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]