[FULL] Star Wars D20 Revised Episode III - Episode IV

That one I have actually considered Ambrus. I find it highly unfair that an inanimate object can get a save, but a sentient droid can not. Just not sure what kind of save would fit... Something along the lines of having to reroute your power supply or something... The biggest ones I can think of, top of my head are as follows:

1. Skill use (and only skill use): Natural 20 gives you a 30 as your dice roll, Natural 1 gives you -10 as your dice roll.

2. Force points, even for Jedi, usually do not let you exceed your racial limits. Using the Force in my opinion goes against this rule. Jedi are damned powerful and their Force points are there for a reason. Therefore, I will allow Force points used to enhance jumps, climbs, etc to let you go beyond the racial norm.

3. Droids have fast programming skills, far faster than most human slicers. It is a free action for them to interface and login to a computer, assuming they have the proper codes. By rolling high enough on a computer check, I will even lessen the time it takes to perform certain tasks.

Any other rules I had inadvertently tossed out Ambrus? I'll try to answer them. Tomorrow evening is the latest I'll be able to post.
 

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shadowbloodmoon said:
Just not sure what kind of save would fit... Something along the lines of having to reroute your power supply or something...
I think a standard Will save is sufficient. I'm not certain if it requires more of an explanation of how the skill fails than any other saving throw a character usually makes. Saving throws are strange mysterious things. As for DRK-1X, if it's power reserves we're suddenly draining away, it'd try rerouting energy from its onboard blaster pistol's power pack to use as a backup energy source.
shadowbloodmoon said:
Therefore, I will allow Force points used to enhance jumps, climbs, etc to let you go beyond the racial norm.
I just re-read the force point section of the Revised Core Rulebook and I don't know what you mean by "racial limits". As I understand it, you spend the point, roll a varying number of d6 according to your level and add that number to all your other dice rolls (except damage) for 1 full round. I didn't see a mention of any limits. Did I miss something?

Your 1st and 3rd points seem okay to me (though you might want to better define how fast droids can slice and whether the improved speed only applies to droids that have a built in scomp-link or not).
shadowbloodmoon said:
Any other rules I had inadvertently tossed out Ambrus? I'll try to answer them.
The only big one that comes to mind is that of Force Illusions affecting machines. Was Nephtys' deception of the droids a one time fluke or did it represent an intentional and permanent change to the Force Illusion skill? I'm also curious whether the Sith's shield belt is described anywhere or if it's something you created yourself. Aside from that, nothing else comes to mind immediately.

Shadow, is there anything I (or we) could do that would help you move the story along to a comfortable spot so that we can keep playing in your absence? Let me know. :)

For Shadow:
[sblock]If it helps, here's what DRK-1X intends to attempt before leaving Taris:
1. Ensure that its Mistress is safe and okay. If the Sith hurts her, then it'll try to apply first aid and help her to the Geth Hound. If the Sith kills her, well, we'll be in a bit of trouble since none of the PCs have any piloting skills I believe.
2. Ensure that the Sith is gone or dead. DRK-1X isn't programmed for vengeance, so even if the Sith kills Dofina, DRK-1X is only interested in continuing to shoot at her until she leaves the area. If we do down her somehow, DRK-1X will let the Jedi handle her remains.
3. Organize the troops. DRK-1X is the only one to have spoken to all of the three other PCs. DRK-1X will make simple and expedient introductions, ensure that everyone understands and agrees to the nature of our temporary alliance and our one mutual goal; to escape Taris quickly.
4. Interface with the hangar's computer. I'm guessing that Dofina's passcodes will also grant DRK-1X access to the hangar's computer as it did the ships' computers (since accessing the ships wouldn't have been of much use if Dofina didn't likewise expect 1X to first use the codes to enter the hangar.)
4a. Check the computer logs to figure out what blew a giant smoking hole in the side of the hangar.
4B. Check the computer logs to figure out why the hangar's cloaking field is down and why the sentry guns aren't working.
4C. Shut off the hangar's exterior lights.
4D. If possible, reactivate the hangar's cloaking field and exterior security defenses.
5. Loot the place. Dofina has long instructed 1X to look for money making opportunities.
5a. If Dofina is killed, search her body.
5b. Search the Easy Creder and the Geth Hound's cargo holds to see if Dofina had any valuable cargo on board.
5c. Get someone to collect the eight dead clone troopers' weapons from outside.
5d. Take that small device that the Sith left behind in the computer console for further study.
6. If Dofina is killed or incapacitated, 1X will have to reprogram itself to fly the ship. If that's the case, 1X will inform the other PCs of what is necessary (like having someone manning the hangar's computer to use the exterior cameras to warn of anything else's approach) and then shut itself off to reallocate some of its skills points into the Pilot skill. It'll do one point at a time, stop and reactivate itself to check and make sure nothing has changed and then shut back down to do the next point. It'll need to get at least four points to be able to take 10 on the pilot skill (while suffering the -4 penalty for not having the appropriate Starship Operations feat) to be able to simply manoeuvre the ship around. It'll then reallocate at least one point in Astrogation. If it has enough time to do so, 1X will aim to switch a full 8 skill points from its two Knowledges skills, it's tumble skill and its Move Silently skill into Pilot and it's three points from Spot into Astrogation.
7. Leave Taris. If it's piloting, DRK-1X will taxy the Geth Hound out through the big smoking hole and ascend quickly into orbit. From there, it'll program a short hyperspace jump to a random but apparently safe point in space a few light years away where we'll be free to discuss our next step together.[/sblock]
 
