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JRRP

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  1. I ran a game where my players ran an illicit speeder shop, borrowed money from a Hutt to set up a pod race, illegally smuggled weapons through said shop, participated in all manner of street race, and were generally money hungry reprobates. We tracked their cash. First point - make as much of it about rolls as possible. Set a baseline for things and let their roll determine the actual price or pay out. I had a success or failure add or subtract 10% from the base, with an advantage or disadvantage run at 5% (only if there wasn't some other thematically more appropriate reward). Make sure to do this with any money-making opportunity and you'll be surprised how far this gets you. A few examples: - They're hired to run a shipment to a client at maximum speed. Payout is 1000 credits (at a x2 hyperdrive) +/- success on an Astrogation check. If they upgrade their hyperdrive, the payout goes up - 1500 at x1.5, 2000 at x1, etc. It rewards ship improvement as well as the PC who invested in navigation. - They're hired as security for a gangster who is in town for two days to do a deal. Each PC rolls Vigilance and makes 50 credits per success. Advantage and disadvantage set the stage for what happens when rivals show up (and may inform how they are armed). - A PC decides to gamble, rolling Cool. If they make 10 credits per success, it's an average difficulty. Double it for every increase in difficulty, reminding the player that they lose just as much per failure. Make sure to use Destiny Points if they abuse this, or drop in an NPC rival and force some opposed Cool checks if they're using dice to punch above their weight. - Street race garners 500 credits, modified by an opposed Pilot check. Alternately run it as a 3-5 opposed check and total net successes of the competition. - An illicit droid surgeon will operate on the PCs for 500 credits. If the PCs attempt to bring the price down, its an opposed Negotiation vs. Medicine check as the PCs try to bargain as the droid explains in intimate and shocking detail all the gristly tasks it needs to perform so their friend doesn't die. You get the idea. The point of running it this way is to have a few planned encounters (or plans for encounters) they can make about the cash. All you have to do is note at the beginning what the stakes are, and take note during the scene what the results are. If they come up with something you haven't thought of, go with a gut check. Is the area poor? A success on a Sculduggery check is likely to result in 10 credits per success. Is it poorer than that? They come up with trinkets and junk. Keep track of how many credits they have and give them a chance to earn about a third more per story. If they just spent a bunch, go with whatever the average of the last few sessions was - or hit them where it hurts and pile on some unforeseen debt. After that, make a note when you're planning your next session. Mine usually went: "They have 16500 credits in their shared pot (the business). They owe the Hutt 20,000 by the end of the next session, their speeder is still busted up and in need of repair, and there is still a 2000 credit bounty on the "Charmer". They may hear some rumors about job A, B, or C if they make Streetwise checks or talk to NPC 1, who happens to be the point of contact for job B." Note cash the same way you would wounds or strain, dial up or down what they need to spend depending on their resources, and throw creative nonsense their way. You know it'll be coming yours. I loved this campaign, hope you enjoy yours.
  2. Deception. She is trying to convince them to follow orders that are not part of their standard operating procedure, and to not question it. She needs to play it *just* right, because if they question her or go through any sort of independent verification, she's cooked right there.
  3. Explorer: Driver does most of what you want, and dovetails nicely into the things you would like to develop with the character later on. We have a PC playing one in our current game who is the best pilot and the best mechanic of the group.
  4. Weequay are another great option, as are Klatooinians. If you're thinking Enforcer, Zabrak is another excellent choice for species.
  5. Disciples of Harmony has a bit about what a Sith mentor would mean to a PC: the cost to learn Heal/Harm, Misdirect, and Protect/Unleash are -15xp for the base power, however the PC also doubles the amount that morality drops in any instance it would go down. That should for sure happen with a Sith Holocron. I would also have it reduce the Strain Threshold for PCs who are in its presence for more than a few moments out of a day, something like -2 ST. Knowledge: Lore would be a career skill for anyone who possessed it, and if a non-dark side force user had control of it, I would have the holocron provide a free dark side force pip on every force power check until the PC turned to the dark side. Similar to the vergence on Dagobah, you might have it require the wielder to add Force Die equal to the Force Rating to any discipline checks, with dark side pips removing successes (and light side doing nothing). Anything else would boil down to the personality of the Sith who made the holocron, what that individual's story was. If they were a warrior, perhaps grant them lightsaber as a career skill, or allow them to buy a rank of Parry for 10xp. Other Sith might grant them Deception, Coercion, or the like. Perhaps the maker was one to embrace pain, and will only grant benefits to the PC if they are currently suffering from a critical injury.
  6. Arbiter/Padawan Survivor/Sentry
  7. This situation seems rife with double-cross possibilities. Do the Hutts like what the Jedi have been doing? If not, this could be a cunning ploy to get a bunch of potential thorns together for one massive betrayal. Nothing makes a group work together like having a common enemy. It also gives them a hook to investigate why they were all put on the chopping block together, who paid for it, etc.
  8. No matter what, if you are starting as a human, you get to add a bit of flexibility from go. If you pick a spec that doesn't have Discipline or Streetwise, you can add a rank of each for free. One rank with a 3 in the relevant ability gives the starting PC a good base to grow from, and should allow them to accomplish in game what you are looking for. The same holds true for any combat skill that's missing. And I love the idea that the PC will regain combat prowess through the campaign, as he's been out of it for long enough that he's rusty.
