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Greymere

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Posts posted by Greymere


  1. I think canon pretty much establishes Ackbar as a competent commander.  Right off the Star Wars datacron;

     

    A veteran commander, Ackbar led the defense of his oceanic home world, Mon Cala, during the Clone Wars, and the Rebel cruiser assault of the Battle of Endor during the war against the Empire. A Mon Calamari, Ackbar and his people manned the distinctive warships supplied to the Rebellion by that aquatic culture. Beyond the qualifications of his great skills and sterling character, Ackbar was a symbol to the rest of the galaxy that the Alliance is fighting for everyone, no matter what their background or origin. The Empire, in contrast, routinely subjugated non-humans.

     

    Ackbar additionally gained recognition for his role in the creation and recovery of the B-Wing fighter, and the destruction of the SSD Executor was loosely attributed to him as he commanded the fleet to focus their attacks on the ship prior to its destruction via a A-Wing ramming into the command superstructure.

     

    Back on the topic of Wages, I liked the 100xContribution(Duty) formula that was suggested, though i would suggest any credits claimed as currency in the form of credits you could spend outside the Rebellion should have their value substantially reduced(25%) 


  2. One ship transponder codes track where you have been, so a bounty hunter or an infochant looking for someone usually simply bribes or places an official request with BoSS, to determine your whereabouts, and then either waits for you to return to that location or determines where you may be heading from your last known routes.  Say a player changes or masks their transponder code?  Well eventually the new transponder code they are using is tied to their ship, by some eyewitness account or dockworker that remembers a strange Drall with half a protocol droid strapped to his back passing thru.

     

    The best way for someone to effectively disappear is to sneak off to some backwater wilderness and stop moving around, which most players don't do since part of adventuring is tied to traveling about.  Should debt obligation not being paid always result in a bounty hunter?  No it could start off as a reminder, say Drall grandma Jenny had a run in with some Aqualish thugs that broke her arm, and your cousin George has a stutter ever since his near drowning the month before that.  Or maybe a crew of thieves repo's their ship and all its contents.  The point is avoiding your Obligations can potentially have very negative consequences.

     

    Yes there are banks in Star Wars, Muunilinst, The Hutts, and Bonadan(Corporate sector) are just a few, usually such funds are accessed via secure slicer proof credit chips and coins, amounts ranging from 1/10th to 1000 normally(2000 and 5000 amounts less commonly available) or credit briefcases for larger transactions that require more encryption for transfer of funds. your party was flush with Hutt Cartel chips, good luck spending those in Imperial space trying to avoid Hutt obligations.  Some currencies are potentially even dangerous to have, such as Rebel Alliance credits, which carry a much lower exchange rate for Imperial credits and are used for transactions with the Rebellion, like say for a piece of restricted military grade weaponry and armor.


  3. I can see career sourcebooks in so far as giving 12 new signature abilities and at least 1 more Lightsaber talent tree(in career) to each career(some talent trees seem lacking in reflect/parry and or strain recovery), plus the 15-18 new species you would likely get, plus a scattered amount of Light/Dark side related artifacts, crystals and tech.  


  4. The way scouts do it is they either send remote probes out along a path making micro jumps to hyperspace, or the pilot plots micro jumps out to the ships maximum sensor range records their data and repeats while recording their path and and sensor readings as they go.  They then share that data with BoSS or the Survey Corp, or they just trade the information to other parties that are interested in that sort of thing.  Also keep in mind that finding new systems is not strictly limited to Wild Space and the Unknown Regions, as only the Slice up to the Expansion Region has been fully explored.

     

    Imperials tend to keep new planets they discover to themselves for secret bases, exploiting the local population for slave labor or raw materials.  Corporations additionally use the worlds they pay scouts for for raw materials, secret research projects, exploitation etc.  Rebel Alliance uses them as safe worlds and secret bases.  Criminal elements use them for much the same as the above three.  Then there are those few legitimate sources that use them for colonization.


  5. Comlinks aren't cell phones or even satellite phones in the sense they send their signals via another network, thus why they function even on worlds without those amenities.  Think of them as devices that the players have established thier own communications network with one another on them up to the devices range.  Would the signals be encrypted, likely though unless specially encrypted devices are used those communications could still potentially be intercepted with dedicated equipment.

