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intothenight

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  1. Hello, all. Been a while. Hope the Force has been with you. I'm currently working on developing a recurring threat for my party: an up-and-coming criminal organization whose leader is convinced that my party members could be a great asset or his biggest threat. While he tries to work behind the scenes to drive the party into obligation so deep that the only way out is through him, his chief lieutenant has other plans. I've had a lot of fun coming up with this character, and I already have a good idea of how to roleplay with him. The issue I'm having is running him mechanically, particularly in battle. Let me detail what he's like, and let's see if we can come up with some good ideas on how to build and run him. And for the record, my campaign runs in the Legends continuity. Kirm is an Anzati, a race that can usually pass for human. However, they're much longer lived, tend to have superior physical strength, and, most notably, have tentacles concealed in cheek pouches that they can unfurl in order to enter a victim's nose and feed on their brain. By feeding on what amounts to the sum total of their victims, they can gain not only sustenance, but power, skill, bad habits, and potentially even a connection to the Force. While Kirm makes a public show of being loyal to his boss, he's actually jealous of his boss's uncanny knack for reading people's potentials, especially since that often means he has to hear the boss talk for hours on end about all the good points of any being to catch the boss's eye. Any being... but Kirm. Unacceptable. The boss needs to learn who should really be respected. These days, the boss is obsessed with a small crew of bounty dodgers. Despite being wanted criminals deeply in debt, this strange crew keeps surviving situations that should take down bigger groups with better connections. Kirm can see why the boss is so impressed. All the more reason to take those impressive qualities for himself. Feasting on them would be the perfect way to rub his dissatisfaction in the boss's face. All he needs to do is get this group to lower their guard... and do it without the boss learning what he's up to. Now, let's talk build. I'm thinking a human template isn't a bad place to start, but he'll need high Brawn (and by extension Soak). It should serve as a nice wake-up call to the PCs when they realize he's nowhere near as fragile as he looks. Anzati have been known to have mind-affecting powers similar to hypnosis, so I think it might not be a bad idea to simulate that with Force Influence and a Force Rating of no higher than 2. I don't think I'll give him much extra to work with in the way of mental Characteristics. He hasn't eaten many people in his life, and he's too shallow and narrow-minded to see that he's even more obsessive than the boss he looks down on. I can't see him using a blaster or other ranged weapon, as he doesn't want to damage his meal. Likewise, he doesn't want to rely on rendering his foes unconscious, since he'll want to savor their frenzied thoughts at the end, and unconscious food is terribly bland. I'd imagine him relying on martial arts or a blunt weapon. If he goes the blunt weapon route, it would be something far more lavish than a staff or club. Perhaps even something with the Concussive quality. Defensively, he'll probably rely mostly on the Soak and high Wound threshold provided by his Brawn. As a high-ranking member of a growing criminal enterprise, his clothes provide more fashion than defense. I could see giving him an additional Soak of 2 with his equipment. That or 1 Soak and 1 rank in Defensive. The trickiest part is dealing with those brain-eating tentacles. I want them to be seen as a serious and dangerous threat, but I don't want to have half my party make new characters because the last encounter got them in one blow. I'm thinking of treating the tentacles as a Brawl weapon, but tying them to Agility instead of Brawn, since they're only useful if he can "thread the needle." Base damage would be 0, Crit rating would be 4 or 5, but it would be extremely Vicious, adding at least 50 to the Critical result. Not sure if I should add a Disorient quality to make tentacle attacks less of a one-note affair. I could justify it as him playing with his food, I suppose. So, those are my basic thoughts. Think I'm on the right track? Think I'm coming at this completely the wrong way? Think it just needs a little tweaking? Have you run an Anzati that puts Kirm to shame? I want to hear all about it. Insert "picking your brains" pun here. tl;dr edit: Making an alien NPC who can eat brains, and I want to find the right balance to make the encounter preceding the final boss a good one.
