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arrivan

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  1. Like
    arrivan got a reaction from Daredhnu in Ship Decks in FFG's Future?   
    They could just produce three more Decks with the same Citizens, Rebels and Imps, and Scum and Villainy with starships and vehicles with minions rivals and nemesis level pilots and I would scoop them up on day one. I use the adversary decks heavily for when my characters go off story and would spend my money on this over specialization decks any day of the week. 
  2. Like
    arrivan got a reaction from p0lowww in 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. Like
    arrivan got a reaction from ThreeAM in 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. 
  4. Like
    arrivan got a reaction from Richardbuxton in 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. 
  5. Like
    arrivan got a reaction from whafrog in 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. 
  6. Like
    arrivan reacted to Nytwyng in New GM, looking for must have things   
    Maps can be helpful for keeping track of where everyone is during combat but are by no means essential in this system.
    OggDude’s Character Generator is probably the most powerful tool to have at your fingertips, not just for the namesake Character Generator, but also for the GM Tools element.
    Personally, I keep binders with notes and information for each campaign I run, with dividers for each session. I keep it handy during games and can refer to it as necessary. I’ve also got far more pieces of information (art to show for settings, NPC’s, etc; adventure ideas; you name it) on my computer, allowing me to plan future sessions in a modular fashion, rearranging or adding different adventures in based on what the characters do from session to session.
    FFG’s adversary decks are a fantastic resource for grabbing quick NPC’s, especially when your players make a sharp turn from what you had in mind, which they will. Often.
  7. Like
    arrivan reacted to Desslok in Morality, this time with feeling.   
    The simple solution? Just bail on the morality mechanic.
    My dislike of the morality system is well documented. Maelora and I abandoned the mechanic without any ill effect on our games. Oh sure me and my players still have to flip points and take the strain hit to use opposite pips, but the actual Paragon/Fall mechanic? Gone.
    Now that's not to say there shouldn't be some kind of "I am a Jedi, like my father before me" mechanic in play - but you handle it narratively. You work out with the player the trajectory  they want to follow and work from there. Don't leave it up to a roll of the dice.
  8. Thanks
    arrivan reacted to coyote6 in Tips for a GM on handling a character prone to overusing harm?   
    Harm doesn't work on droids; let them fight droids. 
  9. Haha
    arrivan reacted to Maelora in Distinctively Indistinguishable   
    A couple of our PCs have this one.
    Our twi'lek PC, Ardanna Cynn, calls this talent 'My Eyes Are Up Here'.
    In other words, they're not looking at her facial features.  And humans probably think all twi'lek women look the same anyway. 
    (Her partner also has this one and we hand-waved it as some Force thing, a kind of low-level use of 'Influence')
  10. Thanks
    arrivan reacted to celofett in Tool: Online SWRPG Shop Generator   
    Hey everyone
    My SWRPG group loves using the SWRPG Shop Generator tool made by MacKenzieHnC but needing to have a computer with Java around to generate shops is kind of a bummer. So, we started working on a web version!
    We've got a pretty simple version up and running that lets you pick a shop type, world, and number of items. After the shop is generated, the link can be shared with the rest of the group. I wanted to share this version and get some feedback from the community if this as useful to other GM's as it is for us.
    For the future we're planning on putting in user accounts, ability to save shops, select sourcebooks, and create custom worlds with a GM's own modifiers.
    Any feedback is greatly appreciated! Thanks!
    http://www.swrpg-shop.com
     
    Update 10/05/18:
    Want to contribute to v2? Check here
  11. Like
    arrivan got a reaction from Cifer in From murderous thugs to well oiled machine   
    Hello, 

    I just wanted to share my experience so far with the game and the tale of how my murder hobo's became something more. If that's not your thing then "this isn't the post your looking for" and "move along, move along". 
     
    I bought the beginner box for Edge of the Empire nearly a year ago. At the time I was a member in a gaming group that was full blown DND high fantasy players. The group broke up but I was able to salvage a couple of players to finally try out the beginner game. So the appointed hour comes and low an behold only one of the former member is able to partake. That leaves me with a gaming group consisting on myself and a player who is all dwarf warrior. So my wife, seeing how disappointed I was, offers to play. Then my 10 year old daughter decides to jump in (now I am really worried).

    My dwarf warrior wants to play a bounty hunter but isn't "cool with playing chicks" while my wife wants to play a doctor but doesn't like the droid pregen character. So with some trepidation we start making characters from scratch to play the beginner box with.  The dwarf decides on a Gank Bounty Hunter Assassin whose name is Derek and he wears mostly black. The wife creates a bothan Doctor named Nakyanna who "looks like your average bothan", and finally my daughter's turn. Here we go, super nervous. I had her read the character generation section of the core rulebook and am super nervous that the 40 year old dwarf adult gamer will lose patience with the youngling. My daughter makes a Twil'ek Slicer. She is light blue skinned with stripes on her lekku. She has a small scare under her right eye she got when she had to dump her motorcycle while street racing (changed to swoop by the GM). Her obligation is bounty and her motivation is her parents. She decides she used her computer skills to hack her employers bank account and files to free her slave parents. In doing so they had to change their identity so she'll never see them again, but can go on knowing they are safe somewhere in the galaxy. Her employer, mad that she stole his money, put a bounty on her head. (GM adds the employer was teemo the hutt to match the beginner box and we are good to go.) One of my favorite pieces of dialogue from the night was the 10 year old girl explaining this back story to the bounty hunter and him replying "I'm Derek and I wear black." 

    Opening sequences starts off with a bang, all player fail their rolls and get caught by the gamoreans standing around in the open. Derek decides since the girl on stage refused to hide them he is going to hold her at gunpoint to force the thugs to leave. Not in the book and my first improve of the night so I have him roll a check against coercion. With a pass, I decide what the heck we'll let them go it is probably a no brainer combat intro anyway and I'll reward them for being creative. As the thugs turn to leave (narrated that they didn't want to get barred from their drinking hole and could care less about the girl) The group opens fire into their backs. "Dead men tell no tales" says the assassin. Off to acquire the the part for the ship. They ask the store owner if he still has the part. The Doctor offers to negotiate for the part and fails miserably on the roll. Seeing the failure the Assassin guns down the shop owner.
     
    "That thing does have a stun setting," Natalya (my wife) says with a disapproving glare. 
    "Is THAT what that button does," replied Derek. 
     
    With much more shooting, and phenomenal rolls the group blasts (literally) a swath through the city, steals the ship, and makes it to a clean getaway. 

    Everyone had fun, but I am already concerned about the bloodthirsty nature of the group. So I approach my veteran player, the bounty hunter. We have a great conversation about where he wants his character to go and how life can be difficult in the outer rim if you leave behind corpses and enemies in your wake. He says he chose assassin for a reason and we agree that he'll tone it down and he'll have faith that I'll give him plenty of opportunities to excel at killing things but he need to let others excel at their skills beyond the blasty end of their gun. So the challenge is on. Next session had to be a bit of everything and I am staring down intergalactic assassins. I decide I am custom writing the next session to suit the players tastes a little more. In between play sessions we play another round with just my wife and daughter earning 10xp and doing a simple cargo run which feeds into the pirate module in the lords of Nal Hutta. The pair get to use a lot more of their non-combat skills to overcome the pirates and get a better grasp on the rules.

    The party finally regroups nearly two weeks later for another session. While Derek was missing from the group I declare he was chasing down his black market contacts for a "job". Word on the streets is there is a high profile hit that has been placed by Teemo the Hutt whom the group owes quite a bit of obligation to. The group reconvenes and finds themselves in the 'Hungry Mynock" cantina where Derek only has the name of the contact they need to find as the "Fixer". With some sweet talking to the waitress (Renka who gets added to the groups list of contacts for future use) she arranges for them to meet the mysterious "fixer" for a price. The group returns to the cantina the following night where Renka sits them down in a corner booth with more privacy. A human male comes to the table and puts and encrypted holoreceiver on the table where a blurred image addresses the group. (Derek is ruffled immediately as he had been vocal about intimidating the fool for a bigger payout. I predicted that from the first session and decided that the group would never meet "fixer" rather continually be stuck dealing with front men.)

