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  1. Character start was Helo (Me), Tigh, Tyrol, Anders, Tom Zarek & Starbuck. Highlights were: -President Zarek revealed as a Cylon and airlocked by Tyrol -President Helo! He was next in the political succession. He made a surprisingly good President according to our very experienced player because of his OPT ability -Anders reveals as a Sympathetic Cylon and passes off a "You Are A Cylon" card to Admiral Tigh -Admiral Tigh reveals to do damage to the Galactica and nuke a civvie ship before running off to the Resurrection Ship, leading to... -Admiral/President Helo! Apparently, he was next in the succession for that too... -CAG Starbuck sacrifices herself to take out a truly massive number of Raiders, leading to... -President/Admiral/CAG Helo! That's right, I had all three titles, which was nerve-wracking because I still only get one action per turn. So, I went to Colonial One and made... -President Tyrol -The player who previously had Starbuck comes back as Cally, so I make... -CAG Cally Great game overall. I was worried that it felt too easy when we started because we had two (three) pilots and were sweeping up Raiders and were doing well on resources. Then cut to Jump 6 when we're so low on Fuel and Morale that we decide that our only chance of escaping the two Basestars, 7-8 Raiders and Centurion boarding parties was to jump early at a -3. I mean, what's a few units of Population compared to the survival of the Human race? Then we have to do it again, ending with 0 Fuel, 3 Population, 6 Food and 1 Morale after the Final Jump. Humans Win!
  2. I'd love to play as well. I currently run a tabletop game, but want to actually play a character very badly.
  3. I also wanted Firefly, but most of my players keep going with murder-hoboes as well. On a more amusing note, most of them continually pump up their combat abilities, but ignore any social abilities or social defenses, so they're pretty much pawns of anyone with a few ranks in Charm/Deception and supporting Talents. I was amused when one of them brought "Jewel of Yavin" and said that I should run it. I told them that I've read it and pretty much discarded the idea of running it (at least as written) for their group. I pointed out that it's a heist adventure (a la Ocean's 11) and this party had all of the subtlety of an Expendables movie.
  4. I sprang this on my party recently and I thought it went fairly well. They jumped into the system and detected the fleet and prepared to jump out, only to be intercepted by a squadron of TIE Interceptors and ordered to come aboard the Executor. The PCs started to sweat a bit when they put them through a real customs inspection instead of the half-assed ones they'd come to expect from the Minos Cluster. The Bounty Hunter PC was taken at gunpoint off of the ship with no explanation and taken to a waiting room where there were a bunch of other bounty hunters. In a near repeat of the bounty hunter scene from Empire, Lord Vader shows up and tells the bounty hunters that a high-ranking Alliance terrorist named Leia Organa is suspected to be operating in the sector and that she has a 250,000 credit reward for her capture. He also casually mentions that she may be in the company of another Alliance terrorist named Skywalker and that he has a 500,000 credit bounty on his head. He reiterates that they are to be taken alive, with "no disintegrations". There was a bit of a tense moment for the Bounty Hunter PC, who has expressed a desire to dabble in the Force Sensitive Emergent spec tree as Vader walked down the line of bounty hunters as he spoke and stopped directly in front of him for a moment and stopped talking. I told the PC that he got the definite impression that Vader seemed to be looking at him and the character felt odd for a moment. Then Vader just walked by as if nothing had happened.
  5. My suggestion would be to put them in situations where their awesome combat skills don't help. My group has 2 or 3 characters that are combat monsters, capable of dealing out staggering amounts of damage at range and in melee. It's hilarious to put them in social situations where all of that firepower can't help them and watch them struggle because of the way they built their characters. They've learned that there are definite penalties to ignoring the "social" side of things in my games and you either get to end up being someone's patsy or looking like a stuttering fool to the major movers and shakers they run into.
  6. My group, with the exception of the ship's pilot who still owes money on it to a loan shark, regards their ship as a piece of gear.
  7. At some point in the very near future, my players are going to jump into the normally sleepy Outer Rim sector capital and find the Executor, Devastator, Tyrant, Avenger, Conquest and Stalker clogging up the local space. It seems that reports of a high-ranking Alliance operative in the area has brought Death Squadron out in force.
  8. 15 XP for an average session. 20 XP for a session where my players do a good job of roleplaying or think like criminals. I had a tough time at start as my group, despite being smugglers and criminals, seemed reluctant to actually think up ways to enrich themselves. I think it was a holdover from the D&D mindset where they were expecting me to tell them what their next adventure was rather than taking any of the plot leads and threads I'd put in front of them and coming up with their own capers.
  9. My player's group consists of a Human Bounty Hunter/Gadgeteer, a Human Hired Gun/Mercenary Soldier, a Twi'lek Smuggler/Thief/Scoundrel and a Human Smuggler/Pilot/Mechanic. We have a Klatooinian Bounty Hunter/Assassin who plays with us from time to time. The party also recently picked up two tween twin Twi'lek slave girl NPCs that they were unsure what to do with. Most of the PCs are very much opposed to slavery, which is why they ended up with the girls in the first place, but they haven't been able to find a suitable place to drop them off. The general consensus at this point is that they are going to train them as techs/mechanics to teach them a useful trade. I've been letting the kids add a bonus die to Mechanics rolls as they can do scut labor like hand someone tools or hold a light, etc. Lax child labor laws for the win! I've been running a ported over Galaxy Guide 6/Minos Cluster campaign. I've modded it to take into account that the PCs are not terribly interested in being Rebels, but have no problem making a profit off of them. Their ship is a mostly stock YT-2400 freighter. It's light on modifications because I've been trying to keep them on lean offerings so they can get a sense of how economically depressed the Minos Cluster is. To encourage them to come up with their own jobs, I make sure they get paid poorly when they're doing jobs for others and hand out bigger XP and credit rewards when they act like criminals and rough folks.
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