[SWSE] A New Fear (OOC)


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Quicknotes

Now that I have slept on it and listened to your good ideas I think I've come up with slightly better versions of a few things.

Hp-Your class hp should be slightly higher I think, better reflecting your career choices. A heroic soldier would start at 3* his HD (d12) plus con number and at level two should get 1.5 HD(18) + con number. Scoundrels would get 12 at lvl 2 and nobles would get 9 hp. Make more sense?

Death and dying-Very much the same as I've described but also add your constitution number to the bottom of your negatives. If your character gets lowered through attrition -1's in the negs without breaching your damage threshold once he reaches his con number he is unconscious and not in immediate danger from dying, like a kncokout punch roll 2d6 at this point the first is how long you pass out for 1-3 would be rounds, 4 and 5 would be hours and 6 would be days(not that it will likely come up). If the attack that brought your char into the negs breached your dt then it's more serious, your character takes 2 dam per round in the negs and once he or she reaches con number the take 1 con damage on the first round and one ever hour after, and are unconscious. If your down from a severe injury dt*2 you take five damage per round in the negatives and when you reach your con you take one con damage every round until you die, if you ain't there already.

Tell it to me straight doc-Even trained healers make mistakes, before a character can make a heal check they need to find out exactly what's wrong. Before the docter can administer aid he needs to make a heal check as a move action to find out what's going on. If the doctor and the wounded are the same person they get a plus five to the check. Not life threatening needs to succeed a dc 10. Serious dc 15, critical 20. Failure on this check imposes a -5 on the heal check. Conscious patients generally aid another on this check, telling the good doctor where the booboo is and how bad it hurts. Force users need to make a utf check for the same reasons and consequences.
Now I know that looks like a mess, but that there might be the most real life accurate model of dying in d20. Humans are pretty darn tough and can hang on to life for days sometimes after being critically wounded. This makes medical attention required in a game without magical forces healing folks instead of just a few hours nap.
 

Huh, is that a house rule? because all I see for vital transfer is the ability to spend a destiny point to move up +5 steps on the condition track
Hunh I guess it is. Don't tell anyone but I thought it said that as a force point. I've been thinking that power should move someone one step up the condition tracker anyhow. So since we are going crazy let's do it that way. Also evertime you get the first aid heal check in your char you go up one step. And use a second wind.
 

Hunh I guess it is. Don't tell anyone but I thought it said that as a force point. I've been thinking that power should move someone one step up the condition tracker anyhow. So since we are going crazy let's do it that way. Also evertime you get the first aid heal check in your char you go up one step. And use a second wind.
Wait, so the typical "Treat Injury" check for first aid, rather than healing character level + 1 for every point over the DC the check is, you use a second wind (so you recover 1/4 of your health) and go up +1 step on the condition track.
Huh, suddenly I'm the party's healer too, who wudda thought?
 

Wait, so the typical "Treat Injury" check for first aid, rather than healing character level + 1 for every point over the DC the check is, you use a second wind (so you recover 1/4 of your health) and go up +1 step on the condition track.
Huh, suddenly I'm the party's healer too, who wudda thought?
Me. Heck I thought you had vital transfer fir a long time. Also the first aid check is equal to the dc I set earlier for severity of wounds. A minor wound or knockout is dc ten etc fir how much damage over the check you heal. Make sense?
 

Death and dying-Very much the same as I've described but also add your constitution number to the bottom of your negatives. If your character gets lowered through attrition -1's in the negs without breaching your damage threshold once he reaches his con number he is unconscious and not in immediate danger from dying, like a kncokout punch roll 2d6 at this point the first is how long you pass out for 1-3 would be rounds, 4 and 5 would be hours and 6 would be days(not that it will likely come up). If the attack that brought your char into the negs breached your dt then it's more serious, your character takes 2 dam per round in the negs and once he or she reaches con number the take 1 con damage on the first round and one ever hour after, and are unconscious. If your down from a severe injury dt*2 you take five damage per round in the negatives and when you reach your con you take one con damage every round until you die, if you ain't there already.
Right, I'm going to try and work up a translation here:
There are three states of "dying"

  • When a blow dealt to you deals less damage than the value of your DT, but knocks you below 0 hit points but above your negative Constitution value, you are slowly bleeding, losing one point of health every round until you reach your negative Con value. When this happens roll 2d6, the first die determines the number of time intervals, the second die determines what interval is used; a value of 1-3 means the interval is rounds, 4 or 5 means that the interval is hours, and 6 means that the interval is days. Presumably (you did not say it) but there is someway of being revived by an ally?
  • When the blow that knocked you into the negatives deals as much damage or more than DT, but less than twice your DT, you suffer the same effects as above, but you take two points of damage each round. Also, know when you are knocked unconscious (at your negative Constitution score) you take one point of Constitution damage each hour (presumably until you are healed? Also, how is this Con damage healed?)
  • If the blow that knocked you into the negatives dealt damage equal to or greater than twice your DT, you take five points of damage per round, and when you are knocked unconsicous you suffer one point of Constitution damage each round, until death or healing or whatever.
Now, we also die at negative half hit points, correct?

