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The Grand Falloon

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  1. Make the increased Deadliness of a finishing blow optional. Problem solved. If you use that increased Deadliness, it's pretty obvious to everyone that you were striking to kill. That also solves the issue with Deceitful Strike, which is that there's no mechanical "trying to kill" vs "not trying to kill". Unless that increased Deadliness becomes optional or you add some houserules to the Iaijutsu techniques, it's basically impossible to have an Iaijutsu duel to first blood.
  2. Either way works. Mostly I just think it's a bit much to pile on the hits to one person, probably better to spread it out.
  3. I would modify Linked to some sort of "massed fire," and rule that they can only hit each target once. Make them dangerous to the whole group, but they can't focus-fire multiple hits to one PC.
  4. Are there stats anywhere for a Corusca Gem? I was going to send my Force and Destiny players into The Jewel of Yavin (heavily modified). They're trying to establish a remote Jedi training ground, and they have a mentor and a number of younglings. I think with the Jewel, one of a Padawan's tests would be finding a shatterpoint in order to break off a piece for a lightsaber crystal. I've read the Wookieepedia entry on the gem. It's apparently very hard and can make a rather powerful saber. But I don't recall seeing game stats for it. Do they exist? If not, how would you stat it?
  5. Man, I'm always down for examples. I'm thinking that the Arizona boys should face a vision of the Inquisitor that trained and tormented Jr (who is a bit closer to the Dark Side than a young fella should be). A fight ensues (mostly narrative), Sr is clearly overmatched and downed, but Jr is able to back the Inquisitor up to the edge of a Bottomless Pit ™, where he has him helpless and is clearly about to kill him. This would be the main decision point. Sr can either let his son unleash his rage, moving toward the Dark side, or he can tackle the Inquisitor off the edge, and they both fall together. Both of those would be pretty much automatic, but he could try to do something else with a skill check. Perhaps talking the boy down or holding him back. I figure the best possible outcome is talking the boy down, the worst is letting an 11-year-old kill out of revenue and hatred. Tackling the Inquisitor off the edge will give Sr some Conflict, but I think doing the "bad" thing so others don't have to is kind of a Sentinel schtick anyway. He's also going to take a nasty fall, so we'll see how that goes.
  6. I basically do an accumulation of points. On a success, you gain points equal to your Speed plus your successes. On a failure, you reduce your speed by one, then gain points equal to your speed, perhaps subtracting net failures. Each racer only has to roll once on each "zone," a failure just represents someone who slid out or something. At any point of the race, whoever has the most points is in the lead. That simple, really.
  7. When we started out, only one of my players really wanted to follow the "Jedi/lightsaber" path. After much adventuring, we've had a bit of a player shuffle, just wrapped up Chronicles of the Gatekeeper (SPOILERS AHEAD!), and now we have two fairly experienced PCs who would like to build their own. I'd like to do some personal sessions with each PC, so they can each have a cool thing they do. The group successfully rescued Suljo Warde, who has agreed to teach them. He isn't free of the Dark Side, so he feels he would cause more harm than good if he were to directly join their struggle against the Empire. The PCs are as follows, though I'm mostly struggling with adventure ideas for the last two. Ara'Sul Mithran, the would-be Jedi who has had his saber for a while. Guardian: Protector/Niman Disciple. Definitely the goody-two-shoes of the group. I was going to send him on a search for a safeworld where their Rebel cell could hide their civilians. They could also establish a nearby Jedi training sanctuary for a half-dozen Force-sensitive youths they rescued from an Inquisition training program. Gel Marcolf, the villain from Act 1 of CotG. When introducing new players, I like to hand them an established NPC for a session or two. They can learn the game, and THEN learn to make a character. In this case, the player liked the NPC, we rebuilt him as a PC, and here we are. Marcolf is a dark-sider, but he's trying to back away from the eeeeviil. The player is unsure if he wants to go for redemption, more that he wants the character to have control over himself while still being self-interested. He has the crystal of Jiv Durael, one of the Jedi companions that Warde killed. I was thinking he could have a journey to a Vergence somewhere to commune with Jiv Durael's spirit. The spirit would want to guide him away from the Dark Side, as part of healing the damage of Warde's fall. Of course there would be a choice between the Dark path and the Light. If he chooses Darkness, he can "bleed" the crystal, driving out the remnant of Durael's spirit. If he chooses the Light, the path will be a little tougher. He'll have a spirit guide, but the crystal won't really be his until he reaches some level of harmony with the spirit. Of course, I'm kind of at a loss for where this vergence should be, and I'm not great at moral dilemmas. If anyone has some ideas, I'd love to hear 'em. Nathan Arizona and his son, Nathan Jr. Before becoming a rebel, Nate Sr. was an unpainted furniture salesman with a checkered past. Then his son was kidnapped by Lenno the Small, a Gammorrean bounty hunter commonly called "The Warthog from ****." Lenno was working on behalf of the Inquisition, and Nate Jr was one of the kids rescued from the training program. The player wants to train alongside his kid, and have like a Father-Son road trip to find their crystals. I like the idea, but man, I'm stuck on this one. Is there a Coen Brothers movie that could be adapted to this? Because that would be just perfect.
