Try to avoid posting Beasts to the Beast page until they actually receive a stat block. While creating such Beasts is fine and even encouraged, you added around 30-ish Beasts that were either dead links, or was just copy pasted from wookieepedia.
Feel free to add them back, but only after you generate their statistics.
I appreciate it but this time I will leave it to the professionals and administrators of the page! What I had done with the creatures was just to make them available so that they would not be forgotten and abandoned and so that the entire community that was participating in the additions of materials could add status, description, etc., I had no intention of being myself. person who was going to add all the text and status of the beasts. But I see that I wasted my time, started things wrong, from now on I will leave it to the owners of the page and the professionals.
I created a functionality for the life science knowledge skill that involves gastronomy and cooking recipes, picking up natural ingredients, discovering resources of creatures and plants that might be edible and I would like to create a food category with a table with food name, recipe , type, image and benefit, I'm having trouble setting up such a table, do you have limitations for inserting images? it would be very interesting to add to such mechanics.
In general, generalize (would blue milk really be different from green milk?) use simple categories like fruit, alcohol, and meat. There can be specific respies for specific bonuses, but those should come after everything else is finished.
In the knowledge of life science already has additional rules for farm and mine, I will adapt the same rule mechanics for hunt / collect food, do you think I leave that same skill or put it in the survival skill?
If we are creating a mechanism for craft food, hunting and gathering, it is only fair to add a list of raw materials, and what benefits do the food recover from, give a temporary bonus, etc. In wookiepedia has the description of the types of food most not adapted to the rules.
Logical Coldness: The character can use intelligence instead of charisma in persuasion tests.
Light sleep: The character can rest only 4 hours as if they were the rest of 8 hours.
Linguist Nato: The character gains +2 languages of his choice.
Cognitive flexibility: Learn unique feats to other classes, but can only use for 1X per day.
Self-control: +2 bonuses in all defenses against stressful situations, for example Intimidation, verbal offense, Incompetence of subordinates, failures in a plan or project, situations where life is at risk. Bonus valid only in the round after the situation happens.
Dynamic Reading: Reads books, codex and holocrons in half the time.
Multi-task: You can perform 2 full-round actions, but you cannot perform standard actions or full-round actions for 2 rounds, only swift actions and free actions.
Eidetic Memory: Popularly known as Photographic Memory, the character can learn any project, plan, knowledge, force power, new skill, new talent or new feat only by observing 1X for at least 5 minutes, being able to use the effect only 1 day.
Lukewarner wrote: I'm againt flat bonuses such as that. He alreay gains a bonus from Repulsive Apprearance to his Will Defense, so maybe some more along the lines of replacing Wisdom for Charisma in a particular skill?
Logical Coldness: The character can use intelligence instead of charisma in persuasion Checks.
The special abilities chosen to be Sorcerer of Rhand make no sense in the context of the character, Tremorsense, ambush, Camouflage ?! I would like to create 3 unique skills:
Belia Darzu Secret: the force user who studies the scrolls of the sith alchemist Belia Darzu, learns a Force Technique called Mechu-deru: disease caused by a virus that transforms living beings into mutant cyborgs and animals into technobests.
Mechu-deru virus: The first time a creature is exposed to the Mechu-deru virus, make an attack roll (1d20 + Use the Force skill) against the Target's Fortitude Defense. Apply a -5 penalty to the attack roll if the target is Sith. If the attack is successful, the creature takes 2d6 points of damage and moves -1 Persistent on the Condition track (parts of the victim's body begin to turn to metal). If you spend force Point, the damage doubles and moves -2 on the Condition track. 1st day - the attack test occurs again if the victim loses, gains the Nonliving characteristic, 2nd day - the attack test occurs again if the victim loses, the victim gains vulnerability to Ion damage, 3rd day - the victim's brain is dominated by the sith and can receive simple orders like the force power Mind Trick. Treatment of the Mechu-deru virus requires a successful check of the CD 25 Treat Injury. The use of a full Bacta tank reduces the treatment injury DC to 15
Science of Darkness: Users of the dark side can perform the use of the strength test skill to gain a +5 bonus on all knowledge tests, use computer and mechanics, whenever carrying out force-imbued genetics, bioengineering and engineering projects on the dark side.
Secrets of King Sith Dathka Graush: The sith who studied the codex of Taurannik, located the Temple of Korman Lao, and summoned the spirit of the sith king wins the talents Sith Alchemy, Cause Mutation and Sith Alchemy Specialist.
I agree that the current qualities are lacking, and I have added Mechu-Deru Virus, but the other abilites you created are described as learned skills and the Special Qualities trait of Sorcerers of Rhand are inate qualities (such as natural weapons).
