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  1. Not going to lie, if Yoda or Palpatine ever show up in my game their just going to have a Force Rating of Enough. It's not like either of them should ever have problems activating their Force powers anyways. Regarding the OP, more XP isn't a bad idea, but it's honestly might be a better Idea to say 'As a Jedi, you have Y xp Sense, Z xp in Enhance, and W xp in Move, here's that XP'. Give non-Force users xp equivalent to or slightly less then (because their free spending)- or a nice selection of standard gear (ei, mandalorian armor, cortosis vibroblades, personal energy shields, etc). Work with the players to establish what they think the baseline for the era should be, and give them the baseline. This might work better then simply handing out more xp, since then you can make sure they have their basic Jedi tool kit without a player getting distracted by shinies in Talent trees.
  2. Doesn't actually work per RAW, sadly: the attachment has to be 1HP or less, and Cortosis Weave is 2HP. My solution (if a player brought this to me, and one might) is actually to make a new template for it. Because the Mandalorian's kinda guard the secret to this jealously (as well as similar groups like the Jensaarai), its the sort of thing that makes a really nice quest reward. The general gist of the template would be: existing armor template made primarily of metal, price increased by 5,000 credits, material rarity set to 8 if not already there, and add the Cortosis tag. Possibly add another double tri advantage dependent on the armor to add flavor: Mandalorian armor can integrate a weapon as per the attachment in Dangerous Covenants without it costing hard points or paying the cost of the attachment, or can just integrate a jetpack in, while a Jensaarai armor could add the refined cortosis effect to the armor. Not sure about applying a difficulty upgrade: the increased cost and material requirements are quite likely punishing enough in their own right.
  3. Now, now, it's obvious what Force power is needed: Neti Force Solar Beams! Destroy entire fleets with the burning power of the Light Side of the Force. Or use the Dark Side equivalent, the Force Storm! Destroy those technological terrors everyone is so proud of through the power of the Force! Oh, and I'm joking. Seriously, that part of the EU should stay dead, I like my fleet battles dammit. More seriously, of the major powers from the movies/lore, the big ones that I can think of that haven't come up yet in the system are the blind jedi who sees without eyes, and the mind probe. The first will likely be covered by the Farsight power in Savage Spirits. The Mind Probe is trickier, as one could argue that it's already covered by the Sense power. On the other hand, what Kylo Ren was doing was clearly a bit more then simply reading surface thoughts. It might work better as a Force Talent for a tree, but there's probably enough material you could fit it in as a Force Power, particularly if you built it into a more general information gathering suite. Beyond that, Jedi/Sith are known for the extremes of pain and injury they could take: pretty sure you could work that into a power, especially given individuals like Darth Sion and Darth Vader. It would be a particularly good fit for the Warrior book. Oh, and one that I strongly expect will show up: the ability to talk to people over great distances. Luke does it in Ep V, and then there's Yoda in Rebels. On rituals/spells... while I think they'll get discussion in one of the books, I don't think they'll get mechanization or a Force power. Simply put, they're to McGuffiny. Hell, they're not even restricted to Force sensitives (looks pointedly at Zeb in a certain Rebels episode). But the uses are to varied for the sort of hard mechanization you'd need for a Force power, given they're effectively a GM device. It's more likely we'll see a guidelines table similar to the Vergence rules. Overall, I'm not to worried about them running out of powers. They have a pretty solid set of basics already, which means they can go more niche with relative ease. They've also been nailing down sub-systems like crafting, which gives them more leavers to play with.
