Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Icosiel

  1. Curious how you implement and enforce this. Without any further context, this rule sounds draconian and counter-fun.
  2. Hey everyone! Been a minute, but I'm jumping back into my EotE campaign soon and I'm looking to revamp my battle music playlist. I'm not usually the biggest fan of music from other movies in my Star Wars games, so I mostly stick to the songs from the films and the cartoons. One thing I really like, however, is finding classical music that really fits with the Star Wars feel. Obviously Mars by Holst is the big one here, but I was wondering if anyone else has any recommendations for classical music (contemporary is good!) that has that "Star Wars" vibe to it?
  3. Hello, folks! I'm looking to organize a lot of the loose adventures I have laying about my computer, and I'm hoping to change all of my mentions of "2 success" and "Threat-Threat-Threat" and whatnot into the actual symbols from the Genesys books. The current issue that I'm facing is that I'm really dumb when it comes to anything involving computers, so I'm not even sure how to begin. I've seen files that people have shared in the EotE forums containing the symbols used for the SWRPG, but I have no idea how to properly download those characters to use in my own documents. I'm using Apple's Pages program to write stuff, but I also commonly use the program Evernote. ELI5-- How do I get the symbols for the Genesys dice into a document on my Macbook? Pretend like I've never used a computer before. Thanks!
  4. Oh, dude, I am literally running that right now. Just did character creation and the first part of that adventure this week. Thanks for this!
  5. Inspired by the incredible work of @Tom Cruise with their Dark Heresy Genesys conversion, I spent today converting the old Dark Heresy critical hit tables for my games. We're starting Dark Heresy on Wednesday, and I wanted to make sure the game felt as lethal and unforgiving as the old official version. So heads up: These alternate crit tables are super, super deadly. There wasn't a whole lot of rules bending that I had to do to make these crits work in this system. It makes dealing crits a little more time consuming, but the horrifying effect is ultimately worth it. When a critical hit is dealt to a Rival, Nemesis, or PC, the inflicting character first determines the type of damage being dealt. To determine the type of damage, the PC and the GM briefly decide on what type the offending attack is dealing. I thought about revisiting every weapon in the book and assigning it a damage type, but that seemed both cumbersome and a waste of time. As Genesys is a fluid, cinematic system, the nature of every attack is highly variable. It makes the most sense for the players to decide on the damage type in the moment. The damage types are: Rending Impact Exposive Energy Once type has been decided, the inflicting character rolls 1d10 to see what area of the body was critically hit: 1,2: Left leg 3,4: Right leg 5,6,7: Torso 8: Left Arm 9: Right Arm 10: Head Alternatively, before making the attack check, the character can perform the aim maneuver to aim at a specific part of the body, incurring two setback dice on the check rather than gaining a boost. This allows them to choose what part of the body they hit when (and if) they get a critical hit. A second aim maneuver can be made to reduce the penalty to one setback, as per normal Genesys rules. Then, the players reference the correct table below and roll another d10. Each critical hit they’ve had previously adds 1 to the roll. Vicious adds its value to this roll, as well. Durable subtracts from it.
  6. Gosh, now I'm so curious.
  7. Years ago my players and I agreed that Knockdown was a bull waste of a talent. When it comes up in their tree, I'll usually let them bypass it entirely or substitute it for a rank in Grit.
  8. Hey folks! I felt like this might be the best place to ask this, since this game is all about personalization. Say I don't want to use the generic Genesys sheet. What programs do you dudes use to make custom character sheets? Specifically, I'm not using the typical Genesys Ability scores (we're playing Fallout, and using SPECIAL to determine abilities), so the Genesys character sheet wouldn't be super useful. I've used Word in the past and have no experience with Excel. Ideally I'll find something that has a low learning curve and is free. Any recommendations?
  9. I just want to see stats in general. I feel like it has been ages since we've received a sourcebook, and I am so excited to dive into this one.
  10. I had this one commissioned for my group at the conclusion of our campaign last year. The final print is poster sized and we have it hanging up in our game room. We played this characters for around two years. It was great times.
