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About GilboD

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  1. Soak, it applies to every instance of the damage, making it a lot less lethal than you are imagining.
  2. Escalation is allowed, especially if he keeps doing it to important organizations, like Imperial authorities, Criminal organizations, or a major Nemesis. Using powers like that is a big 'I'm here, please kill me, my dearest Empire,' and the Inquisitorious will answer. With more power. Or Jabba will send an assassin. Or a Vigo will. They might even send legions of mooks. Hovering death droids! Aliens that cannot take fall damage because their death amoebas or have springs for legs. But regardless they'll know his tactics and it'll be a fun encounter. Always make the Athletics or Coordination drop reduction roll as well, and upgrade a Yellow die (being honest about Destiny Point use... or not). Maybe with some more successes there will not be autokills. Maybe with a Triumph you can have the lifted party grab a ledge, roll with being launched into the air, have someone catch him, or land somewhere that can break the antagonists fall without instant killing. If you face him off against a Sith lord, don't have the Sith lord take fall damage. Make up an ability that lets them, as long as their aware of the sudden fall, commit a Force die to negate falling. Why? Well because there' a precident in the Clone Wars shows (which are canon) where Jedi and Sith jump out of ridiculous high places and use the Force to stop their fall taking nothing but a knee and a smirk. Then what? Well then fun begins, because in all of these situations this character and Player of yours has to think outside of the box. Let them kill Joe Stormtrooper #128 or Angry Bar Patron with this tactic since, well, they don't really have to live anyway.
  3. If he's picking them up and dropping them, they should be getting an Average Athletics or Coordination check to reduce the damage and strain as per EotE page 215.
  4. I hadn't considered some of the twists you've each mentioned.... tons of roleplaying opportunities to be found there both before, during and after race.... It also seems I should not roll dice for racers unless the PC's are involved which makes way more sense when you think about it. I think I'll do a lap by lap narrative however and pre-determine the outcome if they don't get involved in some way and improvise on the fly if they do. I'll check out the Jewel of Yavin and Suns of Fortune to mine for ideas as well. I think the only thing I'll need to work out mechanically besides hazards, which I think I'll just use the stellar phenomena rules for, is what the stats of a pod racer might be and how fast they would go in terms of Speed...
  5. Sweet. What kind of racing rolls did you make? Similar to Stellar Phenomena tests? And what about the speed of a pod racer? Probably something Sillouette 3, with a Speed of 6 or more?
  6. So here's the plan, my players are off to another world to participate as 'security' for a particular Hutts champion pod racer. For their job, if they do it well, they are entitled to 10% of the gambling winnings on this particular podracer. Really cool fun idea right? Yes. There are a ton of things that can happen with this, and while fun, I'm worried a bit about what angles I should cover to stay true to the theme, and most of all, how high I should put the earnings ceiling in Credits. Obviously, no Hutt or gambler in pod racing plays fair, so there will plently of other 'security' crews out there, trying to do exactly what they are doing and coming into conflict as well as other exterior threats. Maybe they might even end up sabotaging parts of the race or having to replace a racer mid-lap. Lots of stuff. What I want to ask more experienced GM's in this system is: 1: How should I do the gambling and winnings for the players? How high should the credit earnings be able to go? 2: Should I predetermine the racer winning outcome (without accounting for PC involvement that could change this) or should I randomise it each lap or round? 3: What kind of things do people bet on pod races besides credits? 4: What other ideas for fun race interactions would you suggest for before, during and after the race? My thoughts was nothing higher than 10,000 Credit earnings in any betting or winnings, which because I have a five player crew, divides out to 2,000 credits each but allow for betting of ships, people or gear that the PC's may want to have or risk or could lead to potential story opportunities.
  7. There can be a lot of moving parts and angles to a fight. Doors, trains, ships. Think of all the stuff there is that can move and obscure or change up the fight. Move the antagonists. Get them better positioning or think of a reason to take away Cover or make it untenable or else get the adversary to gain so advantage so moving is a better option. Or just make the objective time limited. They have to move or that door will close.
