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trialaccess

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  1. Were I in your shoes, I might have him exiled because while he still breathes, his assets are frozen. If he were to have died, his business interests would have passed to an heir, or at least been in forfeit, this way, his business dwindles, contracts fester and die, all the while making the exiled hutt's reputation worse and worse. With him in exile, it is actually a punishment for the hutt, and all of his interests, work mates, family. While Jabba lives, no one can touch the exiled hutt, but once he is dead, even the hutt's own family wants him dead. They know his name is what is dragging them down, there is no way he can come back from that, rebuild his reputation. There are plenty of reasons Jabba would have exiled someone, plenty of reasons in business and crime. Jabba wasn't known for his forgiveness of imagined slights. --Trial
  2. Doubling up on the same cybernetic equipment doesn't allow bonuses to stack. Having two +1 Brawn cyber arms doesn't net you a +2 Brawn. In your example, your player could just combine this with a Superior weapon or a bantha eye laser sight for the same effect, but that doesn't mean that it changes the rules. If her were allowed to double the bonus, and then take Superior weapon or a bantha eye laser sight, it would blow things even further out of proportion. Two cyber eyes would work with every weapon he picked up, where the superior weapon and bantha sight would need to be installed on every weapon to get that bonus. In the end, it is up to you, you, is it game-breaking? probably not. It is OP though, and I could see it being abused fairly easily, especially with a set of Crit 2 or 3 weapons. --trial
  3. I have always wondered this, as humans, we tend to name things we talk to (cars, guns, computers, etc) even if it is just that we are talking to ourselves when the item is present. we anthropomorphize everything. I see no problem naming a weapon (although it is usually the prideful that name something like their weapons "...I call 'er Vera.") I could see an old jedi, hiding our after Order 66 that has gone a little "shifty" that has named his weapons, the things kept close to him, these deeply personal items. They are symbols of years of training, or hardships, and most of all, the force. If one of my players wanted to call his lightsaber "Oathkeeper" or "Ben's light" after his fallen brother, who am I to stop him. If anything, it is forming a connection, a bond, a sentiment, which as we learned from Yoda, can lead down the path to the dark side.
  4. I believe it is in the "Suns of Fortune" book. There are also a couple interesting blades in "Fly Casual", the smuggler book.
  5. ^ this. Also, know what you want out of the story as well. Understand that giving your players lightsabers and the like right up front can get pretty deadly for your NPCs. The beginner box kind of frustrates me with this. I told my players there were no lightsabers for a little bit plotwise (and because I wanted to be ready for them), and then we played the box set and a couple of the starting characters start with them, right off the bat. I think one of the biggest hurdles my players faced was understanding that they aren't Jedi from the republic yet, and wont be for a bit. That being the case, they found some pretty cool things that their characters can still do, and have felt like the growth of their characters is a little more natural. The conflict/morality system can be a little frustrating to work with, it is the most complicated of the three additional systems (obligation, duty, morality), as it isn't just a roll for plot additions or a total that can buy cool gear or titles. It is supposed to represent emotional turmoil as your PCs face dangers and make choices, for the better or the worse. I have some problems with this system still, and have been muddling through. I think the key point here though, is don't let it bog you down. Run through the fog, and you will be fine. For us, morality only comes into it in a big way when one of the PCs does something really dark. For example, the team is facing a dark jedi acolyte (not a sith, but a Jedi who became twisted and fell). The Wookie of the party tries to talk him down, and gets a swipe across his mid section (a critical strike that left a wicked scar), in rage and fury (the player's words not mine), the Wookie goes crazy on the acolyte, pausing when the acolyte falls, and then continues the barrage, ending the acolyte's life. Giving into the rage and fury is one thing, ending the life of someone already beaten is another. The player and I ruled that there wouldn't be a conflict 'roll' for the Wookie, his morality dropped a couple of points on its own. Overall, I have run all three systems now, and this one seems to be the one the players have the most fun with, and the one that I enjoy running the most. Good luck...and may the force be with you.
