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Everything posted by Underachiever599

  1. Underachiever599

    Jedi Order, 6000 years old?

    The source comes from the Art of the Last Jedi book, not the visual dictionary. For what it's worth, in Legends, the Je'daii transitioned into the traditional Jedi Order around 25,000 BBY, and officially joined the Republic. However, this oddly contradicts many Old Republic stories which tell us that the Republic was still very new and growing in 5,000 BBY (namely, the Tales of the Jedi series). Heck, Coruscant was barely a thing in 5,000 BBY, and by the time Exar Kun came into power around a thousand years later, the Republic was still only a fraction of what it is in the Prequel Trilogy. So, depending on what you'd consider the true "Old Republic," Legends Jedi have either been guarding it for 25k years or a little over 5k. It's also worth pointing out that there are literally tens of thousands of years of history between these dates that simply haven't been touched. Much like how the Republic from 1,000 BBY to the end of the Clone Wars is distinguished from the "Old Republic," and like how Luke's Jedi Order is distinctly separate from the Jedi Order of the Clone Wars in countless ways, I'm of the belief that the "Ancient Republic," and "Ancient Jedi," are distinctly separate from the Republic and Jedi Order we see in the Tales of the Jedi comics and Knights of the Old Republic games. With all that being said, it's possible this "Prime Jedi" who founded the "Jedi Order" 6,000 years ago in Canon is simply the Jedi who founded what is the modern iteration of the Jedi, as others have mentioned before me. This does not mean that a Jedi-like organization didn't already exist in some form or another at a prior point in Star Wars history. But honestly, what does it even matter if the Jedi Order truly is only 6,000 years old? That's still utterly ancient, and leaves a ton of room for stories to be told. Look at how much material existed in Legends between the Tales of the Jedi series and the Legacy series of comics! That's less than 5,000 years, and it felt like there were endless possibilities for new stories to be told. Personally, I'm fine with having a shorter timeline to keep track of.
  2. Underachiever599

    Anzati Player Race?

    After a discussion with one of my players, we decided to build a custom race for his next character. Wanting to play a race with an exceptionally long life-span, and a character with good reason to have been exiled from the Jedi, he settled on playing an Anzat that had eaten a fellow Jedi after years of having denied his vampiric instincts. This, of course, raises the conundrum of how to actually stat out such an overpowered race. The most important aspects of the race, in my opinion, are the weakened version of the Jedi Mind Trick they use to lull their prey into a false sense of security, their dark vision, and of course, their tendrils they use to eat "the soup" of others. Stat-wise, I'm thinking of having a 3 in Brawn and a 1 in Willpower. The tricky parts I'm stuck on are figuring out how to handle the mind trick and the tendrils, and of course, the XP. Suggestions? Edit: For what it's worth, I have read the Complete Species Guide's version of the Anzati, and I'm not a fan of certain aspects of it. Two advantage on a combat check, followed by an opposed check to give a target The End is Nigh? That seems way too powerful and easily abused for me to give it to a player. And a 1 in Presence, for a species that outwardly appears to just be a normal human doesn't make much sense to me. Due to their (inevitable) tendency to become addicted to eating "the soup", it makes far more sense for their 1 to be in Willpower, in my opinion. Due to these creative differences, I feel it's better if I just re-build the race from the ground up for my campaign.
  3. Underachiever599

    Anzati Player Race?

