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About Ghostofman

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  1. My initial thought here is... why are they afraid of getting imprisoned. If they are rank and file they'll probably get interned and processed to make sure they are just rank and file, and then cut loose. ...so the implication here is this is very much a "Lets be bad guys" campaign and the players already have a lot of blood on their hands.
  2. Well a lot of what they did was approved and/or released before Legends was a thing... I'm more curious about the concept of releasing a "new" legends product, even if it is "low threat" like an RPG supp...
  3. I thought KotOR and ToR were in a Legends zone. Though that does beg the question: Could FFG make Sourcebook under the legends banner to cover that content? I'm no fan of the Vong but I'm sure plenty of people are. Post Endor legends and KotOR era could be sound Legends content...
  4. Ghostofman

    Battle Meditation

    Maybe? I think it's worth mentioning that this system has proven there can be more than one version of a force power. For example there's "Foresight," and then there's "Warde's Foresight" which is different, and arguably pretty dang powerful. So, I'm kinda inclined to say that there's "Battle Meditation" that's good for primarily small groups, and then we may eventually see something like "Bastila Shan's Battle Meditation" that's more Mass Combat oriented. That said... If you had a Commander and a Battle Meditator in the same Ops Center, I'd be wiling to entertain the idea that the Battle Meditator's influence might warrant a boost or two...
  5. Not entirely true, but I get the opinion... Now however? All the force powers and talent trees are available online...all three cores use the exact same rules... There's nothing preventing you from getting the EotE core, the FaD GM kit, DLing the trees, dumping Obligation and just giving them the XP/Credits, and... you've basically got everything you need to go full spectrum on a budget. If you want help, we'll help. If you've come to cry, might I suggest the local pub? The booze is better there.
  6. While I don't think there's been confirmation, this did happen around the same time FFG started pumping out minis games. 40k and WFB are GW's only consistently money making game/IP, so FFG dropping a competing product on the table would be reason for GW to end things. And per GW's license, when they kill it, it's D-E-D Dead. This is actually super freaking common, and not an indicator of the license as a whole. The ideal pairing of a Licensed IP to a game company is a HUGE IP to a company that's shown it's go the chops to produce something good, but doesn't have the in-house IP to back up it's skills. FFG has done well, used the License to fund development, and now is rolling with it. No more weird than an aircraft company landing a Military air-tanker contract and then designing a plane that's also good as a cargo or passenger plane too. Heck, WotC used Saga Edition to test-drive some D&D 4e mechanics... Additionally, this license isn't just for the RPG, it's also the cards, minis, ect. So as long as X-wing, Armada, Legion, Destiny, and so on are also making money, it's no biggy to let the RPG coast on reprints and occasional era books. If anything the biggest problem is exactly what you see here. Newbies getting intimidated by the 3-core concept and thinking they gotta drop a pile of cash to even start (when they don't).
  7. ...or would need it. If you dumb the Holonet down to 1977 standards and focus on it's primary function, Live extreme range holo communications... Well I like my great grandma on Kal'Shebbol just fine... but she can just get subnet text dumps for single digit credits. If I really want to see her I can just rent an hour in a holo-booth at EmpEx for Life Day for less than the cost of a lobster dinner...
  8. Well yeah... The D&D ideal model says if you have a group of 5 players and a DM, you're expected to have 6 players handbooks, a DM manual, and a monster manual. At a bare minimum you're expected to have one players manual, a DM manual, and a monster manual. Not to mention dice, miniatures, ect. WotC divided up the content into three mandatory products. You need the players guide to play, the players guide and dm guide to dm, and the monster manual if you don't want to custom stat everything. By comparison to play star wars, you only need dice (or the app) and a minimum of one book. It's got a full party's worth of player options, gm guidance, and a block of samples and an adventure. Yeah to get the full Monty you'll need two or three cores depending on how you stat things, but you won't be lacking for a healer, or face, or pilot or whatever. So WotC says to even play you need three books, FFG says to play you need one, but probably want more. The real difference is WotC, well then TSR, convinced everyone 3 books was required so long ago it's now accepted as fact. And FFG decided to phase into the system, releasing three cores over several years not just for money, but because they saw how WEG and WotC struggled to balance a lot of functions and properly sample the entire IP, and thought it was a better idea to take their time.
  9. While I agree, it's usually better to keep the Holonet as more limited to what the 70's could comprehend, that is more a communication system than a computer information network. It doesn't store data, or at least not longer than required to move it through the system. But...you can work with it to make it interesting. I could see an instance where an old Holonet relay thought lost to stellar phenomena suddenly starts broadcasting a service request. It's been out of the net for centuries, and it's still got tons of data in it's buffer. Since the Holonet doesn't store data for long term, typically wiping upon receipt, it's buffers represent a wealth of first hand information from the year it went offline.
  10. Fine. In the case of a Clone War campaign, easy solution is to give it to everyone. The trooper has it because he does. The PMC has it because it's in his contract. The Jedi because service to the Republic is what they do. So it's totally functional to stack on Duty. If the scum and space wizards want obligation and morality on top, ok, but not required. If you want Jedi, just run it at Knight level. Jedi gets a saber, non Jedi get enough starting credits to fill several footlockers of kit. And they all get XP to make sure their skills match space commandos.
