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Everything posted by Nisshan

  1. Does anyone if the book is going to available to buy as PDF or if I can only buy it as a physical copy?
  2. I'm planning to have my players visit the graveyard. The remains of Alderaan to scavenge whatever they can find. From Wookieepedia: Many Alderaanian Exiles performed a private ceremony called the Returning, and would shoot capsules filled with gifts for their friends and family. Some Alderaanians, who called themselves the Guardians, took to patrolling the Graveyard to prevent pirates from stealing the capsules. but: Imperial agents often lay in wait for ships performing a Returning ritual. They boarded the ships and arrested the passengers and crew. What other challenges could they run into apart from the Guardians and Imperial agents. I'm thinking asteroids of course. Giving setback on all pilot checks. And maybe upgrade the checks once if they choose to fly closer to the asteroids to stay more hidden. They might meet other pirates.What else? And what could they find among the remnants of Alderaan?
  3. yeah the stronghold sounds like the way to go Upgrade wise. Still think I'm gonna go with a streetwise like skill. and focus on storage, security and secretiveness (is that even a word) and People. People like Quartermaster, for weapons and stuff. And one doing the same for vehicles. some kind computer guy maybe. Something helping with staying hidden. some contacts npc to maybe give boost to streetwise or knowledge checks to the pcs when they are out and around? For the base I was thinking - A brigg - A vault - A workshop - A study/library type thing If they really want some kind of turbo-laser battery Can't seem to find Hideouts and Strongholds in my WEG folder - is it the name of the book or the chapter?
  4. the rules for building bases (homestead or business) are very interesting to me. And came out just as my players began asking to built a, quote: "Secret moon base". But the rules are fairly limited with not that many options. The homestead has 6 upgrades, like a hangar and so on, and the business has fewer. I need more upgrades and more exciting options for my players. and they don't to run a moisture farm or built a nice little community, no they want a Base of operations for their smuggling business. so I'm gonna take the basic business option and make their business smuggling. and let the career skill gained be knowledge underworld or streetwise. and I'm gonna need to tweak some of the upgrades to make them more relevant and come up with some new ones. And this might be helpful for other people too, I hope. So help I guess.
  5. Nisshan

    Droid art

    so droid can develop personality. If left alone for long enough it stands to reason they could and would produce art. What would that look like? Repair droids I imagine would make metal sculptures.
  6. wow missed those rules completely.. trying to upload my sketch of my map, but can´t seem to upload pictures for some reason. right now I´m looking through the rules of Age of Rebellion concerning duty (that systems take on obligations) and trying to adapt them to companions and associates in the players criminal organisation.
  7. I've been tinkering with this idea and could really use some input. My players wants to get their own criminal enterprise up and running become independent, and have a secret base. They found/discovered a moon suitable to this purpose. It’s a small forest/jungle moon with her former luxury resort now destroyed. The base will be built in an area between the Forest and a savannah beside the rubble of the old resort. From here they will expand their criminal organization. The base building and organization building I will try to turn into some kind of “mini game” not really a game but something to do before and after each session. Instead of spending a session exploring and building a base. So for the base here is what I’m thinking. So far I made a rough sketch, a map. In the middle a building, one already in place an old hangar type thing. It can fit a couple of ships, 3 is my initial thought. The players have a firespray and a smaller fighter so they should fit nicely. The building have enough space for additional storage and for some people. Around the base is an inner perimeter needing to be explored. It will have seven “spaces” to explore. To the far left an outer area called “The Wilds” a more dangerous denser forest jungle area it will have 3 “spaces” to explore. To the far right is an outer area called “The Lake” it will also have 3 “spaces” to explore. The Lake is not a lake it is a savannah In a uniform yellow colour looking from a far like a golden Lake. The spaces everywhere will be empty with a check type and difficulty written on them. For the inner perimeter an average perception check. Harder checks for the other areas. If successful something is revealed some flora or fauna. A nest of (blank), a stream, flowers or trees. Or maybe a pack of dangerous predators. Now the players can use this place. The before empty space now containing.. Lets say “Pack of hungry Nexxu ##¤ (2difficulty1challenge die)” This means the pack can be hunted or killed / exterminated with a combat skill check. And the pelt sold… I’m gonna come up with a bunch of these but the check on the thing and what it means is of course not set in stone, if the players can come up with something else (undoubtedly they going to come, up with something I never would have guessed) like for example trying to domesticating animals or drive them at some other creature I would of course let them do a survival check instead. I am just going to come up with whatever they find, and a suggestion. So the players can explore a space. That space will be replaced by something which can be “mined”. Or they can chose to destroy the unexplored or explored space to make room. room that can be used to expand the base. Building new storage facilities or workshop. So the players can explore around the base, then choose to keep what they uncover or destroy it to make room for expansion. this will be done between the heroes adventures so much of the exploration will be done by the companions and associates on the base. It´s a small group of players so they have a couple of companions to make up for the lack of PCs. That is the basic idea of the exploration and base building. I don´t know if it makes sense. Thoughts? I especially need ideas for what to find in the flora department.
  8. Nisshan


