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  1. I've been asked by my gaming group to reskin the game to a different setting and for ease of use they would like me to try and get this character generator "compatible" so that everyone can keep working with stat sheets and details that they are familiar with. Before I get too deep though I wouldn't want to risk losing the data already programmed in from other campaigns. If I create a new data set I see it doesn't allow me to just start clicking "remove" on any of the options and losing them but I would guess I can modify the names and so on which since it's a reskin and modification that would be most of what I do anyway. If I were to start doing this would it start to affect the main Star Wars stuff? I can't find anything in any of the options for the character generator itself a way to change the data set and if I install it into another directory it still is able to pick up the data from the original Chargen file. It might just be easier to install it on to my older laptop and run through that but wanted to check if I could all do it from one place before starting to get too deep. I wouldn't want to experiment on my main file and have a lot of confusion when the print offs for the next session SW refer to the "sense" power as "flaming dragon breath"
  2. I'm guessing there's a whole load of obligation gained from the heist and as a result no chance of them actually spending XP for quite some time? I would be having ISB agents, bounty hunters and general underworld figures out after this party. The Hutt and smuggler no doubt had enough friends/allies/partners that they would certainly be on their tails and a lot of people won't want to deal with the party due to who they made angry so they could save their own skins - please tell me they didn't steal a custom swoop bike and kill the Hutts baby rancor too . Things like this should have consequences, what those are is up to the GM and while at some tables the "murder hobo party" can easily cause a GM to lose control it can still lead to opportunities and given that this feels like a moment of impulse it could be something to run with. Since they had previously been on the up and up with the rebels I think it's quite plausible that one of the more extreme cells (remember they are an alliance with different groups and different goals united mainly by their hatred of the Empire) might decide they want the money for their own ends. I'd take the direction that maybe some of their allies are having their eyes turned by the score in a similar way that the party did. It needn't become a huge tangent if the arc you're working towards would be REALLY thrown out of it but adds an extra something to encounters or a couple of "down" sessions. As for the increase in investigating corpses. If you're bumping up a lot of their foes to scale up with their higher level, my take would be to focus more on stats and talents rather than gear. A highly trained and experienced bounty hunter as an example might be proficient in most weapons and able to use pretty much anything they find on the job. A standard blaster rifle can be highly damaging if I'm rolling 4 yellow and a green die due to being trained in ranged heavy and AG5. A big hit can be enough to cause the party to either get out of there or at least start trying to use cover and think things through, this is without taking into account any ranks in adversary and any extra talents. Obviously not something I would throw on every minion but the average mook is even more unlikely to be having lots of credits and special gear on them any way as they make up for gear in numbers.
  3. It's one thing that every GM should always remember. Work with them and play the session according to how they want. While I am a big fan of the pirates suggestion of harder than required rolls some times just to give them a little anxiety and to think there's more than there is on occasion but the "players tangent" can follow up in an interesting direction that you never saw and lead to more memories and fun at the table top, since we're using the perception rolls in this example, maybe as they work through the city streets/space station/sith temple they want to try again or lead an as yet unknown follower into an ambush and it could possibly link in to an obligation, a previously pee'd off NPC sending a bounty hunter, a random street gang trying to ambush this bunch of weird outsiders, mistaken identity, a lead in the case of whatever it is the party are there for or whatever the first thing that pops into your head is. It can become a big tangent or just a quick thrown together encounter, does it lead in to an adventure or do they cunningly lead a small domesticated creature into a trap that was only following them because the wookie was accidentally spilling rations out of his backpack? Okay so as a GM I might have planned for a cunning underworld investigation leading to a big confrontation with the mob villain of the episode but if the party start to be convinced of corrupt authorities and work undercover within the force to undermine them and expose the corruption why not run with it? It's a narrative system and the stories can go anywhere, in an overall picture you might want to steer things towards something, maybe the mob boss is actually in some way linked to Big Bad Hutt the main nemesis of the campaign and so it turns out that although their ARE some maverick officers who might go their own way about things they do still lead to the guilt and confrontation with the boss but how we get there is always open to flexibility. I will admit I am fortunate in that myself and a couple of members of my regular group are fairly experienced with improv theatre and can roll with the punches a little easier but the openness of the system can lead to stories having a life of their own. You can keep control of the big picture but don't be afraid to let things take a different direction than planned. As an aside the adversary decks can be great for throwing in a character or situation you didn't forsee without the need to go through books to find someone that fits the bill (not an issue if you're comfortable making up stat blocks on the fly of course!)
