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About JRRP

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  1. Shadowsheath clarification

    I would say yes. Stripped down costs hard points, and this gives a very reasonable justification for doing so (beyond just being able to carry more).
  2. Nemesis creation

    The Raider corvette is in Friends Like These.
  3. He slams the people he rolls for. In the narrative system, it is far better to say "I'm going to use move to try to slam them into the wall", then narrate the actual action after the dice have been rolled. Be vague before rolling, get specific after. But those two dudes get slammed into the wall either way.
  4. Morality/Obligation/Duty

    I have my force users run Morality, as it is more personal than the other grouped motivations. However, they only roll Morality when it specifically focused on, roughly once every three or four sessions (I keep track of Conflict until the roll, but generally it comes up far less often in a mixed game than in a FS game). With Edge or Age characters, they start with the default from their system. Everyone gets a free choice of +10xp, +5xp and +1000 credits, or +2500 credits. Force using characters can also opt to start full dark side or light side. Once the game starts, everyone chooses a duty and it can go up. Any situation that can add obligation can happen to any of the characters. It's a lot of book keeping, but it helps to feel like the scoundrels are pulling the rebels into the underworld, with the rebels roping the criminals into a revolution.
  5. Sapient, looking at the wiki, it mentions that Jax went looking for this crystal specifically to confront Darth Vader. Would this crystal have the same effects on cybernetics as it would on a droid or a vehicle? Would this blade be mechanically capable of killing Darth Vader (assuming Pavan could beat him in a duel - so we'll go with extremely hypothetically)? I might say you should add Sunder to better model what this would do to _most_ weapons, possibly adding that a primitive item would be immune to that quality from this weapon. This looks pretty cool, honestly. If I were running a Jedi through the Clone Wars era, that would be a really tempting saber option - right up until I had to fight a bounty hunter or dark jedi.
  6. What time periods does everyone play?

    Started just in the wake of the Battle of Yavin, now at about 1ABY. Most of our past games have focused on the Episode IV-VI timeline.
  7. Bounty Hunter Campaign help

