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About Kyla

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    Dallas, Texas

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  1. Adding to what SavageBob said, I have no way of knowing for sure, but my significant other is a customs and trade manager for procurement company who deals with China on an almost daily basis and said that there have been a couple of declared vessel fires. Not saying that this is what affected the shipment, but it seems to make sense that if the shipment was damaged in the fire then they would need to get a new batch reprinted, which would then delay things a little more.
  2. Kyla

    Lightsaber Colours

    All well and good, but Dave Filoni never said it was the in-character reason, only that he decided he wanted to distinguish Ahsoka from being Jedi and Sith and that is why HE chose it. Nothing in that interview said it was the in-universe reason. You can absolutely decide that is what you want your head-canon to be, and more power to you, but that's a far cry from irrefutable fact. Oh, and in point of fact, she doesn't say in Rebels her white lightsabers are because she isn't a Jedi. Her statement of "I am no Jedi" is in response to Vader's accusation that she was a Jedi. edit: refutation of Rebels quoting reason for white lightsabers
  3. Kyla

    Lightsaber Colours

    I have to disagree. The only source stating Ashoka's lack of being Jedi was provenance for the white lightsabers was Dave Filoni, who specifically said, "the white blades reflect her non-affiliation with either side." However, this was outside the context of canon and done as a discussion during the design and development of the character for Rebels. It speaks to what he was thinking when he wanted to give her uniqueness. The canon was what was written in the book Ashoka, which states that the crystals were "healed" and upon being healed emitted a white blade. The book makes no determination that it was Ahsoka's separation from the Jedi that was the root cause, merely the healing of the crystals. While Dave Filoni may have intended that to be the case when he made the design choice for the color, that has nothing to do with the in-universe reason for it. Furthermore, if Dark Side Force users also produce Red blades while not being Sith nor Jedi, then there is no logical iteration that would say a Light Side Force user would produce anything different from a Jedi, unless the process by which the crystal is created affects coloration. This then explains the Red of "wounding" the crystal through Dark Side attunement, and White through "healing" the crystal with Light Side attunement. edit: Because an "iteration" is not the same as "interation"
  4. Kyla

