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Everything posted by Kymrel

  1. To be honest I don't focus on trade at all. I simply assume that between the "jobs" featured in the game the PCs take on blue milk runs that pay the bills for the ship maintenance, food, fuel etc. and leave it at that. Basically, they can break even on the regular risk-free jobs, all spending cash and cash for upgrading the starship, weapons, personal gear and so on must be earned in play. Too much realism regarding trading, food, fuel etc. is just not the Star Wars me and my players know and love!
  2. Pf. One failed sketch later I have a too-fat skiff drawn up in details. Back to the drawing board. Literally.
  3. They are buying a brand new one, customized for their convenience. But I would expect some parts of every ship to be the same. The engineering, cockpit, droid area, boarding ramp etc. I fully expect to have to do my own version, but seeing how others have done it, the total interior space etc. would really simplify matters for me!
  4. Thanks, but it's the wrong ship mate. I'm looking for the other Nubian
  5. Hi guys In a game I'm GMing the PC band of ruffians have recently struck gold (figuratively speaking) while loosing their freighter at the same time. They are considering "upgrading" to a (Nubian) J-Type Star Skiff to travel in style, comfort and speed, and to attract a better class of customers. Since I feel that a floor plan is very beneficial to make the ship more than an abstract idea of a metal tub that gets the PCs from A to B I really want to have some floor plans available for them. Besides, something "might" just happen on the ship that requires a map for the PCs. I can find floor plans for the Royal Naboo Starship (see here: http://img1.wikia.nocookie.net/__cb20070704235859/starwars/images/0/0b/Naboo_Royal.png) but that is of no help, obviously. The best I can come up with is this: http://ivyarchenland.wordpress.com/2010/11/08/a-new-vector-royal-aircraft-part-2/ Anyone drawn up a floor plan of this beauty, or found a reasonable one on the interwebs?
  6. Ha ha, hutteese mud brawling. I will have to find a way to incorporate that into my game
  7. In a campaign I ran a while back I priced it at about 10k credits, and made a point of having the players look for a hidden shadowport (they were in a pretty tame part of the galaxy) to find people with the right skills and connections to make the modifications, bribes and the rest of it.
  8. Looks nice. One point I would make is that I would prefer if the numbers for the rooms on the ship be in order, rather than all over the place. For example location 1 is on the opposite side of the ship from location 2, making me look all over the place for some of the locations.
  9. Kymrel

    House rules?

    Oh multiple obligations at once is a great idea. I might have to steal this one for myself. Suspicious yoink. Oh man I really like that. Would you then just give both activated Obligation people -2 to their strain and everyone else -1? Oh man oh man I really like that. Suspicious yoink indeed. *Yoink* The only real house rule I am planning to use now that my game is about to kick off is to ignore the encumbrance rules. My players are pretty mature, and I have threatened to arbitrarily assign them setback dice if they start hoarding stuff on their characters.
  10. Stock is better than anything I've been using, but you should go with what you like using. White background is perfect. Looking forward to seeing your next floorplan!
  11. I am preparing a campaign, and am seriously considering having the PCs pay a percentage of their earnings (10-20%) towards regular starship-related costs, just to cut down on the banal haggling over docking fees, fuel cost etc. Repairs after taking major damage, upgrades etc. would be in addition to that. I've run a Star Wars game in another system where I was strict about that sort of thing, and it gets really boring really fast. Anyone have any experience winging the expenses like that?
  12. True, but what's stopping a mechanic from just getting out his tools and making that compartment for no XP?
  13. I am planning my first EotE campaign which I will run for very experienced role players, that will, like my self, be new to this system. I wonder how much leeway other game masters give their players if they ask if they can change some of the career/specialization skills their characters have? Take for example someone interested in playing a Colonist Doctor. Neither the Colonist career nor Doctor specialization give access to Lore: Xenology, despite the skill description mentioning it is vital for doctors. If a player asked me to swap out the Doctor's Lore: Education (already part of the Colonist list) for a Lore: Xenology I would do it without a pause. Another example would be a player creating a Bounty Hunter Assassin. Say the player prefers a sneaky assassin killing up close and personal. Having Ranged: Heavy for both Career and Specialization but no Ranged: Light would be detrimental to that plan, so I would allow him to take light instead of heavy for the specialization. What is your take on this? How "customisable" would you make the skill lists for the careers or specializations in your games?
  14. Am I the only one bothered by this talent? In my game, if a character has enough money and connections to the underworld to have his ship modified with a hidden compartment he will get that hidden compartment. Really don't think this is an appropriate talent, and am seriously considering allowing my players to simply skip it.
  15. Fun read, looking forward to the next installment!
  16. That could work, yes. I did not know about this adventure, so this was a two-for-one special for me, stats for the kitty and an adventure to get inspiration from. Thanks for that!
