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Hampulina93

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    Uppsala, Uppland, Sweden

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  1. I expect it to "fall" eventually. It's one of the few things that a bunch of fans haven't whined about, so Disney is probably gonna milk it dry. Season 2 was shooting before season 1 had finished airing, season 3 is in pre-production while season 2 is still a while off, and there's that docu-series that recently got announced.
  2. There are probably limits to how small a mini the manufacturer can make.
  3. There is a third order token in the stack on the right as well. It is a bit weird to put two units in the same box, unless running K2 as a standa-alone operative is optional? Operative or Counterpart?
  4. Most likely. A few years back, when they were doing a Clone wars retrospective, Filoni talked about some of the plans they'd had for (at the time cancelled) season 7. One of the main storylines would revolve around Ahsoka joining up with Anakin and Obi-wan to lead the Siege of Mandalore, but Anakin and Obi-Wan would get called away at the last minute to Coruscant leaving Ahsoka to fight Maul and lead the 501st by herself. This would be how the show linked up with Episode 3.
  5. As much as I'd like to see Agent Kallus, wouldn't he make more sense as a Rebel commander since he defected long before ANH? I'm not sure exactly when Legion is supposed to take place but considering that Luke, Leia and Han are available...
  6. Fair enough regarding Common Lore, you have done a good job so far so I'll withhold judgement until I actually see your write-up I still feel weird about having such rare knowledge as Daemons and Xenos in the same skill, but to be perfectly honest I had completely forgotten about the Specialist Knowledge talent. I guess it's just a matter of wrapping my head around a different way of handling things. Paranoia seems like a "healthy" thing for Acolytes to develop over the course of their service. You could also have a trauma involving various psychogenic movement disorders (shakes, tremors, spasms, speech disorders...) Side note: Out of Ammo-Despairs does not have to be in combat, a GM once had my character run out when I rolled a Despair on a Fear check. The group was exploring an abandoned space station and we had to make a Fear check due to the spooky atmosphere, I rolled a Despair and the GM basically said my character had a "Predator-moment", firing blindly at nothing until the weapon was empty. Got some weird looks from the rest of the party after that
  7. New Mental Traumas look good, certainly makes more sense this way. As for how they develop, perhaps change it so that instead of getting a trauma with a severity equal to the check, you get the lowest severity on your first Despair and it worsens on subsequent Despairs? As it is, you're more likely to develop a more severe trauma since higher difficulty Fear checks have more dice to upgrade, thus creating more chances of rolling a Despair. I mean, how often do Easy difficulty Fear checks come up, if at all? Even Average was pretty rare in the games I played, Fear checks tended to be Hard or higher. If you want to split the Lore skills up, might I suggest the following: Scholastic -> Imperium (planets and their enviroments/cultures/people of note etc), Adeptus (Imperial institutions and the proper procedures for interacting with them), Education ("School subject"-stuff: math, chemistry, law...) Forbidden -> Warp (Psykers, Daemons, Chaos), Xenos (Aliens and their tech) Finally, a few minor thoughts: I like the addition of the Storm quality, but I would suggest taking a que from FFG's Star Wars system and simply naming it "Auto-fire (Only)", it's a bit clearer as to what it does. I'm a bit sceptical of the 4 Threat=Out of Ammo rule, I felt Despairs were common enough when playing Star Wars, but I understand your reasoning regarding resource scarcity. 3 Threat for some weapons is a good rule to port over though. A maneuver to switch power settings (Variable and Maximal) feels a bit much, maybe for the Plasma weapons since they are fiddly and high-tech but for Lasguns it seems excessive. Excited to see what's next, keep up the good work!
  8. The Tauros would be nice to have, since it is supposedly a common utility vehicle on frontier worlds. Maybe Land Crawler (civilian tractor) could be useful to have? Bit of feedback on the War Zone homeworld, wouldn't 1 intellect make more sense than 1 willpower? A war zone doesn't seem like a place for the weak-willed, and it is seems unlikely you would get a proper education there. Great work overall, gonna have to find a group to play this with!
  9. Not to be nitpicky, but I'm pretty sure they do get Survival. Checked the book, it's there. Survivalists get Perception, Resilience, Survival, and Xenology as extra career skills. Maybe there's a misprint in yours or something?
  10. Bounty Hunter/Survivalist could be another option. Brawl + Ranged (Heavy) as combat skills, both piloting skills, bit of stealth (two ranks of Stalker) and plenty of Survival focused stuff. Some utility as well in Athletics and Perception. Just ignore the name, it's not like you have to hunt bounties. You also have some solid choices for second spec here: Operator for more piloting, Assassin for more combat and stealth, etc.
  11. Seconded. I would suggest using the fear rules, except you roll Resilience instead of Discipline, to handle the effect of drunkness. I have done this in my own games and it has worked great.
  12. Knockdown works with lightsabers, the other two (Frenzied Attack and Feral Strength in the english version) do not. Frenzied Attack and Feral Strength specify attacks made with the Melee and Brawl skills (lightsabers use the Lightsaber skill) while Knockdown only specifies a melee attack.
  13. The only hard rules mention I've seen is the 'Custom Fit' armour attachment which removes Setback dice from Stealth and Athletics checks. I've always gone with "up to the GM".
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