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Pedro Lunaris

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Everything posted by Pedro Lunaris

  1. What a drag... What about using YV-560 Light Freighter stats from Enter the Unknown page 66?
  2. Bren_Waynero, thanks a lot! Do you have any idea if the author of this sheet created the infos in it or found them somewhere? knasserl, the sheet Bren linked here has informations that might help in fuel costs!
  3. I think this is a great way of playing to prevent loss of time with things that doesn't matter much. The thing is, my group is actually aiming in considering this things as part of the roleplaying, since some of the characters are focused in ship maintanence - the ship itself is central to the group we have - and another character is a smuggler and her player is wanting to bring trade rolls to the game - between sessions. So I want to give some thoughts and put some money and mechanics into this. What is on the background of this questions is the fact that I don't get a good picture of what is too few and what is too many as reward for adventures - speaking moneywise. Some references make me think that what's regular is dealing with large numbers, others that keeping numbers short and putting the characters without many resources is the best thing to do. So I'm wanting to know how some of you are dealing with this issues. Thanks a lot Bran_Waynero! If you find it, or if someone here has it, it will be a big help! Thanks again kinnison!
  4. Thanks a lot guys. kinnison, what you listed as dock fees (50-150 creds/day) you charge per character, or is it the cost for a ship? How much are you awarding your players for a regular profitable mission? How much would you give them for a ship's cargo hold full of moderately profitable minerals? Is anyone using some house rules for trading with materials that the current books doesn't describe?
  5. Hi all, Something that is bothering me is the lack of prices for services in Edge of Empire. For a universe based on traveling and trading, there isn't many references on how to charge the PCs for staying in a planet or space station, for eating and drinking and so on. One thing that is coming again and again is how much do I charge them for a garage in a spaceport. Do anyone has thoughts in this matter? Thanks for your advice and experiences.
  6. Thank you very much, Aazlain! And thank you Darian Ocana for posting the question! :]
  7. Doc, recently I went back to listen to Buried But Not Forgotten a second time. I went through the whole of Reckless Dice looking for the continuity of the game. Such great fun listen to you guys (and Leila)! I'm saying this to give you another positive feedback. Energy for a come back!!! I'm glad to know you have your own podcast running. I like Reckless Dice a lot and would love to see the game back through RD, but I'm also relieved to know that there are other possibilities of you lot coming back to Warhammer live recordings.
  8. For career skills, the advances are spent in different lines. I rule that if you spend an advancement in a skill, you can take the general skill training line, even if you are just acquiring it. But you could also take an Open Career Advancement - that's your choice, or the only option you have if your GM rules differently than I do. It's not a problem, because you don't have to follow any order in marking the different lines in you sheet advancements. So you mark one line to acquire it, and another line to train it. And that's it. Did it help?
  9. We also have a human priest of Ranald. I love the concept of the Priests of Ranald as keeping their role hidden. Priests with a thing for robbing and also helping poor people and commoners. I had a halfling Priest of Ranald in our second edition campaing as an important NPC for an adventure in Nordland. The PCs never discovered he was a Priest. This one was specially attached to revolts and helping people take care of themselves. He was in company with a traveller knight of Myrmidia who was learning about the world.
  10. I agree with what has been said, but I also played more than a couple of sessions and even campaingns in which the GM had a character of his own participating in the group and it worked. What I can see of factors that make it work... Everybody already wrote about when GM is enamoured by his own character and this character resolves all situations. That shouldn't happen, ever. Maybe the only exception is when all PCs are down and you really don't want them to die at this point, i.e., when PCs already tried their best and failed. Then an NPC could save the day, for them to learn not to do that again. And then, that NPC should be prevented in some way of ever saving the day again - maybe it was just a lucky shot, maybe the NPC himself lost something doing it etc. I've seen GM's character working when the GM had a clear idea of how this character would participate in the story. Usually this character knows even little about the plot than the PCs knows. Maybe it becomes clear that its the responsibility of the PCs to tell anything to the GM's character, so they know exactly what he knows and what he doesn't. What has happened in every circumstance I saw a GM's character working as a member of the party is that, even if he is more powerful than the PCs (what I would advice against if you are not completely sure how to conduct the relationship aspect of this extra power), the GM always lets the PCs have the focus of everything, and do 90% of everything, and the GM's character is just a bonus. Even though he has his own mind, he is like an asset the PCs themselves can make use of, saying to him where to go and to do in a plan. That was how the GM of a 5 year campaign I played worked things: he was very clear to state that no NPC would ever come up with a plan. That was always the job of the PCs. At last, one aspect that I think you should consider is specific to Warhammer 3ed. A PC has a lot of cards and a lot of things to track with his character. The GM has more, as he needs to keep an eye at the PCs and also track what is happening in the story, what is going to happen next, the status of NPCs etc. So if a GM has a character, he would have a lot of extra things to track as well. That should be really confusing. I would suggest you keep that in mind and try it out as a test before deciding to go full throttle with it. Cheers!
