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The Grand Falloon

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  1. I've got an NPC coming up in my game, from the Chronicles of the Gatekeeper module. She's suffered some severe injuries in the past, and has had a fair amount of cybernetic work done (Uh, spoiler: there's a cyborg in CotG. Sorry). I wanted to play up that angle, by using some sort of iron lung sound effect, and using Text-to-Speech for her dialogue (and yes, if she has anything extended to say, I'll be typing it up ahead of time). Trouble is, all the text-to-speech engines I can find sound too good. They hit the Uncanny Valley a little bit, but they sound mostly human and some off more like a pleasant automated answering machine than a creepy cyborg. I'm looking for something a little more like GladOS. Any suggestions?
  2. The Grand Falloon

    Beginner Game

    I noticed that for most of Kyo's backstory, the writers were able to avoid even using "they" as a pronoun. I was rather hoping that this trend would continue, and that most people wouldn't even notice until they realized they had made a different assumption than someone else at the game table. Which is exactly how the Scorpion would like it.
  3. The Grand Falloon

    Rise of the Separatists Era Book

    This is where I would absolutely focus a campaign. To my mind, making Dooku a clear villain was a huge mistake in the prequels. Even if he had fallen to the Dark Side, I would have had him claim to still be a Jedi, arguing against the Order being so closely tied to the Republic. After all, the Separatist movement could really only take off because of actual failures of the Republic to represent so many different planets and cultures. When so many systems decide to leave, the Republic trying to keep them by force should rub a lot of Jedi the wrong way. I would imagine huge arguments in the Temple, as the establishment tries to support the Republic, while a lot of Jedi out in the field have seen the war blast cities into rubble, leaving Separatist civilians dead, homeless, starving, and diseased. Such a situation could easily cause a schism in the Jedi Order, with many leaving Coruscant to initially act as sort of a Peace Corp, but eventually crossing blades with their former brethren. Which, if you're a manipulative Sith Lord, is a much better way to begin the eradication of the Jedi. Darn it. I really wasn't that excited at the announcement, but now I wanna run a Clone Wars campaign.
  4. *gasp!* That's my birthday! I was on the fence about the Beginner Game, guess I oughta treat myself!
  5. The Grand Falloon

    Incorporating the Force Die

    I kinda liked the Force Die in SWRPG, even though the way it was used could lead to some wonky effects. I even had a mental sketch to incorporate it into a Savage Worlds conversion of Dark Sun. In Savage Worlds, spellcasters use Power Points (PP) to fuel their spells, and I liked the idea of sorcerers rolling Force Dice to generate PP. Any white pips came from your own strength, but to use any black pips, you have to drain the life from the land around you (sorcery is the reason the Dark Sun setting is a barren wasteland). I had guessed that Genesys might use some sort of point-by-point system for generating magic power. And I was wrong. But I still like the dice. So let's say you were playing Genesys, and you like the idea of the Force Dice, but you don't want to build big spell trees like the Force Power trees in SWRPG. How would you do it?
  6. Yes. I know. I KNOW! We've been through this a million times, with as many half-baked ideas. I know. But I'm half-baking anyway! For some groups, Conflict works just fine as-is. While I mostly like how it works, my group suffers from that "Skate to Paragon" issue. Mostly, i'm not very good at keeping on top of how much Conflict is earned, and we don't usually have time at the end of a session to tally it up, so my group earns it more slowly than it should. Back in the Edge of the Empire days, before Morality was a thing, someone suggested a Dark Side obligation. This could be earned through the use of Dark Pips, and doing naughty things. If you only have one Force-User, this can work pretty well, as the penalties can easily reflect the hardships of working with someone who's got pure hatred coursing through him. So I started thinking of using something similar. Track Conflict as usual. Tally up all those Dark pips and aggressive actions, but don't roll a d10 at the end of each session (or two). For the most part, it just keeps building. But each session, the GM rolls d100. If it rolls under a character's Conflict, that character will have a Crisis in the session (yeah, I know. Roll ahead of time so you can plan it). Pretty much like triggering Morality as usual, the character needs to face some sort of real challenge to his Emotional Strength and Weakness. If he succeeds, he greatly reduces his Conflict. If he fails, he increases it. That's the basic idea. I'm still monkeying with the numbers in my head. Part of the puzzle is choosing which character triggers the crisis, as I think only one should be triggered per session. Let's say you have two Jedi, Goofus and Gallant. Goofus makes a lot of bad choices, and has Conflict 60. Gallant makes much better choices, and has Conflict 15. Naturally, if the GM rolls 40, Goofus has a crisis. But let's say the GM rolls 14. Who has a crisis? Should it be the character with the highest Conflict? This would mean that low-conflict characters would very rarely have that spotlight, and Light Side Paragon would be a very temporary condition, as such a character would slide slowly toward the Dark until they had enough Conflict to exceed their compatriots. While I like the idea of a character being dragged down by nasty friends, I think it would be better to trigger the Lowest Conflict Character that can still trigger. The other question would be: how much Conflict is wiped away on a successful Crisis? I'm thinking half the d100 roll? Anyway. of the general idea, whaddyall think? Terrible? I did think of it at like 2 am.
  7. The Grand Falloon

