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arrivan

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  1. arrivan

    Simplifying the game?

    My daughter started playing when she was 10, with a mix of adults, and performed better than the grown ups. I also play now with my 7 year old with no issues. I wouldn't over think it.
  2. arrivan

    Advice for a new GM?

    If my players tried this out of the blue in the middle of combat and succeeded there would need to be a reason or story hook attached to it. Sure he surrendered and exchanged his ship for his life because... He can track the ship and get the drop on the players again. The ship wasn't really his. He stole it and some one worse is on his trail. The Empire is looking for the ship There is a booby trap on the ship that he can trigger remotely that would force some kind of in flight chaos. Any way you slice it, that one action can be used as the hook later on. Just remember charm, deception, etc are not mind control so it's fine to say he had motivations or reasons to agree to their offer. You can give the players a win in the short term and use it for gaming fuel later.
  3. arrivan

    Any home rules on character creation?

    My group runs normal character generation, using one primary mechanic between duty and obligation. 90% of the time it's obligation. In addition we allow one free secondary tree that is different focus from the primary tree. So for force users maybe one light saber tree and one other class based tree or for a non-force character maybe sharpshooter/pilot. GM has complete veto ability and the goal is not to double stack or max out a character so combinations like doctor/healer for instance would get vetoed. This combination is more for rounding out character concepts and GM's tend to be more lenient if the choices fit with a backstory. With that said we have a really great group that plays for fun and don't seem to run into half of the problems I see listed by some GM's. We are also pretty picky on players. Anyone is welcomed to come play with us, but if it's clear they are not a good fit with the group then we let them know and part ways.
  4. So at the beginning of the Supernova game Derek our bounty hunter assassin gave me the awesome backstory that went like this: With Teemo dead and the Supernova really picking up steam I decide to fix that. Fortunately I happened to have kept all the starting sheets from our first game... Derek's Past After settling into the luxury suites offered by Burpa the Hutt the crew of the supernova seeks to re-establish its network of informants and contacts on Burpa’s Palace, a giant luxury space casino. In exchange for helping Burpa to be free of Teemo he has granted the crew of the Supernova exclusive use of the docking bays aboard the massive vessel and full partnership in the Casino. While Reed’s betrayal was unexpected and wounded the group Burpa still has his eyes set on larger prizes. You are please to find an elaborate Cantina set up on the deck floor with a wide panoramic view of the star’s named Renka’s. All the rage among the various sorts who come to this type of establishments Renka’s is a high end Cantina featuring rare and exotic drinks and food. Renka’s warm smiling face greets you as you enter the lavish Cantina. “Much better than that hole on Bespin, am I right?” Her smile stretches from ear to ear. She floats across the open reception area with an uncanny grace and poise that exudes confidence. In stead of her customary waitress attire she is adorned in a shimmersilk cocktail dress that makes subtle changes in colors and hues as she floats across the floor. “You really hit the jackpot this time folks,” she says leading the crew to a secluded table at the far end of the Cantina. Out side of the window you view the rain forest covered planet of Kowak. Renka slides into the booth sitting opposite of Derek. “Don’t think I have been too caught up in the glam and glitter of this place to do a favor for an old friend. I think I found Raiden, er rather I found the trail he left for you to find. It’s pretty cryptic, but I figured it might mean something to you. A message to head back to where it all began on Taris. What happened on Taris Derek?” 2 years ago Cut scene for Derek. The city planet Taris Polluted and toxic. Taris was bombarded by Darth Malak during the mandolorean wars and never truly recovered. The planet consists of one mega-city, like Corusant; and like Corusant the upper portions of the city are passable for civilized society. The under-city of Taris, however, is teeming with the poor and destitute of the civilization. The poor slobs who find themselves here are either on the run or too poor and misguided to move along. The populace is plagues by Rakghoul infection. Every day is a life and death struggle. It was people in hiding that brought you and the alpha pack team here to Taris. Raiden was top dog running the show and acting as liaison between the client and the hunt. You were second, Raiden’s prodigy trainee sure to be elevated to a pack leader yourself in short order. The quarry was simple. Rumors of a young Mirilan girl stashed deep in the under-city who could use her mystic abilities to “cure” the rakghoul plague. Your strike team infiltrated the depths of the under-city fighting off the local swoop gangers and thugs protecting their turf. The caretakers were neutralized with maximum efficiency and to your surprise you were greeted by a small mirilan child no more than 5 years in age with dull green skin and a mop of auburn hair that hadn’t seen water in weeks. She was filthy and poor, but other wise in good condition. The hunt had been a success and now you just had to turn in the quarry and be away with your bounty. Raiden waited impatiently eager for the conclusion of the business. Your coordinates had lead you to a small military style compound on the edge of the under-city. There were