Soo... Is anyone going to do Bt-1 and blastomechs in general?
What's on your mind?
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22 Votes in Poll
Can anyone explain what the sequels and prequels of starwars are?
they will come out in 2022 2024 2026
Im really hyped what about you? comment down below
Are there any templates for use in easily creating homebrew content? I could really use a droid template
What droid accessories are viable on a astromech?
12 Votes in Poll
What droid systems would be viable on a DX commando droid? Why?
Any thoughts on the seemingly unlimited distances that force users are able to fall from in the films/tv shows? It appears that Surge covers distances jumped, but does not really address falling damage... or lack thereof.
Do you think that it is a Move Object type of situation at the end of the fall, where they simply "move" themselves the last few meters to ensure a safe landing?
Or is it all a moot point and 'just dew it' type of thing? Curious to see anyone's thoughts on this, or a point in the right direction rules-wise.
So, I have gone to the effort of trying to make a Jakku-bound Rey, before the arrival of BB-8 and Finn. I'm pretty sure it's as close as I can get without taking GM liberty. Anyone see any fixes I need to make? I plan on building from here for her appearance in later films, but figured a baseline would be helpful. From here, at fourth she would probably take a level of Force Prodigy, and add a point to her INT, adding two more languages and one more Skill to her training. She also adds Force Focus as a Talent, and learns Farseeing, Force Disarm, and Mind Trick as Force Powers.
Rey, Jakku Scavenger Statistics (CL 3)
Medium Human Technician 3
Force Points: 6; Dark Side Score: 0
Initiative: +7; Senses: Perception: +8
Languages: Basic, High Galactic, Binary, Shrywook, Teedospeak
Defenses
Reflex Defense: 12 (Flat-Footed: 11), Fortitude Defense: 13, Will Defense: 15
Hit Points: 27, Damage Threshold: 13
Offense
Speed: 6 Squares
Melee: Quarterstaff +4 (1d6) or
Melee: Quarterstaff -1/-1 (1d6)
Ranged: By weapon +4 (3d6)
Base Attack Bonus: +2, Grab: +2
Atk Options: Dual Weapon Mastery
Special Actions: Exceptional Skill, Assured Skill
Base Stats
Abilities: Strength 10, Dexterity 14, Constitution 12, Intelligence 13, Wisdom 15, Charisma 16.
Talents: Exceptional Skill (Mechanical), Assured Skill (Mechanical).
Feats: Linguist, Skill Focus (Mechanical), Tech Specialist, Scavenger, Weapon Finesse, Weapon Proficiency (Simple).
Skills: Initiative +8, Knowledge (Galactic Lore) +7, Knowledge (Physical Sciences) +7, Knowledge (Technology) +7, Mechanics + 13, Perception +8, Pilot +8, Treat Injury+8, Use Computer +7.
Possessions: Quarterstaff, Blast Helmet, Straw Doll, Portable Computer (Rebuilt), Repaired Speeder, Mechanical Tools (On Belt), Datapad (On Belt), Knife (On Belt), Utility Belt, Desert Clothes (+2 to Fort Def against High Temperatures).
What is the space for this for on the character sheet? Does anyone know?
15 Votes in Poll
Check out this Old Republic Military-themed retexture of Kellenech sentinel droid i made for my upcoming kotor-era module! This is actually one of the PCs, the XV-106/22 unit of a droid boarding party batallion on a specialised republic Hammerhead-class cruiser, of which the rest of the players are officers/passengers.
Nothing special, really, just letting you know that Saga Edition lives!
10 Votes in Poll
I have some ideas for homebrew force powers to add to a campaign, and wanted some feedback from more experienced GMs. If these seem a bit over/underpowered, or if I'm accidentally outright copying something, please give feedback.
The syntax is a bit off, but this is the general idea:
Contaminate - Poison your foes with a slow-spreading infection of dark force energy. As a Standard Action, make a Use the Force check against a single target’s Will Defense. If the check equals or exceeds the Will Defense, Contaminate has the following effect:
Exceed by 0-9: Target takes 1d6 force damage at the during each of their turns for 1d6 turns
Exceed by 10-14: Target takes 2d6 force damage at the during each of their turns for 1d6 turns
Exceed by 15-19: Target takes 3d6 force damage at the during each of their turns for 1d8 turns
Exceed by 20+: Target takes 4d6 force damage at the during each of their turns for 1d10 turns
You may expend an additional force point to increase the effect by one category
Using this ability adds 1 to your dark side score
Shroud - Repel light from you and your allies, concealing you from your foes. As a standard action, make a Use the Force check for the following effect:
DC 20-24: You are shrouded in darkness, giving you total concealment until the end of your next turn and get a +1 force bonus on all Stealth checks.
DC 25-29: You are shrouded in a 3x3 square of darkness, giving everyone in it total concealment until the end of your next turn and get a +2 force bonus on all Stealth checks.
DC 30-34: You are shrouded in a 5x5 square of darkness, giving everyone in it total concealment until the end of your next turn and get a +5 force bonus on all Stealth checks.
DC 35+: You are shrouded in a 7x7 square of darkness, giving everyone in it total concealment until the end of your next turn and get a +10 force bonus on all Stealth checks.
If in direct light, the shroud may be noticed by enemies, but normal effects of total concealment still apply.
You may use a full round action to extend the effect an additional turn without expending additional force points.
Using this ability adds 1 to your dark side score.
Thanks!