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Jedi Master Gunner

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  1. Great post topic. Everyone's galaxy far far away is different, and I think that female troopers would be almost unheard of in my EU games until the Legacy Era. For me, part of the xenophobia of the Empire goes side by side with the sexism that makes Isard, Dalla, and Jade so rare. It isn't that Palpatine hates aliens any more than he hates everyone else in the galaxy, he is just using it to divide populations. Female troopers are new canon as of the Rebels prequel novel A New Dawn. Hey, here is a Twitter comment about it: https://twitter.com/jjmfaraway/status/505765586635612160
  2. I think it makes sense since they still were used to duel against Jedi after lightsabers were carried. Good catch. So, can they be used for Reflect as well?
  3. True, but I know several GMs have treated such a thing as "constant disturbance in the Force" and thus more likely to bring you to the attention of hostile Force users that have a reason/desire to wipe out other Force users... such as Inquisitors hunting for "Jedi renegades." Or even Force users that are consumed by the dark side and don't want competition on what they might perceive as their "turf." Honestly, I think it probably works this way too. That is why I would rather be able to bring up a full power in a turn rather than walking around ready for a fight. Also, a down side is you end a power at the end of your turn, so you can't switch a die from one power to another until a subsequent round. It is not a big disturbance, but I think Force users know when other Force users nearby are using the Force unless it is something like the Shadow talents to hide. That is how they recognize each other, not with blood tests. One or maybe two committed dice are not too big a deal, but high level F&D characters could potentially have a lot of dice committed, and would be glowing in the Force (if Light Side). That conception might have come from the old d20 SW rules.
  4. That doesn't seem unreasonable. That is probably 2 pts for Inflicting Emotional Abuse or Coercion and Threatening with Violence. If you are aggressive a few times a session, most of the time you won't generate conflict, but you might not advance towards the Light. I think the important clue is on p.220. 6—7 pts for Unnescessary Cruelty to Non-Sapient Creatures. this includes droids of animal-level intelligence. That implies that such action against smarter droids, even comic, incompetnet B1 battle droids, appears elsewhere on the chart.
  5. Thanks, that is disappointing. I guess characters expecting trouble can just power up ahead of time, but it really makes it more like D&D.
  6. Has there been a ruling on this? All I see under Committing Force Dice (p. 196) is that you can't commit to "two 'copies' of the same ongoing effect." Under Force Powers (p. 197) it says "Force powers might require Force power checks to activate temporary effects, or they could require users to commit Force dice to activate ongoing effects. Some might be able to do both. In any case, unless the power's description specifically states otherwise, using the power requires one action of structured time." I believe the character's action is using the Enhance Power. If the character has 2 Force Dice then she may, as part of that one action, commit one Force die to Brawn and one FD to Agility.
  7. Sam Stewart said way back in the Shadows of a Black Sun FFG in store FAQ that it would work for snubfighters but probably not freighters. I think it should work. It is really easy to hit in this game.
  8. I know this argument comes up all the time on these boards, but we shouldn't compare the main characters of the Prequel Trilogy with B1 droids or Rebel Trooper 23. The PCs are all starring roles. Some will want to have fight scenes and some intrigue or romance. I think you could do a game like the Old Republic Hope trailer with the awesome Republic trooper. Just Recognize that, even though he is wearing white armor, he has 600 XP like the Jedi and the Sith in the fight. Give all the players the same starting XP. Everyone should get the same opportunity to be great at their chosen specialty. There are people who will spend 300 XP on Intelligence, Computers, and Slicer talents and not invest in blasters or miss the Force at all. Also, one thing that is overlooked is that this is a dangerous time to be throwing starfighters about. With the minion rules it is easy to kill a handful of Stormtroopers. It is harder to do the same with a squad of Stormtrooper Sgts. And when the Inquisitor shows up, with a squad of Sgts, things are going to get hairy. Force users can throw fighters in this system, but that probably won't contribute to a long life.
  9. I think Ahsoka Tano is tough to model because of all the things she does in the cartoon. It isn't a perfect comparison but even in the Star Wars Saga Edition RPG I think she was level 5, which she needed to get lightsaber Block, Deflect, and Redirect. Right from her introduction she is quite strong with a lightsaber. I'm not sure what the solution is for XP. A couple of us in our group were discussing using a priority system for spending XP like in the old Shadowrun games. Everyone would get a lot of XP, but they would spend it differently to buy characteristics, skills, talents, gear, or Force powers. One player might prioritize talents to be great at dueling. Another might put gear as the highest priority to start with a personal starfighter or beskar'gam armor. Those that don't buy a ship need to ride in the vehicle granted through the Obligation or Duty decisions. Lookig at the previews of the new Rebels cartoon, I would ask your GM to grant the group more XP. Maybe that means bringing in the Obligation or Duty mechanics from the other game lines, or maybe the rising tide just helps everyone. The other players don't have to spend their XP right away if they want to play as less experienced characters. That way your group could model the experience of having a kid running around with the obviously more experienced Jedi and crew. The kid can then spend XP more freely from the bank of it during play while everyone else will seem to progress more slowly.