  2. Jawa, Echani, Miraluka, Anzati, Defel, Cathar, Noghri, Chistori, ysalamiri (not playable, obviously, but would love fleshed-out rules for them) Chiss Clawcraft, V-Wing speeder, AQ-5 Waveskimmer, whatever model ship the Raven's Claw is Dark Side classes like Sith Apprentice, Inquisitor, Nightsister, or Emperor's Hand, Stormtrooper classes with specialization variants (Snowtrooper, Sandtrooper, Hazard Trooper, etc.), Teräs Käsi Acolyte, Hunt Saboteur
  3. Hello, all. I have a player who came across an orphaned narglatch and decided to take care of it. Naturally, this led to it becoming her beast mount. She likes the mount. She's even spent out-of-career XP on putting some points into Survival. And she just chose her next talent tree: Pathfinder. As the GM, of course I want her to get a lot of use out of her mount. However, the main problem I've come across is the lack of rules about determining Strain. I've looked through Stay on Target and Savage Spirits, and both books only contain mounts who are Rivals, and there's no mention of mounts acquiring a Strain threshold of any sort. RAW, I suppose this would mean that maneuvers like Punch It or talents like Spur would cause Wounds instead of Strain. That's... not how I want to run things. I like having a limited Strain pool available when running a Swoop chase, and I don't want to lose that when it becomes a mount-versus-wheel-bike encounter. I was running things by giving the narglatch a flat 10 Strain threshold, which seems fair for a creature of that size, but proved to be too much when I realized that I should be treating the mount as more of a vehicle than a PC or Nemesis. My current thoughts are as follows: A mount's Strain is Willpower + Silhouette + ranks of Trained Mount. The results are low enough to force the rider to make tactical decisions about when to use up that Strain. However, I don't want a mount to be easily taken out with one stun blast from a holdout blaster, so I want to treat stun damage a bit differently. Rather than cause Strain, stun damage would reduce the mount's handling and/or maximum speed, depending on how much damage we're talking about. Once max Speed reaches 0, the mount is stunned into unconsciousness. Until then, the rider would have a new type of Maneuver available, which I'm calling Urge Onward. It allows the mount to ignore one point of handling or speed reduction, but only by taking an equal amount of Strain. What do you think? Is my solution a decent one? Have you found a better one? Do you have any suggestions? Does anything rhyme with narglatch? And yes, before you ask, I've been communicating with this player throughout this process, and she's open to changes. We both just want to find a fun, workable solution.
  4. In an upcoming session, my PCs will need to get some help from an NPC mechanic. He'll do the job, but not for credits. There's a Hutt slave he's in love with, and he wants her freed and brought to him. Conflict-worthy aspects here include: The option to steal from someone for personal gain (even if it is freeing a slave from a Hutt in the process) Taking said slave from a fellow slave who is literally the only person she cares about (possibly by force if she insists on being uncooperative) Delivering the slave to this mechanic (the PCs know very little about this mechanic and his intentions, and the slave knows even less) The session has ways of doing things without stealing, kidnapping, etc. And my players are pretty creative, but if they decide to go the quick and easy path here, how much conflict should they expect to rack up? Oh, for the record, the mechanic is idealistic and not especially bright. He assumes that the slave will immediately return his affections once she learns that he's the reason she's no longer a slave. She'll reject him and walk away a free Mirialan. I don't like making my sessions too dark. However, I don't plan to let my players know this beforehand. I really want them to consider the possibility that they might actually be making the slave's life worse just to benefit themselves.
  5. Wrote a whole post before realizing it should go in the F&D forum instead. Sorry!
  6. Suppose I have a Politico. Said Politico wishes to get through a door. This door is guarded by a single Rival. The Politico chooses to use Deception to convince the Rival to leave his post. The Rival has a Willpower of 3, no ranks in Discipline, and Nobody's Fool 2, which upgrades the difficulty of incoming Deception checks by 2. The Politico really wants this check to work, so she went into this using her Signature Ability: Unmatched Expertise. She's bought it up a bit, but not all the way. As it currently stands, she can reduce the difficulty of Colonist Career skills by 2. Now, with that Rival's Willpower of 3 (and 0 ranks in Discipline), the base difficulty is 3 Purples. Thanks to Nobody's Fool 2, the Rival would normally upgrade that to 2 Reds, 1 Purple. However, with the Politico reducing difficulty, what happens first? What should the final difficulty dice pool look like?