  4. Hey, I really like the idea of highly specialized armors, and Mandalorians are basically the place to do it. I just have no respect for Traviss as a Star Wars writer. Part of that is likely the last book of hers I read was No Prisoners, which was pretty terrible on a few levels, but regarding Mandalorian armor it comes from two sources: 1) her grasp of Wars tech is terrible and 2) she has very clearly defined biases in a few areas, most notably the Jedi. I just find it... interesting that the super-anti Jedi armor that has come to dominate so much of the EU perspective on Mandalorians came from a writer that basically worked to tear down the Jedi to glorify the Mandalorians, and that never really gets noted. Sorry, I just find this subject frustrating on a lot of levels, because in a lot of ways I really enjoy the Mandalorians, but so much of Traviss's take on them came at the expense of shitting on the Jedi, another group from Wars I thoroughly enjoy. I can respect respect the amount of work she did on the culture and the language, but at the same time that's linked to stuff like 'and suddenly Jania forgets everything about fighting people wearing lightsaber resistant armor' after the Yuuzhan Vong War. And so much of it just feels unnecessary. I mean, by the time Traviss joined the Star Wars writing team, you already had Jango Fett and Knights of the Old Republic showing Mandalorians as extremely effective anti-Jedi foes, and usually in a more entertaining matter then 'I ignore all your blows and gut you, silly Jedi'. Which ultimately was the problem with beskar: it was used to cement Mandalorian supremacy over everyone else, and it largely made their victories trivial. Now, none of that actually applies to this system, because its pretty clearly setup so armor tends to be at best mitigation unless you focus pretty hard into it. Which is actually a bit of a problem when talking about Mandalorian Armor, because people who come in as fans of Traviss's take on it want that supremacy and the system does not assume or really support it. So you get suggestions that are really in the extreme end of the system, but still might not deliver what the player wants, leaving them disappointed. And I don't really think the system should support that kind of supremacy, because outside Traviss, no other media gave Mandalorian's that much of an edge, and certainly doesn't look to be the way things are going looking forward. That's not to say those extreme end armor shouldn't exist (they really, really should) but they shouldn't be the baseline or ordinary, because that trivializes every other armor wearing/making group in the galaxy, and it makes it hard for PCs to acquire them (especially starting PCs!). Degrees of a thing are good, you know? Mind, I don't think I'm telling you much you don't already know. You seem to have a pretty nuanced view on the subject already, and for all I know you're better read on the subject than I am. I'm just trying to explain why I'm as hard on Traviss in this area as I am. Though being entirely honest, I really do dislike her work (I tried to give it a fair shake. I really did. I just wound up finding more reasons to dislike it). But beyond that, I do think its fair to say that if you go in using Traviss's work as your baseline, you are going to get incredibly weird results in the system and the verse at large, because no one else working on Star Wars made the same assumptions she applied to her work.
  5. Potent, yes. If you use the systems there, and in the hands of a skilled armorer, your going to get something very nasty. However, you are not going to get 'oh noes, my lightsaber is useless' armor. Which was roughly how Traviss ran it for all Mandalorian Armor (despite the NJO coming out of fighting a major war against an opponent that extensively used lightsaber resistant armor and it making no sense at all). And being entirely blunt, suggesting all Mandalorian armor is soak 4 (the highest you can get in the system) monstrosities that cost half as much as a TIE fighter is stupid. Certainly highly customized ones, sure. All of them? Ahahahaha **** no. (You probably could make a mostly Lightsaber resistant character, but it would take substantial Brawn, Soak boosting talents, and Durable on top of your super armor.) Obi-Wan cuts right through the stuff on at least one occasion, so yeah the Clone Wars was not going with Traviss interpretation of things (to put it mildly). Mind, Mandalorian iron being lightsaber resistant dates back to Tales of the Jedi, when Exar Kun had to get past the stuff to access Freedon Nadd's tomb. Which he did (after his first lightsaber blow failed) by grabbing the dark side, and hitting it really hard with his lightsaber. And that was significantly thicker and heavier then any armor a Mandalorian would ever wear. There is a reason (ok, several) I find Traviss's take on beskar ludicrous and eyeroll worthy. But putting that aside, I actually agree with you: Mandalorian armor is more important as a cultural symbol, and in most media is more defined by the number of gadgets built in then it ever has been by its ability to shrug off lightsabers. Jango Fett, Canderous Ordo, Pre Vizla... none of them needed lightsaber resistant armor to be a threat. Hell, Jango Fett and Pre Vizla had considerably better fights without it! But inevitably when this come up, the first words out of people mouths are for lightsaber resistance, as opposed to the ability to fly.
