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Everything posted by Jace911

  1. Well with Harsol dead the loss of IT-3PO is kind of irrelevant as far as I can remember so that actually ties off that wrinkle. :V The obvious outcome to their situation is that the survivors return to their camp, warn everyone the PCs are invading marauders, and when said PCs show up they're faced with a camp of angry and armed survivors that outnumber them several dozen to one. This will undoubtedly be considered a failure on their part by Reom and it's very unlikely he'll pay them at all, and I wouldn't be surprised if their Obligation to him (If any) actually increased as a result of their bungling the job. But, I think a more interesting solution would be that the survivors are delayed in getting back to their camp by wildlife, injuries, whatever. This gives the PCs a chance to find the main camp before word of what they've done reaches Cratala and the rest, allowing them to approach peacefully after passing some Charm or Deception checks. It also makes things more interesting if they have some time to build up rapport and trust with the camp before the other survivors of Harsol's group return with their tale. Another way out is for Cratala to be secretly grateful for Harsol's death, as it frees the camp from his paranoia, and approach them with an offer to get her and her research off the planet--unfortunately they'll need to sneak into the camp at nightfall to retrieve it, but she gives them all the intel they need to do so. And then of course feel free to have the Empire show up whenever is dramatically appropriate.
  2. This also brings to mind Adumar, where everyone was so obsessed with HONORRRRR and status that everyone carried around literal gunswords and settled disputes solely with dueling. God that was such a crazy planet. EDIT: Speaking of, has anyone ever statted out a blastsword?
  3. Don't? :V They seem pretty far beyond mechanically broken unless you seriously nerf their capabilities. To that end I'd give them slightly faster wound regeneration, natural soak, or some kind of ability that reduces the result of critical hits by -10 to represent their resilience. Speaking of which, that's a good skill for them to start with a free rank in. As for characteristics, Brawn 4/Presence 1/Intellect 1 seems like a logical choice. I don't know the math for starting experience but I imagine it would be fairly low for all of that.
  4. What is more, if you want to be pedantic, Yoda doesn't say "the last of the force users you will be." He says "the last of the Jedi you will be." Jedi is a title pertaining to a formally recognized member of the Jedi Order. Its a title and a role. When the council told Ahsoka she had earned her knighthood, she rebuffed them and walked. She refused the mantle of Jedi. And, a padawan is not a Jedi. A padawan is merely a candidate in training who may or may not become a Jedi, much like a monastic novice may or may not enter orders as they progress. Kanan was never inducted into the order, which now only exists in Obi and Yoda prior to RotJ. If they don't make Kanan a Jedi - offer the mantle - he's just a force user with a lightsaber who was reared by Jedi for a time. This is the case irrespective of how powerful and skilled and knowledgeable in the force he eventually becomes. Ezra is the same. He can be trained by Ahsoka and Kanan, and talk to Yoda's disembodied voice until he's blue in the face, but he's not a Jedi until he's passed the trials and real Jedi inducts him into the ranks. Ahsoka and Kanan cannot do that for him. It has to be Obi, Yoda, or later on, Luke. This falls flat pretty much instantly given that everyone calls Kanan and Ezra "Jedi" all the time in the show, and they never bother to set up the distinction you're claiming. To be clear, I'm not really bugged by Rebels having Jedi characters. They're central to the genre and a lot of my favorite moments have been Kanan teaching Ezra about the Force. But the original trilogy painted a very clear picture of Luke being the last of the Jedi, and when the old EU was discarded I was hoping one thing it would take to the grave was the annoying tendency for Jedi survivors to pop up all over the %&$#ing place. It just really undercuts the romanticism and weight of Luke being the last Jedi if there's an asterisk at the end that says "except for like a hundred of these mooks you've never heard of". So when you introduce Jedi characters in the time period between III-IV you have a very unattractive choice: either they live and undermine a large part of Luke's character arc in the films, or they all die off conveniently.