  11. I see Many Bothans appearing in this adventure...
  12. Go with Duty as the primary mechanic instead of Obligation and Morality. That way you can use the Contribution Rank to determine the kind of equipment they can be issued. While Jedi and Contractors won't be formally "Military" they are for all intents and purposes, so they'd all be able to pull from the republic inventory. And as a spec-ops unit, that inventory could be literally anything the republic deemed them worthy of. This will work in two directions as for you it'll give you a method of supplying them without having to keep track of a budget, and for the players it will give them a method of telling you what activities they want the campaign to include. Generally speaking you're on the right track though. Clones would (usually) Get Laminate armor with mission specific attachments, and be able to pull most standard gear from inventory, though it would usually be the "republic" flavor of everything (so like a Blaster Rifle would almost always be a DC-15, the Armor would almost always be Clone armor, ect). The only time they'd get non-standard gear is when going on an especially covert assignment they'd have to get off the shelf options available to anyone so as not to stand out. Volunteers would likewise get access to similar options, though it might vary a bit more to represent them buying their own gear or otherwise preferring "civilian accessible" equipment they might be more comfortable with. I'd still have them get majority of pre-mission gear via "issuing" rather then shopping trips just to avoid having to micro manage budgets. They tell the QM what they need and the QM gets it for them pulling from an unspoken expense account attached to their contract. Jedi would also be issued the majority of their gear, but, if they are being true to the source material.. they usually won't be getting much. Standard kit for a Jedi is: Lightsaber, Fully stocked Jedi Utility Belt, Robes or clothing of appropriate type to match mission, and a mission-specific item or two as required. That's about it. But it makes sense. They don't usually need heavy armor, they have reflect. They don't need a jetpack, they can jump. They don't need a grappling hook, they have move. You already decided that... you're giving them a "base." Granted it's their own section of a Venator-class Star Destroyer, but it's in-game function is roughly identical to a base of operations. That gives them exactly what you need them to have. Access to resources, intelligence, materiel, medical care, mechanics, vehicles, and anything else they need on a by-mission basis. Not to mention a place to park recurring allied NPCs. Their autonomy will be field. At their "base" the Republic will still assign them missions and expect them to be carried out. Republic Special Operations Command/The Senate/Chancellor will determine the priority of the mission and what resources are available (or in other words, the players will get missions that match their contribution rank). They'll probably even provide a recommended plan of action. But... as Specs... it's up to the players to finalize it and execute. If the players get halfway through the mission and decide to climb up to the objective from below instead of rappelling down from above as suggested... that's their decision to make. If they decide they'll capture required explosives on mission instead of hauling in a stack of thermal detonators on their backs... that's their decision to make. If they want to infiltrate by posing as a civilian big game hunting expedition instead of a night high altitude grav-chute drop... you get the idea. They get whatever ship they need that matches the mission on a by-mission basis. Typically, they'll probably be doing official-on-the-books operations and get a LAAT/i with a flight crew and they'll be hypered-in via the Venator or a smaller ship, probably a CR-25 or Acclamator (again, this all depends on mission parameters). If it's got the "door guns" or not it up to you, but in the Clone Wars series they show the door gun beam cannons are often not mounted, or replaced with mission specific hardware. The LAAT would probably be followed closely by the Nu-class shuttle, as this is a good official activity shuttle, and a good small craft for both non-combat operations (like say VIP security detail) and for more covert operations where the players need to insert/extract quietly and effectively without the multi-ship complexities of a LAAT. Finally, you'll need your Twilight, a junky civilian ship that isn't a combat ship by any means at all. This is more your deniable covert operations ship intended to go places and do things that the official craft can't. By all means it's a civilian ship. It's got a BoSS registry to a small hauling company based in the outer rim, one of the players is the licensed operator, and it doesn't have anything on it even remotely suggesting it's conducting military operations. Of course the players don't actually "own" any of these ships. They are Republic Property.
  13. I'd take a long hard look at things and talk it over with your players. Power level is VERY subjective, and the difference between Padawan, Knight, Master of a padawan, and Master-master is going to vary wildly from person to person. You could run them all at the same level and have the difference be purely roleplaying. You could have the difference be a relatively small XP boost enough to buy an extra power or upgrade or two. You could have the difference be a good amount of XP like 100 or more. You could have the difference be thousands of XP. All these methods will work, some may result in a much more obvious difference, and depending on character build, possible break the campaign from session 1... but it's really up to you. My personal view... if you have a difference at all, keep it small. The movies and such tend to have Padawans be less of an obvious skill and power difference and more one of worldly experience.
  14. Ghostofman

