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Wonderduck

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  1. Like
    Wonderduck reacted to Decorus in Using the move force power to throw one target into another   
    Don't point out the whole conflict that would be created by using move to kill people it completely ruins the point of how "unbalanced" the power is.
  2. Like
    Wonderduck got a reaction from What in Using the move force power to throw one target into another   
    This is very important to keep in mind. Sure your Force using players can slaughter groups of stormtroopers, but should they?
  3. Like
    Wonderduck got a reaction from awayputurwpn in Using the move force power to throw one target into another   
    This is very important to keep in mind. Sure your Force using players can slaughter groups of stormtroopers, but should they?
  4. Like
    Wonderduck got a reaction from kaosoe in Using the move force power to throw one target into another   
    This is very important to keep in mind. Sure your Force using players can slaughter groups of stormtroopers, but should they?
  5. Like
    Wonderduck reacted to awayputurwpn in Using the move force power to throw one target into another   
    A biological, material, sentient being is most definitely an object. A body might be called "a thing," a person might be called "an entity."  Both are synonyms of object, and object is the easiest catch-all term to use.
     
    This edition is very lax on terminology compared to some games, so I wouldn't get too caught up in minutia of term definitions. Approach the game like you've never read the rules for another RPG, and you will have so much more fun. 
     
    1) On a game-mechanical level, the devs have discussed using Move to throw people around. One example comes to mind of the Order 66 Podcast and their "Alarming Questions Part 2" episode, starting discussion of the Move power at about 48 minutes and then coming to the most relevant part of the discussion at time marker 53:40. It is also called out in the FaD Beta as a possibility, at the very end of the sidebar on page 195. 
     
    1a) Bind is a specific power used to halt and choke individuals, with a special perk that can allow you to also move them. It differs from Move in that Move is treated as a combat check, whereas Bind is not. So even though Move can be more powerful, Bind can be more useful for its stopping power, its intimidation factor, its ability to be used alongside of Supreme Reflect/Parry, its ability to ignore Soak, its ability to be sustained by committing Force Rating, its ability to cause a Critical Injury, and the fact that you can Stagger an opponent (so basically just leave him alone for a round while you do other stuff). It's a telekinetic power, so there is some crossover with the Move power where you can make them do basically the same thing (just like there might be with certain skill and talent applications), but it's altogether a very different power from Move. 
     
    2) On a lore-based level, we have many canon examples of the Force used to lift and/or throw individuals around. Whafrog, who ninja'd me, gives examples of Move being used on "willing" targets in TCW (I'd say, however, that this is an unnecessarily restrictive house rule not based on anything in the actual canon). Ahsoka Tano also Force-pushes Asajj Ventress a significant distance in TCW season 1 episode 9, about 15 minutes in.
     
    Darth Maul Force-pushed Obi-Wan into the bottomless reactor shaft on Naboo. Vader and Obi-Wan negated each other's Force push on Mustafar and both being hurled back (note they were outstretching their hands in a signature "push" style, not doing the grippy-pinchy thing that Vader does elsewhere to "Bind" [or choke] his targets). 
     
    As others have mentioned, the prequels have droids getting pushed around left and right with the Force in exactly the same way we see organic beings being pushed in the prequels and The Clone Wars. 
     
    HOWEVER, as Yoda says, a Jedi uses the Force for knowledge and defense—never attack. Using the Force to hurl one stormtrooper into another is, IMO, dipping into dark side, because you're using the Force directly to assault living beings with the intent to cause them serious harm. So if you were a Force user with Morality, you'd most definitely earn 1 or more Conflict for using Move to slam organic sentient beings into each other or other things, especially with the intent of harming them. 
     
