January 2009
3 posts
Scum & Villainy Errata
Scum & Villainy Errata
p. 17 – Swift Strider Remove the phrase “as a standard action” from the end of the first paragraph.
p. 21 – Misplaced Loyalty Add the following sentence before the last sentence of the talent’s description: “You may not gain the benefit this talent if another character within 6 squares of you has used this talent since the end of your last turn.”
p. 21 – Collateral...
Force Unleased Errata
Errata
p. 86 – Corruption Under the DC 15 entry, change the second sentence to say “If your Use the Force check exceeds the target’s Fortitude Defense by 5 or more…”
p. 118 – HWK-290 Transport Change Cargo to 75 tons.
p. 120 – Maka-Eekai L4000 Transport Change Cargo to 140 tons.
p. 270 – Sentinel-class Landing Shuttle Replace Sentinel-class landing shuttle with the following statistics:
...
KOTOR Errata
p. 26 – Demoralizing Defense Add the following sentence to the end of this talent’s description: “A single target may only be affected by this talent once per round.”
p. 32 – Table 2-1: Feats Implant Training Change the table description for Implant Training’s benefit to “Do not move extra steps down the condition track.”
p. 39 – Taint of the Dark Side Add the following sentence to the end of...
December 2008
7 posts
Actual Armor Upgrade Slots Errata
Close, but not quite:
Normal (non-powered) armor - 1 upgrade slot
Powered armor - 2 upgrade slots
Beskar’Gam - 2 upgrade slots
Mandalorian Neo-Crusader light armors - 2 upgrade slots + Integrated Equipment upgrade (2 pieces of equipment)
Mandalorian Neo-Crusader medium/heavy armors - 2 upgrade slots + Integrated Equipment upgrade (5 pieces of equipment)
Help Me Out 3: Scum &...
Armor and Upgrade Slots Errata
The armor thing is a result of KOTOR and S&V being in the works at the same time, with KOTOR using an earlier draft of S&V’s modification rules. Things were further complicated when I noticed that the original definition — “1 slot for normal armor, 2 slots for powered armor” — depended on something that doesn’t exist in Saga: “Powered armor”...
No Automated Weapons in Armor
There is a paragraph about autonomous weapon mounts in Scum And Villainy, but Rodney has since clarified that it was left in by mistake. They were going to have a mechanic for weapons that fire by themselves at some point, then removed it, but one paragraph referring to it got left in by mistake.
Weapon Mounts
BONUS FEATS Certain feats from Scum and Villainy, Threats of the Galaxy(*), and Starships of the Galaxy(@) can be selected as bonus feats by members of certain classes. Each class mentioned below adds the following feats to its list of available bonus feats. Class Bonus Feats Jedi Close Combat Escape, Cornered, Deceptive Drop, Lightning Draw, Opportunistic...
Powered Armor
This won’t be exact, but we can determine roughly what makes armor powered rules-wise. From the description of the powered armor in the KotOR CG, all powered armor comes with a free helmet package and has two free upgrade slots. They also have their armor bonus to Reflex defense reduced by one, cost a few thousand credits more and weigh about 1-2 kg more. For example, a normal set of...
Desperate Gambit Houserule
Prerequisite: +6 BAB
Once per turn you may reroll a missed attack. Drop one step down the condition track after rerolling the attack.
November 2008
2 posts
Scum and Villany Sneak Peek (out on Nov 18th)
Chapter 1: Character Options; pages 4-35 [15.1% of content] New Species: -Blood Carver [‘pretty fast and agile and have a Deathstrike racial ability’] -Clawdite -Falleen [‘has Pheromone ability that targets Fortitude and does CT damage, which ultimately renders the target friendly instead of unconscious’] -Gand -Jawa -Ryn -Toydarian -Ubese New Talents and Talent Trees Jedi...
Shooting into Melee, Precise Shot, and Soft Cover
One of the characters was fighting an enemy in melee. None of them had reach, so they were adjacent. A second enemy of that character decided to shoot him with a blaster pistol. That second enemy had the Precise Shot Feat, so he ignored the – 5 penalty granted by the “Shooting into a melee” rule. The thing is that the first enemy was between the character and the second enemy. My questions are: ...
October 2008
69 posts
the guideline for creating higher level heroics has been to start them out with...
– Wizards Community - Post your characters here!
Deflect and Burst Fire
It’s been addressed by the developers. It’s not an area attack, but it’s still an autofire attack, so deflect can only reduce it by half, and it can’t be redirected.
