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BeasturR

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  1. Although that said, this is FFG and we already probably know the answer... Jump 1 is probably equal to the range 1 move marker in height, how else would we check it???
  2. Janco Toys (Barnsley / South Yorkshire / UK) 19th November https://www.facebook.com/events/1390297267655004/
  3. Didn't they say something abot the dice being super resilient? I'm sure I read that.
  4. Don't like? Don't buy. Consumerism at it's finest.
  5. This has been done at the start of the next session and went effortlessly. I now don't need to pay them for jobs as these smugglers give them a somewhat solid income and they make the rest off their own in game deals / looting. Really happy with it so far, will see how it matures.
  6. Very simple to play, but now starting to pick up on the nuances (such as command struggles at every planet, but only battles at First planet / warlords - it's VERY interesting and a lot more depth than I first thought.
  7. Check out the various commander trees in Age of Rebellion. They are just what you are looking for!
  8. First test went really well. The players spent teh whole session sorting out problems they inherited with the routes / customers etc. and then made the rolls and made a nice wodge of Credits. Will see how it goes over a few sessions.
  9. My roleplay group has been slowly making their way up the ranks as a loyal Hutt henchmen group (their choice, they're been given loads of options but they truly love that Slug!) I've given them a 'favoured by the hutts' adventage so far that gives them benefits to finding gear and dealing with people on Hutt controlled planets, but htey've gone way past that so wanted to give them something more now. So their Hutt patron has handed over 3 of her smuggling operations. I wanted to come up with a nice system that was fun to run in the background and could occasionally generate encounters / stories for the players. The trial run will be tomorrow, but in the meantime here's the system and the 3 Catpains / Gangs they are starting with. Feel free to use yourselves. Any questions, just ask. Any feedback welcome! https://onedrive.live.com/redir?resid=9BDC9ADF363D02C0!2109&authkey=!ACUVAOGs-4887y0&ithint=file%2cxlsx https://onedrive.live.com/redir?resid=9BDC9ADF363D02C0!2112&authkey=!ALTP7-hRnB4C1cY&ithint=file%2cxlsx
  10. The price is useful for starting, but no way would I ever allow a player to simply roll to find one and then buy a crystal. There would always be an adventure for it (or a few scenes at least). Thing to remember though, is players like their shinies. And if you restrict them too much, they will resent you for it - they already worked hard for the credits. I prefer to enjoy the stories rather than doing all the shopping in uptime, hence we tend to do downtime shopping after a session's rewards (cash and XP) to quickly tidy up things for mundaneish items. The negotiation / streetwise rolls sometimes even generate the plot hooks for next week's story ;-)
  11. This is VERY simple. Play them at their own game. As they break for the shuttle for the Nth time, shoot them with a vehicle class weapon. Make sure it hits. If they don't learn, do it again but throw a +50 on the crit roll. Eventually they will get the message.
  12. When I get time I will re-type the whole thing so it's cleaner. But for now, it works :-)
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