    This is what I currently have so far. I'm debating between treating their Subtle Influence as either a lesser version of the "Mind Trick" upgrade in the Influence tree or treating it similar to the Falleen's Beguiling Pheromones. Beguiling Pheromones is probably a little more balanced, but the weaker version of the Mind Trick makes more sense in the lore. It is worth noting, the Falleen version is more flexible, and it isn't based off of the Anzati's worst stat, while the Mind Trick version can be more powerful, but requires more XP invested to make it reliable. For the feeding, I skipped on the whole "eating the Force from someone" thing, since that'd be a bit difficult to stat and really niche to use. Instead, I left it as an option to recover strain, but it requires a full round to do so (since it's described as a long process in the lore). Anzati: Brawn 3 Agility 2 Intellect 2 Cunning 2 Willpower 1 Presence 2 Wound: 9+Brawn Strain: 11+Willpower 85 XP Special Abilities: Anzati begin the game with one rank in Deception or Stealth. They still may not train Deception or Stealth above rank 2 during character creation. Subtle Influence: As an action, Anzati may suffer 2 strain to make an opposed Discipline vs. Discipline check. If the check succeeds, he can force the target to adopt an emotional state lasting for 1 round. Or Once per check as an incidental, an Anzat may suffer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a living sentient being within short range once. Proboscis: When an Anzat makes Brawl checks to deal damage to an opponent, he has a Critical Rating of 3 and Vicious 1. If an Anzat defeats an opponent with a Brawl check, he may spend his next round feeding on the defeated adversary to recover 2 strain. The GM may decide to assign Obligation for Addiction if an Anzat feeds on sentient adversaries. Dark Vision: When making skill checks, Anzati remove up to ■■ due to darkness.
  4. Underachiever599

    Next Campaign

    I'm currently running a Clone Wars campaign, with the goal for the game to eventually reach Order 66, then run a mini-campaign as an epilogue, following the stories of the survivors. Granted, that's about a year out, if not longer, due to the relatively slow pace the game is going. I currently only get to GM my Star Wars campaign once a month, sadly.
  5. Underachiever599

    GODZILLA!! In Genesys?

    With the conclusion of the Netflix Godzilla series recently released, and a major upcoming movie this year, I thought now would be a great time to bring up the idea of a Godzilla setting in Genesys! Has anyone else tried their hand at this? I've thought of three possible ways to handle a Godzilla campaign. First, and probably easiest, would be to have a party of normal people living in a world where kaiju exist, and the players have to find a way to survive, or even a way to defeat the monster. Very much in line with the original Godzilla, Return of Godzilla, the 1998 American Godzilla, and Shin Godzilla. The second method is similar, with a party of normal humans. However, it involves having a "good" giant monster on their side, and the humans helping the "good" kaiju defeat a major threat. This is more in line with much of the Showa-era movies, the 1999 Godzilla animated series, and to an extent, the 2014 Legendary film. The third option, easily the most difficult to execute, but probably also the most fun , would be to allow the players to play as kaiju themselves. This would require coming up with special rules for kaiju creation, and rules for how kaiju interact with their environment. (I'm thinking much like how we currently have personal and vehicle scale, a third option of 'kaiju scale' could be introduced, seeing how kaiju tend to be considerably larger and stronger than typical vehicles.) So far, I only have a few rough ideas on paper for option 3, but I have run a one-off game of both options 1&2. I didn't bother to stat out the kaiju either time, and instead just used them narratively, with the players seldom interacting with the kaiju directly. It worked fairly well for the two games, and I feel could work fine for even a short campaign. So, what are your thoughts? Is there any interest out there for fleshing out in something like this?
  6. Underachiever599

    Current Marvel comics

    Both Darth Vader comic series are amazing. The "Age of" series has been great so far. The short Lando series was great. And of course, even the main Star Wars comic (which just hit 60 chapters, on top of its annual releases) is a solid read, though a touch less interesting than the Vader series. Honestly, most of the Marvel comics are super solid, and I'd recommend nearly all of them, outside of some of the one-offs.
  7. Underachiever599

    Rise of the Separtist's release date?

    The game's been going pretty smoothly. Thankfully, only one of my players wanted to be a Jedi, and he's been content with Juyo and Padawan Survivor for the moment. The other two players are playing characters that are effectively mercenaries working for the Republic. I've been using the existing stats for Clone Wars enemies and vehicles for the most part (with a few homebrewed stats for vehicles we haven't seen in the game yer), and it's been working pretty well so far. Granted, my games have always played fast and loose with mechanics and stats, and tend to be far more narrative-heavy, so not having all the stats for capital ships and what-not hasn't impacted my game much.
  8. Underachiever599

    Rise of the Separtist's release date?