    Lightsaber Colours

    The current canon explanation is that Blue attunement is common among Jedi who are guardians and warriors, and focus on the martial aspects of the Force, while Green is found among those who are stronger in the mystical aspects of the Force. Mace's Purple crystal while unexplained in canon beyond "showing his enemies that they faced a Master of the weapon" has been referenced as being a symbol of his unique connection to his lightsaber form, wherein he uses the power of emotions focused into powerful strikes. This "flirting with the Dark Side" has produced his normal Blue attunement to shade towards a Dark Side users Red, producing the amethyst hue of his Purple. Red is produced whenever a crystal is taken and attuned by one who is consumed by the Dark Side of the Force, while White is the result of a Light Side Force user reclaiming the Red crystal of a Dark Side user and purifying it. Yellow crystals have no canon attunement requirements, but are only found in canon sources among the Jedi Temple Guardians who are stated as having ancient a baroque armor and weapons, indicating that the Yellow crystals are from an ancient practice and inherited. Finally, the single black crystal is from the Darksaber, which was attuned by a unique figure entirely, that of the only known Mandalorian Jedi, and reflects his personal view on the Force presumably not repeated since. I use this as a baseline for the crystal colors, and allow my players to choose from the list to show to each other and me what they see their characters motivation as. I enjoy this practice, because understanding how a player views his characters connection to the Force allows me to narrate things as their character would understand them, and makes for a more engaged experience. I find every chance I have, getting players to establish their character histories and personalities through little things like this helps them grow in their connection to the character and makes storytelling easier on both of us.
  5. So, having written my own horror adventure, I can offer a few of points of advice. 1. First, use the Pirates. As NPCs, they can provide the mood and spectacle of the horror. They can make the bad decisions, stupid moves, and provide setting and warnings to the PCs to convey the threat level of the situation. The PCs don't necessarily need to able to be one-shotted if they believe they could be. I introduced an NPC team of salvagers alongside the PCs in my adventure, and basically made them die off without massive intervention from the PCs. One of them didn't even have a chance of survival, and it provided the PCs with the feeling that they were one bad roll or decision away from a TPK at all times - this is exactly the mood you want to engender. Remember, the illusion of normalcy being stripped away is what causes terror, that means you can get the players to that state by implying the rules of the game have changed as much as making the setting horrific. 2. Don't be afraid to sacrifice your plans. When using NPCs to invoke mood, don't be afraid to set up a recurring nemesis or ally to die horribly to prove the point. The ISB agent that has been a thorn in their side sounds perfect for this. Have them die horribly and messy in a way that implies any of the PCs are just as vulnerable. The association that the players have with this person that they see "on their level" is a great psychological trick - the empathetic association of an equal will lead the PCs to subconsciously conclude "this could happen to me!" It's infinitely harder to build horror in Star Wars thematically than it is to create another foil or ally for the PCs, don't be afraid to sacrifice someone that means something to the Players to get them on board with the fear. 3. Change the rules of the game subtly to keep the PCs off-balance. Increase your use of setback dice and upgrades, making normal rolls harder. Occasionally make the PC roll for something incredibly innocuous like opening a door. If pressed for a reason for the upgrade or roll, describe the reason as something elusive, like "as you reach for the door controls, all the hair on your arm stands on end and a cold, nervous feeling creeps into your core." Stop describing setback modifiers as "because of the darkness" and start describing them as "you're finding hard to focus as shapes seem to be constantly moving in the blackness of the room, as if your mind were playing tricks or someone was waiting in the dark for you." Whether PCs succeed at opening the door isn't important ... it's the fact they never had to roll just to hit the button before. It will keep them off balance and increase the strain the characters accrue - this by itself has an unsettling effect as they Players will think that they are "weaker" or more "stressed" and the effect will carry over. If they fail to open the door, describe it as the character stops suddenly, unable to bring themselves to open the door from a sudden feeling of dread about what's on the other side, shrugging off the notion they press the controls to open the door and .... then make them roll initiative. On the other side you can choose to input a rakghoul or not, vary your decisions, but soon you'll have every player associating any innocuous roll with a danger, and that's where you want them. 4. Constantly set time limits. Make the PCs feel as though they are under pressure to move fast. Establish that time is not on their side, and they need to beat the spread of the gas through the ship, because it is spreading, and if they take too long to accomplish their goals they will inundated with contagion and no amount of Resilience checks will stop the transformation. This will establish the need in the PCs to be quick in their movements and judgments. Then, to reinforce it, if they take too long discussing or talking and not doing, flip a Destiny Point from light to dark to show the "odds stacking against them." This is another subtle change in things like in point 3, and will get them moving fast and not working out every detail. Make these missed details matter, causing them headaches and problems along the way. Let the threat of a single bad decision killing them be on their minds, then when they make bad decisions hit them hard but let them get out with a papercut ... call them "lucky" when it happens ... then let them wonder when their "luck will run out." You want them worrying about screwing up, its a mental condition I call "quicksand" - they try so hard not to mess up, they start messing up more often, which just reinforces the stress. The longer they go without dying, the more they'll fear they will die the next time they mess up. 5. Make sure the players get out alive unless killing them would benefit the story more. Once the players are convinced you are totally unfair and going to wipe them all, you have them exactly where you want them. Don't be obvious about the fact that you aren't trying to kill them, but make sure that "lucky rolls" resulting in failure at key moments lets the PCs barely survive. If the PCs rolls put them in a position where you would have to dispel this illusion, don't - but don't outright kill the PC either - add more hoops they must go through in order to live. For instance, if you've implied that a roll is guaranteed death should they fail it, and the PC fails the roll (a yawning chasm the PCs must jump over while being chased by overwhelming numbers of Rakghouls for instance) alert the players that the character isn't going to survive, and offer them a chance to flip a Destiny in order to get a single maneuver and action to alter the course of the character's fate. It puts the impetus on them, and allows you the excuse that you are getting a valuable resource from them (the Destiny Point). In this situation, the PCs will explain it away as you "getting greedy" and going for the Destiny Point, which they can then use to escape the death of the PC, but in reality, you couldn't care less, but are continuing with the illusion. Finally, if you know a Player is dissatisfied with their character, then use this opportunity to really go after that character, the death of a PC can really ratchet up the story and fear of the other players, and take the player aside, and offer them a benefit on their next character, explain that you really want them to love this next character, and will work with them on what they play to make it special as thanks for being a good sport about dying to the "impossible" adventure. The player gets what they were waffling about, and you get the rest of the players terrified that "they'll be the next one to go." Anyway, that's what I would suggest as far as maintaining the feel of it, the rules for rakghouls that Donovan mentioned are really good, too. Good luck on your game, let me know how it goes!
  6. Kyla

