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  1. A total of 7,450,765 souls. Fourteen more on the way with the first to be expected somewhere late July. And that's what we know of. ... But, no. No clue, actually. Just puling your leg there. I was wondering about this sort of thing as well, with regards to sustainability of any mass of people in a hostile environment totally dependable on artificial circumstances for even the most basic needs to survive. As such, I would second the question. (As a GM, I would probably just pick a number that 'feels' right, and go with that. Nothing like a good old GM Gut Feeling Guesstimate.)
  2. Having dragged the squad leader into the relative safety of the crew compartment, CT-4077 starts to dig through his gear. "There you are," he thinks, as he pulls out a stimpack and quickly removes the plastic cap from the syringe needle. "This'll hurt me more than it does you at the moment." Then CT-4077 hears Slugger over the comms. "Let the medic do medic things, I'm here for that." Again, a random thought and a quick sigh with some frustration over the fact that everything about the AT-TE went downhill so fast and now they seem to be in more of a rush. CT-4077 quickly decides a nice place to stick the needle between two of Gunslinger's armor plates, and get the most out of the healing properties from the injected fluid. "Nice vein you have there, sir. I should know. I have it too right at that spot. It'll spread the juice better. Time to come to, sir!"
  3. I tend to agree with @DanteRotterdam here (and not just because I live in the city of Rotterdam...). Just look at the conversation Luke is having with R2-D2 when they just made camp on Dagobah (so well within the OT). I may not be an expert on Binary, and the toots and bleeps of R2, but the sound design department, in my opinion of course, really did their best to make R2 sound different under different circumstances. The stalwart droid really does give off (the illusion of) emotions in his sound rambles. That at the very least made the conversation seem like a two-way communication, where they both agree coming to Dagobah was not the best of ideas at that time.
  4. Dig up a stimpack from the backpack and shove it into some part of Gunslinger's anatomy between the armor plates. (Maneuver and Action.)
  5. And despite it meaning we walk out into the field of fire of two droid squads, is the cockpit still an easy and viable exit? It was blown to kingdom come before we found the AT-TE, and to my kowledge the doors from the cockpit to the aft compartment were never closed after CT-4077 retrieved Gunslinger from the pilot's seat.
  6. I might have a partial answer for you. When you can sense somebody's emotions, you might alter your manner of speach, your gestures, etcetera, depending on the emotion you feel emanating from that person. You simply approach an angry person in a different mannet than you would a happy one, and Sense Emotions as a talent (-like power) gives you just a slight edge in determining that specific manner. CHarm Person. To my recollection there is none quite like it, although you can use Influence with the appropriate upgrades to perform the classic mind trick. "You will like me, thinking I am your friend."
  7. Nope. Couldn't find that on the site about crafing the hilts. Edited the credits cost above, assuming you don't halve a half again. Ilum (FaD 197). Narratively just a synthetic Sith copy, making the blade red. Nothing special, but quite expensive nonetheless, starting unmodded at 9000 credits.
  8. Making a Precission Hilt, attempt 1. Mechanics check - crafting precission hilt: 2eA+2eD 1 failure, 1 advantage Down 150 credits. Going for attempt 2. Mechanics check - crafting precission hilt: 2eA+2eD 2 failures, 1 advantage Down another 75 credits, 225 total. Attempt 3. Mechanics check - crafting precission hilt: 2eA+2eD 2 failures, 1 advantage In for 300 credits, breaking down an obviously flawed hilt, again. Attempt 4. Mechanics check - crafting precission hilt: 2eA+2eD 0 successes, 1 threat Now down 375 credits. Loving this crafting system (combined with choice not to increase Mechanics too much, of course, let's stay honest here 😉 ). Attempt 5. Mechanics check - crafting precission hilt: 2eA+2eD 1 success 450 credits. But finally a succesfully crafted Precission Hilt. ... Crafting done for now. Now, @Von3679, how do we deal with stuff such as lightsaber crystals?
