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2013-10-10, 11:30 AM (ISO 8601)
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Re: SW Saga Edition Thread 2: The Sith Lords
I'm not too sure about that.
I'm not deep into the Lore, but the Mandalorians seem to arise whenever the Republic gets a bit complacent.... when they start to turn their back on war, demobilize, and seek peace. The galaxy rises up, fights them off... and they go back to lurking on the edges of space for a while.
They've been a persistent problem for centuries, and while they eventually lose, they also eventually win. And any winning validates their own existence to themselves.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.
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2013-10-11, 03:45 AM (ISO 8601)
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- Apr 2009
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- Germany
Re: SW Saga Edition Thread 2: The Sith Lords
They are like Mongols. Except for the time when they fought Revan, they had no empires and instead roamed the galaxy in lose mercenary bands that would go raiding whenever they run out of money.
Whenever they form a big army and it gets defeated, the survivors simply split up and vanish into the outer rim and the unknown regions. Hunting them down to make sure that they won't regroup again in a couple of generations is impossible.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2013-10-11, 09:59 AM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
That's basically how I see it. Also, as far as I can tell, sometime around when Revan and the Exile accidentally a large fraction of their population to end the Mandalorian Wars, Mandalorians went from being a distinct near-human species to a multi-species warrior culture that spread among their former slaves and conquests - much like the Sith gradually transformed from a distinct species to a philosophical code. Either one is impossible to stamp out outright.
Then again, I haven't read any Mando-specific works and their Wookiepedia page is confusing, so I could be totally wrong.Last edited by Nerd-o-rama; 2013-10-11 at 10:00 AM.
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2013-10-11, 10:29 AM (ISO 8601)
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- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
The original Mandalorians were the Taung.
These warriors were native to Coruscant before the humans chased them off (somehow. I believe it was due to far superior numbers)
The Mandos fled and ended up on Mandalore (the planet) which they named after their leader (The Mandalore)
The Taung were very family oriented, but their definiton of family included those adopted in. So, eventually the Mandalorians became a mish-mash of every species.
The Taung are virtually extinct by the time of Episode I, and Mandalorians have become predominantly Human (as is every group/planet in Star Wars)
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2013-10-11, 10:35 AM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
Yeah, re-reading Wookiepedia after some coffee says I got it more or less right except for timing.
Also was Jango Fett Taung? If so, genetically speaking, the species made a pretty big comeback as of the Clone Wars...Last edited by Nerd-o-rama; 2013-10-11 at 10:37 AM.
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2013-10-11, 10:45 AM (ISO 8601)
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- Mar 2013
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- Toronto
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2013-10-11, 12:06 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Question:
How many ways do you all know of for a character to gain proficiency in starship weapons, excluding the Vehicular Combat feat or the Heavy Weapons Proficiency feat?
I know there is the Spacehound talent and a cyber implant that takes away nonproficiency penalties. What else?
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2013-10-11, 01:37 PM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
There is the gunner version of Vehicular Combat, but 5 extra BAB also does it
Last edited by Waar; 2013-10-11 at 01:37 PM.
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2013-10-11, 01:47 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Vehicular Combat is excluded as I am not the pilot of the ship. Looking for ways to get proficiency for gunner purposes.
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2013-10-11, 03:53 PM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
Oh okay so they're Predators. That actually makes a lot of sense.
Gunnery Specialist, Clone Wars Campaign Guide 31, is exactly what you're looking for (and what Waar was referring to, I think). Proficient with Vehicle Weapons while in the Gunner position and you can reroll an attack roll with a vehicle weapon 1/encounter.
Also speaking of starship stuff, I made this upstanding young lady as a pilot for a game here on the forums. Am I missing anything or should she be pretty capable of running most starships and still be pretty good on foot with a rifle?Spoiler
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2013-10-11, 04:07 PM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
@ ninja-o-rama
yes that's the feat, and nice character by the way, doesn't look like you missed anything significant, I would probably have replaced barter with some other scout talent, but that might just be me.
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2013-10-11, 04:11 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Thank you for the help, both of you. And yes, nice PC. No big holes I see.
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2013-10-11, 04:11 PM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
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2013-10-11, 04:26 PM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Makes sense, I would probably have used a skill for that (via a level 4 int increase to 14) probably instead of knowledge (Tech) or something, but your method works qute well (considering your pc´not having a stealth focus, there are surprisingly few pressing scout talents)
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2013-10-11, 04:43 PM (ISO 8601)
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- Mar 2013
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Re: SW Saga Edition Thread 2: The Sith Lords
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2013-10-11, 05:54 PM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
Well, think about Mandalorian culture, and then think about what we know about Predator culture. Then look at that image again.