  7. A Hutt is visiting a newly acquired palace on the outer reaches of his new domain. He has been there for a week, and he leaves tomorrow. However, the local mechanic fixing the party's ship has fallen in love with one of the Hutt's slaves, and he'll do the repair work for free if the party can free her without bringing the Hutt to his doorstep. The slave in question has a prior lifedebt with another of the Hutt's slaves, and she will not willingly leave without him. ... I have a few other scenarios for the party to get their ship fixed without going this route, but this seems like a fun challenge, so I want to flesh it out as much as possible. What kind of obstacles will they face? What are good challenges? What kind of security can they expect? What kind of security WON'T they expect? If the party doesn't want to stick to stealth, how much does it cost to effectively bribe Hutt guards these days? If they feel like playing dirty, what kinds of drugs or poisons might they use, how much will they need to affect a large enough crowd, and how can such plans backfire at an inopportune moment? What interesting twists can come about with the Force-sensitive who knows Influence and Misdirect? If you're gonna steal from a Hutt, either go big or go home. I'd appreciate all the help I can get in going big here.
  8. I've really only done something resembling betrayal three times in 23 sessions. The first time was an amateur treasure hunter who got scared once the ancient Hutt treasure vault's traps started going off, so he grabbed some loot and ran. He forgot to bother waiting for the party. They took it very personally. And I'm not sure the third time really counts, because that was more "Aggressive Lightsaber Training" from their Force mentor, who might not have let on that it was training until he lost. To be fair, the second time involved an entire village of brainwashed farmers turning on them with torches and pitchforks, and that may have stuck in their heads a bit more strongly than I intended. My players seemed to enjoy all three times, since they get a kick out of teaching a lesson to people who underestimate them. While voicing one of my NPCs, I once joked that the party members have the kind of faces that make people think they're easily fooled, and that's when I got to reflecting on past actions. I don't think I've gotten into a rut yet, but I'd really like to keep it that way. I don't want to fall into the trap of "I gave this NPC stats, so I might as well throw him at the players and see who wins!"
  9. My players have a problem. Through no fault of their own, they tend to attract a lot of people who act friendly at first only to try stabbing them in the back later. There are various different reasons for each betrayal, but my players are starting to worry that they look like easy marks for the scum of the galaxy. Needless to say, I'm very concerned about this. If they continue down this train of thought, they may think that their GM keeps pulling the same trick and lacks creativity. If it ever comes to that, I will of course betray and try to kill them. Sixth time's the charm, right? Before it comes to justifiable homicide on my part, I thought it might be fun to play with this expectation. Therefore, I have a new NPC concept I'm working on fleshing out. This currently unnamed character of an undecided species (not a Hutt) oozes untrustworthiness and dishonesty. He always sounds like he's lying and/or plotting something unsavory. For some reason, he will hire my players to complete some sort of "perfectly legal activity." If they do, he promises spectacular rewards. The surprise twist is that everything he says is true (and not in the "certain point of view" way). It turns out he really does need to study the retinas of three stunned, but alive, dianogas. With that information, he can finish the design on his new holoimaging lens and take the market by storm! Obviously, this character has a ways to go before he's ready to appear at my table. I mostly just want to design a fun, goofy character that will pleasantly surprise my players at the end of the session... while making them paranoid about using stun grenades before the inevitable final battle against him. The main problem I have now is coming up with a good way of getting my characters to do what this over-the-top "villain" wants. If I tied it into party obligations, he'd either be an Imperial or part of the Zann Consortium. Either way, he plans to retire and become a respectable businessman after this is all over. But how do I hook my players into working for him, even temporarily? How do I have my rhyscate and eat it too? Help me, forum-goers. You're my only hope.
  10. Considering all the back and forth about a new and or revised edition, not to mention retooled space combat, I think it'd make sense if they took a page from WotC's (source)book. Haven't really kept up with D&D much in the past few years, but back when I still played, one of the most unexpectedly interesting books was Unearthed Arcana, which was chock full of variant rules. They didn't supercede the rules in the Player's Handbook, but they allowed for more options and showed solid examples of how to tweak the rules and still stay somewhat balanced.
