/r/SagaEdition
Dedicated to the Star Wars Saga Edition roleplaying game by Wizards of the Coast.
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The discussion topic this week is the Intercept power. (Jedi Academy Training Manual pg 27)
The discussion topic this week is the Republic Clone "species." (Clone Wars Campaign Guide pg 91)
If you know of an Ewok named Biscuit, this is not the post you're looking for. Move Along.
Greetings all, I have my first session of GMing SWSE (and first session of SWSE at all) this week, and have struggles attempting to stat helpful NPCs that wouldn't see combat, i.e, a senator acting as a patron for the party, a mechanic supplying some transportation, etc. I'm aware of using Nonheroic levels in order to give enemies a decent base attack bonus without bloating HP or other features, but does this type of NPC creation transfer over to others that mainly act as indifferent/friendly social encounters? Is it worth statblocking these characters in the first place?
How would you go about building a military K9 handler like TCW's Sergeant Hound as a player character? Koruunai adept talents are locked behind a Force tradition requirement. Maybe adapting the droid protocol format to the beast in question? Homebrew a species follower template for the beast?
In exchange for only being usable every other round, and incapable of autofire or use with the Rapid Shot feat, disruptor pistols and rifles treat the target's damage threshold as 5 less.
If you can only fire once per two rounds, you might as well aim, and if you're going to aim, the sniper blaster rifle's larger die results in more damage than the threshold reduction on average, plus you can fire every round.
I suppose there are niche situations where the ability to instantly disintegrate the corpse would serve a story purpose, but as far as regular combat goes, they seem to be utterly useless.
The discussion topic this week is the Inspire power. (Jedi Academy Training Manual pg 27)
So I'm thinking about starting a PbP (play-by-post) Saga game and am wondering where and how is the best way to play?
I've been learning vehicle/space combat, and I'd appreciate if someone could help me understand the Colossal weapon/battery penalties against smaller targets. I'm using an Imperial Star Destroyer as the primary example here to show where I get confused.
What I do understand, and as much is written in the rules, is that when a Capital Ship (Colossal+) fires at targets smaller than Colossal size, it takes a -20 penalty. So on the ISD's sheet, it has 5 turbolaser batteries, they each get +17 attack when they fire, -20 is applied afterwards against smaller targets - cool, I think that makes sense to me (Exhibits 1 & 2).
What I don't understand is Exhibit 3: At the end of the ISD's stat sheet, under Weapon Systems, the turbolaser battery is listed with the same +17 attack bonus, but this time -3 against targets smaller than colossal size. Why is it now -3 instead of -20? What would the break down & actual dice rolls look like for each of them? What is the pattern that determined the -3?
(Also, while the -20 is listed on all capital ships, the Weapon Systems section at the bottom of each always shows a different smaller penalty, like the ISD-II having a -5 or Gladiator having -7. They just confuse me more).
The discussion topic this week is the Replica Droid species. (Threats of the Galaxy pg 153)
So I'm trying to figure out which eras (in Legends canon) see the most play between the following:
Pre-Republic (30,000-25,000 BBY)
Golden Age of the Sith (7000-5000 BBY)
KOTOR era (4000-3500 BBY)
New Sith Wars (~1000 BBY)
Late Republic (100 BBY-22 BBY)
Clone Wars (22 BBY-19 BBY)
Dark Times (19 BBY-2 BBY)
Rebellion (2BBY-5ABY)
New Republic (5ABY-25 ABY)
New Jedi Order (25ABY-35ABY)
Early Legacy (35ABY-45ABY)
Legacy comics (130+ ABY)
Which era do you see a lot of people play games in? Which era is it easiest to start groups for?
I've got a couple of questions regarding the Double Agent Talent: What exactly would you designate as a "hostile action"? I mean, attacks obviously are. Intimidation too. But how about debuffs? What about Snipe attacks (if the target didn't see the nobl before and after the attack)? Would be interested in how fellow GMs' perspectives :)
I know this game is the better part of two decades old, but were there ever any CharOp guides for it? With talents and feats marked from red to purple?
Assuming RAW, obviously.
The discussion topic this week is the Inertia power. (Jedi Academy Training Manual pg 27)
Hello! I'm new to Saga Edition, but, from what I've seen, I think I'd really enjoy running the system. My TRPG experience is mostly in D&D v3.5 and PF1e.
I'm interested in running a campaign set in the Sith academy on Umbara toward the end of the New Sith Wars (i.e., around the time of the Battle of Ruusan), but I don't have enough experience with the system to know what supplements, for rules and for lore, might be useful.
As for lore, I have the map of that academy as depicted in Clone Wars Adventures, but that's about it. According to Wookiepedia, the only other information about the academy comes from the offhand mentions in the Darth Bane trilogy. Are there any other appearances of the academy or of people who attended it? Do we know what sorts of training the Brotherhood of Darkness gave to its assassins? Do we know who trained them, or what happened to the academy after the Battle of Ruusan?
As for rules, I'm only really familiar with Saga core. The core rules don't seem to have much in the way of mechanics for Force stealth, though. Are there any other sourcebooks that cover Force abilities like Force suppression (the dark side power, not Sever Force) and Force stealth?