    The job is for a high profile hit. The planet's governor is set to address the masses in a speech in three days. The target is the Governor's top adviser who is loyal to one of Teemo's rivals. Teemo has already secured the poor mook who would be next in line for the job via blackmail so he just needs the adviser out of the way. The catch is he doesn't want to make his rival suspicious so the whole job needs to be framed as something else. The Governor will be making his speech from a stage with a podium. Due to the popularity of the Empire the stage itself will have shielding. In addition, the Governor will most likely be wearing personal shields as well. The group will need to have the slicer infiltrate the local security headquarters and drop the exterior shielding. They can cut the power but the back ups will switch back on after the interruption so Derek will only have time to make two shots. The first shot will be on the Governor who "Fixer" assures will most likely be fully protected by his personal shield generator. In the chaos that follows the first shot Derek will make his second shot on the true target, the adviser. 
     
    "Sounds simple enough" chuckles Derek. 
     
    "That's the easy part," I grin. The whole area is going to be on lock down due to the political events unfolding so the group is encourages to go in with only weapons that are easy to hide (they only have one holdout blaster between the three of them). Fixer has arranged for Derek to meet up with a contact who will supply the rifle on site he just has to get to him. The party is own their own for extraction. Fixer also recommends the group have a backup plan as Teemo will be enraged if they botch the job. 

    The group has three days to plan the hit. My wife decides they need a better cover than what has been given. There are just too many holes in her mind. She convinces the slicer to return to Renka and find out if there are any rebel groups in the area. Meanwhile Derek and her go and steal a shipments of imperial supplies. (Lots of improve happening but it is working and I am curious to see where it leads). They arrange to sell the supplies to the rebels on the morning of the speech in a nearby hanger. The Doctor makes the deal with a low ranking officer and says her employer is sympathetic to the rebellion and drops hints of his political ties. Records the transfer of goods on her datapad and heads out to the speech. She says she is not needed by the other two and decides to join the crowd of spectators to watch the show. Baffled we play out the Slicer, sneaking in through an air duct and hacking into the system through an open maintenance workstation. She rolls a critical success on her slicing and I reward her with information on the patrol routes of the local pd which she can sell to the right buyer later. Derek makes his way through the cityscape getting in a tussle with some protesters but manages to make it to his drop. The shifty contact is a Duros who rented a penthouse room overlooking the stage. He has the rifle ready to go and just needs his payment and he'll be on his way. Derek whips out the lone holdout blaster and guns the guy down. He contacts the slicer and lets her know he is in position and ready. I read the first three lines of a speech I threw together when the shielding flickers and blam the first roll is made by Derek. I upgrade the difficulty of the check with a destiny point to keep him from succeeding and sure enough the shot bounces harmlessly off the personal deflector shield. Security springs into action and Derek flips a destiny token to aid in the second shot which scores a hit with a triumph and plenty of advantages. The adviser go down in a heap. That's when my wife yells "Out of the way I am a Doctor" and whips out her medpack. Smart. She hovers over the fallen adviser and says she wants to make a check to hide her datapad from the sale of the supplies on the adviser while treating him. A successful skulduggery check later and she pronounces the adviser dead. One problem, Derek didn't do enough damage to kill him. He has 3 wounds left. So she says I want to use my medicine skills to open the wound to make it fatal. Sever an artery, whatever. Another successful check and the poor adviser is dead. She laments that there is nothing more she could do and melts away into the crowd. 
     
    The slicer makes a bid to escape by hacking the comm relay and diverting security forces to chase down the assassin clearing a path for her to sneak out and get lost in the crowd. Derek leaves the gun with the dead contact and walks into the hall where he is confronted by a member of hotel security. He blasts the guy in the hall and kick's in the door leaving behind a scene of a brave security guard who traded gunfire with a lone assassin leading to both their deaths. He departs for the floor via the garbage chute just in time to avoid security forces arriving on another lift. 

    The group gathers later that day at the Hungry Mynock and celebrates their victory. Fixer makes contact through another proxy who notifies the group that half their fee is being withheld for the cost of replacing the guy who was supposed to drop the rifle and survive. Teemo is pleased as the holonet is filled with reports of a botch rebel assassination attempt and the subsequent arrest of rebels conveniently in the docking back transferring their cargo, 25% of the fee is used to relieve some obligation and the group keeps 25% of the pot plus the money for the sale of the rebels. (Slicer nets another 1000 for the data she stole from the security station)
     
    The party had a ton of fun and thanked me for the adventure. When asked what's next for the band of assassins my wife deviously answered "Why we are going to free the stooge we sold the supplies to, he'll be super grateful and it would be nice to have a contact inside the rebellion." 
     

     
       
  12. Like
    arrivan got a reaction from AceSolo5 in From murderous thugs to well oiled machine   
    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:
  13. Like
    arrivan got a reaction from SFC Snuffy in From murderous thugs to well oiled machine   
    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:
  14. Like
    arrivan got a reaction from SFC Snuffy in From murderous thugs to well oiled machine   
    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. 

      
  15. Like
    arrivan got a reaction from SFC Snuffy in From murderous thugs to well oiled machine   
    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. 
     
  16. Like
    arrivan got a reaction from RLogue177 in 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. 


     
  17. Like
    arrivan got a reaction from philmandalorian in 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. 


     
  18. Sad
    arrivan reacted to OddballE8 in From murderous thugs to well oiled machine   
    I miss reading about this group
     
  19. Like
    arrivan got a reaction from jayc007 in From murderous thugs to well oiled machine   
    Hello, 

    I just wanted to share my experience so far with the game and the tale of how my murder hobo's became something more. If that's not your thing then "this isn't the post your looking for" and "move along, move along". 
     
    I bought the beginner box for Edge of the Empire nearly a year ago. At the time I was a member in a gaming group that was full blown DND high fantasy players. The group broke up but I was able to salvage a couple of players to finally try out the beginner game. So the appointed hour comes and low an behold only one of the former member is able to partake. That leaves me with a gaming group consisting on myself and a player who is all dwarf warrior. So my wife, seeing how disappointed I was, offers to play. Then my 10 year old daughter decides to jump in (now I am really worried).

    My dwarf warrior wants to play a bounty hunter but isn't "cool with playing chicks" while my wife wants to play a doctor but doesn't like the droid pregen character. So with some trepidation we start making characters from scratch to play the beginner box with.  The dwarf decides on a Gank Bounty Hunter Assassin whose name is Derek and he wears mostly black. The wife creates a bothan Doctor named Nakyanna who "looks like your average bothan", and finally my daughter's turn. Here we go, super nervous. I had her read the character generation section of the core rulebook and am super nervous that the 40 year old dwarf adult gamer will lose patience with the youngling. My daughter makes a Twil'ek Slicer. She is light blue skinned with stripes on her lekku. She has a small scare under her right eye she got when she had to dump her motorcycle while street racing (changed to swoop by the GM). Her obligation is bounty and her motivation is her parents. She decides she used her computer skills to hack her employers bank account and files to free her slave parents. In doing so they had to change their identity so she'll never see them again, but can go on knowing they are safe somewhere in the galaxy. Her employer, mad that she stole his money, put a bounty on her head. (GM adds the employer was teemo the hutt to match the beginner box and we are good to go.) One of my favorite pieces of dialogue from the night was the 10 year old girl explaining this back story to the bounty hunter and him replying "I'm Derek and I wear black." 

