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jshlouie

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Everything posted by jshlouie

  1. Ah well that's better than I expected lol
  2. Hey guys, I was wondering if we know if gadgets and gear will get another run or do I have to wait till someone wants to let go of it? I was financially restricted and unable to pick it up when it was released 😕 I feel like I know the answer but figure I'd ask...
  3. For an introductory interaction with the rebels for the players, you could have a banquet that the players are invited to/it's held in honor of their mission. At the banquet the rebels attack sowing disorder and chaos. During the attack there could be a data chip on a rebel that hints at a backer to the rebel group
  4. I remember hearing in the forums when FFG first got the SW license that part of the deal is that the SW rpg has to be a non standard set of rules. So they couldn't just reskin dark heresy for example. So, assuming that is true they might not contractually be able to make a SW 5e/pf
  5. Have you read or heard of the young Jedi knights books? They're pretty ripe for ideas. A few morals to teach to would be Jedi's are: The lightsaber is a tool, not a weapon. Have them in a situation where they are armed with their lightsaber, but must use it in ways outside of hitting stuff. It is basically a never ending force power cell after all. It would be a great lead up to building their own saber if they sacrificed the given saber to complete a task, learning that the saber is not merely a weapon. Using the force is not your first response in a situation. Resorting to force use reflexively is abusive to the natural flow/will of the force. One must use it after appropriate reflection. Not everyone can/wants to be saved. It's easy to think that everyone wants to live the same kind of life you have or want, or even simply wants to live. This could be an interaction with someone who has experienced something unbearable. Or it can be a friend who has fallen that simply doesn't want to be saved - though maybe they're a morally grey character that can't commit the heinous act required of them, yet can't follow the hollow words/teachings of Luke Skywalker. I have to go to work, hopefully this helps
  6. pretty sure the person shaving gets murdered, or at least arms torn off
  7. Lol, also it's not called kashmyyyr, it's called murder
  8. Yeah, I was already making a character before I realized that wasn't the point of the post
  9. So really any places in Hutt Space would be ideal for laying low, planet/system hopping. Tapani sector could be fun. Various world's from nexus of power work well as a detour, weik could be particularly fun. You could also have them stay on a large space station full of scum and villainy and honest folk trying to make a living. Honestly it just depends on the scope of the game. Is this a destination you expect them to stay at for awhile or is it a simple detour?
  10. Hey Blackbird, can you give us a break down of content on the 4 pgs of lightsaber construction? Namely is it all mechanical, only describes the mods, etc...
  11. (Didn't notice there was an 11th page, apparently. -ignore)
  12. Mind over matter: spend a destiny pt to recover strain equal to Willpower rating
  13. @Vigil there is no picture of the arc-40b. However it is described as "a lightweight starfghter absolutely packed with weapon systems and sophisticated avionics. Fast and nimble, the 40b is a three position multi-role fighter with an astromech socket." Sil 3 speed 4 handling -1, def fore & aft 1, armor 3, ht thresh 14, ss thresh 8. one pilot and co-pilot, one gunner. two forward mounted light laser cannons, 2fore mounted concussion missile launchers, aft turret-mounted twin light blaster cannons
  14. @EliasWindrider: Ranged wpn: night sister energy bow - Dmg 8, crit 2, Med range, Pierce 4, Unweildy 3, Vicious 2 Melee: energy Lance (Mon calamari) - +3 dmg, 2 crit, cumbersome 3 when dismounted, pierce 3, can use steed's brawn instead of your own Armor: survivalist armor - soak 1, encumbrance 3, 2 hp, and increases character's encumbrance threshold by 1 Gear: modular backpack - a base backpack that increases ET by 2 and +1 for each additional pouch added to max 6 additional pouches
  15. The knife is an explorer's knife that adds a boost die to survival checks and has the vicious 1. The compound bow and arrows aren't just a reprint from suns of fortune. Arrows are explosive, incendiary, stun, and net - Star Wars Hawkeye, anyone? Compound bow has vicious 2, pierce 1, cumbersome 3, and limited ammo 1. In reference to the concern over Executioner amplifying melee: the spec amplifies both melee and ranged but has two talents that are melee or range centric - (Terrifying Kill and Hunter's Quarry, respectively). All other talents are not melee/range specific except for the exclusion of Gunnery checks. This spec will help any melee or ranged fighter that wants to deal more damage (Deathblow, extra boost dice from quick strike, gain advantages from Marked for Death and Essential Kill, which can also grant triumphs) or increase crit chance (+30 from lethal blows).
  16. That's right! Every stark gets a dire wolf. Let's just hope that your gm is not as grim as GM Martin
  17. Improved animal bond allows user to take 1 strain to add a boost die to animal's next check when spending a maneuver to direct bonded animal. Harass: whenever your bonded animal makes a successful check against a target, you can decide to upgrade difficulty of target's next check instead of dealing damage. Menace: setback die added to enemy's combat checks against character within short range of bonded animal
  18. Hermit: animal bond, improved animal bond, conditioned, enduring, force connection, force rating, forager, grit, harass, menace, natural outdoorsman, one with nature, soothing tone, shroud, survival of the fittest Navigator: dedication, expert tracker, force rating, grit, galaxy mapper, holistic navigation, intuitive navigation, master starhopper, one with the universe, planet mapper, pre-emptive avoidance, shortcut, improved shortcut, swift, studious plotting, uncanny senses.
  19. oh, and to be clear neither hermit nor navigator have conflict talents
  20. It's my duty as the "S/He who haveth first glimpse" to disseminate the knowledge - so anytime
  21. Executioner talent list (in no specific order): Hunter’s quarry, improved hunter’s quarry, lethal blows, mind over matter, precise aim, quick strike, terrifying kill, marked for death, deathblow, essential kill, grit, toughened, quick draw, force rating, and dedication. The spec intends that if you hit the target is unlikely to look pretty afterward. The spec tree upgrades to crit rolls and damage, and strain potential victims. Overall, the tree works for either melee or ranged, but the most effect will be seen at range from the hunter’s quarry focus which focuses on long range. Admittedly, only the terrifying kill and hunter’s quarry are range band qualified talents. @blackbird, sorry for not posting earlier List of beasts: albek [rival], creereen [minion], fissrit [minion], hurghol [rival], jerethian clamberwolf [rival], kath hound [rival], manka cat [rival], mantellian flutterplume [minion], narglatch [rival], nexu [rival], porvir [minion], reek [rival], runderen [minion], spintiri glowbat [minion], uxibeast [rival], varactyl [rival], and vrblther [minion]
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