    Something very similar happened in my case. When we hit December with still no sign of the book, I just kicked off my Clone Wars campaign anyway. 5 sessions in now, with the Monday after next probably being Session 6.
  9. Underachiever599

    Some doubts on Lightsaber Mods

    I don't think it was Dave Filoni's sole decision there. George Lucas, if I remember correctly, was the one who came up with most of the lore of lightsaber crystals (might want to fact check me here, I could very well be wrong). And Catalyst was the book that really firmly established, in-universe, why synthetic crystals don't work. Kyber crystals are "living" in the Force. You can't simply create life in Star Wars, which is why synthetic crystals don't work in the established lore. (Unless you're Plagueis or Sidious, I suppose.)
  10. Keep in mind, this is effectively a "grand finale" for a campaign, with tons of set up beforehand. I think allowing a Star Destroyer to be hijacked is fine in that context. As for means with which to steal a Star Destroyer, the current run of Marvel Star Wars comics had a great story arc dealing with just this. The Rebels boarded the Destroyer, barricaded themselves on the bridge and in the engine room, set the primary reactor to overload (convincing the entire 37,000 crew that the Star Destroyer was about to self-destruct, forcing the crew to abandon ship), then ejected the critical primary reactor at the same time that they used the secondary reactor to jump to hyperspace. So from an onlooker's perspective, the Star Destroyer vanished just as a massive explosion happened, and everyone would have believed the Star Destroyer destroyed. This left the Rebels with a Star Destroyer running on back-up power piloted by a skeleton crew, with no remaining escape pods. The secondary reactor wasn't enough to power most of the shielding and weapons, and it was considerably slower (think the Millennium Falcon running in its backup drive in ESB), but hey, they still had a Star Destroyer at their disposal (Until Vader and SCAR Squadron got involved)! To me, tricking the entire crew into abandoning ship by making them believe it's about to self-destruct is the best way to handle such a massive crew. Star Destroyers can be set to self destruct from three different methods: 1. Making the reactors go critical 2. An automatic self-destruct requiring codes from the three highest rank officers onboard (which provides the most time to abandon ship) 3. The "Captain's Word," where the captain seals themselves in the bridge, orders all personnel to evacuate, the pilots the Star Destroyer into the nearest large object, such as a planet, star, or enemy capital ship. This is intended to be the last resort, if any of the other 3 highest ranking officers are dead, and if access to the reactor is unavailable. I think using espionage to get access to the three codes for a given Star Destroyer, boarding, storming the bridge, and setting the automatic self-destruct would be a great method to force the crew to abandon ship. Then once they've abandoned, a daunting computer check (or harder, depending on your group) could disable the self-destruct. Of course, this still requires getting a strike team onboard, fighting through the halls, and breaching the bridge, (and probably also the reactor room, just to make sure no engineers decide to make sure the ship goes up in flames), so it'd be no easy feat. But I feel this method would work better than trying to use ion weapons from an Interdictor.
  11. Underachiever599

    Castlevania Genesys!