    Opening sequences starts off with a bang, all player fail their rolls and get caught by the gamoreans standing around in the open. Derek decides since the girl on stage refused to hide them he is going to hold her at gunpoint to force the thugs to leave. Not in the book and my first improve of the night so I have him roll a check against coercion. With a pass, I decide what the heck we'll let them go it is probably a no brainer combat intro anyway and I'll reward them for being creative. As the thugs turn to leave (narrated that they didn't want to get barred from their drinking hole and could care less about the girl) The group opens fire into their backs. "Dead men tell no tales" says the assassin. Off to acquire the the part for the ship. They ask the store owner if he still has the part. The Doctor offers to negotiate for the part and fails miserably on the roll. Seeing the failure the Assassin guns down the shop owner.
     
    "That thing does have a stun setting," Natalya (my wife) says with a disapproving glare. 
    "Is THAT what that button does," replied Derek. 
     
    With much more shooting, and phenomenal rolls the group blasts (literally) a swath through the city, steals the ship, and makes it to a clean getaway. 

    Everyone had fun, but I am already concerned about the bloodthirsty nature of the group. So I approach my veteran player, the bounty hunter. We have a great conversation about where he wants his character to go and how life can be difficult in the outer rim if you leave behind corpses and enemies in your wake. He says he chose assassin for a reason and we agree that he'll tone it down and he'll have faith that I'll give him plenty of opportunities to excel at killing things but he need to let others excel at their skills beyond the blasty end of their gun. So the challenge is on. Next session had to be a bit of everything and I am staring down intergalactic assassins. I decide I am custom writing the next session to suit the players tastes a little more. In between play sessions we play another round with just my wife and daughter earning 10xp and doing a simple cargo run which feeds into the pirate module in the lords of Nal Hutta. The pair get to use a lot more of their non-combat skills to overcome the pirates and get a better grasp on the rules.

    The party finally regroups nearly two weeks later for another session. While Derek was missing from the group I declare he was chasing down his black market contacts for a "job". Word on the streets is there is a high profile hit that has been placed by Teemo the Hutt whom the group owes quite a bit of obligation to. The group reconvenes and finds themselves in the 'Hungry Mynock" cantina where Derek only has the name of the contact they need to find as the "Fixer". With some sweet talking to the waitress (Renka who gets added to the groups list of contacts for future use) she arranges for them to meet the mysterious "fixer" for a price. The group returns to the cantina the following night where Renka sits them down in a corner booth with more privacy. A human male comes to the table and puts and encrypted holoreceiver on the table where a blurred image addresses the group. (Derek is ruffled immediately as he had been vocal about intimidating the fool for a bigger payout. I predicted that from the first session and decided that the group would never meet "fixer" rather continually be stuck dealing with front men.)

    The job is for a high profile hit. The planet's governor is set to address the masses in a speech in three days. The target is the Governor's top adviser who is loyal to one of Teemo's rivals. Teemo has already secured the poor mook who would be next in line for the job via blackmail so he just needs the adviser out of the way. The catch is he doesn't want to make his rival suspicious so the whole job needs to be framed as something else. The Governor will be making his speech from a stage with a podium. Due to the popularity of the Empire the stage itself will have shielding. In addition, the Governor will most likely be wearing personal shields as well. The group will need to have the slicer infiltrate the local security headquarters and drop the exterior shielding. They can cut the power but the back ups will switch back on after the interruption so Derek will only have time to make two shots. The first shot will be on the Governor who "Fixer" assures will most likely be fully protected by his personal shield generator. In the chaos that follows the first shot Derek will make his second shot on the true target, the adviser. 
     
    "Sounds simple enough" chuckles Derek. 
     
    "That's the easy part," I grin. The whole area is going to be on lock down due to the political events unfolding so the group is encourages to go in with only weapons that are easy to hide (they only have one holdout blaster between the three of them). Fixer has arranged for Derek to meet up with a contact who will supply the rifle on site he just has to get to him. The party is own their own for extraction. Fixer also recommends the group have a backup plan as Teemo will be enraged if they botch the job. 

    The group has three days to plan the hit. My wife decides they need a better cover than what has been given. There are just too many holes in her mind. She convinces the slicer to return to Renka and find out if there are any rebel groups in the area. Meanwhile Derek and her go and steal a shipments of imperial supplies. (Lots of improve happening but it is working and I am curious to see where it leads). They arrange to sell the supplies to the rebels on the morning of the speech in a nearby hanger. The Doctor makes the deal with a low ranking officer and says her employer is sympathetic to the rebellion and drops hints of his political ties. Records the transfer of goods on her datapad and heads out to the speech. She says she is not needed by the other two and decides to join the crowd of spectators to watch the show. Baffled we play out the Slicer, sneaking in through an air duct and hacking into the system through an open maintenance workstation. She rolls a critical success on her slicing and I reward her with information on the patrol routes of the local pd which she can sell to the right buyer later. Derek makes his way through the cityscape getting in a tussle with some protesters but manages to make it to his drop. The shifty contact is a Duros who rented a penthouse room overlooking the stage. He has the rifle ready to go and just needs his payment and he'll be on his way. Derek whips out the lone holdout blaster and guns the guy down. He contacts the slicer and lets her know he is in position and ready. I read the first three lines of a speech I threw together when the shielding flickers and blam the first roll is made by Derek. I upgrade the difficulty of the check with a destiny point to keep him from succeeding and sure enough the shot bounces harmlessly off the personal deflector shield. Security springs into action and Derek flips a destiny token to aid in the second shot which scores a hit with a triumph and plenty of advantages. The adviser go down in a heap. That's when my wife yells "Out of the way I am a Doctor" and whips out her medpack. Smart. She hovers over the fallen adviser and says she wants to make a check to hide her datapad from the sale of the supplies on the adviser while treating him. A successful skulduggery check later and she pronounces the adviser dead. One problem, Derek didn't do enough damage to kill him. He has 3 wounds left. So she says I want to use my medicine skills to open the wound to make it fatal. Sever an artery, whatever. Another successful check and the poor adviser is dead. She laments that there is nothing more she could do and melts away into the crowd. 
     
    The slicer makes a bid to escape by hacking the comm relay and diverting security forces to chase down the assassin clearing a path for her to sneak out and get lost in the crowd. Derek leaves the gun with the dead contact and walks into the hall where he is confronted by a member of hotel security. He blasts the guy in the hall and kick's in the door leaving behind a scene of a brave security guard who traded gunfire with a lone assassin leading to both their deaths. He departs for the floor via the garbage chute just in time to avoid security forces arriving on another lift. 

    The group gathers later that day at the Hungry Mynock and celebrates their victory. Fixer makes contact through another proxy who notifies the group that half their fee is being withheld for the cost of replacing the guy who was supposed to drop the rifle and survive. Teemo is pleased as the holonet is filled with reports of a botch rebel assassination attempt and the subsequent arrest of rebels conveniently in the docking back transferring their cargo, 25% of the fee is used to relieve some obligation and the group keeps 25% of the pot plus the money for the sale of the rebels. (Slicer nets another 1000 for the data she stole from the security station)
     
    The party had a ton of fun and thanked me for the adventure. When asked what's next for the band of assassins my wife deviously answered "Why we are going to free the stooge we sold the supplies to, he'll be super grateful and it would be nice to have a contact inside the rebellion." 
     

     
       
  20. Like
    arrivan got a reaction from Wandering Terä Käsi Artist in From murderous thugs to well oiled machine   
    The group really solidified their unity after the big "hit" and even named their ship the "Supernova". All together they are behaving more like a team than the random group of murderers that blasted out of Mos Shuuta. There are a couple of things I have learned so far that are helping me with the group. First they crave anchors to the world. After just one play session with the NPC character "Renka" the group's default instinct is to run to her for information. I have decided that I will lace in more permanent contacts on a variety of worlds with varying specialties considering how well the group has responded to her. (There was even discussion of buying her items as a reward). The second thing is the Hungry Mynock Cantina. I threw it together off the cuff purely as a setup location for that job and the pc's have already declared it as one of their favorite establishments. 
     
