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SSB_Shadow

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Posts posted by SSB_Shadow


  1. On 9/9/2015 at 1:14 AM, Emperor Norton said:

    I've updated to 1.21 because I realized I REALLY hated one of the things I put into version 1.2, and I had a neat idea for allowing triumph to be spent to deal base weapon damage during GtA.

     

    1.21 here

    The link doesn't work. What exactly was the thing you hated? What did you add with a triumph during GtA?

    EDIT: nevermind, it works.

    ----

    Like the last poster, any other news or updates available? 

    I like the rules you have created and I am gonna try them in my new campaign. 


  2. All your responses have been an amazing help.
    I have been a bit busy lately but I'm feeling very motivated to start off my campaign soon. :D
    I will let ya know how it goes once I kick it off!

    Now, for perhaps a random question... What's up with the fashion in clothing in the Star Wars universe at this time?

    Between the Great Sith War and the Mandalorian Wars there is gap of 30 years. While googling around for ideas and pics I can't help but to notice how more primitive-looking it looked back then compared to later. In such a small amount of time, even. Can anyone explain why they suddenly stopped roaming around with classical fashion (spears & axes, tunics/robes, dresses, and funny hats) and turned into a bit more modern clothing (kinda) in only 30 years?
    Was there some kind of fashion revolution going on? Was this only a Krath dressing thing or did the whole galaxy do this? I know that the Great Sith War comics have more of a fantasy-theme to it while later era are more kotor'ish with armors and pants.

    Or am I only imagining things? Did the artwork change so it's not as noticeable anymore?

    This is kinda important because I've got some ideas of the PCs investigating an old wreckage from the last war. But it's also slightly morbid curiosity from my part because nowhere does this seem to be addressed at all. Plus one of the players wondered if their character's parents or grandparents would still go around in those classical 80's heroes clothing (think He-Man).


  3. For some reason I hate the title of the book... Sounds so cheesy.

    Secondly, I really hope they can give some love to the opposite side of the conflict. As much as I love the clone troopers and the Jedi, I am so tired of the Separatists being labeled as the default villains just because the main characters fight for the Republic. If they can add love to the CIS as much as the Republic this would really sell it for me.

    But I honestly doubt it.
    Star systems prohibited to leave so they unite and force themselves out with battle droids = Evil.
    Spiritual peace keepers leading a slave army and are ok with that = Good.

    As seen in Rebels and some comics, the Battle Droids too have the ability to become individual. But we're not gonna see any career for playing Battle Droids or Tactical Battle Droids or Separatist Commandos, are we? 

    Maybe we'll lucky and they will do a "Attack of the Clones" era book as a counterpart.


  4. I have a few questions that are about the rules.

    #1: Advantages.
    In my play we have found that spending 1 or 2 advantages becomes a bother. It's such a small advantage that takes so much time for each player to figure out what they want to do with them. I share the same problem as a GM with all of my NPCs.
    An idea was to simply put a default. So if a player gets 1 advantage it's always a Boost die to grant someone. If a player gets 2 advantages, they always grant themselves a boost. If a player really want to use it for something else they should say so and have it ready once its their turn to speed things up. 

    Alternatively just ignore them.

    #2: Defenses
    In all honesty I find the Boost and Setback dice next to pointless. Most of the time they roll a blank so people don't bother aiming or taking cover. Have you found another way to use Defenses? Maybe grant a single Soak or a single Pierce depending if you are attacking or defending? I don't like the sound of granting free Pierce but I am not sure what to do. Cover just seem lackluster compared to Saga edition which raised the characters defenses while aiming negated cover.

    This question also applies to starships. Maybe even more so. The shields feel so insignificant when they should have a bigger role.
    (I am looking around for a house rule to starship combat in general but I am curios what people do).


  5. Hello. I am trying to start a campaign set in the Old Republic era but I am having a problem with lack of ideas.

    What I have planned so far is that the time is set right after the Mandalorian Wars have begun. There are many unexplored planet and undiscovered hyperspace routes still. The common people in the outer rim have grown used to constant warfare and are simply trying to cope with it. This leads to famine, sickness and revolts on local planets, etc. Lots of worrisome times

    The party are a group of smugglers who operates from a single ship. They are trying to survive in this hostile, lawless rim while helping those in need by providing them with supplies. They would be going against Mandalorian blockades, Republic restrictions and disputes with other criminals. It would be nice if they had a hub to rest up and receive missions from, sorta like the Phoneix crew in Rebels have their base of operations on Lothal in season 1.

    Note: I haven't read the Tales of the Jedi or Old Republic comics with the whole Zayne Carrick plot. I know the overall story but not the details. I have almost every Star Wars FFG books as well as Old Republic campaign guide from Saga edition (Wizards of the Coast). I've played Kotor 1 and 2 but it was a while ago.