    I hope the above examples and reasoning were helpful for those with the time to wade through them
     
    -----
     
    TL;DR the developers explicitly say outright that it's permissible to use Move on people, both on podcast and in published material. Going on design intent alone, it's good to go. 
  6. Like
    Wonderduck got a reaction from Tefmon in Desperate Allies   
    Putting aside the race debate for a moment, is anyone else excited about the gear that we may get in this? I envision some very consealable and low key weapons and protection, borderline spy gear and some very cool ships. Can't wait!
  7. Like
    Wonderduck got a reaction from dougansf in Desperate Allies   
    Putting aside the race debate for a moment, is anyone else excited about the gear that we may get in this? I envision some very consealable and low key weapons and protection, borderline spy gear and some very cool ships. Can't wait!
  8. Like
    Wonderduck got a reaction from Wetaas in Desperate Allies   
    Putting aside the race debate for a moment, is anyone else excited about the gear that we may get in this? I envision some very consealable and low key weapons and protection, borderline spy gear and some very cool ships. Can't wait!
  9. Like
    Wonderduck got a reaction from RLogue177 in Desperate Allies   
    Putting aside the race debate for a moment, is anyone else excited about the gear that we may get in this? I envision some very consealable and low key weapons and protection, borderline spy gear and some very cool ships. Can't wait!
  10. Like
    Wonderduck got a reaction from kaosoe in Desperate Allies   
    Putting aside the race debate for a moment, is anyone else excited about the gear that we may get in this? I envision some very consealable and low key weapons and protection, borderline spy gear and some very cool ships. Can't wait!
  11. Like
    Wonderduck reacted to Col. Orange in Species Statting: Miraluka   
    They're all Force Sensitive but unless they train it's real weak, right?  I wouldn't give them a Force Rating, I'd just give them Infravision like the Chiss and relabel it Force Sight.
  12. Like
    Wonderduck reacted to Braendig in What to do besides just combat...   
    Also consider throwing the lore or knowledge players a bone and have them find a ruin that was recently uncovered by a sandstorm.  It would give them a rare opportunity to use those skills in the context of a side-quest for the party.  After all, who doesn't like a good Indiana Jones-style dungeon crawl?
  13. Like
    Wonderduck got a reaction from kaosoe in What to do besides just combat...   
    There is always gambling, maybe they get cheated or are accused of cheating? Maybe they get involved with a swoop or bantha race? Maybe an underground well has dried up and they need to go into the caves below to find out why, only to discover... !
  14. Like
    Wonderduck reacted to SavageBob in The Great Movie Alien Compendium   
    Askajian
     

     
    Two species today, both from Return of the Jedi. That film introduced the Askajian dancer Yarna d'al' Gargan, a large, six-breasted dancer at Jabba's court. The EU filled out the details on Gargan's species, the Askajians, making them a peaceful desert people whose bulk is a form of water storage.
     
    Brawn 1 • Agility 2 • Intellect 1 • Cunning 3 • Willpower 3 • Presence 2
     
    • Wound Threshold: 12 + Brawn
     
    • Strain Threshold: 10 + Willpower
     
    • Starting Experience: 95
     
    • Special Abilities: Askajians begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation. When making skill checks, Askajians may remove 1 Setback Die imposed due to arid or hot environmental conditions.
     
    • Primitive: Askajians upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on the Askajians' home planet, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM's discretion. Askajians can spend 10 XP at character creation to remove this penalty permanently.
     
    • Water Storage: Askajians can store water under their skin, allowing them to go up to three standard weeks without needing to drink. For each week's supply of water an Askajian is storing, the character receives an additional Soak of 1 (to a maximum of 3 bonus Soak), but suffers 1 Setback Die on social influence checks (to a maximum of 3 additional Setback Dice). An Askajian may imbibe a week's worth of water in a standard day; however, shedding a week's worth of water must be done naturally over a standard week.
     
    Designer Notes
     
    Brawn
     
    The species is no stranger to war, with tribes battling each other for access to scarce oases (EGAS 8; AE 27; NEGAS). Similarly, life in the harsh desert likely gives the Askajians some natural hardiness. Still, WEG stats make them fairly weak (SWTSBSE 81; AE 27), and their culture is largely peaceful (NEGAS). We drop Brawn a point.
     