  9. From inside the gun well, CT-4077 decides to open fire once more. The gun barrels swivel towards one of the droid squads visible to the clone medic, and his thumbs press down on the triggers. Steadily the blaster bolts spewed forth close in on the battle droids. However, just before droids start to be disassembled, there is an unexpected movement near the cockpit, near Gunslinger! It startles CT-4077 somewhat, with how the AT-TE is suffering, and the violence isn't stopping anytime soon, it seems. Fortunately, there appears to be a friendly involved, a jedi from the looks of it, protecting the cockpit. "Now's my chance!", CT-4077 thinks. He jumps out from behind the gun controls and speeds towards the cockpit. There the medic starts to drag his squad leader back into the crew compartment behind the cockpit. "Hang in there, sir! Help has arrived."
  10. Action: CT-4077 will first fire on Droid Squad 2 Gunnery check against Droid Squad 2: 3eA+3eD 1 failure Maneuver 1: get down to the cockpit. Maneuver 2 (2 Strain): drag Gunslinger into the relative safety of the compartment behind the cockpit if I can?
  11. @Rabobankrider So do I get to act before or after fluglichkeiten (and Edgehawk)? I mean, if I'm up after Von3679, I would probably shoot at some droids. I my turn is somehow delayed till after Edgehawk and fluglichkeiten, I would probably choose to try and drag Edgehawk deeper into the walker, out of sight from triggerhappy enemies.
  12. I'm still working out equipment and a couple of background issues, but I should be there shortly.
  13. @Rabobankrider; just to be certain as my turn is coming up real soon it seems. CT-4077 has valid targets, like droid minions groups, as seen through the barrels of the front gunnery well where he is?
  14. You're welcome. The only thing I would (half-heartedly) disagree with you about here is the meeting of people. The world-wide illness crisis and all. Of course, we play VOIP on discord, with a Genesys / SWRPG dice bot. Wonderful times, if a little distant. But that all happens between friends. I hardly find any open games (not to mention any in the same time zone). I was too young for Star Wars in 1977, but when Empire arrived, my parent made one little mistake. Not being native English speakers, they thought that the Star Wars New Hope and Empire "double Feature" was simply the first movie, with an extra long trailer for the second... Little young me screaming like a TIE Fighter when I ran out of the movie theater waaaaay after midnight and bedtime. Good times. It kickstarted me into Star Wars Hood. Of course. And Humans, Denobulans, Deltans, liberated Borg. Like with Star Wars, there are currently a couple of source books. New source book, new species. Including, interestingly, four books each detailing one of the galactic quadrants. Hence liberated Borg in the Delta Quadrant sourcebook, for example. As for gaming in that universe, one of the things I find interesting is the simulationist nature of the current iteration of the Star Trek roleplay game. You start out capable, and exchange rather than grow skills and other features of your character. I haven't seen how that works out for real, but I consider it a feature, not a bug, of the system. The game can be played episodically (like The Next Generation started), or as a long campaign of linked (or not so linked) adventures (like Voyager intended). It can be stationary (like DS9 in its first seasons). The game currently is rather Federation Starfleet oriented but has info on the Enterprise era, the TOS era, and the TNG+ era.So no Klingons in TOS or before that (Federation!), certain ships and tech unavailable or altered. But why, exactlydid you never feel interested in playing games set in the Star Trek universe, if I may ask? (besides, if applicable, simple disinterest in playing the setting.) As I said, I really liked the setting, and the disconnect in the game systems from D&D. It actually felt like a completely different game system (as it actually was, with dice pools), but also with different stakes due to that system (a bum with a knife could kill, try that in D&D with a lvl 1 commoner against a fully armed and armored mid or high level character). Even if it was the earlier attempt to migle fantasy with more modern tech and setting (like Fantasy creatures in Space! as Dragonstar did). Also, the disconnect from D&D became greater due to the fact that it was our own Earth, sometime in the future, and the awakening brought back all manner of creatures from legends. Take note, on the Genesys part of these forums is a Shadowrun conversion. I like the setting, I like the Genesys system. I am used to Shadowrun being a dice pool system... See where I am going here...? Huh...? 😉 The early versions of D&D had the Vancian Magic system, where your character could only cast the spells he specifically prepared beforehand. Prepared two Magic Missiles and no Identify? Bummer if there's no combat, but a bunch of unknown magic items. 