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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Fri Aug 03, 2007 2:54 pm Post subject: VERPINE |
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Also I love the Thiago S. ARANHA books (now i just need to get a copy of the Revised 2nd ed rulebooks - we still play 1st ed), but i noticed all the stats of the Verpine looks like what I remember them except for their TECH. Now if you take the TEC + their tech bonus you have a basic 5D, with small bonus of paying a bit cheaper to take up TECH skills. But this and also the fact that they get no bonus to TECHNOLOGY skill (which is the design skill) makes it hard to believe all the quotes about the Verpine being one of the best TECH's out there and the designers and builders of various ships and stabilisers.
Is these stats the new 2nd ed stats? We play with Verpine having a TECH of 6D and the +2D bonus on all TECH skills (+TECHNOLOGY SKILL) which make them awesome techies and not too hot in combat.
VERPINE
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D+1/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 1D+1/4D
STRENGTH 1D+1/3D
TECHNICAL 2D/3D
Special Abilities:
Microscopic Sight: +1D to search for small objects
Body Armor: The Verpine’s natural chitinous plate armor gives them a +1D bonus against physical attacks.
Organic Telecommunication: Because Verpine can send and receive radio waves through their antenna, they have the ability to communicate with other members of their species with specially-tuned comlinks. The range is very limited when they are activating individually (1 km) but greatly
increases when in the hive.
Technical Bonus: All Verpine receive a +2D bonus when using their Technical skills. _________________ ***witty remark under construction - coming soon to a board near you*** |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Fri Aug 03, 2007 4:39 pm Post subject: |
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Mea culpa!! Mea culpa!!!
This was brought to my attention recently and I was shocked by this ghastly mistake. The Verpine's maxiumum Technical is indeed 5D. It must have been a typo or maybe I copied the stats from a wrong source.
I'm terribly sorry about this, please tell your friends! Verpine have 5D Maximum Technical!!
I hope that doesn't break your trust in my otherwise fine line of products... _________________ "He's Gry Sarth, of course he has the stats for them." |
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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Fri Aug 03, 2007 5:19 pm Post subject: to trust |
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No problem I think the amount of work you have palced into the various pdf's are awesome and one or so little slip-ups are no issue. _________________ ***witty remark under construction - coming soon to a board near you*** |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Fri Aug 03, 2007 8:41 pm Post subject: |
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wow, thats 7d in technical. excelent. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Sat Aug 04, 2007 5:59 am Post subject: More than just 7D |
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The old Verpine had more than that. They had the +2D to all TECH skills with MAX of 5D and then they also got 2D for every 1D spend on TECH skills at Character creation with no more than 2D(4D) in anyone skills so you could have three of your TECH skills at 11D which made them AWESOME Techs, inline with what you read about the verpine in various sources, but not much good at anything else A wookie sidekick/bodyguard will always be much appreciated.
I love the Verpine, let me fiddle with things and leave combat to other guys _________________ ***witty remark under construction - coming soon to a board near you*** |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4850
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Posted: Sun Aug 05, 2007 4:56 pm Post subject: |
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Heh. I think that there are fewer errors in the stat books than there were in WEG's line of books. Considering the volume of work involved and the fact that there were at most two proof-readers on any given work, that things are pretty darn good. |
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OtterJethro Sub-Lieutenant
Joined: 22 Jun 2007 Posts: 52 Location: Mesa, AZ
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Posted: Mon Aug 06, 2007 12:01 am Post subject: |
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i like verpine, was thinking of making a jedi verpine sometime.... |
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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Mon Aug 06, 2007 1:04 am Post subject: |
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cheshire wrote: | Heh. I think that there are fewer errors in the stat books than there were in WEG's line of books. Considering the volume of work involved and the fact that there were at most two proof-readers on any given work, that things are pretty darn good. |
I agree 100% Lets start a new Star Wars cult --- Followers of the Gry! _________________ ***witty remark under construction - coming soon to a board near you*** |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Mon Aug 06, 2007 7:05 pm Post subject: Re: VERPINE |
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awfulalex wrote: |
Technical Bonus: All Verpine receive a +2D bonus when using their Technical skills. |
I've played a variation on these rules where a verpine only gets the +2D bonus on skills they actually have (IE a verpine with 4D technical and nothing in first aid only gets to roll 4D when using first aid) this means that a verpine with 5D in technical isn't automatically a god with all technical skills, even the ones it doesn't know.