    My go-to crutch for game design: Steal. Steal everything. From books, comics, movies, nothing is off the table. Take scenes, take combat ideas, steal character ideas or set pieces, all of it. For a bounty hunter campaign, I'd watch some movies and try to build something star wars out of it. Want it to heavily involve the mob, watch mob movies. Turn a crime boss into a Hutt. Check out Narcos on Netflix and crib some characters that would have bounties on them - then let your characters go nuts. You will also need to know your players and their PCs. Are they combat focused? Give them some fights. Have them chasing down rival criminals that their patron would like to see off the street and out of competition. Do they want to do investigation? Have them hunt down smugglers who've up and disappeared, starting with their last known run and going from there. Are they tech-oriented? Have them steal things (or steal things back). Now, if they're anything like my players, they will want to do all of it, so... I'd start with them receiving the job from a Rodian who works for a Bothan who works for a Hutt. Don't ask which Hutt - you don't need to know. This Rodian wants you to track down a smuggler who was supposed to take a relatively small item from a cantina on Ando and drop it off on Toydaria. Never showed at the drop off. The smuggler is a Corellian named Shara, and she runs a Ghtroc 720 called the Hard Top. The cargo was about the size of an average piece of luggage, but heavy. Really heavy. And locked - that's one thing the Rodian stresses - it was not to be opened. He wants the box back, with a bonus if it's intact, and an even bigger one if they deliver Shara, too (alive - another point he stresses). So the PCs go to Ando. They can get in a bar fight with some Aqualish (turns out Shara is a regular and they hate people poking in her business), but a bit of sniffing around turns up some upset gamblers willing to dish. They say Shara lit out with a gambler (who took them for a mountain of credits), mentioned something about hitting the sights together - Bespin, Canto Bight, the works. Now the PCs need to find out where the Hard Top left to - which could involve bribing port officials, slicing into their computer system, buying the info - point is, they've got options. Wherever they go, there will be other criminals who may not be too happy to have bounty hunters poking around on their turf. From there, figure out where they go. Keep in mind the PCs might guess, so don't plan TOO much. What you need to know is: what's in the box? Did Shara or this gambler know that when they deviated from her flight plan? Do they know it now? What are they going to try to do once they discover they have a bounty on their head? Did they betray the Rodian (and Bothan and Hutt), or are they just two beings in love? I've got my answers - but I would also change them if my players came up with something better in the course of play. Let your players guide you where they want to go, and have fun.
  8. The game is called Star Wars: Force and Destiny. Everyone on these forums have a real love of the series. This encompasses a lot of territory. Comics, video games, audio drama, cartoons, TV shows, and the movies. There is so much rich lore to immerse in, to bounce ideas about, and we all have our ideas about what this property is and what it means. Nearly every discussion of house rule, of new items, of any change in the game on these forums includes a discussion of how it fits in Star Wars. We argue what it means in this version of Star Wars, defined by these rules that we all have devoted time to learn and understand. That's something we share as a community, and you don't appear to care about that. Look, you can add whatever you want to your game. Your table, your rules, and all that. But, and you really do have to understand this, without any earthly idea how your idea would fit, without a shred of a connection to something established in the Star Wars universe, you have just created your own setting, and you are no longer playing the same game we are. And that's fine. Everyone with an interest in game design has dabbled along that path. It's a great learning experience and can lead to some wonderful sessions. You want to make some sort of wearable force-armor that's better than anything in RAW produced over half a decade of pro game design, more power to you. Your group will tear through anything presented in the books like it was paper, and sometimes that's exactly what a group of players want to do. Now, with that in mind, people invested in the game, who know RAW, have been telling you over and over again that your idea does not work. Why? Because you fail to understand the game mechanics. Here's an example: Let's say a PC has Force rating 1 and the basic Heal power. He rolls one white pip, allowing him to heal his INT in Wounds. Now, with your robe that same character would be able to heal himself and two allies. Without your robe, that would require two Magnitude upgrades, and a minimum of 3 force pips. With one Magnitude upgrade, it would take 5 pips. Now, in order to reliably roll 3 force pips, the PC should be Force Rating 3 - an investment of hundreds of experience points, in addition to the points required to buy the Magnitude upgrades for Heal. And this is just one example. As written, your character could take Enhance, learn it to the point where said PC could commit force dice to increase Brawn, then your robes would allow that PC to also increase to allies' Brawn as well - a feat that is impossible in RAW and has no precedent in the setting. It is broken. I know, because I read it and immediately saw the gaping holes in your item that completely upend all balancing that has been done to the Force powers. As to the cost and the rarity, well...Cortosis costs 10,000 credits. All it does is remove the Pierce and Breach qualities from incoming attacks. It's immensely important against attacks that rely on Pierce of Breach, but against a run-of-the mill blaster rifle it does nothing. Read that again. That's the part of these rules you are missing - if there is no down side to your item, your item is broken. The personal deflector shield costs 20,000 credits. All it does is add +2 setback to incoming attacks. It's nice to have in a pinch, but a smart PC will get the same benefit from taking cover. These expensive items are supposed to be awesome, but not so awesome that they cannot be overcome. Not so awesome that there isn't another way to do the same thing. Now, as to your comparison to the Bardottan Sphere and the Herder's Gauntlets. First, those are unique force artifacts, literally some of the most powerful items in the galaxy. You described your idea as a mid-tier attachment. So, the let's star with the Sphere. It costs double what you think your thing should cost. It cannot be improved. It does not allow a PC to do anything with the force that the game does not already allow (see: your item and Enhance). It also, and I cannot stress this enough, mandates the PC gain conflict for using it. There is a huge downside to wielding this item - not to mention the fact that it will try to twist a FS to sacrifice a living creature to gain force power. This is a massively dark side item with a couple damning drawbacks - so yeah, it's balanced. Now, the Herder's Gauntlets do give a PC a power they might not have had (it saves them 10xp for 8000 credits)...but, and this is that whole drawback portion of the item, they cannot use Move to damage anyone, attack anyone, or remove items from another character's grip. In other words, it doesn't let someone do half of what they'll want to do with Move if they buy it themselves. Further, if they ever want to actually improve their Move power, they'll have to spend that 10xp anyway as the Gauntlets don't "give" them the power so much as allow them to use it. There's the game design part you have yet to try and do on your own. You only see the benefit, not any of the drawbacks nor how it works within the force rules, and the greater balancing issues throughout the line. So yeah, I'm happy to have a shared Star Wars experience with the rest of the community where we all agree that what exists in the movies, books, comics, cartoons, etc. is what sets the bounds of the setting. It's an awesome community. You can sneer at canon all you want, but it doesn't change the fact that it's why we're here in the first place. And no, I'm not going to "improve" your idea because it is a bad idea and doesn't fit the setting or the game. I don't want or need these robes in my game. You can play with them as is, have fun. And you don't bend the rules, you break them.
  9. As there is nothing in the lore, there is no place for this new attachment in the game. Period. From a pure design perspective, there is no way this item works. It takes Force powers and multiplies their effects in ways not allowed under the current rules. If a power is to be shared among people, those powers require two things: the purchase of more portions of a force talent tree, and a roll that produces extra force pips that they use to activate those powers purchased with xp. You are trying to make a thing that gets around spending xp to learn about the force. You are trying to make an item that removes the necessity to roll the dice to make a force effect happen. Both of those ideas are broken. And when we ask you to compare your idea to things in the game, we mean like this: there is no item or attachment in the game that allows a character to succeed at a check without rolling the dice. As this is against the spirit of the rules, your modifications to your item are broken beyond any capacity to fix. From a setting standpoint, you rightly point out that the force is mystical in nature, which would require study, introspection, and practice to master. It would not take simply purchasing an item. Things like this do not belong in Star Wars. They just don't. You've been told so time and again. Please stop.
  10. I roll it while planning the session, and include the results in my encounter design. For instance, I have a PC with an obsession with racing. I just rolled his obligation while designing this Friday's session. I had been planning to have the PCs be assailed by local Swoop gangs, so now that will play out in the course of an illegal swoop race the PCs hear about. It gives the players a sense of their Obligation being a component of their misfortune, which is nice.
  11. Dawn of Rebellion Sourcebook

