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doktor grym

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  1. Gracious does have linked 3, with the light sabers. So 1 hit, each additional linked hit adds it's damage value to the sum. It's just crazy how much damage he can do with the right dice roll. Damage 9 x4 (1 base + linked 3) + 1 damage per success....
  2. I think that so many game systems favor a strong combat offense rather than role-playing and defensive negotiations. Players having PCs going for deadly weapons during an obvious non-lethal fist fight type combat (Besides Wookies' tearing off arms!), just means that players really want to have their PCs win. But in shoot outs and laser sword fights, bystanders do get hurt. I recently had my group meet up in a zero-G bubble club...(I'll explain that if I have a enough requests). Well a group of hopped up on spice swoop bikers looking to steal a bounty from one of the PCs on another PC, comes in and press and get in the face of the PCs. Telling them, you need to come with us right now or there is going to be trouble. The street smart PC tracking the other PC for bounty starts to say, hey this is my bounty, while the PC who has a bounty on them is hiding in their bubble booth. A third player who the street smart PC was tracking for a local spice dealer, pulls out his blaster pistol and opens fire. The street smart PC looks at the other PC blasting away as says "I was going to smooth this over, why did you start shooting!" Well, the shoot out brought out the local planetary crime lords enforcers who roughed everyone up. Why do players reach for their blasters when it was obviously going to be a good old fashioned bar room brawl? Organically, this is just what Indiana Jones did when he pulled his pistol on the sword wielding guy in street, but a lot of the thugs present had blaster pistols and I said as much to the players when they rolled in, but they were still holstered. I think that the same kind of threat level as Indiana Jones laying out the sword guy with his pistol is what some of these Adversaries should be able to do, just to put the fear into the players, not that it would. So many systems want the enemies to be on a somewhat level field with the players PCs, but how does that feel right? Nothing in the FFG rules states fights have to be fair or sided towards the PCs. If the scene states 20 stormtroopers and 1 AT-ST are 3 turns away for back-up or investigation and will arrive from these three directions, when the players PCs screw around and do X, Y or Z, when really A or B where the correct options, well they failed, and if they can't recognize the danger of the many fast boot steps and the hydraulics of heavy fire power trotting their way and choose to stick around. I think there is a scene from Rogue One that comes to mind, the one where many of the Storm Troopers forces get wiped out. You're the GM, you're not the scale of fairness when the players have chosen poorly for their PCs. You can be nice and offer an out, but if they fail to take advantage of that, well....
  3. BTW, This has a pre-set difficulty dice pool (3 purple dice) of Hard, that dice pool die count is not adjusted up or down, upgrades may change the difficulty pool die type and may add additional dice, but the pool would never be less than Hard. It is once per session costing 2 destiny. This is just a talent which uses the LEADERSHIP SKILL as a way to facilitate the success or failure of the talent's benefit, simply put, the LEADERSHIP SKILL provides a way to resolve and determine success against the pre-set difficulty, it is not a true use of the LEADERSHIP skill check as far as using advantages or threat (Though I have suggestions later). As with other talents with pre-set difficulty level dice pools, and due to game story conditions a GM may rule that certain groups might not qualify as targets and thus may not be selected, a recent ruling I had gotten about another pre-set difficulty level social interaction talent using a skill to determine success or failure really left a carte' blanche' for target selection. This is just a success or failure roll, there are no options that should be allowed other than things other talents and abilities may possibly bring to the table. Pay close attention to the wording of the talents with pre-set difficulty levels, they are specifically worded differently from the other talents which use opposed or adjustable initial difficulty dice pool sizes. Often these talents don't allow interaction with or from other talents, this was done to limit the abuses by both players and gm alike. These are talents are not skill checks, they are talents that use a certain skill to test for success or failure. I suggest Advantages and Threat might represent costs or time to the players resources, perhaps promises that must be kept, etc. I'd allow use on the aforementioned groups, but also might see a use of this in gathering political allies to your side of the table in difficult negotiations where they offer their military forces to back or rather not side with the PC's opponents, thus they remain neutral. Also, a group of enemy of my enemy situations where this third party group may of been waiting to pick over the survivors. I think a really good example of enemy of my enemy is in the first Guardians of the Galaxy, where a number of different and opposed groups gather to fight against a common enemy for a short time. Nothing in this ability places a permanent or repeatable option in the use of this talent on a group. It would require a fresh roll each time, and I would only allow one check per story line situation. None of this, can I have my character try again tomorrow? Often during games Player feel their PCs should walk all over the flavor of the game, which if that's what a player wants, they should head of to the world of digital role-playing games and leave the table top games for those who really enjoy them. I really feel an addendum is needed to the core rules to set social rules tone and intent so both sides of the table don't get carried away with the idea. Clarification of how these pre-set tests versus traditional skill checks with samples can be found in pieces, but a concise single place with multiple samples of what the differences (a success/failure check using a skill as a basis and traditional skill checks in their assorted variety, along with definitions of the correct way to interpret these few gotcha instances would be welcome.