  8. Ooh, that's even better. Introduce him as the character starts to figure out he's in his own mind. "I'm CL1-PI, a security routine for your brain implant! Someone is trying to access secure data, I'll help you protect it!" Heck, get the other players involved. Give them each a weird avatar to play in this guy's mindscape.
  9. I like the dreamscape idea. I don't think a brain implant should be hackable by traditional means. This is me taking some creative liberties, but I think the brain would act almost as an encryption key. If Dave's brain wrote the data, you need Dave's brain to interpret it. So you need some way to scan his thoughts, and then get his brain to actually access that data. Hence the dreamscape. Basically start the session with him already in a weird situation. Have occasional weird glitches in reality. But also a little droid that shows up to help out, and drop hints that something is wrong. This droid is the representation of his brain chip's security, which is super weak until he gets it upgraded. I'm basically imagining Clippy, from Microsoft Word. Just an annoying little droid with googly eyes that pops out of nowhere and asks if he needs help with something. "HI! I'm CL1-PI! It looks like you're trying to open The Lost Temple of Darth MacGuffin, can I help you with that?" "What? No, I'm not trying to do that, I need to give a speech, but I'm naked!" "Are you sure? What do your notes say?" "'Professor Dave: a Dissertation on Opening the Lost Temple of Darth MacGuffin.' Why would I give a speech on this? And where was I keeping these notes?" "It sure is a mystery!"
  10. Okay, I don't think changing schools is a good idea, but I also believe in finding the ways something could work. I've had a lot of harebrained schemes that get pooh-poohed, but, dangit, I'm gonna try anyway. So here's my thoughts: Changing schools should be exceedingly rare. A Kakita marrying into the Akodo family is still a duelist, not a general. In most instances, you would want to just learn a few skills or techniques consistent with the family you joined. That's fine. Actually changing schools should require a complete commitment to their ways. I would do this by just switching to the new school's curriculum. A rank 2 Bushi who completely commits to the new school would begin using their curriculum at Rank 3. Now, a few notes. I don't think I would ever allow someone to become a shugenja. I may allow a shugenja to become a courtier, but probably not a bushi. Monks are a whole new can of worms that I would be very leery of. For "available techniques," it's a little tricky. The GM should decide if they keep their original techniques, or if they must switch to the new ones. The player should not be allowed to choose (but should be informed). For example, most Shugenja have Rituals, Shuji and Invocations, while most Courtiers have Kata, Rituals and Shuji. A shugenja who became a courtier would never be able to learn another invocation if they had to switch to Kata, so they should probably keep their original techniques available. They might pick up a stray Kata from their new curriculum, but that shouldn't be too troublesome. Of course, without Invocations on their curriculum, they'll advance very slowly each time they take one. As to School Abilities, I would never, ever, EVER allow a single character to have two of them. Absolutely out of the question. Most school abilities come in two parts. The first is not rank-dependent, the second is dependent, but usually comes with diminishing returns. Consider the Hida Defender. He ignores the Cumbersome quality of armor he wears, and may reduce the severity of crits by his Armor+Rank. Both cool abilities. As he goes up in Rank, that Crit Resistance goes up slowly. Now consider the Hiruma Scout. After Attacking, he can change stances, which is considered by many to be a broken technique. If he does so, he can raise the TN to hit him by large critters by his school rank. Potentially very helpful, but also extremely circumstantial. So a Hida who became a Hiruma would wear heavy armor without penalty, could switch stances after attacking, would be extremely crit resistant, and if fighting something big, could raise his TN to be hit. That's too much. Far too much.