  9. Diplomat: Quartermaster would cover the background fairly well. It doesn't have a lot of combat abilities, but adding the Recruit universal spec would round him out well. There's a lot of social skills, and a focus on being the person who helps keep everyone else supplied. For a person who was drummed out of the Imperial Army for misappropriation, that would be a good fit. Probably even better than adding Recruit would be the new Imperial Academy Cadet from Dawn of Rebellion. It's got the Vehicle Combat Training and Tactical Combat Training you would pick up with recruit, but the rest of the spec is more tailored to someone who was trained by the Imperial military. It's just about perfect for what you are talking about, and dovetails nicely with Quartermaster.
  10. Parry doesn't necessarily mean hitting something with your lightsaber. It can also mean shifting out of the way, feinting to throw off an attack, using an off hand, etc. Luke technically Parries Kylo several times in the end of THE LAST JEDI and they never touch. Also, a successful lightsaber attack doesn't cut or damage anything unless the attacker spend advantage for it to do so.
  11. Is role playing crucial to being a Jedi? Yes, absolutely. At their core, Jedi serve the story and the setting by functioning as guardians, protectors of both ideals and the natural world. As each of us would approach that in a different way, that allows myriad stories to be told. It is, after all, why we are here. The question was, perhaps, poorly worded. Does the new information change your expectation of what a Jedi could mechanically accomplish would likely have been a better way to phrase it. Looking through the answers, it appears that most people are less hung up on Force rating, and more focused on two things: mastery of the force as expressed through learning the powers (narratively: honing one's understanding of the force), and in portraying a character that lives up to the examples - good or bad - present in the movies, books, TV, and comics. I suppose the number crunchy way to look at that would be crafting a character that thrives in the setting as depicted by a given GM. Personally, I know how I want the Jedi, Inquisitors, and other force users to fit in the story I am telling, but the presentation of the characters in Dawn of Rebellion had me rethinking their stats somewhat. Thanks for the responses, all.
  12. As far as stats go, Defensive Driving is a must. It's a way to get those TIEs an approximation of shields. Three ranks would make a standard TIE a much more fearsome opponent. Adversary could help, too, but Tricky Target might help more, especially if the TIE has another modification, like a jammer, that drops the combat silhouette. Silhouette 1 TIEs with 2-3 setback are hard to hit. The squadron rules are probably the best way to mimic Vader in Ep IV. I've done this and it works very well - and tends to really invest the PCs in the combat. The minions work like a shield, with the NPC able to direct a full hit into one minion, so they're more effective that way than pooling them into a minion group. Two or three are enough, and also allow other minion groups of fighters also being involved in the combat. A G-suit gives -1 Strain for a second pilot-only maneuver, and the Empire would likely provide one to a higher ranking Ace. A biofeedback system on the pilot's armor would also increase strain threshold by 4. You could easily have a great pilot in a standard TIE field testing better flight gear for the fleet.
  13. No gas grenade, but there is a poison gas grenade. It's got N/A for both damage and critical, deals a dose of poison to the target, and has Blast 2. The smoke lasts for 5 rounds indoors, 2 rounds outside. It costs 50 credits and has a rarity of 5. For a smoke grenade, I would drop the rarity to 3. Rather than it delivering poison, I would give it Disorient 2 and leave everything else the same. Coyote6 is correct: by RAW you roll both, but I have seen GMs house rule that they cancel out, myself among them.
  14. Since Dawn of Rebellion has been released, we now have a much clearer understanding of what FF considers a Jedi. Kanan - knighted in the Rebels series, has a Force rating of 3. Ahsoka has a Force rating of 3. Darth Maul, a former Sith Lord, has a 4, as does the most powerful Inquisitor in the galaxy. How has that changed or clarified our understanding of what it takes to be considered a Jedi in this version of the rules? Given that the characters in DoR have only a handful of force powers, does that change what we think of as a prerequisite for considering a character a Jedi? It suggests that two or three powers are more the norm, and many would be the exception. Darth Vader, presented with a Force rating of 6, is supposed to be one of the most powerful force users in the history of the Jedi. Does that now define something of an upper limit on Force rating? Would you allow characters to increase beyond 6, or does it make sense to now impose the same limit on Force rating as we do on Abilities? Personally, this seems to suggest that Padwan would have a Force rating of 1-2, Knight would have 3-4, and master would be a 5-6. Obviously the lore would allow for exceptions to this, but it seems like a good guideline to me. When it comes to the powers, I would say that one power per force rating would be enough to be considered in full command of one's powers. What do you all think?
  15. I've done this. It works very well for Obligations like Criminal, Bounty, and Betrayal. Depending on the group, I have sometimes not even informed the PCs that this new Obligation is in play until it naturally comes up due to the roll. After all, if the PCs wouldn't know, it makes for a more interesting session when they find out. Naturally this depends on the group, and with players I haven't played with much, I wouldn't recommend it. Other Obligations, like Favor and Duty-bound are excellent choices when the PCs are establishing relationships with friendly PCs. Obligation doesn't have to mean they've done something wrong, it's more there to model their relationship with the rest of the setting. As above, I might add a 5 point Favor when some friendly NPCs get the PCs out of a jam. When it comes up, the PCs get to decide if they help the NPCs or not, and how that plays out. If they blow them off, the obligation might go away and they'll get some setback the next time they deal with those NPCs. If they do this more than once, I might shift the Obligation to Betrayal and have a new adversary who wouldn't mind seeing the PCs suffer.
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