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HappyDaze

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  2. Give the iconic characters from the films special gear and PCs will just have another reason to kill them and take their stuff.
  3. We now have specializations within the Jedi career that have prerequisites. In this case, the prerequisites are Force Ratings of 2 (for Knight and General) or 3 (for Master). Can prerequisites exist for other specializations? Should they? What kinds of prerequisites? Should certain specializations have a minimum Characteristic value? What about requiring a certain Talent before allowing the Specialization to be taken? As an example, let's consider the Clone Veteran from Collapse of the Republic. Let's say that I think it's stupid that Clone Veteran can be a character's first specialization. What if I gave Clone Veteran "Prerequisite: Dedication 1" to represent the necessary experience to be considered eligible to be a veteran?
  4. If you allow this, you make the Utility Belt talent far less attractive unless you strictly limit the items they can pull fron the scenery. Letting a PC pull a fire extinguisher or breath mask from an emergency supply hatch on a ship is probably ok if the scene requires them. Using the DP just to acquire loot is a no-go.
  5. Or the local version was only workable, affordable, or both for limited-scale use. For the numbers the GAR needs, corners might need to be cut as faster manufacturing and more common materials are substituted. This would also explain why the Separatists didn't widely field Umbaran designs beyond Umbara despite their effectiveness.
  6. It's also possible that some GAR gear originated with local militias. After being adopted for GAR use, production would increase by 100000x and the units would take some time to see general use among the clones.
  7. They change the rules all the time these days.
  8. However, this being FFG, give them the idea and they'll print special edition sheets on 8.5"x14" paper. The cost may be an issue for some, but it's no barrier for the true believers...
  9. That's possible even if you do allow the buying of FR 2 for 30 starting XP. Everyone that doesn't take that option gets to spend those points raising a Characteristic from 2 to 3. Everybody does get something cool; there is no problem.
  10. That is correct. There is no limit except that you might run out of lower tier talents to fill the base.
  11. I don't disagree, but I can also see why someone might be hesitant to allow FR 2 characters at the start of the game.
  12. It only matters at all if you're flying Sil 3 or less. In the Sil 4 ships that PC groups commonly use, it is totally useless.
  13. I can understand that position. I will say that paying 30 starting xp is significant as it effectively costs as much as a 2-to-3 Characteristic increase (effectively giving up the equivalent of a Dedication rank in exchange for a Force Rating rank).
  14. From previous games I've run: Modified Force and Destiny character creation; pick one of: +10 Starting XP +5 Starting XP and +1,000 credits +2,500 credits For Obligation, choose either: One 10-pt Obligation Two 5-pt Obligations Additional Obligation cannot be taken for additional XP/credits (these are awarded independently, as noted above). For a fully "independent operators "game, Duty starts at 0 and Contribution Rank starts at 0. This might change depending on what kind of group identity the players collectively select. I may also allow individual characters to purchase Duty for taking on Obligation. Morality (only for characters with Force Rating 1+) starts at 50. Select a starting "alignment" (light or dark). After starting XP is spent, add 300 XP (may be higher, depending on players' input on the type of game they want). All of this XP must be spent before play begins with the following restrictions: Skills may not be raised above rank 3. Specializations may be purchased as normal, but the GM may rule that certain Force powers are not appropriate. Talents as per the character's specializations, but only 5, 10, and 15 XP talents are available at start (20 and 25 XP talents may not be purchased yet). Battle Scars talents are not permitted at this time. Force powers may taken including base power and up to two connections away (three nodes deep maximum, much like talents). The GM may rule that certain Force powers are not appropriate. Each character may spend up to 10,000 credits plus any extra credits from the first step. Any gear purchased may have a maximum Rarity of 6 but may include Restricted items. Taking on 5 Obligation increases maximum Rarity to 8, while taking on 10 additional Obligation increases maximum Rarity to 10. Attachments may be purchased along with parts for Mods, but the rolls to instal Mods will take place at the table.
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