success means that as a reaction you may grant all members of your squadron a +2 Force bonus on attack rolls and a +2 Force bonus to Reflex Defence for a number of full rounds equal to 1 + your Charisma modifier (minimum 2 rounds). Pre-requisites: - Force Sensitivity, Charisma 13
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|
|
3 years ago ::
Apr 12, 2010 - 4:44AM
#514
|
Date Joined:
Dec 30, 2006
|
Progress Report. In order to make the latest (and I pray last) character options thing up to a full page, I added a Jedi Knight talent (Unified Jedi Cluster-Mind) to get more mileage out of Battle Meditation and Battle Meld to further represent what the Jedi were meant to be able to do with co-ordinating the New Republic fleets in the run up to Ebaq 9 (and especially at Ebaq 9). I added 4 Officer talents (Fleet Commander, Gun Crew Mastery, Overlapping Fire, Renowned Commander) that give even more options for commanders aboard vehicles... and Fleet Commander lets you share Naval Officer talents. I also added Darth_Scorpion's little house-rule regarding the Shaper Hands, which rounded it out nicely. Now, back to the New Republic ships, and trying to decide how the frell the Solo Slingshot should work with the existing mechanics. Then it's the Jedi chapter, which is pretty much going to be a boring "copy, paste, re-format, try not to steal their wookieepedia bio word-for-word, repeat ad nauseum" job... though I think there are still some Jedi that have not been done by Darth Scorpion or myself yet so I can break up the ad nauseum job with some nice statting  . The Yuuzhan Vong chapter has more gaps in it that I want to fill, which should aleviate the ad nauseum aspect of doing "copy, paste, re-format, try not to steal the wookieepedia article word-for-word, and repeat" on all the stuff we've already done. The same is true of the Other Factions chapter. There are quite a few characters that I can play around with; some generic, some unique, that we haven't done yet... and then it remains to be seen whether I throw in some mini-adventures or my brain explodes or I just decide that I am so done and I get it hosted without mini-adventures... I vote for "definately not option 2"  Wish me luck. PS. I do not want to sound like I'm disregarding anyone else's stuff out of hand, but I have said before that it is a whole lot easier for me if I'm only using content from here that is by me or by Darth_Scorpion. It especially means I don't have to go running around asking for everyone's permission to use their stuff, and in light of how frustrating the busy-work aspect of compiling it is, taking breaks from that to stat extra content is a very welcome side effect.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|
|
3 years ago ::
Apr 12, 2010 - 8:40AM
#515
|
Date Joined:
Dec 26, 2001
|
Good luck!
Anything I can do to help?
SAT
|
|
|
|
3 years ago ::
Apr 12, 2010 - 9:44AM
#516
|
Date Joined:
Dec 30, 2006
|
Comment on the Ace Pilot talents
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|
|
3 years ago ::
Apr 12, 2010 - 9:49AM
#517
|
Date Joined:
Dec 26, 2001
|
My comments in BOLD below. This has got to be the 4th or 5th time I have broken my "No New Character Options!" rule, but I keep coming up with new ideas. Here we have some Ace Pilot talents that need PEACHing.
The following talents are added to the Squadron Leader talent tree (Starships of the Galaxy p17)
Diverse Squadron When you use the Squadron Manoeuvres talent, you may choose talents that you possess from the Blockade Runner talent tree (S&V p25), and the Wingman talent tree (RECG p40) as well as the Expert Pilot and Gunner trees. Pre-requisites: - Squadron Manoeuvres, Charisma 13, any other Ace Pilot talent
What is supposed to happen? Does the Squadron get to use th talent?
Force Commander Whenever you use the Begin Attack Run talent, make a DC20 Use the Force check as a free action. Success means that in addition to the regular benefit of Begin Attack Run, vehicles in your squadron deal +1 die of damage against the designated target. Pre-requisites: - Force Sensitivity, Begin Attack Run, Charisma 13
Looks good!
