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LugWrench

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  1. I get that. Not trying to be harsh. I'm just saying that, If nothing else, he can whip up his own maps.
  2. Simple answer: Its your game. Map out the interior however you like.
  3. Three words of advice for a good Nemesis: Never fight fair. Now, that doesn't mean cheat or fudge your rolls. It means use every single dirty trick you can. Give the Nemesis about 3 or 4 minion groups of about 4 minions each because, lets face it, what Nemesis doesn't send his flunkys to do his fighting? Two or three Rivals make good 'bodyguards' for the Nemesis, and **** Yes let the Nemesis go twice during a round. But ONLY the Nemesis...the rest of his goons go once and only once per round. Use terrain to your advantage. Lots of cover (trees, buildings, rubble, etc.) means endless fun with snipers. Do your players have a tendency to kick in the front door, guns blazing? Imagine the look on their faces when they kick in the door and are greeted by the warm embrace of some AP mines wired to the door. Ditto if they like to slip in through windows...tripwires are so hard to see in the dark. Don't be afraid to give the Nemesis an escape route or two. Recurring villains add a layer of uncertainty to the game, as your players develop a healthy paranoia wondering when and how the Nemesis will try to get revenge on the group. And should the players take down a Nemesis that has gotten away from them a few times, it will give them that much more satisfaction that they finally got him/her. A Nemesis shouldn't be a walk in the park for the players. They are, by definition, just a bit better than the characters, and the characters should really have to work to bring one down. I don't mean that they should be planning a military campaign to beat your Nemesis, but if they do manage to defeat him, it should be at best a Pyrrhic victory.
  4. Years ago, there was an episode of 'Firefly' wherein an old military friend of Mal and Zoe 'died' and had himself mailed to Mal, so his body could be returned to his family for burial. Along the way, some crooked law enforcement troopers tried to stop Mal and confiscate the corpse. Come to find out that Mal's friend wasn't dead, just sedated all to **** and gone. Mal's friend woke up and explained that he was smuggling black-market cloned organs within himself, and that the lawmen following him were his...business associates. Associates who wanted him dead for double-crossing them. Perhaps your group finds their ship when the Imperial Remnants show up and start forcibly searching Kafrene. Someone shoots, the Imperials shoot back, and everyone starts running for the nearest ship. Your players commandeer a ship, make their escape, then find out that theres a body on board. The Imperals sort out who is who and who grabbed what ship, and start hunting for the players. Meanwhile, the dead man wakes up and starts to tell his tale. Turns out, he knows a code that can unlock a program that contains a star chart that leads to.... Well, you're the GM. So now your players have a person who can crack a code to a program that could alter the galaxy. But wheres the program? Do the Imperals have it? Do one of the cartels have it? Is the program fragmented so multiple people have a part of it?
  5. I would actually recommend getting one of the beginner kits for you and your group. Its got some slimmed down, quick-and-dirty rules for the game, as well as pre-made characters for everyone to use. You can also use the beginner games as starting points for larger campaigns, as well.
  6. I think you have the solution to your problem: IPKC. Bounty hunters have their reputations to think of, but the IPKC has the reputation of bounty hunting in general to think of. And a couple of trigger-happy murder hobo hotheads (to quote a movie line) "Brings shame to the game." Once the original employers to to the IPKC and say "You're never going to believe what these guys did...", your group is going to have to think fast, talk fast, and maybe run faster to keep the IPKC from sending out some professional attitude-adjusters to deal with the characters. For added fun, have the IPKC go to the Basically Good bounty hunter and tell him "Clean up this mess, before we have to clean it up for you." If your players don't get the hint, send in the IPKC.
  7. Actually, a nice touch would be to have the target destroy his own assets and resources. Plant some evidence and convince the target that his lieutenants are disloyal, and he will space his own men.
  8. As far as which books to get to expand your repertoire, I would actually let the players buy their own. If a player running a spy character wants to pick up the spy source book, let them do it. They'll bring their source books to each game, and you'll be able to peruse them and find out which ones you just gotta have and which ones you can wait to get. It may be worth it, though, to grab a copy of 'Dawn of Rebellion'. Its an era source book that has information on the current state of the galaxy, some interesting and important planets, as well as a quick rundown on the Empire, the Rebellion, and some various independent factions.