  11. Our party includes a Chiss gadgeteer stranded in Imperial space with no means of getting back in touch with her people. Since no one around her has been to Chiss space or speaks the language, every name she comes up with sounds exotic. Only problem is, she's the only one who can pronounce them. It's a running gag that people always mispronounce her name. She stole a ship and renamed it after a minor planet in Chiss space. She loves this name. To her, it's the coolest name in the world: the Thearterra Howling. Only problem is, no one else will even attempt to pronounce that. If anything, they just call it the Howling, which drives her nuts. Those lousy uncultured aliens in Imperial space just don't know how to appreciate a good name.
  12. With the last of the career sourcebooks theoretically almost out, I can't help but wonder if we'll get more content specifically in the Edge line. They've still got plenty of books to release for AoR and F&D, not to mention books covering the new movies. I suspect we'll get new specialization decks to cover everything in EotE as well as catching up with all the new specializations covered in the other lines' sourcebooks. It would kind of make sense to leave EotE alone from a publishing standpoint and focus on churning out the rest of the books for the other lines. I'm reasonably confident EotE will at least get more adventure books. Deep down, I hope we get at least one or two more region books for EotE. As far as I know, we still haven't really touched on the Mandalorians yet, and EotE seems like the best fit for them. Dare I hope for some MandalMotors ships, Mandalorian armor, maybe even specs for Mandalorian humans (and hopefully the Echani)? And it might also be fun to see what kind of scams, smuggling operations, and firefights an enterprising crew of ne'er-do-wells could get into if they found themselves in the Corporate Sector. I think there's still a lot of possibilities I'd like to see explored in the seedier parts of the galaxy. What about you guys? Any places or aliens you've been dying to see fleshed out in EotE?
  13. OK, here's my current thinking on their stats. Charric (pistol) - based on Heavy Blaster Pistol stats Ranged (light) Damage 7 Crit 3 Range Short Encumbrance 2 HP 1 Price 3,800 Rarity 9 Special (Stun setting, Pierce 1, opponent suffers 1 additional Strain when using Reflect, thermal kinetic beams which are immune to the effects of Improved Reflect) Charric (rifle) - based on Heavy Blaster Rifle stats Ranged (heavy) Damage 10 Crit 3 Range Medium Encumbrance 6 HP 2 Price 7,800 Rarity 9 Special (Stun setting, Pierce 2, Cumbersome 3, opponent suffers 1 additional Strain when using Reflect, thermal kinetic beams which are immune to the effects of Improved Reflect) I don't want to lower the base damage on either of those, but I'm considering upping the Crit rating by 1. I'd justify it as saying it's a trade-off. Better armor-piercing in exchange for less effective maiming of meatbags. I'm particularly thinking the rifle here. Would Crit 4 balance it out? Would Crit 4, Pierce 3 be overpowered?
  14. Interesting points about the Pierce quality. I didn't realize Pierce didn't reach that level with energy weapons. I mainly got Pierce 3 while thinking of the Model 38 Slugthrower that is my Gadgeteer's default weapon, but I see your point about dialing it back, especially with the pistol version. Cumbersome 3 is definitely a better fit for the rifle. Not sure why I put 2. Probably just a typo. As far as "providing" it for my Gadgeteer, I definitely didn't mean she wouldn't have to work for it. I plan on having her hear rumors about someone using a strange weapon that she recognizes as a charric, then trying to track down its user, only to be forced to blow him out of the stars. Then she'll hear he offloaded a weapons shipment to a dealer in the lower levels of Nar Shaddaa, but he only sells through a broker who charges an outrageous percentage for his services... Knowing the player, I can probably dangle that carrot in front of her for a while, especially since I know she'll want twin pistols and the rifle. Rest assured, I plan to make the price and rarity major obstacles to her getting charrics in the first place. I just want to make the prize at the end worthwhile (even though she'll want to kill me for reducing the number of hard points).
  15. I was mostly relying on Wookiepedia to refresh my memory on them, so my info could be wrong, but it says that charrics CAN come with stun. I might lower the price on that a bit, but I want my Gadgeteer to have to weigh her options between versatility and having more credits available when she sees another shiny piece of gear. I was thinking of the added price as the balance for finding a rarer version of a charric, not the exact cost to for the manufacturers to build in a stun setting. It probably is a more expensive option than it needs to be, though.