  17. Cool, can't wait. Nexu might be just too nasty for begining characters, perhaps I'll go with a Gundark instead. At least the stats for those are in the book. I really hope some experienced GMs colaborate to make a bestiary for the non-playable aliens out there
  18. I fear I don't have the experience with this particular system just yet. I am currently learning the rules and planning a campaign for my players. I have done extensive conversion work for my Star Wars campaign using the GURPS system, so once I'm comfortable with the system I'll be better able to make up my own stuff for more than just home use.
  19. Nobody willing to share some home-brew beast stats?
  20. Hi all Has anyone come across a fan-made bestiary for Star Wars? Not for playable aliens but for the various monsters of the Star Wars universe. I would love to see an "educated guess" for the stats of "common" Star Wars monsters, since part of the flavor of the setting is encountering not only Baddies with BlastersTM but also various beasts. More specifically I wonder what sort of stats a Nexu (http://starwars.wikia.com/wiki/Nexu) would have in this game. Anyone have any ideas? I'm slowly starting to plan the first stages of a campaign I intend to run after introducing my players to the game through the basic module (and possibly a sequal). In an opening scene designed to introduce the characters in the group to each other I plan to have them encounter a beast of some sorts, and Nexu would fit the bill perfectly, if it isn't to powerful for a group of new characters. Since one player has an interest in playing a Bounty Hunter repo-man (specialized in reclaiming spaceships to settle debts, usually without the owner's concent) I plan to have him and another character start the game infiltrating the ship of a vicous bounty hunter late on his payments, where they will meet the other characters imprisoned by the hunter. Also imprisoned is a monster of some sorts, although the characters are likely to find out about that particular passenger after opening a cell they should not have opened. So the critter can't be too big, has to be "valuable" but still should be killable by the characters (I will make sure after they kill it that they find out that a live one would fetch about 500.000 credits from the right buyer. I'm evil that way). If the Nexu seems too potent for a group of new characters (3 or 4 characters) I could have the "poor" Nexu wounded after the encounter with the bounty hunter to give the characters the edge they need to come out on top.
  21. Wow, thanks a lot. I'll have a go when I nail down some locations for my upcoming campaign
  22. Awesome, they will make an apperance in my game at some point I'm sure
  23. Wow, those are awesome indeed! I am downloading paint.net as we speak to try my hand at this. EDIT: Any help you can give on how you go about using paint and the tiles you have created to create a larger map would be appreciated. I've got some experience using an old (ancient) Photoshop to retouch pictures, but have not done much graphic design. Do you simply create a new picture and copy existing pictures into that picture, arranging them into a map, or is there a better way? Since I tend to use mostly my own material when GMing Star Wars I carefully hoard any maps I find likely to be of some use sometimes down the line. Your stuff is a gold mine, and I hope I can use what you have built to make more. As a side-note I would love a sticky thread dedicated to maps of all sorts. This would be the perfect stuff to start with...
  24. Ah, memories. Here is the background I gave my players for a campaign I ran a few years ago. The players started out very local in the most insignificant little backwater they could imagine (making Tatooine look like Coruscant by comparison), but in true Star Wars theme they went on to do glorious deeds on a grand scale. The campaign ended after the managed to infliltrate a super star destroyer variant as it was being retrofited to become a second Death Star, more mobile but with less firepower. The PCs managed to plant the explosives, fight off a major protagonist (the Jedi that trained the two force-sensetive PCs, now fallen to the dark side) and escape to the jungles of the prison moon below as the second Death Star went "super-nova". All through the campaign the only character they recognised was Admiral Ackbar. The rest are all dead... Background: Some say the rebellion was over before it really got going. Many who bear no love for the Galactic Empire and Emperor Vader claim the failure of the Jedis led to the downfall of the rebels and the final victory of the Empire. Parts of the story about the failure of the rebellion are public knowledge. Other parts are known to only a few. What is commonly known is that after Chancellor Palpatine finally turned Anakin Skywalker to the dark side he sent his apprentice to destroy the Jedi temple on Coruscant, ordering him to slay anyone there. Even the youngest were not spared. Simultaneously the by now infamous Order 66 was issued, and the clones fighting the Clone Wars alongside the Jedis turned on the Jedis and killed most of them. Only a handful of Jedis survived that day. The only two who managed to get back to the Jedi temple on Coruscant were master Yoda and master Obi-Wan Kenobi. After disabling the distress signal Darth Vader set in the Jedi temple they split up again. Yoda went to confront the Chancellor and Obi-Wan went after Darth Vader. Things did not go as planned. After a furious battle with Chancellor Palpatine Yoda was overcome by the power of the dark side and slain. Obi-Wan fared better, and after fighting Darth Vader he defeated his former padawan, and left him to die. Obi-Wan then hurried to get Padmé, pregnant with Vader's twins, to safety. The Chancellor, soon to be the Emperor, managed to save his pupil, and after Vader regained his strength he went after Obi-Wan with all his fury. Strangely Obi-Wan had chosen to hide away on Tatooine, a planet very familiar to Vader. There Vader confronted him four years after their first engagement. Vader had grown in power, and in the end he clove Obi-Wan