     

    Starships communications range is the same as its Sensor Range in it profile.

     

    As far as the Holonet goes and the hyperspace transcievers, its currently heavy restricted by the Empire to control propaganda and prior to the clone Wars only extended as far as the Mid Rim, The Separatists and Republic made their own wartime relays during the Clone Wars in the Outer Rim and some Independent species maintain thier own limited versions such as those in Hutt Space and Bothan Space or the Corporate Sector, The Rebellion is working on developing their own version or finds ways to coopt the signals from the Imperials at times.  A much slower means of communications is subspace transceivers or signals broadcast via shipborne relay signals, part of why news from the greater Galaxy at large travels slowly to the Outer Rim. 


  6. Spice, Weapons, Alcohols, Medical Supplies, Spin Sealed Tibanna Gas(for Turbolasers), Components for Military grade Starships/Vehicles, Higher function Droids, Endangered or Restricted Flora/Fauna, Smuggling people etc.. and that's just potentially things you might smuggle from Imperials.

     

    Keep in mind some local systems also further restrict common legal goods or place high tariffs of such common and inane goods coming and going, and part of being a smuggler is not that all your cargoes are restricted somehow but that you may be trying to avoid those common tariffs.  You could be delivering a crate of Green Tea to a world that might charge a 300% surcharge, because the local government is in bed with the in system Hot Cocoa industry.  That crate of Green Tea sold at 100% markup on the black market for the right buyers may still be very profitable to the smuggler.  Maybe an aphrodisiac is restricted on an animal or peace loving world because its source requires the mass harvesting/butchering of a docile semi intelligent water mammal on another world and objects to the manner it is made.  Easy to be creative without requiring every cargo to be spice.


  7. Assume you have the EotE Core book if not that would be the first thing id get as it has the most specializations, Adversary Profiles and Ship Profiles, along with species not presented in AoR yet, Rodian, Wookiee, Transdoshan, Twilek and Gand, Plus the addition of two more Force Powers and an additional Universal Force specialization.

     

    After that I would say the Regional books have the most to offer a AoR campaign, followed by the Career supplements.


  8. I am kinda hoping they depart from the standard career supplements for Force and Destiny and give us Universal Specialties for Jedi Knight/Jedi Master possible Sith Apprentice/Sith Master with a Force Rating prerequisite of 4+/6+ and signature abilities at the end of each tree, though that's pure wishlisting and I doubt it would happen


  9. If a GM can't structure an encounter where combat (ie killing them) is not a viable option that's a whole different issue.  Killing the fence translates into 0 XP and Obligation which adds up to as you said strain and eventually inability to spend XP, killing the Imperial customs agent, assuming it doesn't result in an immediate reaction of force so heavy handed the players have no hope(which it should, since everyone would kill customs agents otherwise) even if they survive they would likely carry an even greater Obligation penalty, and again the resulting strain penalty and inability to spend XP.


  10.  

    Remember that the official batch of skills have been planned out and thoroughly intregrated into the game play and mechanics of the system.  This includes being doled out as career skills, being used in talents, etc.  Adding a new skill, especially one that breaks down a commonly-used official skill, such as Mechanics, can throw off the balance of the game in ways you may not even realize.
     
    If I were to create my own skills (and I haven't had the need yet), I would probably limit them to specialized knowledge-type skills, where a certain character may have specialized knowledge in some obscure area, or to certain other feats or abilities that have more of a roleplaying aspect, rather than mechanical aspect.  Even then, there would still be overlap with existing skills.  So, say, a character has a custom skill in "Knowledge (Trandoshan Culture)".  Anyone could still use "Knowledge (Xenology)" to get the same information on Trandoshan views of honor or slavery, but I would probably lower the difficulty of the custom skill's use by one or two.  This is similar to how you can use different skills to accomplish the same goal, but the more appropriate skills might have a lower difficulty (Mechanics or Skulduggery to open a door, for instance).  The same could also be done for, say, "Joke-Telling" (Charm) or, I don't know, "Origami" (Coordination?).  They'd still be covered by a general skill, but would have lowered difficulty if using the specialized skill in an appropriate manner.
     