  4. I'm using a horror themed adventure as part of a lead in to "Beyond the Rim". A pirate captain that the band of intrepid heroes have been sent to track down and recover alive stole some cargo from an IsoTech cruiser. Naturally this turns out to have been some attempts to recreate the cybernetic experiments gone horribly wrong. The (on paper...) goal is for them to find clues of battle and oil rather than the grisly remains since they already assume all droids have the "Bender Circuit" when it comes to meatbags and finding the pirate captain barricaded on the bridge and surprisingly happy to go back to their ship with them. Then I release the beasties and see the party try and detonate the ship and make the way to their ship to escape while avoiding a rather tragic demise at the end of the cybernetic monstrosities. Of course, when they think their safe and away one of them has got on board "The Hummingbird" and needs to be blown out of the god **** airlock I've not gone particularly Lovecraftian yet but with an upcoming "Wizard of Oz" style arc planned tentacled monstrosities from the Sinister Sith of the South could make an appearance!
  5. For me it's been about player conditioning earlier on. I've given NPCs boosted stats in relatively "useless" things just in case they came up and made certain things trickier than need be so they got used to the idea that just because something requires a few higher dice doesn't mean it's always that essential information is being kept from them. It's been a useful back up for things and created surprising results that allow the opportunity for either making them feel more accomplished or just giving the table a good laugh. I do counter reward this by also making some key rolls a bit simpler to ensure that they get information that they require but nothing too key to the overall story. Favourite example of this working for the story and a little extra entertainment actually came from Debts to Pay when following difficulty getting into the mines they'd triggered some security and increased the door locks strength. Cue the team getting obsessed with a locked door on the side of a corridor and eventually blowing up the door to gain entry. All they found inside was a bathroom and a few "adult photographs" of a Trandoshan centrefold. It wasn't a complete loss as they decided to keep the photos and hang them on the absent Wookies bunk with the predictable Wookie rage reaction next session
  6. I like this, lots of different things and will definitely be using a couple of bits and pieces in my campaign. Did like the xml file for Oggdudes generator for Crimson Jack, are you thinking of adding them for the other characters/vehicles you've done? Saves a little time copying it all out!
  7. Snipe at pilot: 2eA+2eP+1eB+2eD+1eC+2eS 4 successes, 3 threat Taken strain to aim properly and good grief I've only gone and hit him with 4 successes! Base 6 damage, plus 4 pierce and 4 successes, I fear some more strain with the amount of threats but nice shot.
  8. Forgive me for being a bit dense on this one... What would I need to roll to try and snipe at the pilot?
  9. "I... I could try" Dubi picked up his gun and took aim at the pursuing vehicle, with a crack he saw the slug fly towards the pilot and hit home. In the excitement he couldn't quite work out the damage caused but he was sure his allies would be impressed with his assistance, there might even be food in it as a reward for that shot.
  10. "Okay... I'll do it" Dubi wasn't too sure he shared the faith that his companion did about him being better support but it meant that he was considered useful in some way which was always a plus in his book. He wasn't sure who was actually supposed to be in charge with everyone bickering and giving orders but at least it gave him something to do.
  11. Dubi held the pistol that had been foisted upon him and couldn't work out how anyone could use such a flimsy gun, where was the kick? Where was the firepower come from? No wonder none of the bigger companions were much use when it came to shooting. Oh well, it doesn't matter too much, he thought. They'll get the speeder out and then he could go somewhere else for his next adventure. Seeing this was likely to take some time Dubi decided to check out the backpack. There was probably food in there.
  12. Dubi stared at the newcomer with more than a little apprehension. This guy is armed, and dangerous. He felt himself shaking and did all he could to compose himself and resist the temptation to fire blindly. He moved behind Kanti, maybe someone would be able to shout this one down before things get nastier...
  13. Fear check: 2eA+2eD 1 failure Oh dear, bring on the setbacks for Dubi!
  14. Luckily for my group they failed on a lot of points pretty miserably and allowed the main ringleaders of the droid rebellion to escape. It's meant that I've been able to take advantage and get people with cybernetics involved and have them suspecting it's part of the droid revolution. If the mission goes according to plan I think that aside from the droids rights concept you wouldn't necessarily have the nemeses option
  15. I'm going to not roll on the strain recovery after this one if that's okay. I think that the already shaken Dubi is actually affected by the sight of suicide, not quite to the extent of suffering fear as he's been around enough death but still that little bit shaken.
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