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gwek

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  1. I'm always stunned by the fact that Strikeforce: Morituri hasn't been picked up as a movie or cable series or something yet. Mechanically, as soon as I saw the title of the thread, my thought was to manage it similar to Obligation from EotE. Depending on how brutal you want to be, if you roll, your number is definitely going to be up sometime that session, or perhaps it's a progressive thing where your chances succumbing increase more of each time your number comes up. One of the things that I seem to remember from the series was that no one was safe, so even if one person died, another might die a page later. Also, if I recall correctly, the effect was no progressive, in that someone 1 day in had basically the same chances of someone 10 months in... except for that 12 month marker. With all that in mind, how about something like this: 1) Every player is required to take on an "obligation" of Morituri Effect ranging from 5 to, say, 20 points. Each player decides, and you get than many bonus XP to start, so the more powerful you are, the riskier things are. 2) At the start of each session role some dice. This could be done one or two ways: First, like Obligation in EotE, you make a single table and roll once. If a player's number comes up, they're on the chopping block. This means there will be one player on the chopping block, or perhaps none. Second option would be to roll once for everyone. If you roll beneath their number, they are on the chopping block. This is more random. Everyone could be at risk one session, then nobody the next session. 3) Whenever a certain trigger comes up - possibly when the character rolls a Despair, they must roll a test of some kind. For conversation's sake, let's say Resilience (although I don't love that because that's not how the effect worked in the comic... but I need to write something down). If they fail the test, they succumb to the effect. If they succeed, they are still on the chopping block. Each time they roll a Despair during that session, they roll again... with the difficulty increasing +1. 4) When the session is over, the counter "resets" (ie, cumulative increases in difficulty do not carry over from session to session. If you want some lasting effect, someone who was on the chopping block but survived may get +1 to Morituri Effect. If you're kind, you might even give then a bonus XP to go with it, since their changes of dying next session just went up. 5) Now, here's the fun part. At the start of the session, don't let anyone know who's number is up. EVERYBODY rolls when they get a Despair. Eventually, a player may realize they're safe if they fail a roll and don't die, but it should make things pretty tense until then. Or something like that. Good luck, have fun, and, we who are about to die salute you!
  2. It may be too late to respond to this thread, but here are a few ideas: 1) For may years, I ran a Star Wars campaign. At the outset, I offered the PCs the option to be captain, but none of them wanted it, so I wound up doing this: the campaign started with the players all making their way to the same planet onboard a massive low budget passenger liner. They did not know each other, and each had their own reasons for traveling. The ship was set upon by pirates, forcing the PCs to band together and eventually abandon ship together. The only planet within striking distance was a snowy wasteland. They saw signs of what they thought was some sort of base, and traveled overland (facing weather and critters), only to find that it was actually an buried spaceship. The ship had a single occupant: a droid waiting for his long-dead master to return. The PCs convinced the droid to leave the planet, and (due to documentation left behind by the dead captain), the droid NPC became captain of the ship. He eventually died in the "first season finale," leaving the ship to the PCs. It was a good set up for multiple reasons. The players had diverse - and often contradictory - goals, which helped fuel the story, and the short-term NPC captain helped them provide some structure and a reason for them to stay together early on (although the shared adversity they'd faced in the first session or two also helped. 2) A very similar but perhaps simpler model could be to have the PCs defeat the pirates and then the authorities reward them with the ship for their good deeds. 3) Our current campaign (Firefly universe using the Star Wars rules) is a bit simpler - one player chose to be captain, and she bought the ship at auction prior to the campaign - but I considered a few different angles. One option would have gone something like this: The campaign begins as all players wake up to hear a blaring alarm (shades of DARK MATTER). They quickly realize that they are on a bounty hunter's ship, and each of them was taken as a bounty. The ship is damaged (the alarm) and either the bounty hunter is dead, or the PCs must defeat him. In the aftermath, they have a ship - but can they trust one another?