  4. Having run many game systems as well as being on the other side of the table, keep in mind these legendary characters have things going for them the PC do not, and in many forms. These factors place them in positions to survive, succeed and see through potential threats to their well being and anything they have their hands or sight on. When you as a GM run one of these established characters, you have full access to every meta-game factor in existence, players may also, but their PCs, no, not at all and not even close. This one thing can trump anything the players may think their PCs should know and could use to their advantage to throw at a potential legendary character. As a GM use this in game, but use it ORGANICALLY. First I'll cover some of the edges and factors these established legendary characters have over any PC, their Cate Blanchett card from 22 jump street. 1- Adversary - They have the adversary talent which is used for combat checks targeting them, never seems enough though does it? Then as a GM you're not trying hard enough. You need to Sith up and grow an extra pair, I suggest Sith alchemy, very useful for that. Having the Adversary talent is more than just upgrading the dice of the pool as the talent provides. As an Adversary these folks have earned a solid advantage in combat and if you as a GM don't know how to be a ruthless Adversary when running one of these legendary characters, you really shouldn't use them, you are failing these legendary characters' ruthlessness level. Now not every Adversary is a Dark Lord of the Sith or a Jedi Master, but that doesn't mean you need to play them weakly or foolishly. If for existence a group of players were to try to pull one over on a lesser, but still legendary character like Bossk or IG-88. I would rip them up as a GM because I've done my research ahead of time, I've gone and read from multiple resources of what these individuals do in situations where they may be at a disadvantage. So, if you don't know the Adversary yourself like you know yourself, then pick someone else to use. 2-Bones - These legendary characters should or know how to throw a lot of bad bones the PCs way, some may even be false bones, beni-bones. Bones can be like leaving multiple false trails for any potential person(s) seeking to find them or track their previous whereabouts. Drawing PCs in to traps by baiting them, putting false bounties on themselves to see who comes looking for them so they can clear out the pipes of their enemies, setting the PCs up to be arrested or discredited, hiring slicers to drain their credits, placing liens on their ship through legal legitimate channels. Oh the mind can wander here... Beni-bones are another fun twist; the legendary character provides the PCs with a job, gear, etc all to then confront the PCs in some manner to do X. If the players PCs are trying to eliminate the legendary character permanently, the legendary character is going to do the same thing, otherwise why are they even legendary characters. I recall a group I ran that had been trying to eliminate an opponent who found out via leaked or stolen video footage that a yakuza boss would be visiting the local archology in the mid-great lake sector in our cyber-punk game. The PC used drones to race up under the yakuza's auto transit group and detonate the whole parade of vehicles. The yakuza boss had found out via the same video leak from another hacker who worked for them in the region (and why player never think their target doesn't have a "guy, girl, droid, alien or A.I." for that is beyond me?). So afterwards, the yakuza put hits out on the PC group, tagged two dead, put one in the hospital and one escaped. Well the PC in the hospital had explosive chocolates and flowers delivered from the surviving PC (NOT) and the surviving PC was sent a life insurance check from a policy that one of the other eliminated characters had (again NOT!). Well the check was saturated in poison and nano-tech. the nano-tech destroyed the PCs ability to fight the poison and the poison did its work. Are they adversaries or just an opposing team? 3-Contingency - All legendary characters have contingencies for a variety of threats, hazards and risks. In real life if you have a very dangerous allergy you might carry an epinephrine pen, a contingency item. These legendary characters have years of experience in dealing with keeping themselves alive and have X, Y and Z to keep them that way. Most cars have a jack and a spare tire, homes should have smoke and CO2 detectors. Get with the program for your Adversaries. Force users, especially the Emperor and Darth Vader make a lot of use of foreseeing the future and setting up contingencies to avert threats before they ever happen, unless they want to toy with their foes...Clones anyone? 