  6. so, there are several new GMs in our group (for my birthday we are breaking out a bunch of the modules and having everyone run one in a "round robin") One of the things I am doing to help them out is making a set of "cards" that have the stats for several baddies the group is likely to come across. For example, storm troopers, pirates, hired guns/mercs, a few bounty hunters, etc. I am making them varying difficulties so that if the GM feels things are moving to smoothly, or wants to shake things up, they have that option at their fingertips instead of having to chase down stats for a specific baddie. This also helps when players take a game "off the rails" (which happens often to all of us). If, for example, the group wants to go to the local junk shop and threaten the owner into paying them a "protection fee", maybe the junkyard dealer is already 'protected' by the local thugs, or maybe there just happens to be a squad of stormtroopers that rush over when they hear the scuffle. Just a thought. Most of the games we run are a mixture of homebrew and modules, and what I try to do is write out a longer plotline that ties it all together. I try and have an end goal, like defeating the escaped sith master, or overthrowing the imperial presence on a specific planet. With that main goal, I can then insert facts, baddies, hints, and encounters that push toward that goal. It doesn't mean that every session needs to be pointed in that direction, but maybe they find a clue, or a piece of equipment that help them in that goal. For example, my main goal for this part of the campaign is pushing the imperial presence off of Titus (just a name out of a hat). So, I already know I will want the group working 'with' the rebellion, even if they aren't a part of the rebellion. So as they are making their way, doing missions to scratch out a place among the stars, they are also gaining resources (maybe some fighters) maybe political of financial pull for the rebellion with the local leaders. The players all know that they want Titus to be free of imperial control, so they are also looking for things to do to further that goal. Maybe its sneaking in to one of the three orbital platforms and grabbing a special ship (ala "shell game"), or maybe it is breaking into a base on the surface and getting its communication station (like the AoR box set), these still work if your group isn't straight rebellion, and can be great pieces to pull things together as a team. You can even pull from jewel of yavin or beyond the rim for ideas and resources. Just a thought. Good luck! --trial
  7. I was thinking the same thing, I don't remember seeing BB8 doing a lot of the technical stuff (Artoo was known for doing that stuff all the time) we did see BB-8 function in a astromech spot (whether or not he helped there is anyone's guess). I think Rey really took over the tech spot for this one. As for the lightsaber with a crossguard. in our campaign we are calling that an attachment that is 1 HP and adds defensive 1 to a lightsaber hilt.
  8. We have a player that went "Gank" for this type of concept. As GM, I prefer to only allow races from published materials. There are several in the expanded race stuff done by fans (and many on this site) that would do just as well (or better). As a Gank, the player has more room to install cyberware that can assist in his missions (thievery and hacking, some sneaking), and allow him to hide parts and tools in some of his hollowed out spaces. He plans on having a lightsaber compartment too, to hide that as well.
  9. wow, there is a lot of back and forth here. One of my players is really interested in this idea as well, the biggest issue we had with it was how (if at all) he could use both the pistol and sword in the same round. Simple answer, we ruled that he couldn't. Once we ruled that he couldn't use both the pistol portion and the sword portion in the same round, shat difference is there really? He could have a character that carries around a lightsaber and a holdout pistol, but wouldn't it be cool (and kind of star warsesque) to join them together so his lightsaber doesn't really look like a lightsaber, and the pistol doesn't really look like a pistol. If you are looking into the "science" of something in the universe filled with space wizards and space stations the size (but not density) of moons, couldn't we just agree that if I could duct tape a holdout blaster to a lightsaber and have one item that fulfills both purposes, that I could just make a casing that could hold both items? There are blasters that are similar to derringers. ones that could be hidden away in the palm, As the GM of our game, I didn't really see a problem letting the player design his own style of this type (again, this isn't adding a Blaster Rifle, and he can't do both weapons at once, he has to switch the energy feed between the two weapon types). This may not be for everyone, but it works for us pretty well.
  10. for my campaign (mostly FaD characters) I plan on them doing a mission to get their own Illum Crystals for their starting sabers, and then having missions (once they know what form of special gear they want for their sabers) to get the special gear. That being said, I have one character who is a bodyguard/sniper that wants a very specific sniper rifle, with very specific mods, so I am going to have the group do a 'mission impossible' style heist mission to get his prototype rifle too. I wanted it to be part of the story as to why one person chose a certain crystal, maybe it called out to him, or he didn't feel 'finished' until the lightsaber was complete. I also don't want to leave anyone out. one guy is perfectly happy with illum crystals, so we will be doing a special mission to get him an ancient set of Jedi combat armor (something he wanted for his character). As to the final price, or worth of the items. I am more worried about the balance of the power than the actual price. Credits are few and far between for many of the modules, so I have been attempting to hand out other rewards instead of a stack of credits.
  11. It also depends on the age of the Nexu. Is he looking at attempting to catch a cub, or a full adult. Who is he looking to sell to? an exotic breeder? I have a pathfinder that has a nexu cub as the paired animal, and I can say, without a doubt, even as a cub, its really dangerous. I would look to the book mentioned above, and then take a lot of narrative into it. And I would make it dangerous. really, really dangerous. Especially if they are hunting a cub.
  12. I have all three, mostly for the modules that came with them, but still. I find that I use the FaD one most often (though 5 of 7 players are force users). I tend to have all three at the table, mine for GM use, and the other two passed out as an easy reference for the players at the table, its helped a lot with critical hits, spending advantage, etc. In my opinion, for our group, having multiples helps.
  13. wow, these are some amazing ideas! I personally use a mixture of tokens from the starter boxes, minis from the various mini games, and printed tokens that I have laminated and pasted to coins (these haven't made the rounds yet, soon). Kudos to the ideas folks!
  14. I would be careful with this, since a training lightsaber has an encumbrance of 1, making it both very light and able to be hidden on one's person with little difficulty. The proposed "stick" would really need to have a higher encumbrance rating, at least, to jive with other weapons. On a personal note, I was never a fan of the "training sabers" from TOR. Thought they looked lame and that the concept was odd. Like I said, to each his own, they work for our group. that is a really good point about encumbrance though, we hadn't taken that into account. Thanks!
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