    When you get an opportunity, could you tell us about the new equipment options? Anything in the book stand out? Thank you for doing this.
  12. Social combat encounters. We ran one in my last game (not a combat focused campaign), and it worked really, really well. Set it up like a combat encounter: spec out the objective, give the characters multiple goals, then let them go. It runs like a combat: roll Cool for initiative, go through the characters involved. Actions and Maneuvers help the group, the opposed part relies on social skills. Each character gets an opportunity to do an opposed skill check with an antagonist; success deal 1 strain plus one per uncancelled success. Failure costs the PC 1 strain, plus one per net failure. They can use any applicable skill: Charm vs Cool, Coercion vs Discipline, Deception vs. Vigilance, Perception vs Cool, Streetwise vs Streetwise, Knowledge (whatever) vs any previously used skill. The fun in these is it is a roleplaying and strategic challenge, as they can use Triumph and opponent Despair to introduce or discover facts about the mystery at hand. They could encounter an ISB agent who is undercover and doesn't wish to divulge why she is interested in the ship, the spice, or the PCs. Success could go many different directions, including her revealing the location of a Rebel data dead drop to see if the PCs would take the bait and lead her to her next clue. Obviously the PCs would want to discern her motives and interest, as well as possibly lay a false trail of their own to get a step or two ahead of the Empire. A group of bounty hunters might track the characters down and try to lean on them for information about the ship's previous owners and the location and quality of the cargo. The hunters might be less interested in stealth, relying more on intimidation and bluster. That could lay down more clues about where the PCs could search, add an element of danger, or start a clock (in that the hunters might solve the mystery before the PCs and do something that would be detrimental to the PCs future livelihood). You could throw in a case of mistaken identity where the PCs have to bluff their way through an interaction intended for the original crew. This is a classic of the heist genre and has about as many ways it can go right as ways it can go wrong -- and they're both a lot of fun.
  13. I Wanna Be A Flyboy(girl)

    This concept sounds awesome. Her personality fits Hotshot really well. It was the first one that sprang to mind reading about her. Starting as a Racer would be really cool, and having a pilot able to use Enhance would be amazing enough to overcome starting with one fewer skill ranks. She sounds like a ton of fun.
  14. What do you want the FS to be able to do? Find the niche in the group you are building and see how a FS could accomplish that. Face - Diplomat or Colonist/Emergent. Make sure the PC has discipline. Take Influence basic power and the first control upgrade. Take either magnitude or range to allow purchase of a second Control upgrade. This costs 60xp (20 for Emergent, 40 on the power), but now allows your Face PC to roll a force die with Coerce, Charm, Deception, Leadership, and Negotiation, and further allows them to mind trick someone on an opposed Discipline vs Discipline check. Spend the other 90xp to upgrade career stuff and round out skills. Make sure the PC has a decent Willpower. Combat - Soldier or Hired Gun/Exile: Take Uncanny Reactions, Quick Draw, and Touch of Fate down the right side of the Exile tree for 30xp. Take the Foresee basic and first control upgrade to impact Initiative (20xp). Take Sense and the left side control upgrade to commit the Force die and upgrade all incoming attack difficulties (20xp). The remaining 60xp should go into your career to beef up the chosen combat skills and round out the character. For 150xp, the character will be stuck with one Force die. That should limit how much gets spent on Force Powers, as the one die doesn't go very far. If I were making a spy, I'd load up on Indistinguishable, take Enhance for the Athletic upgrade, and add Move, both staying basic as you're only generating one pip most of the time. Out of curiosity, why not use an F&D character and skip having to add another tree to be FS?
  15. Those changes all make sense.