  6. If you want to go 'shady as hell' but still have fun... Tatooine might work. Admittedly, that's probably a lot shadier then you had in mind, but it has the necessary components: minor trade hub, egos looking to show off their ships, and Hutts. The fact that it would serve multiple roles (advertising for ship captains, sales of new/used ships, bragging rights, etc) gives quite a lot of plot hooks, and the fact its Tatooine and filled with shady characters and undercurrents just adds another layer of them. If nothing else, it would give the PC's a chance to get their hands on... interesting ship parts. Now, speaking a bit more from personal experience as someone whose worked the concession side of car shows: you actually don't see much of major retailers at car shows. You see a lot of body shops and insurance brokers, but at least in my part of the world, you don't see retailers. Part of that I suspect is that it is a place for fancy, old and modded cars, and the people who participate in the shows aren't really in the market for new cars, and the people who are visiting are there to see the interesting cars, not the new ones. Mind, that's for comparatively minor shows in smaller cities. Big shows in big cities (particularly ones to showcase consumer products) are a completely different story. Those are big, flashy affairs, that are more about advertising then anything else. It largely depends what the show is there for: if the purpose is to sell ships, its going to be structured differently then one to show off ships and make revenue from the people who come to look. And if its a modder con, its going to be structured differently still. And one last thought: anything that moves significant amounts of military hardware, even (or perhaps especially, given the time period) snub fighters is going to draw pretty heavy Imperial scrutiny, either overt or covert. Assuming this is at all on the grid. If not, well it could be a very interesting show.
  7. Hm. My thinking here was the Empire tends to be a lot more binary then the Rebellion in terms of punishment/reward. If you produce results, you tend to be rewarded well, and if you don't the punishments tend to be harsh (all the way up to 'You have failed me for the last time' Vader). Duty, as written, doesn't really reflect that, and I'd argue that getting demoted and exiled to Ilum (effectively losing ranks of Duty) is out right essential for an Imperials game, where 'my bosses might very well be working to screw me over' is very much a constant thing. Well, that's part of it. the other part of it would be I don't really feel a reward mechanic fits particularly well with playing the bad guys, especially for Star Wars. This is more a meta level concern, but 'playing as the bad guys automatically as a base assumption means we get a trickle of awesome stuff' strikes me as not a terribly great way to get across you are playing the bad guys. A more... problem generative mechanic, like Obligation, that pretty much always insures your in some degree of hot water because of your actions, strikes me as being more self aware of the fact you are playing the bad guys. Overall, I'd be inclined to leave rewards and punishments narrative, because they are going to be very swingingy and likely vary table by table. They don't have to, but Obligation, Duty and Morality all reinforce recurring themes for their game lines. Obligation is 'you are usually in trouble, and its generally your fault' for Edge, Duty is 'you work for the Rebellion, and in return the Rebellion looks after you' and Morality is 'good and evil matter to you, personally'. Of those three, I'd say Obligation fits the Empire the best, especially since you are going to need to be self aware on some level that your not playing as the good guys and are probably going to be facing problems that are, directly or indirectly, a result of your actions or of the Empire's actions. The flip side of that is it provides a bit of a carrot for giving everything up to join the Rebellion: you don't have to deal with the Empire's **** anymore. Given how much Imperial defectors have shaped the Rebellion, I'd like to see at least some intensive to flip sides. Yeah, no argument there. I mean, some groups are just going to want to play the 'chaotic evil is fun and rewarding' style of Imperial play, or the 'Empire's (perceived) military efficiency is a good and desirable thing' style of play, but neither of those should really be the RAW or RAI for Star Wars, and certainly aren't now. Playing a character for the evil side without being evil themselves takes a certain level of work and mental adjustment, and advice for GMs on how to balance the fact the Empire is pretty straight up evil with player fun is also critical. (Hell, there's an argument to be had for a section on 'How to Tweak Obligation, Duty and Morality for an Empire Game' as opposed to a unique mechanic, dependent on the GMs needs: a Inquisition party is going to have different needs then a TIE Ace group.)
