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Underachiever599

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  1. I just found what I was looking for in Gadgets and Gear. The Radiation Shielding attachment. Just gonna re-flavor it for fire instead of radiation. Two Boost dice on Resilience checks to resist heat. And with the modifications, up to +2 soak against damage caused by heat.
  2. I'm working on a little pet project right now. I'm statting out a lot of the Sequel-era characters. I've got a good chunk of them done, but I've hit a rather small road bump with one. Cardo, one of the Knights of Ren, wears a flame-resistant cloak made of riftiaworm hide. Are there any flame-resistant armors out there that I simply can't find? And if not, what would be the best approach for making one?
  3. Rey rolls an opposed Discipline vs. Discipline check against Snoke, and fails with some Threat. The GM uses the Threat to inflict strain, and narrates it as Rey pulling the lightsaber to her, only for Snoke to redirect its path to smack her in the head and return it to his side. At least, that's how I'd run it at my table. Then again, I do silly stuff like this all the time at my table when players fail rolls.
  4. I mostly handwave it. I try my best to imitate the various languages we've seen in Star Wars for the first sentence or two when an NPC speaks in a different language. I even have a collection of Huttese phrases to use. But for the most parr, after I've set the feel for the character, I just speak "translates basic" for the players.
  5. Have you read through the Talent list I have posted? It already addresses some of this. I do agree that I should have Earthen Might apply to Athletics as well. When I find time, I'll try to go through and update each talent, but it will be a while before I can get there.
  6. Yeah, I've read pretty much everything by Jim Butcher. I actually took inspiration from Cinder Spires (as well as Treasure Planet) when I made a High Republic mini-campaign for the Clone Wars game I've been running. The players are flying around in Solar Sailers that function much like the ships in Cinder Spires. If I find the time, I may try to do a full Cinder Spires Genesys conversion, but I'm sort of waiting for Jim to put out another book first, just so I'll have more source material.
  7. There were two story prompts I had in mind while making this campaign. Invasion: It's been roughly a hundred years since the Vord invasion was repelled, and Gaius Tavarus Magnus united the peoples of Carna. The Academy Novus has been a hive of activity and a blending of all cultures, where Alerans, Canim, Gadrim-ha, and Marat all come to learn. The College of Romanic Studies, along with Canim knowledge of Engineering, has allowed the society to flourish and develop into something more closely resembling Rome at its pinnacle. Gaius Tavarus Magnus has long since passed, and Gaius Desiderius Tavarus has grown old and ready to retire from his role. Gaius Dudeserius Tavarus has taken up his grandfather's mantle as Captain of the First Aleran Legion. The land of Alera has grown perilous in the past century. Roaming furies, leftovers from the war against the Vord, continue to plague travelers. The great volcano where Alera Imperia once stood remains active, making much of the land around it uninhabitable. The weather patterns have become less predictable (a result of Tavi's heavy use of weather manipulation during the war), with great storms from the seas, and horrible blizzards from the north constantly assailing the continent. Despite the perils, the people of Alera have thrived. The alliance between the four societies has helped each advance in endless ways. However, with each passing year, the nearly forgotten threat of the Vord looms ever closer. After a century of the Vord being out of Alera's sight, rumors have begun to stir of great creatures in the sea. Black, armored leviathans, invulnerable to conventional weaponry. Ships have gone missing, and bodies of sailors have begun washing ashore from the Mare Nostrum sea, bearing deep gashes as though slain by wicked scythes. It's only a matter of time now before the Vord invasion begins anew. The Mad Gaius: A clever scholar by the name of Tellurus has spent years devoted to studying the nature of Furies. As the continent grows less stable with each passing decade, Tellurus constructs a theory to explain much of Alera's history: The First Gaius constructed an artificial Great Fury. It's the only thing Tellurus can think of to explain the power wielded by the Gaius bloodline, the only thing that explains the mass manipulation of weather and tectonic events which has plagued Alera at pivotal moments throughout history, and which destabilized the continent during the Vord War. Of course, the academic community treats Tellurus as a laughing stock, his ideas too outlandish to be believed. Surely anyone who believes such things must be a madman. But not all who hear his theory believe it to be a work of insanity. Tellurus gathers a small handful of followers, forming the Cult of Tellus. He uses his cult to begin secretly gathering Furies from the far reaches of Alera, intent on creating his own Great Fury. He will use this power to repair the damage done by the bloodline of Gaius. And once he's disproved the fools who once mocked him, he shall become the new ruler of Alera, righting all the perceived wrongs committed since Gaius Tavarus Magnus took the crown. Having renamed himself Terraius Primus, the mad heretic draws ever closer to his goals. The Cult of Tellus has nearly completed its mission, and soon Terraius will have a Great Fury of his own. Soon, Terra will be born. Unless the cursors of Gaius Desiderius Tavarus uncover the plot and foil the madman's scheme, of course.