    So when  we last left off the Doctor wanted to stage a rescue mission to free the rebellion stooge from the imperials trap that they had ultimately set him up for. The group discussed the odds of survival for an all out assault on an Imperial Garrison and quickly decided that the best chance they had to free the stooge was to do it during a prisoner transport. They returned to "Renka" and asked her to keep an ear out among the imperial pilots for any prisoner exchanges or transfers especially those involving rebels. Renka agreed, but added that there is a surcharge to her normal fees for information on the Empire and it would take some time for her to get the information (I was going to hack up the whisper base module from Age of the Rebellion to add in a holding cells and fix the location for the raid, but they surprised me by wanting it to be a vehicle assault or a space assault where they figured their odds would be better. I could have improvised something, but I had a backup mission ready to play and I wanted to make the jailbreak more than just a couple of improved fights) The group readily agreed and asked if there was anything else going on. Renka says their isn't much activity on the criminal underworld channels due to the recent assassination as it appears  anyone with any sense is laying low until the dust settles. The only interesting thing she has seen recently is an old codger that comes in from time to time ranting about lost treasure and hidden hyperspace routes. The group bites on the lead and asks when and how often the old coot comes around. Renka informs them that he normally comes in just after the monthly trade bazaar full of credit from selling "lost treasures" to off-worlders and gets lit on Corellian Brandy. It's during these times when he talks about the real treasure as opposed to the knock offs he sells to stay alive. She is expecting him back any day now. 

    The adventure is based off "The Dead Road" module in the back of the Lords of Nal Hutta book. I chose to write this up in the background due to the interests of a new player in joining the group who wants to play an emerging Sith. I had just bought the F&D beta book at the local gaming store and was thinking of a way to weave the new player into the group. In the back of the Dead Road module it lists a number of rewards including the Morrigan Scrolls. I plan on the group obtaining them and the new player being the buyer. Unfortunately they will get stolen out from under the party leading the new sith apprentice needing to work with the group to recover them at the same time, hopefully, allowing the group to mesh on an enjoyable adventure and on successfully retrieving the scroll I will treat it as a holocron for the Sith player. 

    The group kills some time for a couple of days hanging around the cantina. The first night they all get into a rousing game of dice from the Fly casual book. The group is doing well credit wise winning more hands then not, so I start having the Brandy brought in between hands. After each round all players drink (resilience test) and on a fail they are too drunk to continue and are done for the night, on despairs they make foolish bets doubling what they originally bid on the next hand. Each round of drinking adds a black die to the pool and players are using their advantage to encourage the others (adding boost dice) to keep playing. The doctor drops first after only two rounds. Credits are flowing freely as are the jokes and laughter and honestly the players quickly fell into it and started hamming it up. The bounty hunter and the slicer played on and seemed to lose all regard for who was winning or losing at Hintaro and instead focus on how the adult wasn't going to let the 10 year old drink him under the table. (I knew at that point I was spending the next day reviewing her DARE packet from school and saying no to drugs and alcohol lol). At the end of the night (after only 4 rounds or so as those black dice added up fast) and about 2500 lost in credits the 10 year old slicer said "Don't worry I'll tuck you into bed," as the bounty hunter failed his resilience roll and succumbed to a drunk stupor. (this whole round took about 15-20 minutes, but was so worth it for the bonding of the group and the fun had at the table)
     
    The second night in the Cantina was quiet with everyone nursing their hangovers from the night before. As the group left the cantina that night they were approached by an apprentice bounty hunter who took note of the slicer the night before (Bounty is the slicers obligation and they rolled her for the session. I had originally planned the encounter for an unruly bar patron but improvisation is the most valuable tool in the chest right?) The hunter calls out the slicer in for a duel (again using the rules in fly casual for the gunfight). The Slicer wins on the buildup phase and chooses to use aim to shoot for the blaster hand of her opponent. In a very classy bit of rp she out draws the apprentice and shoots the blaster from his hand. The Bounty hunter assassin roughs up the upstart and with a check for intimidating the young fool convinces the upstart that he was "mistaken" about about the identity of his Twil'lek companion and happily accepts the apprentices last bounty in exchange for forgetting this interaction ever took place. (roughly 2500 credits which puts the group at break even)
     
    Spoilers ahead for Dead Road module:

    On the third night at the cantina the player are reward by meeting "Jecek" the man from the Dead Road adventure who spins the tale of the lost treasure planet. A group of bounty hunters overhears the conversation and tries to make off with "Jacek" the group acts quickly with the 10 year old slicer using the skills I have seen the most from her as a parent. Deception. She quickly spins a tale about her crazy old step dad who drinks too much Corellian Brandy and makes up stories of grand adventure to cover his dull life as a farmer. Graayl Nor buys the story for now and leaves them be. The group quickly leaves the cantina and follows Jacek to his storage locker where they recover the "key". On returning to their ship, however, they are greeted by Graayl Nor again this time with his pack of bounty hunters and the apprentice whom the group let go the night before. This triggers a "See that's why we don't let people go," response from the assassin which gives everyone at the table a good laugh.  Graayl gives a typical villainous speech about how stupid the pc are and how they will get the treasure and the bounty on the Slicer and make off with the Supernova to boot. A firefight breaks out in the hangar with the doctor ushering Jacek down behind some cargo containers and shooting from cover at the thugs. The slicer draws her heavy blaster pistol and takes cover behind a loading droid that continues to move slowly forcing her to move each round instead of aiming to keep behind the droid and stay in cover. The bounty hunter launches himself at the Graayl (nemisis) and leads with his repulsor fist. The slow firing on the fist leads them to break apart and draw blasters. After two rounds of blaster fire the doctor makes a desperate run to the Bounty hunter assassin's aid to apply stimpacks to keep the groups hard hitter up and fighting. The slicer does a great job bringing down the thugs with her heavy blaster and when the coast is clear makes a run for the ship. As the Doctor and Assassin continue to struggle against Graayl, local security forces arrive at the entrance to the hanger and open fire on everyone. "Jacek" makes a dash for the ship, whose engines are running thanks to the slicer. The volley of fire from the security forces drops Graayl and critically injures the Doctor with a glancing wound. Quickly realizing they don't want to leave behind a bounty hunter who has identified the Twil'lek as a bounty the doctor instructs the bounty hunter to grab the fallen Graayl and together they board the Supernova as the ship blasts out of the hanger and makes a quick getaway.

    The doctor uses her medicine skill to keep Graayl from dying and flips a destiny token to have some anesthetics on the ship to keep him under heavy sedation (note at this point they have only established that they have them). The doctor has to stay with Graayl to ensure he doesn't wake up. The ship is jolted by blaster fire suffering 2 strain as security cloudcars intercept the Supernova in the upper atmosphere. The Bounty Hunter mans the guns blasting back at the cloud cars while the slicer races for the atmosphere in the hope of making a clean escape to space beyond the cloud cars (planetary) range. The slicer makes evasive maneuvers to avoid fire (success with disadvantage) and Graayl is thrown from the bed onto the doctor who is knocked to the floor. Ripping out his anesthetic iv's before the drugs take full effect the doctor is now grappling with a wounded and weary Graayl for the hypospray filled with sedative to get him back under. (Other than applying stims the Doctor had little meaningful contribution to bringing down Graayl and I wanted to make sure the character was getting to do more than following the group being a stim-bot). The weakened Graayl has his adversary 1 removed and suffers 2 black dice for being injured and partially sedated. The Doctor is unable to outmatch the strength of the bounty hunter and grabs a fire extinguisher from the wall and bashes Graayl over the head. With an exasperated breath she calls up the ladder to the Assassin in the gunner pit that Graayl has been "Sedated" which brings a good laugh at the table. Blasting two of the three pursuers the Supernova meets the atmosphere and escapes in to the safety of space leaving the remaining atmosphere bound cloud car returning to the surface. (in all the excitement they forgot to slice the systems or Jam their transponder signal which they'll discover when they return to the planet.) They plot a course for the edge of the rim to the "Pearl" space station and jump into hyperspace. 
     