    So my questions are as follows;

    #1: Handling resources
    Something I've had trouble with in the past is handling the party economy. The team are supposed to "go hungry" and have to keep themselves working in order to pay for fuel, food and basic needs. What exactly is a good amount of credits to award for a simple errand job to a dangerous job? How much does it cost to fuel a ship and how often would that be needed to be done? When does it have to receive maintenance except for battle damage?
    I have read page 151 on EotE and it talks about rewarding supplies instead of money but what kind of "supplies" are valuable except for weapons and armors?
    Lastly, how do you handle shops? If a player says she wants to go to the local weapon store, how do you decide whats in there at the moment?
    This is a bit of an open question but I am eager to hear your ideas about it.

    #2: Main quest
    I feel stumped in this area. Being in the Kotor era I feel I can do whatever I want but I feel its TOO big.
    Should the Mandalorian be a constant threat to their way of life? A criminal organization such as Czerka or Black Sun could be a thorn in their sides. The Republic, being not so in control at this time, could be trying to enforce themselves in nearby planets.
    My current idea I have is that Taris is having a few gangs that are harassing the people as well as the party. The party motivation would be to free themselves and win that big score to become independent. At the same time I want to have room for the iconic morality dilemmas that are common in Kotor games.
    (Also, should they start with a group ship? Is it okay if its in a bad quality to encourage them to repair and modify it?)

    #3: Limiting character options
    I haven't talked to the other players yet what kind of characters they want to play but so far I want this to be primarily Edge of the Empire theme; lots of underworld dealing, smuggling, and all that come with living in the fringe.
    Should I allow players to make characters from Careers in the other books? I can see how maybe an Ex-Republic Solider or an Ex-Jedi could join this motley crew but having a fully fledged Soldier or Jedi seem not to fit the theme. What do you think I should do with Age of Rebellion and Force & Destiny accessibility? 

    Thanks in advance!


  6. I'm surprised no one has answered this in three years.

    I have a player with this signature ability and have used it two times in separate sessions.

    The first time it was used the player (a Klatooinian heavy) tried to fight his way out from a group of slavers. Once he fought his way out and found his weapon, he activated this ability and succeeded. He described how he intimidatingly marched down the hallway, wasting everyone in his way, and liberating the other slaves. This was a pretty epic moment and awe-inspiring. He had to fight his way to get his gun first so he didnt proc this on round 1.

    On the other session, however, we were inside a cantina. A bounty hunter and his goons attacked the party. On round 2 he activated this and killed all the minions. Since he rolled a despair I ruled that he accidentally killed the bartender that was being held hostage by the enemy. With only the bounty hunter standing, the party won and escaped (they didn't kill the bounty hunter because it had a sniper backup). This one wasn't as glorious as the first time.

    In my opinion, it can be a cool ability but it can really turn into a go-to, no-brainer button to defeat an encounter swiftly. So I try now to keep enemy reinforcements once the first wave of weaklings are down as well as a few rival enemies. ALWAYS have two nemesis bosses to back each other up.

     

     


  7. 17 minutes ago, Concise Locket said:

    Sooooo... outside of a non-canonical game, is there actually a gaming utility to writing up Death Star stats?* Even the West End Games Death Star Technical Companion flat out admitted that using the DS as-written was unlikely to be encountered in most games. Rather, the book was also intended to be useful for GMs who wanted examples of Imperial military architecture and NPCs not found in the core books.

    Woe to the table whose GM introduces his wholly-original existential threat to the campaign, the Death St Termination Sun!

    *Other than providing fuel to online arguments.

    Agreed. It seems pretty pointless, silly and also a waste of time to stat up a plot item that unrealistically need one. Even in a non-canon game were the rebels / the heroes plan a massive capital ship battle against this thing, it has no stats of weapons. Because it's ridiculous; can you imagine in write down the main weapon?
    Superlaser: 100,000 damage, crit 1, range Extreme, Limited Ammo 10, Breach 100,000, Blast 1,000,000,000,000".
     

    Would love to hear the devs talk about the reason in an Order 66 episode.


  8. Hello, I have a short request. 

    I have a friend who is converting his Felucian character from Saga edition to FFG. How would you go about deciding the species stats?

     

    My initial idea is as follows:

    Jungle Felucian 

    felucian%20-%20from%20Saga%20book.jpg

     

    Brawn: 3
    Agility: 2
    Intellect: 1
    Cunning: 2
    Willpower: 2
    Presence: 2

    Starting XP: 80-90(?)

    Wound: 12 + Brawn
    Strain: 11 + Willpower

    Breathe underwater

    Gain one free rank in Stealth or Survival

    Natural flora camouflage: gain a boost when hiding in forest/swamp but a setback in urban/desert area.