  11. Another thing that occured to me is that, if your goal is to give an example of how the system works, maybe you could swap the three fortune Birgitta uses in her desperate attack against the skaven for one fortune and the Favored by Fate Reikland Human special ability. That way we see another part of the mechanics in play. What do you think?
  12. Great description! The only point that I see the need for correction is when Birgitta uses Execution Shot. If she hasn't trained Ballistic Skill, she then doesn't get to roll a yellow die. Till here, no problem. But if she doesn't roll a yellow die, she couldn't have got a Sigmar's Comet in the result. If this is just a combat example, I would suggest giving her one rank in Ballistic Skill instead of with Weapon Skill. Also, I would point that when Birgitta gets her fourth Fatigue, her Toughness becomes fatigued. That doesn't have any effect in the combat described because she hasn't got to roll Toughness, but it's a useful thing to remember.
  13. The adventure begins... They mostly walked for seven days, managing a ride in hay filled wagons for a couple of miles in some points and getting something to eat at road taverns and when the rare friendly farmer could spare some bread. They preferred to sleep alongside the road because, even though it was much more dangerous than any Inn’s common room, it was also cheaper. They were walking outside of main roads since they passed through Grunburg, which increased the danger a lot. But it was only after they passed Rottfurt, in the eighth day, that they encountered trouble. Of the worse sort: they were ambushed by beastmen. Even though they were poorly equipped, the Three Scoundrels weren’t an easy catch. None of them had ever even seen a beastman, but luckily these were mostly ungors and the travellers weren’t caught completely unawares. Hanz, being the strongest, managed most of the attention, while Karl used a more snaky approach. And Sven… Well, Sven had magic. So they managed to kill most of the horrible creatures, chasing two away. But, as the savage chaos followers disappeared in the woods, they realized Karl had passed out from his wounds, and Sven and Hanz weren’t so far away. But Ranald was still smiling. A wagon appeared on the road in time to see the creatures that had caused the trouble. And even though the driver wanted to turn around and leave the strangers to their fate, his mother-in-law, that was with him, didn’t allow him. They took the strangers to their home and there the old lady looked after each one, thanking Sigmar for people that managed to kill a bunch of the evil creatures. The man went away with his children and wife for the days the strangers stayed in his house, afraid they could kill everyone if they decided to rob the farm. That didn’t happen, and three days later the Three Scoundrels were leaving again to Auerswald, this time with some provisions to last the trip. Jumping at every shadow, they managed to get to the city safe. From it’s gates they just had to ask direction to the known inn. There they found Herr Hendrick, and, as the manservant was a couple of weeks late with his mission, he agreed to hire the brothers. He had already went to Auerswald to try and find someone that could pass as a simple servant and didn’t know the resident servants of the Grunewald Lodge, his Lord’s rural manor. They left the city the next morning with an empty wagon, to load it with Lord Aschaffenberg’s belongings in Ubersreik. Three days later, they were there. The three brothers had then the money from this days of contract, and also some shillings they earned with small trade from things acquired in Auerswald (almost an adventure on it’s own). They negotiated payment in advance with Herr Hendrick and bought some equipment for the tasks ahead. Not to say, clothes fit to wear – their own weren’t anymore. The events of Grunewald Lodge certainly was something that changed their lives forever. The Lord wanted them to investigate the staff, they discovered attacking beastmen, a missing noble since one year before, a really annoying librarian (that they scarred), some rivalry between the Lord and another Lord that visited unexpectedly, drugged staff, a dwarven hammer, drugged patrolling soldiers (that they waked and putted in alarm) and finally a cult led by the manor’s steward in the middle of a ritual, happening in the Manor’s cellar, to sacrifice the visiting Lord (what they did) to conjure a daemon (what also happened). The three brothers emerged from the basement to discover the grounds were attacked by a large number of beastmen, repelled after a vicious battle by the drugged but awake human defences, the ex-soldier now dog handler, and the dogs. Oh, the dogs. Lord Aschaffenberg himself, previously warned but also drugged, came to the defense of the walls and was injured with a cut in the belly that managed to bypass the plates of his armour. Luckily it was superficial and he was out of danger, if disease didn’t catch him. Sister Sonja, after surviving the ritual as a possible next victim, made a commitment to work her own trauma by making the best job to tend Lord Sigmar’s flock. Two thirds of the soldiers and staff had died, all of the remaining in need of some care, and only one dog remained, but to be taken care of for at least one month. The handler was there with extra cuts to become scars. And the dwarf had been killed in his bed. He was the one that directed the brothers attention when only Sven was at the basement. The shouts he gave before being killed did that. From the cultists, the annoying librarian Otto Geizhals had survived. He was all the evidence they needed, but the head of the steward, with his mutated eye, was also taken, with the head of two beastmen to add to it. And Sven had four forbidden books, including the two the cultists had used for the summoning. Herr Hendrick and the brothers left the Manor with it all and a letter from Lord Aschanffenberg begging the help of Ubersreik. The four of them, with the bound librarian, got to the city in time to be able to enter. The next day it was closed in quarantine, since a plague had emerged inside the city five days before, getting serious the day before they got there. The only exception to the quarantine was the departure, in the following morning, of a group of Reikland’s Guard and a witch hunter leaving for Grunewald Lodge with Vern Hendrick. To them, Herr Hendrick and the Sontag brothers had delivered, the night before, the panicked librarian, the heads and two of the books Sven carried. The apprendice wizard kept the two that were used in the invocation to take to his Order, if he could find a way to do that safely without being caught and mistaken for a cultist himself... With Ranald’s luck, he would manage.