  9. I would suggest a mix of your idea (a bit more starting xps) and whafrog's idea (scale back the number of minions in each group). Give his character enough xps to purchase some skills outside of the characters specialization, and maybe top out the number of minions in a group at 2. For a tougher combat, a Rival with a 2-minion group should keep him busy, but save that until he has enough experience playing the game. And just for fun, the module "Friends Like These' has information on Mandalorian Humans. Just tossing that out there.
  10. Let the combat play itself out, and whatever happens happens.
  11. Rise of the Separatists has the Z-6 Rotary Blaster Cannon...more or less a Star Wars minigun. It can throw down some impressive damage by itself (12 damage to Long Range), but can only use Autofire and has a nasty tendency to overheat when you're trying to 'ride the lightning'. That, and the weapon is very hard to come by. Dawn of the Rebellion has the MWC-35c Repeating Cannon. If you saw "Rogue One", its the weapon that Baze was using with the weapon-and-backpack set up. Dual fire modes (Full auto and Semi), respectable damage (Full does 9 damage to Long range, while Semi does 13 damage to Medium range), but if the backpack part of the weapon gets hit, it tends to...how shall we say...'violently overreact'. Both weapons have their pros and cons, but when your character reaches the point of 'I am OUT of ****s to give', they could do worse than to haul out one of these.
  12. "It's not that bad" is the name of the talent, its not a spell that the medic can cast from X number of feet away. I would say that the medic has to be at the injured character and doing some kind of triage/diagnosis of the injury...checking for wounds, applying whatever pressure bandage or gauze and duct tape to stop the bleeding, the ubiquitous 'shot of morphine', and There ya go...It's Not That Bad.
  13. As far as making weapons with Inventive Creation, I would point out to the player that while, Yes, he can make weapons, he should keep in mind that he's going to be making little more than zip guns and homemade pipe bombs as far as reliability. Sure, he can cobble together a missile tube if he likes, but the thing is going to be a glorified potato gun when you get right down to it...It's going to look butt-ugly, and theres always the chance it will just blow up in his hands when he uses it. The same would hold true for any explosives that he wants to make. If he wants his thermal detonator, let him have it. And gawd have mercy on him if he drops the thing...or sets it down hard...or blinks near it.... you get the idea. As far as how quickly he can make a weapon, thats more up to you than any hard and fast rule. I would point out to him that anything made in the middle of a firefight is going to be fairly crude and most likely a quick-and-dirty one-shot item. Rather than whip up some AP grenades, hes going to make a molotov cocktail, for example. If he wants to make something more...substantive...than a one-and-done weapon, hes going to have to invest time into it outside of combat, with a good supply of tools and materiel.
  14. "In other news, today, Biochemist J. Farnsworth has been awarded the Republic Starburst for his work on the cure to Rafkin's Disease. Previously incurable and fatal, Rafkin's Disease spread across the galaxy after the fall of the Empire and medications that could treat the symptoms became impossible for worlds to obtain. Several worlds are still under quarantine from the initial outbreak of Rafkin's and severe travel restrictions have since slowed the diseases' spread through the galaxy. The first shipments of the cure are being delivered to planets hardest hit by Rafkin's. The Republic has also stated that, even with the new cure available, some planets may be stricken from star charts as 'beyond recoverable'." So you have a disease that spread after the fall of the Empire (a 'sore loser' strike by the Empire?), with a cure that has been discovered. A cure that is worth countless billions of credits to worlds and populations infected with the disease...and really, what Hutt could resist that kind of payday?
  15. The only thing I changed was how the players got into the whole thing. They were going to the Wheel to have a chat with Reom at the behest of their Hutt patron. The Hutt had made an investment in Reom's business but hadn't 'checked in' with the Hutt for some time. When the players arrived, they discovered that Reom had the pod, but didn't have the manpower to follow up on the information it contained. He sold the players on the pod leading to the Sa Nalaor, and that it would contain treasures from the Seperatists that their Hutt patron would be interested in.
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