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About gentlemanscoundrel

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  • Birthday 03/22/1981

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  1. Drop me a line and lemme know how it works. Short of just doing some tests myself, I don't think my group would ever pick it up in the anywhere future. Will do. The character that would use it is sitting on 40 xp going "what on earth do I do with this," and since that tree has some overlap with unranked stuff in Ataru, he can come in to the tree from a couple of angles, one of them being Saber Throw.
  2. If the weapon has sunder and the armor has cortosis, the armor can be sundered is my reading of it.
  3. As I am partaking in an imperial play by post game at the moment, the important thing to remember is "everyone is the hero of their own story." With the possible exception of the Inquisitor and maybe the ISB agent, no one's really "the baddies" to borrow from the skit linked above, and at least the ISB agent took no pleasure in executing a whole bunch of captives after he got the intel he needed, and most of us were all pretty shocked and appalled by the effect of a baby super weapon we had to test. Sure, most of the complaints were "Man, we couldn't see through the vaporized dust storm it kicked up," but I for one had to scrub what I found out was vaporized people out of a Lambda's intake, and certainly have some doubts about the rightness of a weapon like that. Even the Inquisitor isn't a mustache twirling bad guy so much as he is... well, creepy and dark side. My character in this sees himself as a peace keeper, sort of like the redcoats during the American Revolutionary War. The British Empire didn't set out to stomp stomp stomp over the American heroes. They were there to enforce the rule of law and bring some criminals to justice. "Yup, we're a monarchy. If you don't like that, you can always expatriate to the Corporate Sector, or Hutt Space, or go live in the wilds for all I care, but don't start a war where you can injure civilians who just want to do their jobs, obey the laws, and live their lives because you don't want to live in a monarchy." To be fair, there is a certain level of indoctrination that we are all playing, like my character, for example, buys the story that it was a mining platform that was captured by rebels and turned on Alderaan, but nobody is saying stuff like "crush the rebellion," more "we will bring these criminals to justice!"
  4. So, I'm going to ignore the price point issue on this and instead focus on the mechanics issue. As this is an incomplete product line in terms of the career books I knew going into it that some concessions would have to be made some where on the subject of sig abilities. Going into the campaign, I decided "if you don't have a signature ability printed yet, and you want one, you can take one that is thematically appropriate and attach it to an appropriate tree." For example, a warrior starfighter ace could take "This One is Mine," call it "I'm on the Leader" and we can all move on. The mystic advisor who is the face of the party could take "Diplomatic Solution" if he wanted it. The "Jedi Ninja" could take "Last One Standing," change the roll to stealth... etc... But the Starfighter ace couldn't take any of the other two, etc... All of this is subject to GM approval. Now, no one actually took me up on that yet, and we are starting to get the career books, so the Guardians are now exempt from this. If a guardian had taken something from a different book, for this character ONLY he would have the following choice to make. He could keep what he bought under the "grandfather clause" BUT he couldn't take the ones from Keeping the Peace, or get his expenditure of XP refunded so he could buy one from the guardian book. If a guardian wanted to buy one now, he'd have to buy one from his own book. Honestly, the sig abilities seem like a lot of fun, but at least from my point of view, that 30 XP buy in can go a lot further somewhere else. The one character I am playing that I am even seriously considering one for is a TIE Fighter Hotshot turned Squadron Leader, and I can almost attach "This one is Mine" to Hotshot... but then I go, "gee, I could really use the pilot tree... or some more ranks in gunnery... or leadership that I have to buy out of career since I got a promotion..." or half a dozen other things that are more useful than getting to face tank a fighter in a tin can with laser cannons.
