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Everything posted by KRKappel

  1. KRKappel

    Working on an NPC: Force Mentor

    I wrote a ton of guidance on how to go about this in the mentors section of Disciples of Harmony, you might wanna check that out!
  2. Consider, too, that Jedi rely on their combat instruction to survive actual fights. The 6 forms encompass different strategies or concepts. Jedi recognize that at any time, they might be called upon to use any given strategy. If you look at the 6 forms as various unarmed combat styles in mixed martial arts, you can get a sense of how the forms might be used in practice. Jedi likely train in all the forms to some extent, and as they get older, they find strategies that work best for their particular strengths. In combat, its likely a Jedi employs moves from all the various forms seamlessly in their own unique style, just as MMA fighters seamlessly incorporate wrestling, boxing, muay-thai, and brazillian jiu-jitsu in most of their fights. I would presume that strict form purists are rare, relegated to trainers and the occasional prodigy. That said, mechanically speaking, in the game, I'd assume most Jedi only take 1-2 forms throughout the life of their PC. The talents unique to each form tend to be a few rows down each tree, and are generally optimized for a single attribute. But narratively, you can certainly describe a good roll as moving between forms and using a variety of strikes or concepts. Just because you take Makashi doesn't mean you can't flip around like an Ataru practitioner on a roll. Just because you take Juyo doesn't mean you can't also deflect blaster fire like a soresu defender narratively if an attack misses etc etc. And narrative description is a big part of this game and what makes it fun.
  3. KRKappel

    Android - possibility of Hero oriented?

    I mean, they'd just have to have some off-gridder type skills, masking their biometrics and purchases and such. It can be done, it just takes effort. But that's if you're operating in the upper level spaces. The lower level street gang areas are just lawless anyway. A vigilante could operate with impunity there, most likely. Your only resistance is going to be from the actual gangs. NAPD isn't going down there to get shot at from both sides.
  4. KRKappel

    Beanstalk on the Boat!

    If you want it to be naturally sustaining. I mean, if you're getting into hypotheticals, you could stabilize an elevator at other locations with tons of thrusters or something. It wouldn't be convenient, but if you're in a setting that has solved cheap, clean, unlimited energy, and suitably advanced computer and propulsion systems, I'm sure there's a math that can put one of these things anywhere on the planet. But yeah, since the android setting only has the one space elevator, it makes sense that it's at the equator.
  5. KRKappel

    [SotB] Any new cyberware rules?

    I think the idea is that cyberware is more prone to malfunction, maybe makes you a little more vulnerable to stun damage weapons (which deal strain damage), etc. I can see it being weird when you're getting strained out via a social encounter, or through voluntary suffering of strain, but yeah.
  6. KRKappel

    Beanstalk on the Boat!

    So, the thing about space (yay, naval space command crash course in rocket science) is that its all cheaper the closer you are to the equator. You can imagine the etymology of ecuador's name (it's literally spanish for equator). If you can imagine a spinning tennis ball, with a small string on it that has a small knot at the end, if you picture the string at the center line of the ball, that string is going to stick straight out because of centrifugal force, right? But if you put that string, say, at hte very top of the ball, it wont' stand straight up in the air. Basically, the closer to put stuff to the equator, the cheaper, easier, and more stable it all is. This isn't to say it'd never, ever be possible to build a space elevator in, say, New York, but it would be a much bigger challenge than building it along the equator. So considering the beanstalk is earth's first space elevator, it makes sense it's basically right on the equator.
  7. KRKappel

    Ideas for coup plot hooks

    Ah, the modular encounter I wrote for that basically had the team setting up a sensor perimeter and fighting a cave full of spider thingies from there. Right on, though!
  8. KRKappel

    Ideas for coup plot hooks

    Oooo did you use the modular encounter for Atollon in Dawn of Rebellion?
  9. KRKappel

    Minimum crew required

    Yeah, I mean, I think smaller ships that actually list out all the crew positions, that makes it pretty clear what your ship misses out on by flying with fewer crew (the turns those other crew might take at those stations).
  10. KRKappel

    Minimum crew required

    Pretty sure I also wrote something in Strongholds of Resistance, I think in the Independence entry? There's a sidebar for skeleton crews somewhere.
  11. Hey, it could have gotten stuck in that giant trash island in the middle of the Pacific!
  12. KRKappel

    Beanstalk on the Boat!