4-Dangerous - These folks are very dangerous, if you're not using FEAR checks and using them properly then again you have failed as a GM. These established characters know how to eliminate enemies, be it in combat, financially, legally, politically, standing, etc. Think of them as being the best coach, actor or actress, fastest A.I., what have you for their personal danger level in how they typically operate. Even if they are good and not evil, they still have an edge at being an adversary and should represent it properly, Senator Organa knew how to work the things behind the scenes and got things done that were positive and effective. Don't play him like a dumb schmuck, play him as a classy politico who knows how to threaten someone in the most subtle overtones, while still completely flattering the others present at a negotiation table. 5-Extensions - These legendary characters are extensions of the whole universe and are there to tell a story, if you need to have them become a fallen enemy or friend so be it, but don't eliminate them frivolously. If by chance that happens, have it be a false impersonator or droid. The Star Trek Discovery shorts have a really awesome Harry Mudd short, just epic! Again, perhaps an enemy knew she was being tracked and had a droid constructed to pose as her, or someone has been trying to steal the identity or use the identity to accomplish a task and the PC's just happened to encounter that person. In many game systems when a main character is eliminated, they recommend a mysterious death or a stand in, ala Padme'. Then there is science and the force and well it's a long time ago and far far away... 6-Force - The Force allows GMs a lot of leeway to prune as needed. Make sure your players understand that as some point combat may become narrative, I typically wait till all the destiny pool is all Dark Side face-up and also have done it when the pool is all Light Side face-up. All H3LL breaks loose and I offer an out for the players and if they choose to stay they know things will not be PC friendly. As the opposite, the enemy's check engine light has come on and they depart rapidly, using a contingency to leave the players in the dust. Player's may be upset, but make sure to have a suitable circumstance in mind before you close the curtain on the scene. The PC's might be called elsewhere, their allies may suffer a major setback and the only way to maintain balance is to assist them right now. Overwhelming forces threaten to kill all the players PCs with little risk to the enemy. 7-Goals - Just the players and their PCs have Goals, so to do these legendary characters and you the GM. Within the game goals are what drive the PC's and NPCs to do this and that. There are many whys and hows, needs and timings. Keep these in mind when you want to portray these adversaries. Goals have risks and rewards and may require many things to accomplish, the NPCs will have an idea of what is needed, even though you as a GM may not then and there, so don't fret when have a goal in mind for one of these characters and don't know right away, during the game a situation may present itself that fits a requirement of a goal. Now onto my meta-game stuff Players from both side of the table may know what character X can do, and may look at a stat line and say what gives. Nothing is stopping you as the GM from changing something to better fit the campaign at had, especially if the change is very flavorful for the character in question. As I mentioned a PC has no knowledge of the what a player has knowledge of. As a rule make sure the expectation is that what a player and a PC know are two separate things. I can't tell you how many games I've been part of where that wasn't said at the beginning and everyone around the table has a different view on it months or years into a campaign, whatever the game. A good thing to present players with is common knowledge, and to come up with scale and sample of what different knowledge levels entail. In campaign in a game that uses knowledge skills, a PC without any ranks in say Education