  5. I'm late to the party on this one... Catching up I have a few quick comments... Decorus -> In my FnD table top game, I have house ruled that saber forms are universal to force users, we started knight level, and a few hundred XP in a good chunk of the party is working on a second saber form. Half of them took Niman (cause it's got a Force Rating!) and others who took a defensive tree to start picked up an offensive tree to balance and one guy bought a defensive tree to go with Ataru. Blackbird888 -> I kinda like that Jar'kai tree of yours, and I may try and play test it when my game comes off the holiday hiatus. Talos X -> I look forward to seeing your weaponmaster tree. Now, to contribute something (I hope)... Fundamentally, there is one and only one thing I need from a Jar'Kai tree. For the love of Palpatine, just give me an efficient way of getting to "Improved Quickdraw" that doesn't mean I have to buy a tree that either doesn't have parry and/or reflect or doesn't have a Force Rating. When that new lightsaber mod in Keeping the Peace came out (Apologies, I don't have the book yet, but two of my players do and they want so many goodies from it.) I had hoped that maybe if you had that mod there would be some way to re-jigger it with "improved quickdraw" so you can have both sabers in hand, or if both weapons had it, or one weapon had it and the character has the talent from a tree like Ataru, you could use your quick draw on the one, and the mod's quick draw on the other... I am totally fine with the 3P difficulty. I am totally fine with eating a hard point on both sabers to pair them to get linked cheaper (though a talent to give lightsabers paired would be neat... not a "must have" but I would let it sit with me at lunch in high school.) Something I think would be neat to see without stepping on Sarlacc Sweep's toes is a crowd clearing sort of talent. Shooting from the hip here, so I'm not married to this, but try it on for size... Jar'Kai Whirlwind Activation: Active (Action) Ranked: No Force Talent. The character may suffer 4 strain to take a Jar'Kai Whirlwind action, making a Lightsaber combat check if they are wielding two or more lightsabers with +1 difficulty (on top of the +1 from dual wielding) against one engaged target. If this attack succeeds, the lightsaber loses the breach quality for this action but gains the blast quality equal to the lightsaber's base damage that can be activated for 2 advantages and may be activated a number of times equal to the number of lightsabers currently being wielded. This blast damage will ignore any allies in range, including the character using this action. A despair can be used to allow allies to be hit. When performing the Jar'Kai Whirlwind action, the charcter must always target the opponent with the highest difficulty and defense... yadda yadda like Sarlacc Sweep. You lose the breach for balance, and that means Sarlacc Sweep is better for taking on two or more bigguns at once while this lets you mow through minion packs like a Jedi Salad Shooter ("it makes thousands of Julienne Stormtroopers! but you gottta hit those suckers just right...") You must have at least two lightsabers, and quite frankly if someone is playing something with four arms, has four lightsabers and can generate 8 advantage, I would be willing to let them have that giant hit. They earned it at that point. It's a neat trick, but it's only useful in specific circumstances, and the price is high to even attempt to get this thing to go off. I would put this somewhere on the 20 XP or 25 XP row of talents for a jar'Kai tree. Anyway, like I said, just shooting from the hip, there.
  6. Sorry, I've been away from the forum for a while, I got busy with stuff and holidays. Ok, On with answering! All your maths in the first post look good with a cursory glance, though 65 Allies at engaged range are begging for a grenade. (just saying) Answer 1) There are many things in this system that are confusingly similar. (One that constantly trips me up is Defensive on a weapon does not equal Defense on armor. Defense on armor doesn't care if it's a melee or ranged attack, Defensive is only melee). Now, the range upgrades can be activated multiple times like the magnitude ones, but if your player has all of them, one activation moves it from engaged (or close at planetary) to long more efficiently than pumping a whole bunch of LSP/DSP into just one range upgrade. Also, range bands are an abstraction, and "number of targets" is a concrete integer. Answer 2) At my table, the answer is yes. He is a valid target as he is an ally, not immune to the force, etc., and he's just about certainly to be within engaged range of himself. IMPORTANT NOTE! He counts as one of the targets. So if he can affect 65 targets, that means he gets himself and 64 others, not all 65 of his friends and himself on top to boot. Answer 3) depends on how you answer two. At my table, since he is a character and affected, he gets the mastery skill boost. One of the other characters in my game has five ranks in lightsaber. Guess what skill gets passed around the most? Behold! the whole party has buckets of yellow dice! For what it's worth, my interpretation of these rules on if the activator of the power can target himself comes down to "it doesn't say he can't" anywhere. Now, to be fair there may be an errata, a FAQ, or a dev comment I may have missed somewhere along the lines, but per the book, it seems legit. Hope that helps, and apologies for my delay in answering!
