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About aclarkbr90

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  1. Hey @OldManWhateley did Strafton Mountain or Escape from Innsmouth ever get completed (or are there other new projects that are playtest ready, beyond what is available via Arkham Investigations)? We have always been huge fans of your work and would be eager for more.
  2. Thanks! I will make a mental note of the fallacy, though I can't wait for a PC to grab one of these anyways. Sidenote: I am now stuck on the idea of an Australian outback one-shot, where the characters have to deal with marauding kangaroos and emus! I may have to incorporate that at some point. It would be particularly cool for a SWRPG quest with a Big Game Hunter PC.
  3. Awesome! Yes, my intention was that all melee attacks would automatically have the Blast 4 quality, which would require two advantage to activate. The blast damage is always stun damage (it can't be wounds), so no additional advantage is required for stun. Optionally, the GM might let a character activate this ability by spending two threat when an opponent attacks them (I would recommend excess damage equal to threat in that case, as normally you add successes to the blast quality). Let me know how it plays, and feel free to let me know if it should be tweaked at all. It hasn't actually made it into my game yet.
  4. 1 platinum = 10 gold = 100 silver. My game takes place in the Forgotten Realms, so the lore and economy are based on DnD 5e.
  5. I don't usually plan opportunities for players to use it (though every now and then I do). Basically anytime a player really wants to search a room or environment that conceivably has interesting things, then they can use success to roll on it. Alternatively, any time a player has advantage on a check that could conceivably lead to a find of some kind, they can spend their advantage on the chart. Really this could be loads of types of checks. For example, a negotiation check could lead to a seller throwing in something to sweeten the deal. A skulduggery check could lead to finding more than you expected in a coin purse. A magic check could result in some unintended conjuration or maybe the dispelling of a magic effect that was hiding said item. Spending advantage this way has some nice encounter balancing as a side effect. Players are more likely to spend advantage on the chart (instead of boosts, strain, abilities, etc.) if they are feeling confident about the overall encounter, which then means that the subsequent checks in the encounter will be a little bit harder. If they are worried about a rampaging remorhazz devouring them, then they are instead going to spend their advantage to slow the creature or find escape routes.
  6. I have created an Expanded Equipment list that should work well for most Fantasy settings. The file includes tabs for weapons, armor, magical implements and equipment. Comments and suggestions are welcome! I also use a d100 chart of Random Equipment that I allow my players to spend advantage on various checks as appropriate to roll on. Each column has a different cost (1 adv/3 adv/1 triumph/2 triumphs). Most of the items in the chart are from Terrinoth or the expanded equipment list, though a handful are particular to my current campaign (marked with *). If you roll one of those, either re-roll or make narrative reasons why it is a valuable thing to have. Disclaimer: The expanded equipment list includes gear from Terrinoth, conversions from SWRPG and Dnd 5e, and some of my own creations. The terrinoth gear and conversions are not my own. I'm pretty sure that is allowed here, but I'm happy to remove anything that I shouldn't post publicly.
  7. Here are two new resources to add to the list: Fantasy Gear Random Finds Chart (uses the Fantasy Gear chart) (Feedback on both are welcome! The Fantasy Gear tables includes content from Terrinoth, Genesys Core Rules, SWRPG conversions, and a few items from DnD 5e. The borrowed portions are of course not my own. I'm pretty sure that's acceptable per the rules, but I can adjust if need be.)