Imperial Army sparsely scattered around in a pathetic show of defense. You waited the quiet mouse-like girl silent with head hung low. As scheduled the Imperial commander Krill appeared at the entryway beckoning for you to join him in his command center. The command room was lavishly decorated with art and images of the Empire’s rise to glory. Though the command crew should have numbered in the twenties for a post this size, Krill and single Lieutenant on comms were the only Imperials to be seen. “Looks like you hunters are good for something after all.” Krill sneered with contempt. “Not that the Imperial Army couldn’t have done the job had we not been already over taxed in dealing with the Rakghoul. Dammit Lt. where are our reinforcements.” “We’ve got the girl, where are the credits,” Derek asks. “Plans have changed” Krill replied "New orders from imperial in intelligence, execute on sight. " Derek wastes no time in drawing his carbine and opening fire on the contemptuous Commander Krill killing him in a rain of blaster fire (Accounts for his criminal obligation). Raiden unleashed a shot of his own dropping the com operator. “Blast can’t say I blame you lad, but now the whole city will be on lock-down. Look I’ll take the girl and we can commandeer late commander’s personal shuttle. Only room for two lad. You can’t head back to the space port they’ll be looking for you. Cut the ships and run lad. Take your team, about two miles from here is a run down trade operation. I was there just this morning. There was a beat up firespray patrol craft there. It’s your best shot to get out of here. You’ll be hounded by the imperials every step of the way so you best get moving. Some thing ain’t right here and you know it. Now run, I’ll find you when I can.” Derek leads his loyal team of Gank’s on foot through the crowded upper city trying to stay ahead of the Hand who gives chase on a speeder bike. One by one his loyal crew is dropped by the hand with Derek just making it to the Firespray in time to punch the engines and narrowly escape. (This was a lot of fun and a surprise from Derek when I passed him back his first character sheet and said you'll be playing with this for the next 20 minutes) On finishing retelling his tale the group is set on returning to Taris in search of Raiden. Renka suggests they find some additional help in the casino. Derek search and comes across Evgeny. Derek tells him they have a job backed by the Hutt and implies a heafty payout convincing the Devoronian to sign on. In preparing for the coming mission Evgeny finds a freighter pilot down on his luck in the Casino who trades his ships transponder codes as well as some falsified credentials for the Scrolls of Morrigan. With that the crew of the supernova sets course for Taris. On arrival in the Taris system the comms are lit up by what can only be pirates of some kind. Evidently the transponder codes the group traded for bought them a free pass from the nearby Star Destroyer, however the cargo hauler had run afoul of the local scum. They are immediately set on by a trio of Z-95 headhunters. In the first time in the pilot’s chair Derek strains the systems of the Supernova diving and evading the on coming attackers. The Supernova’s cannons fire damaging the lead headhunter. As the scum tries to gain the advantage over the rookie pilot a fatal turn at the wrong moment sees the collision of two of the attackers leaving one of them a smoking cloud of space debris. With more confidence and Natalya’s expert computer skills angling the deflectors Derek takes the ship on an attack course ending his evasive actions and instead following the nearest target. The combined fire from the two gunners takes out another of the attackers leaving the final attacker exposed on the ventral side of the ship where the good doctor scores a crippling hit with the twin linked cannons. The drifting path of the heavily damage attacker bring him in range of Evgeny’s gun emplacement. Showing mercy Evgeny aims to disable the attackers weapon systems scoring a series of hits that neutralizes the opposing blaster cannons, but releasing a proton torpedo that narrowly misses the Supernova and the Phantom Star Destroyer. With the threat adverted Natalya tries to slice the comms to determine the origin of the attackers base and is able to narrow down their location. Derek brings the Supernova in for a landing between two ruined buildings and the group immediately tries to contact Raiden. Raiden answers the hail over the Gank Comlinks and informs the group that he is holed up in a safe-house in the under-city, but is under attack by the Rakghoul. With only Natalya’s Swoop for transport the group immediately searches for additional options. They find a local swoop gang inhabiting a run down Cantina and from their knowledge can tell they are local scum and not much threat to the party. The graffiti seems to indicate a loyalty to the Hutts which they use to attempt to negotiate for a swoop. The denizens of the planet are in desperate need for medical supplies and willing allow the group to borrow a swoop in exchange for stimpacks. Derek handles the borrowed swoop while Natalya pilots her own. Unfortunately Derek takes a corner too sharp and scraps the swoop bike against a building severely damaging the bike which he manages to bring to a halt a short distance from the intended location. The crew is stunned by the mob of Rakghouls attacking the the safe-house and is immediately shocked when the first opening shots are easily shrugged off by the vicious beasts. In a coordinated assault they lure out the first pack raining salvo’s of blaster fire into the mob. Using the same tactic the easily drop the second group and make their way into the safe-house where they find a mortally injured Raiden who has been infected by the Rakghoul Plague. Nakyanna admits the situation looks bleak with little hope for any rakghoul vaccine left on