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2013-09-17, 08:10 AM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Yes, Hyena is precisely right here. You want to take a look at the Master Privateer prestige class. It has talents literally called Blaster and Blade, which are designed around a character wielding both in battle.
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2013-09-17, 09:26 AM (ISO 8601)
- Join Date
- Dec 2007
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- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
From Engineering, all they have to do is push the button to turn it off. If they want to destroy the generator, it'd be a Mechanics check to recognize it and then probably whatever weapon they have would be sufficient to blast it apart provided it wasn't hidden behind other parts (which, being an apparently-reliable piece of technology and thus not needing maintenance, at least not compared to the hyperdrive, it may be).
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2013-09-17, 11:19 AM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: SW Saga Edition Thread 2: The Sith Lords
I find this to be not quite true... because while Weapon Finesse gives you your Dex to attack instead of your strength, it does not give you your Dex to damage, and that extra 2-3 points per hit can be extremely useful... enough to edge you into CT damage, especially on a critical.
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2013-09-17, 11:36 AM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
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2013-09-17, 11:53 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
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2013-09-17, 12:34 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Was I glad to find this thread!
So...me and my group are going to be playing with the Saga system but in a different sci-fi setting. I tried to make a character for our last game and it was sort of a dismal failure and never quite worked right. Could you SWSE experts find it in your hearts to help me?
The creation rules are:
1) 25 Point Buy
2) No Use the Force
3) Crew of a independent trading vessel
So my idea was for the ship's engineer. Basically a MacGuyver type. Shooting for the Improviser prestige class because that seems to be able to do all of what I want to do. But how do I get there? What stats should I look at? Should I multiclass, or just go something like Scoundrel or Noble?
Thanks in advance!
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2013-09-17, 01:13 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2013-09-17, 01:36 PM (ISO 8601)
- Join Date
- May 2013
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2013-09-17, 02:00 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
And I need Skill Focus Mechanics to get into Improviser anyways.
So maybe something like...9/14/12/16/12/8 ?
Already know I need Skill Focus:Mechanics, and the Tech Specialist feat is a no-brainer. Security Slicer is definitely an interesting skill for defeating security systems...Anything else I should take a look at?
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2013-09-17, 03:01 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
Starship Designer. It lets you install "nonstandard" modifications to your ship, for when you need that oversized shield generator or turbocharged weapon battery... on a freighter.
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2013-09-17, 03:12 PM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
As already covered, you want to be awesome at Intelligence. Have Mechanics, Use Computer, Pilot, and Knowledge: Technology. Dexterity should be another good stat for you, since it is used for Pilot and for firing ranged handheld weapons.
Tech Specialist feat, Spacehound talent.. Skill Focus: Mechanics feat, Superior Tech and Starship Designer feat if you want to be a ship engineer par excellance, etc.
EDIT: Also consider getting Implant Training, then give your character one of the cyber implants. Handy for giving you various bonuses or free abilities, plus fits the tech theme.Last edited by Alejandro; 2013-09-17 at 03:13 PM.
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2013-09-17, 03:37 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Here is all I have so far. Still need to pick a Scoundrel talent, and one more feat. But I just can't decide...
http://www.myth-weavers.com/sheetvie...sheetid=658723
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2013-09-17, 03:40 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
A cybernetic visor instead of eyes! And be the one black guy in the group!
(Actually, you should instead adopt a Scottish accent, so you can drawl "the engines cannae take it!" and "I cannae change the laws of physics!")
...Also, you should take Scoundrel at 1st level, not Scout. Scout doesn't give you Use Computer, which you'll likely be using almost as frequently as Mechanics.Last edited by Mando Knight; 2013-09-17 at 03:41 PM.
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2013-09-17, 04:27 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
OH! I forgot...we are using the background system in the Rebellion Era book instead of Destiny Points, because the GM said so. I figured that Scout gave me some more hit points and more skills and Shake it Off/Rifles at 1st level and still can get Use Computer from her background.
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2013-09-17, 04:28 PM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
If you are going to be a ship's engineer, take Spacehound. If grav ever fails, you are unaffected (or if you do spacewalks) and any dedicated ship crewmember needs to know how to work the guns.
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2013-09-17, 05:30 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
I noticed that myself. Explorer's of the galaxy and adventures but they can't even get out of their own solar system because they haven't trained on how to be a leet hacker or reprogram a droid. Hooray for backgrounds.
Anywho, can someone point me towards the errata that makes move object range 12?Last edited by Ahrimon; 2013-09-17 at 05:34 PM. Reason: spelling
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2013-09-17, 05:47 PM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
I took a look at the spacehound talent and I was a little underwhelmed. Unless im missing something, using any ship weapon is just a free weapon proficiency: heavy. The 0g skills look a little too situational for my tastes. To me, talents are way more precious than feats. Luckily, for the character I'm working on, I'm taking levels in soldier so I can get the wp feat as a bonus feat.
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2013-09-17, 06:02 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2013-09-17, 06:42 PM (ISO 8601)
- Join Date
- Jul 2009
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2013-09-17, 07:20 PM (ISO 8601)
- Join Date
- Oct 2011
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2013-09-17, 08:17 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
It's not full Heavy Weapons proficiency, though... it'll qualify you for all the goodies that depend on it as a prerequisite (as per the errata and updates), but you'll not be able to use a grenade or missile launcher until someone sticks it on a vehicle.
Which is what speeder bikes are for: cheap, mobile weapons platforms for the Spacehounds and Vehicular Combatants when everyone else is pounding the pavement.
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2013-09-17, 08:33 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
-
2013-09-17, 08:48 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
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2013-09-17, 10:50 PM (ISO 8601)
- Join Date
- Feb 2011
Re: SW Saga Edition Thread 2: The Sith Lords
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2013-09-18, 12:20 AM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Sorry, I was referring to spacehound getting a partial heavy weapon feat in a talent, where as the build I'm working on can take it as a bonus feat. (Soldier 2) Every build I've toyed with is much shorter on talents available than feats. So, for me anyway, spoucehound is a really weak talent.
While I still don't get Scouts not having access to the astrogation ability, the skill split is a little easier to swallow now that I've read up on the wonders of a navigation computer allowing an untrained check. I see it as having to raw code the hyperspace vectors and gravity manually every time vs having a computer to do it for you. Scouts just arned trained in the advanced mathematics necessary.
The more I read about swse the more I like it. A simple easy to grab and play system with incredible depth hidden below the surface.
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2013-09-18, 12:22 AM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Buy an astromech droid, and have it make the Use Computer checks for you.
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2013-09-18, 12:50 AM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
I haven't actually played yet, but everything I've read so far says that just about any archetype is supported. Some more than others, but there really isn't anything that you can't do. My advice would be to not get too hung up on prestige classes that match your character and instead focus on how you can mold your character wth all of the classes available. For example, I'm working on an armor wearing force wizard pilot. Sure it'll be lvl 3 before the schtick really starts to gell, but the support is there regardless of the actual classes involved.
Of course if you play with a bunch of power gamers a more diverse character can appear a little weaker, but more often than not you get to participate while others sit out.
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2013-09-18, 12:51 AM (ISO 8601)
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- Sep 2013
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2013-09-18, 08:15 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Lancaster, UK
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
Backgrounds are pretty sweet.
"Hex grids are the way forward! And slighty to the side..." - Studoku
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2013-09-18, 11:13 AM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Pay no attention to IdleMuse. He knows not of what he speaks.
;)