    Agility
     
    WEG stats lower their dexterity (AE 27), and that heft may give the species a deficit here (NEGAS). Yet, at least some Askajians excel at dancing (SWE 15; CSWE I 45; SWTSBSE 81; NEGAS), and the species is renowned for its weavers, a skill that requires great coordination (SWTSBSE 81; AE 27). We leave Agility alone.
     
    Intellect
     
    Askajians are recent additions to the galactic community, so they lag behind technologically (EGAS 8; NEGAS)—their native tech is still in the stone age (AE 27). Indeed, WEG slightly lowers their know-how—but it simultaneously raises their technical aptitude (perhaps to represent their weaving) (SWTSBSE 81; AE 27). We lower Intellect a point to represent the species' simple nature.
     
    Cunning
     
    The species' lack of experience on the galactic stage (EGAS 8) may translate to a reduction in Cunning. Nevertheless, hunting and gathering are essential to the Askajians' survival on their homeworld, and WEG stats raise their perception (SWTSBSE 81; AE 27). At least one Askajian crimelord was active in the galaxy (MF). We decide to raise Cunning a point to emphasize the species' ability to navigate harsh environments. 
     
    Willpower
     
    A tribal culture led by chieftains, a harsh life in the desert, a religion of shamanism, and a veneration for holy dancers and lorekeepers (EGAS 8; AE 27; NEGAS) all point to a boost to Willpower. In addition, some Askajians are quite brave and fearless; indeed, there is evidence that some let their bravery cloud their judgment (EGAS 8). A boost seems warranted here.
     
    Presence
     
    When storing water, Askajians are often considered unattractive (EGAS 8; SWTSBSE 82). However, Yarna d'al' Gargan proves that some of them had Presence, as she was both a dancer for Jabba and the leader of his cleaning crew, before later becoming a merchant (SWE 112–13; CSWE I 323; SWTSBSE 81). We decide to leave Presence at average levels.
     
    Wound Threshold
     
    While they slim down when in a wet climate, Askajians tend to be bulkier than Humans (AE 27). Wound Threshold might be a way to compensate the species for a lowered Brawn characteristic, as well. We give them a decent score here.
     
    Strain Threshold
     
    There's nothing to justify either a bonus or a penalty here.
     
    Skills and Talents
     
    The Askajians are famed for their proprietary weaving techniques (SWE 15; CSWE I 45; AE 27; NEGAS), but, alas, there's no Weaving skill. However, we can represent the fact that the Askajians live by hunting and gathering (NEGAS) with a free rank in either the Survival skill or the Forager talent. We opt for the skill, as it is likely part of the upbringing of every Askajian cub.
     
    Other Abilities
     
    Askajians can store up water in their bodies (bulking up in the process) and go for several weeks without needing to drink (SWE 15; CSWE I 45; AE 27; EGAS 8; SWTSBSE 81; NEGAS). WEG stats quantify their water needs at one tenth of a liter per day (SWTSBSE 81; AE 27). Nevertheless, when storing water, most non-Askajians find the species unattractive (EGAS 8; SWTSBSE 82). To represent the water bulk, we provide a version of the Lutrillian species' blubber (JOY 14). It's tempting to count water stored this way against encumbrance, but we decide that the Askajians' biology likely prepares them to move about without problems in the engorged state. For the appearance reduction, we give a penalty to social checks while carrying excess water.
     
    The Askajians' adaptation to arid environments (NEGAS) indicates an ability like that of the Twi'leks and Arcona.
     
    Averaging 1.6 meters tall (EGAS 8; NEGAS), Askajians are Silhouette 1.
     
    EDIT: Added the Primitive disadvantage, per Stay on Target. Adjusted starting XP.
  15. Like
    Wonderduck reacted to fatedtodie in Playing online...   
    I use Roll 20 with my group now but I will give you a few notes about this.
     