    Mandalorian Armor

    😄 Wow .... seeing this thread necro'd from over 2 years ago ... that's crazy .... LOOK! A BABY KYLA! Yea, Friends Like These and No Disintegrations were still a ways off back then, so we were spit-balling the creation rules.
  7. I'm a sucker for punishment, I guess. The "3 or 4" books from 2018 were; Fully Operational (March 2018) Unlimited Power (May 2018) Knights of Fate (June 2018) Cyphers and Masks (August 2018). That said, you are certainly entitled to your opinions, Rogo, but our pirate friend has spent a long time here and has solid information. If he was offered a playtest, regardless of his accepting it or not, it shows that FFG is still going to produce, counter to your assumption. The "canary in the coalmine" interpretation you had of 2P51's not running a campaign in the system being an indicator of the games health is logically unsustainable. I'm not currently running a Star Wars game at the moment, yet I'm still doing the WEG conversions still. The two have no correlation - there are a plethora of potential reasons as to his refusal that have nothing to do with the game - or even gaming in general - that would explain his choice. In the end, I hope you do stay positive as you said you would try to do, having also lived from launch to death of every iteration of the RPG myself, I understand your fear of once again having to start a new shelf for another game line of Star Wars books. I have a collection that is similar to yours I'm sure, and the pain (both monetarily and in blood sweat and tears poured into personal content) of collecting, learning, crafting and running stories in changing systems is real, but don't give up on FFG through judgement clouded by the fear of past experiences, that will just lead to hesitation to continue telling stories in the system, and causing you to begin to resent the lack of commitment and increasing distance, (you already are starting to exhibit a resentment towards FFG) leading to arguments and angry, hurt feelings. This will cause others to hate you, and you to hate others for the conflict, and when that happens, the whole community suffers....
  8. Aww, don't say that, my peg-legged friend! You're my favorite type of omen, the one-eyed rapscallion type!
  9. Kyla

    Boba Fett - Where!? (A Fan Idea)

    This implies otherwise .... Airspeeder hitting Boba in midair Remember, the stats for the airspeeder represent the maximum effective height for ground combat, not necessarily maximum altitude. To effectively engage infantry units it must maintain an operational ceiling.
  10. Hiya everyone! Long time no see! Easy solution for using the Genesys system but still making the Dark Side attractive would be "The Force User may flip a Destiny/Story Point to gain a number of successes on the activation check equal to the number of strain and conflict received (1 success per 1 point of Strain and 1 point of Conflict). Doing so adds 1 Despair to the dice pool." It makes succeeding when you need to a guarantee, and very, very attractive, but at the same time very, very costly. It also allows for the omen of something sinister to overshadow the success through the Despair. While the check succeeds, something terrible has begun...
  11. Kyla

    What X-Wing pilot do you want to fly again?