    While in hyperspace (break for dinner) the group discusses what to do with Graayl, The bounty hunter is tempted to eject him into space, but the other two in the group are not down for it. The group then discusses that they can't just abandon their current task to deal with it so they must find a way to hold him prisoner while they finish their current task. This brings about the bounty hunter saying "See, this is why we don't take prisoners," which brings about another laugh from the group. The group continues on arriving at the Pearl without incident and begins tracking down medical facilities to help the group recover from the combat with Graayl who they bind up with spare cable and leave in a cargo hold with Jacek in the their ship. Jacek is under strict orders to not allow Graayl out of the hold no matter what. "If he dies then he is not our problem," instructs the Assassin. The medical facilities are overpriced but effective and the group is back to full strength and tracking down Harke to get the final piece to the puzzle. After some negotiations they purchase the location (failed first attempt, so the group decided to try and get him liquored up and I allowed a second test with a boost but at added cost for the booze and he charged 75% more for the information). The group finds a slave collar at the market as well as the exploding shackles from the Nal Hutta source book and decides to pay triple the price on the Pearl to acquire them for Graayl. (Normally I want restricted items to be harder to acquire but the group in talking with each other decided if they couldn't secure him then he was too much of a liability and they would execute him. I was already scheming up another story arc based on the bounty hunter so I allowed them the purchase as I very much wanted him alive). The book doesn't give much for the landing on the planet Pybus so I was left to design more if I wanted it to be more than fight a few droids and frogs and find a treasure hoard. I had just finished reading the "Darksabre" book from the EU universe and loved the scene where Han and Leia were invited into a Hutt Bath house and were repulsed by the disgusting sludge called bathwater but forbidden from using it as they would contaminate the pureness of it. I decided I wanted to use that and so fleshed out a story. 

    The group makes the arrival of the Pybus system and finds the emptiness of the area unsettling. The stories they heard earlier about the planet being forbidden by the Hutts plays havok on them and I force a fear check. The slicer fails and so as a result I put a black die penalty on her actions while on the planet.  They stick to the upper atmosphere while scanning the dense jungle planet for anything that looks like a structure and succeed in finding the palace and the grown over landing pad. (I had planned for a fail for them to find the structure but no landing and then a two mile hike through the jungle which would cost each member 2 strain and on a pass they find the grown over landing pad from the Hutt palace and land smoothly they passed). On landing they are greeted by a robed figure who welcomes them and says he foresaw their arrival. He explains he is was a padawan and he and his master were sent to search fr traces of grievous after the assault on the capital of the Old Republic. Their mission was to search uninhabited worlds for signs of the separatist's. That's when they stumbled on Pybus. The star at the systems heart is volatile and solar flares make jumping in and out of the system treacherous. Their ship was struck by one such flare on entry to the system and they crashed on the surface. They assumed the Jedi order would send some one for them, but no help ever came. They felt a great disturbance in the force (when order 66 went down) and then silence for decades. The master died of old age and he was left alone on the planet to survive. He had given up on the force and all hope of seeing any sentient being again until he felt another tremor in the force as if billions of people screamed out at once (destruction of Alderaan). Shortly after he began having visions that the group would arrive on Pybus and assumed whatever they were here to do was the will of the force. He cautioned them on their choices moving forward as he sensed their actions would trigger great events to unfold in the universe, but the future was clouded. He could not say if it was for good or evil. The pc's relayed the betrayal of the Jedi Order (for they would have only known the propaganda at best) and the establishment of the Empire. The subsequent appearance of Lord Vader, and the bounty on information leading to the Jedi. (The assassin was itchy to take him in, but weary of whether they could take down a Jedi Knight after the struggled with the bounty hunter nearly losing the combat) The party leaves the Jedi behind after he refuses to accompany them into the Palace. He cites that his master grew fixated on the place before his death and his belief that something inside drove him mad. 

    The key Jecek provided opens the door as expected and the party enters the main receiving bay. Old computer terminals covered in dust lay as ghosts and the place is as dead as a tomb. The group decides their first task is to try and restore power to the compound. The slicer makes a mechanics check to trace the power cables from the computer terminals to the wall and then to follow the power from conduit to conduit which will lead the group to the main generator. (The 10 year wanted to check the fuse box like when the power goes out at the house and we helped narrate the rest). The group navigates in the darkness with just a single glow rod and finds multiple signs that animals have take over the compound. The Doctor begins questioning how the animals were able to get in but the Jedi were not. They find the main power generator and are immediate besieged by an Ackalay from the F&D book. The monsters hide is too tough for blaster fire and the group immediately concludes they they are not going to be able to bring it down. The bounty hunter valiantly using his defensive talents from his replusor arm engages the beast while the slicer works to restore power to the facility by reactivating the generator. With the lights snapping on the sudden whirl of power disorients the beast  and the group makes a run for the door. sealing it shut behind them. They have no idea how long the power will last and whether the beast will attack the now humming generator and decide to hurry back to the entrance. Once back the slicer makes quick work of the system taking control of the Hutt's booby traps and getting the general layout of the palace. She learns that the Hutt had creature pens inside and some how they must be loose in the facility. With an ominous tone I reveal that the Hutt's prized pet was a rancor. 
     
    The group makes their way to the main audience hall which they determined from the layout leads to the Hutts personal chambers. They find the hall doors sealed and the slicer makes quick work of the panel. Inside bones and debris litter the hall. The slicer finds another terminal while the doctor and bounty hunter search for anything valuable. The slicer determines from searching the records that the whole palace was wired to a kill switch the hutt had surgically implanted. When he died the palace sealed itself and opened all the pens. In the centuries that followed the creatures must have staked claim to certain portions of the palace and had offspring. The Doctor quickly realizes that there must be more than one of everything down here and how much danger they are really in. The group decides to avoid the armory and underbelly of the compound for fear of the rancors and instead to as quickly as possible traverse the Hutt bath house, find the penthouse, and see if they can find the treasure hoard. They all assume that a hutt this paranoid would keep his treasure room close to his personal quarters and that is their best bet. (Slightly disappointed as the group bypassed my fight with the rancor, but they are being smart and the session is running slower than I expected and I am worried about them finishing by the 10 year old's bed time). The group enters the bath house house to find centuries old filth filled pool separating them from the entrance to the Hutt's personal penthouse. The only way across is to shimmy across the lip of the pool or to swim through the muck. The group decides to avoid the pool of filth and try to slip across the lip which is difficult due to the grime and filth. The bounty hunter makes it across, but the Doctor and the Slicer fall into the pit. The Slicer has an especially bad fall and losses her weapon in the muck. On the waters being disturbed the group is attacked by the Pybus Amphibipole's from the book. They bred in the muck and are quick engaged by three minion groups of three. The frogs are venomous and quickly I realize I put too many in as the group takes a beating on the first round. The bounty hunter getting desperate calls for the slicer to abandon her blaster and run from the pool with the doctor. Both the doctor and the slicer make checks to climb from the filth and run to the next room. The bounty hunter tosses his prized frag grenade he got from Graayl and triggers the blast on his roll doing massive damage to the frog groups. The slicer closes the door and I narrate that the wounds to the frogs were great enough to drive them off. Inside the Hutt's penthouse the group finds some hutt jewels and a boonta blaster for the slicer (it'll do for now.) after searching the room closely they find a hidden door in a wall panel that leads them to the fabled treasure room. The party is relived to see their goal and immediately dives for the treasure. That's when the Hutt Security droids come to life and attack. The group already weary from combat puts up a great fight hiding behind treasure piles and watching as each stray shot from the two droids destroys another valuable. They manage to put down the the two droids and with a sigh of relief are glad that it is over. That is when the slicer on trying to see if she could reprogram the droid to serve the group finds the killswitch similar to the Hutt's. The room begins to shake violently as the center gives way to a giant chasm that continues to grow. The group scoops up what treasure they can carry and makes a run for it. They dodge falling debris, and realize the whole palace is coming down. To make matters worse the violent shaking has disturbed the Rancor who begins to chase them (using the chase rules from the book) after the group flips nearly all their destiny points during the chase sequence they make it to the landing pad just as the palace behind them sinks into a chasm. They have only a second to catch their breath before the clawed hand of the rancor grasps the edge of the chasm. The group opens fire, but similar to the Ackalay from earlier their weapons have no effect as the beast pulls himself over the edge. Hopelessness begins to set in when the Jedi Padawan emerges again Lightsabre drawn and charges the Rancor. (Jedi is narrative causing a break in the combats) The Jedi takes the Rancors clawed hand at the wrist causing the creature to be staggered on the edge of the chasm. The group is free to act again and on the Jedi's urging the group opens fire into the wall at the feet of the Rancor causing it collapse and sending the beast down into the darkness.