  10. This is true. After two years of play and about 700 XP (counting starting 100), the Wookie Hired Gun Mercenary/ Soldier/ Maurader is still the most dangerous character in our game. This isn't a one-to-one comparison with Force and Destiny because my character is more of a Force Wizard/ Face character, but here is how it would go: Assuming I went first, at this point my Bounty Hunter Survivalist/ FS Exile/ FS Emergent can maybe throw a starfighter at him and deal 30 damage. But, there is a good chance I would fail the roll even with three Force dice and a lot of Willpower. Hitting him for 30 damage, after his Soak, won't even drop him. If he went first with his fully kitted automatic bowcaster he could Autofire my poor Twi'Lek, probably hitting three times for 23/20/20 damage. Good by young Force User. Out of curiosity, what's a resonabe challange for 500 bonus XP characters? We trade GM responsibilities, which is how we played so long and accrued so much total XP with the same characters. Really it is a bunch of mini campaigns with the same characters. I adapted Argovia Strike from WEG's Instant Adventures, and used the same difficulties listed for d6. Some examples: Set explosives to destroy an Imperial Listening Station outside the Power Core: PPPP Set explosives at the Power Core: PPP With Dim Light +B Try to overload the Power Core with the computers instead of explosives: RPPP Use forged IDs to get past an Imperial Stormtroopers at a checkpoint: RRPP with B if the PCs are using the right shipping company coveralls. Personnel in the adventure: Leona Makk (Smuggler AoR p.220) Battz the forger (Expert Forger AoR p.218) 6 Strong Thugs (Hired Thug AoR p.219) 2 Loansharks (Black Marketeer AoR p.218) Metal Baton YYGGG Mining Company Police (Imperial Army Officer AoR p.214 with Agility 3 Blaster Rifle YYYGG 3 TIE Fighters 6 TIE pilots (AoR p.218) 2 Stormtrooper Sgt. (AoR p.216) 16 Stormtroopers (AoR p.215) 5 Scout Troopers (AoR p.216) 2 Army Officers (AoR p.214) 16 Imp. Army Troopers (AoR p.214) Imperial Engineer (Overseer AoR p.215) Various Civilian Support Staff (about 60; 30 working at any one time) Airspeeders Bulwark Imperial Interdictor Cruiser is in the system If the Complex is alerted: Mechanical Blast Doors: No Computers check possible unless in Security Center Imperial Garrison in Argovas City is alerted In 2d10 turns Juggernaut Ground Assault Vehicle arrives with crew and 50 Stromtroopers (use AT-AT stats) 50 Stormtroopers arrive at spaceport until the Imp. Governor gives a stand-down order. Star Destroyers patrolling the sector are re-routed.
  11. This is true. After two years of play and about 700 XP (counting starting 100), the Wookie Hired Gun Mercenary/ Soldier/ Maurader is still the most dangerous character in our game. This isn't a one-to-one comparison with Force and Destiny because my character is more of a Force Wizard/ Face character, but here is how it would go: Assuming I went first, at this point my Bounty Hunter Survivalist/ FS Exile/ FS Emergent can maybe throw a starfighter at him and deal 30 damage. But, there is a good chance I would fail the roll even with three Force dice and a lot of Willpower. Hitting him for 30 damage, after his Soak, won't even drop him. If he went first with his fully kitted automatic bowcaster he could Autofire my poor Twi'Lek, probably hitting three times for 23/20/20 damage. Good by young Force User.
  12. I do not think there should be a mechanical benefit, besides those mentioned above. The Dark Side is quicker and easier because the characters don't need to worry about doing the right thing, can always succeed on a Force Power check by flipping a Destiny point, and can shoot people with lightning. I think the mechanics of WEG provided incentive for sitting on one or two DS points with the mechanical benefits. It is funny, because looking at the movies alone, the biggest bad hid his Force powers and played the long game rather than running around blasting people. I do feel like all characters should track their Morality if the system is being used. Whether it mechanically affects them is another thing, but it would provide a barometer for the GM.
  13. I think you should ask what the players want to play. I have run a few Star Wars games and in all three most of the players make smugglers, slicers, and bounty hunters. Making characters together is an important part of the FFG Star Wars metagame, though, and a party with multiple Force users might develop. Or, you might have to ask one of them to take that spec. for the story you want to create. I would not give a specialization away for free to only one player. Give them all one, or give the XP for something else. But, the cost of the extra specializations is one of the balancing factors for being a Force user. The other players won't be overshadowed by a Jedi that doesn't get free stuff. Regarding canon, there are a few things to consider. First, we have Obi-Wan's perspective, but we know he is not entirely trustworthy. Second, there wouldn't be Inquisitors if there weren't Force users, including Jedi, to find. {Edit: not that that applies to the real world inquisitions in any way.} Third, in Legends continuity there are hundreds of Force users in this era. Few are fully-trained Jedi, and not all traditions use lightsabers. No one knows what the Abrams continuity will be like, but I am guessing we will see Jedi like Kanan Jarrus in every show and most novels published.
  14. Good point. We always have the droid Techie mod everything with the way the difficulty scales. That would be pretty weird for a LS.
  15. That reminds me of a good passage in one of the Legacy books. Jacen Solo and Ben Skywalker are iinvestigating a missile factory the Jedi think is helping terrorists. One of the administrators is dismayed to see a 13-year old with a lightsaber. The Jedi reply not to worry since it is a training lightsaber.
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