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LugWrench

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  1. Like
    LugWrench got a reaction from Stethemessiah in Jedi Ruins   
    Whatever they get should be somewhat difficult to sell or off load.  Sure, even an ancient Jedi toilet seat could be worth enough to the right buyer, but with the Imperial crackdown on all things Jedi, your players should start to figure out that Jedi artifacts could be more trouble than they are worth.  Suppose they sell their item to a local fence, then come across a news report on the HoloNet the next day "A local art dealer was killed after resisting arrest by ISB, earlier today.  ISB officals reported that the art dealer had recently come into possession of several items of contraband and was trying to fence the illegal items on the black market.  When ISB detained the dealer for questioning, he produced a pistol and fired at officers, forcing them to return fire which tragically resulted in the death of the art dealer.  An ISB investigation into the matter is ongoing."   Then sit back and watch your players sweat bullets as to whether the 'investigation' revealed their connection.
  2. Thanks
    LugWrench got a reaction from DurosSpacer in Jedi Ruins   
    Whatever they get should be somewhat difficult to sell or off load.  Sure, even an ancient Jedi toilet seat could be worth enough to the right buyer, but with the Imperial crackdown on all things Jedi, your players should start to figure out that Jedi artifacts could be more trouble than they are worth.  Suppose they sell their item to a local fence, then come across a news report on the HoloNet the next day "A local art dealer was killed after resisting arrest by ISB, earlier today.  ISB officals reported that the art dealer had recently come into possession of several items of contraband and was trying to fence the illegal items on the black market.  When ISB detained the dealer for questioning, he produced a pistol and fired at officers, forcing them to return fire which tragically resulted in the death of the art dealer.  An ISB investigation into the matter is ongoing."   Then sit back and watch your players sweat bullets as to whether the 'investigation' revealed their connection.
  3. Like
    LugWrench got a reaction from Archlyte in Need some input for a new EtoE GM   
    The system is very sandbox, enabling you to create whatever you like.  The written modules are very nice, with only a few quirks that I have found, but those are easily smoothed over.  You may want to look in to the other source books for EotE, as more than a couple have ideas for games centering around that specific career, or they have plug-n-play modules that can be dropped in with minimal fuss.  If you are looking for an ABY game setting, you may want to pick up 'Dawn of Rebellion' as well.
  4. Like
    LugWrench got a reaction from Rimsen in Jedi Ruins   
    Whatever they get should be somewhat difficult to sell or off load.  Sure, even an ancient Jedi toilet seat could be worth enough to the right buyer, but with the Imperial crackdown on all things Jedi, your players should start to figure out that Jedi artifacts could be more trouble than they are worth.  Suppose they sell their item to a local fence, then come across a news report on the HoloNet the next day "A local art dealer was killed after resisting arrest by ISB, earlier today.  ISB officals reported that the art dealer had recently come into possession of several items of contraband and was trying to fence the illegal items on the black market.  When ISB detained the dealer for questioning, he produced a pistol and fired at officers, forcing them to return fire which tragically resulted in the death of the art dealer.  An ISB investigation into the matter is ongoing."   Then sit back and watch your players sweat bullets as to whether the 'investigation' revealed their connection.
  5. Like
    LugWrench got a reaction from whafrog in Jedi Ruins   
    Whatever they get should be somewhat difficult to sell or off load.  Sure, even an ancient Jedi toilet seat could be worth enough to the right buyer, but with the Imperial crackdown on all things Jedi, your players should start to figure out that Jedi artifacts could be more trouble than they are worth.  Suppose they sell their item to a local fence, then come across a news report on the HoloNet the next day "A local art dealer was killed after resisting arrest by ISB, earlier today.  ISB officals reported that the art dealer had recently come into possession of several items of contraband and was trying to fence the illegal items on the black market.  When ISB detained the dealer for questioning, he produced a pistol and fired at officers, forcing them to return fire which tragically resulted in the death of the art dealer.  An ISB investigation into the matter is ongoing."   Then sit back and watch your players sweat bullets as to whether the 'investigation' revealed their connection.
  6. Like
    LugWrench got a reaction from StriderZessei in Nemesis and general roleplaying Help...   
    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.
  7. Like
    LugWrench got a reaction from DurosSpacer in Nemesis and general roleplaying Help...   
    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.
  8. Like
    LugWrench got a reaction from P-47 Thunderbolt in Nemesis and general roleplaying Help...   
    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.
  9. Like
    LugWrench got a reaction from 97Starvipper in Nemesis and general roleplaying Help...   
    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.
  10. Like
    LugWrench got a reaction from angelman2 in Nemesis and general roleplaying Help...   
    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.
  11. Thanks
    LugWrench got a reaction from LordBritish in I need a better plot device/McGuffin at the start of new campaign   
    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? 
  12. Thanks
    LugWrench got a reaction from Mistervimes in I need a better plot device/McGuffin at the start of new campaign   
    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? 
  13. Like
    LugWrench got a reaction from Stethemessiah in I need a better plot device/McGuffin at the start of new campaign   
    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? 
  14. Like
    LugWrench got a reaction from AceSolo5 in I need a better plot device/McGuffin at the start of new campaign   
    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? 
  15. Like
    LugWrench got a reaction from Mark Caliber in New GM any tips   
    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.
  16. Like
    LugWrench got a reaction from Rimsen in New GM any tips   
    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.
  17. Like
    LugWrench got a reaction from Fistofpaper in New GM any tips   
    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.
  18. Like
    LugWrench got a reaction from DurosSpacer in New GM any tips   
    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.
  19. Like
    LugWrench got a reaction from whafrog in New GM any tips   
    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.
  20. Like
    LugWrench got a reaction from lunitic501 in New campaign, new GM. Help?   
    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.
  21. Like
    LugWrench got a reaction from Mark Caliber in Revenge plot story ideas for a merc crew   
    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.
  22. Like
    LugWrench got a reaction from RLogue177 in Revenge plot story ideas for a merc crew   
    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.
  23. Thanks
    LugWrench got a reaction from DarthDude in How to play the Beginner Box with one Player and one GM   
    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.
  24. Like
    LugWrench got a reaction from angelman2 in Jewel of Yavin - What does Arend Bring?   
    Hes giving the players 'ground support', you could say.  He isn't providing funding, but he's providing what the players need in order to pull off the heist.  If the players question him about it, what hes bringing to the table, have him lay it all out for them.
    "Look kids...I'm getting you the air car for the race and the less you know how I'm doing it the longer you'll live, I'm setting up the account through three different shell accounts and two bogus IDs, and I'm going through about a half a dozen middle-men and cut-outs to have a get away vehicle waiting for you.  I'm burning almost a lifetime of favors, influence, and hard cash to make this happen and be as untraceable as possible.  So when you nerf-herders ask what I'm bringing to the table, my answer is 'I'm bringing the **** table'."
  25. Thanks
    LugWrench got a reaction from mwknowles in "It's not that bad" - Location   
    "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.
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