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MasterX87

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About MasterX87

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  • Birthday 01/28/1987

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  1. Oh Man! Thanks Superunknown, This Will help a lot. I've read Long Arm of the Hutt & Life Debts but never got around to Beyond the Rim. I'll check that out for sure. So far what this is what I planned. Our group does not have a pilot so I'm using NPCs to fly them around. These are rough notes I came up with during the week. Now I know to expect the unexpected when it comes with Dice rolling & what the PC's ultimately decide to do. But that's the fun of being a GM. --Read aloud –- "Suddenly without warning! The Ship Violently Jostles left & right from Impact Shots as the sounds of repeating laser fire can be heard from all sides. Eerie mechanical chatter can be heard piercing through the ship as if it was spoken through the crafts PA system. Everyone who was not safely fastened are launched from their seats & careens to the shuttle walls. The lights of the ship flickers from a bright warm Halogen to an unsettling RED and the collision alarm blares. YOUR SHIP & CREW ARE BEING ATTACKED!!!" GM Notes-- Anyone who is safely fasten to their position Needs to make an Average Coordination check w/ Set Back Anyone who is not safely fasten to their positions needs to make a Hard Coordination check w/ Set Back Anyone who wants to make a Perception check to see what is attacking them needs to make an Average Perception check w/ Set Back Anyone who wants to take shots if they are able to see these unknown attackers make Gunnery Checks Anyone who was Wounded Can be treated by a PC or NPC. They must make an Average/Hard Medicine check/Survival w/ Set back Anyone who wants to start repairing ship strain or hull damage make --Read aloud –- "A FIRE has erupted in the cockpit due to severe system strain the pilots scream in terror. THEY NEED HELP!!!" -- GM Notes -- Cool Checks – to keep cool (Grants BOOSTS if successful) Skullduggery Checks – To remove or break their Safety harnesses ( {Optional}Difficulty Hard/Average/Easy if they have a tool w/ Set Back) Coordination Checks – To remove the personnel away from the fire, once they are free form their harness Medical Checks or Survival Check – to assist any burns or wounds from the fire (Once Personnel are away from the fire/ depending on wounds either Average/Hard Difficulty w/ Set Back) Perception Checks – To see if there is a fire extinguisher within the ship & hopefully it is accessible Mechanical Checks – To reroute Emergency power to the built-in Foam suppression system to clear the fire --Read Aloud-- "MAYDAY MAYDAY! We're coming in too fast!!!" Pilot Checks - to land/crash or "another happy landing" Brace - For impact --End Scene--
  2. Hi All! I'm sure this has been done. But I would like to get some feedback, tips, constructive criticism, you name it for my plans. Might break this into Segments so I do not unload everything I have planned into one long drawn out post. I am going to start an Age of Rebellion campaign as a GM. (First Time GM-ing a Home-brew) My campaign is going to be based, loosely, off Star Wars Dark Forces/ other Lucas-Art games/ & current Canon Comics as well. The PCs in this adventure is going to be a Rogue One type gang. Medic/Spy/Soldier/Hired Gun turned Rebel/ The Campaign will take place 2 days after the Battle Of Yavin in which the Rebels have abandoned that base and are now seeking a new Rebel base to centralize their forces. Currently, Rebel Cells are Scattered across the Mid & Outer rim portions of the galaxy & are frantically trying reconnect & Centralize a new base of operations. The Main Antagonist behind the scenes will be in the background & while the PCs are completing objectives thinking that everything is going hunky-dory, They are in-fact, completing red herrings. This will revolve around the secret Dark Trooper Project as well as the Antagonists beloved Tie Defender Project. 1st Segment... I'm planning on starting this adventure with our PC's aboard the Mako-Ta Space Station waiting for orders. This is when we usually "talk downtime." Basically, me just asking what their characters would be doing, ie. Calibrating/Running diagnostics on various things, cleaning weapons, working out, Eating, Interacting with their environment. Making them perform rolls if need be & handing out Pending Boosts for their future rolls depending if the skill check calls for it. Not sure if there should be an Encounter here. Like maybe another Sec Ops group that are bitter but playful rivals of my PCs trying to start a fight? ¯\_(ツ)_/¯ Suddenly they are rushed into the command room where they meet their Commanding Officer. In this meeting, they are told there is possible Imperial spy among them & are instructed to go to the planet Rori (Moon of Naboo) & find out any information regarding the sudden loss of communications to one of their key secret bases in the Mid-rim. (Reconnaissance Mission much like Dark Forces "Massacre at Tak Base") There they will find clues to the Dark trooper project. They aboard their light transport with several additional soldiers for assistance & off they go. Now. I know this will be a little rail-road(y) But I think this would be cool if it is done right. A mini-game Encounter if you will. As they approach the planet and their landing destination. I would love to do an Encounter here where unbeknownst to them, SOMETHING starts attacking their transport. Two small to be a ship since they cannot see using the ships Scanners are being Jammed. As the ship is taking Critical Damage the crew is doing everything in their power to make sure they reach their destination alive. This is where I can use some help. I want to make a mini-game kinda like the beginner box/Long Arm of the Hutt, after stealing the Krayt Fang where you must quickly do things in the ship. Cool checks obviously to make sure no one lose their heads while being attacked. Maybe the ship systems go offline so they can’t open the door for a successful drop so they must perform several mechanic checks to get the system back up and running. Setbacks & boost are applied. A fire erupts in the cockpit & needs to be put out or they lose the pilots. Again, setbacks & boosts applied Eventually I want them to pass out due to strain. Wake up & find themselves a little off course. Scavenging the ship for any useful parts Tending to any wounded (If there is any), Foraging for rations to start their trek through the jungle. Making Survival checks and such to get to the remains of the base. Again, any help fleshing this Module out would be indeed appreciated. Luckily enough only one of my buddies have played Dark Forces so the others won’t know of DARK TROOPERS or anything like that but I want them to go through a series of unsolved mysteries while completing side missions until they get to the big baddy.