Tell it to me straight doc-Even trained healers make mistakes, before a character can make a heal check they need to find out exactly what's wrong. Before the docter can administer aid he needs to make a heal check as a move action to find out what's going on. If the doctor and the wounded are the same person they get a plus five to the check. Not life threatening needs to succeed a dc 10. Serious dc 15, critical 20. Failure on this check imposes a -5 on the heal check. Conscious patients generally aid another on this check, telling the good doctor where the booboo is and how bad it hurts. Force users need to make a utf check for the same reasons and consequences.
And to simplify this, this is merely a Treat Injury check (or Use the Force if using the Force) to determine the extent of the injury. It is made as a move action, and the DC is 10 for a minor wound, DC 15 for a serious wound, DC 20 for a critical wound. When treating yourself, you get a +5 to this check, and conscious patients can aid the check. Failure on this check results in a -5 to the Treat Injury or Use the Force check to heal the patient.

Did I get it all?

EDIT:This post took a loooooong time to write, sorry about that
Me. Heck I thought you had vital transfer fir a long time. Also the first aid check is equal to the dc I set earlier for severity of wounds. A minor wound or knockout is dc ten etc fir how much damage over the check you heal. Make sense?
So it is the same DC to determine the extent of the injury as it is to actually heal it?
And I haven't had Vital Transfer, instead I took Force Treatment.
And the amount healed is my check result - the DC of injury? Or is it simply a second wind?
And does it improve the condition track or not?
 
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Believe me I feel you pain about the lenght of writing. I'll try to answer all your questions but didn't quote anything cause scrolling would take a while ;)

Reviving. Yep make a treat injury check equal to the severity dc. Minor is ten and you would use like smelling salts or something.

Healing con damage. Just like an other ability score damage.

Deadness. Yeah you die at neg hp and when your con reahes zero.

Force dc's they are the same as the healing dc's. Looks like you hav it down pat.
 


Ummm, I was unaware that Saga Edition had rules for ability damage.
Mind letting me know where those rules are, cause I can't seem to find them
Weird I can't seen to find then either even though I thought I saw them. Must. Have gotten confused with revised core rules. Let's make it serious. Instead of once a day it will be once a week without bacta and with bacta once an hour.

Once I finish this movie I'll post your new gear and the contents of Hell Week
 

Upgrades!

After your week of hell you are gifted with armor, the armor your expected to die in. It is just like the armor you have now, its even called the same name, its just better. The Rancor and Vornkskyr Suits, Mk II provide the same protection with added benefits, +6 Str, +6 Dex, +6 Con, you can choose one of these plus +6's and put them in another stat of your choosing. Shardus would likely take from his Str score to put into his Int, adding a super computer core to his armor and feeding him information directly into his brain. Arkan could take his +6 con and stick it into his Cha, imbueing his armor with strength in the force and helping guide his actions etc. The armors max dex bonus increases by 5, its fortitude bonuses increases by 2, your helm grants you a +5 to your perception checks, if you already have a superior helmet package it grants you another plus 2 instead, the armor grants you another +2 DR, and your speed while wearing it increases by 2 squares. Your sheilds increase by 10. This armor counts as droid traits, vehicle, armor, and device superior traits. You all gain the fortitude save bonus to your will saves, as grand army of the republic training. This is the very bleeding edge of technology.

Nax and Arkan, your extensive training in weapons grants you the ability to add 3x your str bonus to damage in two hands and 2x your str bonus in one hand. Every time you power attack you get two for one in one hand and 3 for one in two hands.

Shardus and Verda, your weapons are slightly upgraded, your invisible rifle Shardus does damage equal to 3d6x2 adding all your extras before the multiplier. Verda yours does the same with three d8, and is also autofire capable with an extra two squares of radius.

As a gift from Deckard for you good work on the Gradashi moon he gives you 30,000 credits to spend how you wish.
 

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