    In a couple weeks, I'll be running a Castlevania one-off (with the potential to turn into a full campaign) for a few friends. So, naturally, I've spent the past couple days brainstorming how I will handle various aspects. Most of my players are more familiar with the earlier Castlevania games (up to about Symphony of the Night), so I won't be drawing much from the newer games. What I'm thinking right now is a good, old-fashioned dungeon crawl through Dracula's castle, with frequent trap rooms, hordes of weak monsters, and the occassional boss fight. I've created stats and pulled stats from existing Genesys material for many of the common Castlevania enemies (skeletons, ghouls, fishmen, armors, werewolves, ghosts, ect.). I'll be posting a complete list when I get home from work. On top of that, I have come up with a list of boss fights for my players to face, which I am currently statting out. The bosses will be Frankenstein's Monster & Igor, Medusa, Carmilla, the shade of Death, and Dracula himself. At the moment, Dracula and Death are the only two I have fully statted out. Death is treated much like a Wraith from the Terrinoth book. However, he is a nemesis with more health, a decent strain threshold, and his damage is 3 with his scythe, with a crit of 1, breach 1, stun damage, and vicious 2. He also has Adversary 2, and forces a Hard fear check at the start of the encounter. Dracula is statted similar to the vampire in The Haunted City, with several small and large changes. The largest two are that I gave Dracula a few ranks of Parry, and that I replaced the Blood Mist ability with The Beast Within, from the Mongrel archetype (and added flight to his abilities after he shapeshifts). On top of that, I changed his prefered spells. One is now Hellfire, requiring a Hard arcana attack check to target one enemy in engaged or short range. The attack has a crit of 2, Auto-fire, Burn 4, and Vicious 4. The other is 'Spectral Form'. An average arcana barrier check that reduces damage and gives him a ranged and melee defense of 4. This is to represent his teleportation in the games, and the fact that normally only his head is vulnerable to damage. On top of all the creatures, I plan on requiring a variety of skill checks to get through the castle. Athletics checks to leap over crumbling sections of staircases, discipline to maintain resolve when a ton of bats come rushing out of an opened door, ect. Like I mentioned before, I'll post more when I get home from work. But so far, what do you think? Any suggestions?
  12. Underachiever599

    Castlevania Genesys!

    Borrow away! The game went really well, and everyone had a blast. As far as we could tell, all weapons worked as intended (though there were only three sessions, so your mileage may vary). I actually had a couple more enemies that I forgot to post on here: Frankenstein’s Monster: Br 5, Ag 1, In 1, Cu 1, Wi 1, Pr 1 Soak 6, Wound 20, Strain 8 Skills: Athletics 3, Brawl 2, Resilience 3 Abilities: Undead (does not need to breathe, eat, or drink and can survive underwater; immune to poisons and toxins) Undying Vigor (When Frankenstein’s Monster exceeds his wound threshold, he may immediately attempt a Resilience check with a difficulty equal to his highest Critical Injury as an out-of-turn incidental. If this check succeeds, reduce his current wounds to one below his wound threshold, and Frankenstein’s Monster continues fighting. He still receives a Critical Injury from exceeding his wound threshold as normal.) Talents: Adversary 1, Durable 2 Equipment: Fists (Brawl; Damage 5; Critical 5; Range [Engaged]; Disorient 2, Knockdown) Igor: Br 2, Ag 3, In 3, Cu 3, Wi 1, Pr 1 Soak 3, Wound 13, Strain 12 Skills: Coordination 2, Medicine 1, Stealth 2, Vigilance 2, Melee (Light) 2, Ranged 2 Abilities: Tactical Direction (may spend a maneuver to direct one friendly minion group or rival within medium range; that group or rival may immediately perform a free maneuver or add a boost die to its next check.) Talents: Adversary 1 Equipment: Dagger (Melee [Light]; Damage 4; Critical 3; Range [Engaged]; Accurate 1) Carmilla: Br 3, Ag 3, In 3, Cu 2, Wi 2, Pr 4 Soak: 4, Wound: 16, Strain: 14, Defense 1/1 Skills: Arcana 2, Brawl 2, Charm 3, Cool 2, Discipline 1, Knowledge (Forbidden) 3, Negotiation 1, Vigilance 2 Talents: Adversary 1, Dark Insight (use Knowledge [Forbidden] to determine spell effects) Abilities: Super Characteristics (Carmilla’s Brawn, Agility, and Intellect are treated as super-characteristics. When Carmilla rolls a triumph on any Brawn, Agility, or Intellect check, she immediately rolls an additional proficiency dice into the pool. If that dice generates another triumph, then roll an additional proficiency dice into the pool again. Carmilla still gets to resolve all of the triumphs as usual.) Blood thirst (When Carmilla damages a target using her fangs, she heals wounds equal to the wounds inflicted), The Beast Within: If Carmilla suffers strain in excess of her Strain Threshold, she is not incapacitated, but undergoes the following change as an out-of-turn incidental. She heals all strain; increases her Brawn and Agility by 1, to a Maximum of 5; and reduces her Intellect and Willpower by 1 to a minimum of 1. She deals +1 damage when making unarmed attacks, and her unarmed attacks have a Critical rating of 2. In addition, her jaws elongate into a muzzle, her ears stretch to points, her hair thickens and she grows more all over her body, she grows a tail, and her eyes become those of a cat. Sunlight Sensitivity: While exposed to sunlight, Carmilla reduces all his characteristics by 2 and halves her Wound Threshold and Strain Threshold. Undead: Does not need to breathe, eat, or drink [except blood], and can survive underwater; immune to poisons and toxins. Vampiric Magic: Carmilla reduces the difficulty of all magic skill checks one step. Spells: Carmilla can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. Her favored spells are: Equipment: Fangs (Brawl; Damage 5; Critical 3; Range [Engaged]; Ensnare 1, Vicious 2) Igor and Frankenstein's Monster are intended to be run together, and I let players use Advantage to notice that Frankenstein's Monster was plugged in. Unplugging him gets rid of the Undying Vigor. That might have been one of the most fun encounters of the entire mini-campaign, honestly. As for Carmilla, she's mostly just there to give the players a little taste of what Dracula will be like. I roleplayed her as creepily as I could, drawing heavily from the material that inspired her original appearance in Castlevania. Also, I fudged the rules for Dracula when I ran the game. When he used the "Spectral Defense" spell, I themed it as Dracula fading into mist. That mist was technically "engaged" to every character, as the mist filled the whole room. This allowed every character the opportunity to hit him without needing maneuvers to move around, and it also allowed Dracula to "teleport" between uses, going from engaged with one character to engaged with someone else across the room the next time the spell wears off. And using the Nemesis rules that give a single Nemesis a second turn at the end of the round allowed him to have one "attacking turn" and one "Spectral Defense" turn each round, making him a deliberately frustrating boss-fight until he used up all his strain and transformed (at which point I stopped using Spectral Defense and focused on pure offense).
  13. Underachiever599