is not versed in anything complicated or in-depth. But they still should have some common knowledge as a foundation. So when players have their PC start using meta-game info in an established universe, because well for whatever reason, things can break down and ruin the events going on at the table organically. So when a player says Bobba Fett never used an X, Y or Z, you can tell them, thats great that you know that Johnnie, but your Snivian Nerf Herder doesn't know that, even though they went to bar tending school on prima-donna IV and fought in the clone wars. They never met this bounty hunter and have only heard rumors about this legendary character who can squeeze coal and make diamonds. Right, Bobba Fett is a dangerous guy, I think we can all agree to that, but some group of hot headed players think their PCs are all that and a cup of blue milk. So, when Bobba Fett sabotages their ship ahead of time forcing them in to the escape pods at a seconds notice or face (blue milk) utter destruction, while they are chasing him off planet. Their ship equipped with an over-sized tractor beam and bristling with weapons making them feel like they have the upper hand on old bucket head, presses the blue button on his fore-arm computer, causing their ship they have invested well over 200k in credits on to come apart right around them, leaving no time to grab more than whats on their back. They jump in their escape pods, which have been sliced to flood with poison or sleeping gas or just vent vacuum into the pod once ejected from their former destroyed ship. Did I mention the slicing disabled the navi-controls as well... Those pods fly right over to where ever Mr. B Fett wanted them to go... Oh, the two shiny new Super Star Destroyers that just jumped into orbit. Or full speed in to the moons surface, wait who installed a separate over-booster to provide extra speed to get away during the need to escape a foe if the ship was destroyed, player B? Well you had 2 rounds to figure something out, but now its just 1. So just because Bobba Fett has a silly string dispenser as an add-on doesn't mean he doesn't have one. But typically, I may apply upgrades or set the scene to one more advantageous for a foe of the players. Or I may increase the difficulty of checks against Bobba Fett, then use the upgrades provided by the Adversary talent to upgrade those, say if he did his homework and programmed his battle computer to enhance his defenses with prediction algorithms on all the PCs attack methods and team work styles he might get one or two difficulty increases to the initial pool, and once set the difficulty pool die count never decreases, they can be upgraded which may increase the difficulty pool size. Downgrades never reduce the number in the pool of dice just the die type, Proficiency down to Ability dice and Challenge dice back down to Difficulty dice. but the total number of dice between the two mated die types never gets lower. So the worst pool YYG and RRPP could get is GGG and PPPP respectively. Honestly I look at the Adversary talent and think increasing the difficulty first then upgrading for combat checks would be better, or add in something called Superior Adversary (or Legendary Adversary) # with the # being the number of difficulty increases for any check against a character who has that talent. Not many things would need it.
  5. I've always found that with a single player and the GM, you should really go in depth with the role-playing and story development. As far as the supporting cast, that really works well and is often found in video game based RPGs, but if abused by the PC they will move along and leave the PC high and dry, especially when the ship needs a lot of repair work, and the PC being the hero is just a jerk to them, so they find work elsewhere. I might suggest that the player PC have two initiative slots as they recommend you do for the NPCs who should be tough and represent a real threat to the players when they outnumber the NPCC villian/opponent. Or a sorta reverse adversary option give the PC 1 rank in that talent, so the for combat checks targeting them, the opponents difficulty pool is upgraded once (per rank). Provides a slight advantage in combat, and the initiative option could be used only when the player PC is heavily outnumbered.
  6. Not every core book has every Force power. So the inclusion would be for those who don't own that product I would suppose.