  16. My party has a Chiss Gadgeteer who's been salivating over exotic gear lately. That's when I got to thinking, why not give her a taste of home and hook her up with a Chiss Charric? For those of you unfamiliar with this weapon, according to Legends lore, it's a Chiss weapon available in both pistol and rifle form. It can have a stun setting, and its range tends to be shorter than its blaster cousins. It has some decent Pierce to it. While a charric bolt can be stopped by a lightsaber, it can't be reflected back into the wielder. Stopping the bolts is also draining to the defending Jedi, due to the harsher impact that charric bolts inflict on the lightsaber blade. Here are my thoughts on what charrics should look like. Please feel free to offer feedback. Charric (pistol) - based on Heavy Blaster Pistol stats Ranged (light) Damage 7 Crit 3 Range Short Encumbrance 2 HP 1 Price 3,500 Rarity 9 Special (Stun setting available for an additional 1,000 credits, Pierce 3, opponent suffers 1 additional Strain when using Reflect, immune to Improved Reflect) Charric (rifle) - based on Heavy Blaster Rifle stats Ranged (heavy) Damage 10 Crit 3 Range Medium Encumbrance 6 HP 2 Price 7,500 Rarity 9 Special (Stun setting available for an additional 1,000 credits, Pierce 3, Cumbersome 2, opponent suffers 1 additional Strain when using Reflect, immune to Improved Reflect)
  17. So for my PC's next session, they'll be visiting a quaint lakeside farming and fishing village. It's on a primitive planet with mostly medieval levels of technology (Weik). After a seemingly pleasant welcome, they'll suddenly find that the villagers have turned hostile on behalf of the dark-side user who runs the town. Due to various plot reasons, the PCs won't be able to leave the village without finding out its secret, but first they have to dodge the mob of villagers. This is going to lead them to the lake, where they can possibly commandeer a boat and avoid most of their pursuers by heading to deeper waters. That's where things get tricky. I'm going to need some ideas on how to stat two-person rowboats, one-person canoe-like craft, and larger fishing boats that can hold several people. Not only that, but I need to figure out how speed will work for them. I have a general idea that Athletics will be involved in rowing each craft to the next speed level (obviously we're not talking true planetary scale for speed, but having different top speeds for different craft will still be useful). I'm thinking Athletics difficulty 1 to get the boat moving, 1 Purple 1 Red to increase to speed 2, and an additional Red for each speed beyond that. Despair would mean that an oar is dropped during the frantic rowing. Depending on the craft (and number of oars remaining), that could mean reduced maneuverability, lowered max speed, or possibly leaving them dead in the water. For the pursuing villagers, they'd be treated as a Minion group with Athletics as one of their skills. For my PCs, there would be one main rower while the others can opt to use the Aid Another action if they just want to get away instead of shooting it out. Speaking of shooting it out, that leads me to my last set of questions. These are villagers who are literally coming after the PCs with torches and pitchforks. If they throw a torch into the PCs' wooden craft, what skill would they use to put out the fire? How much burn damage should something like that cause? And, as fledgling Force users, my PCs will be aware that these villagers are doing someone else's bidding, and their livelihood largely depends on these boats. Would sinking or using a flame projector on pursuing boats be worth Conflict? I could see it being justified as making the villagers abandon ship and return to shore, ending the fighting in the process. But I could definitely see it being overkill when the possibility of escaping through raw speed exists. As always, any advice would be very much appreciated.
  18. My players are currently stranded on an unfamiliar planet, shipless and creditless. They've made a few connections, but I think it's high time they got a chance to earn some money to get them back to the stars. I've got ideas for most of the party, but my party face, a Politico, still needs work. My idea is to use her connection with a local traveling circus. They'll see her way with words and offer to pay her if she drums up interest in their upcoming show. I really want this to be a chance for her to show off what her Charm, Deception, and Coercion can do. But a few ideas to liven things up are always welcome. What kind of challenges should she face? What would add boosts and setbacks? Most importantly, what should I add to make it fun?