  5. For anything other than crits, IMO stimpacks are the way to go. Or Force Heal, if you can. A good doctor/medic with a high intelligence and a good Medicine skill can also help a lot, if you should happen to run out of stimpacks, or exceed what stimpacks can do for you in the amount of time you have available between fights.But for healing crits, you want a bacta tank. Look at the relative dice pools, and the size of the minion groups. If the minion groups are large, they will have a lot of dice to roll, and that will make them more dangerous. They will also last longer in combat as their dice pools don’t go down until a minion is taken out, and with more minions to take out then it will take longer to whittle them down.Also look at the number of minion groups. If there are more minion groups than there are PCs, that will mean the PCs are taking more inbound attacks from the minion groups, which will also make them more dangerous.If the PCs are throwing around lots of yellow dice, then you want to throw more minion groups at them, and each minion group should be larger. Teams of six or more minions per group will have their skill capped at five, but they will keep that skill at that level until such time as they are reduced to less than six minions in the group.Nemeses and Rivals should be using Squad rules for combat, so that the incoming attacks against them actually get taken by the minions that are formed up on those more powerful enemies, until such time as that minion “meat shield” gets wiped out.Also, where possible, you might want to consider seeing if you can make checks that are opposed, so that it is the players who are doing most of the dice rolling, and as GM you do less dice rolling to represent the actions of the NPCs. Thanks for the advice! I'll put this to use in the next session. You are looking at it wrong. What they mean is you can increase the silhouette you can pick for your project. IE instead of a fighter you can choose to do a freighter like the Millennium Falcon. So with one of the talent you can choose a silhouette 4 ship with the second one you could choose a silhouette 5 ship llike a Correllian Corvette OH. That makes a hell of a lot more sense.
  6. Hey all. New member but long-time lurker who's recently kicked off an ongoing Star Wars campaign using all three books. This isn't the first FF Star Wars game I've ever run (I did the EotE beginner game for multiple groups and a couple of my own scenarios) but as I'm grasping the rules more firmly a couple of questions are coming up that I can't seem to find answers for in the book. Rather than spamming a bunch of different threads I figured I'd make one where I can ask whatever rules questions come up in play. To start: 1. For the Ace Rigger talent (Age of Rebellion) part of the specialization tree allows you to increase the Silhouette of your signature ship by one per rank. One benefit of this is that you can mount heavier weapons on craft that would otherwise be limited in firepower (Like a light turbolaser on an X-Wing) but is there any other incentive to do this given that the tradeoff is increasing your signature and making yourself easier to hit? 2. Given that stimpacks heal 5/4/3/2/1 (15 Wounds, more than enough for any character) and cost 25 credits each why would you bother with bacta or medpacs unless you had a Critical Injury? Maybe I'm just dense and that's the rules working as intended but it seems odd to offer the players the choice of A. spending a full day in bacta to recover wounds or B. jabbing yourself with magic drugs and getting up in minutes. Especially when a tank of bacta costs four grand. 3. Is there some sort of system for determining appropriate encounters for a given number of PCs at a certain experience level? In the prequel game I ran for this campaign I had two PCs and a support NPC (One player had to cancel at the last minute) who absolutely steamrolled encounter groups of Rival-led minions without taking a scratch, but the second I threw a Nemesis at them with supporting minions they were nearly wiped out.
  7. I was somewhat disappointed when I saw that the spinning blade gimmick wasn't just the Grand Inquisitor's "thing" and that the other two had it as well. I was looking forward to seeing what sort of interesting new lightsabers they'd have, but I guess the Inquisition just mass-produces and hands them out like standard-issue equipment.
  8. General Grevius, as we knew him, was a Gank Warrior (Aggressor/Shi-cho) in this system. More machine than humanoid, the Gank's bonus cybergear is the best way to represent him in any playable fashon. I'm not interested in aping Grievous. I'm just drawn to the idea of a character, particularly someone as noble as a Jedi, being downtrodden and spat upon because the most famous member of their species was one of the greatest mass murderers in recent galactic history.
  9. The reason for that is 2/3rds of those characters are Skywalkers, and all three are specifically noted to be strong in the Force. So unless you want your campaign to follow the adventures of Anakin's secret bastard offspring with all the side ladies he knocked up in the Clone Wars (Although...) or contrive a reason for there to be multiple Skywalker-level Force adepts walking into the same Corellian tavern, there's not a whole lot of justification for it. Though it's your game and you can do what you want, just my two cents.