  8. If the Soak reduces damage to nothing, can a Critical Hit still be triggered with Advantage? I have a highly Specialized Assassin in my party that is all about Critical Hits and before we start tomorrow would like an answer. I haven't been able to find one in the core or the errata, besides that Critical Hits can't trigger if the attack isn't successful (ie. No or all cancelled Successes). Any quick ruling help or page number for text I've missed?
  9. Hey there everyone, I'm starting a game of Edge of the Empire this Friday and have been reading about the many uses of Threat and Advantage. In the rules it says you can come up with different narrative and combat effects for different levels of Threat or Advantage and while I've thought of a few myself, I thought it'd be wise to check with others and see what kind of things more experienced GM's have come up with. Are there any very handy examples you can provide to someone starting out who might not think of something to do using Threat or Advantage in a given situation that happens often in Edge of the Empire? I've thought of things like reinforcements showing up, or lights going out, mostly enviromental or combat related ideas but not so much narrative or how to portray a threatening trade deal or smuggling search. Thanks in advance for any advise!
  10. Does Howler count as well? I know Oversight AI does not.
  11. If you have Alix T4LBO7 rezzed and play a shippment from Mirrormorph, then install a bunch of cards from hand, do each of them count towards the power counters on Alix?
  12. This is my go to Cyberpunk RPG, and it can easily be ported to the Android setting. Also free. http://www.ardens.org/2013/08/the-sprawl-v-0-2/
  13. Saldre said: Hey! So, the adventure was a big success- though granted, things got a bit mangled on my part- I am confident they left the planet hating death worlds and plants especially. I used a lot of atmospheric creeping plants, lots of descriptions, lots of smells but we can generally split the adventure into three parts. The idea was to avoid killing the players pointlessly but to punish them horrendously if they did anything stupid- and luckily, they sometimes did when they were stuck in between a rock and a hard place. It started out with the hacking of plants and vines to cross and the sap that smells so bad it it causes people to throw up- here, everything was going relatively well, and it was just to point out the effort in travelling across. A mere 6km journey ends up taking about 10 hours to get across. After they hack trees for a while, avoid creeping plants, refuse to touch anything and worry about traps here and there- and the large things they can hear groaning in the distance, they eventually reach a grove with large, bulbous fruits. All while several large strange xenos insects hover around them, massing in numbers. These guys did nothing but buzz horrendously, giving them a penalty to perception test. They refused to attack them, fearing a counter-attack hehe. As they advance in rank and file, some of these strange plants sway suddenly and abruptly, with a chance of striking one of the players- but they avoid it. At this point, this is when the sap on the armor begins to eat to trough it. They have to decide between using the water they had on them, or another source- finding a lake or some such was completely and utterly out of the question (which is good, because I had a lake monster waiting to drag them into the depths ) One of the players decide to hack and the fruit/plant things, hoping to get some juice. He gets a spray of the Yellow mist and a toughness test. But they all passed it, and just to make sure, the tech-priest passed around some detox. As they attempted to leave the clearing, by still hacking a path (a few of them were fatigued at this point, and had suffered some damage to their armors- but they knew better, and started alternating who was hacking and who waiting behind in order to match the sap's acidity rate (so a few hours before it took effect and started eating trough the armor). That's when the Vox warned them about the thing in the sky coming their way. Here, they spent a bit of time trying to escape it- it was fun, they enjoyed that part- especially the scale of the creature. Their guardsmen escort looked up, froze in horror (it was a friend who was visiting from abroad that decided to join up during this session so I gave him five guardsmen who were holding up the Vox-caster as an escort and as red shirts ). They all started getting picked up, carried away, barely saving each other. One thing I did here- for the duration of the adventure, I used a d10 and numbered the players to see who would get targeted. I convinced the main cleric player to pick number 10, because it was the Emperor's number. He was, for all intents and purposes, the only player who had several charms and prayed to them extensively. So, when the first giant worm-like tentacle targeted him, I gave him an option: turn that roll of a 10, into a 1. Without telling him who played the 1. After some moral debating, he agreed- and got the option to do that at several