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About Ghostofman

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  1. That's impossible, even for a computer in 1977!
  2. Ghostofman

    Party size...

    3-5 players seems to bee the sweet spot, mostly for just people management reasons. But between the system and GM prep work you don't need any specific number of players. Characters tend to be more capable, difficulties lower, and the story and encounter design more flexible to accommodate the Movie Simulator design of the game and adventures. So you don't NEED a party of a certain size with specific roles played by specific classes in order to survive like you see in other games. Especially ones like D&D and PF that essentially evolved from wargames where roles were rigidly defined and restrictive to encourage party diversity in the same way wargame units are rigidly defined so you can't just have an army of archers and expect to win.
  3. If you think arguing with Tramp is fun, wait till after Rise of the Separatists hits. There will be plenty of people insisting that you do/don't have to start as a Padawan and invest Y XP in it before being allowed to play a Jedi. Get in on that.
  4. Ghostofman

    Looking for a ship

    The thing about derelicts on backwater worlds? You're usually not the first person to loot them... Lost in the crash or earlier, scavenged by any surviving crew or locals... heck if the items are the sort you're worried about it's a fair bet that even if a full salvage and repair wasn't worth it, the Sith probably sent in a team to do a sweep and recovery of high value items.
  5. A little weird, but it would appear so. Guess the explanation is that while it make the weapon harder to sling around, it's not all that big, heavy or bulky. By comparison a vibro-bayonet, while not heavy, does mean you have to be a lot more careful with the weapon or you'll put an eye out.
  6. Ghostofman

    Which Sourcebook has which Rules?

    Short version: Step 1: Get a Crystal Core: Anyone that can pass the Negotiation Check to buy a hilt, can instead say they buy parts for a hilt. Takes a little time to assemble, but no check required. Pro: All hilts available, no check to build, doesn't take long. Con: No real customization beyond normal Attachments. GM Kit: Pass an Average Streetwise check OR just get the money for the base cost of the hilt. Make an Average Mechanics or Lore check, and work hard on it for 3 days and you have a Saber. Threat and Advantage can be spent to do some pretty cool customization to the hilt, but there's only a few options. Your first attachment installed can also get 1 Mod installed for free. Pro: All hilts available, Easy to start, Variable Skill, Free upgrades! Free materials assuming you know a guy... Cons: You still need to make certain checks that not every character will be good at, 3 Freaking Days!?!? (can be reduced by roll results, but still...) EV: Uses the crafting format so Template+Materials+Mechanics+Tables results=Saber. Pro: Known system structure, lots of upgrade options, cheap!, a Techie can really get a tricked out saber. Con: Restricted to templates only so not all saber types available, requires Mechanics which not all characters will have at a sufficient level.
  7. Ghostofman

    Which Sourcebook has which Rules?

    It's a trap! When you deep dive it, you can't use just one option. Each build method provides special little not-so-obvious perks that ensure everyone in the party can build a lightsaber. So while you can just pick one, you'll find that in addition to limiting player choice of saber type, there's also a good bet that you'll end up with one or two party members with awesomesabers, one with a derpsaber, and old Charlie there who uses a stick and makes "voom voom" noises with his mouth because he just plain can't make a lightsaber to save his life.
  8. Ghostofman

    Buying capital ships

    Well, you're thinking big, just not big enough. You want to be the head of a Merc Company?... no... no... the Wild Geese don't get a heavy cruiser... You want to be the head of a Private Military Contractor! Talk with the GM as this is a big-picture campaign concept, so standard rules won't apply... well not easily anyway... But the idea is you're not renting out just you and your squad at a time, you're renting out entire companies, battalions, maybe even Division level forces, and generating significant income. That said you've go the rules. Rebel Base and Merc base probably ain't too different. And once you've go the cash you can buy anything with right Negotiation or Streetwise roll. Just apply a modified duty system showing how your jobs are putting you in the good graces of the powers that be and at what point you can by Restricted items of what type legally...
  9. Ghostofman