  11. After three years, I can respond to my own post! Last One Standing turned out to be the signature move of the PC that took it in that campaign. He was a reprogrammed, murderous B2 battle droid who was suffering from rampancy. During the adventure in which my players tried to fix him, he got wired into a machine that forced him to face a dark reflection of himself, essentially starting an encounter within his own droid brain where he had to dual a version of himself with all of the same abilities he had. All the while, the other PCs were outside holding off Imperial forces. When the battle droid defeated his 'dark side' and awoke, all of his running lights had turned to a warm blue color and he found himself with a new motivation: Protect those he cares about. He then strode outside, spent the XP on Last One Standing, and laid waste to the Imperial forces.
  12. So I've been running this game for years, and I've always operated under the assumption that "surprise rounds," like you would find in Pathfinder or some other RPG, aren't a thing here. Whenever my players have set up an ambush or stealthily approached a group of baddies before a fight, I've given them a boost or two on their initiative checks as a reflection of their preparedness. As far as I know, this is the standard model for representing surprise attacks in EotE. However, I'm reading through Friends Like These right now, and there is a passage on page 67 that says, "the sensor net set up by the Thalassians alerts the camp of the PCs' presence, making a surprise round impossible." This stuck out to me, because, well, what? Are surprise rounds a thing in this system, and I've never known it?
  13. Hello! I'm going to be running Friends Like These for my group in the next few weeks, but I'm making some tweaks to it. Our game is set in the timeline of the Sequel Trilogy. The First Order has recently destroyed Hosnian Prime and fractured the Republic, which has led to many smaller empires and kingdoms springing up across the galaxy. My players have made a particularly dangerous enemy out of the Mining Guild. The Mining Guild, in our setting, has a significant amount of galactic power, and in the wake of Hosnian Prime is trying to take entire systems for their resources. When I run FLT, I plan on having the Mining Guild fill the role of the Empire. My players are essentially an Edge of the Empire crew, and so they are not connected to the Resistance or any other rebellious force. What I want to know before I run the game is whether or not the Rebellion and the Empire are essential to this adventure. To anyone who has run it, are there any glaring moments where it's important that the invading forces are Imperial? Are the Rebel reinforcements necessary at the conclusion of the adventure? If I'm aware of any problematic moments in advance, I can plan accordingly and edit the adventure to work for our game. Thanks!
  14. Hello, everyone! So, in this next session my players are going to be acquiring the Lady Luck, Lando Calrissian's old ship. My game takes place in the New Trilogy timeline so Lando will have lost the ship long ago. Some of my players have played the old Jedi Knight games and I know they'll get a kick out of recognizing this ship in game. Anyway, the Lady Luck is going to be their new permanent ship since they recently sold their old one. I want to give the ship some quality that makes it feel special, beyond mods and upgrades. Maybe something a little more... mystical, let's say. Something that really gives her the name Lady Luck. My immediate thought is that, once per session, a PC aboard the Lady Luck can reroll one check. Kind of boring, but that's the kind of meta quality I want the ship to have. Any ideas? Something fun, and outside the normal abilities of a ship? I really want the Lady Luck to feel like it has some legendary aspect to it. Thanks! These boards are great and you're all great.
  15. I have the Falcon from the same line. It's a pretty good bluetooth speaker. Loud, decent sound, long battery life. It's also pretty portable so I take it to game night with me every week.
  16. Hello, folks! For the first time in three years of playing, one of my players rolled up a doctor. They are super pleased with the result. In any case, we had a question about the Surgeon talent. The way it is worded, the talent says "When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank in Surgeon." Now, I should stress that my players and I play a ton of Magic: The Gathering, so our minds are very good toward technicalities and phrasing. The Surgeon talent specifies makes, not succeeds a Medicine check. Does that mean, potentially, that if my Doctor fails at a Medicine check to heal someone and he has one rank in Surgeon, does the target still heal 1 wound because the check was attempted? My rules-lawyering wants to say yes because of the wording, but I don't know if that makes sense. Thanks for the help with this trivial thing!