occasions during the game To escape the monster, they had to hack away a bit of path- three rounds they spend with that thing. Then they had an option to cut trough a clearing or to hack some more towards a metallic gleaming thing in the bushes they'd noticed. The first option meant getting closer to the lab they were sent to investigate much easier, after all no hacking involved- the second meant taking a more difficult pass but staying in the range of the tentacles a few more rounds. The guardsman and the psyker decided to go trough the clearing, the others wanted to hack to the source of the gleaming. Obviously, the guardsman and the Psyker get hit by the giant venus fly-trap, (what they were all trying to avoid all trough the adventure hehe) but they managed to climb out of it before it closes up by rerolling with some fate points. The others manage to escape the tentacles by ducking and hiding, avoiding them. At this point, they gather up again and regroup at the metal object- a crashed lander. Inside, they find some plot related items and a chance to rest up. But even here the plants were after... After, they reach the final section: a thick forest that surrounds the lab. When they go in, it comes alive around them- trashing bushes, chaos: they rush across, risking some fatigue for that last hacking sprint and into a an area around the lab without any plants: as if a bunch of elephants had stomped across it. There's the doors to the lab right there- and thats when the forest itself follows them: Last attack Vs 5 Ripped whips. They manage to kill 3 more of the red-shirts, and a few close calls with two players. At this point, the tech-priest manages to open the doors and they all dive inside - only after the untouchable assassin manages to save the caught player by dealing 68 dmg with righteous fury to one of the rippers... I played it quite loose with the Ripper's rules, gave them some penetration, but kept them primitive- but, I made it clear that when three vines wrapped around a single player, the Ripper didn't need to do damage to kill, they just ripped apart their target. Surprisingly, all of this took about 3, 3 and a half hours- but it was a big success, the players quite enjoyed it. Now, the atmosphere in Dusk is quite different- I think its a lot more civilized, with a few settlements and stuff, maybe some fortresses- so that chaotic all hell breaks loose approach won't really work out, but well, we'll see how it goes! Man that sounded like a totally awesome adventure and session! I wonder about the Ripper Whips from creatures anathema. Did you use the GM Tools / Screen supplement to generate your own xenos like the lake monster or just wing it yourself? I'm seriously considering sitting down and trying to brainstorm some really horrific and bizzaro xenos for Dusk, I wish I had experience in something like African or Amazon rainforest ecology, there's so much in nature already we can just tweak that'll freak out Players and throw them for a loop.
  14. The rule in question here is on page 227, and the passage goes: "Whenever you succeed on a Command Test to issue an order to an NPC who is Devoted or Fanatical (see Dispositions on page 230 in Dark Heresy) you grant a +5 bonus to a single Test related to that order for every degree of success attained." Now the point of contention is does the Devoted or Fanatical Interaction bonus (+20 or +30) factor into the test, or does it simply allow you to make the test? One seems way powerful than the other.
  15. Sister Callidia said: The problem with the Vindicare is more then just his ability to dodge everything. They tried to recreate the tabletop VA with unnatural strengths and toughness etc. Such a character would be nice for a DW game, not for DH since he outclasses everybody. Before you use it, reduce him to a more mangeable levels. Other problem cases include the Tech Priest who ultimately becomes an impenatrable fortress of doom. Most characters are a tad weak by comparison. Personally I am not fond of the whole, look more peers syndrome for characters who are anything but social. For Most characters, those are the only talents they can learn. They tried to make everyone ia diplomat, make every character fullfill the same social role. Not much fun if you have some truly excellent social wonders in your team already. They get even better while your character gets a bit less worse in the same thing while seeing hardly any improvement in his or her original role. Ascension, it can work but it requires a good GM and good players who are not into muchkinism, I like the idea, but it needs some serious rethinking here and there. Any suggestions though for how make him more manageable? He seems like a very killer assassin, and that's his role, so far I've only seen the Dodge tests being silly which makes him unkillable. The other classes are also very powerful and comparable to a DW game in combat strength, mostly because of versatility. By rethinking here and there, what do you mean? Playing it more of a social game or tweaking Talents and things?
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