Melded Squadron Once per encounter, you may make a DC20 Use the Force check as a swift action. Success means that as a reaction you may grant all members of your squadron a +2 Force bonus on attack rolls and a +2 Force bonus to Reflex Defence for a number of full rounds equal to 1 + your Charisma modifier (minimum 2 rounds). Pre-requisites: - Force Sensitivity, Charisma 13
I would make it minimum one, since they're probably have a high Cha, so you keep it the same for the same reason...
|
|
|
|
3 years ago ::
Apr 12, 2010 - 12:30PM
#518
|
Date Joined:
Dec 30, 2006
|
Diverse Squadron is the same as Squadron Manoeuvres in SotG in that the people in your squadron get to use talent you share (which is kind of the point of sharing talents). It just gives more options of talents that you can share. Melded Squadron is "minimum 2 rounds" because it's 1 + Charisma mod and you need Charisma 13 to get the talent, which is a +1 mod, thus making it impossible to get a duration of less than 2 rounds. I have now clarified the versions of these in the document in response to your comments  Thanks.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|
|
3 years ago ::
Apr 12, 2010 - 12:54PM
#519
|
|
|
Progress Report.
Snip...
I also added Darth_Scorpion's little house-rule regarding the Shaper Hands, which rounded it out nicely.
If that's the idea about the Shaper Hand's granted by the Shaper Presitge Class being Improved/Superior Tech versions, I'm glad you liked it.  (If it's not that, then I'm afraid I'm stumped.)
Now, back to the New Republic ships, and trying to decide how the frell the Solo Slingshot should work with the existing mechanics.
Snip...
One idea I'd had about this was a vague fusion of the Snap Roll Starship Manoeuvre with a speed boost. Here's a quick go at it...
Solo Slingshot This manoeuvre lets a pilot sling his/her vehicle away from an object with a sufficiently powerful gravity well with enhanced speed, causing attackers to fire at where it was just moments ago. Time: Move Action. Target: You and one ship (GM's discretion) within your movement range. DC 20: Your speed automatically increases by 1 square (which may exceed your vehicles maximum speed) for 1 round and you may use your Pilot check in place of your Reflex Defence, albiet with a -5 penalty. DC 25: Your speed automatically increases by 2 squares (which may exceed your vehicles maximum speed) for 1 round and you may use your Pilot check in place of your Reflex Defence, albiet at a -2 penalty. DC 30: Your speed automatically increases by 2 squares (which may exceed your vehicles maximum speed) for 2 rounds and you may use your Pilot check in place of your Reflex Defence, albiet at a -1 penalty. Special: Your speed only increases if you ultimately move away from the source of the gravity well. If your Pilot check to activate this manoeuvre fails by 5 or more, your current speed drops by 2 squares as your vehicle gets ensnared inside your chosen gravity well.
This should probably only work with vessels equipped with gravity well generators, or in the case of Yuuzhan Vong vessels, any capital ship with dovin basals.
In regards to the miniadventures, those in SaV, GaW and GoI had a vague pattern (in regards to levels) to them:
| SaV |
GaW |
GoI |
| 2 |
2 |
2 |
| 4 |
4 |
2 |
| 6 |
6 |
4 |
| 6 |
6 |
6 |
| 8 |
8 |
8 |
| 8 |
8 |
9 |
| 10 |
10 |
10 |
| 12 |
None |
12 |
I've made a start on a second level miniadventure (using the first plot hook from the NJO SB) - I'll post it here when it's finished.
|
|
|
|
3 years ago ::
Apr 12, 2010 - 1:18PM
#520
|
Date Joined:
Dec 30, 2006
|
The basic Shaper Hand moves to Shaper 1, and the one at Shaper 6 is an upgraded version, yes. Solo Slingshot as a Starship Manoeuvre = not unless I come up with more character options to make it up to another page. As an "anyone can do it if they can make the check" tactic is more what I'm aiming for. Those numbers look pretty sound though.
It's morphin time! ...Oh wait, wrong universe. Now where did I put my lightsabre? Winner of "You Build the Character 16 - Wedge Antilles" and "You Make the ... Contest 3 - Elite Forces"
|
|
|