    The group (finally) has succeed at their mission and offers to take the Jedi away from Pybus. He declines reasoning that if the empire hadn't found him here after all these years it was probably as safe of a spot as any to hide. He offers to be a mentor to any light side force users the group comes across (putting both the mentor aspect from F&D and the Holocron into play so the players have both paths available). The players made off with all three treasures in the back of the book which Jecek demands the siren's soul and Key for his share. Funnily enough the PC's agree (I thought for sure he was dead once they left the Jedi) leaving them the Heart of Gamor and the Scrolls. They return to the Pearl where Jecek departs and they add him as a contact for the group. They wrap up the session for the night there and are curious how I am going to work in the new player on their return. I didn't describe much about the scrolls only telling them they would need to find the right buyer for such an old relic, but they were sure it must be worth something or it would not have been in the Hutt's treasure hoard.

    The group had fun this session. It was rewarding to see the dynamic of the group come together during the non-combat scenes in the Cantina which I was worried the Bounty hunter would grow tired of quickly. The 10 year old continues to be the star performer of the group which I think drives the two adults to be more creative. I am thinking the Drama club might be in her future (at the very least she is going to make some geek like me very happy someday by being a gaming wife who could pull off running a game). The new player sounded a lot like me at the outset nervous about the young player when I described the group, however, I can't imagine the group without her now. I honestly believe she holds the whole thing together. In addition, her interest in the game has lead her to watch the first trilogy and she is now working on the prequels and she picked up one of the graphic novel omnibus books with her allowance.

    The new player will be brought into the group the next time we play (June 6th) and we'll see how it goes. 

     
  21. Like
    arrivan got a reaction from Wandering Terä Käsi Artist in From murderous thugs to well oiled machine   
    Hello, 

    I just wanted to share my experience so far with the game and the tale of how my murder hobo's became something more. If that's not your thing then "this isn't the post your looking for" and "move along, move along". 
     
    I bought the beginner box for Edge of the Empire nearly a year ago. At the time I was a member in a gaming group that was full blown DND high fantasy players. The group broke up but I was able to salvage a couple of players to finally try out the beginner game. So the appointed hour comes and low an behold only one of the former member is able to partake. That leaves me with a gaming group consisting on myself and a player who is all dwarf warrior. So my wife, seeing how disappointed I was, offers to play. Then my 10 year old daughter decides to jump in (now I am really worried).

    My dwarf warrior wants to play a bounty hunter but isn't "cool with playing chicks" while my wife wants to play a doctor but doesn't like the droid pregen character. So with some trepidation we start making characters from scratch to play the beginner box with.  The dwarf decides on a Gank Bounty Hunter Assassin whose name is Derek and he wears mostly black. The wife creates a bothan Doctor named Nakyanna who "looks like your average bothan", and finally my daughter's turn. Here we go, super nervous. I had her read the character generation section of the core rulebook and am super nervous that the 40 year old dwarf adult gamer will lose patience with the youngling. My daughter makes a Twil'ek Slicer. She is light blue skinned with stripes on her lekku. She has a small scare under her right eye she got when she had to dump her motorcycle while street racing (changed to swoop by the GM). Her obligation is bounty and her motivation is her parents. She decides she used her computer skills to hack her employers bank account and files to free her slave parents. In doing so they had to change their identity so she'll never see them again, but can go on knowing they are safe somewhere in the galaxy. Her employer, mad that she stole his money, put a bounty on her head. (GM adds the employer was teemo the hutt to match the beginner box and we are good to go.) One of my favorite pieces of dialogue from the night was the 10 year old girl explaining this back story to the bounty hunter and him replying "I'm Derek and I wear black." 

    Opening sequences starts off with a bang, all player fail their rolls and get caught by the gamoreans standing around in the open. Derek decides since the girl on stage refused to hide them he is going to hold her at gunpoint to force the thugs to leave. Not in the book and my first improve of the night so I have him roll a check against coercion. With a pass, I decide what the heck we'll let them go it is probably a no brainer combat intro anyway and I'll reward them for being creative. As the thugs turn to leave (narrated that they didn't want to get barred from their drinking hole and could care less about the girl) The group opens fire into their backs. "Dead men tell no tales" says the assassin. Off to acquire the the part for the ship. They ask the store owner if he still has the part. The Doctor offers to negotiate for the part and fails miserably on the roll. Seeing the failure the Assassin guns down the shop owner.
     
    "That thing does have a stun setting," Natalya (my wife) says with a disapproving glare. 
    "Is THAT what that button does," replied Derek. 
     
    With much more shooting, and phenomenal rolls the group blasts (literally) a swath through the city, steals the ship, and makes it to a clean getaway. 

    Everyone had fun, but I am already concerned about the bloodthirsty nature of the group. So I approach my veteran player, the bounty hunter. We have a great conversation about where he wants his character to go and how life can be difficult in the outer rim if you leave behind corpses and enemies in your wake. He says he chose assassin for a reason and we agree that he'll tone it down and he'll have faith that I'll give him plenty of opportunities to excel at killing things but he need to let others excel at their skills beyond the blasty end of their gun. So the challenge is on. Next session had to be a bit of everything and I am staring down intergalactic assassins. I decide I am custom writing the next session to suit the players tastes a little more. In between play sessions we play another round with just my wife and daughter earning 10xp and doing a simple cargo run which feeds into the pirate module in the lords of Nal Hutta. The pair get to use a lot more of their non-combat skills to overcome the pirates and get a better grasp on the rules.

    The party finally regroups nearly two weeks later for another session. While Derek was missing from the group I declare he was chasing down his black market contacts for a "job". Word on the streets is there is a high profile hit that has been placed by Teemo the Hutt whom the group owes quite a bit of obligation to. The group reconvenes and finds themselves in the 'Hungry Mynock" cantina where Derek only has the name of the contact they need to find as the "Fixer". With some sweet talking to the waitress (Renka who gets added to the groups list of contacts for future use) she arranges for them to meet the mysterious "fixer" for a price. The group returns to the cantina the following night where Renka sits them down in a corner booth with more privacy. A human male comes to the table and puts and encrypted holoreceiver on the table where a blurred image addresses the group. (Derek is ruffled immediately as he had been vocal about intimidating the fool for a bigger payout. I predicted that from the first session and decided that the group would never meet "fixer" rather continually be stuck dealing with front men.)

