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About Danudet

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  • Birthday 12/10/1969
  1. I like the idea, but I would say if they wish to store DS pips, the strain increases to match the number of points stored instead of half, multiplied by 1.5 for LS paragons, and the reverse for DS characters, plus I would make them roll the Discipline checks as outlined in the first suggestion with a max number of rounds equal to the lower of Willpower or Discipline.
  2. In attempting to compare the movie characters to our PC's, the thing you have to keep in mind is not only was Yoda 900 years old, and actively practicing (we can assume) throughout that time, but Obi-Wan and Anakin were also trained from a young age and participated in the clone wars (massive amounts of experience). Using the rules in the books, you can make a pretty impressive character along the lines of any of the movie characters but you need to think about the years of training a Jedi would receive as a youngling (translated into xp), then the xp gained from his/her padawan years, then add the xp for the missions the counsel would send them on after becoming Knights. We could easily be talking 1000+ xp characters.
  3. All lightsaber damages are adding brawn if you take a hilt and add a crystal.
  4. "Good against a remote is one thing, good against the living, that's something else." This form was primarily a training tool and developed to fight sword wielders. I don't think it holds to have more than 1 or 2 reflects at most.
  5. For the couple of players I have who insist in having some sort of set numbers, I made this rule of thumb based roughly on the descriptions in the book for them. Range Distance Engaged within 1 meter Short 2-12 meters Medium 13 - 24 meters Long 25-48 meters Extreme 49+ meters
  6. The way my group and I interpret the terrify talent is the same as if the character had used coercion. Its a physical treat initiated my the force. In our opinion, the 1 conflict fits this talent. One of my players made the statement, "If the player didn't want to ride the rails of the darkside, he wouldn't take that specialization to begin with, much less this talent, which the name even implies darkside." We as a group agree with the ruling and will be testing it over the next week. If having the talent generate 1 conflict really bugs you and/or your player that much, just refund the xp to buy into something else.
  7. In my game, 2 are not Force Sensitive while the other 4 are. The Master Padawan thing I brought up to them at the beginning, but a couple players whined about starting at start while 2 got to start at knight level. Ultimately what happened was the Force sensitives decided on a mentor force spirit of a Jedi Master that saved them from order 66 while they were younglings and has returned to continue their training. (With one of the players having a 40 year old Cerean that wrote up in his background that he attempted to fight off Master Skywalker while he was killing the younglings in the temple, and the Jedi Master, now Force Spirit, saved him and escaped into hiding)
  8. As GM, the other thing we can do to control difficulty is to spend dark destiny. In the above example, I would allow the player to make the roll, but I would spend a destiny point. On a despair result, he hit the guy instead of the weapon, deal damage as normal. I don't award conflict if they are defending themselves. In your example, a good narrative could have been, As you lunge in swinging your saber, the Mandalorian, being a savvy warrior, saw the attack coming, and twisted away from the disarming attempt. The saber succeeded in slicing through part of the weapon (2 advantages = moderate damage (increase diff by 1)), but as he twisted away, he attempted a round-house kick to the side of your head, which you ducked, but that put you off balance, suffer 1 black die on your next action (1 Threat).
  9. With the Imbue Item talent, can the user commit 2 dice and activate the power on a weapon and armor. If that possible, can the user upgrade weapon damage twice or is it more like juryrig, one upgrade per item? It seems unclear to me in the description.
  10. Something that I am planning, Darth Zannah (Darth Bane's Apprentice) falls out of the EU after taking on her own apprentice. The players find a holocron which contains a map leading to her tomb, where they will discover no one is in it and never has been. Darth Zannah is in stasis, and has been for 1000 years. The players will mess up, and awaken her........
  11. In talking to my group before beginning the F&D Beta, I allowed the 2 EotE characters to choose a ship, the 1 Rebel chose a Base, and the F&D characters chose a Mentor Force Spirit. All can use the ship, obviously, The Rebel character is the only one who benefits from his Homestead (Base), and it also gives the group a hideout when they need it, and the Mentor only appears to the Force Users, which creates some interesting roleplaying amongst the group, "OK, so your imaginary friend is telling you guys that we need to go where and do what?"
  12. Your part two isn't exactly correct. So in the scenario given, he decided to help the rebel, but that doesn't end the session. So building off of the Rebel, you could add into the situation, markers that he can accrue more conflict. If your player uses her Force Powers a lot, a good way to do this, is temp her yourself. ie: Makes a Sense roll. gets 2 white and a black. "You know if you spend the black pip, you could activate the ranged, which would increase your range to sense things around you. (gaining 1 conflict if she spends it). Throw things at them that they have to make good and bad decisions about, potentially gaining more conflict. I usually throw things like that at them, essentially becoming that inner voice of the dark side of the force.