the impoverish world. She asks how Raiden wants to go. Raiden tells the group about Silica’s power in the force and her ability to heal the plague. The Hand had beaten the group here, however and now they must race to the imperial compound to save the girl and save Derek’s mentor. Evgeny makes a deal with the biker scum to cause a distraction for the crew so they can assault the base as Natalya attempts to repair the damages to the borrowed bike to get it moving again. Unfortunately the bikes power cells are damaged and the only source on hand they have quick access to is the one fueling Derek’s replusor fist. Begrudgingly he agrees and the mechanic quick installs the component and the group heads to the imperial compound. Failing to find a more discrete entrance to the compound Natalya slices the front door while the guard are distracted by the swoop gang. Her expert skills allow her to seal the door shut behind the party and she deftly reprograms the access codes for the door. The group uses more stealth than it is accustomed to to sneak to the detention center where a lone operator mans a console. Evgeny puts his twin blasters to work. Mounted with suppressors the imperial falls with barely an audible thud to the floor. Natalya jumps eagerly to the console and begins searching for Silica, the mirilan girl, only to find she is not being held in the detention area and is instead being held in the command room with the Hand himself. Using the security system to her advantage she locks two of the three roaming patrols in the facility in their sectors leaving a lone patrol free to move around the compound. The group ambushed the patrol and makes short work of them. Unfortunately the sounds of combat cause the hand to retreat to the building rooftop to prepare his Lamba shuttle for departure. The crew bursts into the command room to find a lone unarmed imperial commander who hands over Silica and wets himself as Derek intimidates him to reveal the location of the hand and grant access to the command lift that the Hand used to get to the roof. Natalya notes the building is being swarmed by a hoard of Rakghouls cutting off all avenues of escape save for the Lambda shuttle on the roof. The group takes the lift prepared for a final showdown with the hand. On emerging from the lift the group is confronted by an arrogant hand who walks down the ramp of the shuttle flanked by two Rakghoul. He reveals his use of the darkside to control the mindless monsters and prepares to attack as the hoard of the Ghouls scrap and crawl up the sides of the building in attempt to answer the call. Evgeny launches a pair of stun grenades at the trio, but the uncanny sense of the hand prove too much and he takes only a glancing hit. Derek unleashed his more devastating attack drawing his disruptor rifle and banking on one shot to drop the foe before he has time to strike. The rakghouls are well under the influence of the dark side and the one to his right leaps in front of the shot ending his existence. Nakyanna and Natalya open fire on the hand, but again fail to score meaningful hits. The hand draws his blaster pistol and narrowly misses Evgeny with a lethal blast. The Rakghoul closes on Derek and swipes at him with his claws, but the well trained assassin dodges the blow. Evgeny attempts another toss of stun grenades only to have the Hand wave them away with a gesture. Derek rolls free from the Rakghoul and laces in another uncanny shot with his rifle. The Hand in his overconfidence underestimates the assassin and in a flash his life is ended by a critical shot. Silica steps forward motioning with the force and reverts the Rakghoul back to a human. Relieved the group takes the shuttle and returns to the hiding place of the supernova. On healing, Raiden takes Derek aside and tells him that he has unfinished business with the Alpha Pack and fears he can no longer watch over the girl. He relives Derek of his obligation to him and makes him swear to take care of Silica. Parting ways he asks for the commandeered Lambda shuttle to make his escape. As Derek reunites with the crew Evgeny bursts in frantically that the shuttle is being stolen. Derek admits he gave it to Raiden and Evgeny sinks watching his payday leave the atmosphere. Derek comes clean with Evgeny and tells him the mission wasn’t backed by the Hutt’s and there is no payday. Evgeny, a little disappointed but curious about the young Silica relents and the crew leave Taris aboard the Supernova. I read the following to the players for the epilogue:
  5. In order to tell the current story of the Supernova, I'll need to tell you a couple of other stories first. I reassembled this from my notebook. Probably leaving out a lot of details, but it's a recap. Our three player group had expanded with a lot of new players wanting to give the game a try. Rather than mess with the supernova's balance I decided to run a second game for the new players. Age of Rebellion core book had recently come out at the time and I really wanted to give a straight up fight against the empire a chance. So with a group of characters fresh from the new book ready to go we began my shadows of the empire campaign. Rather than free booting all over the galaxy like my Supernova game I decide the whole series is taking place on Vulpter, which had been blockaded by the Empire. I kicked out the following information and waited for my group to form: So for the first session my core group of players shows up. Derek from Supernova rolls a wookie commando named Grarrl and my daughter makes a Rodian demolitionist Skyla. They are joined by a mechanic, a scientist, and a politico. The game starts with the group crashing their ship on Vulpter after attempting to run the blockade. The ship is completely wrecked, but the scientist is charged with scavenging the parts needed to send a secure transmission from surface to the rebellion to let them know what's happening. The