  7. As the aggressor in GtA versus snub fighters about the best it buys you is a break from that guy taking pot shots at you since most small ships don't have turrets (Space Superiority Tramp Freighters being the notable exception). Against larger ships, if you GtA and chose wisely you get to make the call which shield facing you opt to deal with, and depending on the vessel you can drastically affect the quantity and quality of incoming fire. Plus with the accursed HWK-290 (I only call it that because it hands down smokes everything in it's silhouette class) the likely hood of two somebodies having a non zero mechanics skill can keep that strain under check all day, every day, assuming you aren't getting more system strain from sources other than the extra maneuver. 2 strain on a HWK-290 is only a P difficulty, And since the pilot is hiting and fading every turn, any two characters that are at least Int 2 should be able to keep the hamster from having a heart attack on his little wheel with a steady stream of Damage Control action. For an added benefit when trying to take down a capital scale ship, if you would allow called shots against the weapons emplacements a la the X-Wing and TIE Fighter computer games, or the pilot racks up some serious advantages or triumphs while shooting, if you take the teeth off one side, you may still need to maneuver to keep in the safe zone, but suddenly you no longer have to bounce in and out and in and out of weapon's range. As a third possible alternative for dealing with the challenge of a ship that much bigger and better armed (and fair warning this is not technically RAW, but sort of makes sense and was how I handled cap ship kills in the old TIE Fighter game when I ran out of missiles) If you can get close enough to a capital ship, and I mean stupidly, dangerously, "you are about to trade paint, then explode and die" close to the ship's hull, they may not be able to bring all the guns to bear on you even in that arc with an added benefit of any fighter that takes a shot at you and misses has their own cap ship backstopping the shots.
  8. In my mind it's because the cloaking device is tied into the shield system.
  9. Page 60 on stay on target has a sidebar for the stygium crystal cloaking device. Short version is a 4P difficulty to detect, if detected counts as Sil 0 for targeting, while active you have no coms, sensors, weapons, etc.
  10. A few options, shooting from the hip 1) Creepy holocron, probably with a very bad attitude. Think "Bob" from The Dresden Files, minus the need for permission. Imagine how happy he or she is to have new students. It gets lonely trapped in a skull for so long. (and if any of my players who stalk me on the forums are reading this... I totally just gave myself an AWESOME idea. *evil laughter*) 2) Portable dark side force cave, like the one on Dagobah, only mobile and with convenient eye socket grips! Time to break out the Pink Floyd albums, and give the players their own very trippy nightmares. I leave it to you if it's more walking hammers or eclipses. Me, I'd go "Dark Side of the Moon," or maybe "A Momentary Lapse of Reason." 3) It's time for an episode of Sith Sorcery gone wrong! It's kind of like the shell game meets body snatchers. So, the first person to touch the skull gets sucked into it, and the evil Sith is now loose in their body. The next person to touch it swaps, so the first PC is now in the second PC's "body." Add to this a compulsion when swapped to throw the skull at someone perhaps, and once everybody is all scrambled about it's a game of trying to track down the sith running around in his brand new PC suit and then get everyone back into their own bodies! Good examples of this from sci-fi include an episode of Farscape called "Out of Their Minds" (Season 2, ep. 9) or a Lost Girl episode called "Original Skin" (Ironically, also Season 2, ep. 9) Hope those help.
  11. This is one of those things where at least in my game I diverge a little from the new cannon. Back in the "bad old days," hyperspace was a straight line from point A to point B, where even traveling along well traveled trade route required you to revert to sublight, plot a course correction when you need to dog leg a nebula, jump to light speed and rinse/repeat. Now, if you find yourself on a rocket sled to the enemy fleet, either you aren't on the last leg, in which case you just have to wait until the leg of the trip you are on completes and hope people aren't waiting for you, or if you are on the last leg and/or really don't want to end up wherever you are heading, there are a couple of ways to pull the "emergency stop" cord. Option 1) Just tell the navcomputer you are having an emergency and disengage the hyperdrive. Shutting it down prematurely will run the risk of damage, but it's gotta be better than showing up in the middle of an enemy fleet and trying to "NOPE" your way out, right? The problem with this solution is there is probably some kind of command override in place with a password or a biometric scanner, or you get the idea to prevent someone from just pulling the plug for funsies. Probably a computer check to bypass the security. Option 2) Hyperdrives have safety mechanisms that shut them down when they detect a significant mass shadow in their path. This is why pirates tug big rocks into trade lanes and Interdictors have gravity well generators. Because that will automatically trigger a ship reverting to realspace and until they can get around the rock or the Interdictor, they aren't going anywhere fast. Now, actually arranging someone to get ahead of you and do this may not be possible in hyperspace, but you might be able to trick the sensor. Again, probably a computers check, but you may be able to macguyver something with mechanics to trick the sensors. Option 3) "Sabotage" the hyperdrive. While options 1 and 2 run the risk of damaging the hyperdrive, there is no risk here. It's a certainty! The trick is finding a way to break the hyperdrive in such a way it's easy to fix (hopefully) and you don't trigger some kind of cascade failure that leaves you in a much worse lurch than you are currently in. But this is why ships have back up hyperdrives, right? Just in case? Now, once you have dropped out of hyperspace early, if you -really- want to turn the screws as it were (and to borrow a little from the movie Stargate) it may take 6 points to define a destination, but you can't plot a course without a point of origin. If your navigational computer isn't absolutely sure of where you are, it may take it a while to rebuild a pulsar map ( http://www.pulsarmap.com/- a cheeky and easy to understand explanation of pulsar maps and why they are so cool for navigating a galaxy) to for sure know where it is so it can validate jump coordinates. Anyway, just my thoughts on the matter. Hope it helps or gives you ideas!
