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About MrMxyzptlk

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  • Birthday 09/14/1969

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    Spearfish SD
  1. Cargo capacity is a major pain in the butt. They have a light freighter with 120 encumbrance, room for three crew and four passengers. Seems kinda crazy to me. Those seven people take their all their gear off and toss it in the cargo hold. On average a Brawn of lets say 3 and they are pimped out to the max with belts, LBE and the latest in backpacks wearing their 3 encumbrance armor. That makes 20 encumbrance each. Times seven and you get 140 encumbrance. The ship overloaded.... Unless the passenger capacity includes around 20 encumbrance worth of space plus the encumbrance value of the passengers. Then if say the four people on board were to use those three cabins left to haul cargo does that mean they can cram another lets say 25 per room? That would make some kind of sense I suppose. Next let us discuss what that now 195 encumbrance can be. 195 grenades? 195 blast pistols? Seems like a cargo of grenades wouldn't pay for itself in fuel, maintanance and time. So what factor does crating the stuff up do for our encumbrance? If those grenades are 25 to a case what encumbrance then? Same with blast pistols or rifles, ten pistols to a crate, six rifles or carbines to a crate. What about the big guns, like a heavy repeating blaster that would be in a crate all by itself. Crates can stack far eaiser than loose weapons. Now lets talk hauling bulk items, like food. We did a Magnificent Seven adventure where the heroes saved a farming villiage so they get great rates on provisions. How much is one encumbrance of wheat? How many does it feed and for how many days? Ration packs have no encumbrance rating, nor do the provisions that a ship carries. What my freinds is the point of having a ship in a world where just about everything is smuggleable if you don't have these numbers?
  2. I recalled when my son ran that for me and his freinds. I drew my blaster pistol and stunned the guy, we stole the part and even talked his droid into joining our merry band of outlaws by removing his restraining bolt. FIgured since none of us had mechanics skill we needed all the help we could get. I figured since the goal was to steal a ship why worry about paying for the part. My son was using the adventure for a bunch of semi-trained force sensatives and I was playing a clone trooper who felt guilty for Order 66 so he had taken one of them under his wing.
  3. Jetpacks kick posterior! I need to get one for my old clone trooper character somehow. I will lose a rifle if that's what it takes to fly around. Hmm.... I guess that means I'm trying to keep up with the Fetts.
  4. I made a sniper villain with a seriously dangerous rifle that shot micro missiles that were seriously deadly. It had to be loaded after each shot which was its big limit. I had him along with a combat droid sidekick in an industrial facility where the sniper was in a great position to fight the good guys. The fight was going great with the characters having to move under cover fire from each other through a dizzying maze of conveyor belts, cranes and assembly droids. I had a few associates with heavy blast pistols to make trouble and it was going well. As the heroes closed the main villain decided to make his escape. His droid flew him to the ground and they were running for an exit when things went to poo poo..... The R series astromech decided to hack the computer for the factory and made a great argument for using his Intellect of 5 instead of his Agility of 2 or Brawn of 1 to take over a crane, lift up one of the cars and "brawl" with the villain by smacking him with a car. Which as a silhouette 3 vehicle according to the force throwing rules would do 30 damage. To make a long story short, bad guy took a Buick to the face and was paste on the wall. The rifle however was unscathed since I use force dice to determine how something totally random can turn out and the guy who wanted that gun rolled two white pips meaning everything comes up roses for the PC. So apparently the guy dropped the gun when he tried to dodge the car. The missiles on the bad guy's person were broken but those on the sling and those held in the stock were fine. So now he has a seriously powerful kinetic weapon that is murder on light vehicles and medium armored targets. He uses it infrequently since it's way heavy and slow to fire, but I have to remember when doing up an adventure he might just swap out his usual cannon for the monster. The inventor was one of the NPC's they had to deal with and for some reason they stunned him when every other bad guy they killed. Since he wasn't a really bad person, just a person who fell on bad times (deathstick addict) they kept him and now he is their chief engineer. So if they want more missiles, they can get them.... I like badguys to have a history so I made him a Quarren who worked on Admiral Ackbar's flagship before the deathstick addiction made him a security risk and he was fired. So he's a genius who can build anything and make crazy mods to things for them. I figured not killing the guy deserved a reward.
  5. I made a bad guy in some armor like that, without the weave because blowing off breach and pierce would make it hard to have balanced battles. One guy who you need rocket launchers to touch and everyone else being threatened by a heavy blast pistol is too much trouble. Of course the crew split up the gear, one guy got the armor, another his heavy blast rifle and the jet pack went to someone else. Now, the easiest way to get something to a PC that he wants, especially when it is stupidly expensive, is to let them loot the body of a butt kicking bounty hunter looking for them. But its not good for player happiness if one guy gets the cool armor with jet pack and integral weapon systems and every one else gets a few blaster pistols and vibroknives. So you might need to drop a few cool bits for the others here and there to keep the peace to build to the moment when this player who has passed on the other cool tech that has dropped in their lap says that he'd really like the guys suit and gear. My son is playing a force sensitive that has been slowly developing the abilities. When it came to the time to get him a lightsaber I made sure everyone got something cool as a reward when he got the holocron and the crystal that allowed the ships chief engineer to scavenge the parts and build him the lightsaber. Not to mention giving him a way to justify learning a Jedi style. Now fish boy is on he way to being Darth Squidious, unless he finds a live teacher. Hmm.... maybe he needs to say something to Commander Skywalker while he is still on Hoth so he can share the message from Obi-Wan. After all Han has just brought his buddy back from the ridge and will be giving fish boy a security briefing in this weeks game. A few weeks with Yoda would set him right. Hmm....