  17. I think those Y-wings disabling the ISD was just a couple of really lucky shots. The Y-wings probably had the intent to wreak havoc on the ISD's systems and focus its energies towards repair rather than offensive maneuvers, but I don't think they actually thought they were going to cripple the ISD entirely. Raddus sounds surprised when he says "that Star Destroyer's disabled," just before he orders the Hammerhead in.
  18. We did away with stimpacks in our game years ago. There was just something... un-Star Wars-y about pumping healing potions into your veins after every firefight. It didn't feel thematically appropriate, and as other people mentioned it made some combat feel inconsequential. Worst of all, it meant that combat turned into an FPS-style scenario where people kept getting knocked out and revived, knocked out and revived, knocked out and revived... which just isn't something you see in Star Wars at all. So our solution was to remove stimpacks from the game entirely. In exchange, PCs in my game do not become incapacitated when they exceed their wound threshold. Rather, they take a critical injury and I hand them a card that says "You are Wounded! You no longer receive a free maneuver during your turn. For every 5 wounds you go above your Wound Threshold, you receive another critical injury. In addition, you suffer one point of strain for every wound you take in excess of your Wound Threshold." This has worked out incredibly for our group. Going over your WT is still heavily disincentivized, because losing your free maneuver sucks. But now when a PC takes a ton of damage they are still in the match and can still struggle to do something helpful, even if they're much weaker than before. It feels very cinematic, and leads to many intense situations where someone is powering through their near-fatal injuries to make a last ditch effort. I'd strongly recommend playing this way. It has made our games much more fun.
  19. Hey there! I used to live in Edmonds, and if you are looking for gaming groups you are lucky you live in the Seattle area. My first recommendation, as always, is Mox Boarding House down in Ballard (we used to be called Card Kingdom & Cafe Mox, but we recently changed the name). It's a huge gaming store/bar. I'm a bartender at Mox, and there are always dudes and gals (and folks in between) looking to play FFG's Star Wars game. I'd recommend driving on down and stopping by, and chatting with us about any folks who might be looking for players. Even just throwing your name up on the LFG board can find you some gamers to play with. Also, keep an eye on our event calendar, as sometimes we host Star Wars RPGs: https://www.moxboardinghouse.com/seattle-events/ Second, hit up Around the Table in Lynnwood. They're a much smaller production and fairly new, but the folks there are super friendly and very eager to please. They might have some Star Wars RPG nights or some groups looking for players. If not, you might just find yourself a new FLGS! Best of luck! The Seattle are is wonderful if you're in to gaming. Enjoy our lovely little slice of the world.
  20. If you really read the book and properly present the setting, Jewel of Yavin is a very open, sandbox-y adventure. My players tell me they felt like they weren't railroaded at all, and that Bespin felt open full of interesting things. They could go anywhere they wanted, and I had lots of details about every person and place they encountered. They said they really felt like they were immersed in it because there no set structure of events, mostly. Granted, this took a lot of rereading and commitment on my part, but it paid off.
  21. Ahhh, I did not know there was a proper order! Huh. It's been years since I've gone through the rulebook. Thanks!
  22. So, the other night during our game, an interesting situation came up. A Droideka fired upon one of my payers. The Droideka hit and got a Triumph and a Despair. The unfortunate player was quick to shout out that he wanted the Despair to be spent on making the Droideka's blasters run out of ammo (good call! Those things are brutal). I said sure, and then I spent the Triumph on a critical hit. I got a 77, the result that says the offender makes another attack roll using the exact same roll as the attack that generated the critical injury. My players all kind of sat there for a moment, trying to figure out how we could reconcile that. The Despair had already been spent to say the Droideka runs out of ammo--How could it shoot again with the same pool? Alternatively, do Critical Injuries override Despair results? Should I have told my player to change what he wanted the Despair to do, because of a result I rolled after his choice? In the end, I just rerolled the Critical Injury and everything proceeded smoothly. But it really made me curious: Is there a proper order of operations when it comes to this stuff?
  23. I've run this adventure. It is fantastic. My players tell me its the best adventure we've ever done in our years of Star Wars gaming.
  • Create New...