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Everything posted by Chxckmate

  1. Eight? I thought that there were only six, including the three just announced. Are you counting the critical hit decks?
  2. I, for one, love the three adversary decks. These will be a welcome addition to my ever expanding collection of FFG products.
  3. Doc the Weasel, my heart bleeds for you. I would hate to tell people not to do something, especially if that thing is integral to your profession, and then have people do it. I'll do my best to make sure people don't copy your style.
  4. This forum actually pushed me to get many of the splatbooks. Looking at beggingforxp and all of the other specializations I had no idea existed inspired me to purchase the career splatbooks. After living quite frugally for two months I was able to set aside enough cash to purchase a majority of them. I guess that this is partially because I find FFG really puts effort into their books. The fact that they also are not especially strict (they don't constantly send cease and desist letters to everyone) makes me want to support them as a company. In fact, I openly advertise the many qualities the splatbooks have. The main point is, when I buy FFG books, I don't feel swindled.
  5. Nice job Jaress. You probably should not use Doc the Weasel's style though, as I believe he does not want it spread everywhere. I appreciate the effort you likely put into this, but another style is needed. Also, I have a recommendation for how to afford the various FFG books. WARNING! Not for everybody. I tried the Elon Musk $2 a day challenge for two months. I did lots of research on how I could stay healthy while only doing $2 a day. I upped it to $2.50 a day. After two months of hearty potatoes, peanut butter sandwiches, and oatmeal I was able to afford all of the FFGSWRPG books. The absence of food also helped me lose weight. If you intend on doing this, make sure you do your research. I had to plan for roughly two weeks (finding the best deals, figuring separation of portions, and making sure I was getting proper nutrition.) Analyzing my caloric intake helped me understand how much I was eating. I decided to do some home exercises and by the end of those two months. I felt like a healthy person. And that, my friends, is how the pursuit of RPG books has made me frugal and healthy.
  6. I would recommend Far Horizons, the Colonist sourcebook. Colonist, as I see it, is definitely a support role. Two thirds of the specializations can easily be construed as support roles. Doctor, Entrepreneur, Performer, Scholar. Besides the area sourcebooks, (Lords of Nal Hutta, Suns of Fortune) Far Horizons has gotten the most mileage for me. I love support roles, and when I GM, I tend to reward those that put aim for party cohesion. Far Horizons adds homesteads and business rules, which are indispensable. It also handles information flow, something most new GMs, including me, had a hard time with. It adds many backstory suggestions for players from any walk of life. Towards the end of the book there is a section that expands on many things the various specializations do. For example, Doctor has a section with expanded rules for medicine such as increasing the level of detail on a patient as well as triaging patients. If I were to choose a book that had the most new medical equipment in it, I would have to say Far Horizons fits the bill. The golden addition, in my eyes, is the page towards the end of the book with recommended credit handouts for certain jobs. In relation to doctor, a house call is 100-300 credits. A licensed physician that works in a hospital gets 2,000-4,000 credits a month.
  7. You did a very good job thinking of everything. I tried my hand at creating species and once you realize the technical xp cost of raising or lowering things from a 2/2/2/2/2/2 110 xp template it become really easy. This one was an oddball because multi-arm species have abilities and handicaps present other species do not to ensure balance among most the various species. Kudos.
  8. Indeed. Thank you for attaching some links. It helps a lot to see other people's perspectives since there re no clear-cut ways to represent the Star Wars economy. As far as the different types of credits I imagine a shady car-salesman only accepting physical credits. Big legal purchases are likely represented with large digital transfers of credits. The weight of credit chips can probably be hand waved unless we are dealing with large amounts. Would anyone be able to provide the section of the Imperial Government that deals with money? I'm thinking of something similar to the IRS.
  9. For an upcoming campaign the character I intend on playing is a Nikto entrepreneur with a true lust for credits. His #1 priority is protecting and, if possible, improving his investments. (Investments can be anything, from special contacts to other PCs in the party.) My PC was part of a group of enslaved/indentured Nikto accountants forced to hide a mid-ranking Hutt's financial dirty work. He escaped and now uses his knowledge of legal and illegal finance to improve his investments. What I'm imagining is the Andy Dufrene way of handling and hiding money, where one takes a mass sum of money and makes it disappear without a paper trail. Are there other ways to break the system? Is there anything similar to check kiting in the star wars universe? This is where I am at a loss. I am not too terribly informed on how the Imperials record one's assets or how taxes are collected. Do free-roaming spacers even pay taxes? I basically want to have a character that avoids paying money to others. We're talking anything from avoiding paying docking fees to tax evasion. What I'm asking you guys is vague, but what branches of the Imperial Government deal with the collection of money, and how can I avoid paying them cuts of my hard-earned credits? P.S. Unscrupulous ways of acquiring credits are more than welcome!
  10. It also doesn't help that under FFG's Star Wars license PDFs are considered video games, and are therefore prohibited from distributing them. I'm sure many individuals would forego the loveliness of owning a book in exchange for the actual content, plus for other FFG RPGs that have PDF versions available, the PDFs are about half-price, which would satisfy the buyer's pocketbooks and would likely get FFG more revenue. There is, however, a downside to this. If FFG sold PDF versions of their Star Wars RPG, then PDF versions of the content would, obviously, be more readily available, potentially increasing the amount of people pirating and illegally distributing their content. Even if FFG were not restricted to a book-only SWRPG, they might not release PDF versions, as they might lose revenue in the process.