  8. Almost two years ago, I started making a Genesys setting for Codex Alera, one of my favorite Fantasy series. I did a great deal of work on it, but due to life events, I haven't actually been able to revisit it in some time. I figured I'll just post everything I have done now on here, and hope someone picks up the torch. I may revisit this at a later date, though I'm unsure when it will be possible. Races, Careers, and Furycrafting Rules: https://docs.google.com/document/d/1SxKt6nnTD7WioakIBqNU7XaCDOm1xxRf0P0i99VMeaU/edit?usp=sharing 120 new Talents for Furycrafting, 8 new General Talents: https://docs.google.com/document/d/1kPU9lvcu9CQPVN0Gx-EuXrGlXw7tKZiWHjYr784yUlE/edit?usp=sharing Some new Equipment options: https://docs.google.com/document/d/127iHQTqCoewwhX0eknPODmOxs9QOCvPB1U2JJSJZ9IU/edit?usp=sharing New Adversaries: https://docs.google.com/document/d/1sl5e_78uaZAuA-bWJJXkIWrTYFbPzdwXTcK3jDj6JTM/edit?usp=sharing A few things I'd like to bring up for those interested in running this. First, I'm sorry the presentation quality isn't exactly professional. I don't have the time to pretty it up, as much as I'd like to. Hopefully this is cohesive enough to be usable for anyone wishing to run a campaign set in the world of Codex Alera. Second, I didn't aim to make things perfectly balanced. Instead, I aimed to recreate what we've seen in the books to the best of my ability. Furycrafting is a deliberate XP sink, much like Force powers in Force and Destiny, to hopefully offset how ridiculously powerful some of the Furycrafting talents get. Also, I know some of the talents are extremely powerful for their XP cost. I tried to balance the talents and their cost not just on how powerful they are, but also on how prevalent they are throughout the series. To demonstrate what I mean, I'll use an example from my original Codex Alera thread: "Earthen Might: Tier 1 Activation: Active (Incidental) Ranked: No Before Making a Brawl or Melee skill check, the character may suffer 1 strain to add damage to the attack equal to their ranks in Furycrafting. 5 XP" On the surface, that sounds like a really powerful talent, considering how low its XP cost is. However, enhanced physical strength like this is one of the defining features of Earthcrafters in the Codex Alera series, so it would hardly make sense for the talent to be costed around 15-20 XP. I did my best to mitigate this by throwing in additional thematic limits to the talent. For instance, the strain caused by this talent is suffered before attacking, so even if you miss, the strain is still suffered. Thematically, this is because the Earthcrafter is investing the same amount of effort into the swing, regardless of whether or not it hits. In addition, in order to add any extra damage at all, you have to have at least one rank in Furycrafting, which would cost an additional 5 XP. Only when you've invested 35-55 XP into both getting this talent and getting Furycrafting up to rank 3-4 does this talent really start feeling powerful. Thematically, this is easily explained. The more skilled you are at Furycrafting in general, the more you're able to enhance your physical might with Earthcrafting. So please remember when you're looking over the talents, many of them are pretty much designed to be broken, in an effort to fit with what we see within the books. I've tried my best to offset this by imposing rather high XP costs for many of the more powerful Furycrafting talents, but I'm sure a power gamer could easily break what I've made here. Still, I hope this is a good first step for anyone wanting a stepping stone into running a Codex Alera campaign. Feel free to modify anything and everything I've posted here to better fit your campaigns, of course. I hope someone gets some good mileage out of this. If anyone does use this to run a Codex Alera campaign, I'd love to know about it!
  9. Thanks for bringing this back to my attention! I'm sorry there haven't been any recent updates. Life's been kind of busy (got married recently, and haven't had much time for gaming). I do still have many ideas brewing for this, and some have been typed up already. I'll be starting a new topic on the My Settings subforum for everything I have done. I feel that's a more appropriate location for this topic.
  10. In X-Wing, The BTL-A4 flown by the Rebellion has a Hull value of 6, and a Shield value of 2. The BTL-B flown by the Republic has a Hull Value of 5, and a Shield value of 3. On top of this, each time the -B is hit by an attack, it may change one critical hit into a regular hit as long as it's not already suffering from a critical hit. So, while both ships can take the same total damage of 8, the BTL-B is better at mitigating critical damage. The ships have the same maneuver dials, same attack and agility values, and same upgrade slots, making the two virtually identical aside from the durability regarding crits. In original X-Wing 1.0, the vanilla Y-Wing was considered the -S3, and could attack with its turret in a 360 degree arc. The -A4 title locked the turret in the forward facing position, but allowed for two attacks a turn (once with the primary weapon, once with the turret). Now, converting that kind of information over to Age of Rebellion is a bit tricky. The -S3 variant is already mentioned in the AoR CRB, with the only differences being that it gives Fire Arc All to the turret-mounted twin light ion cannons instead of Fire Arc Forward, and is said to be a two-person variant with a rear gunner seat. For the BTL-B, I'd say bumping up its shields to 2/-/-/1, and reducing its hyperdrive class is probably sufficient. Another point of Armor is probably a bit too much. At most, I'd give it another point or two of Hull, but even that I'm a bit hesitant on.
