Star Wars Saga!
Oct. 31st, 2007 08:54 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So I'm running SW Saga to take a bit of a break from the World of Darkness, which was a bit too consuming of my time and creative energies (The Mage/Vampire Dominion of Upper Canada game's been going for a while, now). I like the system, but I'm so used to 3eD&D that the little differences sometimes get me. The group's been great for reminding me of little rules bits.
I'm going to change a couple of things:
K-Bacta: Stolen straight from Republic Commando. Each K-Bacta station weighs 100 kilos and needs to be connected to a power source. K-Bacta was invented by the Kaminoans as a spinoff of rapid-cloning technology and was deployed with the first clone forces, though the Separatists somehow acquired the technology around the same time. K-Bacta is an artificial single-celled organism. When charged with artificial bioelectricity*, it multiplies extremely rapidly and replaces damaged body fluid and tissue. This is a fast, temporary fix; the subject needs real medical treatment shortly afterwards.
In game terms a shot of K-Bacta temporarily heals 2d6 hit points after a full round session at a station. A single station can hold up to 10 shots, but most hold 5 or fewer for budgetary reasons. After 24 hours, K-Bacta cells die (and the healed hit points are lost) unless they're stabilized with conventional medical treatment.
* I know, I know.
Lightsabers: A proficient character with a lightsaber gains a attack of opportunity against any opponent using a weapon that cannot deflect it unless the opponent has Weapon Finesse that applies to the weapon in his hand.
Wookiees: Wookiees don't have friggin' climbing claws, okay? Otherwise:
* A Wookiee's player can spend a Force point to rage for 1 round.
* All Wookiees begin with Martial Arts I. They don't know kung fu, but they're excellent natural combatants.
Kel Dor: Kel Dor have the following ability:
Swift and Flowing Judgment: Kel Dor can enter a state of detached objectivity where emotional and physical conditions do not affect them. For (1 + Wis Mod, min. 1) rounds, once per day, the character can ignore his state on the condition track and adds 5 to his Will Defense. The player can also spend a Force point to gain this benefit for 1 additional round.
Military Clones: Clones are treated as humans, except:
* No scores except for Wisdom and Charisma may be below 10; simply discard characters with these flaws.
* Clones select their species bonus feat from the Soldier class' bonus feats.
* All clones gain an additional Soldier class talent at 1st level, even if they aren't Soldiers.
Humans (Near Humans):
* At 1st level, humans may select an additional class talent from any core class, as long as it has no prerequisites and doesn't presuppose Force sensitivity if the character isn't Force sensitive.
* Triumph and Disaster: Once per game day, a human's player may take 20 on any roll -- but the GM must replace a successful roll with a 1 during the same session. The player can declare the desire to excel beforehand, giving the GM a chance to fail him in an important task. This costs a Force point.
General Class Info:
* Heroes round fractions *up,* not down.
* Reroll below average hit dice.
. . . and there's more, but that's all for now.
I'm going to change a couple of things:
K-Bacta: Stolen straight from Republic Commando. Each K-Bacta station weighs 100 kilos and needs to be connected to a power source. K-Bacta was invented by the Kaminoans as a spinoff of rapid-cloning technology and was deployed with the first clone forces, though the Separatists somehow acquired the technology around the same time. K-Bacta is an artificial single-celled organism. When charged with artificial bioelectricity*, it multiplies extremely rapidly and replaces damaged body fluid and tissue. This is a fast, temporary fix; the subject needs real medical treatment shortly afterwards.
In game terms a shot of K-Bacta temporarily heals 2d6 hit points after a full round session at a station. A single station can hold up to 10 shots, but most hold 5 or fewer for budgetary reasons. After 24 hours, K-Bacta cells die (and the healed hit points are lost) unless they're stabilized with conventional medical treatment.
* I know, I know.
Lightsabers: A proficient character with a lightsaber gains a attack of opportunity against any opponent using a weapon that cannot deflect it unless the opponent has Weapon Finesse that applies to the weapon in his hand.
Wookiees: Wookiees don't have friggin' climbing claws, okay? Otherwise:
* A Wookiee's player can spend a Force point to rage for 1 round.
* All Wookiees begin with Martial Arts I. They don't know kung fu, but they're excellent natural combatants.
Kel Dor: Kel Dor have the following ability:
Swift and Flowing Judgment: Kel Dor can enter a state of detached objectivity where emotional and physical conditions do not affect them. For (1 + Wis Mod, min. 1) rounds, once per day, the character can ignore his state on the condition track and adds 5 to his Will Defense. The player can also spend a Force point to gain this benefit for 1 additional round.
Military Clones: Clones are treated as humans, except:
* No scores except for Wisdom and Charisma may be below 10; simply discard characters with these flaws.
* Clones select their species bonus feat from the Soldier class' bonus feats.
* All clones gain an additional Soldier class talent at 1st level, even if they aren't Soldiers.
Humans (Near Humans):
* At 1st level, humans may select an additional class talent from any core class, as long as it has no prerequisites and doesn't presuppose Force sensitivity if the character isn't Force sensitive.
* Triumph and Disaster: Once per game day, a human's player may take 20 on any roll -- but the GM must replace a successful roll with a 1 during the same session. The player can declare the desire to excel beforehand, giving the GM a chance to fail him in an important task. This costs a Force point.
General Class Info:
* Heroes round fractions *up,* not down.
* Reroll below average hit dice.
. . . and there's more, but that's all for now.
no subject
Date: 2007-10-31 05:22 pm (UTC)Mmm, Brotherhood of the Wolf...
Date: 2007-10-31 09:30 pm (UTC)I think it's a holdover from 3.x, and the emphasis on feats to get cool powers, but it feels like the talent and feat progressions should be reversed for characters (i.e., characters should get one more talent, and one less feat). Also, while this may come up in a future supplement, there almost seems like there should have been a feat included in the core rulebook which allows characters to take an extra talent, representing advanced training in their class (which would seem to be almost a necessity for a scout or soldier which is coming from a special forces or professional mercenary background).
I've been reading a lot more GURPS to get better up to speed with 4e for an upcoming campaign, and it strikes me that Saga really could have used some sort of default system, especially for classes (instead of the multiclass system used now); as it stands now, Saga would seem to penalize character development if the players takes levels in another class or prestige class (at least now, prestige classes really don't seem all that useful to me).
I really like the new Saga rules, but I really wish they had made it possible for a character to get more talents in their chosen class.
Eric
Re: Mmm, Brotherhood of the Wolf...
Date: 2007-11-01 04:13 am (UTC)no subject
Date: 2007-11-03 03:59 am (UTC)Gabe and I broke the GM I think, after I came back as an Ewok Jedi and Gabriel as an ewok ballistics expert. Now we're playing Monty Cook's World of Darkness instead.
I wanted to mention that we both have fond memories of playing rpgs with you in Peterborough, Gabriel especially misses his giant robot.