    Jek Porkins (26) + R5-D8 (3) + Experimental Interface (3) + Push the Limit (3) Jek gets the potential for 2 actions with no stress at the end of it. Target Lock + Focus all. day. long.
  12. Kyla

    Darth a bit meh?

    That's far more appropriate for a pilot themed or even the Dagobah ESB Luke they've already released. I was initially thinking maybe pilots would work, but Luke doesn't even have an association with Wedge and Rogue squadron at that point - he goes from Tatooine to Dagobah to Endor with only a brief stop at the end of the briefing in the middle. Moreover, almost his entire time on Endor from the point they land to the point he surrenders to Vader he spends by himself or with Leia.
  13. Kyla

    Darth a bit meh?

    I see Obi-Wan or a RotJ Luke as being what fills this gap. If it's RotJ Luke as an alternate sculpt then it will be the last of the Rebel commanders to be released (deep into the waves) otherwise I'd expect an Obi-Wan as a mid-range. the Dark Horse for this category is Yoda, I doubt we'd see it, but it's possible. I'm a fan of Director Krennic in this slot over Thrawn. Thrawn is very out of place in a ground-based skirmish game, and while IA introduced him, it's more logical for that narrative based setting than it is for a tactical ground based one like Legions. Also, the fact that the commander is typically released with a thematic squad provides natural synergy for Krennic (Death Troopers) that Thrawn doesn't have. This fact also makes my call for Kenobi as the 200pt Rebel commander a question for me as I am having a hard time sorting out what the associated soldier with it would be. The thing is, I have the same problem with the RotJ Luke, as there isn't anything exactly associated with him, either, except Ewoks. If we go down that road then, there's just as much justification for Obi-Wan to have Jawas... What I expect of the later commander releases is to see that they will have a matched release, but it won't necessarily be a squad of troopers. Thrawn would benefit form a later release in this manner, as you could pair him with almost any single or large model in his release, the same as Obi-Wan releasing with a special unit like Luke's XP-37 land speeder. Krennic fits much more into a match for Han and the Endor commando's than Thrawn does.
  14. It's not a commercial product, everything I do is free, only thing my patreons get is access to it before anyone else does, but that's because they get to watch my design and writing process, and I use their feedback to make changes to it in the end. But hey, go ahead and hate SEA.
  15. Sorry, I didn't intend to derail the thread .... Thanks to all the pink supporters out there, but just because I love it so, doesn't mean that I should do it (something something about modern scientific ethics and dinosaurs) ... AS for the topic in question, I don't inject main characters into all, or even some, sessions. The characters need to be there for a reason, and if there's no reason, the character shouldn't be there. Mindless Philosopher is right, there are only a few ways that the PCs can interact with the movie characters, and so they should be a "there and gone" kind of thing. You should never "find a reason" to include them, let the story and campaign dictate that. When you do so, you find your players feel personally responsible for their inclusion, and tend to look at them as a reward, not an opportunity to abuse. Even when you do include them, make sure to know what their inclusion is for, why it has come about, and keep them on that track. When their job is done, make sure they are too. They also don't get to be the heroes by doing stupid things, but stacking odds in their favor. Even when things go wrong, they still have luck and destiny on their side, and so breaks tend to go in their favor. Plot armor protects them so long as they are serving the plot, and that means things like "narrow escapes" when they are no longer needed in your story. Make things heart-pounding, fast-paced, and above all story serving and you should do fine. Finally, definitely don't try this form of plot device unless you are prepared to do extra work ... there is always an NPC that can fill the same role as one of the Canon characters, and if you don't feel having Luke there truly adds to the story you're trying to tell, there is always a clone wars padawan that may have survived Order 66 to fill his place. Another smuggler to make the run for Han, and another charismatic rebel leader that could stand in for Leia. On the flip side, Inquisitors are always replacements for Vader, or some other Darkside corrupted force user. Nothing is necessary, so make sure that when you include them you put the effort into it to match the importance of their appearance.