  3. I love Star Wars, but don't love most of the Star Wars books. I think some of it is that it's hard to capture the energy of the movies in a 400-600 page book, so the stories wind up bogging down with complication. I know many folks love the Thrawn Trilogy. To me, it feels like Lord of the Rings in Space. It's not bad fiction, but it's not good Star Wars. Probably top of my list is the Rogue Squadron and Wraith Squadron books, the Lando Calrissian trilogy, and the original Han Solo trilogy (I think I've read Han Solo and the Lost Legacy more than any other book through my life). Also, a lot of the YA stuff - which is not surprising, given why I don't dig most of the books. Having said all that, I can appreciate on some level most of the Star Wars books. Many of them may be mediocre, but they may offer something good - maybe this one has a good portrayal of Luke, or that one really catches the vibe between Han and Chewie, or maybe another one has really good chase sequences. Then there's Karen Traviss. Her first book was pretty good. Her second was readable. By the third, it because apparent to me that these books were being written by someone who not only didn't understand or appreciate Star Wars, but someone who seemed to actively hate Star Wars. I don't need to waste money on trash like that. If I want to see mediocre fanfic filled with bile, I can get plenty for free on the internet.
  4. A few quick thoughts: 1) A lot depends on WHEN Dooku goes rogue. 2) I've always had a theory that that librarian Jocasta Nu was Dooku's lover and secret spy within the Jedi. Although later appearances run counter to this, there's some implication during the Episode 2 era that he has a spy, and I believe the novelization refers to her viewing him somewhat positively. 3) Another theory: In the old Saga RPG, they imply that Dooku's motivation for dabbling in the dark side is that he simply cannot believe that Anakin would be the Chosen One, and he sets out to prove that HE is the Chosen one instead, and will do so by mastering both the Light and Dark sides of the Force, which some silly child simply can't be capable of. Could provide an interesting angle that differs from Sidious's motives. 4) The Clone Wars series provides a ton of depth to Dooku's scheming and also to the idea of a three-sided war, once Maul gains power on his own. I would think that without Sidious to reign on Maul, a three-way war might be very interesting. I can probably throw out more ideas, but I need to go to lunch...
  5. Interesting that someone just like this post. We played this past weekend, and in an episode that wound up being something of a sequel to this one, the players were forced to actually hire the shipjackers!
  6. Please excuse my ignorance, but what do you mean by data downloads? If I download the new version, then either re-create existing characters or pull them over from existing versions, would you anticipate problems? Also, is there a list of which products are supported by the current version? Are most recent releases (I don't do F&D, so for me, it was the Spy book and I think the Engineer one) included yet?
  7. Ah, I get it. I didn't get that it was multiple rolls and you pick where you're adding the Bonus dice. Even so, though... You're probably adding 2-3 Bonus dice to each roll, on average. Even spending a destiny point on each roll, it seems like the proficiency would outdistance the difficulty very quickly. How many characters in your group? And what's their success rate like with scenarios like this?
  8. Are folks still having problems with the 2.3.0 version? I was getting ready to download (I think I'm still using 1.7!) but want to make sure it's working clean.
  9. How do you set the opposition? I like the concept and could see it applying to other arenas, but it seems like adding boost dice in massive numbers - if the difficulty range stays "standard" - would mean that the players' success is virtually assured. It may take more than one roll (worst case scenario), but if you're rolling something like a dozen "good" dice vs 2-4 " bad" dice, there's no real contest. Just curious how you deal with that.
  10. If I make changes - I've made extensive changes, including manually deleting a lot of core equipment and most species - would the web install version overwrite those changes?
  11. At the risk of being a pest, is there a list of which books are currently supported? I'd like to wait to update until all the EotE and AoR books are folded in. I checked Ogg's FAQ and didn't see anything; I suspect I may be missing it?
  12. Can I use the Data Editor to delete standard equipment and other items?
  13. Thanks for the replies, folks. I'll try various options and see what works best. I DID manually edit the data files for Weapons and Armor, but the other files seemed too daunting, so I was hoping for easier approaches...
  14. Hey there. First, let me say that this program is awesome. It's invaluable for my game. Honestly, I don't know that I'd be running my current campaign in this system without it. Now, a question. The game I'm running is heavily modified. It's not actually Star Wars, but a Firefly campaign using the Star Wars rules. Consequently, a lot of the base material (especially gear) is not really appropriate. After this program is updated for Cyphers and Masks, I expect I will do a potentially final download and update, and that has me thinking... Is there a way to delete "standard" material short of going into the individual files and doing it manually? For example, can I use any of the tools, say, look at the gear from a particular book and delete them out either individually or altogether? I understand that's not the intention of this program, but I find the Star Wars RPG to be far more "stuff-oriented" than I want it to be, and it's often difficult to slow through to get to the 5% or 10% of things I actually want to use.
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