  6. Thank you for all your input. I will discuss things with the group. I've also planned the next adventure with the idea that dragging that cannon around wont be a good idea. "Things down here don't react well to blaster bolts."
  7. Hmm... I like the idea. I will steal it but shift a few things around. My campaign is happening well past the destruction of the death star but there are plenty of high ranking Alliance members who can be captured. Thank you
  8. Well I've said this before but I see the Stormtrooper Armor as something they break out for situations when heavy combat is expected. Why would a soldier wear that kind of armor while inside the walls of a garrison performing maintenance duties? Certainly when out among a not yet totally cowed population they would suit up for the protection as well as the faceless enemy quality mentioned in the book. Now, the fact that often a group of troopers will be used as a minion group, which by the rules means not that much of a challenge for PCs, what I figure is the men inside are local police that were given the armor to perpetuate the idea that the Emperor's minions are everywhere. When I want a real fight I run them as Rivals with skills and such. Those are the REAL Imperial Army soldiers in their heavy armor spoiling for a good fight. Thus the players are never sure if they are going to fight the lesser goons or the real deal unless they succeed at a Hard Knowledge Warfare check to notice differences in the tactics and style. Behold my evil!
  9. Alright, I've read the various "Is Autofire Broken" threads and considering the player in my game who has a character that uses a Jury Rigged Autofire Heavy Blaster Rifle has said "this is broken" we have come up with a few rules to make it, and a few other broken bits, better. This comes from last nights session where I had them battling wampas, when they were battling them the autofire guy would simply back up from Engaged range to Short, burn two Strain so he could use Aim and drop a huge handful of dice because his Agility is Five and his Skill is Three. He had, on average, three Yellow, two Green, one Blue and two Purple... Combined with his Jury Rigged Heavy Blaster Rifle he had between five and seven extra hits at between eleven and fifteen damage. He chewed up wampas making short work of the beasts. So we had plenty of time to discuss the problems since the adventure went by pretty quick. First off, there isn't (as far as we can find) any penalty or problem with simply backing away from opponents at Engaged range to Short range so you don't have to suffer the extra difficulty of firing Heavy weapons in Engaged range. Also it seemed strange that there would be such a strong penalty for using ranged weapons in engaged range when a shooter could simply use a maneuver to back away and eliminate those extra difficulty dice. If you look at the math of it staying at Engaged range, aiming and shooting means three purple dice and one blue dice while backing away and shooting without aiming means only one purple die. We've decide that if a character wants to back away from an Engaged opponent they must use two maneuvers to do so. If they don't use two maneuvers the opponent gets a free attack on the retreating character. We figured this makes it harder for anyone who wants to shoot their way out of every problem to do so and it makes the one dimensional big shooter less attractive than the well balanced character. Second we decided that to shift fire from one target to the next needs some kind of penalty. Several other gaming systems that have autofire do something similar so we decided that in order to move to the next opponent they must spend one Advantage. After all, bad guys don't stand shoulder to shoulder waiting for the good guys to hose them down, they spread out to make it more difficult to take them all out. Also those shots that go between the bad guys can be used for all kinds of mischief by an evil minded GM. Third we decided that the autofire attack can only cover a 30 to 45 degree arc. Mind you that's hard to do if you aren't using a grid and character markers but one can use a rule of thumb to determine the maximum number of targets. At Engaged range at most there can be two bad guys in that arc. Then as you go out to Short Range make it three, then four at Medium range and perhaps six at Long range and lastly eight at Extreme range. One could use a Leadership check from the opponent group leader to reduce those numbers indicating a skilled leader would have his troops spread out. Cut the maximum targets down by one for every uncancelled Success on that check. Fourth we decided that instead of adding one purple die to the autofire roll we would upgrade one purple die to a red die. This gives a chance of really bad things happening so a creative GM can have an excuse to damage something they may have needed or hitting an ally with a stray shot. It also makes an autofire user think twice about using it in certain places where that stray shot can screw them up. I would also use that rule for dual wielders since wild shots can cause all manner of problems. Lastly I think the player needs to say which targets they will be spraying fire over before rolling. After all, they don't know how much damage it will take to finish each opponent off and they won't know how many hits they will have. So while they may know their average hits and what average damage may be for the attack they shouldn't be able to move to the next target after they've taken the first one out. That implies a level of control that simply can't exist. So while there may be three targets in their optimal arc do they want to spray over all three hoping for enough hits and damage to take three out or would it be a better idea to spray over only two? As a GM you hope they chose all three and dividing the damage and hits with needing to spend two Advantages to engage the three targets your bad guys will survive long enough to get a second turn of attacks. I don't think these tweaks are a complete eff you to the autofire guys since two of the five apply to more than just the autofire players and the rest of them are simply applying some reality to the existing rules. Comments?