5th is a little different (adapted Vancian system), in that you still prepare a bunch of spells (as a wizard, or a few other classes), but then you have spell slots like energy reserves, so you can choose whatever you want to cast from amongst those spells prepared. Five spell slots? Cast the same prepared spell five times if needed. Same five spell slots, but you prepared five different spells and you need them all once? No problem, just cast each prepared spell once. A combination? Again, no problem, cast one spell thrice, and two different spells once each to burn through your five spell slots. But this is why I fully (think I) understand you. Flashy spellcasting, with fireballs and lightning bolts zooming over the battlefield, aren't what LOTR is about. I too, would rather play The One Ring rather than D&D (including Adventures In Middle Earth) if I choose to play in Middle Earth. The tone, feeling, and attention to little details make the TOR game more suitable for LOTR as we interpret it. But I would not choose TOR over D&D when we want to play a Forgotten Realms game - and expect it to be corny, over the top, pulpy action. Not just to each their own (free to have the opinion of course), but a freedom to choose an appropriate system to the setting and type of game you want to play. Star Wars RPG from FFG, for example, feels rather natural to us once we became accustomed to the "weird" dice and their "funny" symbols. It allowed us to elaborate on the narrative part of Star Wars due to its non-binary way of handling dice results. Trying to pry open the "back door" of the bunker and rolled a despair? An extra blast door closes and a bunch of Stormtroopers walk up to you, demanding surrender after they shot your girl. One of the Sith player characters makes a successful Lightsaber combat check with two threat turned into Strain, but still taking out three minion guard mooks? I describe it as the character wildly hacking left and right, felling one opponent, lowering his guard and getting punched in the face by the second guard, only to be kicked against the leg by the third, who suffers the wrath of the character too and the lightsaber is swung in a wide overhead arc. If you can handle the improvisation there, and in your description you use the Rule of Cool loosely based on the dice roll interpretations (so no "but he can't punch me in the face because he didn't make a combat check and I have a Soak of 23..."), you will never have to feel corny or pulpy, but you can imagine the cinematic Star Wars action you grew to love. At least, that is my opinion, and I have friends to play this game with who are also very content with this use of the narrative system.
  15. Actually, I haven't lost interest in RPGs for a period of years (I did have an 8-month hiatus due to personal troubles), so I had the past 35 years to collect and play. There have been hits (like Dungeons and Dragons in every iteration except 4th edition) and misses (D&D 4th, amongst a few others). If I were to make some sort of top 5, it would look like this: 5. Star Trek Adventures. I haven't actually played the Modiphious version yet, but I like the way the books are presented so much I collected them all to date. Loved seeing play throughs and YouTube explanations from The Complex Games Appologist among others. Loved reading the books. My only concern up till now, is that fact that there is little "actual" progress. Your character starts out fairly competent and might change due to the story, replacing something that is already there. It's not like in many systems where you have a beginning character, they gain experience, and then go up a level, or use that experience to buy new skills and abilities. However, this might actualy be a refreshing take, having character development evolving from narrative play, once I start to actually play the game in a few weeks or so. ("No, I haven't played the flute since that Klingon attack that wrecked my quarters a few months back. I picked up a new hobby; fencing!") 4. Shadowrun. I simply loved the cyberpunk Science-Fantasy setting, what more can I say? Due to the game system it didn't feel like D&D with guns and cybernetics bolted on either, which really made this stand out for me. Of course, the complexity of certain subsytems (or so we thought at the time) like magic and all manner of additional dice pools probably caused us to miss out on part of the system's fun (we hardly used magic, except in the background, often just narratively by NPC's). I did get into a couple of books from later editions (4 or 5 I believe, where the Matrix virtual reality was superceded by augmented reality, according to some people due to the Matrix movies and computer games). But nothing compared to the memories we made in those early, second edition years. 