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UncleArkie

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  1. UncleArkie

    Art and maps from the books?

    Oh, by all means. Back before I moved careers I was a graphic artist specialising in typography and I got into it because my dad has the same issue with being visually impaired and loved to read. Generally typography in RPG's suck pretty hard, actually FFG's layouts suck, their grids are all over the place.
  2. UncleArkie

    can droids use cybernetics?

    Yes they can and boy did our droid take advantage of that... Legs, arms, brain... So many "free" ability upgrades... We got our hands on a bucket load of credits and before we managed to get rid of them he spent some. (but remember kids, no force sensitive droids).
  3. UncleArkie

    Home-brewed Sith, Pureblood v 0.5

    Yer you're right... Having easier access to light side force pips is silly... To the drawing board!
  4. UncleArkie

    Adding Hyperdrives

    So from my point of view as a game master there is a reason for you coming across something as iconic to the Jedi order as an Aethersprite , it basically signals your allegiance and if you're not opened fire on right out of the gate by imperial forces you're at least going to get "pulled over" and have a long talk. As for them not having any drive rings, well that's just a matter of you guys building them, if you know they existed you can maybe get your hands on the schematics or something similar and make them yourself at some silly, inflated cost. But mainly this thing screams plot and that he's trying to keep you in the same system, so cool ship, can't jump... There be plot in these here waters laddy.
  5. UncleArkie

    Home-brewed Sith, Pureblood v 0.5

    I like the idea of dropping the strain cost for the dark side, and I'm going to change the WP to 1 since you are right, they are quick to react on impulse and rarely see to have much regard for anything but the hear and now. I did at one point consider dropping their Ag to 1 to go with the whole "lumbering brute" type, but there is a lot of lore where they are gracious as well. I seem to remember that WotC divided them up so there were different kinds of Sith, but I don't have the books anymore so I can't look it up. I also wanted to add a downside for them being light siders so I changed the 'Dark Side Affinity' a little (still work in progress), reduced the would threshold and WP and removed a skill point. I'm still not 100% happy with the affinity, but it's a start. Good feedback there Mr. Morningfire. Br 3 Ag 2 In 2 Cn 2 Wp 1 Pr 2 Would Threshold 10 + Brawn Strain Threshold 10 + Willpower Starting Experience 100 XP Special Abilities: Sith begin the game with a rank in one of the following skills: Coercion, Deception or Cool. They still may not train Coercion, Deception or Cool above rank 2 during character creation. Darkside Affinity: The Sith have an innate affinity for the dark side of the Force, when a Sith Pureblood rolls for conflict the Sith’s conflict rating is considered to be one point higher for the purpose of determining if the Sith gains conflict. A Sith pure blood who have dropped below morality 20 does not suffer strain from generating force points from light side results, but must still flip a Destiny Point in order to do so. A Sith Pureblood does not gain a point of Strain when they increase their Morality above 80.
  6. UncleArkie

    Home-brewed Sith, Pureblood v 0.5

    The 3, but no one is handled with the lower starting xp, 90 xp (if you take the 10 bonus xp option) allows you to have 4 stats at 3 to start with (and no skills or talents) just like a human, which is the baseline I operated from.
  7. UncleArkie

    Home-brewed Sith, Pureblood v 0.5

    My original thought with the dark side affinity was that to tap into their "somewhat force sensitivity" as a species without giving them FR:1, the Legends lore has plenty of non-force sensitive siths. As for Brawn being the stat that they have at 3, the rationalisation for it was that they are again according to the lore bred for purpose, to be strong and dominant, the coercion or deception skill then represents that they are culturally manipulative. From Wookiepedia "Sith had a larger than average number of individuals with potential to use the Force in their species" meaning that they are not all of them force sensitives. But I am starting to think that cunning 3 might be where it's at.
  8. SO! This is still very much in "beta" so to speak, but I've been brewing on a version of the Sith Pureblood for an Old Republic campaign that I'm thinking about running. Thoughts and feedback much appreciated. Sith, Pureblood During the days of the Old Republic few species command as much respect or instilled as much fear in whomever encountered them than the fierce Sith. For thousands of years the race was synonymous with a Dark Empire that rivalled the Republic in size and power and was unmatched in it’s cruelty. Physiology: Pureblood Sith’s are tall and muscular red skinned humanoids, the product of the cross breeding of early human dark Side acolytes and brutal tribal Massassi native to the 4th moon in the Yavin system. standing 5-10 centimerers taller than the average human and weighing 5-10 kilos more. it is not u Br 3 Ag 2 In 2 Cn 2 Wp 2 Pr 2 Would Threshold 11 + Brawn Strain Threshold 10 + Willpower Starting Experience 80 XP Special Abilities: Sith begin the game with one rank in Coercion or Deception, Sith also start with one rank in Cool. They still may not train Coercion, Deception or Cool above rank 2 during character creation. Darkside Affinity: The Sith have an innate affinity for the dark side of the Force, when a Sith Pureblood rolls for conflict the Sith’s conflict rating is considered to be one point higher for the purpose of determining if the Sith gains conflict. Sith Purebloods also gains a point of Strain the first time their Morality drops below 20. A Sith pure blood who have dropped below 10 does not suffer strain from generating force points from light side results, but must still flip a Destiny Point in order for them to do so.
  9. UncleArkie

    Force Speed?

    Enhance Athletics or narrative leap should do it. Flipping a destiny point.
  10. UncleArkie

    Knights of the Old Republic?

    Mouse House is pretty much focusing everything related to the franchise on the Age of Rebellion and the Dark Times along with the period just after the 2nd Death Star, I doubt we'll see anything set outside that time period any time soon. Once we have all 3 movies from the new trilogy we'll probably get a setting book for that time period.
  11. I'd allow it, the exp expenditure alone to get to Saber Throw along with Swarm justifies it, double bladed lightsabers as well, expensive, flashy and attracts attention.
  12. I think I've made this argument before, but the reason why the PT jedi we see are so powerful is that they basically start their adventuring careers at age 11, by the time we meet them they are worth 7-800 xp with people like oboe-wan and other members of the council probably having 1500-2000 xp, your frustrated friends are beginners, novices, it'll change.
  13. I think we won't see much AoR stuff until 'Rogue One' is either out or at least far enough in production that FFG have more information to run on. This could potentially mess with the already (not so) established legends cannon that all three lines lean on quite heavily.
  14. UncleArkie

    You Build the Character #9: The Jedi

    He needs something with improved reflect as well since we see him do just that in tPM
  15. So looking over the x-wing minies game (we are thinking of buying either that or Armada to simulate space combat in our game) I came across the Imperial Raider, what a lovely boat just small enough that you can actually use it against the players, but big enough to scare the **** out of them. Anyone seen stats for them along with the Assault Carrier?
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