    Running a Dark Side Campaign

    My advice for running a Dark Side campaign, based off of my very short-lived Imperial campaign: Character motivation is a huuuuge factor. The characters should all have very, very good rationalizations for why they are fighting for the Empire. They're technically "bad guys," but they shouldn't necessarily be bad guys. To give some examples, I'll break down some of the characters in my prior campaign. One character was an Imperial pilot and flight commander. He had grown up on a world that had never joined the Republic, and was thrown into chaos by the Separatists during the Clone Wars. From his point of view, the peace and stability brought about by the Empire outweighed any of the drawbacks. He was very much a 'the ends justify the means'-kind of character, who truly believed that the Empire was the "greater good," compared to the lawlessness that would result if it ever fell. Therefore, his driving motivation was to ensure the continued power of the Empire. This meant his goal was to always succeed at any task handed to him, which required always working hand-in-hand with his superiors, allies, and underlings to achieve whatever ends needed achieved. No real reason for him to go around back-stabbing his compatriots. Another player was playing an Inquisitor, who had actually been a character from my previous Edge of the Empire game before joining the Empire. She had started as a Force-sensitive street urchin, fighting and stealing to stay alive. Eventually she became a bounty hunter, which is how she met a surviving Gand Jedi masquerading as a Findsman. The Jedi, excited to pass on his supposed wisdom and continue the Jedi Order, took her on as an apprentice. However, he himself was only a padawan during Order 66, so he botched her training pretty badly. He forced Jedi dogma down her throat, but never really explained the "why" behind Jedi mentality, as he never truly understood it himself. So when she realized that drawing on her emotions made her more powerful, and he kept telling her she was bad for doing it, she began to grow disillusioned with the Jedi way. Then during an encounter against an Inquisitor (the big bad of that campaign), the Inquisitor rather easily dealt with the entire party until she drew upon her rage and gave herself over to the Dark Side. Her anger was all that saved the party from the Inquisitor, and he praised her for it. The Inquisitor advised her to seek out Darth Vader, and learn the true power of the Force that the Jedi had been denying her. When she did just that, trying to find out more about Vader, it ultimately lead to a split in the party. The Jedi went his own separate way, to rejoin a handful of other Jedi the players had found throughout the campaign. The street urchin-turned-bounty hunter felt betrayed and abandoned by her friend and former mentor, and that was the final push she needed to join the Inquisitorius. As part of the Empire and its Inquisitorius, she grew far more powerful (in her opinion). She also had the might of the Empire at her disposal (from her point of view). She was put in charge of a Gozanti, its crew, and a small squadron of fighters (commanded by the aforementioned Imperial pilot). Her motivations were largely selfish, to grow in power and hunt down the Jedi she felt betrayed her. However, despite her selfish intentions, she had no reason to back-stab any of the players. They were useful assets to her, means to an end. For the same reason Vader didn't Force Choke Veers, the Inquisitor had no reason to turn on her underlings unless they seriously failed her (though, any such seriously failure would have probably left them dead already anyway). Finally, one of the players was actually a double agent. He was the son of a Clone Trooper, on a constant quest to uncover what became of his father. Having exhausted all paths of investigation he could think of outside of the Empire, he eventually joined up at the same time as the Inquisitor player, becoming her right hand man within the Imperial ranks. On the surface, he appeared to be completely loyal to the Empire, doing their bidding and following through on every order he was given. But in truth, he was finding little ways to circumvent the atrocities committed by the Empire, all the while trying to find out more of its secrets and uncover why Clone Troopers were disappearing throughout the