I was wondering if anyone had anything close to a campaign maker for a Star Wars RPG that was modular and with a robust level/content creation system?
Or were there any programs you used to abstract the system mechanics a little bit?
I'm aware of Roll20 as a resource, but was wondering if there was something a bit more sandboxy for solo play or creating content.
OPEN GAME: Hello all! My name is Austen, and I'm a DM for hire who has been running RPGs including Star Wars saga for the majority of my life. I have a new campaign of Star Wars Dawn of Defiance open for players (paid games) for anyone wanting to play in a level 1-20 campaign of Saga's most famous original story.
Set just months after the Fall of the Jedi through Order 66, the heroes will liberate worlds from the grip of the Empire, and delve into the ancient secrets of the now-extinct Jedi in this thrilling campaign that goes from level 1-20!
Sign up or learn more information at: https://startplaying.games/adventure/cm1p35k5f005r2347s3c0n70f
Write me on Discord at Aus10Sprake #7668 for more info!
The discussion topic this week is the Rakata species. (Knights of the Old Republic pg 17)
I've played DnD 5E with my college friends for a long time, and one thing I've come to know about DnD is that pretty much nobody does everything from the book "rules as written". I've played a bit of Saga and DM'd a few sessions so I thought I'd ask what are some things you always homebrew, or ignore, from the Saga books?
I have a party of lvl 4s and want to introduce move vehicle combat. My part is more set up for exploration and intrigue. The noble is the only one with the pilot skill trained and no one has vehicular combat or heavy weapon proficiency. The soldier's bowcaster is the heaviest thing they have
I want my part to be able to engage vehicles with there lack of heavy weapons. To do this I want them to be able to target vital vehicle systems. I want them to be harder to hit but have reduced DR and threshold. Thus easier to push down the condition track.
When targeting a vehicle of huge or larger the character can target a vital system they've seen. The vital system is two size categories smaller. The system has half or no DR depending on the nature of the system. The damage threshold is reduced by two size categories. The reflex defense is increased based on size, I'm debating giving the vehicle system more reflex defense.
So if you were targeting an ATST knee joint or weapon mount the reflex defense would be 16, damage threshold 20, and DR 5. I get that by lowering the DR I'm making a bit of an exploit but I like the idea. Also area attack that miss cannot target the system
So, I'm in the middle of my first saga edition campaign, and have been loving it. But we don't gather enough for me to get my Tabletop fix, so I decided to get some friends, some new to tabletops, and some experts, and make a new campaign. I got my first players character made today, A Jedi named Arno, and we did what i called a "Backstory Session." Pretty much it shows how the character got on the bad side of the empire, and introduces some characters. The guy I played with had experience, and he loved the short session. We did play with Dice picking, atleast I think thats what he called it, and it was still a challenging blast. He said for my first time DMing, and the fact I prepared right after we made his character, it was great. Its a Post Order-66 Campaign, and this Session was right as it happened, with Arno, a Padawan, Killing many of his own clone troopers, and his Commando, "Cam" being heavily injured and getting his Inhibitor chip fried. I do want to ask if anyone has good maps, ship maps, tokens, or general tips before I get too deep. It was super fun though.
TL;DR: DMed for the first time, had a blast with zero prep, looking for maps, ship maps, tokens, and tips.
The discussion topic this week is the Hatred power. (Jedi Academy Training Manual pg 26)
So I'm writing an adventure and there are two sapient species native to the main planet, the pterosaurid Auro'ikkans and the hippocampid Murgalsi. This is my first time working with Saga Edition, and I was wondering if the following stats are in line with species intended for player characters/minions.
Hailing from the Corporate Sector planet of Cadrial, the Murgalsi are a species of humanoid seahorses who dwell in villages built into underwater caves. Their matriarchal society is grounded in worship of nature and the spirits of their ancestors, led by an order of Force adepts who guard the pearl beds sacred to their god, Anak. They are disdainful of the Auro’ikkans, avoid them when possible, and have made only limited contact with galactic civilization. Only a handful of individuals are known to have traveled offworld in the three centuries since the planet’s discovery.
Personality: Having grown up in a conservative and traditional society, most Murgalsi are slow to make new friends. However, their loyalty to allies is legendary.
Physical Description: Ranging from 1.5 to 2 meters tall, with webbed hands and feet, long limbs for rapid swimming, and colorful skin bedecked with spiny frills ranging from pink to yellow to blue, the Murgalsi stand out in a crowd.
Homeworld: Cadrial, an archipelagic world in the Corporate Sector.
Languages: The Murgalsi speak, read, and write Murgalsian.
Example Names: Amna, Anak, Kedek, Lidal, Melem, Nirnir, Suthot, Thurok.
Murgalsi share the following species traits:
Ability Modifiers: +2 Dexterity, -2 Charisma. Their cartilaginous skeleton grants the Murgalsi great flexibility, but their social skills are underdeveloped compared to other species.
Medium Size: As Medium creatures, Murgalsi have no special bonuses or penalties due to their size.