  11. If you can, check out the Servants of the Empire books by Jason Fry. It's not exactly the training to become an Inquisitor, but it does a decent enough job of showing how the Empire identifies Imperial cadets it believes may be Force sensitive, and also touches a bit upon how the Empire treats those Force sensitives it has collected. I won't go too deep into detail, since I suggest people just read the stories themselves. They might be a junior reader series, but Jason Fry is pretty consistent at bringing good quality to his works.
  12. I've had a recent situation that fits here pretty well. I plan out my games long in advance. Like, I typically have the overall story fully fleshed out before I even start Session 0. I'm talking villains, major story arcs, recent galactic history and politics, ect. For my current High Republic campaign I've been running since November, I designed a Sith named Darth Ourne, Lord of Suffering. He is a Mikkian, who had been badly injured during a battle between a Jedi task force and a group of pirates known as the Perlemian Toll, twenty years before the start of the campaign. His wife and daughter were assumed dead during the battle. His ruined body was found by a Sith Lord in the wreckage, who helped him channel his hatred and agony in order to sustain his life. His resentment of the Republic, over the loss of his family and his ruined state, lead him to take on a political position as a Senator, and try to topple the Republic from the inside (as part of the Sith Grand Plan). Long after I'd designed this character, I ran Session 0. One of my players designed a 24 year old female Mikkian Jesi, who had an obsession with pirates. She had been found by a Jedi after a pirate raid, one of the few survivors. With her identify lost in the ship's wreckage, and her family presumed dead, she was welcomes into the Jedi Order as a young girl. By total coincidence, my player established a Luke Skywalker-esque relationship with my Vader-like Sith Lord.
  13. That's sort of why I started this thread. Going by Rules as Written, it would appear that a "defensive" character such as the build described in my first post could actually return more damage back to their attacker than what the attacker used against them. Of course, the trade off is that this requires a ton of XP investment for very little gain. You would need at least FR 4 for Protect and Sense, a heavy investment in Protect itself and the left side of the Sense tree, a decent Discipline/Willpower, and Improved Reflect, and the use of your action to simply have the possibility to pull this off, which means you won't be performing attacks of your own. Not to mention you'll be bleeding through Strain pretty quickly when facing more than a single foe, due to your only real damage potential frequently requiring the use of Reflect, and likely Dodge/Side Step as well to improve the odds of Improved Reflect triggering. That's a pretty considerable trade off for how little gain this truly is. Simply investing in more direct offense would be far more reliable in combat. Invest the same amount of XP required here, and you could build a terrifying Ataru Striker, for example. Or any number of blaster-focused builds could majorly outperform this one. The only real perk to this build is the raw survivability that comes from pairing Protect with Reflect.
  14. Alright, since the general consensus is that this should be allowed, I now have a follow up question. Say I have a Dice invested in Sense, or use the Dodge/Side Step talent to upgrade the difficulty of incoming attacks. I use the Protect action to reduce incoming damage by 6. An enemy attacks with a blaster, hitting with a Despair for 10 damage. Would I be able to use Improved Reflect to deal that 10 back at them with the Despair, then inflict the 6 as well as described in the opening post? Effectively, I'm trying to think out a build idea that doesn't actively strike down opponents, but rather turns as much of their attacks back upon them as possible. "You reap what you sow," and all that.
  15. Say I'm running a defensive character. A decently high Force Rating, Willpower, Discipline, and a few ranks in Parry/Reflect. I've invested in Protect/Unleash all the way down the right side of the tree to get Mastery (and probably a couple Strength Upgrades, as well). I perform the Protect action, reducing incoming Blaster/Force/Lightsaber damage by a pretty good chunk. Let's say 6 in my example. I also have 2 pips that I spend on the Mastery upgrade. Then on an opponent's turn, they hit me with a blaster shot, dealing 10 damage. Would I be able to Reflect, say, 4 of that damage to reduce the damage to 6, then use Protect's Mastery to redirect that last 6 damage back at the target who attacked me? Or would Protect's damage reduction happen first, reducing the damage to 4 instead of 0 and preventing me from using the Mastery upgrade, regardless of whether or not I can then reduce that damage to 0 with Reflect afterward?
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