  14. Alright, I'll try. But if something gets your attention that I hadn't described, please ask. Another thing is that I adapt the adventures a lot, getting them to the spirit of the group and sometimes using ideas that I get from this forum. I won't explain the details, but I'll try to point them, and if something let you curious, do ask me about it!
  15. Wow! Yes, you can, but I imagine it will be a challenge for the player to control so many characters, as the game is full of parts to take care of. I would suggest the PC starting with 2 characters and maybe getting a third as he/she understand better the mechanics. Also, the adventures released so far aim for a group of three characters. Also, if it was me, I would run a "GM's PC", a character that, even though is a NPC, is part of the group. That because it would give to the player the chance to interact with a character played by another person.
  16. Thanks! The players decided their careers freely. I guess one of them took the three career cards because he wasn't sure what to choose. It was the Thug, if I'm not mistaken. They also decided to be brothers, and as everyone of them chose to spend 0 points in wealth, I came up with the story of their father's debt. All of the described above is background story. We start throwing dice in the next entrance, that will be coming shortly. I was aiming to give a brief background description to The Gathering Storm, which we just recently started, but I was completely carried away by narrative... I'll try to be more objective, resuming the background in two more posts and then moving to one post per session describing our developments with TGS. Feedback about anything is very much appreciated, including questions about how we managed something mechanically, because I think I'll keep description in story mode.
  17. As I'm writting a gam report, it is making sense to write it in Word and then copy paste to the forums. But then the paragraphs and fonts follow the Word formatting... Could you tell me what's the standard font and size of FFG's forum? It will prevent a lot of work for me. Thank you in advance.
  18. Background story This campaign started with the Three Scoundrels from Altdorf: brothers Hanz, Karl and Sven Sontag. All three were born in one of the poorest parts of the big city, sons of a competent (but also drunk and too much of a game enthusiast) smuggler. Having different relationships with their father, who gained and lost money in equal speed, each of the brothers chose a different path: Hanz, the oldest and strongest, became a Thug, expanding his abilities as a child and teenage bully. Karl, the middle brother, started to take his father place when the old man was too drunk for a job, and from there learned the tricks of the trade of being a Smuggler. 

As for Sven, his had a different nature altogether. From birth Sven was the strangest. Sometimes he saw things that weren’t there. Quiet and shy, he was amazingly intelligent and had an affinity to secrets and mysteries. One day when he was nine a man with a strange presence came to the house of the Sontags and talked with the father for something close to an hour. Finally they came to the bedroom the three children shared and told Sven to get his things ready and go with he man. He was to become a magician of the Grey Order. The two brothers only saw Sven in rare occasions after that. Until their father died. After the burial, Hanz and Karl went to get drunk together, and then went to their homes - now separate, but still in the same neighborhood. The next day, at predawn, both brothers received a visit: hired thugs entered each of their homes, both sleeping heavily, gave them a beating and opened the doors. And then they met Von Holthausen. A rich merchant, Von Holthausen was known in the worse parts of Altdorf as a moneylender and a gangster. He had ties with a lot of gang leaders, and apparently had a finger in almost every great roguery that happened around. He informed the Sontag brothers, each in a space of half an hour from the other, that their father still owned him a loan of 100 gold pieces. And that now that he was dead, that loan was their responsibility. Hanz, the first to be visited, got to Karl’s place in time to see Von Holthausen leave with his thugs and an Imperial Ogre bodyguard. He found his brother in a worse shape than himself, but half of it seemed the hangover. They accounted for what they had: some brass penies, a dagger each, the clothes in their bodies. And that was that. They couldn’t stay where they were. With no money they couldn’t afford the weekly rent of their houses. They hadn’t much to try any job, even dirty ones. Having Von Holthausen on their backs wouldn’t help either. So they made the round. Karl looked for some contacts. Hanz asked some colleagues of trade, and even intimidated some usual targets. In the end, Karl remembered a job one of his friends told him about some days earlier. The man was a coachman, one that dealt with stolen goods. He said there was a fancy man in Auerswald desperate to find hired hands outside his own city. The brothers decided to give it a try. When they started to walk to Altdorf’s gate, they almost hit Sven. He was standing right there, looking at them with a face that seemed to resent some inconvenience. Hanz laughed aloud ad gave him a hug. He told them he had came to help in paying their father’s debt. He didn’t tell them how he came to know about it, but his master had simply ordered him to go, saying it was important to him to break any tie that could put him in a position of having any common weight o carry. But he also didn’t had anything but a few pennies and a dagger. Ranald seemed to be laughing.