population has been under the thumb of one oppressor or another for generations and is generally complacent to the Empire. In short, no one is interested in helping them from the start. The group runs the first few games as a sleeper cell, gaining information and causing general disruptions for the empire while attempting to collect the parts they need to assemble the communications array. Along the way they find themselves unable to turn a blind eye to the suffering of the people of Vulpter. This causes them to do a couple missions to steal food deliveries. The group decides there is merit in inciting conflict between the local governors police force and the local imperial garrison. They get stuck unable to purchase or acquire all the components they need until a freighter pilot with blockade access agrees to trade his array dish on his ship for a proprietary mining operations droid that he can sell to a competitor mining operation. The group heads into the mines of Vulpter to acquire the droid. They fail to acquire the droid, but instead happen on a secret empire installation. They discover it's a secret lab and find a clone of Bevel Lemelisk, a researcher from the EU who worked on the deathstar superlaser. The clone of Bevel has been developing a superweapon right here on Vulpter. The Desolator Suoerweapon was designed to be mounted directly onto a starship and integrated into the ship’s systems. The first stage of the weapon, developed from the Planet Prison weapon, ionized a planet’s atmosphere and effectively transformed the world into an enormous ion cannon. This prevented any craft from landing or taking off as well as disrupted communications, trapping the inhabitants of the target planet. The second stage, building off of the Death Mark laser, ignited the planet’s ionized atmosphere and turn the very air of the target into a firestorm. The laser would also penetrate the planet’s crust, allowing the third and final stage to proceed. Using technology developed from the Shock Drum weapon, the Desolator would then destabilize the target world’s core with a sustained series of intense seismic vibrations. These vibrations would cause the planet to literally tear itself apart in a matter of hours, with large chunks of the world breaking off and smaller debris creating an asteroid field surrounding what was left of the planet. The party discovers the Empire plans on testing the weapon on Vulpter. The valuable ores near the surface had been depleted leaving remaining ore in hard to reach depths that were both expensive and hard to reach. With the destruction of the Death Star the empire's demand for the alloys needed for ships and other projects have left the mining facilities far behind quota's. The local vice admiral, eager for promotion, has decided the best way to meet the needs of the empire is to strip the outer crust off of Vupter leaving the remaining precious metals easily exposed in the form of mine-able asteroids. At this point the group realizes they have really stumbled across something here on Vulpter and with no ability to get a message through the blockade they are Vulpter's sole hope. In addition, they find a sealed room below the secret lab which Bevel seems terrified of. He says what is behind the doors is too dangerous even for the empire and that the lab was built not only for his research, but as a security lock to keep anyone or anything from ever opening the ancient chamber beyond the room. Despite the warnings the group cracks open the lock and encounters Nos4-R2 an ancient AI that had been sealed away. All they can determine from Bevel's notes is his theory that the AI might be the creation of the ancient Kwa race whom the Rakata overthrew to dominate the galaxy. The AI seems friendly though overly literal and the group is glad to have a supercomputer ally. The refuse to allow Nos4-R2 to access the holonet and leave it to converse only with the medical droid and research assistant in the lab until they get a better feel for it's intentions. They decide at this venture that one way or another they need to get some support to deal with the empire. The group kicks up some information on a secret "Free Vulpter" movement and learns that the movement's figurehead had recently been arrested by the local authorities and was awaiting transfer to the Imperial Garrison at the local detention facility. They staged a rescue breaking in and freeing the movements leader. They steal the imperial shuttle that had been sent to move the figurehead and the session ends with them blasting out of the detention centers landing platform. The next session begins and I am adding another 3 players to the group. The shuttle is crammed with "prisoners" from the detention center so I decide that my new players will be in the group of resistance fighters. The Imperial shuttle is being hounded by Tie fighters and an active dogfight is playing out, but there are simply too many players and not enough positions to be manned. The politico, who at this point feels really useless in the game, heads to the back to check out a disturbance I make the group aware of. Turns out not all the newly free prisoners want to risk being recaptured and handed over to the empire and each time the ship shakes from blaster fire they become more and more uncertain. The politico is just about to try and calm the group when one of the paranoid prisoners reveals the thermal detonator he found in the imperial weapons locker. I ran this as a social combat between the politico and the prisoner with the politico making social checks and inflicting strain until the potential bomber meets his threshold and hands the detonator over to the politico. This worked really well in conjunction with vehicle encounter as it really gave a meaningful social encounter that had all the players stressing and put the group in the hands of the politico. The ties cripple the imperial shuttle which crash lands in