    The job is for a high profile hit. The planet's governor is set to address the masses in a speech in three days. The target is the Governor's top adviser who is loyal to one of Teemo's rivals. Teemo has already secured the poor mook who would be next in line for the job via blackmail so he just needs the adviser out of the way. The catch is he doesn't want to make his rival suspicious so the whole job needs to be framed as something else. The Governor will be making his speech from a stage with a podium. Due to the popularity of the Empire the stage itself will have shielding. In addition, the Governor will most likely be wearing personal shields as well. The group will need to have the slicer infiltrate the local security headquarters and drop the exterior shielding. They can cut the power but the back ups will switch back on after the interruption so Derek will only have time to make two shots. The first shot will be on the Governor who "Fixer" assures will most likely be fully protected by his personal shield generator. In the chaos that follows the first shot Derek will make his second shot on the true target, the adviser. 
     
    "Sounds simple enough" chuckles Derek. 
     
    "That's the easy part," I grin. The whole area is going to be on lock down due to the political events unfolding so the group is encourages to go in with only weapons that are easy to hide (they only have one holdout blaster between the three of them). Fixer has arranged for Derek to meet up with a contact who will supply the rifle on site he just has to get to him. The party is own their own for extraction. Fixer also recommends the group have a backup plan as Teemo will be enraged if they botch the job. 

    The group has three days to plan the hit. My wife decides they need a better cover than what has been given. There are just too many holes in her mind. She convinces the slicer to return to Renka and find out if there are any rebel groups in the area. Meanwhile Derek and her go and steal a shipments of imperial supplies. (Lots of improve happening but it is working and I am curious to see where it leads). They arrange to sell the supplies to the rebels on the morning of the speech in a nearby hanger. The Doctor makes the deal with a low ranking officer and says her employer is sympathetic to the rebellion and drops hints of his political ties. Records the transfer of goods on her datapad and heads out to the speech. She says she is not needed by the other two and decides to join the crowd of spectators to watch the show. Baffled we play out the Slicer, sneaking in through an air duct and hacking into the system through an open maintenance workstation. She rolls a critical success on her slicing and I reward her with information on the patrol routes of the local pd which she can sell to the right buyer later. Derek makes his way through the cityscape getting in a tussle with some protesters but manages to make it to his drop. The shifty contact is a Duros who rented a penthouse room overlooking the stage. He has the rifle ready to go and just needs his payment and he'll be on his way. Derek whips out the lone holdout blaster and guns the guy down. He contacts the slicer and lets her know he is in position and ready. I read the first three lines of a speech I threw together when the shielding flickers and blam the first roll is made by Derek. I upgrade the difficulty of the check with a destiny point to keep him from succeeding and sure enough the shot bounces harmlessly off the personal deflector shield. Security springs into action and Derek flips a destiny token to aid in the second shot which scores a hit with a triumph and plenty of advantages. The adviser go down in a heap. That's when my wife yells "Out of the way I am a Doctor" and whips out her medpack. Smart. She hovers over the fallen adviser and says she wants to make a check to hide her datapad from the sale of the supplies on the adviser while treating him. A successful skulduggery check later and she pronounces the adviser dead. One problem, Derek didn't do enough damage to kill him. He has 3 wounds left. So she says I want to use my medicine skills to open the wound to make it fatal. Sever an artery, whatever. Another successful check and the poor adviser is dead. She laments that there is nothing more she could do and melts away into the crowd. 
     
    The slicer makes a bid to escape by hacking the comm relay and diverting security forces to chase down the assassin clearing a path for her to sneak out and get lost in the crowd. Derek leaves the gun with the dead contact and walks into the hall where he is confronted by a member of hotel security. He blasts the guy in the hall and kick's in the door leaving behind a scene of a brave security guard who traded gunfire with a lone assassin leading to both their deaths. He departs for the floor via the garbage chute just in time to avoid security forces arriving on another lift. 

    The group gathers later that day at the Hungry Mynock and celebrates their victory. Fixer makes contact through another proxy who notifies the group that half their fee is being withheld for the cost of replacing the guy who was supposed to drop the rifle and survive. Teemo is pleased as the holonet is filled with reports of a botch rebel assassination attempt and the subsequent arrest of rebels conveniently in the docking back transferring their cargo, 25% of the fee is used to relieve some obligation and the group keeps 25% of the pot plus the money for the sale of the rebels. (Slicer nets another 1000 for the data she stole from the security station)
     
    The party had a ton of fun and thanked me for the adventure. When asked what's next for the band of assassins my wife deviously answered "Why we are going to free the stooge we sold the supplies to, he'll be super grateful and it would be nice to have a contact inside the rebellion." 
     

     
       
  22. Like
    arrivan got a reaction from EliasWindrider in From murderous thugs to well oiled machine   
    Hello, 

    I just wanted to share my experience so far with the game and the tale of how my murder hobo's became something more. If that's not your thing then "this isn't the post your looking for" and "move along, move along". 
     
    I bought the beginner box for Edge of the Empire nearly a year ago. At the time I was a member in a gaming group that was full blown DND high fantasy players. The group broke up but I was able to salvage a couple of players to finally try out the beginner game. So the appointed hour comes and low an behold only one of the former member is able to partake. That leaves me with a gaming group consisting on myself and a player who is all dwarf warrior. So my wife, seeing how disappointed I was, offers to play. Then my 10 year old daughter decides to jump in (now I am really worried).

    My dwarf warrior wants to play a bounty hunter but isn't "cool with playing chicks" while my wife wants to play a doctor but doesn't like the droid pregen character. So with some trepidation we start making characters from scratch to play the beginner box with.  The dwarf decides on a Gank Bounty Hunter Assassin whose name is Derek and he wears mostly black. The wife creates a bothan Doctor named Nakyanna who "looks like your average bothan", and finally my daughter's turn. Here we go, super nervous. I had her read the character generation section of the core rulebook and am super nervous that the 40 year old dwarf adult gamer will lose patience with the youngling. My daughter makes a Twil'ek Slicer. She is light blue skinned with stripes on her lekku. She has a small scare under her right eye she got when she had to dump her motorcycle while street racing (changed to swoop by the GM). Her obligation is bounty and her motivation is her parents. She decides she used her computer skills to hack her employers bank account and files to free her slave parents. In doing so they had to change their identity so she'll never see them again, but can go on knowing they are safe somewhere in the galaxy. Her employer, mad that she stole his money, put a bounty on her head. (GM adds the employer was teemo the hutt to match the beginner box and we are good to go.) One of my favorite pieces of dialogue from the night was the 10 year old girl explaining this back story to the bounty hunter and him replying "I'm Derek and I wear black." 

    Opening sequences starts off with a bang, all player fail their rolls and get caught by the gamoreans standing around in the open. Derek decides since the girl on stage refused to hide them he is going to hold her at gunpoint to force the thugs to leave. Not in the book and my first improve of the night so I have him roll a check against coercion. With a pass, I decide what the heck we'll let them go it is probably a no brainer combat intro anyway and I'll reward them for being creative. As the thugs turn to leave (narrated that they didn't want to get barred from their drinking hole and could care less about the girl) The group opens fire into their backs. "Dead men tell no tales" says the assassin. Off to acquire the the part for the ship. They ask the store owner if he still has the part. The Doctor offers to negotiate for the part and fails miserably on the roll. Seeing the failure the Assassin guns down the shop owner.
     
    "That thing does have a stun setting," Natalya (my wife) says with a disapproving glare. 
    "Is THAT what that button does," replied Derek. 
     
    With much more shooting, and phenomenal rolls the group blasts (literally) a swath through the city, steals the ship, and makes it to a clean getaway. 

