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Riggswolfe

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  1. Riggswolfe

    Arkham Horror Toolkit Alternative?

    Well, there are also a few for PC so if you have a laptop that might be an option. I have an iPhone and a Samsung tablet so my options are a bit more open. Sadly the Android one seems a bit finicky on my OS version.
  2. Riggswolfe

    Arkham Horror Toolkit Alternative?

    Over on Boardgame Geek I found links to a few: https://itunes.apple.com/us/app/assistant-for-arkham-horror/id1020261740?mt=8&ign-mpt=uo%3D4 Here's one for Android: https://play.google.com/store/apps/details?id=com.fenyx4.arkham&hl=en&showAllReviews=true I think I found one that was for Windows but can't seem to find it again.
  3. Riggswolfe

    Agenda scoring clarificaton

    My entire group assumed option 1. We read it as +1 if you fulfill the first condition or +2 if you fulfill the second. So a maximum of 3 points for the card.
  4. Riggswolfe

    Quest 143 "Ouch!" Question

    WSG = Wasteland Survival Guide. If you follow that questline you can get the guide.
  5. Riggswolfe

    Are all Dark Siders evil?

    There is a very easy way to make a character who does morally questionable things to achieve good ends. Don't make him force sensitive. You're, in D&D terms, wanting to make a Paladin who does evil things for good reasons and it won't work for the same reasons basically.
  6. Riggswolfe

    Are all Dark Siders evil?

    No you cannot. Star Wars is not about shades of grey. It's about good and evil. It's a fairy tale, a morality play, it is not Game of Thrones where people are complex and sometimes it is hard to tell who is good and who is evil from chapter to chapter. (or episode to episode.) The closest analogy I can think of for your question is the concept of blood magic or black magic in fantasy stories. (Which is fitting because at heart Star Wars is fantasy with sci-fi trappings.) This magic inherently corrupts your soul and in many fantasy stories you see a magician fall to evil because he thought he could use this darker magic to do good things. That is exactly what would happen to your character if the GM was at all steeped in Star Wars lore. In my game, for example, if you approached me with this character concept I'd remind you of the following quote: Harvey Dent: Okay, fine. you either die a hero or you live long enough to see yourself become the villain. This character would be a great way to eventually introduce a villain into a campaign. But in the long run he'd be an awful PC.
  7. I'm surprised we haven't seen a Leah figure pack yet...
  8. Oops. My original post was unclear. Luke is the leader of the Emperor's Hands. Not the PC group. The PCs are indeed working for the Rebellion. I've since edited the post though I do wish I'd thought of Luke as some kind of highly placed mole within the Rebellion giving out missions only to turn on the PCs and the Rebellion!
  9. My particular game is very much an alternate universe. It begins several months to a year before Yavin and will end at the battle of Yavin or shortly after. A basic rundown: Basically in my AU, during Obi-Wan's fight with General Grievous on Utapau (I have no idea how that world is spelled!) that rolling wheel vehicle crashed into Grievous starfighter, knocking it off of the platform. As a result, Obi-Wan didn't use it to flee Utapau after the clones turned on him and was stuck there for weeks or months. This has resulted in the following changes, some of which my players know about, some of which they don't. 1) Vader was not confronted on Mustafar and never became a cyborg. As a result he is much more powerful than he is in the OT. 2) Luke and Leah were born to Padme who died in childbirth. Vader raised Leah and the Emperor raised Luke, the idea being that if the twins were split between the two of them it lessened the odds of Vader rebelling. 3) Leah runs the Inquisition 4) Luke is an Emperor's Hand and is in fact, the leader of the Hands. They're slightly different than they originally were, acting not only as enforcers, spies and assassins but also as a counterbalance to the Inquisition lest Vader get too much power. 5) Han and Chewie were both captured by Jabba and are essentially out of the picture. The PCs have slowly gotten involved with the Rebellion and soon they'll be asked to do what seem like simple missions to ferry some people to and from dangerous areas and maybe intercept some transmissions and ferry them to other places. They'll slowly come to realize that what they're doing is getting the Death Star plans for the Rebellion. I plan to throw a twist at them when the Death Star tests its superlaser however. Rather than destroying Alderaan it will destroy Corellia which will make it much more personal for a couple of my PCs and also demonstrate that I am changing things up. In probably 3-4 months they'll do the trench run and I've already warned them, success is not guaranteed and if they fail Yavin will be destroyed and things will take a very dark turn. However, I am combining a plot element from ANH and ROTJ and having the Emperor be present on the first Death Star as he wisely does not trust Vader and Tarkin with a world killing super weapon. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So, what I'd like from you all is suggestions on how you'd design and run missions for the players to acquire the Death Star plans? I'd also like to keep things a bit mysterious to the players themselves at first as I'd like it to gradually dawn on them what exactly they're actually doing. Thoughts?
  10. I haven't given a huge amount of thought to the loss of Corellia, partly because I suspect Yavin will be the pinnacle of my campaign which will happen mere months later. Basically, I plan to conflate parts of RoTJ with ANH and have the Emperor on the Death Star as he doesn't trust Tarkin and wants to be in control of this massive weapon. Honestly, after the destruction of Corellia, Tarkin will likely be executed precisely because of the issues you mentioned.
  11. My game is "shortly" before Yavin. It's also decidedly AU. Basically in my universe, during Obi-Wan's fight with General Greivious on Utapau (I have no idea how that world is spelled!) that rolling wheel vehicle crashed into Greivious's starfighter, knocking it off of the platform. As a result, Obi-Wan didn't use it to flee Utapau after the clones turned on him and was stuck there for weeks or months. This has resulted in the following changes, some of which my players know about, some of which they don't. 1) Vader was not confronted on Mustafar and never became a cyborg. As a result he is much more powerful than he is in the OT. 2) Luke and Leah were born to Padme who died in childbirth. Vader raised Leah and the Emperor raised Luke, the idea being that if the twins were split between the two of them it lessened the odds of Vader rebelling. 3) Leah runs the Inquisition 4) Luke is an Emperor's Hand and is in fact, the leader of this group. They're slightly different than they originally were, acting not only as enforcers, spies and assassins but also as a counterbalance to the Inquisition lest Vader get too much power. 5) Han and Chewie were both captured by Jabba and are essentially out of the picture. The PCs have slowly gotten involved with the Rebellion and soon they'll be asked to do what seem like simple missions to ferry some people to and from dangerous areas and maybe intercept some transmissions and ferry them to other places. They'll slowly come to realize that what they're doing is getting the Death Star plans for the Rebellion. I plan to throw a twist at them when the Death Star tests its superlaser however. Rather than destroying Alderaan it will destroy Corellia which will make it much more personal for a couple of my PCs and also demonstrate that I am changing things up. In probably 3-4 months they'll do the trench run and I've already warned them, success is not guranteed and if they fail Yavin will be destroyed and things will take a very dark turn. We'll see how it all goes!
  12. Riggswolfe

