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Millennium Falsehood

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About Millennium Falsehood

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  • Birthday 04/29/1988

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    Wichita, KS

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  1. The heavy of the group follows the Assassin talent tree and doesn't have either of those talents. I forgot to figure up the hardpoints it has, but I figure one or two hardpoints are a good start. The stealth comes from the energy absorption, which includes electromagnetic energy and thus offers a mild cloaking effect, as well as the ultra-quiet hydraulics which power it. I'll drop it, though. My assassin has enough stealth as it is. Strength enhancement sounds like a good addition, though.
  2. So would you or anyone else like to suggest improvements to make going through the Hexagon worth picking up this armor without it being too OP?
  3. So I have a campaign going where the PCs are getting pretty high level and the story is rolling along, and they are really wanting to stick it to the Imperial Admiral who screwed them over. This guy stole their ship and demolished it and impounded all their equipment, so they want some payback, and they just had a breakthrough in their quest to get this guy. He was storing suits of special armor that is made from a material similar to cortosis or phrik which absorbs energy and gives a TON of protection in the Imperial Security Bureau's legendary (in my campaign, anyway) high-security vault simply called The Hexagon, following the rule that the simpler the name is, the more infamous it is. It's a MASSIVE storage facility that makes the vault on Scariff look like a portable safe, with five levels of security and 2500 underground floors where stuff is stored that the Empire really wants to protect. In my campaign, it was constructed shortly after the citadel tower on Scariff was destroyed by the Death Star in response to the infiltration that resulted in the loss of the Death Star plans, and was designed to prevent intrusion by several means: 1 - Innocuous ground-level base to fool spies 2 - 240 Stormtroopers in addition to the two dozen or so in the small base on ground level. 3 - Two-level authentication in the form of a droid AI which facilitates security of certain areas on the base and a set of doors operated by a sort of "slider puzzle" 4 - A two-level maze which has holographically shrouded doors (Daunting difficulty to find) and high-power lasers (tentatively 15 damage, Pierce 1, Vicious 1, Accurate 2) 5 - Tank droids an a Dark Trooper fitted with the experimental armor (kind of stretching it to have the DT wearing armor they're just happening to be looking for, but it's to introduce the armor and give them a taste of what it can do). The armor's stats are +2 Defense, +2 Soak, Cortosis, Adds 2 blue dice to Stealth checks, cannot presently be equipped to non-humanoid shapes. Might drop the stealth element, but I wanted this to be some of the best armor ever seen. Hopefully it's not OP, and if it's not, that it's worth going through **** to get to. But anyway, this is an epic-level base which will take brains as well as brawn to get through, and after all the work I did on the maps I figured you guys might like it to use in your own campaigns. I apologize for the low quality. I'm using Roll20 because of the virus, and there's an upload size limit, so I made the maps of reasonable quality but small. So hopefully it doesn't turn anyone off, heheh. Enjoy! https://imgur.com/gallery/t9dYS1G
  4. It's been a dream of mine to show him my work someday. He's one of my personal heroes. I have a three foot long Millennium Falcon kit I'm modding with a full interior deck and cutaway panels, fold-out hyperdrive chamber, CO2 charged landing jets, motorized double-layer top hatch, and realistic internal structures, and when I'm finished I'm hoping that he'll want to see it. It's extremely sturdy. You can pick it up by the dice dropper spine on the back (there is a ribbed area on either side that serves as a grip). Despite being made from chipboard and cardstock, it's reinforced on the inside with crisscrossed square dowels and epoxy resin so it's extremely strong. I leave it at my friend's apartment where we run the game. He actually volunteered to keep it so I didn't have to carry it up and down the stairs, and he has it on his dining room table.
  5. Heh, well, I'm happy to build one for anyone who wants one. Just send me a private message and we can discuss it.
  6. I try, especially for my players. I've got plans to make a giant two-tier 3D map for an extremely plot-important mini arc where they infiltrate an Imperial high-security vault and steal a set of enhanced armor. They've been screwed over by the Empire and have had to hide from the Admiral that they've been trying to get back at for three years (minus a couple where I couldn't GM for personal reasons), and they're finally getting ready to take the fight to him. This encounter will be one of three turning points I've got planned to reward them for sticking with the campaign and fighting so long.
