The Mandalorians

Our KOTOR campaign.
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Lars Porsenna
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Re: The Mandalorians

Post by Lars Porsenna »

Just an FYI I have a soldier/scoundrel.

Damon.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
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NukeHavoc
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Re: The Mandalorians

Post by NukeHavoc »

Lars Porsenna wrote:Just an FYI I have a soldier/scoundrel.
What's your character concept?
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Lars Porsenna
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Re: The Mandalorians

Post by Lars Porsenna »

Skillful fighter.

Damon.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
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Hardcorhobbs
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Re: The Mandalorians

Post by Hardcorhobbs »

Everyone gets mando'a for free. As for the jet pack thing, yes it comes with the armor. However, you can give it up (remove it from the armor) for some special equipment if you wish. Aka previous rule stands, except jet pack comes standard for you guys.
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erilar
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Re: The Mandalorians

Post by erilar »

My guy is a Soldier. He's a mobile jump pack trooper wielding a flamethrower.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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EvilGenius
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Re: The Mandalorians

Post by EvilGenius »

My guy won't have a jetpack, but he'll be very mobile in his armor. I'm sort of basing him on Bralor, the badass Mandolorian scout in KotRII. He was the stealthy scout on the Duxn moon who was also one of the final combatants you faced in the BattleCircle.
Another daring escape for the intrepid Spaceman Spiff!
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Hardcorhobbs
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Re: The Mandalorians

Post by Hardcorhobbs »

I reviewed everyone's characters last night and noticed a few things:

1) I mentioned the main weapon, but not secondary. So lets say everyone can have a primary weapon and a secondary weapon. (you can also have a STANDARD knife as part of your standard adventuring gear) This means Damon needs to drop a weapon and Ken needs to drop two.

2) Your armor isn't supposed to have any mods yet. I did this specifically so I could have some kind of reward to give you. (plus mando armor is impressive enough as it is) I'll compromise and allow everyone to grab one armor mod. So Jon and Lance go ahead and grab one. Ken, Damon and Bob, you guys need to slim down to one. Do me a favor though and stick the extra mods into a wish list and we'll see what we can do as the Interlude proceedes.

3) Jon, when you show up at the table we'll get your weapon modded up.

4) Bob, what does the Stealth field generator do?

5) Bob, the field kit is extra stuff to tote around. Going through my adventures I don't think you'll need it. If you think you need it during a mission briefing we'll talk about it then, but thats just too much extra stuff.
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Jonkga
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Re: The Mandalorians

Post by Jonkga »

Hardcorhobbs wrote:I reviewed everyone's characters last night and noticed a few things:

2) Your armor isn't supposed to have any mods yet. I did this specifically so I could have some kind of reward to give you. (plus mando armor is impressive enough as it is) I'll compromise and allow everyone to grab one armor mod. So Jon and Lance go ahead and grab one. Ken, Damon and Bob, you guys need to slim down to one. Do me a favor though and stick the extra mods into a wish list and we'll see what we can do as the Interlude proceedes.

3) Jon, when you show up at the table we'll get your weapon modded up.
It'll be easier for me to do both gun and armor mods when I get to the table, as I don't really have any resource that tells me what's available.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
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erilar
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Re: The Mandalorians

Post by erilar »

Hardcorhobbs wrote: So Jon and Lance go ahead and grab one.
Haha - what Jon said. Here's what I was in the midst of posting when Jon's post hit:

"Like Jon, I have no idea what you mean by armor mods. I only have the base book and the KotOR book, so maybe this concept was introduced elsewhere?"
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
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NukeHavoc
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Re: The Mandalorians

Post by NukeHavoc »

erilar wrote:"Like Jon, I have no idea what you mean by armor mods. I only have the base book and the KotOR book, so maybe this concept was introduced elsewhere?"
The armor/weapon mod system is in Scum and Villainy. Every set of armor has a certain number of slots that you can add additional modifications to. Going from the movies, Jango Fett's wrist harpoon, wrist blaster, and the claws built into his armor were all mods.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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EvilGenius
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Re: The Mandalorians

Post by EvilGenius »

Hardcorhobbs wrote:I reviewed everyone's characters last night and noticed a few things:

4) Bob, what does the Stealth field generator do?

5) Bob, the field kit is extra stuff to tote around. Going through my adventures I don't think you'll need it. If you think you need it during a mission briefing we'll talk about it then, but thats just too much extra stuff.
Heh. I missed a few of the fine points in the character generation thread .... :)

No problem at all to strip out the upgrades and such. I'll just move them to the wishlist for in game upgrades.

Stealth field generator masks sight and sound, granting you concealment. It's functionally like the Predator's cloaking device. Concealment lasts until you do something to stop it. It's listed in the KotR book.

Re: field kit. No biggie. I was just looking at stuff that a solo scout would have as adventuring gear. Like medics take the medical kit, mechanics take the tool kit, etc. If we don't need it, it stays behind.
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Hardcorhobbs
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Re: The Mandalorians

Post by Hardcorhobbs »

EvilGenius wrote:Stealth field generator masks sight and sound, granting you concealment. It's functionally like the Predator's cloaking device. Concealment lasts until you do something to stop it. It's listed in the KotR book.

Re: field kit. No biggie. I was just looking at stuff that a solo scout would have as adventuring gear. Like medics take the medical kit, mechanics take the tool kit, etc. If we don't need it, it stays behind.
No problem Bob. We'll get you there ;) Ken, revised Krul looks good.

Bob the Stealth generator is fine. As for the field kit I'm trying to keep everyone even in terms of equipment. If there are a few things from the kit you think you should have thats fine list them out, but the kit is for multiple guys and just not applicable for one guy to take. That said, you guys are part of an army. You'll be more than welcome to requisition equipment for your missions. So you could end up with a kit, but on paper I just want to keep you guys about even in terms of equipment.
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Jonkga
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Re: The Mandalorians

Post by Jonkga »

To finish up my guy, i need one starting armor upgrade and one starting gun upgrade - is there a basic armor upgrade that improves Ref defense? And, is there a basic gun upgrade that improves to hit? Those are what I'd start with.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
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EvilGenius
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Re: The Mandalorians

Post by EvilGenius »

Jon,

The armor upgrade to Ref defense and weapon upgrade to attack bonus are both Tech Specialist upgrades (so you need someone with the Tech feat to upgrade your equipment like that). Fortunately, my Mando scout is that kind of a tech and can hook you up. :)

The other upgrades are like extra equipment: targeting scopes for guns, climbing claws for armor, jetpacks for armor, etc.
Another daring escape for the intrepid Spaceman Spiff!
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Jonkga
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Re: The Mandalorians

Post by Jonkga »

I don't believe in Tech Specialists, so I'll skip those upgrades. Just wondering what the armor/gun upgrades are then. I guess I'll look through them before the session starts on Friday.

Really, while all this upgrade/customization stuff is cool, it's too reminiscent of the customization options from the end of my time playing Warcraft - get the right armor, then add enchantments, then add the right gems to the right sockets, etc., etc. - too much for me to keep track of, so I'll just skip the Tech Specialist upgrades - I'd probably forget to add those bonuses anyway.

If the other upgrades are just stuff, well then I don't know what I'd choose, as I'm not sure I ever felt i was missing or needed other stuff. So, we'll see. I'll probably choose something innocuous that doesn't affect anything.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
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