    If you use a laptop the available screen area with roll 20 + dice app + google hangouts is pretty small. If you don't use Google hangouts or the dice app you will need the Mentor status (the $10 a month thing they refer to) to have usefulness. There are many advantages to the Mentor status though that make it useful (in my opinion). With the roll20 mentor status you can use scripts and a neat character sheet (that gets updated when useful things change). Even with Mentor status there can be hiccups (the script sandbox thing "died" in the middle of a session and I had to exit out (as the GM) and save the scripts to restart it to regain the ability to roll dice.) Make sure you test connection speeds/video/audio before a session to make sure your players know how to use roll20 and their devices or you will waste a good portion of the session just getting that sorted out. There are probably other things to note but those stand out for me.
  16. Like
    Wonderduck reacted to Amanal in Playing online...   
    I went simple.
     
    I use TeamViewer in meeting mode, Reflector to allow my iPad dice app to show up on my screen and PowerPoint for maps, initiative and Destiny Points. My friends and I went for Ventrillo waaaay back when and use it, though any VOIP system would be quite OK.
  17. Like
    Wonderduck reacted to Ghostofman in Playing online...   
    Skype gives the most consistent voice communications.
    Roll20 is easy to use and works pretty well, but you gotta pay about $10/month for the full monty. You can pair it up with google hangouts to get most of the functions you need for star wears for free.
    Maptools is free, but not quite as user friendly, and it doesn't always play well with firewalls.
  18. Like
    Wonderduck reacted to Krieger22 in Cybernetics in SW   
    The issue hasn't come up in my group, since everyone still has all their natural appendages. But I remember the WEG system had some details on cybernetics and how it was a social stigma (easily explained by the Clone Wars, when robot armies led by a psychotic cyborg set fire to the galaxy) and how it made a character less humane and empathetic (additional Dark side points when committing acts of evil).
     
    Now, FFG has introduced no such rules (so far), so this is pretty much up to the individual GM. My personal take on it is that cybernetics that give stat boosts are "visible", as in obvious robotic limbs grafted onto an organic body. Replacements, like Luke's hand in Empire and Jedi, merely replace a lost limb with no additional benefits and are effectively undetectable to the naked eye. In the former case I've told my players that "cybering up" with various enhancements will result in setback dice when dealing with most people who are freaked out by overt cybernetics. If they want to chop off their own arms and legs for bonuses, Shadowrun is a good game for them.
  19. Like
    Wonderduck reacted to cvtheoman in Please help with ideas for interesting Bounty Hunters   
    I have a fun one: a Ithorian hunter, skilled in sniping and with a sword.  Very patient, and always seems to be one step ahead of the PCs.
     
     
    Stats are roughly based on the Master Hunter in the CRB.
    Characteristics: 3s across the board, with 4s in Brawn & Willpower.
    Skills: 2s in most relevant skills, with 3 in Melee, Ranged(Heavy) and Perception.
     
    Talents: Adversary 2, Targeted Blow, Lethal Blows 2, Jury Rig (rifle crit rating), Deadly Accuracy (Melee)
     
    Weapons:
    - Balanced Monomolecular Vibrosword, a family heirloom (Total 9 damage with talents, 1 adv to crit, Accurate 2, Pierce 3, Vicious 1, Defensive 1)
    -Marksman's Blaster Rifle w/ Sight and Forearm Grip (9d, 2c (jury rigged), Extreme range, -[D] at Engaged, Long & Extreme, Accurate 3)
     
    Camps out where he knows the PCs will be, then ambush starting at extreme range, maybe both at distance and above them out a building window.  PCs will have to close distance before they can even start fighting back.
     
    If a melee fighter comes in range, use the Ithorian Bellows ability to stagger them (concussive = no actions for PC), and draw sword.
     
    This guy is good enough to fight alone against my 5 PCs and sometimes set them running.  If I don't put any minions with him, I use the advice in the GM Kit and give him 2 initiative slots, to even things out.
     
    Let me know what you think.
  20. Like
    Wonderduck reacted to HappyDaze in Please help with ideas for interesting Bounty Hunters   
    Ok, here are a few more ideas:
     
    1) Rodian newlyweds taking on this hunt together as a honeymoon.
     
    2) A band of ex-Separatists that freelance as mercenaries and bounty hunters to make ends meet (think "A-Team").
     
    3) A slicer working with a stable of probe droids as a locator that sells off info on the targets to bidding.
     
