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HistoryGuy

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About HistoryGuy

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  • Birthday 06/14/1990

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  1. What I've done also is if my players become too dependant on their force powers, ie using influence on everyone they meet even if it's for a "good cause", I will give conflict. I see overuse of force powers as taking the easy way and a form of arrogance.
  2. That is what the Harm force tree is for because with the right upgrades the damage inflicted also heals the user. Also combining that with the Ebb tree in order to inflict strain.
  3. My group uses the scientific survey vessel from AoR engineer book. It's all beat up and a fun for my engineer to try to fix constantly. Every couple of trips the "check engine" light comes on and he has to fix it.
  4. I'm working on a fun one-shot for my group and need some help. I need stats for my main villain, a night witch style vampire. I know the three main force abilities it will know will be bind, suppress, heal/harm, ebb/flow, and move. It will also have Adversary 2 and a Force rating of 4. For combat it will have melee 3, lightsaber 3, and brawl 2. That is what I have so far. I just want some help fleshing out the rest of the Vampire. Any ideas? I'll post the hook later if people are curious.
  5. HistoryGuy

    Rotation?

    "Worlds Collide rotates out Mars and Sanctum to make way for the Saurian Republic and the Grand Star Alliance." So what exactly does that mean?
  6. I had two of my PCs captured by the Empire last session. Now I need a couple of good maps for a prison break mission.
  7. A little background: My group is using the spice mine from The Long Arm of the Hutt as a base. They mine Ryll Spice for the extra income. I have introduced a group of pirates that likes to hit ships haul spice and other valuations. They have only had one run in so far and I'm working on a second. The head of this pirate group is a Force Sensitive that slipped through the cracks during the days of the Order. I want to make him a long term nemesis. Should be fun... For me anyway... Lol. Anyway the pirates have hit another shipment and are on their way to Nar Shaddaa. Ironic because the PCs are already there. So I know the pirates will attempt to board the PCs ship and the PCs will attempt to counter-board and retake what's theirs. They will probably take the opportunity to sell it on Nar Shaddaa and make a quick buck. Now for my questions: 1. How often should this pirate band strike? 2. What sort of problems should they have on Nar Shaddaa trying to sell the Spice?
  8. Well is discipline check is something along the lines of YYYGG or YYYYG. So unless its at least 3 difficulty the discipline check is almost unnecessary.
  9. The force ability doesn't need a check other than to get the LS pip which is easy for a character with a force rating of 3. Plus this character was always using like a get-out-of-jail-free card. So I finally decided to slap him with some consequences. The ability doesn't last for ever so it will wear off. And having an unregistered ship in an imperial spaceport, I felt, warranted that kind of response.
  10. In my group I have a character with that ability. In one of our sessions he used it to tell a spaceport officer that they had already registered the ship and paid the fees so the officer let them leave. After a while the effect wore off and he stared questioning if what they said was true. So he checked the records and discovered the lies. He then reported them to the administrator who then reported it to the governor. Within a few days they found themselves in custody. In the whole, "These aren't the the droids you're looking for." thing, I would do it as if he realized he never actually checked and if it ever came back around they would have to run the encounter again with stronger people there so the ability won't work again.
  11. I have all the Adversary Decks and really love them. So with the release of new Sourcebooks and Specialization Decks will their be any new Adversary Decks?
  12. I tried the same thing not too long ago. Here's the thread:
  13. You will have to forgive my RPG ignorance as FFG's Star Wars RPG is the only system I'm familiar with. My cousin is wanting to teach me D&D 5e so I know a little about that. How does this system work?
  14. Ok. That was my first idea but I figured it was a little OP. This was my second. Echani 3/2/2/1/2/2 WT: 11+ Brawn ST: 12+ Willpower Starting XP: 90 Special abilities: Echani begin the game with one rank in either Brawl or Coordination. They still may not train either Brawl or Coordination above rank 2 during character creation. Echani receive a boost die to Brawl checks.
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