    Saber Guard Build

    There are plenty of ways to mitigate that extra difficulty die. Shoto are Accurate, which gives a boost die. If you make your primary attack with that saber and roll enough to hit, your second saber can be whatever kind you like. If you like the Shien Expert, give that Shoto a Shien Reverse Grip Customization, which will add an Advantage to your rolls. Of course you should also add a Superior customization, which will add another Advantage, and also a point of damage every time you hit.
  8. Near as I can tell, the synopsis for these two adventures is pretty similar. Is there one that folks would generally recommend over the other? My group is a bunch of Force-Sensitives from F&D, but they've recently joined the rebellion. I was planning on a more rebel-focused arc, and thought one of these might work well.
  9. Even WotC knew the "Phantom Menace" edition and "Attack of the Clones" edition were terrible. There's no other reason to scrap the whole thing twice in such a short period. Saga had some issues, but it was solid. I remember reading through the other two and just thinking, "This is such a mess!"
  10. The Grand Falloon

    Lightsaber construction in endless vigil

    Hey, it's not the size of your code cylinder that matters! It's your security clearance!
  11. So... Why would they spend valuable person-hours building from scratch something that was done a few years ago? I'm kinda lukewarm on d20 in general, but WotC pretty much nailed it as well as they could. If you want d20 Star Wars, it's out there, with a complete set of sourcebooks available. We're talking probably hundreds of thousands of dollars to develop and publish a book using a design philosophy they're trying really hard to get away from. As for The One Ring... I dunno, man. It's a good system with some really great ideas, but it's very clearly meant for a niche market. For a small game, branching into d20 means roping in that larger market. For a larger game, it means fragmenting your fan base.
  12. And this is exactly why, in my game, I've thrown out most of the Knowledge skills. Core Worlds and Outer Rim are largely covered by Astrogation and Education. Xenology is covered by Medicine and Education, and Underworld is just rolled right into Streetwise. Out of four characters in my group, exactly one rank of a knowledge skill has been putchased, which tells me they're just not appealing. So now, if you want to play "the smart one," just grab decent intellect and Education. That will cover almost any question that would come up on Space Jeopardy.
  13. The Grand Falloon

    Force Power Cards

    I've recently been swayed toward the use of cards and such for games. To that end, I've started making cards for the various Force Powers my group has. I've only got one finished (well, almost. There are tweaks still to be made), but I thought I'd post it up here. It's two-sided, and could be printed as a card, but I think when I print it, I'll just fold it over. Then, when it's in use, it can be unfolded so all the info is available at once. Anyway, have a look. I just used the Genesys Cards template, made by someone over on the Genesys boards with much more skill than I have. Critique! Comment! Fight! Win!
  14. The Grand Falloon

    Jedi strain recovery, I need help?

    What exactly is he using to inflict Strain on you? Because without certain talents or weapon qualities, you can't spend Advantage to inflict Strain. He can, of course, spend your Threat to inflict Strain, but if that's all he uses it for, that's a supreme jerk move. I generally use Threat for Strain when my PCs are going into a fight nice and fresh, or if they've been obliterating my bad guys without trouble. Once they reach about half their Threshold, they start thinking twice about using extra Maneuvers unless they really need them. Your GM really shouldn't be hammering on your weakness incessantly. As Lightsaber specs go, the Soresu Defender is probably the least flashy, and really doesn't need to be toned down. An Ataru Striker is basically a lightsaber buzzsaw, and while he's going to burn Strain even faster than you, he's going to murderize a couple dozen Stormtroopers in the process.
  15. The Grand Falloon

    Tips for those without Reflect

    Honestly, having decent Brawn and armor is about as good as having only a couple ranks in Reflect. With Brawn 3 and 2 armor, you're looking at Soak 5, and if you want to be a real Brawn monster, you could start with 4, maybe even 5, bringing your soak to 6 or 7. Now consider another character with Brawn 2 and light armor, so he has a Soak of 3. With a single rank of Reflect, it effectively becomes Soak 6, but he has to suffer 3 Strain every time he uses it. All that strain can add up really fast, especially if he's using Dark pips, powering Dodge, or using double maneuvers to race across the battlefield or aim powerful strikes. Reflect is very cool, but I would say Brawn is still your best friend for slugging it out in a fight. Even the Shien Expert (the Reflect master) has a lot of skills and talents that encourage high Brawn, and it makes sense, because Brawn and Reflect go together oh-so-wonderfully. When you consider that a basic blaster pistol with a single success will deal 7 damage, and a blaster rifle will deal 10, things start to gel together. At least in the Core Book, no spec has more than 3 ranks of Reflect, which will absorb 5 damage. With a soak of 5, you can completely negate a single-success hit from a blaster rifle. While that's cool, it becomes amazing if that attack roll also included a Triumph or enough Advantage for a crit (or some other nasty effect). Slap that blaster bolt to the ground and say, "I don't think so!" High soak means you get to conserve your resources. The Shii-cho Knight might take a lot of hits, but he also might be burly enough to handle it. The Niman Disciple with lots of Reflect basically gets to spread his damage between his Wounds and Strain, which helps mitigate his less-aggressive nature. The Shien Expert just wades through the blaster fire, laughing his head off the whole way.