  3. Hi All! I'm sure this has been done. But I would like to get some feedback, tips, constructive criticism, you name it for my plans. Might break this into Segments so I do not unload everything I have planned into one long drawn out post. I am going to start an Age of Rebellion campaign as a GM. (First Time GM-ing a Home-brew) My campaign is going to be based loosely off Star Wars Dark Forces/ other Lucas-Art games/ & current Canon Comics as well. The PCs in this adventure is going to be a Rogue One type gang. Medic/Spy/Soldier/Bounty Hunter turned Rebel/ The Campaign will take place 2 days after the Battle Of Yavin in which the Rebels have abandoned that base and are now seeking a new Rebel base to centralize their forces. Currently, Rebel Cells are Scattered across the Mid & Outer rim portions of the galaxy & are frantically trying to find their new base of operations. Yadayadayadaya.. 1st Segment... I'm planning on starting this adventure with our PC's aboard the Mako-Ta Space Station waiting for orders. This is when we usually "talk downtime." Basically, me just asking what their characters would be doing, ie. Calibrating/Running diagnostics on various things, cleaning weapons, working out, Eating, Interacting with their environment. Making them perform rolls if need be & handing out Pending Boosts for their future rolls depending if the skill check calls for it. Not sure if there should be an Encounter here. Like maybe another Sec Ops group that are bitter but playful rivals of my PCs trying to start a fight? ¯\_(ツ)_/¯ Suddenly they are rushed into the command room where they meet their Commanding Officer. In this meeting, they are told there is possible Imperial spy among them & are instructed to go to the planet Rori (Moon of Naboo) & find out any information regarding the sudden loss of communications to one of their key secret bases in the Mid-rim. (Reconnaissance Mission) They aboard their light transport with several additional soldiers for assistance & off they go. Now. I know this will be a little rail-road(y) But I think this would be cool if it is done right. A mini-game Encounter if you will. As they approach the planet and their landing destination. I would love to do an Encounter here where unbeknownst to them, SOMETHING starts attacking their transport. Two small to be a ship since they cannot see using the ships Scanners are being Jammed. As the ship is taking Critical Damage the crew is doing everything in their power to make sure they reach their destination alive. This is where I can use some help. I want to make a mini-game kinda like the beginner box/Long Arm of the Hutt, after stealing the Krayt Fang where you must quickly do things in the ship. Cool checks obviously to make sure no one lose their heads while being attacked. Maybe the ship systems go offline so they can’t open the door for a successful drop so they must perform several mechanic checks to get the system back up and running. Setbacks & boost are applied. A fire erupts in the cockpit & needs to be put out or they lose the pilots. Again, setbacks & boosts applied Eventually I want them to pass out due to strain. Wake up & find themselves a little off course. Scavenging the ship for any useful parts Tending to any wounded (If there is any), Foraging for rations to start their trek through the jungle. Making Survival checks and such to get to the remains of the base. Again, any help fleshing this Module out would be indeed appreciated. Luckily enough only one of my buddies have played Dark Forces so the others won’t know of DARK TROOPERS or anything like that but I want them to go through a series of unsolved mysteries while completing side missions until they get to the big baddy.