  19. One of the great things in a system with a lot of options is that you can customize each encounter. So even if you hit the players with the same type of monster more than one time, you can choose different actions or them. You can also increase the difficulty of an encounter by choosing more actions for the enemies, or choosing more powerful ones (higher rank / effect) or ones that work better together (making combos). Last session the PCs encountered a NPC who was the captain of a river barge. As I know this NPC will probably come back later in the campaign, even though I described him as having two pistols, I chose just leadership cards for him. If the PCs had confronted the captain, he would put his allies against them, boosting the abilities of more common NPCs. But if the captain comes back another time, he will have special ranged attacks for sure. As for how I choose... It is like the answers you already have. Look in the creature's Creature Card. See if it has any action icons. If yes, that is the standard number of extra actions you choose for this creature. They even give it's type: melee, ranged, support, magic... Than you use the traits of the Creature Action Cards to help. So, even though in some cases we do have Action Cards that were created to be used by a specific NPC or creature (as it will be stated in it's traits or description), the majority of Creature Action Cards doesn't have a specific owner. They can be chosen for any creature or NPC, and you can use it's traits to guide you. Bear in mind, though, that this traits are only that: descriptors. So if you find interesting that the Beastman Bray Shaman have a necromancy spell, so be it! Was that helpful?
  20. well, I'm glad at least that is one problem easy to deal with.
  21. I agree Durak, and, even if second edition's skaven had Night Vision, third edition could give a different approach to the creatures in which they don't see that weel in the dark but their scent do compensate it. I'm almost sure that in Gotrek and Felix's novels, the skaven are describided as being able to see in the dark, but I'm also completely sure that skaven tunnels have a lot of warpstone dust and mutated funghus that glow in the dark. So third edition's skaven could just have a different fluff. What I don't like in what r_b described is that the other improved senses of third ed's skaven aren't enough for them to not have penalties in combat. And for a bunch of coward assassins that live underground, I would expect that their acute senses would be able to compensate for lack of vision in combat.
  22. "reasons unknown" seems like "faulty revision".
  23. actually, I'm glad you digged this up, princeearwig. what if we consider there's always a "standard dodge" taking place in a fight, provided the target of an attack is aware of the attack? that could add some misfortune dice calculated as per opposite checks, i.e., misfortune instead of challenge dice. on top of the regular one challenge, and on top of any active defences used. what do you think?
  24. Thanks once again for your views. I'll discuss this with my players, we'll be probably playing this next weekend, coming back to our campaing. I'm inclined to give it a test and see the results. I'll come back with my impressions. About the reckless dice, your description seems fair. I was imagining someone being reckless with simple things. It seems interesting to me that a reckless stance would make a real difference in troublesome situations, but that it would be advisable not to be reckless with easy tasks.
  25. If opposite checks were turned in two checks without difficulty (or against a set difficulty, say, of 1, so chaos stars can be generated) I would miss the focus on the character that called the action. That's one thing I think WHFP 3ed and Saga System have in common, some focus in the players rolling as NPC's actions are added to that roll as difficulty (in the case of Saga System, only players roll). I like this feature a lot. What do you think about adding a challenge die for each rank the opposed character have in the relevant skill? Or two misfortune dice instead of one (preserving the chaos star)? Going beyond opposite checks... I do miss second edition's flavor about characters missing more than they hit. I know heroes are supposed to make incredible scenes, but I do think it's more fun and also has more to do with a grim scenario that everyone misses a lot. I'm thinking about testing increasing every difficulty in 1. That would mean tests against defence would have a set difficulty of 2, and spells would have a set difficulty of 1. The fluff of it would be getting closer to second edition's approach to combat: that one attack roll isn't one swing of your weapon, but one attempt to inflict damage that compromises some exchange of blows. That approach understands that in one roll the target of the attack is trying to defend himself, thus increasing difficulty. The use of the active defences would be an extra and more expert attempt of defence. And, if the target of the attack is unaware that he is going to be attacking, difficulty would be only 1 purple dice - and easy task. What do you think? Is someone using something like this?
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