    Question about obligation

    The GM always can, but rarely needs to or should in most normal situations. Obligation is supposed to represent an ongoing issue, something that keeps the player up at night, that turns up at the worst times, and the kind of thing the player character just has to deal with for personal reasons of some kind or another. The kind of thing the character may never truly ever escape. So merely angering a crime lord might do that... But probably not. You'd have to anger a crime lord pretty hard for him to be after you that hard that long. By comparison look at Han Solo and his Debt Obligation. It adjusts and modifies over the years, but the bottom line is he always owes something to someone, whether it be to get his girlfriend from Proxmia, or over a dumped cargo with Jabba, or that deal with kanjiklub. No. There is an option to take on more to get something narratively important. For those situations where the players really need something well beyond thier means, so they can "know a guy" and get it anyway. Of course they push it more and more without working it down and it all starts to catch up with them... But that usually something more narrative and money related. An emergency repair job, or a special critical item needed for a gig. You can't toy with your Obligation post character creation to get bonus XP. No idea where that's coming from.
  15. Ghostofman

    Group roles

    It's not a big deal, and yes it's OK. For obvious reasons you do want a more diverse group is possible, but this system isn't like D20 games where party composition is a major component. As a narrative heavy system based on the Star Wars films it factored in things like how the party will split and you won't be able to just have all mechanics checks rolled by the party Mechanic (assuming you even have one). So, assuming the GM isn't overstating difficulty numbers, most parties should be able to handle most things, one way or another. Obviously a party lacking a face will have trouble talking it's way out of things, but no, it won't be like D&D where if the party doesn't have 4 specific slots filled you're probably toast eventually. Honestly dying in this system is pretty hard to begin with. Not off the top of my head. There's a crazy number of podcasts, and Sam Witwer ran a game on Twitch with cast members form Rebels that's not bad. Between the two you should be ok. Big thing is just unlearning everything you've learned from D20 and getting into the narrative flow of things.