    Everyone had fun, but I am already concerned about the bloodthirsty nature of the group. So I approach my veteran player, the bounty hunter. We have a great conversation about where he wants his character to go and how life can be difficult in the outer rim if you leave behind corpses and enemies in your wake. He says he chose assassin for a reason and we agree that he'll tone it down and he'll have faith that I'll give him plenty of opportunities to excel at killing things but he need to let others excel at their skills beyond the blasty end of their gun. So the challenge is on. Next session had to be a bit of everything and I am staring down intergalactic assassins. I decide I am custom writing the next session to suit the players tastes a little more. In between play sessions we play another round with just my wife and daughter earning 10xp and doing a simple cargo run which feeds into the pirate module in the lords of Nal Hutta. The pair get to use a lot more of their non-combat skills to overcome the pirates and get a better grasp on the rules.

    The party finally regroups nearly two weeks later for another session. While Derek was missing from the group I declare he was chasing down his black market contacts for a "job". Word on the streets is there is a high profile hit that has been placed by Teemo the Hutt whom the group owes quite a bit of obligation to. The group reconvenes and finds themselves in the 'Hungry Mynock" cantina where Derek only has the name of the contact they need to find as the "Fixer". With some sweet talking to the waitress (Renka who gets added to the groups list of contacts for future use) she arranges for them to meet the mysterious "fixer" for a price. The group returns to the cantina the following night where Renka sits them down in a corner booth with more privacy. A human male comes to the table and puts and encrypted holoreceiver on the table where a blurred image addresses the group. (Derek is ruffled immediately as he had been vocal about intimidating the fool for a bigger payout. I predicted that from the first session and decided that the group would never meet "fixer" rather continually be stuck dealing with front men.)

    The job is for a high profile hit. The planet's governor is set to address the masses in a speech in three days. The target is the Governor's top adviser who is loyal to one of Teemo's rivals. Teemo has already secured the poor mook who would be next in line for the job via blackmail so he just needs the adviser out of the way. The catch is he doesn't want to make his rival suspicious so the whole job needs to be framed as something else. The Governor will be making his speech from a stage with a podium. Due to the popularity of the Empire the stage itself will have shielding. In addition, the Governor will most likely be wearing personal shields as well. The group will need to have the slicer infiltrate the local security headquarters and drop the exterior shielding. They can cut the power but the back ups will switch back on after the interruption so Derek will only have time to make two shots. The first shot will be on the Governor who "Fixer" assures will most likely be fully protected by his personal shield generator. In the chaos that follows the first shot Derek will make his second shot on the true target, the adviser. 
     
    "Sounds simple enough" chuckles Derek. 
     
    "That's the easy part," I grin. The whole area is going to be on lock down due to the political events unfolding so the group is encourages to go in with only weapons that are easy to hide (they only have one holdout blaster between the three of them). Fixer has arranged for Derek to meet up with a contact who will supply the rifle on site he just has to get to him. The party is own their own for extraction. Fixer also recommends the group have a backup plan as Teemo will be enraged if they botch the job. 

    The group has three days to plan the hit. My wife decides they need a better cover than what has been given. There are just too many holes in her mind. She convinces the slicer to return to Renka and find out if there are any rebel groups in the area. Meanwhile Derek and her go and steal a shipments of imperial supplies. (Lots of improve happening but it is working and I am curious to see where it leads). They arrange to sell the supplies to the rebels on the morning of the speech in a nearby hanger. The Doctor makes the deal with a low ranking officer and says her employer is sympathetic to the rebellion and drops hints of his political ties. Records the transfer of goods on her datapad and heads out to the speech. She says she is not needed by the other two and decides to join the crowd of spectators to watch the show. Baffled we play out the Slicer, sneaking in through an air duct and hacking into the system through an open maintenance workstation. She rolls a critical success on her slicing and I reward her with information on the patrol routes of the local pd which she can sell to the right buyer later. Derek makes his way through the cityscape getting in a tussle with some protesters but manages to make it to his drop. The shifty contact is a Duros who rented a penthouse room overlooking the stage. He has the rifle ready to go and just needs his payment and he'll be on his way. Derek whips out the lone holdout blaster and guns the guy down. He contacts the slicer and lets her know he is in position and ready. I read the first three lines of a speech I threw together when the shielding flickers and blam the first roll is made by Derek. I upgrade the difficulty of the check with a destiny point to keep him from succeeding and sure enough the shot bounces harmlessly off the personal deflector shield. Security springs into action and Derek flips a destiny token to aid in the second shot which scores a hit with a triumph and plenty of advantages. The adviser go down in a heap. That's when my wife yells "Out of the way I am a Doctor" and whips out her medpack. Smart. She hovers over the fallen adviser and says she wants to make a check to hide her datapad from the sale of the supplies on the adviser while treating him. A successful skulduggery check later and she pronounces the adviser dead. One problem, Derek didn't do enough damage to kill him. He has 3 wounds left. So she says I want to use my medicine skills to open the wound to make it fatal. Sever an artery, whatever. Another successful check and the poor adviser is dead. She laments that there is nothing more she could do and melts away into the crowd. 
     
    The slicer makes a bid to escape by hacking the comm relay and diverting security forces to chase down the assassin clearing a path for her to sneak out and get lost in the crowd. Derek leaves the gun with the dead contact and walks into the hall where he is confronted by a member of hotel security. He blasts the guy in the hall and kick's in the door leaving behind a scene of a brave security guard who traded gunfire with a lone assassin leading to both their deaths. He departs for the floor via the garbage chute just in time to avoid security forces arriving on another lift. 

    The group gathers later that day at the Hungry Mynock and celebrates their victory. Fixer makes contact through another proxy who notifies the group that half their fee is being withheld for the cost of replacing the guy who was supposed to drop the rifle and survive. Teemo is pleased as the holonet is filled with reports of a botch rebel assassination attempt and the subsequent arrest of rebels conveniently in the docking back transferring their cargo, 25% of the fee is used to relieve some obligation and the group keeps 25% of the pot plus the money for the sale of the rebels. (Slicer nets another 1000 for the data she stole from the security station)
     
    The party had a ton of fun and thanked me for the adventure. When asked what's next for the band of assassins my wife deviously answered "Why we are going to free the stooge we sold the supplies to, he'll be super grateful and it would be nice to have a contact inside the rebellion." 
     

     
       
  23. Like
    arrivan reacted to dresdinseven in You'll believe that an RPG can fly. . . .   
    Honestly the loss of the "Force Dice" is a real tragedy because super powers (and power levels of various depths) could have been handled like force powers. If they aren't being included by this stage, the dice certainly won't make an appearance.
    But, we'll have to see how their magic system is implemented for the fantasy genres, as that's an easy analogue for super powers.
  24. Like
    arrivan reacted to That Blasted Samophlange in Wanted: Separate Superhero Book for Genesys System   
    If you went back to see the earliest posts about Edge of the Empire I did, you would find just that, the seeing this system - these dice, as a great tool for a superhero game.   
    Common despair:  Hal Jordan didn't charge his ring, Peter Parker runs out of web fluid.
  25. Like
    arrivan reacted to chrismaka in Wanted: Separate Superhero Book for Genesys System   
    One of the reasons I'm so stoked about the idea of a Genesys superheroes game is all the things you can do with the success, failure, advantage, threat, etc. I'm picturing things like Spider-Man punching the Rhino and failing to do damage but gaining advantage that he can use to enrage Rhino so Rhino does something stupid on his next action -- you know, classic superhero stuff. :-)
    I think if we got a supers book, with all the Star Wars material, it would be doable to kitbash together a Green Lantern, or Legion, or Lensmen type campaign (although having dedicated far-future/super hi-tech supers material would be awesome too).
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