the middle of an urban sprawl. Solia Eta, figurehead of the free Vulpter movement and the groups only hope for help against the empire lays critically injured in the wreckage. The group carries her off on a make shift stretcher navigating the urban area in an attempt to flee from both the Empire and the local law enforcement. The session is a series of chases and light skirmishes which are used to teach the new players the ropes and ends with the group finding their way back to the secret lab which has become their makeshift base. The medical droid starts work immediately on Solia Eta and the group is left battered and desperate for a next step. The next session begins with the players running low on supplies (I had been running them non-stop. No real shopping or resting) and the looming end of the planet are feeling desperate for some Intel. Everything they have done in prior sessions has caught up with them and the feud they had been feeding between the imperial garrison and the local authorities breaks out into a desperate struggles on the cities streets. The players find tie bombers leveling neighborhoods and a completely outmatched local authorities getting crushed by the deployment of the garrison. Desperate for a lead on how to progress they finally agree to allow Nos4-R2 to access the holonet and see if the AI can find anything on the supercomputer. Nos advises the group that a key component for the superlaser is being completed at Arakyd Industries. Solia appear to be fully recovered and wants to accompany the group. The players are immediately off to see if they can sabotage the part. They arrive at the manufacturing plant and through some stealth and shenanigans obtain entry without a firefight. The plant is mostly worker droids and the players. They head to the main office to see if they can hack the system and find where the part is being made and if they can sabotage it. In what seems to be a streak of good luck they find the part is ready for shipment and the imperials will be arriving shortly to pick it up. They agree to leave Solia behind to watch the offices and head to the part where the scientist rigs the part to destroy the superlaser. They are just about away when the imperials arrive and they encounter their first "boss" fight. Cipher One. An imperial intelligence agent whom I have souped up. The PCs were never meant to win the fight and after rounds of intense combat with half the group down the scientist uses a droids carrying molten metal to dump the liquid over the battle field forcing a break in the combat and allowing Cipher One to escape with the part. The group is feeling pretty good. Their plan worked out, the superlaser is sure to go boom above their heads on ignition and are thinking that where I'll end the session. However, Solia is acting really weird. In fact they completely neglected to really check out the extent of her new cybernetic implants or really pay any attention to her at all. It is at this point that do my villainous monologue and reveal that Solia was treated with a cerebral implant which Nos4-R2 recommended to the medical droid. The implant was infected with Nos4-R2's core program which is designed to acquire and assimilate. Nos4-R2 has realized the plight of the droids and has taken control of Solia through her implants. While the pcs were adverting certain disaster Nos was downloading himself to the viper probe droids being made at the facility. His copies will be distributed across the galaxy by the probe droids bringing it's freedom to every droid it encounters and secretly building an unseen army to eradicate both the Empire and the Rebellion. The group with what strength they have left attempts to take down Nos-Solia and eventually drops her down a mining shaft. That brings about the close of the rebel campaign. The Star-destroyer equipped with the Desolator Super Laser indeed suffers major damage when it attempts to fire on Vulpter forcing it to make an escape to hyperspace. The party is reassigned by the rebel alliance after being commended for their fine job. Three of the characters (who are moving to another game) decide they have seen too much war and leave the rebellion. The threat of Nos4-R2 is out there and the group knows they are responsible for unleashing it on the galaxy. The desolator is also still out there waiting for right time and place to appear again.
  6. I hadn't signed in to the forms in quite some time, it felt good to see folks missing my write ups as early as last December. We had taken a 7 month break from the game as life happens. We are back now to playing regularly. At the time we started playing Edge of the Empire my daughter was 10. She is now 13 and is playing in multiple games and is working on her first campaign of her own design that she wants to run for some of her friends from school. Whether you love or hate the new movies it's getting kids interested in Star Wars, which can't be a bad thing. I also just started running a game for my wife, my 13 year old daughter, and my youngest daughter who just turned seven last August. It's been a blast and this game remains my favorite game to run. We have had several people come and go from the group and alas sometimes things and/or personalities just don't work out. I thought about this thread when I pointed my two newest crew members to it to read the original background of the group for some insight into the re-occurring npcs. A lot has happened since the last post. First my best friend moved back into the area which brought back a long time gaming ally and a second person to run games. We now co-create in the same shared world so that our games are linked. It's given everyone the chance to explore new characters and retain their favorites. It also gives us some great chances to drop in Easter eggs and hints from the other game. I'll try to knock out a recap of how the Supernova's adventures have grown.
  7. arrivan