  7. Smaller governments don't necessarily guarantee free citizens and economic prosperity, though. Two of the smallest governments in the world per capita are China and Hong Kong, and nobody's holding those two countries up as paragons of social virtue. And of course, the US and Estonia are two other countries with really small governments per capita, and their citizens are treated just fine by comparison. As far as democratic socialism goes (not pure socialism, btw; there's a big difference, and the US already has plenty of democratic socialist policies that everyone agrees are good, including conservatives), there are plenty of countries with that kind of government structure which are successful economically and socially, such as Bolivia (drastic cuts in extreme poverty and the highest GDP growth in South America) and Canada. And of course, there are countries where it's failing to improve people's lives, but they typically are countries where it's practiced in a limited manner or had terrible economies and societies to begin with. I don't think it's as simple as "small governments are less intrusive and more successful", because the world isn't that simple. It's about finding what works best for your country and then going with it, and then if another system comes along which might work better, try it for a few years fairly and see how it does, and if it doesn't work, go back to the old system or find one that would work better. In a fictional example, the Republic was a bloated mess of policy and bureaucracy (a word, btw, which I can never spell right the first time! XD ), and it made for a corrupt society rife with crime that the government was able to do nothing about due to being "bogged down in procedures". But when the Empire came in, it could be seen in some ways as being successful in spite of becoming a totalitarian dictatorship, because it stopped a huge amount of piracy and government corruption (largely by getting rid of most of the ruling government and replacing it with military leaders, but I digress...). However, both were wildly different governments that failed spectacularly and had radically different policies and structures in the same "country". Thus, if you were to take this fictional example as reflecting reality somewhat, it's not about whether one system or another works in an absolute sense. It's about finding a system that works the best for your country.
  8. The way I usually do it in my games is that ships are limited to speed 1 underwater due to travel being repulsor-only, weapon ranges being limited and weapon efficacy going down in damage due to losing energy from superheating the water. The steam bubbling up from weapon discharges causes two black dice for movement. The person serving as engineer must also think of a way to rig the hull for underwater travel. Ships in Star Wars undergo EXTREME maneuvering, so their structures likely are strong enough to withstand the pressure, but the hull itself would be pushed between the ribs and stringers like cheese through a grater unless they reinforce the hull. Armor helps with this and removes one purple die from the difficulty due to its physical toughness. Sealing the hull to prevent water entry is a must, and you cannot go below a certain depth no matter how well sealed your vessel is. Also, considering how much Star Wars vessels rust in the vacuum of space, I estimate they'd last thirty minutes under a saltwater ocean before their hulls are totally eaten away.
  9. Actually, during the height of the Empire I'd imagine they'd keep the universal healthcare the Republic had for the core worlds and worlds loyal to the Empire, but would nationalize healthcare and then charge money for it on worlds that were neutral, and would outright deny healthcare on worlds sympathetic to the Rebellion to the point that they'd probably nuke hospitals, destroy facilities that were producing medical products, and stop any medical aid being shipped to the planet. For an Empire which drained an entire world's ocean just to make an example of them, this wouldn't be out of the ordinary, and Imperial sympathizers would likely myopically justify it by saying that a Rebellious world would be helping Rebel military and political leaders, so shutting down their ability to heal their population would be seen as a necessary evil to force them back in line. If a world had no government-funded healthcare and had resources to exploit, I imagine they would introduce it to curry sympathy for the Emperor's rule, but if Rebellion popped up on that world, they'd selectively limit it for the population. The Empire was oppressive, but if they weren't selectively oppressive then there wouldn't have been any control over the population at all, no matter if they followed the Tarkin Doctrine. We see this sort of control being done in real world nations with things like food and water and electricity, and I imagine the Empire would do the same with their healthcare.
  10. Yeah, I build with that all the time. I'm just on a budget right now, plus I wanted a change of pace.
  11. It's in scale with the Imperial Assault minis, yes. I have more pics from when it was under construction if anyone's interested in "behind the scenes" stuff like that.
  12. So we ran our first starship combat encounter the other night, and one thing that really showed was that it's hard for everyone to find something to do on the ship. It devolved into PC ship moves and shoots, enemy ships move and shoot, PC ship moves and shoots, enemy ship moves and shoots, ad nauseum. I'm kind of stumped as to how to make starship combat interesting. They are wanting it, too, so I feel obligated to spice things up. I did try injecting some excitement by having some shots penetrate the shields and cause some damage in the engine section, but it didn't take long to fix it and then it was back to the A/B/A/B/etc. pattern. I need some help with this one...