  8. On the whole 'but Imperials should have Duty, because their are Imperials that selflessly work towards making the Empire a better place' I think that's slightly missing the point. Yes, Duty does give players stuff for investing the Rebellion, but that's largely the point: you are generally giving up short term gains or risking life and limb to make the Rebellion greater. That plays to the themes teamwork, building up, and hopes for a better future through hard work. The Empire is not that. Now, I'm taking the Empire as an institution, not individuals, and the Empire that is, not the pie in the sky one that people point to Thrawn as an example of (Thrawn was a massive aberration to the Empire at large, and that was a fairly core part of his character). So what does the Empire, as an institution, do for the PCs in a campaign? Looking at the EU's Imperial based stuff, the answer seems to be 'consistently **** them over'. Take Baron Soontir Fell as an example, whose entire career was this. Even Grand Admiral Thrawn was not immune: he was consistently playing whack-a-mole with incompetent subordinates, and the Empire's past actions are ultimately what got him killed (that and Leia being a better diplomat then him). Pallaeon was constantly trying to keep less competent superiors from wrecking everything until he finally got fed up and took the whole thing over, and even that didn't stop them! More recently, you have things like Callus trying to get the Inquisitors, the Navy and the ISB to work together so they don't all trip all over each other again, and they still don't like each other. On the flipside of the spectrum, if you go corrupt you have people like Mara Jade or Thrawn after you for breaking the rules. Overall, an Obligation type mechanic makes more sense then a Duty one, because the Empire as an organization is almost as great an enemy to you as anything else you might face in the field. If you started drawing out themes for the Empire, you'd get things like 'Corruption', 'A House Divided', and 'Rule By Fear', none of which are particularly great for PCs working for the Empire. Now, the Empire does have ridiculous resources, but that's probably better represented by higher starting Group Resource: a PC group starting with a cap ship for example would fit an Empire game well. But the Empire doesn't track incremental advantages to the cause. No, the Empire believes in results, cold and blatant. So some kind of side bar discussing rewards for major victories is very much warranted, day to day your trying to keep the Empire from ******* you over long enough to accomplish X (where X is anything from 'get rich' to 'make the Empire a better place').