    So some people apparently have the book in hand! (not me)
  13. While I do see your point here, I would argue that this only has an effect in longer campaigns. If you're playing a shorter campaign, it's way better to dump your XP into skill ranks both at creation and over time, to add dice to the dice pool (extra greens are of a larger benefit than upgrading a green to a yellow). It's only in longer campaigns, when you are likely to max out all your skill ranks with earned XP in whatever your character's core function is, that missing a few characteristics really starts to get felt (something you're unlikely to do in a shorter campaign). Of course, by then you can shore them up with a few dedications. All that said, if this helps your table and makes some folks happier, hey, give it a whirl and see how it goes!
  14. KRKappel

    Bounties to Die For

    Love seeing these converted! Wanted by Cracken from WEG D6 is another spot to find great art/story and stat blocks worthy of conversion for bounties!
  15. As far as I can see, that is not a typo. A few things to consider (none of this is canon, since it's not specified on the page in the book, but it's just how I sort of saw things as I was writing). 1.) You are correct, there are only 50 dragon guarding the shrines, and I don't specify how many Dragonfly might be garrisoned at the trade port. You can imagine whatever number best suits your adventure's needs. It might be comparable to the Lion, or significantly smaller (but still at least like 500, I'd imagine). 2.) Really, any fighting between the factions AT city of the rich frog is shut down. There are tensions, and there were conflicts in the past, but that's why there's an Imperial presence running the show. 3.) The Lion garrison isn't SO much about defending their port and trade goods (though there is an element of that, as the Lion are maybe a bit less trustworthy of the other factions present), so much as it's a great strategic spot to garrison troops. The river makes for a potentially very fast deployment to all points south of the city out to the sea. I imagine there are other garrisons along the northern River further east, to rapidly deploy troops along the northern border to any trouble spots that might arise. 4.) The dragon members aren't there to defend against Lion, the idea of the write up was that they're really concerned about something else. The adventure seed for that section mentions the realm of hungry dead, and the suggestions is that Dragon are perhaps more concerned with this threat than anything Lion or Unicorn might do. 5.) By keeping such a small garrison, Dragon almost instantly gets to play the victim and earn the defense of the Imperial and Ronin forces in town. This can create a real advantage in court. 6.) Most military actions by Lion, Unicorn, Dragon, or Dragonfly in the city are going to violate the rules set by the Emperor, so most military actions are going to be smaller scale incursions or infiltration. 50 specially trained units might be worth a lot more than 3,000 rank and file soldiers. Anyway, I'm glad you enjoyed the location! I had a great time creating it and populating it with characters!
  16. Yeah, when I was writing that section, I did a lot of research on past editions, and even looked at the 4th Ed Atlas for Gotei, and it really felt lacking. The map just sort of had a palace and a dojo, but I was under the impression this was supposed to be a larger group of pirates that included some of varying cultures, including gaijin, and supported a lot of ships, not the relative handful the map might support. So in my mind, the atlas map still works, but that's sort of just the area for Yoritomo's family and the descendants of that original group, sealed off from the rest of Gotei City by that wall, and on the other side is this sort of hodge-podge pop-up city built by a dozen cultures supporting the pirating and trade going on around Gotei City. I see it as sort of an "outlaw Hong Kong" for Rokugan (I know, that's China's bootleg capital, not Japan's, but still). Anyway, definitely love all things Mantis after working on that section. I used to serve in the US Navy once upon a time, so it was fun to explore the harbors and ports of Rokugan (and the Islands of Spice and Silk), and how they would have been set up, and what might be going on there. I had a lot of fun with the City of the Rich Frog, too (which is also quite different from earlier editions).
  17. KRKappel

    Beanstalk on the Boat!

