[SWd20]Off on the Rim OOC(Full)

Brother Shatterstone said:
Is their any chance I could have used the craft skill before play began? :)

I was rather counting on it; why take three different craft skills at max ranks if I can't use them? I'd advise not taking weapon-crafting unless it's really part of your character concept, as I can fill just about all of the party's needs there; that's probably why I'm with you.
 

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Paxus Asclepius said:
I was rather counting on it; why take three different craft skills at max ranks if I can't use them?
Yeah same here. :)

Paxus Asclepius said:
I'd advise not taking weapon-crafting unless it's really part of your character concept, as I can fill just about all of the party's needs there; that's probably why I'm with you.

Well we might need more than one weapon worked upon in a day... So yeah their is some overlap, I'm not trying to step on anyone's shoes as I didn't look at anyone’s characters except for Thomas (thanks for the template btw
. ;) ) and went my original idea, which should include the craft skills I do have, at least I'm the only "real" pilot for now. :cool:

AND AT LEAST I AN'T NO FREAKING GUNGAN!
*LMAO*

right? ;)
 


Brother Shatterstone said:
Oh yeah I'm also having issues with finding the language table in the star wars book.

It's in the description of the Speak Language skill, page 98 in the Revised Rulebook. Also, I looked at the Craft table, and there are a lot more skills to making a starship than I realized. Hyperdrive, sublight drive, and starship weapons are all separate categories, as are starfighter, space transport, and capital ship. I guess it takes a lot more to be a mechanic than I'd imagined. You may want to consider taking some of those skills; so far you're the closest thing to a ship's mechanic we've got, and little is less pleasant than being dead in space because the component we need got vaporized and no one knows how to rebuild it.
 

Paxus Asclepius said:
It's in the description of the Speak Language skill, page 98 in the Revised Rulebook.
Thank you! :)

Paxus Asclepius said:
You may want to consider taking some of those skills; so far you're the closest thing to a ship's mechanic we've got, and little is less pleasant than being dead in space because the component we need got vaporized and no one knows how to rebuild it.
The way I read it, if it's making it from scratch your using craft, if it's just broke it's a repair check.
 

You've read it correctly, Shatterstone. Repair repairs...Craft crafts, though I've never really understood the choice of Craft:Starships since the skill is broken up so much...think you could pick a more specific craft, Shattersone? :)

Also...
Shatterstone: Here are YOUR starting credits. 1,600cr.

As for Crafting ahead of time...I have never actually dealt with that in any of my games. I guess there's not really that much harm in it, just as long as you follow the Craft rules along the lines of cost and such.

EDIT: Ack! Forgot to mention. Concealed weapons will be done with Sleight of Hand vs. Spot checks. The Sleight of Hand can be modified depending on where its concealed, what's in the way, how big the weapon is, etc etc etc.
 
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Repair can only do so much, though. If a vital component is well and truly vaporized, the only thing for it is to build a new one. Likewise, if the ship just plain doesn't have something, (as system patrol craft lack hyperdrives, many transports are unarmed, etc.) it takes Craft to build one.
 

Ankh-Morpork Guard said:
You've read it correctly, Shatterstone. Repair repairs...Craft crafts, though I've never really understood the choice of Craft:Starships since the skill is broken up so much...think you could pick a more specific craft, Shattersone? :)

Opps! That's what posting at 2 AM gets ya... Fixed: Starfighter btw.


Ankh-Morpork Guard said:
Shatterstone: Here are YOUR starting credits. 1,600cr.
I had hoped for more, but being "broke" works well in my background. :)

Ankh-Morpork Guard said:
As for Crafting ahead of time...I have never actually dealt with that in any of my games. I guess there's not really that much harm in it, just as long as you follow the Craft rules along the lines of cost and such.
cool. :)

Paxus Asclepius said:
Repair can only do so much, though. If a vital component is well and truly vaporized, the only thing for it is to build a new one.
Well unskilled and alot of time can craft anything... sorta. Besides it it got vapoized I figure I have bigger issues, like being dead. :)


Paxus Asclepius said:
Likewise, if the ship just plain doesn't have something, (as system patrol craft lack hyperdrives, many transports are unarmed, etc.) it takes Craft to build one.
So do the TIE Fighters my guy worked on for the Empire. I don't have hyperdrive for a reason, but it's only 2000 XP for next level, "Trust me."
 

Rytt Lodana

Rytt Lodana
Twi Lek Male Fringer Lvl. 2
Size - Med
Speed - 10 meters


Strength 14 +2
Dexterity 14 +2
Constitution 10 +0
Intelligence 12 +1
Wisdom 12 +1
Charisma 14 +2


Vitality: 14
Wounds: 10

Defense: 15
Speed: 10 meters
Base attack bonus: +1
Reputation: 0
Init: +2

Saves:
Fort: +4 (+3 class +1 racial)
Ref: +4 (+2 class +2 dex)
Will: +1 (+1 wis)

Bab: +1
Melee: +3
Ranged +3

Skills: (Rank, Ability, Misc, Total)

Knowledge (System[KorinVII]) 6 1 0 +7
Spot 3 1 2 +6
Listen 3 1 2 +6
Hide 3 2 0 +5
Search 5 1 0 +6
Survival 5 1 0 +6
X - Repair 4 1 0 +3
X - Move Silently 4 2 0 +4
X - Diplomacy 2 2 0 +3

Feats:

Weapon Proficiency (Blaster Pistols) - class
Weapon Proficiency (Simple Weapons) - class
Alertness (+2 spot and listen) - class bonus 1st lvl.
Track - 1st lvl.

Special Abilities: Low Light Vision, +1 Fort, Barter (+5 Diplomacy when buying/selling equipment) - 2nd level

Languages: Ryl, Basic, Huttese

Equip: (1350cr)

Blaster Pistol +3 (3d6 Dam, Crit 20, 1d6/DC15 Stun) - 500 cr
Merr-Sonn B-22 Imperial Holdout Blaster +3 (3d4+1 Dam, Crit 20, 1d4/DC10 Stun, +2 to Sleight of Hand checks to conceal) - 300 cr
2x Knife +3 (1d4+2 Dam, Crit 20) - 50 cr
Field Kit - 500 cr


Appearance:

Short for a Twi Lek, Rytt stands at only 5'4" tall. His skin is dark Purple and his head tails have natural pale orange tiger stripes along their length. The tails hang down against his back tied together by a length of thin black cloth. He is stocky and his eyes naturally squint due to his constant exposure to the sunlight of Korin VII. Dressed in faded greys and greens of his trade with pistol blaringly apparent slung on his hip, there is no doubt as to what this man is about.

Background:

Rytt Lodana, once trader, husband and father reclused himself to the outter rim planet of Korin VII after the Empire destroyed his livelyhood in a haphazard turbo lazer bombardment from space of his "apparent" Rebel sympathising city on Ryllia II. Rytt was away in a neighbouring city, getting supplies for his business, luckily. (If indeed having one's family murdered is lucky.) In despair, he fled to Korin VII, leaving all behind to live as a virtual hermit on Korin VII - as far from the Empire as he could afford to get - and lived in the wilderness, alone with his pain. Seven years have passed, and Rytt, now a fine tracker and hunter, works as guide to those who would pay most, indiscriminate of their background or their intention, even the Hutts.
 
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