  10. I've introduced a kind of specialized missile that explodes in a cloud of tracking beacons linked to a specialized sensor that detects power systems at close range with the whole thing encased in a hardened penetrating case. So they do half damage of a standard concussion missile but the tracking beacons can detect if they are lodged in a vessel or floating in space. Only those that hit send a signal making it possible to track down a vessel that thinks it has escaped by the skin of their teeth. I introduced it for the Polis Massan adventure in the Strongholds of Resistance book so they would have a way of tracking the TIE Phantoms back to their base and take it out. They loaded them in the aft facing missile pods and fired them in salvos of five at a time at the attacking Phantoms. BTW, those missile pods introduced in Dangerous Covenants are wicked powerful. I highly recommend them.
  11. Rule #1 Everyone should have fun. Determine what they want to get out of the game and adapt to those desires as best you can.
  12. Not every moment needs to be role played. I tend to put a lot of stuff into the opening crawl to set things in motion. I will typically read a full page (1.5 spacing Times New Roman 12) before the first dice are rolled.
  13. Here's how I'd play it out. In orbit of a dead world where a number of hyperspace trade route converge sets a gigantic space station. The station's construction was funded by a conglomerate of wealthy businessmen who wanted not only a place for trade to occur but neutral ground where treaties could be negotiated and petty wars could be prevented. It was built near the end of the Clone Wars and went online just as the dreaded Order 66 was issued. The Emperor, not wanting to make waves with the wealthy men who made the station possible, has decreed that it won't be taken over by the Empire. However he insists that an ambassador from the Empire have a constant presence on the station. The Rebellion realizes the opportunity a station outside of the Emperors control offers for moving equipment and arms through so they assign a team to set up shop on the station. The team will have to keep a low profile as the Emperors "diplomatic team" assigned to the station will be trying to find any rebel activity and exposing it to the station authorities. They will also have to turn a profit and pay their own bills for the same reasons. Now the station authorities will maintain a neutral stance but they will find the Empire to be heavy handed and if the team plays their cards right they might convert giving the Rebellion a powerful resource. They might even get a large contingent of rebels on board as station personnel. All under the noses of the Imperial diplomats. Eventually they may even boot the Empire out and maintain a large enough combat vessel presence to make taking the station by force far too costly. Also there may be other recruitment opportunities as other races send their own diplomatic teams to the station. Who knows what exotic life forms with mysterious powers could be brought under the umbrella of the Rebellion.
  14. A topic I saw (Mama, Just killed a man) referenced a lyric from a Queen song and even though it was 11 pages at the time I read through and contributed to it. It got me thinking, what is the best use of a song lyric in game by either a player making an off the cuff remark about something that happened or a lyric used to inspire either an NPC or a scene in a game you've played or GM'd? I know I've made a few adventures based on a song, how about you? Some good ideas for adventures based on lyrics. Of course the classic, Dirty deeds done dirt cheep, works for almost any adventure in an Edge of the Empire campaign. My favorite is of course Lawyers, Guns and Money by Warren Zevon. I've done an adventure along those lines.
  15. We start up around 2 PM. One player works so we wait for him to show up. We've gone as late at 10:30 when things are rolling and everyone is in the grove but we usually try to wind up by 8 or 9. Since one player bought Zombicide we've be wrapping up at 6 so we can play a game of that too. Soon we will need to switch to Sundays because my dialysis schedule is shifting so we will have to wrap up by 7 as my son plays and he is 14 so he needs to go to school in the morning. Not to mention work for the rest of us. While I might be able to locksmith on little sleep the guy who blows things up needs a good 8 hours of sleep to avoid spreading his parts over two counties. So in short... we don't have a normal amount of time. We go until reality rears it's ugly head. Sometimes that means going through two phases in a night and other times that means stopping in the middle of a phase. It just depends. Rambling thoughts to follow... I think a lot of it has to do with the maturity and attention span of your players. My son runs a Force and Destiny campaign when ever they have a long weekend, I've found that three of us can go for the long haul, which is why those three (myself, my son and his best bud) are the ones playing with the big boys in my campaign. One of his friends can go at most 4 hours before he starts to break down and he gets easily distracted which starts to disrupt the game. So that's about how long we go, 3-4 hours. Then we stop and spend EXP and brag about how cool our characters were and how much cooler they will be with our new abilities and skills. Bad players.... Two ideas. First off, The Speech. We are here to have fun. The best way to have that fun is if all of us cooperate and stay focused. If in order for you to have fun you have to ruin everyone else's fun then maybe this kind of gaming isn't for you. Second. Ask everyone if the group really needs that one player, does his/her contributions outweigh the butt pain they cause? If the answer is no, then politely, but firmly, dis-invite the player.
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