    Now, when you do something like this for Mechanics, which is used throughout the rules in all sorts of situations, you're going to open up a big can of worms.  First, you'd have to make the specialized skill available as a career skill for certain careers and specializations where it seems to make sense.  You'd have to house rule that certain talents (but not others) can use the specialized skill in place of Mechanics in certain situations, but not others.  You'd also have to house rule exactly how much difficulty is lowered using that skill and in what situations (if you want to give it this effect), or how else it differs from using straight Mechanics, or whether or not Mechanics now gets increased difficulty, or difficulty upgrades, or setbacks, or whatever other effect, when used in place of your new specialized skill.
     
    Personally, I don't think it's worth the hassle, and it ends up changing the game way too much and throwing off the balance.  If you want to add a fluff skill... sure, why not, give your Trandoshan bounty hunter the "Knowledge (Trandoshan Culture)" skill if it makes him happy and he doesn't mind wasting XP on it.  But you have to think long and hard when you mess with other skills that are more emeshed into the core mechanics of the system.

     

     

    This is all very easy to get around though, ranks in the specialized skill roll for mechanics as normal, without ranks in the specialized skill you roll mechanics checks at an upgraded difficulty, again though its an optional system provided to the GMs and the Cybernetics skill at the end of Beyond the Rim is a good example for using one.


  11. Specialized applications of Mechanics or Computers checks could be used to upgrade the difficulty of the checks.  Example Droid Engineering, without access to schematics or the proper training it would not be unheard of to say creating your own 3P0 droid carries a difficulty on par with two upgraded die pools on what might already be Daunting or Formidable mechanics check.  The fact that the parts all have their code written in Gree may add two additional setback dice, not having access to all the proper tools used in regular manufacture another setback dice.

     

    Creating specialized fields of study for mechanics and computers that might require specialized training to learn is just a narrative optional decision for the GM, same could be done for something like Vehicles and Starships if you so choose, where a basic mechanic may be able to attempt the skills at a much higher difficulty with the possibility of upgraded die pools.

     

    This method could be used for a number of general skills though I don't recommend it for any skills that already carry potential opposed checks regularly, such as combat skills and social skills.


  12. Seriously you are over thinking all this stuff RebelDave, the simplest answer is to offer a fraction of the value for what they loot, and in the case of imperial weaponry and armor simply have buyers refuse to purchase them.  If your players refuse to sell under those terms, all it takes is a stop from local or Imperial customs resulting in the loss of their illegal weapons cargo, ship and freedom to hammer home the notion of why looting every blaster they find is not such a good idea.  If they want to loot every blaster they find and give them to a local rebel cell or the locals being harassed by gang thugs in exchange for bartered goods and services instead of credits, or perhaps a favor owed at a later point.  If even this fraction of credits results in more credits available than you want the characters to readily have available over short periods of time, find creative ways of costing them credits, from fuel cells, to new navicomputers, need to pay for information or bribe officials etc.

     

    Stealing ships again its called piracy and carries a heavy punishment if caught and good luck trying to move the stolen ship, simple answer to this is players can't forge ship transponder codes(unless you choose to allow it), if the players want to play pirates, they can expect their travel options to start becoming difficult, not to mention who is willing to deal with them.

     

    Super specialized characters aren't going to be challenged necessarily by what they specialize in, find ways of splitting up parties up to tailor challenges for folks instead of worrying so much about making all the encounters more difficult for them.(Think Death Star rescue with the party of 6 splitting up into 3 separate groups)  The uber mechanic that can slice or repair any pile of junk he finds likely can't bluff his way past a fight and can't melee or shoot his way out of a nasty combat encounter without friends, you wanna make a point about investing too heavily into one character aspect that's how you do so.

     

    Genelocks on every weapon and ships rigged to blow should not be the norm, used rarely its more effective as a deterrent.

     

    Giving characters more obligation as a plot narrative is fine though its a heavy handed way of getting your point across used the way you are suggesting.


  13. You are wanting to teach kill first ask questions later players how to consider their choice of actions.

     

    First thing you should do is explain that to your players. That many encounters are going to be designed around the idea of developing your characters place in the galaxy at large and that their actions will have consequences, so at times combat will not be the best solution nor the most profitable one.

     

    At first if that style of play is foreign to them start using the narrative dice to offer alternatives to the players.  Example while your players all trying to hide for an ambush one of them notices a way to avoid fighting altogether if he can slice the door controls and avoid alerting the rest of the base to blaster fire onboard, start out with such simple methods of offering them creative alternatives and then reward them for thinking of their own creative options.