    phase zero was cyborgs.. something like this, a mix between sergeant and dark trooper Cyborg sergeant sounds about right. Give him +2 Brawn, +1 Intellect, and make him look freaky. Brawn 5 Agility3, intellect 1, cunning 2, willpower 2, presence 1 Soak 7, wound 16, defense 1/1 SOCIAL . DEFENSE . Adversary 1 Equipment: Internal Comlink, Jet Pack, Missile Tube (Gunnery; Damage 20; Critical 2; Range (Extreme); Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo 6, ), Plasma Shell Assault Cannon (Gunnery; Damage 10; Critical 2; Range (Long); Auto-Fire, Breach 1, Concussive 1, Cumbersome 4, Inaccurate 1, ), Power Armor (+2 soak; +1 defense) Czerka CZ-28 Flamestrike, Gunnery, Damage: 9 Critical: 2 Range: Short Special: Burn 4, Blast 9, Cumbersome 3, Vicious 2,
  9. Nisshan


    that is awesome gonna do all that.. and make him a bit crazy. and a flame thrower
  10. Nisshan


    So I'm building an cyborg badguy. my pcs blew up a stormtrooper sergeant twice, once during a trainheist and then again when he tried to shoot down the pcs ship. he was shot by their firespray so he is pretty dead. but both the players and I want him back so I'm gonna make him a cyborg. Know the Empire experimented with cyborgs: http://starwars.wikia.com/wiki/Phase_Zero_dark_trooper so help me with stats.. Thinking of taking stormtrooper sergeant stats and upgrading them
  11. Yeah something about black holes and stuff. I was just looking for a way to do smuggler runs in general. I was confused by the way time and rounds is handled. I guess a run is just small encounters with astrogation cheks inbetween.
  12. A firespray.. and they stole a claw-craft, basically a fancy tie-interceptor. and they have a broken x-wing (or half of one). It´s a small group and they used to running away.
  13. I know its overkill but they can always run for it or bluff/bribe their way through... Didn't even know the Dreadnaught-class Heavy Cruiser exsisted... what about space stations?
  14. Or other smuggler runs? In suns of fortune there is a module called Corellian Shuffle. Just read it but found it a bit confusing and not very clear. Is there a easy way to run smuggler runs. How would you do it? or can someone explain the Corellian Shuffle rules clearly?
  15. so in this encounter from suns of fortune the pcs are stopped by CorSec but what if the Empire stopped them instead or even pirates.. all would be bad for smugglers. I'm running a campaign with sandboxy elements. When the pcs travel from planet to planet there should be a chance of running into trouble. So I am trying to come up with other modular encounters like Long arm of the law. one would be A small station imperial station and some Tie-fighters. How do I stat an unmoving station? then a Imperial Dreadnought or cruiser what is the equivalent of a CorSec partrol boat? and some Tie-fighters. If unlucky maybe Tie-intercepters. and lastly a interdictor-class Stardestroyer with squads of ties. and then pirates. The same thing.. a single pirate ship... a ship and some fighters.. and a full on ambush for the unlucky pcs. a couple ships and fighters. So could you guys throw stats, ideas and comments at me?
  16. give me some great techno babble. I always end up using "The droid has a bad motivator". Thats star warsey what else?
  17. The annoyed Phoenix... they didn't tell me why
  18. So I did something awesome in my last session by accident. I had a space race with one pc attending and going for the grand prize. While the other pcs attempted a daring brake in. It resulted in some cool cross cutting between a space "battle" and the action on the ground. It was all very star warsey. and my players thought I planned it. But I thought some of you guys might have done it on purpose. And I wanna try to incorporate it again. So any tips?
  19. so my players want to independent and set up their own secret base of operations. I guess others has done this. Has anyone done something cool with it? or has any suggestion? And how much is a building?
  20. My players stole a Clawcraft http://starwars.wikia.com/wiki/Nssis-class_Clawcraft and I need some stats. Should I just steal the stats from a tie-fighter or interceptor?
  21. so true. terrible episode. a bit disrespectful actually.
  22. you can always also PM me if you want help with adventure preparation.
  23. great post. I'm gonna do exactly that.
  24. one of my players wanted a pet.. And bought a Dinko it had been in captivity for a while so it is not wild but far from domesticated. I let the player use charm to become freindly with the beast and leadership to make the dinko not bite him.. I wanted to make more than 1 check part of the campaign. this it what I came up with. not sure if it will work right. i'm will let him use these skills: charm leadership xenologi survival thought i would do it like this stacking succes: 5succs wont bite player (skill check: any) 8-10 house clean (skill check: charm, xenologi) 15 wont bite freinds (skill check: leadership) 25 direct (minor) (skill check: Survival) 35 (something) 50 full controll number of successes required.. skill used.. make sense? not sure how to handle advantages and triumph. advantages could count as succes or give boost die. and triumph just automatically brings you to the next level. threat could remove successes or give stress.. despair would make the beast attack you..
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