  9. Oh boy, Mandalorian armor. OK first off, let me be extremely blunt: if your player is expecting Traviss **** armor, the system does not support this. Mind, that's largely because Traviss was more or less completely clueless when it came to Wars tech (you can debate other aspects of her writing, but this is the author who wrote verpine shatter guns were effective against Jedi because they had fast projectiles, studiously ignored the existence of stunners, and had interstellar FTL sensors on ships, to name a few examples. Its was so terrible it was hilarious). More or less directly as a result her works tech was extremely weird compared to, well, most of the rest of canon, and that definitely includes this RPG. Unless the character makes a significant appropriate XP investment (and likely credit for that matter!) they're not going to be able to shed lightsaber blows or blaster bolts the way Traviss-writing armor allowed. Beyond that, understand Mandalorian armor is honestly more of a style then an exact set of materials and capabilities, and varies wildly from work to work and era to era (and character to character!). Generally speaking, you don't need more then Heavy Battle Armor for Fett style stuff: it has the appropriate number of Hard Points to be modded extensively, which quite honestly is more important to being Mandalorian armor then the ability to repel lightsabers. I mean, the latter comes and goes, but Mandalorian armor is always tricked out with gadgets and customization. Someone like Sabine's armor takes more work, but not much: the customizable or deflective armor templates from Keeping the Peace are a good place to start for those. Mind, 90% of the time when people ask for Mandalorian armor, they mean the classic stuff, so that's honestly less of an issue. Now, since you mention beskar'gam, I'm just going to need to echo everyone else here: Cortosis Weave attachment from the EotE core. That's all you need to add. Or you know, just add the Cortosis quality to the Segmented Armor template (basically the same as Heavy Battle Armor)..Superior is just overkill to emphasis the 'oooh, look how special this armor' is, and quite frankly I'd limit it to a) something the PC adds themselves, or b) really storied armor to set it apart from the rank and file. And this is where I need to talk cost and rarity, because assuming you take the Heavy Battle Armor + Cortosis Weave attachment route, this armor is going to cost 15,000 credits, be Rarity 8 and be Restricted. So that gives a solid point of comparison for cost and difficulty to find. And remember, at this time the game is set the Empire is confiscating all the beskar'gam it can get its hands on, to say nothing of any other assorted low-lives and collectors that find the stuff shiney. At this point, we're pretty much talking lightsaber hard to find, and the people who have it probably want to keep it. But its also rare enough to have a history for each suit of armor. All of this, IMHO, is great: lots of potential plot hooks in there. Overall, mechanically it doesn't have to be that special: and the Corotis quality alone is rare enough that its virtually priceless. And yeah, a lot of Mandalorian armor isn't going to be made of beskar'gam, because Mandalorians exist beyond Mandalore, the trade in the stuff is highly restricted, the art of working it even moreso, and there is no cultural symbol of the Mandalorians like their armor. So even if they can't get traditional materials, that's not going to stop them (or copy cats) from making the symbol of their culture (and Mandalorian's with proper beskar'gam armor being horribly snobbish about it). Now, this is all how I would handle mandalorian armor in the setting and system. My more general advise to you would be to sit down with your player and figure out what his expectations for this armor are, and tailor to that. Because that document linked has four different armors, with the usual light-medium-heavy D&D armor categorization, something this system definitely lacks, and also makes it impossible to determine what your player actually wants. With how gadget laden those stat blocks are, they might not even have heard of beskar'gam and just want a HUD and jet pack! (BTW, don't discount standard gear: jetpacks are there for one, wrist mounted blasters are off in an attachment for blaster pistols, and energy shields from The Clone Wars are off in weapons in another section). So yeah, I could talk till my face is blue on the subject, but as it stands you haven't really given enough information for me to be sure any of it will be helpful to you and your situation. Hope some this helps anyways.
  10. Honestly, if someone wanted to play as a Guri-like droid (Guri herself is so not a starting PC it isn't even funny), I'd probably point them at the droid integrated items rules and the Outlaw Tech Flesh Camouflage Set from the EotE core. With a substantial cost reduction if they just wanted to appear as a single being as opposed to full shape shifting suite. Use more gear/cybernetics to add things like claws if needed. Customize your stats so you can fake things well (its not terribly hard to make a droid with a decent stat spread, it just means lots of twos and threes, and if your willing to 'unrealistic' you can go better still). This is all within a starting PC's budget, assuming you grab extra credits at chargen (and your Obligation basically writes itself for that). Now, that's PC wise. If you want to talk droid crafting rules my reaction is 'not without finding the template', since these are horribly rare and unusual in Star Wars. Said template would have to be made by the GM, so depends how comfortable the GM is with homebrew. NPC wise, just grab a Nemesis or Rival appropriate to the character and add droid traits/other appropriate modifiers.