3. Dark Dungeon. Not much to tell here. This was a custom, local roleplaying game that I rolled into. It was based on a D10, and had quite a realistic combat system (as far as we could tell in our late teens and early twenties with few other games under our belts). Or I should probably say its wounds system was gritty and realistic. Met new friends interested in something completely different, and had many laughs during three long and strong going campaigns over a couple of years, where I took it upon myself to add a few extra rules and clarifications, to the point of playing a Dark Space campaign, having made a rule subset for science fiction, space vehicles, aliens, psionics and what now, in a custom setting that put our own Earth in a neutral zone between two warring factions. 2. Dungeons and Dragons / Pathfinder. I have had a copy of the 1st edition player's handbook and game master guide, but actually really rolled into this when second edition started to appear. It was my first proper introduction into fantasy roleplay (but see below) with fully fleshed out worlds, polyhedral dice, a difficult system (one D20 roll had to be a high result to succeed, the other had to be a low result, lifting gates was a percentile roll though no one knew why, and what was up with that THAC0 anyways, getting better as it lowered, so you could hit opponents on progressively lower D20 results despite still having to roll high, unles the opponent also had a lower armor class to push up that minimum target number again). But we ploughed through and loved it. Changed with the game system to 3rd, where all rolls now had to be high rolls (except for a very few D100 rolls that were still unclear at that time). At this time D&D was going into 4th, and Paizo gave us Pathfinder to expand upon that 3.5 edition feel. Only recently did I cancel my Adventure Path subscription, as those went into Pathfinder 2nd edition, while I didn't. I have a collection of the 4th edition books, though we rarely played it. For some reason it felt like playing World of Warcraft at the kitchen table, with timer-related resetting special abilities (even your basic sword strike was an "at-will power or maneuver" useable every round). And Magic Missile could miss... I mean... Really? How? Why? Enjoying and loving 5th edition currently. With almost every edition, we went back to wonderful worlds and settings such as the Forgotten Realms, Dragonlance, Planescape, back into that wonderful flight of fantasy. Also funny to see in the original post, is Adventures in Middle Earth. D&D 5th in Tolkien's world setting, with a lot of adaptation going on in there 1. Star Wars / Genesys Narrative. Speaking of Fantasy Flight... I was into Star Wars before I was into gaming. From the time of being a small child all the way into my own fatherhood now I lived, breathed, ate, watched, listend to... shall we say enjoyed Star Wars (except for most of the Disney stuff, it's an opinion). This included the West End D6 version of the roleplaying game, several D20 iterations, and now this... FFG Narrative Dice system. We love its sort of complexity, its flexibility, its presentation, its dice. Currently running an Edge group over in Discord and freaking loving it. Along came Genesys, very recognizable, yet in certain parts extremely different (Talent Pyramid Tree instead of Careers and Specializations, for example). Loving it too. If you were to ask me some ten or twenty years ago, I probably wouldn't want to stray from the numerical precission that was provided by regular dice. Now, symbol cancellation dice have worked their way up into my number 1 slot. Honorable mention goes to Het Oog Des Meesters (The Dark Eye, as it is currently printed in an English translation, it was originally a German system called Das Schwarze Auge literally being The Black Eye). When I was a wee lad turning 11, my mother bought me the starter box for this roleplay game. I didn't know what it was, but I had to have it, because there was this guy on the front throwing a metal ball with spikes towards a dragon-like creature, while a scantily dressed woman lay at that man's feet (early eighties fantasy art at its finest), and it had dice on the back. Including a very strange one. A die with not 6 sides like every other die I had ever seen, but something called a "twenty-sided die". The game system in that Dutch translation at the time was as thin as a trashcompactor pressed napkin, but I enjoyed playing. Even if the only other players I had were my parents (who didn't enjoy the game, guess I have that imagination from the Milk Man or something) and one school friend who was so young at that time, he didn't really understand anything I mentioned about "aanvalswaarde" and "trefpunten" and "Astrale energie" (and... and... and...). He simply seemed to enjoy a bit of storytelling I did, and occasionally also rolled a funny die or two. For nostalgic reasons, this would probably be my number 6 even if there were other game rule systems I played more often, for longer, and with more people that also seemed to understand game rules, imagination, and that sort of thing.
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