    Officially updated to "Shipping Now!" that might be the fastest "on the boat" time I've ever seen, at 3 days.
  18. Hey, I worked on that! Glad someone noticed. Minor note, the text of EE does say a "rumored land to the south" So is it actually there? Unconfirmed. But still, I'm glad someone noticed!
  19. It totally depends on the specifics of the check. Sometimes you only get one chance to do a thing (like a pilot check maneuver or something), or sometimes the dice results preclude trying again (having something break on a Despair necessary for the check). However, in situations where something is probably infinitely repeatable as a check, like trying to climb a wall, or lift something, or fix something, etc. First, unless it's in structured time, I'd ask to make sure the check is really necessary. If you can just handwave it and move on, then I'd suggest not having the check determine actual success or failure, but determine success without penalty, or success at the expense of some strain, or a setback die to all checks tied to a certain attribute for the rest of the session, or something. This is especially good to do with checks that are "succeed or the adventure ends" or "succeed or the adventure stalls while you make 20 checks until you pass so we can move on" in nature. For instance, when you have that inevitable wall every party member has to climb. No one wants to sit there while your low brawn zero athletics party member rolls 20 times to get up the Hard wall check. Just have everyone make the check once, and dole out strain to those that fail, but everyone gets over. However, if you're in structured time (re: combat) and how long the check makes matters, but it seems like a repeatable check to you, I'd actually reduce the difficulty of the check once for each additional consecutive time the same PC tries to make the check. Failed the first time? Cool, but you did make some progress, and are a bit more familiar with the task. If you try again, it'll be a bit easier. This can make for dramatic moments in a scene, for instance, it's during combat, but your slicer character needs to climb a wall to gain access to a console on a platform above to do the epic thing. Naturally, your slicer character has relatively low brawn and athletics. It's a hard check to get up the wall, and you fail the first time, which might get narrated as, well, you get a few feet off the ground, but it's slow going. Next turn, you're already halfway there, so make another check at Average difficulty, which you can maybe manage, and you get up. If you use this method, there is a built in limit to how many times someone might repeat a check, since itll eventually downgrade to Simple. However, keep in mind most combat encounters are under 5 rounds. Also, you shouldn't necessarily use any of these techniques all the time. Consider the type of adventure you're trying to have. Sometimes a failed check can take the story in an interesting, unexpected direction. There are also lots of resources online for reading about "failing your way to victory", where GMs can get into the mindset of how to handle failed checks. But sometimes, it might be easier to handle it one of the above ways instead.
  20. Quite the opposite. Force-wielding characters tend to last a lot longer before feeling over-powered, just because Force powers provide additional XP sinks, and Force Rating provides a power limiter. They tend to feel "in the sweet spot" longer than AOR or Edge characters. But a lot of this has to do with how you GM, and how much your players are trying to min-max, and how big you're willing to let your minion groups get, or how many ranks of adversary you're willing to give your rivals and nemesis characters.
  21. So like you said, you can't jump while within an immediate gravitational body, this is how interdictors work, too. So the hyperspace lanes are protected areas guarenteed free of gravitational disturbances. If you look in any core rulebook, you can see the galactic map with the major hyperlanes. So sure, you can take an unexplored hyperspace route. But as Han Solo said, Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star or bounce too close to a supernova and that'd end your trip real quick, wouldn't it? So most people stick to the safety of the hyperlanes and BoSS approved routes. But also, remember space is big. So long as the pilot knows the general vector of the lane relative to the system, they're probably good. If they've jumped in within the past few days, It's probably the same vector they had initially. Most of space is empty, after all.
  22. To be fair, Jabba would certainly care about who is invading his turf. Also, consider that planets without much in the way of smuggler defenses and customs assets, well, there just isn't likely to be much demand or money to be made for smugglers on those runs. If basically anyone can do it, anyone will. For instance, music piracy (a form of digital smuggling) was easy enough that we ALL became "pirates" for a bit. If something is too easy to do, the credits won't be there. That's the balancing factor.
  23. This is the speed approach. It CAN work. But that is assuming a lot of things for this approach to work: 1.) You assume there are not orbital customs assets, be it a patrol vessel, flight of starfighters, or a full-blown Star Destroyer. If there are orbital assets, consider that A.) Flying "below" radar won't help. The orbital assets can track you just fine in most cases. B.) You, in a freighter, might not be able to fly faster than the fighters. The orbital assets are going to know which directions the hyperlanes are cleared, so their forces WILL be relatively nearby where people drop out of hyperspace, for the most part. C.) While you land and make the exchange, if you're in the open, orbital assets can find your ship. You need a pre-arranged concealed location, like a cave big enough for a freighter, which requires its own fancy flying to get into. This might not always be the case on certain types of planets (water worlds, endless dune deserts, etc) 2.) Even if there are not orbital assets, trying a speed runs means you WILL be detected by ground-based sensors or satellites when you come out of hyperspace, and once it is clear you are ignoring hails and making a run for wilderness or whatever, they're going to scramble alert airspeeders or fighters, and send them on an intercept course before you can get below. There's a good chance they can spot you before you get to concealment. 3.) Your cargo might not lend itself to such rough flying. Living cargo or other fragile items stand a good chance of injury or otherwise being ruined if you're making crazy full throttle checks and such (great way to spend negative dice results). 4.) Whoever you are meeting might not be in place yet. The idea of rushing down there with no confirmation, only to have to wait and wait while customs is searching for you overhead is not ideal. 5.) Even if they didn't scramble orbital assets when you went down, they'll sure have them in place defending the hyperlane for when you come back up, complete with an interdictor if they have one. The speedy approach is unlikely to work both going in and coming out of a drop. Planetary forces are going to react. Busier systems that deal with lots of smugglers just have these assets in place permanently. In summary, the speedy approach is probably best just for leaving, assuming you snuck or bribed your way in. And it's best on worlds that have limited anti-smuggler/customs assets. Obviously, if they have next to no assets, you can probably just land or offer traffic control a small bribe to "not see you". If it's a big busy world like Coruscant, you're going to need a different plan, probably. There's no way you're just doing a speed rush through their orbital traffic lanes and not getting torn up. Places like that require a more sneaky or bribery based approach.
  24. I mean, correct me if I'm wrong here, I'm probably a lot newer to the IP than many of you, but I just assumed it was it's own fantasy setting, not unlike the many D&D settings or Middle Earth. England and Europe, to my knowledge, don't really come up in those games, even though they were clearly inspired by those cultures. L5R merely borrows from a handful of Asian cultures in the same way (and not just Japan, as there are clear influences from Mongolia, China, etc). L5R still has kami, sure, and D&D still has gods. There is no location in L5R that later becomes Tokyo. I hear you, but I don't see it as needing some complicated explanation. It's just it's own fantasy setting entirely. There was not a historical Emperor Hantei Dynastic line (in fact, the word means something entirely different in terms of real Japanese emperor's). There's nothing about the L5R setting I'm aware of that is meant to lead anyone to believe it is somehow supposed to represent a historical Japan. If anything, the map of Rokugan has a lot more in common with China.
  25. KRKappel

    Knights of Fate questions

    Glad you enjoyed some of my contributions to the book!