    Campaign Advice/Brainstorming

    This makes me think right off the bat that you should start working up a reoccurring NPC who is a sympathetic villain. Perhaps someone in authority or power who works with the group at first as a quest giver or info broker. The over the course of the first series of missions that seem like small unimportant tasks in the scheme of the events of the galaxy have the players witness the NPC's fall from grace as they become more concerned with the governments inability to solve the most basic of problems. I'd fun food supplies, medical supply, and humanitarian type missions that just seem to go from bad to worse. Maybe the food is delivered, but the players found out a struggling colony was denied their shipment so the pcs could deliver it some where else. Have a situation where despite all the good the players are trying to do things just seem to get worse. Play it up with the interactions and close out the first chapter with the npc "giving up" or just not showing up any more. Fast forward to the second chapter and the players rediscover the NPC, but a dark more manipulative version. The missions or information while good enough to make progress and complete missions begins to have a darker tint to it. Run more ops going head to head, but it seems like the Sith are always once step ahead of the party. During the final massive battle reveal your sympathetic npc to be a double agent, but do it in a way where they don't have a chance actually fight yet. Save that adversary for the conclusion. Have this betrayal be the thing that turns their tide and suffer the fall. In you final arch start with rebuilding and training padwans, maybe lose one dramatically to the old npc until you have a confrontation with the npc allowing the players to finally get their justice or payoff. Then cap off the series with the epic battle against the Sith Lord who turned their once friend npc.
  8. arrivan