  11. I believe that having three different lines was an excellent touch. Star wars, at least to me, needs to be separated by themes. I would rather many specific books than one, broad rulebook that did not cover much.
  12. #4. End of the World is a great RPG line. As stated previously it is really only good for one shots, but boy, those one shots can be fun. I, for one, want one main forum, with three subsections (Edge, Age, and Force and Destiny). Basically rearrange how easy it is to access the board for each line. (I have each forum bookmarked.) General questions and discussions would exist in a general area, with three easy-to-access, sub-forums for each line.
  13. If you had 3 dice committed and used survival of the fittest with 4 ranks in survival, as a GM, I would allow only 1 force dice to be open.
  14. I've been scouring for rules like this for a while. If you don't mind, could you give me page references? I like screen-shotting certain rules and editing them together for my personal use.
  15. A seeker specialization based on piloting/driving might step on the toes of the star fighter ace specialization in the warrior career. I guess they figured the piloting aspect of exploration was covered by piloting (space) and piloting (planetary) begin career skills.
  16. This specialization is definitely quite specific in its skills. Starhopping would have to be quite central to the theme of the campaign in order for a Navigator to get a fair shake. It might not be exceptional outside of a seeker-based campaign, but in a campaign where wanderlust guides the party's hopes and ambitions, the Navigator will be quite handy. Here are some examples or situations where the navigator can be quite useful in a group of force sensitives. 1. Perhaps the party needs to go to Ilum. All of the main hyperlanes are monitored by the imperials. Finding an off-the-charts route will take someone who is not only force sensitive, but exceptional at navigating the stars. 2. The party is lost in space, but fear not! Our party Navigator can pinpoint our position by using knowledge of physics combined with data from the navicomputer to gain a hint at where they are. Our expert navigator can then use the force to guide the party to a safe hyperlane. 3. Short of credits? The Navigator can use prior knowledge of secret hyperlanes and sell this exclusive hyperspace data to groups of friendly (and nice, make sure they aren't despicable) merchants or smugglers. You get credits and now beneficial goods can be spread throughout the galaxy thanks to your PC's knowledge of space. 4. The Navigator is likely a well-travelled individual. There are many benefits to having a well-travelled PC in the party. The PC could be a well-seasoned veteran of exploration, with knowledge of many exotic things than can cure or kill. A PC has been infected by a strange bacterium? (PC succeeds on a knowledge (outer rim) check.) "I know of a specific plant that has antibacterial properties." 5. You will never have to worry about seriously messing up an astrogation check again. Most parties do not have an individual that is even mildly at astrogation. One of my PCs was a smuggler and had two ranks in astrogation. The chance for a triumph is nothing to play with. I would reward triumphs with lucrative things like secret hyperspace routes and faster lanes. In a party of smugglers having trouble making ends meet, any extra credits are more than welcome. The list can go on for a while, but remember this. Everyone likes having a person around that knows their way. It's like traveling to a big city and having a person that is a native guide you to the best spots. While you are in the city you will almost never get lost and you have access to places only veterans of the system know of.
  17. For #2, as you have explained, the path of least resistance involved stunning the droids and the Gammorean. If there was no other way to deal with the problem, then I would not necessarily give out conflict. It is your choice to make, as some GMs are anywhere from light to heavy-handed when it comes to conflict. The litmus test I have created to decide whether or not to give conflict is if the action would make Palpatine evilly chuckle, you should dole out conflict. Also dispense conflict when the PCs act selfishly. As for how much conflict to award for certain actions, there is a sidebar in the FaD Core on pg. 324. As an example, knowing inaction, lying for personal gain, and resorting to violence as the first solution will all award 1 conflict. Actions like torture and murder dispense 10 or 10+. Ultimately it is your call, but if you want some examples check pg. 324. P.S. You might want to talk to your force sensitive players to decide how much conflict you would like to deal out. My players love having there PCs teetering from light to morally ambiguous, therefore I deal out conflict like candy. However some people want to play sterling knights or paladins and do not want much temptation. Both of these preferences are perfectly valid, and you likely know your players well. I would recommend asking your PCs just in case, so you can be on the same page with your party.
  18. Here is a list of all creatures listed so far in the index. http://swrpg.viluppo.net/adversaries/creatures/
  19. Yes, Farsight. I am quite intrigued as to how it works as well as its upgrades. Also, I agree with Maelora. Someone should post the talent trees to satiate the desires of many, as mine will be in the mail in roughly two weeks.
  20. It's been released! I backordered Savage Spirits through TheWarStore. We'll see when they ship it.
  21. Intimidating is also good if your GM allows social checks against PCs. If you are running a game that is mostly politics, intimidating would be quite the useful talent, as checks to coerce an agitator become significantly more difficult due to the fact that you are threatening someone that is an effective master of social situations. However, as I have experienced, many GMs believe that players should have full control of their own character's emotions, which is an understandable notion. Similar to Nobody's fool and a bunch of the setback removal talents, the usefulness of any given talent really depends on the style and philosophy of the GM.
  22. Whenever a PC is immobilized I typically use unwieldy or cumbersome to reasonably restrict the player unless they are quite strong or agile. For example a bola, or a net immobilizes someone. You are not going to be able to properly shoot someone if you are restricted from moving like a person trapped in a net. Typically it is unwieldy or cumbersome three. I typically also add one or two setbacks when I do this.
  23. We have to have a thread where we discuss what's in Savage Spirits. I cannot wait for the book to arrive.
  24. Quermians have two arms. I am exceptionally interested in Farsight.
  25. Does anyone have any idea at all what species will be present. I'm just dying to know.
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