Combine this with the house rule of +5 to the difficulty for trying to use an untrained skill and you get people thinking very caefully about what skills they invest in at character creation. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Mon Aug 06, 2007 7:35 pm Post subject: |
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I like that rule. |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Mon Aug 06, 2007 8:31 pm Post subject: |
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I find it makes more sense. Sure Verpines might have an excpetionally technical mind but that doesn't mean that they have fantastic insight into something they may have never studied before.
You tend to get people putting one pip into a lot of technical skills with this rule in place. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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awfulalex Commander
Joined: 03 Aug 2007 Posts: 303 Location: South Africa
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Posted: Thu Aug 09, 2007 4:35 pm Post subject: |
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Awesome rule, should maybe be a general rule in any case. A few skills are allowed to be used untrain - Dodge, Brawl, Climb/jump, etc but other skills are 0D until character has spend some time learning the skill, then can he use it (obviously with his stat bonus) _________________ ***witty remark under construction - coming soon to a board near you*** |
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OtterJethro Sub-Lieutenant
Joined: 22 Jun 2007 Posts: 52 Location: Mesa, AZ
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Posted: Thu Aug 09, 2007 6:18 pm Post subject: |
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awfulalex wrote: | Awesome rule, should maybe be a general rule in any case. A few skills are allowed to be used untrain - Dodge, Brawl, Climb/jump, etc but other skills are 0D until character has spend some time learning the skill, then can he use it (obviously with his stat bonus) |
I would never assign a 0D for any skill. You need to remember that the attributes are your natural ability to do a specific task. Some who is more athletic in life would have a higher dexterity. I am more athletic then my friend, so when we both try a new sport, I am always better than him. If we play a sport he knows well that I don't, that is when he wins. Someone with a high technical understands how things work. In real life, a person with a high natural ability with computers tends to know better about whats wrong on a TV then someone who doesn't understand much about technical things. I agree that someone who isn't trained in a specific task could receive a +5 modifier on some skills but I wouldn't do all skills(Jump... how do you train someone to jump higher). We tend to look at the rules and make logical sense of them. If the rule was there but really makes no sense logically, we change. We have changed alot of rules of the game but we also feel it makes more sense logically now also. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Thu Aug 09, 2007 6:23 pm Post subject: |
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OtterJethro wrote: | awfulalex wrote: | Awesome rule, should maybe be a general rule in any case. A few skills are allowed to be used untrain - Dodge, Brawl, Climb/jump, etc but other skills are 0D until character has spend some time learning the skill, then can he use it (obviously with his stat bonus) |
I would never assign a 0D for any skill. You need to remember that the attributes are your natural ability to do a specific task. Some who is more athletic in life would have a higher dexterity. I am more athletic then my friend, so when we both try a new sport, I am always better than him. If we play a sport he knows well that I don't, that is when he wins. Someone with a high technical understands how things work. In real life, a person with a high natural ability with computers tends to know better about whats wrong on a TV then someone who doesn't understand much about technical things. I agree that someone who isn't trained in a specific task could receive a +5 modifier on some skills but I wouldn't do all skills(Jump... how do you train someone to jump higher). We tend to look at the rules and make logical sense of them. If the rule was there but really makes no sense logically, we change. We have changed alot of rules of the game but we also feel it makes more sense logically now also. |
Yeah, a +5 difficulty modifier or something makes sense when attempting an untrained skill (some of them), but 0D is a bit silly... anyone can attempt and will have a natural aptitude of deficiency, which is represented by their attribute. I'd only enforce a 0D on an advanced skill check. |
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