galaxy, and what their connection was to the mysterious project "Storm Forge" (My equivalent of the Dark Trooper project from Star Wars Dark Forces). I had actually intended for him to become one of the Fulcrum agents of the Rebellion, had the campaign continued. Due to the nature of him being a double agent, he was perpetually "back-stabbing" the party, but in a very indirect manner. There was no way an actual face-to-face confrontation would ever work out in his favor, so he had to act covertly to foil the party's more evil actions, while outwardly appearing to be on their side. This was the most difficult group dynamic to achieve, and due to how few sessions we got before the campaign was ended (thanks to various non-game-related factors), it's hard to say for certain how it worked out. But I feel it was going pretty well, and everyone at the table had fun with the idea of there being a double agent in their midst. On top of personal motivations for the characters, I found it really helped to put them in situations where they were arguably doing "the right thing." Instead of throwing them at Luke Skywalker trying to blow up the freaking Death Star, I'd do things like pit them against Rebel terrorists akin to Saw Gerrera's partisans, or throw them up against pirates and other criminal scum who have been attacking civilian vessels. Sometimes I'd throw them in situations where they're clearly the bad guys doing bad things (for example, hunting down the surviving Jedi), but I found the party was more engaged when they could feel like they were doing the right and just thing by fighting for the "bad guys" of Star Wars. And lastly, purely for theme, you have to make sure the game truly feels like they're part of the Empire. Standard-issue equipment, requisition paperwork needing filed to acquire special gear, minions at the party's disposal (I found giving them a single minion squad of 4 Stormtroopers on the ground, and two minion TIE Fighters during space combat worked pretty well), access to Imperial databanks, ect. really went a long way toward achieving the right feel of an Imperial game. I still remember some of the best moments of the first session where moments when the Inquisitor was reminded that, "hey, we don't need to operate like scum & villainy any more. We're the freaking Empire." Some of my favorite examples include: Inquisitor: "Okay, how should we go about sneaking into that Rebel base?" Pilot: "Sneaking? Why should the Empire sneak? I suggest we just execute an orbital bombardment and deploy fighters to mop up any who attempt to flee." Inquisitor: "Oh, yeah. I guess we should do that." Inquisitor: "Okay, now that combat's over, I want to look over the bodies to see if there's anything worth looting." Two other players: "Why would we loot the bodies? Rebel equipment is objectively worse than our standard-issue gear, and any special equipment we want, we can just requisition. Also, we actually get regular paychecks now, and don't need to sell weapons on the black market for credits any more." Inquisitor: "Oh... Right. Burn the bodies, it is!" Admittedly, this drastically changes the feel of an RPG, but realistically, being part of the well-funded and well-established Empire should change how playing the game feels. You're not playing the underdog any more. You're playing the thing that the underdog fights. Now it's the enemies that have to fight clever, using ambushes, traps, hit-and-run tactics, ect. to whittle away at your forces. Meanwhile, you're stuck trying to root out the elusive small numbers of Rebel agents, trailing them across the galaxy in a constant struggle to bring peace and security to the Empire. Enemies should, on average, be statted well above your typical minions, but combat encounters should be a bit more few and far-between. Part of the fun of playing the Empire, at our table, was trying to find ways to draw the Rebels out into open conflict, or trying to track down roaming Rebel cells. It felt a lot like the scenes of Star Wars Rebels that were focused around Kallus, the Grand Inquisitor, Thrawn, and Tarkin. You have the numbers, the firepower, the equipment, but those blasted Rebels just keep finding ways to slip through your fingers! Anywho, that's my two cents on the topic. I hope at least some of this long-winded ramble will prove to be helpful for your Dark Side campaign.
  14. Underachiever599

