rogue_09

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  1. Absolutely. This system is so versatile; most anything can be reskinned with little or no effort. The existing books throw in a lot of Clone Wars era equipment so you'll have little trouble running in that timeline.
  2. Dealing with loot - new GM

    I only had one player who was into looting, but he was a scoundrel type so it fit his character. He realized it was easier said than done when he ran afoul of an Imperial patrol while laden with a bunch of Stormtroopers' carbines. Now my group only loots when it's narratively necessary; either disguising themselves in someone's gear or armor or grabbing weapons when they've been disarmed in some way. They know they can buy/craft/be rewarded with better gear than whatever a generic NPC is carrying. Usually I just point out a neat piece of gear I think a player may like, they roll up a Negotiation check to buy one at the next layover and we move on. The only loot drops I do pertain to the adventure they're on, and those can be generated by good Perception/Vigilance/Survival/etc. rolls or Destiny Point flips. On a cold planet and night is setting in? Good thing that old prospector's cache you found had a bunch of coats! Of course, there's nothing wrong with searching for some pocket change after a skirmish. I just have them roll a d100 and take it x10.
  3. Nemesis creation

    Inquisitor section is definitely the place to start, especially if this is to be the campaign's Big Bad. Don't forget to look at existing Force using NPCs in the book as well. They have truncated versions of certain Force powers you can use as reference. Which power(s) are you looking to use?
  4. We usually run about three hours of solid play time. Then up to a half hour of spending XP, rolling Obligation/Duty/Morality, etc. at the end. This is all bookended by an hour or so of general chicanery.
  5. Newbie GM prepping for a campaign for RPG newbies

    I think "Nexus of Power" has adventure seeds and encounters that take place on Weik, a planet that's basically at medieval fantasy levels of technology.
  6. Mass Combat checks for things other than combat.

    Oh, I love that idea. The PCs have to recruit a theater troupe to put on the perfect show for a very discerning audience. Each act of the play is another Mass Performance roll.
  7. Encounter interactions cards

    This reminds me of the bit in Soderbergh's 'Ocean's 11' when Carl Reiner's old friend almost outs him during the con. What a fantastic mini-twist to throw into a tense heist or social encounter.
  8. Favorite character in a party you GM'd

    Current favorite character is Doctor B'ttz, the Sullustan Colonist Doctor turned Smuggler Gunslinger. He keeps a hidden blaster in his medpac which he can quickdraw at any time. He and his grizzled old spacer buddy tend to Butch and Sundance their way into most fights, relying on surprise as their second greatest weapon. Their greatest weapons are the actual damage dealers in the party who have to clean up the mess after the duo gets knocked on their keisters.
  9. When the Sith Lord wins

    This is definitely a case of "plan, don't plot". Have a loose framework ready for any scenario that comes up. They wake up on the prisoner transport to Ominous Location. From there, they could Escape the ship Seize control of the ship Wait until they are delivered, then immediately escape the facility Remain prisoners for a time, gathering intel and allies before breaking out And those are obvious choices. Your players may come up with something completely off the wall. What's important here is to have the world around them progressing outside their action. What are this Sith Lord's plans and motivations? Have them move forward and let the players work with what's given. The nice thing is, if you craft the bones of a basic jailbreak, that set piece could happen basically anywhere with very little tweaking.
  10. While it doesn't make sense to me personally, I can see it from a bookkeeping standpoint. I have some players rocking three specs and multiple Force powers and are sailing clear. Some have only one or two specs and are feeling a little overwhelmed by their Talent choices. Maybe tack a FR+1 to the bottom of Force power trees? ~40XP Talent, but can only be purchased after you're heavily invested in Force powers?
  11. Definitely reward that character build. That's a ton of XP and effort put into being the ultimate negotiation master. They should be getting massive discounts on everything. Also give them some bonus Duty points for cutting such a good deal for the Rebellion. I suppose you could bump the starting price up a little to compensate if need be.
  12. I need some ideas for raising the stakes

    What threats have they been facing? Nameless, faceless, baddie-of-the-week with ever increasing stats; or have they been of narrative significance? Give them a real meaty narrative threat. Use their Obligation against them. My party recently faced their first Inquisitor. He was alone, and would have easily gone down in a round or two against the whole party. I introduced him after one Force sensitive PC was captured by the Empire and this was a simultaneous escape and rescue. I had played up all his creepy Dark Side powers (Influence and Bind, mostly) so that PC was terrified of him. They didn't think twice about blowing up a crate of detonite, yanking their friend away and blasting their way off planet in the chaos. Stat block wise, they could have beaten him. In the context of narrative, he was a terrifying force they didn't even attempt to fight.
  13. Did anyone else not like Rogue One?

    Scuttlebutt I've heard is it was a true reshoot as the first version was deemed too violent by the Mouse. Now that's some deleted footage I'd love to get my eyebeans on.
  14. Did anyone else not like Rogue One?

    If you have a dry wit, you may use wordplay. Doesn't mean every pun is automatically sarcasm. Rectangle/Square argument. Imagine your coroner line performed by Fozzie Bear. Also, as for Vader's line, not everybody shares your viewpoint. Frankly, the entire scene only serves to establish Vader in the movie before the coda sequence. The Krennic scene doesn't advance the story of the film at all. 20 bucks says it was part of the pickups/reshoots when they got to editing and thought Vader popping in at the end was abrupt.
  15. Did anyone else not like Rogue One?

    For the sake of pedantry, I'll concede that they can be used cynically, as can any joke. But a pun is just wordplay. And your example, while dark humor, isn't really sarcasm. If said in a lighthearted tone by someone who does think coroner's reunions are fun, it's not sarcasm at all. Fair since that was the intent of the statement, but it's a groan worthy line for the audience and not in character for Vader as we've seen to this point. But hey, maybe he's more of a lovable goof than we give him credit for. I'd like to think his voice modulator masks tone, not unlike text based communication.