Also I appear to have forgotten that Young Adult isn't the default age in SWSE. I might have to do some alterations to the personality or statline. But I have to restart my computer before I can open PDFs again so screw that for the moment.Spoiler
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2013-10-12, 05:31 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
So, the Charlatan class has a Swindle ability, where they can make Deception instead of Stealth checks to pick a target's pocket, but they aren't actually stealing, rather they are convincing the target to give them the item they want. The target 'realizes what they have done at the end of the encounter.'
So if an enemy Charlatan approaches a PC in a friendly manner, uses Swindle on them, talks them into handing over their favorite weapon, then leaves the area, the PC is basically SOL, unless they can find the Charlatan and get their item back. Right?
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2013-10-12, 06:07 PM (ISO 8601)
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- Mar 2013
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Re: SW Saga Edition Thread 2: The Sith Lords
Basically :p
It should play out as something like 'Oh no! It looks like your weapon is about to explode/highly illegal/attracting rancors. I'd better fix that for you. Here, let me do that right now'
'Oh, sure thing nice charismatic Twi'lek! Good thing you are here to... HEY! THE SNEAK TOOK MY WEAPON!'
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2013-10-12, 07:56 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
:)
Some of the nastiest weapons in the GM's Saga arsenal aren't the blaster cannons and Sith powers. It's some of the prestige class abilities :)
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2013-10-12, 08:28 PM (ISO 8601)
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- Dec 2007
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- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
Social skill checks shouldn't be used to force a player's hand, though. And players should remember circumstance penalties. Playing a self-reliant merc who never lets anyone touch his stuff? Asking him for his things would be an Incredible (-10) or Outrageous (-20) deception... so long as that character trait was established beforehand.
Last edited by Mando Knight; 2013-10-12 at 08:31 PM.
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2013-10-12, 08:31 PM (ISO 8601)
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- Jul 2009
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2013-10-12, 09:25 PM (ISO 8601)
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- Dec 2008
Re: SW Saga Edition Thread 2: The Sith Lords
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2013-10-12, 09:27 PM (ISO 8601)
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- Dec 2007
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- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
Removing player agency will almost always make you look like a jerk. A GM who doesn't want to deal with diplomancy and similar ways of forcing NPCs to react the way players want them to can houserule away those sections. The players can't.
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2013-10-12, 09:42 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Well, I don't think the game designers considered that some parts of their game cut both ways, not just in the hands of PCs. For example, I have a campaign bad guy who is a Corporate Agent, and when the PCs finally do act directly against him, there's no reason for him to not use his Corporate Clout talent on them. Now, it can only affect one PC, but it's still powerful.
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2013-10-12, 11:02 PM (ISO 8601)
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- Mar 2013
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Re: SW Saga Edition Thread 2: The Sith Lords
Like this?
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2013-10-14, 12:27 AM (ISO 8601)
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- Jul 2012
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- Eternia, AKA California
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2013-10-14, 11:14 PM (ISO 8601)
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- Jul 2009
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2013-10-15, 03:44 AM (ISO 8601)
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- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
I've been looking through the force powers and I have to ask. Are the powers in the core book the best ones out there? It seems like the core powers are very broad and potent while the ones from the expansion books are very narrow and, well, less than potent.
Has anyone else noticed this?
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2013-10-15, 06:41 AM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
There is imo a sligth overrepesentation of the broad potent powers in the core book, yes. but there are several great ones from outside of it aswell for instance: force cloak, phase, intercept and force shield are all great and either lack a core book analogy or far outperform it.
SpoilerNot to mention the genocide level of destruction that a literal interpertation of a force secret could result in when combined with force light or hatered (for a more literal interpertation of wide and potent )
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2013-10-15, 07:01 AM (ISO 8601)
- Join Date
- Oct 2011
Re: SW Saga Edition Thread 2: The Sith Lords
Kinda, yes. They published the best "toolbox" powers in the core rulebook. Then, in a startling move, used restraint so that further powers didn't slowly creep up in power as the game line progressed.
I'm personally a fan of Combustion, Force Cloak, Force Shield, and Phase. Though generally not all on the same character.
Phase let me chase fleeing NPCs throughout a ship like a friggen ghost - passing through bulkheads (always out of eyesight, so they couldn't know how I was doing it) so that they were practically pissing themselves when I finally tired of the chase and captured them.