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Okay, last post posted before I go on vacation. Aren't you guys lucky? ;)

Let's see...

As far as Droids vs. Drain Energy, I will allow a standard Will save to prevent the effects.

Racial limits meaning that normally you can't jump higher than twice your height, stuff like that. The maximum distances stuff.

Force Illusions normally do not affect Droids, no. Not without a certain Sith enhancement. I allowed that one, because I didn't have the book in my hand at the time and two because Nephthys was new and I didn't want to tie his hands completely right away. I believe weve discussed that before though....From now on though, no it doesn't affect droids.

As for what to do while I'm gone, I pretty much abstracted your getaway, but the flight to Nar Shadaa will take a week.... How convenient. As far as X's plans, I took much of that into account along with Dofina's wishes and the one thing that X can't deny, he must obey Dofina. I figure you guys can get together, talk, trash my dming, stuff like that while I'm gone and then when I return, you enter Nar Shadaa space.

Hopefully it isn't too much trouble for you guys and I hope everyone has been enjoying themselves so far. This will be my last post for the week. Have fun until next time.
 

Have a good trip, SBM.

Ok, Ambrus has make it clear. We can run from here easily.

- Kemrain the Less Confused.
 
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Worry not. I was merely confused as to how to proceed from Toric's last post. You brought us to a place we ould go from, so I edited it away. Sorry.

- Kemrain the Explanatrix.

EDIT:
Bobitron said:
Kemrain was a bit confused as to how we should post after Toric's. Your post explained it quite nicely.
Thanks, Bobitron, Hadn't noticed you squeeking in before me.

- Kemrain the Slow.
 
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Just a few things to keep in mind while role-playing during the week-long hyperspace journey; although the republic forces were probably at the begining of their daily cycle (to ensure that they were full of energy for the attack on Taris) the Seperatist forces of Taris were nearing the end of their daily cycle (since the sun was setting when the battle began). It makes sense for the clones to attack when their enemies were winding down from their day. As I see it though, Tac and Dofina are most likely to be the first people to start thinking about sleep after the initial rush of adrenaline wears off. As part of the Republic forces, Tal and Femi are most likely going to be awake for quite a while yet. DRK-1X can, and probably will, stay active for the next three or four days before it'll be forced to shut down for an hour.

Since Shadow described the ship as cramped, it probably doesn't have room for more than one or two fold-down bunks to sleep on, so you guys will probably have to take turns sleeping and chances are that some people will occassionally have to crash on the floor or up against a wall to get some shut eye. Personally, I have trouble imagining being stuck in the back of a van with three strangers for a week. :confused:

Since Dofina has to get some sleep, shortly after take-off, DRK-1X will extend its scomp-link, plug itself into the ship's computer and spend about a half-hour or so reprogramming its skill points to then take over piloting the ship from Dofina. Since it's pretty routine and monotonous to fly through hyperspace, Dofina will probably be content to leave 1X plugged in most of the week. It can still converse while plugged in though.

So, how are you guys going to be spending your week in the ship? :)
 


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