Speed: Murgalsi have a base speed of 6 squares. They have a swim speed of 4 squares.
Breathe Underwater: As amphibious creatures, Murgalsi can’t drown in water.
Darkvision: Murgalsi ignore concealment, including total concealment, from darkness. However, they cannot perceive colors in total darkness.
Expert Swimmer: A Murgalsi may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a Murgalsi may choose to take 10 on Swim checks, even when distracted or threatened.
Jets: Murgalsi have built-in organs to expel jets of water at high speed, granting them exceptional mobility in aquatic environments. Once per encounter, when they take the run action while swimming, they can change direction any number of times and retain their Dexterity bonus to Reflex defense while doing so.
Conditional Bonus Feat: As beings in tune with the natural world, a Murgalsi with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Basic and Murgalsian.
A species of humanoid derived from pterosaurs native to the planet Cadrial, the Auro’ikka live in seaside cities carved into the stony walls of cliffs and caverns. While not as adept at flight as their evolutionary ancestors, they glide long distances with ease, and they have readily adopted and adapted the technologies brought to the planet by galactic civilization, integrating them into their cliffside homes while retaining their cultural traditions, including hand-carved monumental architecture. They avoid the Murgalsi, seeing them as backwards and aloof.
Personality: Inquisitive to a fault, Auro’ikkans rarely settle for surface-level explanations, even when the quest for deeper knowledge leads to considerable danger.
Physical Description: Two meters tall and incredibly light due to their hollow bones, Auro’ikkans sport wings that can stretch to nearly four meters when fully extended. Long toothy beaks allow them to snatch fish from the sea while on the wing, and colorful crests adorn the skulls of the males of the species.
Homeworld: Cadrial, an archipelagic world in the Corporate Sector.
Languages: Auro’ikkans speak, read, and write Auro’ikkan and Basic.
Example Names: Aiuara, Essiana, Iliao, Olooa, Uayoro, Wariuol, Yaiaiya.
Auro’ikkan share the following species traits:
Ability Modifiers: +2 Dexterity, -2 Strength, -2 Constitution. Auro’ikkans are very agile, but their hollow bones and light frame render them physically unimpressive.
Medium Size: As Medium creatures, Auro’ikkans have no special bonuses or penalties due to their size.
Speed: Auro’ikkan base speed is 6 squares.
Bonus Trained Skill: Auro’ikkans are inquisitive and learn new skills readily. An Auro’ikkan character chooses one additional trained skill at 1st level. The skill must be chosen from the character’s list of class skills.
Expert Climber: An Auro'ikkan may choose to reroll any Climb check, but the result of the reroll must be accepted, even if it is worse. In addition, an Auro'ikkan may choose to take 10 even when distracted or threatened.
Hollow Bones: If a critical hit from an effect that deals bludgeoning damage would move an Auro'ikkan down the condition track, that condition is persistent until treated with surgery.
Wings: An Auro'ikkan can use the Acrobatics skill to reduce falling damage even if untrained in the skill, and on a successful check take no damage regardless of the distance fallen. They have a fly speed of 8 squares, but must have at least 1 square of altitude to begin flying*, and can only use their fly speed for a number of rounds equal to their Constitution score without penalty. Every round after that requires an Endurance check, with a DC of 10 plus the number of previous checks. If they fail, they fall. After flying, an Auro’ikkan may not fly again for a number of rounds equal to the time spent flying. An Auro'ikkan cannot fly if wearing medium or heavy armor, and cannot retrieve, stow, or attack with held objects while flying. Light armor must be specially designed to accommodate wings, doubling the base price.
Conditional Bonus Feat: Lithe and lightweight, Auro’ikkans with Acrobatics as a trained skill gain Skill Focus (Acrobatics) as a bonus feat.
Automatic Languages: Auro’ikkan and Basic.
*typically by leaping from a high place or making a DC 18 Jump check to high jump with a 4-square running start.
I know this depends on era, obviously; Jedi and Force-users are pretty rare in the Dark Times and Rebellion eras. But other than that, I'm trying to get a handle on what a typical party of four characters looks like.
When you attune your lightsaber for that +1 bonus, does that also attune the crystal at the same time, or is that a separate Force point? (Assuming you are using a variant crystal.) Do you even still get the standard +1 self built bonus? Are you actually allowed to do both? I am not seeing the answer spelled out on the wiki, so thought I'd ask.
The discussion topic this week is the Quarren species. (Core Rulebook pg 29)
For my campaign background information and of course just stat blocks in general I need a group of bad guys to fill out the occupied city of capital Skeen on the planet TANAAB. Using Star Wars rebels as my jumping off point. I have.
The planetary governor
The public administrator
Secret project overseer
Propaganda officer
ISB special agent
Storm trooper commander, probably a former clone trooper, most likely brigadier general or equivalent rank.
Maybe a famous or notable pilot.
Can you guys help me figure out what I’m missing or something I should include? And by the way, what do you think the rank tiles of an imperial overseer should be? Thinking something around the lines of a colonel. How many yellow tiles on his uniform?