  11. On the 'who runs the character' side of things, something I've played with in other systems (and seen suggested else system) is simply give it to another player. Not the PC who is 'owns' the companion (so to speak), but someone else at the table. I've done this before with some NPC heavy scenes, and while it wouldn't work at every table or with every player, it has been vastly entertaining the times I've done it. Another possible suggestion I might have is to run them as PCs at a significantly lower XP value (say Knight Level for players proper vs Starting PC for companion) and possibly a reduced XP gain rate, not NPCs. I say this mostly because companions wouldn't follow the standard assumptions of NPCs, in that their meant to interact sporadically with the group in a specific role. Instead, they're probably going to grow and develop as the game goes, and the PC character advancement framework gives more structure then 'I need to make **** up as I go along' the GM side NPC approach would entail. It might be a bit more work GM side though, but assigning XP isn't too onerous, and this is again something you could offload to a player (if you trust them). My two cents, spend them how you will.
  12. Bit more seriously, whenever the shows/movies interact with non-Jar-Jar gungans, they're actually pretty social. Like, aside from their army, the main other group the series deals with is the Gungan Council. And for all we joke about Jar-Jar, he is shockingly good at convincing people of things, or distracting them- wait a minute, isn't there a spec for this... oh god Jar-Jar is a Performer. It fits him perfectly.
  13. Also, mechanically an important note: Heal is an Action, while stimpacks are a Maneuver to use. That makes stimpacks quite a bit easier to use in a fight.
  14. Quite honestly, in a lot of ways weapons and gear are more of a defining aspect for a tradition then a Talent tree, at least for this system. When I was putting together my Nightsister PC, the thing that annoyed me the most was the energy bow from The Clone Wars didn't have stats. Everything else the existing system handled fine. Similarly for Zeison Sha, you just need the diskblades written up, and you can do the rest with Pathfinder and Move. Or the vibroshields of the Akk Guards from Haruun Kal, for another example. Now, that doesn't quite apply everywhere, and there edge cases, like every third thing Mother Talzin does (though she is blatantly an edge case on the extreme end of the power spectrum), or Laranth Tarak's shooting blaster bolts out of the air (which is likely a talent for a Gunslinger like tree for F&D). By and by large though, gear, beliefs and maybe the odd weird Force Power tend to define a tradition more then anything a Talent tree could do. Its like the Mandalorian's over in EotE: you don't need a Mandalorian tree to make a Mandalorian character, you need Mandalorian armor, weapons or beliefs to make a Mandalorian character, and mostly the last (though not necessarily: see non-Traviss Boba Fett, who is the archetypal Mandalorian, in many ways, but is largely disconnected from the people and culture). Or, to bring up another example mentioned here, the Grey Paladins, as a group, did not actually have 'shoot blaster bolts out of the air' as part of their general arsenal. Laranth Tarak did, because her preferred weapon were blaster pistols and she studied like a madman with them. The actual Grey Paladin stance on weapons is 'use whatever you are comfortable with', which fits their general 'trust you own skills first, the Force second' outlook. You could use any number of spec trees to represent them, and be very true to the source material. The Teepo Paladins, on the other hand, might have had 'shoot blaster bolts out of the air' as a standard thing (hard to tell, given to the best of my knowledge we've never seen one on screen, and the WEG Fan Supplement they originated from didn't have shoot blaster bolts out of the air as an ability) given their focus on blasters befitting a group that were basically Wild West Gunslingers to the Jedi Order's Wuxia Monks, but they could be represented just fine with Warleader as well. TL;DR: Sepecs tend to be more about who your character is and what they do rather then where their from and what tradition they follow. Some traditions naturally lean some ways, but thats like saying Coreliia tends to produce pilots .Gear tends to be a lot more solid as a representation, especially given how often a certain piece of gear is often representative of an tradition.
  15. Honestly, the fact we see them do it nowhere other then Malachor leads me to believe that was a function of the planet, not the sabers. Its not like there isn't considerable justification for gravity shenanigans in that system EU wise, anyway. (And whats the point of low gravity environments if your players aren't taking full wacky advantage of it, anyways.)
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