  10. Obligation is basically a sidequest generator for GMs. Here's an example: I'm preparing to run a mixed game with characters from all three books, two of which have Obligation. Two characters have Bounty 10 from Zarda the Hutt because they went back on a job they were supposed to do for him. One of them also has Criminal 10 because he was framed as a "Rebel agitator" for starting a protest that the Empire put down hard. At the end of each game (Book says beginning but I like to do it at the end because then I have time between sessions to be creative) I tally up the party Obligation: 1-10: Bounty, Character A 11-20: Bounty, Character B 21-30: Criminal, Character B Then I roll 1d100. If it lands anywhere between 1-30, someone's Obligation is triggered and the next session has an added wrinkle depending on the Obligation. For Bounty it could be as simple as hunters tracking them down and setting some kind of ambush for them when they least expect it--nothing like Boba Fett, but a group of journeyman hunters (Minions) with a Rival-level hunter can make things interesting when the party is in the middle of something. For Criminal it could be that the ISB tracks down the "agitator" and launches a sting to arrest him, or maybe he's recognized when he lands on a new planet, or maybe even a Rebel cell tries to recruit him.
  11. IIRC part of this is because he no longer has the actual grace to be able to do that, thanks to his armor...but part of it is also because he's simply so powerful he doesn't need to. Jedi jump and cartwheel and whirl to gain the advantage on their opponent, but there's no need for Vader to do any of that because he always has the advantage. Because he's Vader.
  12. Stormtroopers are too iconic not to use whenever you have an excuse, in my opinion. You show anyone who knows anything about Star Wars a stormtrooper and they'll instantly recognize that armor. You show them an Imperial army trooper, they'll most likely cock their head. Besides which, I never much liked the handwaving and bending over backwards to try and paint stormtroopers as some kind of elite SS Tier One Operators in the books while in the movies they get ganked by Ewoks and nineteen year old farmboys. I can buy the old clones being badass cutting edge supersoldiers, but stormtroopers always struck me as conscripts. Actually, I like to think of them much the same way as I think of TIE Fighter pilots: 99% of them get smoked on their first mission, but the 1% who don't are the ones you watch out for. Those are the ones who end up with red paint on their wings or black armor.
  13. I think Rebels provided a good example of how you can introduce Vader and make him both A. overpowered and obviously above their level while still being B. not an instant game over. When Vader shows up, he gives them initiative. He doesn't run them through with a lightsaber in one swing, he toys with them in a protracted duel. He throws them around like ragdolls, effortlessly blocks their swings, deflects every blaster shot, the works. He doesn't even attack them unless he rolls a Triumph, in which case he casually maims them. He's testing them. And if they happen to roll a Triumph or a bunch of Advantage, they can distract him just long enough to disengage and escape. Barely. But now they know he exists, and now he knows they exist. And now that he has their mettle, he won't bother toying around the next time their blades cross. The novelty of a new Jedi to kill wears off fast for him. From then on you don't even have to worry about bringing Vader back into the game--just drop reminders and hints that he's probably on their tail, methodically chasing down every lead and clue they left behind. Need them to leave a planet? Have them intercept an Imperial communique telling everyone to prepare for Lord Vader's arrival, then watch them bolt.
  14. Kaleesh, partly because I'm interested to see what Fantasy Flight keeps from the old EU and partly because I like the idea of Kaleesh PCs who can redeem the species after Grievous. Miraluka, because something about them always felt so perfect for the mystical side of Star Wars. Barabels, because every now and then I want to play Godzilla and Trandoshans lack tails.
  15. Courageous rodents steal supplies from their packs and belts when they aren't looking, which leads to a short but eventful chase as the character tries to retrieve their lost lightsaber from the sewer-rat. Something brief but a little more light-hearted than "surprise sewer squid!"
  16. Am I the only one who did a triple-take on this line?
  17. I'd be down for this if they rolled Mandalorians back to the days when Traviss hadn't bound them in leather and rode them like ponies.
  18. Were I to run a campaign like this, what I'd do is make a list of all the specializations that include Piloting (Space) as career skills and suggest that the players make their characters from that. That way you have an eclectic group of fighter pilots with a variety of skills and backgrounds outside the cockpit, many of whom would likely have criminal ties of some sort if they're Edge characters, instead of a bunch of variations on "Rebel pilot". Then it's just a matter of running games that always have some element of space combat while also allowing them to make use of their many other talents. For that, I recommend Wraith Squadron as inspiration. Alternatively you could take a page out of FFG's book (Literally) and tweak the Recruit specialization to include Piloting (Space) and then give that to all the player characters for free right off the bat so they can pick whatever career/specialization they want.
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