    4) A band of Aqualish (Quara) cousins that are terribly stupid, but also just plain terrifying. Mix in a few talents from Enforcer.
  21. Like
    Wonderduck reacted to Skie in Please help with ideas for interesting Bounty Hunters   
    All excellent ideas, thank you guys! I'll mix and simmer and let you know how the session went. And I think we can keep this thread alive (no desintegrations!)
  22. Like
    Wonderduck got a reaction from kaosoe in Please help with ideas for interesting Bounty Hunters   
    I have an NPC bounty hunter that I carried over from my WEG days.  A human cyborg who goes by the name Blasto.

    Most of his body was destroyed by a thermal detonator so he is mostly a head and a rib cage. He has cyborg arms but rather than a humanoid body, his body is ball shaped with a repulsor lift unit instead of legs. Imagine an interrogation droid, only much bigger, with arms and a head and a huge gun.

    Characteristics: 5 Brawn, 3 Agility and Willpower, 2 for the rest.

    Skills: 2 in gunnery, mechanics and both pilot skills. 1 in other combat skills and a smattering of other useful things.

    Talents: Tough, Intimidation and Jury Rig (Personal Shields +1 defense).

    Weapons: He only carries a heavy repeating blaster attached to his chassis like the smart guns from aliens.

    Armor: His armour is the equivalent to powerarmour with a personal shield mixed in and jury rigged for 3 defense and 3 soak

    Additional cybernetics include immunity implants and cyber eyes.
     
    Tactics-wise he pretty much just fills the area with blaster fire until his prey gives up while shrugging off most of what hits him.
     
    Side note, he also flies a modified Y Wing called the EWeb Nova.
     
    Hope he helps.
     
  23. Like
    Wonderduck got a reaction from Skie in Please help with ideas for interesting Bounty Hunters   
    I have an NPC bounty hunter that I carried over from my WEG days.  A human cyborg who goes by the name Blasto.

    Most of his body was destroyed by a thermal detonator so he is mostly a head and a rib cage. He has cyborg arms but rather than a humanoid body, his body is ball shaped with a repulsor lift unit instead of legs. Imagine an interrogation droid, only much bigger, with arms and a head and a huge gun.

    Characteristics: 5 Brawn, 3 Agility and Willpower, 2 for the rest.

    Skills: 2 in gunnery, mechanics and both pilot skills. 1 in other combat skills and a smattering of other useful things.

    Talents: Tough, Intimidation and Jury Rig (Personal Shields +1 defense).

    Weapons: He only carries a heavy repeating blaster attached to his chassis like the smart guns from aliens.

    Armor: His armour is the equivalent to powerarmour with a personal shield mixed in and jury rigged for 3 defense and 3 soak

    Additional cybernetics include immunity implants and cyber eyes.
     
    Tactics-wise he pretty much just fills the area with blaster fire until his prey gives up while shrugging off most of what hits him.
     
    Side note, he also flies a modified Y Wing called the EWeb Nova.
     
    Hope he helps.
     
  24. Like
    Wonderduck reacted to Desslok in Awesome Uses of Triumph/Despair in your games   
    Last night my politico, running for local City Council on the planet the crew is currently calling home, was in the final debate before the elections against her opponent. She rolled a despair . . .  and suddenly was Nixon to his Kennedy, thanks to some bad food just an hour before. Half way through she had to flee the stage with the Hershey Squirts and utterly destroyed the auditorium bathroom - with her mic still live and broadcasting every moment.
     
    Not her most stellar moment. . . .
  25. Like
    Wonderduck reacted to Edgookin in Awesome Uses of Triumph/Despair in your games   
    My group was running the airspeeder race from Jewel of Yavin, and in the final leg while neck and neck for the lead, the PC pilot rolled a triumph, several successes and a despair.  I had the two rubbing up against each other, having the frames lock together, one engine shut off, sending the pair into a flat spin crossing the finish line, PC's first.  Then they hit the wall.  Kindof hard on the craft, but everyone walked away with the PC's in  first place.
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