  7. The Allies and Adversaries has arrived to some people already from their online vendors, mine is being shipped accordingly as well. So, they most likely knew ahead of time what they wanted to sell at the SWC in volume count for every product, as it sold out there from what I understand. They may have all the books at their warehouse in MN or wherever it is. But, perhaps they hadn't had time to process all the pre-orders for vendors and such, before they had to be ready for SWC. Priority speaking they needed to be fully on the bounce for SWC, it's like GENCON crazy for vendors. Thus they arrive back to the office in full wednesday or thursday, put out fires and such. The following week they get back to processing the next groups of products to ship out to vendors, all while the warehouse crew maintains the daily operations (pulling orders, inventory, etc to maintain status quo) back at the HQ. Those kind of events are extremely draining for the whole organization. Yes a blurb would be nice, but in reality the behind the scenes bureaucracy of FFG isn't our business. They could use a different message on their site, but it would be saying the same thing a different way. On Boat/pre-order/shipping, the terms they use are not a static action, what company X call on-the-boat may be everything from being loaded, shipped across the water and waiting in customs, moved to a shipping warehouse, moved around a shipping warehouse, loaded into a truck and moved to another regional shipping warehouse, sitting there until the vendor FFG contracted with to long haul their product has a trucking transit window available for the volume of product that needs to be moved. Next, once the trucking vendors has it, their logistics may require it to be further split as the trucking companies try to maximize their truck volumes, so you might drive to a port on the west coast from the east coast in 5-8 days, a trucking company may take 2 or 3 weeks or more to get the product to a local shipping transit warehouse, though some do ship directly. So, On the boat may mean a lot more than sitting in a shipping container on a ship crossing a large expanse of water.
  8. My vendor stated my products were in, the POD is usually done in the states often from what I've found from a few other gaming companies so, I'll let you know what gets here, crossing my flippers. FFG may have printed up a volume to satisfy the various vendor's pre-order counts and sent them out to them.
  9. I have had the same experience as LordBritish, but the player in question being a ****** was the GM's brother. He was a good role-player, but he was just an a55 socially to certain people in the group including me and two others who were newer to RPGs, this was 1985-1987 playing AD&D 1st. I really got sick of it, and i was only 16 when i started playing with this group, he was in his mid to late 20's. I had gamed since I was 10, getting the D&D basic set for my 10th birthday, and eventually switching to AD&D. So, eventually I was asked to leave when I brought up how he was treating the two newer players and myself, me leaving wasn't a big deal as I was leaving to go into the Air Force in a matter of months. The issue was the two brother rented an apartment together, so you can run into the same situation as LordBritish, but in slightly different form, when the host is forced to side with the person being an issue or in the case of the host being the problem, and you don't have a reasonable and comfortable place to play. I've have seen groups and the time they have vested in their games just disintegrate into a bad experience. Years later I ran into the two players much changed from when I stood up for at the time, a 20 yearold somewhat shy woman who was soft-spoken and the man who was almost as shy, but who eventually married her, the fellow newb player at a local supermarket with their 5 and 3 year old. That group had ran together for about 9 years. Eventually, many years down the road the brother was asked to leave the game when it relocated to another living space. They thanked me for my sacrifice of standing up to him, and mind you i was a 5' 6" 130# hardcore punk 17 year-old kid about to go into the Air Force, he was a 6' 1" tall built former Army Ranger. I guess my dad being a former Marine drill Sargent gave me the force of will to deal with his attitude, but it got me some trouble in the Air Force. I don't think he liked that I was going in the Air Force, but they offered the best options for me. They also mentioned he did apologize to them a few sessions later, for his rudeness. He was always getting frustrated about their indecisiveness and the naivety of the play experience as a few times it caused the party to have some near epic fails, but that is role-playing right, and you have to start someplace.
  10. I found miniature market is pretty decent at arrival, inventory and getting out the door to their customers. I deal with a few different online stores that also have brick and mortar stores as well, and they've all been pretty good over the years. I'm pretty excited to see what is on the cards in the new decks. Now just waiting for the Rise of the Separatists to be sent out, crazy though it may seems based on announcement dates, the fact that they sold copies at the SWC is a good sign of very soon. Nice sneak peaky to tide me over till it gets here ;-/
  11. Here is my email contents; Thank you very much for entrusting me with your pre-order! This email is to confirm that I have received your order here at the store, and we expect to ship on or just before the release date of your pre-ordered items. Please double check the order information and shipping address below for accuracy. Enjoy the countdown to order launch! Also today I found a site with the release date of April 16 2019, which is now today. so hopefully i'll get it in the next 48-72 hours.
  12. I got an email earlier today, mine has arrived at the seller and is shipping once inventoried! plus the two new decks!