     

    Structure encounters that have no combat alternative and intersperse them in the missions, social or technical challenges.

     

    Create NPCs that the players need to do things they cannot, skilled forgers, droid and starship suppliers, infochants, etc... and make the players behavior a factor if they will deal with the players.

     

    Most importantly if you want to deter Murder Hobos create real negative consequences for their actions that they feel when its appropriate, and don't be afraid to make the consequences so progressively more painful until your players get the hint.

     

    Reward the players when they make smart decisions or choose the best story driven or creative alternatives.


  14. Original D&D actually had a great adventure series U1-3 that countered alot of the static monster encounters and everything is what it appears to be elements.  From haunted houses that aren't really haunted, dirty politicians in on the money, a tribe of nearby monsters scaring the locals by there mere prescence never mind these monsters were peacful fleeing an even bigger group of nasty monsters.  The encounters were such that occupants would respond to a commotion in the rom over and often send 1 guy running to go get help from the leaders in other rooms, women and children monsters going about their daily routine.  Basically if the party went the whole Murder Hobo route by the end of the series without help with were likely to miss out of allies or additional potential rewards.

     

    Mind you even then the game developers recognized that most players from habit took the Murder Hobo approach which was what made the adventure stand out for its original design


  15. Yeah I try and avoid any comparisons to main characters in the movies as a standard, to me Knight Level play would be Knight level when compared to one of the numerous no name jedi knight characters we see arriving to save Obi-Wan and Anikan at the end of Attack of the Clones on Geonosis., ultimately though its just a name settled as another way of saying more advanced starting character.


  16. More specifically though, why don't you want your tech able to make a protocol droid?  Let him slowly find parts to add to doing so bit by bit 500 credits here and there if you want, let him feel like his efforts are worthwhile, just dont give him the immediate gratification of having a completed droid for free.

     

    Dobah's ship can be spaceworthy, as I said before its a known pirates ship(and likely to be impounded or shot down), and the players can't  provide any means of proving ownership, maybe point out to the players that the added heat is not worth it as they would not have the means of selling the ship, and considering they are already tooling around in another stolen ship that they haven't falsified BoSS transponder codes for maybe that extra scrutiny isn't something they want.   If your tech wants to hack and forge his own BoSS codes it would be considered an Impossible check, much like forging a credit cylnder meaning its something that NPCs might be capable of doing for story's sake when you want it to be possible, but players really shouldn't be allowed to.

     

    Let your tech strip Dobah's ship if time permits, in the end advise him its value is likely only that which you could get for the scrap metal as its incompatible with your own ships systems.  Selling the glitterstim is already covered in the adventure, and transporting it outside of the adventure to a better buyer potentially carries a higher risk as glitterstim smuggling is a pretty risky crime, same for smuggling weapons.

     

    If your tech wants to steal the droid, let him, the droid might just be pissed enough about it to occasionally leave the ship unlocked at seedy spaceports, or turn on the ships active sensors while the crew is trying to sneak past a customs corvette, the key is to let there be a consequence for the negative behavior.  As you mentioned before if one of your players is already a droid then perhaps the thought of another character enslaving every free droid he meets is offensive and he helps with said liberation. As far as grabbing the droid and trying to sell it, they would likely get very little for a droid who's programming had to be totally wiped since its been hard-coded in as manumitted, and most droid lover dealers might report the theft to the authorities as attempted droid slavery of a free sentient.(Probably at most a minor fine but one that still carries no ability to profit off the transaction)


  17. Actually as long as looting and stealing = rewards without consequences players will do it, unless they are actually roleplaying in a roleplaying game a character that morally would not.  The GM has to introduce consequences to discourage detrimental roleplaying behavior, or if you don't want to deter someone being able to do those things he has to introduce campaign elements to maintain balance, via nickel and dime fees, plots involving expenses and losses, or as others mentioned a large moneysink such as Obligation or projects.

     

    There is a reason most roleplaying games start with the presumption of the characters are white knight good guys or criminals in this case and its the other criminals that are the truly bad ones(the kind that steal from poor villagers, enslave others, kill them, pirates etc).  Some players cannot maturely roleplay bad guys, and when they behave badly its often to the detriment of the campaign or other players.

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