    You get 3500 xp

    This is a reason why one thing is "better" than another per basic numbers, but not a justification why vehicles with a predominantly anti-personnel/infantry requirement would always mount such a weapon. It's like saying that a Humvee should always mount a 20mm autocannon because it can and it does more damage than a 7.62 machine gun. Or that a Tank shouldn't bother mounting a coaxial machine gun or pintle machine guns because the main gun does more damage and has the blast quality. The Hutt floater could have just as easily mounted a repeating blaster carbine/rifle, or heavy blaster rifle, or light repeating blaster (which is restricted, but as you also point out, concealed) or a custom-statted anti-personnel weapon of some kind and it still would have made perfect sense. But it didn't, it mounted an autoblaster. so eitherht person writing the stats didn't understand that's a Damage 40 gun when used against people, did understand and saw it as always being an overpowered tool of coercion the players would rarely access, or was using their own scale rules.
  10. Ghostofman

    Which Sourcebook has which Rules?

    Three different flavors of lightsaber crafting are in the FaD Core, GM Kit, and Endless Vigil. The Core's are borderline nonexistent, but allow it to be done quickly and easily, the GM kit rules take forever but are a bit more in-depth and cover all lightsaber types. The EV rules are in line with the other crafting rules but you're limited to handful of base templates. Keeping the Peace cover Armor Crafting, again following the usual format. Stay on Target also has NPC Astromech rules. The AoR GM Kit has squads and squadrons, which for certain scenarios is almost mandatory reading. The EotE GM kit has upgrading NPCs... which I find kinda meh as I don't think you need rules for that.. Far Horizons and Desperate Allies cover Homestead/Small Business and Rebel Base building respectively. Bear in mind they aren't especially in-depth and are more of a PC driven narrative backdrop.
  11. Ghostofman

    You get 3500 xp

    Respectfully disagree. There's always reasons, both in-universe and mechanics/encounter design to mount personal scale weapons on vehicles. Otherwise you're back in the old argument that a tabletop RPG is identical to an MMO and I should be able to wear full power armor and carry a missile tube everywhere all the time without even so much as a confused glance. That I think was a difficult decision. I'm betting the reference was Dark Empire where Han and Leia kicked a Hutt off his floater and flew away. The implication being that a Hutt Floater was super slow with a big old fat Hutt on it, but more like a go-kart when just moving a few hundred pounds of human. OK, now that's a perspective I can get on board with.
  12. Ghostofman

    You get 3500 xp

    The floater and a few other things make me suspect there's several people producing official stats that use different weapon scaling rules that what's provided in the Rulebook. Seriously, a light repeating blaster or something would have made a lot more sense.
  13. Depends on how much of the prison system rolled over from the Republic, and what those personal effects are. I mean for most people you're not talking a pile of weapons and armor, more likely its exactly what you have on yourself right now. A change of clothes, watch, wallet, comlink, and a few other random items of not much scope or scale. A gallon ziplock worth of stuff is not a big deal. That said... I'd probably do it like this: To have an exciting jailbreak and following story progression, I'd insert a Tobias Beckett style NPC to present the players with the core plan, be a fix/foil as needed during the execution, and be the, or a transition to, follow on quest giver upon successful escape. So from that perspective, I'd probably do something like tell the players they'll get their starting gear and/or credit upon escape up front. Then upon escape Beckett tosses them a duffelbag full of clothing, gear, and some walking around money, and let the players use their starting credits to tell me what's in the dufflebag. Players still get starting credits/gear, don't double down on untraceable looted items, but do get a chance to buy any specialty gear they couldn't loot (so like, no Mechanic not having a toolkit or something), and it even gives a nice scene for a little RPing for Cad Bane to pull out a hat out of the bag and comment on it.
  14. Well that image ain't going away anytime soon... It's ok, I wasn't planing on sleeping tonight anyway...
  15. Well I'm sure the real answer is that Star wars is a Flash Gordon knock off and so George didn't care about it any more than the director of Flash did. But you can quasi-science it in that Mynoks have bat wings that they use to fly, thus implying atmosphere beyond the heroes only needing a breathmask. Eventually you will hit insanity level 5000 though. I mean, Purgils prove you don't need wings to fly in space, and then they appear in atmo and... fly... using the power of.... angry midichlorian farts?