Move Object discussion and possible changes
It seems to me the “magic bullet” problem is solved simply by using the Move Light Object ability of the Use the Force skill. If you use MO (or MLO) to move something that is 5 kg or under, it falls into this particular use. That limits it to dealing 1d6 damage. So, you can’t toss a marble “at super accelerated speeds” to deal 10d6 damage. If you move a marble...
Human Soldier of Fortune
CL 4
Medium Human nonheroic 8/soldier 2 Init +11; Senses Perception +10 Languages Basic
Defenses Ref 16 (flat-footed 16), Fort 17, Will 12 hp 41; Threshold 22
Speed 6 squares Melee by weapon +9 Ranged blaster rifle +8 (3d8+1) or blaster rifle +8 (4d8+1) with Deadeye Base Atk +8; Grp +9 Atk Options Deadeye, Point Blank Shot, Precise Shot
Abilities Str 12, Dex 10, Con 13, Int 9, Wis 10, Cha...
RE: Force Point Recovery
Quote:
Originally Posted by Brokencrown27 (Post 17099281) I am a bit curious though, how was Force Point Recovery found to be abused in playtesting etc. if taken multiple times
Being able to take Force Point Recovery multiple times actually created three problems. 1) Jedi gain a huge advantage in the number of Force Points they can spend over the course of not only an...
p. 82 – Acrobatic Strike Feat
Reduce the bonus provided by this feat from +5 to a +2 competence bonus.
Powerful Charge and Acrobatic Strike are now competence bonuses, so they don’t stack with each other.
p. 102 – Force Point Recovery
Remove the second paragraph.
p. 44 – Wealth Talent
Change reference to “your noble level” to “your class level”
p. 46 – Fool’s Luck Talent
Change reference to “luck bonus” to “competence bonus”
Fool’s Luck now gives a competence bonus so it doesn’t stack with Skill Focus.
p. 144 – Free Actions and Reactions
Add the following sentence to the end of the Reaction paragraph: “You may only take a single reaction to any one action or effect. A reaction is always resolved after the action that triggered it, though some reactions (such as the negate energy Force power, or the Block and Deflect talents) can affect the outcomes of the action that triggers a reaction.”
p. 77 – Use the Force Skill
Add the following sentence to the end of the second paragraph under the Sense Force application of the skill: “You can also specify that you are attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.” Under the Sense Surrounding application of the skill, add the phrase “until the start...
Sensing the Dark Side
You must be aware that your target has a Dark Side Score of 1+ to use talents, feats, or other abilities that depend on your target having a Dark Side Score. Witnessing a target performing an action that would earn an increase to one’s Dark Side Score (such as using a Force power with the [dark side] descriptor) satisfies this requirement. Gamemasters may also waive this requirement when you...
p. 100 – Surge The surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).”
Star Wars Roleplaying Game Saga Edition Errata and... →
Updated - October 2008
RE: Master Duelist Talents
Quote:
Originally Posted by Phaeryx (Post 16635320) I guess so, but if that was the intended utility of the talent, it’s designed poorly. There are 2 other talents on the tree ( Single Weapon Flourish I and II) which are designed to take advantage of Dual or Triple Attack already, and these 2 talents work together. I can’t help but feel like Dual Weapon Flourish I...
Melee Defense vs Fighting Defensively
Quote:
Originally Posted by ErikModi (Post 16795481) You can attack while fighting defensively.
Unless there has been a very recent change, then no. This was a big issue a while back, and Sarli was asked. He came along and said that fighting defensively indeed let you make an attack. But in the same thread, Rodney came along and corrected him, and told us that...
Shields
Shields mention that you get the associated armor check penalty whether or not you are proficient, but if you are not proficient you also get -5 to reflex defense, and can’t use your dex for defense at all. This mean that anyone using a light energy shield will get a -2 to his attack rolls, anyone with a medium shield will get a -5 and anyone with a heavy shield will get a -10 as these are...
Anyone have Force power cards for the new powers ?... →
Force cards for The Force Unleashed book? -... →
There is also a common house rule around here that you can tear up inanimate...
– Wizards Community - Official FAQ Compilation Thread
Star Wars Roleplaying Game Saga Ed. Errata →
Stun Damage - Errata
Also please note that stun damage is being errata’d. Weapons do stun damage equal to regular damage (as was the intention all along, but an old version of the table got included in the book). So, you then compare this to the target’s damage threshold, THEN halve it and subtract it from their hit points. Most of the time, stun bolts will drop you down the condition track at mid-levels,...