Don't you think that Blackhole, for experimenting with mutations, shouldn't have the talents Sith Alchemy, Cause Mutation and Sith Alchemy Specialist? Don't you think that because he studied King Sith Dathka Graush's codex he couldn't have learned such talents?
The circumstances of exposure to the virus can be a 12X12 square cloud, launched by Sith whoever is inside the area does the tests to see if it is contaminated by the virus. The virus can spread through the wind or a ventilation system and atmosphere of a ship, for example, contaminating everything.
Circumstances of exposure to the virus could be The Sith using talent to replace a force power of your Force Power Suite.
Area of effect: it is a 6X6 square cloud, launched by Sith whoever is inside the area does the tests to see if it is contaminated by the virus. The virus can spread through the wind or a ventilation system and atmosphere of a ship, for example, contaminating everything.
Time: Full Round Action, the talent can be used 1x per day.
As long as the disease is not cured with Treat injury, the victim has a persistent condition, even if he passes the test for example on the 2nd day, the disease does not evolve that day, and may evolve the next day.
A possible disadvantage that we can apply, is that the Sith that fails the test for 5 or more (1d20 + Use the Force skill) against the Target's Fortitude Defense, or obtain a 1 at 1d20, the Sith ends up becoming infected together in the middle of the process .
Taking into account that in the star wars rebels the kryknas demonstrated resistance to blaster shots and even cannon shots from spacecraft, wouldn't it be consistent to at least leave them with damage reduction 10? Since their weakness was only in the eye, how could this element be incorporated into the game mechanics? They are highly sensitive to negative emotions and are very resistant to taming / training by force, how could we transform such important characteristics of the creature into rule mechanics for the role playing game?
I did include your change to DR 10 (I revertted it initially because you changed the name to Mulissiki). For weakness, I just did a general weakness to sonic damage something more specific than that should be part of its description, rather than its actual statistics.
Hi! If this is the wrong place to ask, my bad, but I noticed you edit the SWSE wiki a whole bunch and figured you might be the person to ask Basically the question is the title. I've been using SAGA for about a year now and noticed theres some dead links, and feel like I might be able to contribute a little bit. I'm specifically asking because I noticed that The Dark Times leads to an empty page, and I'd be more than happy and able to write up a page for it, though I'm not too familar with how the layout of the editor works.
If you want to create those dead links, feel free (just remember to include the "Hombrew Content" category"). Specifically, however, The Dark Times is covered in the Force Unleashed Campaign Guide, which is not currently being transcribed.
Will do! I do have The Force Unleashed Campaign Guide, so if transcribing it is just putting the info from the book onto the wiki correctly, I think I can help in that regard too. I also saw the Homebrew tabs and whats needed for those, so if if I do get around to creating stuff I'll be sure to look there too.
If the Deathtrooper is going to have levels in Elite trooper they need to have Armor Proficiency (Medium).
Also, I wanted to incorportate the Deathtroopers having an edge of surgery or cybernetics. I treated it like it was a destiny fulfilled and gave them the +1 to all defenses instead of improved defenses feat. I never thought they would have improved defenses.
It was a tough build to try to put everything in for them as they are described. I started by tring to build a better stormtrooper that did not begin as a heroic soldier but instead came up through the ranks. So I started with an average one and took what they already had and guessed what would make them superior at what they already do while keeping an emphasis on being bodyguards.
I've re-added Armor Proficiency (Medium) and removed Improved Defenses. I feel a bit iffy about giving a Nonheroic character a Destiny or flat bonus, so I gave the Deathtrooper a Cardio Implant and Nerve Reinforcement Implant.
Ok, I'd rather not start an edit war with you, but the Togorian and Whipids received errata to add a size bonus to damage threshold. When I made the edit, I mistakenly attributed it to the Clone Wars book because I was copy/pasting comments, so I'm hoping that's why you rolled back those changes. I just wanted to check, though. Are you aware of the errata? (It is official, released by Wizards on their website, and can be found with minimal effort in other places now.) Are you going to allow errata on the wiki for books other than the core book?
The +5 bonus to Damage Threshold applies to all large characters, however, all other large Species have that fact assumed. If you wish to change that, I won't complain, but for consistency you would have to add that to all large Species (of which there are several dozen).
but I do not understand everything that goes up in English except a subparagraph that would change the language, it took me hours to upload what I went up in English.
I will upload it again in English and I hope you notice it before deleting it since it was in English
For one thing, all those Hazards you added from Unknown Regions are already present within the Core Rulebook, Unknown Regions just altered the format. Also, you keep changing the top text, making me have to revert it each time.