Jump to content


  • Content Count

  • Joined

  • Last visited

About Storn

  • Rank

Profile Information

  • Location
    Christchurch, New Zealand

Recent Profile Visitors

502 profile views
  1. It has been a while since I have put anything here so here is a more cartoon style drawing of one of the more prolific NPC's; Quinn. One version is what she looked like when she met the party the other about a year and some cybernetics later.
  2. Is there any mention of Arkanian Offshoots (hybrids) and how to handle them mechanically? Or are they simply treated as normal Arkanians.
  3. I have GM'd a game that has been going so long our highest experienced character is sitting around effectively 1700 earned. Some of the characters have been min/maxing since the start and we had quite a few issues at some stages because of this, especially since not all characters were combat oriented, so in order to deal with the characters that were 11 soak, 6+ defence or cortosis you had to throw in things that could one shot other PC's. Similarly there are PC's who put out 20-30 damage with breach so in order to make something strong enough to take a hit other characters would not even be able to hurt it. Splitting the party is one way of dealing with this but honestly it is one of my least favourite methods as quite often in those big climactic moments you want the party to be side by side fighting together, also splitting the party up can slow down the narrative, so although it is good for making the most out of each players strengths/weaknesses it can become annoying to the PC's if done over and over again and is not always the best solution. Three of the most helpful and simple tools you have are red, setback dice and time restraints. Firstly as already mentioned in this thread red dice can always cause havoc and the more creative you get with your despair the more fun everyone has. Secondly setback dice can become surprisingly helpful (although they can also prove to be fickle). For instance in one campaign the crew found themselves on Aurea, this was a campaign with almost no combat although since I didn't want to be mean to the combat characters I had the odd bit of stress relief. One such encounter I thought would be a walk in the park was against a flock of Aurean Vultures straight out of Sons of Fortune. What made this interesting was that it was in the middle of the day in a desert, so it was stinking hot, the vultures were sweeping down from above so the PC's had the sun in their eyes, they were fatigued as they had to get up really early and had been really busy up until that point and the PC's were driving on a skiff. By the time all the environmental factors were taken into account the PC's without any resistance to heat, brace etc. were rolling up to 6 black dice. Furthermore the vultures were not targeting the PC's directly but the skiff they were on trying to tip them off. So the encounter became a tower defence style race to kill the vultures before they took down the skiff. Amusingly even though some of the party members could roll 7 yellow dice (with talents etc.) the black dice did work that day and although they normally would have taken out the group of rivals built for 100exp characters in maybe 2 rounds, 8 rounds later the skiff was crashing into the sand in the middle of the desert. My number one piece of advice is creative encounter design. I find it helpful to think of the best encounters in video games, rarely the best fights are simple stat checks where the two groups use all their skills and sit there wailing on each other until one drops. Generally the best fights are the ones that require the characters to be creative and think on their feet. For instance one encounter there was a 500xp Nemesis (which was around half the PC's at that time) who had limitless swarms of mindless remotes with improved bodyguard (not to mention they had a host of ways to annoy the PCs). Trying to hit her repeatedly with standard attacks would have been futile as the remotes would just keep jumping in front and take the hit, however blast weaponry could still trigger hurting her, you could stop the flow of the droids into the room limiting her supply for a short time, she controlled the droids using a collar on her neck which could be sundered, etc. The point is she was not that strong herself however the fight was more about how you fought not how strong you were. Similarly think of the environment, interesting areas with multiple ways to interact with things; cover, computer terminals, ray shield controls etc. always add layers of depth to a fight and often allow the PC's to fight things that would normally be beyond their means like tanks. Having multiple objectives in an encounter as mentioned prior especially when there is a time limit is always a fun thing to do, you can use it to split the party or you could use it to force the PC's into lose/lose narrative decisions which can be really fun especially when playing with people's obligations or morality. One thing I would say to be careful about when creating more strategic fights though is make sure it is still flexible and there is more than one way to go about it as some times the PC's will just completely miss how to deal with a situation leaving them in a massive hole (a mistake I have made in the past).
  4. Rules for crafting droids like an astromech were introduced in Special Modifications (page 80) which also introduced rules for crafting weapons and gadgets. There have been a few other books with crafting rules including Keeping the Peace and Endless Vigil from FAD which include armour and lightsaber/podracer crafting rules respectively, there is also Fully Operational, the upcoming AOR book which will introduce ship crafting rules. To give you a bit of an idea on how it works for an astromech there are two stages; first building the chassis which if you have the parts (specialist chassis) is a daunting (4) mechanics check and takes 56 hours of crafting with successes decreasing time by 2 hours and advantages or threats giving a variety of positive or negative effects, secondly you have to program the droid which for an astromech is navigation directives which is a hard (3) computers check and takes 72 hours with success, advantage threat working the same as before. Of course you do not have to follow this directly and to get the full details you are best to buy the book (it is a good one) but hopefully this gives you an idea on how it works.
  5. Next is Kanu (Selonian) captain of our crew: Then Lelila (Dathomirian) Trevine (Human) the rebel pilot/mechanic And finally one you have already seen; Thurora the rebel pilot
