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Posts posted by NicoDavout
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She's reaching for a Holocron.
Yes, the holocron. The bear must have been from some similar artwork. Thank you both Blackbird888 & 2P51!
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There was an artwork in one of the supplements, a little black girl reaching for her teddy bear, but I dont remember in which book it was. Anyone remembers? Thanks in advance!
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(For me) The narrative dice system is better than anything else I have played before. The possible variety of the check results and possible ways to read them make such difference comparing to all other games. My imagination and creativity as a GM doubled or tripled since I have started playing this system. Of course you have to unlearn all what you have learned while playing old-school RPGs. Now I barely can look on anything else (except Trail of Cthulhuy) and I am converting all my favorite systems (WH, Fallout) to this one.
And although I am playing EotE, I keep buying the WEG books which are a wonderful source of information and inspiration (was my favorite system for the long time). BTW, some fans produced the 3rd edition of the CR, very nicely done.
bradknowles reacted to this -
I re-use a lot of the artwork, locations and NPCs from Borderlands and Deus Ex. Crimson Lance is a private military group that works for David Sarif who is a main villain supported by Ben Saxon.
GreyMatter and BrickSteelhead reacted to this -
and i still dont understand how the bidding is suppose to work in the adventure.
Don´t worry, not only you
.I am going to run the auction in one or two sessions and I will ignore the bidding system and focus on the PCs and what they are doing. In my game, the Jewel of Yavin will be auctioned for 175k unless PCs do something. For each successful interaction with the bidders as proposed in the book (blackmail, love affair, smth else they will come up), they will raise the final bid by 25k with Kaltho the Hutt winning anyway.
That is a simple version of course, one could make that for each successful interaction with a specific bidder, the bid is increased for a different amount because of different wealth of each participants.
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In Jewel of Javin the PCs and NPCs are supposed to make one flight check per buoy in the race. The NPCs are Rivals (no strain) with talents that sometimes require an action to activate. So, if they need to spend the action on flying (there is always a check), they cannot ever use their talents. Nosense. Then some talents require strain and they are rivals. Another nonsense (or maybe I am missing something
).Anyway Jegergryte, thank you for linking the answer from SS.

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Does the Fly/Drive maneuver upgrades to an action if there is check?
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When my force user makes a Force roll, for example to activate the Sense power, I also ask for a Discipline check with the difficulty based on how much he/she has invested in the power (from 1 to 3 purple). The result gives me idea how much information he/she gets about the living beings in his/her range.
"The user may spend (dot) to sense all living things within short range (including sentient and non-sentient beings)."
Depending on the Discipline check, I let player know wheather he/she makes distinction between sentient and non-sentient, what races they are, their positions, etc.
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A player declared me that he wants to use Move force power to cheat in the roulette game. Since it is a simple game where cheating is very easy for someone with two Force die, I dont see a need for a Force check.
The player declares that he wants to do it several times, moving from a casino to a casino, trying to avoid the casinos of the same family or corporation, winning small 1-2k, keeping lower profile.
How would you handle this?
My idea is to ask for Streetwise checks. Difficulty based on the win, he wants 1k - 1 purple, 2k - 2 purple, etc. With each casino the difficulty is increased by 1 purple. The check does not decide about the winning, it is automatic because od the force power, but suspicion that arises - all casinos are in one town. My idea about it comes from some posts above, casinos record winnings, share informatiom about the clients, possible cheaters.
Richardbuxton and SFC Snuffy reacted to this -
A player wants to use Move power to cheat in the game of chances like dice or roulette. In such case, the success in activating the force power would result in auto-success and win, at least from my point of view. How do you deal with such cheaters? The house can be suspicious if he wins a lot or I can use any next Despair result from his roll to have someone clever enough to figure out how he was cheating and inform someone.
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A player wants to use Influence to cheat in Sabacc to read the opponents` minds. How would you resolve it? Give an upgrade for every white Force dot he rolls or only one upgrade?
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Throwing a PC into acid pool where he can lose his pants with all the cash in the pockets also solves the problem. Being taken as a prisoner also lowers the weight of the pockets and solves many encumbrance problems...
Healing in bacta tanks also can drain money fast, if they have a lot of critical injuries and time pressure, natural healing or medpac is not an option.
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The rule says "Each character may only receive one Medicine check each encounter...."
Does it mean a PC has to choose between a Medicine check to heal Wounds and a Medicine check to heal a Critical Injury in the current encounter or he can attempt both?
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As a GM I give setbacks for use of an untrained skill according to the type task and its relation to the characters career/specialization. You can have natural talent to fly, but it doesnt mean that you will jump right into X-Wing and fly it without some problems due to the lack of familiarity with starship instruments. I would give two or three setbacks to an archeologist, but only one to a mechanic. I would give no setbacks if a PC has the skill as a career skill but no ranks.
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Without going into details, my group got itself captured by the band of mercenaries. Before they kill them, they will interrogate them to learn who sent them. One of the PCs is a droid, damaged and deactivated. So in this case, they will try to access his memory. I understand this is a Computers check vs what for a PC droid? The PC droids work a bit differently in the game rules, for example a restraining bolt rule. Should the droid PC role Resilience? Discipline?