    There is something SINISTER about <Random NPC #122>

    Something very similar happened several times over the course of a Star Wars campaign I once ran. I think the crowning moment of "Is this seriously happening?" was when my players obsessed over a random TIE pilot and eventually coerced him into joining their adventures. All because I randomly generated a name for him, and they fell in love with it. Hence, the legend of Jag Fury was born.
  15. Underachiever599


    I actually ran a Castlevania game through all of October, culminating in a grand battle against Dracula on October 31st. If you'd like, I can post most of what I came up with for the game here? Although I do have another thread tucked away somewhere with a lot of the details. Edit: After reading through what you have, you've clearly put way more effort and time into your Castlevania mod. I love it! Some of our ideas were pretty close, but I tried to simplify as much of what I did as possible so my players and I could get straight into the game (due it it basically being a drawn-out one-off).
  16. Honestly, I feel like this is the kind of situation where the players will either make or break such a campaign. I've run a few campaigns now, and I've found that matching your players to your game is a huge key element to good storytelling. For example, I have a friend who has been fantastic in my current Clone Wars campaign, because he loves the era and is a great roleplayers. But I'd never invite him to join a campaign I have planned that will lead in to the fall of Luke's new Jedi Order before TFA, because he hates playing Force-sensitives and strongly dislikes the new movies. For this kind of campaign, you'd be best off finding people who only have a moderate familiarity with Star Wars, but who want to learn more about it. That way some of your twists might hit closer to home. It'd be even better to have players who are big fans of the X-Files, so they understand the kind of feel you're going for. Of course, GMs rarely get to carefully hand-pick their players. So barring that, I'd say you should make the main themes of this campaign abundantly clear to your players during session 0. Good enough roleplayers can definitely sell the surprise when a big reveal gets dropped, even if the players knee ahead of time. And of course, even if they know the existing Star Wars story, there's nothing stopping you from throwing in some interesting twists and turns of your own that really shake things up. Best of luck to you! This sounds like a fantastic campaign, and I look forward to hearing more about it once it gets rolling.
  17. Underachiever599

    critical damage home-brew rules

    I'd say crits are fine as is. I accidentally blew one of my players' legs off yesterday in what was meant to be a relatively minor encounter building up toward the major encounter of the night. My player got hit with the "overpowered" critical hit, then the free attack generated by that critical generated the "maimed" critical. It was pretty brutal, and totally changed the course of the night's game.
  18. Underachiever599