  6. It has been a while since I shared my progress on learning how to do digital drawings so I thought I'd throw these up. Most of them are still works in progress and there are another four however they are still in very early stages. Also the backdrop used is not mine I just googled it so credit goes to the original artist. Edit: apparently I am going to have to do this in multiple posts and very compressed versions due to the new restrictions around file size, any advice on how to get around this would be helpful Firstly; my character Tura (Nautolan) then Ada (Twi'Lek) and Carrus (Corellian Human):
  7. There are a lot of things in this game that are unbalanced, auto-fire just being one of the ones that always seems to come up as it is very easy to abuse. The nice thing about this system is it's focus on narrative tends to allow GM's to gloss over many areas which are not as finely tuned as some would like. Unfortunately combat is one of those times where it becomes harder to work around certain mechanics for a GM, so your options are either to get creative with encounter design or to house rule it. If you opt for the house rule route my personal favourite is to increase the advantage cost for each additional shot; so 2 adv for the second hit, 3 advantage for the third. I find this generally does enough to stop it getting out of hand as to get 4 shots off from a single roll it already costs a total of 9 advantage instead of 6, but for one or two extra hits it does not change that much. Personally I also have no problems giving NPC's auto-fire weapons unlike some have suggested, although I generally would let enemy Rivals/Nemesis automatically have the spitfire talent as it means you can distribute damage across the PC's if you want to trigger a lot of extra hits you shouldn't intentionally use everything available to ruin a single PC's day for no good reason, it is a story after all not a competition. Also during a campaign I let all the minions from a human gang on Nar Shaddaa have auto-fire weapons, I toned their damage down a bit in case but the point was to give them the feel of classic gangsters with tommy guns which I thought worked out well.
  8. Or maybe an updated Driver Tree for Explorer, If I were to put small vehicle rules in any book it would have been that one. Slightly off topic but it is sad that a lot of the Explorer stuff feels the most outdated, the curse of being the first career book... It would be great in my opinion if eventually they went back and updated some of the older trees and things a little, like actually giving the Hired Gun bodyguard tree supreme bodyguard.
  9. ​This is interesting. The gear seems more suited to an EOTE campaign than an AOR one so it will be interesting to see how it fits into the adventure. ​It does give me another question though; most of these seem very similar to a lot of gear/weapons that already exist in EOTE, you mentioned the Stun Collar can do lethal damage (without detonating) which is neat but how is the Shock Whip different form the Neuronic Whip for instance? Do any others have some unique quirks to them or are they all mostly similar to other things with slightly different stats.
  10. I am also quite interested to see if there is any new gear related to the Mandalorians. Also are there any other playable species introduced? ​How much detail is given to the new factions and the planets that appear? Although in other rulebooks they have fleshed out Astrogation a bit more, are there any new tables or details added to further flesh out the skill?
  11. Jump Boots and Jet Packs in their descriptions state that when being used to treat the character as a vehicle. Does this stop the character from using personal scale talents when flying/jumping about? To me this makes sense for some talents but other talents it seems the added mobility would make the skill easier not harder such as dodge or side step. Furthermore it does not seem using either of these would stop the character from gaining the benefits of talents such as defensive stance or reflect/parry. Following the RAW it would probably be a flat no as you are treated as a vehicle but I imagine a lot of the time it would be better if this instead becomes GM discretion as to what talents can and can't be used in the specific situation. I sent a similar question to the developers a while back but have not got a response as of yet so I was wondering if anyone on the forum has an opinion on the matter.
  12. I said earlier if I fpund them I'd throw up sketches from the main campaign of some of my other characters although I apologise for the quality they are quite old and I was only just getting back into drawing at the time. The first is my character in the Main Campaign a Nautolan Mechanic named Oric Gynt, the next three were all characters introduced into a Hutt Kajidic whilst embroiled in a gang war on Nar Shaddaa. ​
  13. So looking at a lot of the pictures in this thread inspired me to have a go at drawing on the computer, so I bought a cheap sketchpad and I am enjoying it quite a bit. I am still working out what a lot of the tools do (I had almost completed the body before I found out you could add and swap between layers on paint pro :/) but I thought I'd throw up my first attempt. It is not the most exciting being a repeat of the sketch I put up previously but I thought I'd start with something I know. ​Thurora Mathudan, Arkanian/Sephi hybrid and pilot for the rebel alliance: The Original Sketch for reference: ​
  14. She does if you look closely, but dark gloves on the dark gun makes it a bit hard to tell in this photo I admit. There are only two fingers gripping the handle, one on the trigger and one resting on the back of the gun. Although now you point it out I might try make it clearer on the original. And thanks
  15. ​ This is a drawing I did of the character I play in a side campaign of ours. Her name is Thurora Mathudan and is an Arkanian/Sephi hybrid (think Arca Jeth). She serves as a fighter pilot for the rebellion working out of a small outpost on Belkadan due to a promise she made to a rebellion general after he spared her life. ​ I'll try to find some of the other ones from our actual campaign and put them up although I am not the best artist, mostly I am terrible at drawing anything with fur (which is kind of a problem due to the squib in this campaign as well as the Selonian and Togorian in the main one). We were actually looking at getting commissions done at one point for all of the characters so who would you all recommend?
  • Create New...