in two, ending the life of his former master. As the fight between Vader and Obi-Wan took place in the wastelands of Tatooine, word of his death was not spread beyond the neighboring settlements, especially since he had hidden his Jedi-powers from his neighbors. On the galactic stage many considered him dead anyway, so his death had little immediate effect. That changed 14 years later, when Princess Leia's ship was being pursued by Vader's Star Destroyer and she hid the plans for the Death Star on an astromech droid and sent it to find Obi-Wan. Luke Skywalker knew of Obi-Wan (Ben), and knew he was dead. He eventually managed to get the message from Princess Leia out of the droid, and decided to join the rebellion. He set off to Alderan with the plans, flying on the Falcon with the crazy pilot Han Solo and his furry co-pilot. Through shear luck (or perhaps clever design?) Luke and Han managed to rescue Princess Leia from the Death Star, get the plans to the rebel base, and set up a plan to take out the Death Star with a fighter attack. But as Luke had never really heard of the Force, let alone trained to use it, the attack ended in abysmal failure. All the fighter pilots, Luke included, were destroyed, and the Falcon shot down. The Death Star then targeted Yavin IV, the moon housing the rebel base, where Leia and a large group of rebels hid. They all died as the moon was disintegrated. These were desperate times for the rest of the rebels. Friendly star systems defected from their cause out of fear of the Death Star. The remaining rebels decided that the time for extreme measures was upon them, and after leading the Imperial fleet on a merry chase to the far edge of the galaxy the rebels assembled every cruiser and fighter available to them and assaulted the Death Star head on. The rebels knew that they did not stand a chance in a straight up firefight, so they went for the only option they hoped would destroy the Death Star. All capital ships were to try to get through the Death Star's impressive firepower and ram the space station at full speed, trying to hit the main superlaser's tributary beam emitters, hoping for a chain reaction that could destroy the Death Star. They almost made it. Three cruisers managed to ram into the Death Star, and the captains were dead on when they targeted the beam emitters. Unfortunately for the rebels the Emperor himself was on the Death Star. Emperor Palpatine managed to use the Force to turn the Death Star on its axis. The cruisers struck the side of the Death Star instead of hitting the main weapon system, and although they inflicted massive damage, the Death Star was not destroyed. The battle station and incoming Star Destroyers of the Imperial fleet then destroyed the rest of the rebel fleet as the remaining ships attempted to disengage. The rebellion was over. Saving the Death Star took everything Emperor Palpatine had, and when his apprentice, Darth Vader, reached his side he knew he had an opportunity he might not have again in a long time. Without hesitating Vader slew Emperor Palpatine with his lightsaber, and took over as Emperor. The big rebellion might have failed, but eventually small groups of resistance fighters started to form in the far reaches of the galaxy. No longer hoping for a quick resolution and the end of the Empire most of the groups focused on surviving, training for the coming conflict, and taking whatever pot shots they could at the Empire's forces. Most of the groups operated independently, so that the capture of operatives from one cell would not compromise other cells. Many thought the Jedis were finished. This was not far from the truth, but a handful had survived. When Darth Vader murdered everyone in the Jedi temple 20 years earlier a group of young initiates aged 10-12 were on a field trip. The librarian in the Jedi temple managed to warn the pilot of their shuttle before Vader got to the center of the temple. The pilot wisely fled with the young initiates. After consulting Obi-Wan the pilot, alone with the Jedi children, decided to scatter the survivors throughout the galaxy to prevent the Emperor from hunting them down and slaying the last remaining Jedis in one fell swoop. None of the young initiates were even close to being fully trained as Jedi Knights. They all tried their best to hone their abilities and learn new ways to use the force. All realized that there were mysteries hidden to them that used to be common knowledge to the Jedis. Many ended up focusing on few powers, whereas the old Jedis preached that every Jedi should be trained in as many aspects of the Force as possible. Several fell to the dark side without the guidance of the more experienced Jedi. Some focused on the martial side of the force, precognition and lightsaber fencing. Others focused on moving objects with the force, while yet others had some ability to deceive the weak-minded. One of the secrets lost to most, if not all, was the secret to making lightsabers. This made the ancient weapons of the Jedis hard to get for the apprentices of those unlikely Jedi masters, and the secret of making them highly sought after. The young Jedis nonetheless took on promising apprentices and trained them, but much knowledge had been lost. The power of a single Jedi, formerly able to lead assaults into blaster fire, lift starfighters with a single thought or healing the bodies through the Force, had become much less than what it used to be. On Coruscant things were going in the opposite direction. Appreciating the value of Sith as enforcers and agents Darth Vader re-opened the Jedi temple, but re-focused it to teach the Dark Side of the Force, ignoring the tradition of Sith working only in groups of two, apprentice and master. Most of his Sith apprentices are individually far more skilled than the surviving Jedis, having most of the knowledge of their master at their fingertips, as well as the undeniable power of the Dark Side. Most assume that Vader has been careful in deciding what to teach his pupils and what to keep for himself to ensure his growing army of Sith does not betray him.
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