    Paper starfighters

    This has been a major issue for my players. In particular, piloting skill doesn't seem to matter other than making maneuvers easier. I've kicked around making the difficulty to hit be equal to the opposing pilots piloting skill but modified by Sil somehow, maybe it adds boost or setback dice for the difference or actually upgrades/downgrades the difficulty. Has anyone tried this?
  13. This topic could go in any of the sub-forums but I decided to put it here: I was thinking about this earlier. What would be my wishlist for non-career supplement books? To head off the obvious I don't think an Imperial book is needed. You just make characters and play as Imperials if you feel the need for a bad guy campaign. Ok, so: Alien Compendium: I'd like to see a book that is a compilation of the released races from the various splat books plus a lot of unseen races, all made ready to use for PCs. Droid Catalog: I'd love to see a book focused on droids. Not just lots of example droids but also stuff for droid PCs, like maybe a way to use attachments and mods on droids. (Forgive me if this exists and I missed it, to my knowledge the work around is to buy armor/weapons and mod them but treat them as if they are integral to the droid.) Adversary handbook: Sort of a monster manual but with expanded rules for creating memorable villains similar to the Inquisitor rules out of F&D plus the advancing villains stuff from the EotE GM Kit. Also, perhaps rules/guidelines for giving the bad guys their own memorable ships. Speaking of: A ship book: A book with lots of ships, preferably with a few including deck plans plus compiled attachments or the ships. And if there's room a few example Outlaw Tech starports! I am hoping the eventual Smuggler book will be something like this!
  14. Riggswolfe

    Stay on Target article up

    I was sort of hoping to see Wroonians in the Ace splatbook, complete with the ability to train Space Piloting to 3. Then again, they're incredibly easy to house rule!
  15. Riggswolfe

    Gray Jedi

    I've always despised the concept of grey Jedi as it seems to come up in games mostly so people can try to use Force Lightning/Force choke/etc and not be evil. I suppose you could try to maintain that balance but frankly, I have always thought of grey Jedi as Jedi who haven't fallen to the Darkside but are starting to dabble in it. In other words, a transitional state from Jedi to dark Jedi. This is somewhat supported in the EU as Jacen Solo was a Grey Jedi (in all but name) after the YV wars but became a pretty terrible Sith Lord not too long afterwards. Now, that said, it's your game table and do as you wish.
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