  13. I have always held that the players can defend themselves without accruing conflict. This gives us the opportunity to get our players out of the D&D mindset, see an Orc, kill an Orc. They have to think about their actions before they jump in with both feet. In your first example, this is clearly self defense, she's being shot at. If the assailant leaves or breaks off combat and the player pursues with the intent on killing the NPC, that's by the definition murder (10 conflict) as they are no longer threatening the player. If they pose a threat to those around them ie civilians, crowds ect, you could award conflict if they don't pursue, but in that case YOU have to make it clear that by letting them go, "many more could suffer." Surrounded by guards and they fight their way out, giving up and escaping later is always an option, or my son's method was to Force Jump into the rafters and escape. If he had fought his way out, I would have awarded conflict (resorting to violence, at minimum) because there's other methods to escape. The awarding of conflict is also circumstantial, and a judgment call on our part as GM's. Surrounded by who? Imperials, known to torture or murder prisoners, no conflict, as its self-preservation. Local law enforcement, because you broke into a building to steal records? At minimum unprovoked violence, unless circumstances dictate otherwise. #4: The option to leave it go and ignore the set up is and should always be left up to the player. By ignoring the set up, they have ignored the trigger so therefore gain nothing outside of the norms (no doubling of morality points) as the rules state in the book. The fun of designing some of these encounters is the players (and sometimes the GM) never know where something is going to lead, or which is the involved choice. This also gives US as GM's additional material. The player in question chose to help the agent escape from the ISB. In a later combat with troopers and the ISB Agent, 3 of my players used force powers (and one his lightsaber w/training emitter). At the end of the encounter, after the ISB Agent fled, the group ransacked the Agent's office and the player that triggered spent a Destiny point to find crystals in the office's safe. I said yes with the condition that they take a 40 point Obligation "Hunted by Inquisitor", to which they all agreed. So now I have more material to plan with, ratchet up the drama and suspense in future sessions. In the last session, they found out that the Rebel Agent is also wanted by the Rebellion, and that is where I ended the session. I also find that if a Obligation/Duty or now Morality trigger turns out to be more interesting than the current adventure, I put the current adventure aside, then bring the group back to it later.
  14. Question #1: I have no experience with this, as I have only ever ran table-top. Question #2: These are harder to deal with, but I let my group know that if they activated any of the conflict reasons, they would get conflict. Theft: In the case described 1 point (2-3 normal, but for a good reason), Lying: 1 point. 1 point because pulling the weapon and going to town isn't JUST solving a problem with violence, but what if it was an innocent NPC security guard. Then you could make the argument that it was unprovoked Violence which is 4-5 points. If the lying got her out of it, then its 1 point instead of 4-5 or more. (ie: Players attacks innocent security guard (4 pnts), rolls some threats or despairs, damaging or destroying items in the warehouse (this adds 3-4 more: unnecessary destruction) before she knows it, conflict is sitting at 10+ instead of 2 or 3, which an average roll is 5.5, meaning she'll gain 2 or 3 Morality after she meditates on what she has done in regards to the "Living Force". Question #3: There's still an argument that being "dim-witted" is still ignoring the plight of others, gaining conflict. In that regard though, it would be a pretty boring session if you just sat in your chair doing nothing so you wouldn't have to interact with the rest of the galaxy. As a GM, we can place them into situations that they cant ignore. If they do, they gain conflict. (ie: The party is walking down the street when they see a group of street toughs beating a droid. Bashing it into the walls, attempting to pull it's appendages off. If they continue to walk by, that would be a 6 point offense, (3 for ignoring it) I found in the adventure in the book, inaction seems to award 1/2 the conflict for the offense. Question #4: Triggering Morality, seems to me anyways, to be much more involved. When my players triggered, I made note of which way the player was leaning (Light or Dark), then built the triggered event to be easier to accomplish by using the opposing Morality trait. The last one I used was: My player is leaning very Light (towards his strength of Compassion) and so I started the trigger with a man running towards them in an imperial uniform (His weakness is hatred of Imperials). The man asks for their help because he's stolen a list of names from the local ISB agent, and he's been found out. Unknown to the players at the time was the man is a deep cover Rebel agent, but is wanted by the rebellion for selling information to a crime lord that ultimately resulted in the decimation of a Rebel Battalion. The easy way out was give in to his hatred and off the Imperial/Rebel, but the converse was MUCH more involved, almost leading to a whole session by itself. Hope this helped
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