  4. Hey Guys, Gals, & fellow GM's, so I have a question for all of you... We are currently playing a campaign Where us "PC's" are working for this Twi'lek performing all his tasks for insert blank... We have a(n).. Alderaanian Big Game Hunter Human Ex-Imperial-Tank Trooper Mechanic Human Force Sensitive Pathfinder Togruta Force Sensitive Scholar Twi'lek I'm having loads of fun playing my character as well as my other fellow PC's but I feel like my fellow Scholar player is not having so much fun... First off, He doesn't appear to have many chances to shine on skill checks pertaining to his career. Now this could be the fault of our GM due to him determining what skills is best for any situation, the type of scenario we are in, or it could be the player. For example in our starting campaign, Our GM/ The NPC who hired us with an exorbitant amount of money, resources, and connections had us locate & infiltrate an old temple for artifacts. Our scholar was able to somewhat read the hieroglyphics and determine it was an old Sith temple which in turn helped him find a Sith Holocron. COOLBEANS! After that his character literally fell silent throughout the campaign, aside from attacking and defending of course. Currently our campaign is now "Beyond the rim" and again, I find him just sitting there with his character not doing much while my Hunter & our Pathfinder seem to be doing most of the legwork in skill checks in tracking this treasure ship. Even the Mechanic is getting more skill checks than my scholar. Granted this is his first experience in a RPG so that could be the reason.. I guess my question is, if you were a GM, what creative skills or ways would you help my fellow scholar shine and have him feel as if he was as an equally important member to the group? What tips would you give my scholar so he can challenge the GM with Knowledge rolls that will either coincide or impede the story of the campaign? The last thing I want him to think is he chose a bad career. Especially because I think his character and story arc is pretty awesome. Basically he's a Swoden type character. He has been banned from Ryloth for his studies of Sith lore and practices.
  5. So me and my buddy's have a custom game we do which is a 2v2 game \ 55 points each \ regular rules applied. We opted to play rebels this time so are opponents are gonna run empire. I'm sure my partner is gonna play a 2 T-70 Ace variation... but I'm torn between lists. so far I have... REBELS 55 points PILOTS Norra Wexley (34) ARC-170 (29), Adaptability (0), Weapons Engineer (3), Alliance Overhaul (0), Vectored Thrusters (2) Ahsoka Tano (21) Sabine's TIE Fighter (17), Adaptability (0), Sabine's Masterpiece (1), Recon Specialist (3) REY AND FINN 55 points PILOTS Rey (55) YT-1300 (45), Expertise (4), Finn (5), Millennium Falcon (Segnor's Loop Version) (1) CRITICAL HAN 55 points PILOTS Han Solo (Heroes of the Resistance) (55) YT-1300 (46), A Score to Settle (0), Bistan (2), Gunner (5), Millennium Falcon (Segnor's Loop Version) (1), Tactical Jammer (1) The last one with Han is probably the worst build... But I would really like to try his Pilot ability, flank em, then crit em and hope for the best... I don't know. So any help would be greatly appreciated. I know 55 points is not a lot to work with. Plus if you guys have a better list to throw at me I would love to hear em. Any inspiration would help lol.
  6. Hey guys! New to the forums here and I'm posting because I'm in need of help(obviously).. Basically, I always wanted to role-play Star Wars. So I purchased the EOTE Core Rule-book, Beginner Game, GM kit, & a lot of Dice & forced my X-wing group of friends to play. So far they and myself are having a blast and they have actually complimented my style of GM-ing. which is awesome because I've never done it before. Anyways we are doing the two modules Escape From Mos Shuuta & The Long Arm Of The Hutt without the pre-made characters in the beginner game. (Since my buddies wanted to have their own personalized characters) We have a... Male "swoden" type, Twi'lek scholar who is a Force Sensitive and obsessed with Sith Literature banished from Ryloth We have a... Male Imperial Tie Bomber deserter who sees the Empire for what they truly are and is looking out for himself And we have a.. Male Wookie Bounty Hunter who is dishearten of the current status of his race in search for a better life even at the expense of others... And so I made a short story about how they all had a connection to Teemo the hutt by doing odd jobs here and there with very little pay and they were just tired of it. Stole some money of his and now are trying to escape from his clutches. We pretty much finished encounter 2 & 3 (Cantina brawl & the Junkyard Shop). Then! my guys decided to explore Mos Shuuta lol. and whats worst they went to ShantyTown. Thank goodness the time ran out and our session was over because I was drawing a blank. Especially from the short discription of this place... Anyone have some cool ideas about this place.... Since they are lugging this "Hyper Matter Reactor Igniter" maybe they run a foul with a local gang??? idk. please feel free to leave some ideas... Sorry for the long explanation too. Thanks!!!
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