  12. This would be the least cinematic ending. I haven't played enough to be sure, but I think I'd tweak the destiny point before I took away strain. Strain makes sense - you're drawing on powers you're unfamiliar with and making a mental compromise that goes against your nature. It's distracting and difficult to do that and still focus on the task at hand. Granted, it's more of a failing on the GM's part if there isn't a destiny point to flip, but it would be frustrating to have my choice to draw on the dark side hinge on something like that. Thanks for your input on the original topic, Archebius! I do kind of like seeing where this conversation wound up, as no good story about a fall is complete until redemption is at least discussed, and you are right about the destiny point availability. I have been very pleased with the destiny point system thus far, though doing most of my gaming these days online I want a little tool that would make my life a bit easier to have a virtual communal destiny pool. I've looked into things like Roll20 and the google hangouts, but both of those are WAY overkill for just wanting a tiny little thing that shows the destiny pool and lets people "click to flip," though part of me wants to try a one shot game on google hangouts so I can have it recorded to youtube where I can then go all artsy-craftsy on it. I can also see where you are coming from with the strain for it being an unfamiliar power source. That is certainly an idea I need to think about for a while, but I do love always having more food for thought.
  13. My long time players know if they ever see NPC stats, I'm probably lying, because those stats are based off of their observations and assumptions either they made or I ... encouraged them to make. "Hey Scoundrel, can we see what the pilot's stats look like?" "Sure, let me just up load his sheet to our cloud storage...." Minutes pass (as I hurriedly build a new sheet) and everyone now sees NPC-Pilot-Observed.pdf is now in the shared cloud storage for the game. Now the stats were in the ball park, except for the talents... and the career... and his non-gunnery combat skills... and he may have had some gear that they'd never seen. The beautiful part (to me) then becomes watching my more paranoid players blow their own minds trying to figure out what they can't see. To be fair to my players, they had a lot of reason to be suspicious of the Pilot NPC, whom they found with a large caliber energy weapon wound through one eye and into his head that it took a medical miracle to save but left him suffering from retrograde amnesia and just before order 66, he freaked out and lead the PCs to a modified YT-1300 as the precursor to the campaign. Nothing suspicious there. The exception to this rule is in the case of "companion" type NPCs. One of my players has a padawan and as she was basically minion token that existed to get him into trouble, her sheet was totally visible to the players from the jump, and her master even had a say in how she developed over the course of play. Now, despite this fact that her sheet was totally transparent to the players, this didn't remove her from the paranoid theorizing that usually happens after the bad guys show up conveniently for about the third time. "Is it the pilot or the padawan that's screwing us?" "I dunno, what if it's a tracking device?" "When would they have put it in the ship?" etc. But I do love keeping my players guessing, and I love hearing their guesses about things that are going on. And absolutely under no circumstance has one of them ever had an idea that was better than mine which I then stole, clearly they just guessed correctly.
  14. Using my general form... well let me clean it up a bit so it looks more like algebra and less like pseudo computer code. x = The number of targets that will be affected. y = The number of times you activate your magnitude R = the number of ranks in magnitude you have P = the presence characteristic x = P+(y*(R*P)) Step one, clear the innermost parenthetical. Multiply R and P. Step two, clear the innermost parenthetical. Multiply the answer from step one by y Step three, add P to the answer from step two. The maximum number of targets actually depends on the number of FP generated and it would be (Total FP - 2)*(Ranks in Magnitude*Presence)+Presence for any given roll. Assuming a Force Rating of 3, you can get at most 6 FP, so assume presence 3 and all four ranks in magnitude you get: (6-2)*(4*3)+3 which becomes 4*12+3 after we clear parentheticals, and order of operations says we multiply first, so we get 48+3 for a total of 51 targets at Presence 3, FR 3 if you want to go for maximum targeting. But without activating range, you have to be engaged with all 51 of them, so pack in! Also, the -2 comes from the cost of activating the basic power before upgrades. Also, just to be clear 1 FP activates ALL purchased magnitude ranks, multiple FP can activate ALL the ranks multiple times. I hope this is clearing things up.
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