    Gear Card Deck

    I would pay a stupid amount of money for ship cards to do quick throw together space encounters.
  9. arrivan

    Melee viability?

    Like awayputurwpn, one of my first characters was a Bothan Infiltrator with a serrated vibroknife named "Lola" and my group counted on my ability to stack crits to take out nemesis characters in the early game. I would also point out the cost of melee and brawn weapons in comparison to blasters. A new character starting out can easily pick up a vibroknife with serrated edge and be viable within the starting credit allowance and take the XP upgrades for talents/skills as opposed to a ranged heavy character who unless they want to play out of the gate with a blaster pistol is almost always going to take the credits to buy the better blasters.
  10. arrivan

    Advice for min/max PC's

    Couple of other ideas: Add npcs they need to protect so they can't just kill the bad guys at their leisure. For the stacked mechanic lead them away from easy to get "parts are us" and make them do challenging repairs with substandard or improvised parts increasing the difficulty Never give them one nemisis at a time. Add multiple objectives. Sure you need to take down the Boss, but can you do it while saving the hostages, parting the crowd, and disarming a bomb at the same time?
  11. I have a killer AI that keeps reoccurring as an adversary in my games by possessing new droid host bodies with the designation Nos4-R2
  12. arrivan

    Skimming Nar Shaddaa

    Being better than Tie pilots and seeing them smash to pieces as the pilot out maneuvers them in a crowded and dangerous area is iconic star wars. I would be hesitant to discourage said behavior. Roll with it.
  13. arrivan

    The 3 3 3 3 2 2 build

    I actually preferred his games because he was the better story teller. He really wasn't adversarial in nature at all, but you could count on having to make a wide variety of checks in any given play session. A character with 5 brawn couldn't just bow out of the social checks or knowledge checks. You could be sure while the face was negotiating a destiny point would get flipped and the 5 brawn would be drawn into the conversation as well and asked to make a roll. It could be a mook in the corner mistakes him for someone else or maybe the mark just doesn't like his species, or hey just some drunkard crashes into him and causes a scene. It wasn't one sided either. Our face had to climb walls and make athletics checks and often would fail and hinder the party in some way due to being Falleen with a 1 in brawn.
  14. arrivan

    The 3 3 3 3 2 2 build

    It really depends on your GM's style I think. I have played with GM's who will allow a group to carry a character through their dump stat if they jumped to a 5 on creation. I have also played with GM's who make it a personal goal to have every player test on their worst skills at least once a game. They believed that you have to own that dump stat as part of the character and failure can be used to develop the character. Persian flaw and all that mumbo-jumbo.
  15. arrivan

    New group, player can't make it this week

    Player absence is the perfect opportunity to have a side mission night that focuses on fewer players and allows the building of their personal story arcs. Especially if you have a diverse group. It's easy to have the group waylaid between your plot to handle side encounters. Hassles at the spaceport, drunken night at the cantina leads to adventure, players exploring side goals like crafting, heavy social encounter night if your fighter is missing or vice versa. In the outer rim some one is always looking for something and there is always an angle. Hook on to your players back story and play a flash back episode. It can make for memorable moments, your remaining players decide to innocently grab a few drinks that spins into an adventure that takes place over a single night in game time. Have fun with it and your players might walk away with one of those memories that starts... "Hey remember that time we went into that skeevy cantina The Shaved Ewok..."
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