     

    And then we get the problematic Force... And I think the Miraluka thread has a similar problem.

    Should the species start with Force Rating 1? Or 0? 
    According to Saga edition stat, they start Force sensitive and even have a Force Blast (bubble attack!) to start with. This could perhaps be translated that the character have 5XP cheaper to buy into the first Force ability (or solely Heal/Harm).

     

    Any suggestions?


  9. The combat system in this game is a nightmare. It's much more fun to build your own ki dominions or choose your spells rather than actually use them in a battle. Too much elements to keep track of.

    I don't declare the number of actions beforehand; I let the players do as many as they can. They have to wage if they want to go all-out and have no counter-attacks left or play it safe with lesser attacks and more opportunity for counter-attacks once its the enemy's turn.

    I use an automatic initiative roller; I pick up everyone's initiative beforehand (including the enemy) and then I roll for everyone. Speeds up a TON of time. The players rarely change weapons.

    I keep the "losing the action when attacked" in because it actually speeds things up: if a hero hit an enemy, the enemy can't act. Thus I don't need to play out the enemy's turn, and virse versa.

     

    I'm currently trying to figure out how to streamline the combat system. The number crunching I could handle when I was younger and had more time in my hands but now I'm honestly leaning to just abandon the system and pick up something simpler. I love the story I have built up for my players but I always dread the encounters since I know how time-consuming they are...


  10. I am leading a game where the group are questing around and I do on occasion roll the Morality Trigger to see what will happen on the next session that can potential create a scene where the group has to make a choice that will affect their Conflict with double the amount.

    This time I got a tricky one: Caution / Fear.
    By reading the description, it seem to imply that the characters have to make some kind of decision based on action or inaction. I have a hard time thinking up of a typical scenario where this morality would matter and that is why I am posting this thread in hope to get some ideas.

    Just for context: the group are right now in a port town on a water planet and are trying to save a friend who has been kidnapped by the local governor. At the previous session they had just helped a group of friendly pirates being attacked by the governors marines. Right after the rescue, the group betray the pirates and turned them to the authorities. The pirates' friends may want revenge so this could perhaps come into the caution / fear scenario.

     


  11. If you want them directly involved in the Battle of Yavin, you can still do things that wouldn't contradict canon. Perhaps Leia, upon being rescued, reveals she heard a conversation about a VIP valuable to the Alliance that was also a prisoner on the Death Star. It could be your pick of someone from Legends. When the DS arrives, the players are tasked with a near suicide mission to rescue this VIP during cover of the battle. Perhaps a stolen TIE Bomber shuttle with the PCs aboard will use the Alliance fighter attack as a distraction to get aboard the DS during the battle, hack into the network to find the VIP, sneak to the proper cell block, and get the heck out before the DS goes boom. It could be very tense as comms reveal what is going on outside the DS with the Alliance fighter squadrons as the players race to complete their mission and get away in time.

    I actually kind of like this even better than my last decision. My group are unfortunately not so keen on space battles and they would perhaps appreciate this better. The group may split if someone really want to take it to the Death Star surface but the others could then have a super important and time-limited mission inside the battle station itself. Rescuing an important prisoner, sabotaging some turbolasers and doing everything in order to win a desperate battle.


  12. It is difficult to decide, yes. I would rather not have Luke stealing the show even if it is canon. I kind of like your Idea, Maelora: Luke perhaps went another path in order to become a Jedi (like his father before him) and didn't join the Rebellion until afterward.

     

    Another reason why I want the team to do the fight is for the dramatic purpose. We've been playing a couple of session and the team have been acquainted and become friends with some NPCs, including Garven Dreis, aka Red Leader. A lot of people are not going to survive the battle. :,( This in order to better push in the sense of desperation that the battle truly was. It kinda loses its effect when the players off-game already know the true outcome of this battle.

    So I think I will go with that. :D
    Then it also includes a dread of failure of not only their lives but the rebellion itself.
     


  13. Hello everyone.

    I have been thinking about my game and the possibility to reenact important battles in the Star Wars history. I read Twilight Company the other day and saw how it could be done. But more importantly was Battle of Yavin that sparked the whole galaxy into war. 

     

    It would be cool to include the group into this battle but I have been indecisive on how to execute this. It's either to maintain canon and let it play out as it does and give the heroes another equally important objective in order to succeed (but maybe not as fun/important), or break canon and to either kill off Luke or that he never made it into the battle for some reason. Also wouldn't guarantee the group can win; raising the stakes.

     

    What do you guys think?


  14. Thank you for all your inputs. Things didn't become quite as planned but it worked out in the end. They didn't manage to liberate Dorin but they did overthrow the local tyrant and one of the PC's took his place; convincing the imperials that it would be to their best interest to let a person who the people love rule. He agreed to be their "puppet" in order to maintain order.