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Is this still a live project? Have you PDFed it up somewhere? I love your work BTW. PM you for more questions? Thanks for giving back to the community.
Same here. Thanks for sharing this, it gave me ideas for my WH conversion.
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Good luck man. I want to run my version of Darkstryder one day too.
Poster, interviews for the gamers, wow
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The Jawas of Doom
In this short adventure players have to find a Jawa sandcrawler of a specific clan and get a part or a droid these Jawas are known to possess. When they finally find the sandcrawler moving through the desert, there is a short movie for the players where they see Jawas activating their new finding - a droideka. Of course things go wrong. The droideka is partly damaged so it starts shooting at Jawas on the lower deck. The droid hits some cables inside and blocks the sandcrawler on its current course, also the main foward ramp opens due to the short circuit and droideka goes out there shooting any fleeing Jawas who start jumping off the vehicle on the sand. Characters have to board the sandcrawler, fight or avoid droideka depending how they board the vehicle, get whatever they want and run away. They can try to repair and drive the vehicle but this suppose to be hard...because the sandcrawler is going straight here.
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I would like to see something like SW D6 Lords of the Expanse that introduced a region of the galaxy with nobles and their houses. The expanse came with an adventure, a player and a GM book. FFG could make something similar like they did for WH3, where they made a book for the nobles and expanded rules for the social combat. Nobles fighting for power in the Imperial palace, ISB intrigues, etc.
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On p.283 it´s says that resisting is an opposed check. Does it mean that we spend advantages, threats, despairs and triumphs normally? Or because it is a special case of resisting the Force, we ignore them and only are interested in a success and whether the force power was successfully used or not?
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In the "Lost Knowledge" adventure there is a Light/Dark side track which is used to defeat a Sith illusion. This reminded me about the similar tracks in WH3 for the social encounters (during audience for example). Now, in my adventure I want to use similar track where I, as a GM, use Despairs to trigger a bigger event. Example:
The characters get inside the rebel base and are arrested. They are interrogated and try to talk out from the mess. Later they need to convince one person working for the rebels to share knowledge with them. In short, they will have either to convince them that they mean no harm or use deception to get what they need or whatever other idea. There will be a lot of possibilities for a Despair (opposite checks). I thought that I will create a track (starting at 0 up to the number of PCs) where I place a token each time a character rolls a Despair (and I spend it for the track). Each position on the track means that the Empire appears near the base and start scouting the area with the last position on the track meaning that the Empire finds the base. This of course puts suspicion on the characters....
The reason for this is that I think such bigger obstacle should not be triggered with only one Despair.What do you think of such idea? Has anyone did something similar or has other concept?
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Question, a force-user uses the Influence power on a Jedi (he doesnt know it is a Jedi). The force-user rolls Force Rating + appropierate Social skill vs Discipline/Cool as per rules. Shouldnt the Jedi be allowed to roll his Force Rating too and let´s say for every 1 FP cancel the opponent´s 1 FP? Or flip one success/advantage like in case of Sabacc? Or is it handled somehow differently and I may have missed that. Thanks in advance!
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The adventure says that participants do not know how much each bidder bid and are only informed by the droids about the current high bid. So the players start walking from one NPC to another lying about the current high bidder, but the NPC knowing the bid rules should be immediately suspicious about some unknown people (or race winners) walking around and sharing such knowledge, pushing them to bid more. Has anyone ran this differently?
I was a player when this was run, and so I didn’t see things from the GM side.
But we never got a chance to influence the bidding during the actual auction, only to talk to each of the parties before and to try to influence how much they’d be willing to bid.
The adventure module suggest that player during auction should go from one to another participant and lie about the high bidder, for example, p.60: "Once the PCs have convinced her that Mil Mikkir ha taken the lead once, they can continue to convince her of the detail in further rounds....." or "If he [Mil] hears that Shreya has pulled ahead in the bidding, the check to persuade him ....". But then it goes back to my question - how parties involved would not be suspicious about such behavior and knowledge.
I think your GM ran it better then the adventure module suggests - Influencing only before the auction.

Space & Vehicle Combat in Edge of the Empire
in Star Wars: Edge of the Empire RPG
Posted
Hi,
I have some questions about the space combat.
1) Does a NPC astromech per Stay on Target book gives boost die to the Initiative check of the pilot? The sidebar does not say it, I am not sure if you can Assist for the Initiative check, but as a GM I would say yes in this situation. How do you handle this?
2) Do I need to engage (spend a maneuver) a target that is within my range when I begin a combat with it for the first time, or I can attack it immediately with my Gunnery action (and it is consider that the action itself consist of such engage maneuver)?
For example, TIEs are on patrol scanning transport ship (Close range), suddenly an enemy fighter flew out from the transport and attacked one of the TIEs (won Initiative check). TIEs begin to respond.
In my understanding, Z-95 had to spend a maneuver to flew out from the transport and engage one of the TIEs. After firing shots it did not move away as it wants to destroy the TIEs. Now the TIEs react, since Z-95 is in the Close range it can be immediately attacked, but narratively I would say that maneuver is required to engage Z-95 (change the course and line up its guns on Z-95).
Thanks in advance!