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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!
  15. did you use the premades from the box and the website? I was tempted to build up a handful of characters so we could continue with them after I ran this with the kids, but I wasn't sure how the premades would be with younger kids.
  16. I actually prefer to think of training sabers like those in SWTOR. More like Bokan /Stunrod. It is a stick that stuns that resembles a lightsaber, but when it is turned off, it still looks like a technological stick. The way our group sees it, a lightsaber is science/magic and plasma, making that into a stun beam just doesn't make sense to us. But that works for our group. I can easily see that not working in other groups.
  17. To me, this would depend highly on how the GM wants to run the series. I am running a campaign that will include the F&D box set, Lure of the lost, Hidden depths, etc. Lure of the lost allows for Lightsaber creation after its climax, but I am having the players play through getting their crystals as past of a trial (in a further module) and building their hilts over time (personalizing them much like the episode to which you are referring).
  18. It really sounds like you had some big issues with light sabers. For my group, I have five FU who plan on getting lightsabers at some point. I don't really have a problem with them. For big baddies (like those at the end of Mountaintop Rescue and Lure of the Lost, I have added Adversary 1 (or 2) in the past, upgrading combat difficulties against the NPCs. This has helped a bit with the light sabers. I also play with conflict a lot. Do the party members NEED to kill all these people with their lightsabers? Is there another way, or are they using lightsabers because they are powerful and fast (the path to the darkside is easy and powerful). As for protecting my party from lightsabers, I don't. Luke, Dooku, Windu, Anakin, and Vader all had parts sliced off because of them, and Obi Wan was maimed with one (his leg). They are dangerous weapons. In the end, I just increased the number of baddies (stormtroopers, raiders, etc) knowing they could cut through them faster, and they (the bad guys) did so much more damage on the whole. More minions in a group means the combat rolls are higher, and they take longer to take down. A rival or Nemesis with a rank of Adversary (or a couple ranks) makes him a little more difficult. Just make sure you use the narrative to your advantage. The PCs miss an attack, it isn't because they missed, the inquisitor deflected their thrust with a well timed slice (just a narrative for theme). I also have been known to increase the wound number on bad guys when I want them to stick around a little bit. In the end, I would say that if you are worried about lightsabers in the campaign, maybe you should think about letting them into your campaign until the group is ready for them? Many suggest not allowing them until knight level. At that point, the baddies the group would be facing might have better defenses, and who knows, maybe a nemesis with Cortosis weave armor. I wouldn't have cortosis all over the place though, it is supposed to be rare too, and if it was all over, I would soon end up with a party wearing salvaged cortosis : ) I hope this helps.
  19. For my group, one of their stops is going to have intrigue underwater, we are going to play it that unless the equipment has been modified as such, electronic weapons and equipment wont function the same underwater. I think it is believable that an amphibious jedi would have an amphibious lightsaber, but I don't think all lightsabers would work "just because". I also want my players to think around the situations instead of just "rush. stab, pew pew."
  20. Specifically, I was looking to have the campaign up to this point be a scratch by. Barely making ends meet, barely paying for fuel and staying on the run. I was planning on having the haul at the end of this module be a pretty big payday for the crew. I plan on using the famed treasure be something that (once others realize it has been unearthed) has untold claims on it, various parties and company interests, not to mention the Empire looking for a long lost fund source. I plan on having obligation added for the folks hunting down the treasure (and then the PCs who spend the treasure). Like some of the above, I am interested in seeing where the characters who have been barely making a living go and do when that restriction is lifted. As many of the party are force users, I think I know which direction they will go with it, we will see : )
  21. I guess my main question would be what the sith spirit is trying to accomplish? Is he trying to find something? Bring something back? teach a new sith? I was looking at also using a sith spirit, but really playing on the fact that there aren't really any jedi in this time period, and really playing with the conflict that the sith spirit wants to teach that the way of the sith doesn't follow a path to evil, and you can understand the sith code without doing harm to others. ((The road to hell is paved with good intentions and all that jazz)). If you wanted him to be a traditional villain, maybe he literally combats the force user in his mind, or you could 'bond villain' it and have the sith try and 'talk some sense into the force user' with coercion, maybe charm. I know it isn't read by everyone, but there is a section in the Dresden Files book series that between the titular character and a demon that doesn't really wish to possess him fully, the demon just wants to 'help him' and if it means that Dresden maybe falls a little bit, its par for the course.
  22. I once ran a sci fi game form another franchise that had the group separate on a planet for some much needed R&R, and they all described to me what they were doing, and then the next thing they knew, they were standing in a med bay on a ship that wasn't theirs with a dead body in between them and no idea of what had happened in the hours in between their last memories and now. Man at their feet was a popular and well liked politician, and three of the four players knew and liked him (the fourth player was a planet on the Rim. It became a who-dun-it as they explored the remains of the derelict ship they were on, as I dropped clues here and there that pointed to one of them being a traitor. Normally, my usual groups don't handle in-fighting well, and just start to massacre eachother, but the starts aligned for this session, and they really roleplayed it out very well.
  23. My group is a 'fly by the seat of our pants' type of group usually, so I am considering this a problem as well. This wont be run for a little bit in our campaign, which gives me time to make the best use of the intervening time. Already, I have started offering planning tips for the group to slow their "Leroy Jenkins" attitude toward these games, I am hoping that slowly I can get them to realize that planning toward a heist or a goal can be of great assistance. We have been doing ambushes for a little bit, so I think that is helping them get in the right mindset. For you, I would think about adding another encounter prior to the main portions that is a mini example of the planning for the heist, maybe the group needs to break into a less secure area to get a hold of a security program or device that will aid their adventures in the main portion of the module. Add traps and security, mini heist.
  24. you absolutely can. Each of the three lines (Edge of the Empire, Age of Rebellion, and Forces and Destiny) are meant to work well together. The lines are meant to play easily so that a party can be made up of classes and specialties from any of the books. That being said, if you want to 'convert' your EotE character to an AoR character, you can do that as well, just finding a class and specialty that works for you, but you shouldn't really need to, you can easily just adapt your EotE character to now be working for the Rebellion, maybe taking a specialization in one of the AoR careers.
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