  13. So I decided that since my game is rather serious, I should kick things up a notch and scratchbuild a dice tower and gm screen for it. It was originally just going to be the turbolaser tower and dice catching tray, but then feature creep reared its ugly head, and that plus my acute case of Advanced Modeler's Syndrome compelled me to make it a screen that resembled a section out of an Imperial garrison. I've seen turbolaser dice towers before, and all the ones available just failed to impress me. They often are too simplified, not accurate, or worst of all, the top is completely empty for the hole to drop dice into. Others may be satisfied with that, and hey, if that's your bag, I dig it. But it's not for me. I look at something like this as both form AND function, and so I decided my tower would have a dice dropper in the back of the main structure in order to give it a more "complete" look from the front. Also, I wanted it as big as I could get it without being unable to see over it to view the table and players, so it ended up being about 15 inches in height. But as the tower neared completion, I realized I wanted more out of it and that since this was going to be the only one I'd likely ever build, why not make it as impressive as possible? So I not only expanded my plans, drawing up some diagrams to include walls where I could put copies of the GM screen FFG puts out, but also designed a simple lighting system for the base. The system would not only look cool, but have a function as well, since the tower and garrison block the lights in the apartment the game is hosted in, so I bought some O scale streetlights and used them to illuminate the dice catching tray (which is designed to look like a landing pad. The night I presented it to the group, I took a white sheet and draped it over the whole diorama, and there was an audible rush of air as they gasped at the sheer lunacy of what I'd created. They stood up and clapped, and then broke out their phones to take pics. I'm sure there are images floating on the internet somewhere that they've shared with others. They told me after the first session was over that the tower looming over the map and miniatures added to the feeling of doom that the mission had, and the guy who is hosting my games offered to let me store the tower at his house in order that I didn't have to lug the 30 pound behemoth up and down the stairs every other weekend. Overall, the screen and tower were a raging success, and I'm glad I worked nonstop to get it done. Oh, and I should mention one last thing that I'm super proud of. This entire thing is built primarily out of cardstock and cardboard. Yep, it's all posterboard, 110lb card, and some 10mm chipboard, with some wood, wire, and model railroading grass in there as well. And obviously, the electronics. So, now that I've bored you to death, here are the pics I took of it after completion:
  14. At a guess I'd say 25-30 hours or so. I used corrugated cardboard because it reminded me of honeycomb material used in making real airplanes. I figured that a cross-section of a starship's hull would reveal interesting shapes like that.
  15. I have an affinity for building models, as anyone who has followed my posts can tell. I built a huge Imperial Customs Corvette for X-wing, and so when my players lost their ship to the Empire in Edge, I thought it was the perfect excuse to build them a new one. So in our scenario last weekend, they had gotten themselves captured by the Empire, and I just knew that they couldn't resist capturing an Imperial transport to soup up and use in their battle against Admiral Dead-man-walking (their name for the Big Bad in my campaign). I found a miniatures scale paper model of the ship in question, a Telgorn Corporation Delta-class DX9 Stormtrooper Transport, on the internet a long time ago, so I printed it out twice in order to make the armor panels 3 dimensional. I also printed out several pages of wall and floor textures as well as little computer panels and seats and so forth. It was quite an involved process with cutting out thick cardboard to make walls and framing pieces, but it was also really fun. The entire model took about a week of nonstop building after I got home from work, and the results, while not quite as good as I was hoping they would be, have managed to make my players extremely happy. Here are some pictures of this beast: http://i.imgur.com/PzJwEMC.jpg They had to escape the Empire's clutches before the shuttle got to the Star Destroyer, so I used a Shuttlecraft micromachine from Star Trek: The Next Generation to represent it. I would have printed out and built Momir Farooq's DX9 paper model kit, but I ran out of time. Here's the ship itself. It has quite a presence on the table. The starmap, btw, is a felt one I created for X-wing. http://i.imgur.com/p42vY1x.jpg And here it is with all the hull panels taken off and set aside. Most of the interior was made from a set of interior walls I got from www.swminiatures.com for the old WotC miniatures game. They work really well for "wallpaper", though. Here's the cockpit, with the elevated pilot and copilot positions as well as the forward assault ramp. The ramp folds nicely against the nose of the ship. It's really hard to get miniatures in there, but as this is a narrative game it's not strictly necessary to have them. Here's the "neck" of the ship in the hallway interconnect. All the electronic components I used for detailing were from my workplace. I repair old autopilots, so at the end of the day I usually pocket all the crap I would have thrown away and use it for detail parts like this. And here's the other side of the hallway. There would be a small control room above this, accessible with a ladder, but I ran out of time to build it. I'll probably add it this week for my players. Since there are doors in the hallway, I made either side of it removable. This side is the mechanical room, with a computer that can access all the ship's systems. The aft boarding ramp also folds down, and is double-jointed. I was going to make giant pistons for this one, but again, I ran out of time before I could. Also, funny thing: you might be able to make out a big power transistor right above the door leading to the interior (it's the thing with three legs and a cylinder glued to the top of it). This one was a burned out unit from an old servo motor, but a functioning one would be $125 or so. This is just a shot of the cockpit from another angle showing the boarding ramp and airlock. The Imperial pilot who they captured the ship from is in there at the moment, naked and suspicious that they intend to open the airlock at any moment... And finally, the troop section. This particular transport has been converted into a prisoner transport, so the door leading to the rest of the ship has no access from this side. The droid cut open the door with her plasma torch, so they're going to have to figure out a way to make the door function if they want to be able to close it off.
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