    Droid-controlled power armor

    It's not really the same thing as what you're talking about here, but the title of your post reminded me of something fun that happened in my first campaign. From the very start of the campaign, the players had a crummy astromech co-piloting one of their ships. His designation was M8-T1, or Matey. The running joke for half a year was that Matey was so old, he had rusted into the astromech slot and couldn't be removed. Eventually, on of the players finally decided to free Matey (who now sported a sweet rust-beard), and make use of the astromech as more than just a pure co-pilot. Skip forward two sessions, and the players are in the middle of a big battle against some malfunctioning loading droids. That same player had the brilliant idea to disable one of the droids without killing it. One mad mechanic montage later, and Matey was sporting a 10 foot tall loading droid mech suit. I might have let my players get away with a lot of silly things.
  19. All of it. Kinda. I pick worlds that my players will recognize, and that open up fun roleplaying opportunities for them. Most of my first campaign took place in the mid and outer rims, with a couple trips to Wild Space and the Unknown Regions. My current campaign is happening during the Clone Wars, with a few sessions in Hutt Space so far, and plans to visit the Core Worlds and many other systems in the future.
  20. I loved Tartakovsky's animation, but to me that just wasn't Star Wars. As stylistic and fun to watch as it was, it was far too over-the-top to fit in with the actual movies. So far, all three of the 3D shows are more grounded and mesh better with what we see on the bug screen.
  21. I feel like Vos is handled considerably better in Canon than he was in Legends. But yeah, I definitely agree about his Legends counterpart. Way too edgy for my tastes. Also, in regards to Devarons and fur, I haven't read Rebel Rising. But I have read Weapon of the Jedi, which had a female Devaronian as a main character. She didn't appear to be fur-covered, so maybe only some female Devaronians are? Personally, the part of Legends that I really dislike being Canon again is Dash Rendar. He's the diet coke to Han Solo, and I can't stand his character. His role in Shadows of the Empire should have just been given to Lando.
  22. Underachiever599

    Creating Inquisitors

    What worked best for my campaign, and what I' m hoping will work with the new game I'm running now, is to make NPC's special more through story than stats. I had several Inquisitors in my first campaign. Each one had a fairly similar skillset, based off of the set up in the back of the CRB. What really distinguished the various Inquisitors was how I flavored them, and the magnitude with which I handled them. For example, one Inquisitor was a former Nightsister, and I often described her Force abilities to evoke the magicks we see in The Clone Wars. Green, wispy flame when she used Unleash, green ichor being ripped from the player's bodies when she used Harm, ect. And her Stormtrooper entourage and other NPCs who knew about and reacted to the Nightsister Inquisitor helped to sell how, well, creepy she was. Another Inquisitor I made was a Trandoshan hunter with ambitions to become a true Sith. He was the big bad of most of the campaign, and I did my best to keep his actual interactions with the party few and far between. The party didn't fear him because he beat them up in a fight. They feared him because his presence was always felt during the game, like a looming shadow. Star destroyers closing in, brief glimpses of an armored Trandoshan in hot pursuit while the players were on the run. And the few times the Inquisitor did get involved, he typically offed a major, story-relevant NPC. Everything about the Inquisitor's presence had been designed to frighten the players of the power behind him. The power he represented, that of the Empire. Sure, I also statted him in a way that he did a decent job of countering the two most dangerous PCs, but that was an after thought. What really kept my players going was how I integrated him into the story. Mechanically speaking, I'd just go with the standard rules for how to make the normal Inquisitors. Then I'd look through the books and find a handful of talents that you feel would be both thematic and would help them against your players. Oh, and also, give the Inquisitor Parry and Reflect, in addition to however many other Inquisitor talents, abilities, and powers you feel they need.
  23. Underachiever599

    Warriors rejoice

    I honestly quoted this when I got the book and showed my friends. We're huge DBZA fans.
  24. Underachiever599

    Castlevania Genesys!

    Van Helsing and Quincy Morris are both from the 1890's, the same time frame from when the Dracula novel is set (given that we know the events of Dracula took place in the Castlevania timeline). The rest are incarnations of other Castlevania characters. You are correct that they're mostly inspired by Dracula's Curse, but I deliberately excluded the use of first names with Danasty, Belnades, and Belmont because those are recurring bloodlines in the Castlevania series. It's mostly just to give my players wiggle room to make these pre-made characters more their own. So while the characters are all inspired by the Dracula's Curse characters, they're actually basically unique versions for the game I'll be running.
  25. Underachiever599

    Castlevania Genesys!

    Kinda both? Think 80's action movie. "Regular"-ish people doing awesome things.