  11. I've been a big fan of Savage Worlds for... yikes, I just realized it must be almost 15 years now. I really like their system, which has Shaken 1-3 wounds, and Incapacitated. The Apocalypse games usually use something a bit less hit-pointy. While I can't speak for Whafrog, I really appreciate L5R's distinction that Fatigue is NOT the same thing as being wounded. Star Wars Wounds and D&D Hit Points have always been a combination of fatigue and wounds, and the line between them changes a lot from table to table. I've played in numerous D&D games where someone takes a lot of damage and the DM says, "the dark knight runs you through!" Nevermind that the guy with a sword through his guts still has half of his Hit Points remaining. So I try to say that anything that only causes "damage" isn't really a serious wound. Taking 15 damage from an orc doesn't necessarily mean he cut you, it means his axe slammed into your shield hard enough that your arm nearly gives out from the impact. A Stormtrooper causing 12 damage with his blaster rifle didn't shoot you, but the blaster bolt passed close enough to your skin that it managed to burn you, or hit the wall next to you, exploding and showering you with sparks. When Leia took that shot to the shoulder on Endor, that was a Critical Injury, not just "taking damage." Vader and Obi-Wan's duel on the Death Star caused them both to take a lot of "damage," but no Crits as far as I see. I would say that the characters in the movies take a lot of "hits" and "damage" that don't really look like much on screen. One of the reasons I like Whafrog's take is that it reminds me of The Angry GM's "fighting spirit" rules (not a big fan of his writing style, but I like his ideas). It gives a space between "I'm fine, I'm fine, I'm fine, I'm down." There's a clear point at which the player knows that if he keeps fighting, his character may die. If my PCs all get knocked out, I'm not just going to kill their characters. That feels cheap. However, if a character is over his WT and wants to keep pushing, now it's on him and the player. He knows the risk, and he's taking it rather than surrender or retreat. It also gives us a way to kill Nemeses without GM fiat or murdering an unconscious person. We just finished Chronicles of the Gatekeeper (spoiler alert), and part of the final conflict is supposed to be choosing whether to pull your punches and not kill the boss, or to go ahead and finish him. Which means the GM needs to call out to the players, "Oh, by the way, if you defeat him with Wounds, he'll die, because that's just how we're playing this fight." With Whafrog's rule applied to a Nemesis, the boss is taking a Critical Injury every time he gets hit past a certain point, which means killing him through Crits becomes a distinct possibility.
  12. Gotta say, I really liked Whafrog's take on the whole thing. I ran it by some of my players, added some stuff and tweaked some others. Here's my current take on it. I'll see how it goes. I should mention that I don't normally require a Destiny flip for using Dark Side pips. Stimpacks: Gone. Replaced by… Rallying Surge: Once per encounter, as a maneuver, make a Simple (Difficulty 0) Resilience Roll. Heal a number of wounds equal to 3+ Net Successes, and recover Strain equal to Advantage. You may spend your Rallying Surge on an Engaged ally, instead rolling either Leadership, Medicine, or Coercion. Each use of Rallying Surge on a given character increases the Difficulty by 1. Heal/Harm Power: TBD Stimpack Specialization works basically as written. Your Rallying Surges heal 1 extra wound per rank of Stimpack Specialization. Exceeding Wound Threshold: A PC or Nemesis who exceeds his Wound Threshold is no longer immediately Incapacitated. Instead, he upgrades the Difficulty of all checks by 1, and will become Incapacitated when he exceeds his WTx2. Note that every time he suffers wounds above his Threshold, he still suffers a Critical Injury. Such a character is advised to retreat or surrender. Exceeding Strain Threshold: As with wounds, a PC or Nemesis who exceeds his Strain Threshold is not incapacitated, but will become so when he exceeds STx2. However, while above ST, he may not willingly suffer Strain, and is Disoriented (suffers 1 Setback die to all rolls). A Character who exceeds both WT and ST becomes Incapacitated. Force Pips: Using the Force while over Strain Threshold is difficult. A Light Side Force-user may still use Dark Pips, but instead of suffering Strain, they must flip a Destiny Point and take two Conflict for each Dark Pip used. A Dark-sider who wishes to use White Pips must flip Destiny, and suffer a Wound for each White Pip he wishes to use.
  13. Quite a lot of magic, though much less than D&D. The setting is awesome, the new game is pretty great, but it's got some wonkiness. I would have trouble recommending it to people who don't study game rules. Deadlands is fantastic, and Savage Worlds is a great system. I'm not sure if I would say it's better than Genesys, but it is so easy to pick up and run with. Deadlands is basically cowboys and zombies and sorcerers and demons and steampunk all rolled into one.
  14. So, I read page 1, and then skipped here to page 37. Ridiculous. FFG, Asmodee, whoever? Can you please give topic authors the ability to block/ban certain users from replying to their threads? I don't see anything wrong with a user saying, "I don't need to hear anything this guy has to say."
  15. Maybe when it's time to end the campaign, I should go full Patton Oswalt.
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