  13. Archlyte said it "You have to really invest in your people when you game, and that means you can't let one of them ruin it for the others." I ran RPGA events at cons for 15+ off and on years 1st, 2nd, 3.x and 4th edt DND and there is always the potential to pick up a loose canon, attention hog, rules lawyer, mayhem player or just someone who has had a bad day. However, having a bad day is a lot different than the other reasons there, because when a player consistently derails a game, group, or as Archlyte said "ruin(s) it for the others" its time for an intervention, setting of boundaries and the follow through of either; a player changing how they operate at the table or the boundaries' punitive action being enforced, beit the removal of them from the group at the extreme, to advising them not to attend a few sessions. This is so they can determine if the group really fits their needs and for the group to determine if that player is really worth "THEIR" time. It is very important to stick by the aforementioned punitive action or else the discipline is a false pretense and your position is weakened as a group of adults. The active non-disciplined players on both sides of the table should recognize whether they are having a better social experience, a better gaming experience, a more productive session and if they are just having more fun and enjoyment overall. And everyone should weigh in, none of this i'll pass BS or whatever you figure out, gaming is a social activity and only as a group of individuals who all voice their thoughts as peers can a true scale be calibrated.
  14. Lord British of Ultima! I miss my old 1982 PC with ultima I-III and then the next 3. Sad Panda ;-/ I would say eject the player, but.... Doing the murderhobo BS is lame and childish obviously, the player may have some deep seated social or mental health need to cause this chaos and mayhem and they should seek professional help. I wouldn't kick him out till everyone had an intervention with the person and ask when are you going to be done with murderhobo? Why are you doing murderhobo? Will you run so we can play murderhobo? Do you feel you need to find another group who likes murderhobo (their favored play style) or are you going to CHANGE? Don't ask him to leave without a group intervention, perhaps he will leave on his own? If this player balks at the intervention and can't handle it, gets angry, upset, etc. You really know he is a bad seed socially. Us long time gamer had all had these types, in my experience it works about 50% of the time. Try to use I statements and we statements. I (we) feel this murderhobo activity is really causing the other players issues because we don't know when you'll be done? Give reasons to support this using this and the following questions examples using the I or we. Never start anything with you. Try to leave the attack or negative stuff for the player and don't take what they say personally, you're here trying to support them. You could use for example; I get overwhelmed by what your doing sometimes as it break down the gaming experience the rest of the table is having. We are concerned that something is going on in your life and this play style is a call for help? <-supportive, caring, empathy. I(we) don't know why you are doing this murderhobo play style? I(we) wonder if you ran the game you would let us have a murderhobo of a good time, taking advantage of the plot, game system, etc for our maximum mayhem time experiences? I(we) wonder sometimes if you might be better served by a group who has a play style and enjoyment similar to yours? Just as on the other side, our group had to have interventions many times, example; when do to economy issues years back one of our fellow players stopped showing up because he was in foreclosure on his home. He was really depressed, felt ashamed etc. He had major anxiety and was just having a real difficult time dealing with life. We forced our way back into his life by going to his house, the one he was going to loose and eventually did, as often as we could. We picked him up, we played at his house. We, as his fellow players and friends had an intervention and sat down to deal with what he was really having a difficult time with. We made sure he wasn't alone. He felt supported, had a place to feel safe to talk to his peers and be supported by his friends in the ways we could. This player could have outside social or personality issue going on. Be a friend first, find out, gaming is always second to real life. It will force them to play their cards face up. Ask them do you really enjoy making everyone else's play experience difficult? Ask him to put his feet into the every other player at the tables shoes, the GM included for every gaming group game he has gamed with. Starting with the current game, these two Star Wars PC are a couple of douches or is the player?, going backwards what were his last characters like in the previous RPG played... If he says "I'm only good playing these kind of characters, or they are the only kind I like to play" <-there is your answer.
  15. The PM I sent was full of organic in-game funsies. I did not want to post it here, as I said PC spys.... But, Archlyte, I think you might(are on the) be one the same track as I was after reading through all the previous posts and what I sent is an example of what could follow the previous epics in a great mud in your eye-eye opener campaign arch.
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