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Cynthorus

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Posts posted by Cynthorus


  1. I have added setback dice for pain / exhaustion levels from low wounds / strain but tbh it sounds like magic is kind of thier main thing and they're making use of it.

    First thing I would say is to re-read the descriptions on the spells and to remind the player too, Conjure for example is described as "Conjuration magic allows a character to summon allies and create items out of the raw stuff of magic"

    Narrative flair is cool and I'd let a player summon a wave instead of an elemental however engaged range is at your feet which would flip the boat and unless they've taken the control upgrade its a wave it's not gonna worry about hurting the players.

    Secondly it's your table, if you think the idea sounds out of the use of the spell, either say it or upgrade to reds for pushing the limits of the spell


  2. So I remember from playing Descent that Familiars exist within tje Terrinoth world, anyone come up with rules for them?

    I'm aware that the conjure spell allows a player to create a creature for an encounter but I'm thinking something that is always with the player 


  3. On 2/23/2019 at 1:48 AM, Andrewjo said:

    What I meant was that nothing about the description of the rifle seems like it warrants needing both qualities, especially if you need to prepare before each shot. You spend your turn preparing the rifle while it cools down from the last shot, what does that entail? If the prepare quality represented putting the rifle together at the beginning of combat, that would make sense, but if it has to be done before each shot then that doesn't make much sense to me. 

    The reason for both is that Prepare 2 allows you to fire every round still (at the cost of strain for a second manoeuvre).

    Giving it slow firing means you can only fire every other round, this might mean you use your 2 manoeuvres to prepare or you strain yourself again for an aim action.

    Btw when you're shooting a player with 2 yellow, 3 green and 2 blue dice with one of these things the damage warrants to the slow firing lol


  4. So I am working on a modern horror / fantasy and an idea i have had is to use tattoos to permanently ink people with magical glyphs as an extension of old world rune magic.
    Some of the ideas I have had are:
    - Stylised shields or symbols of defence give the inked the ability to cast Barrier.
    - Images of appropriate animals can be used for enhance i.e. bull for strength, bird for agility
     Various effects for utility magic
    - Key on the hand gives a boost dice to Skullduggery checks to open locks
    - Anchor gives a boost dice to checks made in the water etc.

     

    What are peoples thoughts, what other tattoos would you include?


  5. If you want to make magic rare why not make the user have to flip a story point in order to use it, the idea being that it requires such a force of will to cast a spell that it is a big moment?

    You could also use a talent for villains that allows them to use magic without flipping a story point but make this rare and only for powerful NPCs

     


  6. One from a Star Wars game I GM was:

    Heroes throw grenade into the bridge of the imperial ship; roll ends up being a couple of sucesses double triumph and single despair. Player activates blast and critical with the triumphs killing the minions on the bridge... despair effect they also hit the console controlling the artificial gravity deactivating it.

    Safe to say chaos ensued.


  7. One simple way around this is not to roll yourself but have the players roll an opposed check.
    In Star Wars I get my players to roll perception checks and set the difficulty based on the deception (As an example) even if the NPC is telling the truth; it means players don't know if they're rolling to believe them or figure out if their lying.


  8. I suspect FFG will move towards timeline books, we already have a force awakens beginner box and a new rebels/rogue one book coming out. I suspect that with the release of "from his nap" (episode 9) we'll see a proper "current" timeline source book.

    There's also always going to be adventure paths too.


  9.                                                                   ... well anywhere really.

    So to explain I have a fantastic Age group comprised of a Human, a Droid and a Wookie; to begin with this worked fine as the beginning plot lines when they encountered imperials were usually violent or they talked their way out of it. With the few moments of subterfuge being the Wookie in the pilot seat scanning comms and ready to take off or being able to sneak into a facility from the roof.

    However as they are heading into wider space I'm struggling to think of ways they're going to get past imperial security without the Wookie becoming a joke. How do you guys handle non-humans in very human environments?


  10. The position in the timeline is up to you.

    The books are written to be based around the time of the original trilogy but there's no reason you can set it in the 'rebels' timeline.

    I would say if the Death Star is under construction then Geonosis is probably the best location for it.

    Endor is still there; however there is unlikely to be an Imperial base there yet.

    Depending on how many years it's set before the battle of Yavin will depend on the existence of the base, although it is worth remembering that the rebellion are unlikely to stay in one place for too long.

    Perhaps it will be a good mission for the players to scout out Yavin so the rebellion can set up the base.

    Whilst Mothma helped to plant the seeds of the rebellion she didn't really become that much of its 'leader' until after the destruction of Alderaan and the Death of Organa (Rogue One may change this), she still could be used however.

    Commander Sato leader of Phoenix Cell makes a good choice if you're sticking close to cannon

    The rebellion isn't a singular entity at this point it's in formation and gathering together like minded groups (as with the crew of the Ghost) and getting allies.

    You won't find a b he amount of non-EU or Legends information about other asteroid fields simply because if they've not been in a established Cannon they won't get a mention, it's the kind of feature that's best to establish yourself.


  11. So my F&D group is just entering the 4th and final phase of my overall plot arc, my 5 PCs have developed well when it comes to combat most of them having 4/5 ranks in lightsabre or in the case of one of them with Range Heavy.

    However this skill in combat has caused me a complication, my players finally got a chance to face the Inquisitor that had been hounding them since the beginning of phase 2 and well they wiped the floor with her.

    Now I don't want them thinking that the inquisition aren't dangerous, I'm torn between sending in a bigger and tougher (and higher ranked) Inquisitor or sending in a pair of same level inquisitors.

    Interested in your opinions both as GMs and players


  12. Firstly you need to get them out of this sticky situation but you want to make sure the PCs still shine, I'd do this by having some more minion Bounty Hunters turn up, they can lay down suppressing fire to force the pirates to take cover behind some crates or barrels, and give the PC's the same chance.

    Secondly I'd give the droid player back control over his character.

    Perhaps a discipline check to overcome his new programming it could be a good chance for him to achieve a higher level of sentience and removing his need to return to the Sith, or the Outlaw Tech should be good with computers encourage him to remotely slice the droid and revert to previous settings or even just set the pirates as the enemy and worry about getting his personality back later.

    Thirdly what else is in the room?

    If it's a pirates base I'd assume they have things looted from ships, any fuel cells, cannisters of liquid nitrogen or high stacked boxed the players could use against the pirates to gain the advantage.

    That's my 2 cents

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