RE: Shields and the Force
Oh, and regarding shields: Yes, they apply to damage from Force powers and such. (This is one reason that Qui-Gon and Obi-Wan didn’t just Force slam the droidekas in Episode I, and being locked inside the shields in Episode III is why Obi-Wan and Anakin couldn’t do anything to the droids surrounding them.)
Wizards Community - Official Errata Compilation Thread
Finally, we didn’t have room for this in the book, but used vehicles...
– Wizards Community - Official Errata Compilation Thread
Accurate and Inaccurate Weapons
Certain weapons are accurate (they take no penalties at Short Range) and some weapons are inaccurate (unable to attack targets at Long Range). Blaster Carbines fall into the latter category.
Wizards Community - Official Errata Compilation Thread
Bounty Hunter Talent Tree, Hunter's Mark Talent
p. 208 – Replace the text of the Hunter’s Mark talent with the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character –1 step along the condition track if the attack deals damage (see Conditions, page 148).”
Wizards Community - Official Errata Compilation Thread
Force Powers Errata
p. 97 – Force Slam The Use the Force check should be compared to the target’s damage threshold instead of Fortitude Defense. p. 98 – Force Stun The Use the Force check should be compared to the target’s damage threshold instead of Will Defense.
Wizards Community - Official Errata Compilation Thread
Using Force Points
p. 93 –
Spending a Force Point to return a power to your Force suite is a reaction, not a swift action.
Resilience Talent (errata)
p. 40 – Should read “You can spend a full-round action to move +2 steps up the condition track (see Conditions, page 148)”
Wizards Community - Official Errata Compilation Thread
Weapon Familiarity (Clarification)
Weapon Familiarity effectively changes the weapon type in all ways (as far as that particular character is concerned), not just for determining proficiency. For example, a Wookiee with Weapon Focus (rifles) and Weapon Specialization (rifles) would get a +1 to hit and +2 to damage with bowcasters as well as rifles. A Gungan with the same feats/talents invested in simple weapons would receive the...
Stealth Skill and Hidden Movement (Clarification)
The wordings of the Stealth skill penalties and the Hidden Movement talent have been causing confusion. This whole Stealth vs. speed thing gets clearer if you start by flipping to page 146. There you’ll see that “speed” is a defined term; it’s the distance you can move in a single move action. Most player characters have a speed of six squares. Neither double-moving nor...
Sniper Rifle & Submachine Gun (Official Optional...
Blaster rifle, sniper Cost 1,200 credits (military) Damage 3d8 Size Large Weight 5.5 kg Qualities accurate, no autofire/stun settings, 50 shots/power pack. Subrepeating blaster Cost 1,000 credits (military) Damage 3d6 Size Medium Weight 1.7 kg Qualities autofire-only (can be braced), no stun setting, inaccurate, 50 shots/power pack. Retractable stock (so it can be wielded as if it were...
Readying Actions (Errata)
Readying an action takes a standard action regardless of what action you ready. You cannot, technically, ready a swift action. However, you can always trade down actions (readying is no exception) so the effect ends up being the same.
Wizards Community - Official Errata Compilation Thread
Mechanics Untrained (Official Optional Rule)
To use Mechanics as described, you must be trained in the skill. You can make a Mechanics check untrained, but you can’t take 10 or take 20. Furthermore, if you fail at an untrained Mechanics check, the object in question moves -1 step on the condition track (or, if the object was already disabled, it is instead destroyed).
Wizards Community - Official Errata Compilation Thread
Long Range Sniping (Clarification)
Far Shot, aiming with a targeting scope, and using an accurate weapon all stack. (For any who have missed this tidbit, an accurate weapon takes no penalty at short range.) Here’s a breakdown: Non-accurate weapon (e.g. blaster rifle): w/o anything special: PB +0, S -2, M -5, L -10 w/ Far Shot OR aiming with targeting scope: PB +0, S +0, M -2, L -5 w/ Far Shot AND aiming with targeting...
Ion Damage (Clarification)
If a normal creature is hit by an attack that does ion damage, it takes only a quarter of the damage (half because it is an ion attack and half again because of the inappropriate target). The target does not move down the condition track regardless of whether or not the damage threshold is exceeded by the damage. An ion attack, like a stunning attack, is incapable of killing a living creature. If...
Grappling (Clarification)
Many people make the mistake of thinking of “grapple” as an action rather than a state. To make everything easy, just reset your brain and think like this instead. There are three states: The Grabbed State
Effect: You cannot move from your square and have a -2 attack penalty (except with light/natural weapons). Begins: When attacker makes a successful unarmed melee attack roll....