[Saga] Star Wars: Rebels with Style OOC

I actually see person hunting falling into Kay's role and expertise as a CorSec officer with her Gather Info, and Knowledge of Criminology and Psychology.

Istara has the electronic means of hunting info/people down with her Trace Talent and Skill Focus in Computers, and Kay is the more face to face side of it with her Gather Info.
 

log in or register to remove this ad

OK, I changed the above post to reflect the new suggestion.

Thanks for your understanding and patience AMG. I know players like me can be annoying. tinkering with the rules is fun and exciting. :)
 

When buying equipment, do we need to factor in licenses, or just buy at list cost and done?

And I was sooooo close to buying a missile launcher, but I'll leave that for the demo expert. :P
 

Ankh-Morpork Guard said:
While I prefer the two converted weapons that Shalimar posted, I'm willing to work with this one after toning it down a bit. Mainly since it IS priced pretty damn high to account for it being good.

Still, here are my concerns with it at the moment. The damage feels too high. A rifle with serious range like that doing as much damage as a heavy blaster or a heavy repeating blaster just rubs me the wrong way.

FWIW, the generic sniper rifle (which was cut from the core rulebook) did standard blaster rifle damage, had no autofire mode, and was an accurate weapon. I don't remember how much GMSarli priced it out as; probably 1500-2500 credits. Add 2000 credits for an extra damage mod, and you've got the blast you've proposed.
 


OnlytheStrong said:
Feel free to give suggestion on what my pilot should carry/have........... I haven't gotten to put much time into equipment yet.

Depends how you build your pilot; it's probably the one role that every class in the game can do reasonably well.

Non-soldier/jedi pilots are usually pistol fighters out of combat. Soldier pilots will want an armored flight suit; others will want a flight suit. You'll probably want an astromech droid.
 

Character sheet is up...... well a draft of it.


He is not force sensitive, yet. Depending on how the playing goes, he may or may not become force sensitive. I'd like to see how he "feels" first.


[sblock=Kyne]

Race: Human
Class: Scout 4
Age: 21
Height: 1.8m
Weight: 80kg

Str: 10 +0 mod
Dex: 16 +3 mod (15 + 1 level adj)
Con: 10 +0 mod
Int: 14 +2 mod
Wis: 16 +3 mod (15 + 1 level adj)
Cha: 10 +0 mod

Speed: 6
Dmg Threshold: 18

Defense
Fort: 13 (10 + 2 armor + 1 class + 0 con)
Ref: 20 (10 + 5 armor + 2 class + 3 dex)
Will: 17 (10 + 4 level + 0 class + 3 wis)

Base Attack: +3
Blaster Pistol: +6 dmg: 3d6+2 /2d6+2
Blaster Carbine: +6 dmg: 3d8+2 /2d8+2

Talents:
Acute Senses---reroll perception check, must take the reroll
Improved Initiative--- reroll init, must take the reroll

Feats:
Weapon Proficiency (simple, pistols, rifles) **class
Armor Proficiency (light) **bonus
Running Attack **bonus
Vehicular Combat **racial bonus
Improved Damage Threshold **1st level
Skill Focus (pilot) **3rd level

Skill:
Initiative: 10 (2 level + 3 dex + 5 trained)
Knowledge (tactics): 9 (2 level + 2 int + 5 trained)
Knowledge (Galatic Lore) 9 (2 level + 2 int + 5 trained)
Mechanics: 9 (2 level + 2 int + 5 trained)
Perception: 10 (2 level + 3 wis + 5 trained)
Pilot: 15 (2 level + 3 dex + 5 trained + 5 skill focus)
Stealth: 10 (2 level + 3 dex + 5 trained)
Survival: 10 (2 level + 3 dex + 5 trained)

[/sblock]

[sblock=Equipment]

Armor Flightsuit
Astromech R2 Droid
Blaster Pistol
Blaster Carbine w/ scope
Knife
Long Range Comlink (encrypted)
Field Kit
Utility Belt
Electrobinoculars
Aquata Breather
5x power packs
Hip Holster
Enhanced Low Light Targeting Scope
Credits Chip: 11,475

[/sblock]

Feel free to suggest more equipment :) The field kit and utility belt hold quite a bit of the things I feel would be needed for a proper pilot.
 
Last edited:

How about a Security Kit (Mechanics) , Electrobinoculars, Sensor Kit, Aquata Breather, All Temperature Cloak, Credit Chip, and Mesh Tape, Targeting Scope, Banolier with Grenades (since I got rid of mine :( )?
 

Some of that comes with the field kit and utility belt. I'm not sure I could figure out why I had a Security Kit on Kyne, same with grenades. Binocs are a good idea though....
 

FreeXenon said:
OK, I changed the above post to reflect the new suggestion.

Thanks for your understanding and patience AMG. I know players like me can be annoying. tinkering with the rules is fun and exciting. :)

Its not annoying at all. If anything, it shows that Saga could really use an Arms and Equipment guide soon! One of my favourite books from the Revised stuff. So many fun toys...

But yeah, looking at the stats now I think that, for the price, its good. Considering that its about double the cost of the 'standard' with enough improvements to justify that but still not become the best weapon overall, methinks its in a good spot. :)

Yeoman said:
When buying equipment, do we need to factor in licenses, or just buy at list cost and done?

...I think having a weapon's license is going to be the least of your problems. I mean, really, what are they going to arrest you for? Not having the proper license for your blaster or shooting ten Stormtroopers with it?

OnlytheStrong said:

Overall stats look good. Only two things I'd ask of you to put in there along with everything else...the first is if you could indicate where the 4th level stat increases went and the second being putting in that half-character level bonus to damage with the blaster damage. :)
 

Pets & Sidekicks

Remove ads

Top