  19. Oh, that is useful. That's going right into my Bookmarked pages. But I was looking more for a stripped down version of the Vehicle sheet, so I could keep track of the Hull Trauma, System Strain, Shield Strength, and Weapon stats of multiple ships all on one spiffy-looking page. I could throw together a clunky one as a Word document, but I'd rather use a well-designed PDF if I can find one.
  20. Another thing to keep in mind is that the Burn effect can be cut short. Per EotE Core page 155: "A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average Coordination check on hard surfaces such as the hall of a spaceship, or an Easy Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do."
  21. Gotta admit, using the 9littlebees NPC cards has helped a lot in streamlining the enemies I'll throw at my players during a session. I haven't found anything similar to that for ships, though. I like having at least two different types of ships whenever there's going to be space combat, but I don't need more than the barebones stats for them. Anyone know of a sheet that keeps it simple enough to fit a few different ship stats on the same page?
  22. IIRC, Kit Fisto had some custom modifications made to his lightsaber so that it would work properly underwater. I don’t remember if any other lightsabers functioned under water or not (there were a couple of episodes of The Clone Wars where this might have happened), but I do specifically recall Kit Fisto using his underwater. All I know is Kyle Katarn can have an ignited lightsaber underwater in Jedi Knight, but not in Jedi Outcast. Hence the confusion. My first thought was the Model 38 Air Rifle from Enter the Unknown, but it has a longer range than a standard-issue slugthrower and only does one less damage (albeit stun damage). I think the Model 38 would be pretty reliable underwater. Changing its ammo to something more like standard slugthrower rounds instead of its usual tranquilizer darts, I'd probably give it darts with a similar profile to the Selonian Shard Shooter from Suns of Fortune, (Medium Range, Damage 5). If I homebrewed an underwater attachment specific to my bounty hunter's Model 77, I'd increase the crit rating as part of the trade-off, but I wouldn't do it as a general purpose slugthrower rifle attachment, since the standard model already has a crit rating of 5. Reducing its medium range to short also seems a bit much, although that's not too unfair if it can fire reliably. My thoughts for an underwater attachment would reduce standard damage by 1 or 2, and add a Limited Ammo 5 or 10 quality for the clips of specialized dart ammo. Replacement clips should be cheap, but hard to find on places like Tatooine.
  23. If you just need a local Tatooine rival, have you considered Valarian? http://starwars.wikia.com/wiki/Valarian
  24. So, the climactic battle in my upcoming session takes place on a beach. The party's contact has a large seaside courtyard. When they arrive, it will be under waist-high water due to the tide. After some plot happens, they get attacked by a swoop gang. I'll make the party immediately aware that the swoops' autoblasters won't be able to aim at them underwater. Instead, the gang members will take potshots at them with light blasters as they speed by. So let's talk setback. What kind of dice should I add to: the gang members shooting at a submerged (more or less prone) target while piloting a vehicle? the gang members shooting a standing target while piloting? a party member firing a blaster or slugthrower underwater? a party member firing a blaster or slugthrower by holding it above water while remaining submerged, basically doing unaimed covering fire? a party member firing a blaster or slugthrower that has just been underwater a moment ago? the Force Sensitive Exile using her shoto underwater? the Force Sensitive Exile using her shoto that has just been underwater a moment ago? Some additional details: There are several trees and stone pillars spicing up the terrain, which could be used as cover or obstacles for swoops. The Force Sensitive Exile's shoto is malfunctioning. Currently it overheats and becomes unusable if active for more than two rounds per session. Should I allow the seawater to help cool it so it can be active longer? And that brings me to my other set of questions, the ones involving challenge dice. Exactly how bad is it for weapons to be submerged in saltwater? Can these weapons (blasters, slugthrowers, shoto) function underwater? If so, should I upgrade the check and use a Despair to disable that weapon until it's no longer waterlogged? Should there be issues with lingering water once the weapon is out above sea level? Should I upgrade checks here to reflect this? I don't want to overwhelm the players with a bunch of negative dice waiting at every turn, but I would like to liven things up and try to get them to make unorthodox choices. So basically, I would love dice advice. And if you have any suggestions to improve this encounter, fire away! (Just don't forget to add the setback dice first.)
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