     

    The rest of the group understood why he did that. The Empire's retribution would have been gruesome so the PC knew this was the only was since the could not win a war against the empire with the few resources they got. He and the senator of Dorin would keep things orderly (for now). This will be interesting in the future once the senate is dissolved and the regional governors must take power.

     

    The group moved on (and the PC's player made a new character :) ). They left the system in good hands and are now working with Ackbar in a secret mission.


  15. Hey all. I am currently GM:ing a SW game with my friends set three years before Battle of Yavin. After the fourth session I have gotten into some loss of ideas and inspiration. I think I need some help to save the campaign.

     

    My main goal was to tell a story of great sacrifice and heroism in a fight against a larger foe. The group are all misfits who all joined together by chance. During the first three session they were on Dantooine and helped shutting down an imperial institute/prison and liberating Felucian slaves who were being experimented on with strange pathogen by imperial scientists.

     

    After the team's mission was a success, the heroes were officially "rebels" and dedicated themslves to protect the nearby systems from the oppression of the empire. I made a time skip by one year and everyone were now a rebel cell. Their current mission is to go to Dorin and help the insurgents there to revolt against an imperial governor who is also a Kel Dor. This was session number four.

    This is the point where I feel everything is starting to fall apart for me. I realized it was difficult to create a campaign based on making a revolution.

     

    The group are at Dorin and have been spraying graffiti and instigating people to revolt here and there at the main city. They broke into a radio tower, broadcast some rebel propaganda, and fled. But I can't help but to feel this all this is so aimless. I don't know where I want this whole thing to go or how to respond or react. At what point would a population be brave enough to fight back? What would be a typical response from the Empire on that area for all this? What do the group have to accomplish to capture a planet? And in the end: would it matter since they can't hold it? (They are not a part of the Rebel alliance yet).
     

    Dorin was perhaps also a poor choice but one of the party members are a Kel Dor who became a rebel. The hard thing was to decide what exactly he would rebel against since Dorin is such a boring and unwealthy planet. They import nothing, they export "technology" (whatever that is supposed to be exactly), the planet is dangerous for non-Kel Dor species to live on with all lack of oxygen and a lot of storms. The only thing I could imagine that would pick the interest for the Empire would be to indoctrinate the populace into the imperial thinking since Kel Dor love that whole "swift justice" thing. So thus the Empire wants the Kel Dor people to become loyal imperial citizen. Which is why the governor is an imperial officer who supports them and rules over the aristocracy and allows the poor to suffer. The main villain governor is now aware of the team's efforts and he wants to respond appropriately.

    (So it's a battle of political and cultural heritage; Old traditions vs new order).

     

    So what now?, I ask myself. What I am asking for is perhaps ideas on what to do with all this.

    I have been reading a lot of the new canon books (Lost Stars, Twilight Company, etc) and unfortunately that have made me want to make the Empire and their supporters more human. But this is very difficult when the group's mindset are in the whole "Star Wars Rebels"-mood where the Empire are clearly evil and Kanan and Hera's gang are clearly good. But I want to make it more grey.

     

    To summarize my questions:

    #1: How do I make an interesting adventure that is about overthrowing the empire as a rebel cell? What are the objectives and what are the risks for the party and the people?

    #2: How can I make the Empire look less evil and more human? Why do they consider themslves good guys? Wanting to maintain order and be a good dutybound imperial citizen doens't feel enough for all the horrible things they do...


  16. Sorry for hijacking the topic. I have a problem which is related to Medicine check being too powerful, kinda. I have a payer that is a Doctor but finds his Medicine check useless because stimpack can heal a lot on its own and requires no check in order to restore hit points. Can someone explain to me how to balance this or why Medicine is better?


  17. Have you watched Star Wars Rebels?

    When they introduced Tarkin in the series they had Kanan, Hera & co take over a communications tower only for Tarkin to blow up said communications tower doing pretty much what you described!

    Oh, right. I didn't think of that episode.

    Maybe I'm wondering if the heroes are hindered to call for backup with the destruction of the tower or do they transmit in some other way? I've heard one can perhaps do it through a starship...

    Or rather how does the heroes contact each other without using an imperial radio tower with the risk of them overhearing them?


  18. How does short and long range communication hook and how does it work?

     

    My group are a yet-to-be rebels who attacked a communications tower. They are issuing orders to other rebel friends (pilots and snipers) with comlinks. They intend to knock out the tower so the imperials cannot communicate to each other. The group eventually knocks it out.

     

    So.... what does this mean?

    The imperials cannot use long-range comlinks anymore? Does this apply to the rebel group as well (meaning they cannot speak with their snipers or pilot anymore).
    Does this limit short-range comlinks as well?

     

    Also wondering; how easy or difficult is it to hack into a channel and listen in to a group? This applies both for the heroes and the imperials.

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