  8. Here is what I used. This was obviously tailored to my party and the encounter, and it might not be the best way to stat him in general. But it worked perfectly for my purposes. You can also see the full two-session arc here. The first few pages are very tied in to my party and plot, so it might not be totally apparent. Boba Fett (Nemesis) Br 4 Ag 6 Int 3 Cun 5 WP 4 Pr 3 Soak 8 Wound Threshold 30 Strain Threshold 17 Defense 2/2 Skills Astrogation 3, Athletics 4, Brawl 3, Coercion 4, Computers 3, Cool 5, Coordination 2, Deception 4, Discipline 4, Gunnery 3, Mechanics 1, Negotiation 3, Outer Rim 3, Perception 4, Piloting 2, Ranged (Light) 2, Ranged (Heavy) 4, Resilience 3, Skulduggery 4, Stealth 4, Streetwise 5, Survival 3, Underworld 5, Vigilance 1 Talents Adversary 3, Barrage (+1 dam with heavy weapons at long/extreme), Confidence 2 (reduce fear by 2), Intense Focus (1 strain and maneuver to upgrade once), Natural Marksman (reroll ranged attack), Natural Outdoorsman (reroll survival/resilience), Nobody’s Fool 3 (upgrade difficulty of all charm, coercion, or deception by 3), Precise Aim (1 strain and one strain to reduce defense 1), Quick Draw, Quick Strike ( vs unacted), Spare Clip, Steely Nerves (destiny point to ignore Pr/WP crit), True Aim (aim upgrades once - 1/rd), Utility Belt Weapons EE-3 Carbine Ranged (Heavy), Dam 10, Crit 3, [Medium], Stun Setting, Superior, Ignores due to environment (with multioptic scope, superior, weapon sling) Jetpack Missile Gunnery, Dam 15, Crit 2, [Long], Blast 10, Guided 3, Breach 1, Prepare 1, Wrist-mounted Flamethrower Ranged (Heavy), Dam 8, Crit 2, [Short], Brun 3, Blast 8 Superior Blaster Pistol Ranged (Light), Dam 7, Crit 3, [Medium], Stun Setting, Superior Unarmed Brawl, Dam 3, Crit 5, [Engaged], Stun Setting, Disorient 1, Knockdown Wrist Cable Ranged (Light), Dam -, Crit -, Ensnare 3, Disarm Gear Heavy Battle Armor (Soak 4, M/R Def 2, Superior, Vacuum Sealed, Enhanced Optic Suite, Thermal Shielding, Heating Systems, Built in Electrobinoculars, scanner goggles, comlink), Jet Pack
  9. Hello Investigators! I've put together an Arkham Horror campaign. The campaign takes place over 10 scenarios, in which investigators will battle with dark horrors, learn about the Ancient Ones, complete important Quests, and - hopefully - save the world! You can find all of the campaign docs here: https://drive.google.com/open?id=0BxWArq4VGrpsSHpyTkZnemNUc1k. The folder has four documents: 1) Rules and Scenarios. This outlines the rules for the full campaign as well as the 10 scenarios. You can safely read the rules and the first scenario without spoilers. 2) Objectives. These are the Objectives for the Campaign. This contains spoilers, so don't look at an objective until it is unlocked and taken at the beginning of a scenario. 3) Stories. This document contains the encounters and fiction to be read during the campaign. Do not read this unless required to by a game effect, as it is filled with spoilers. It basically reads like a "choose your own adventure." Each paragraph is numbered, so read the indicated paragraph when told to. When we play, we always have another player read our encounters, so I would recommend you do the same with this document. 4) Tracking Sheets. This allows you to keep track of the status of each of your investigators, objectives, allies, and the results of each scenario, as well as any other game rewards or penalties. There is no "scorekeeping," but there is a lot of other information that needs to be tracked from one session to the next. The setup assumes that you are playing two player, so you would need to adjust the chart on the first page if you are playing with more. The campaign requires Arkham Horror, Dunwich Horror, the Curse of the Dark Pharaoh, the Black Goat of the Woods, and the Lurker at the Threshold (though only the first three are absolutely required). The campaign was designed for two players, though there is no reason why it couldn't be played with a different number of players. If so, then the size of the investigator pool should change (5 per player, increasing to 6 per player beginning in the 6th scenario). The basic mechanic of the game is that the investigators have Objectives that they are attempting to achieve, in addition to directly combating the Ancient Ones. The Objectives will allow them to advance the plot or will open up powerful new abilities. Progress toward uncompleted objectives carries over from game to game, and some Objectives may well take 2-3 games to complete. The Investigators will need to strike a balance between advancing their objectives and combating the eldritch threats through more conventional means. The campaign gives some continuity for investigators, allowing them to retain clues, memberships, blessings, and some of their gear (but forcing them to keep injuries, madness, and curses). Given the overall difficulty of 2-player Arkham, we play with a house rule for controlling the flow of mythos cards, proposed by Tibs in this thread. In general, though, don't get discouraged if you lose some rounds, as long as you are making progress on the objectives. I'd love any feedback, as everything is still very much in draft form. Let me know if you have any questions or comments.
  10. A free maneuver is two advantage, so its functionally the same as spending two advantage to regain two strain. You are still capped at two maneuvers per turn, even if they are free.
  11. Its always a balance. The missile was just a direct application of sunder. She spent 3 advantage to sunder three times, which took it from undamaged to major damage, making it unusable. The jetpack was something that I had introduced by suggesting that repulsorlift engines were not functioning well due to the atmosphere. A PC had the idea to have a missed shot hit his jetpack, which I agree to. The first time, I said it was only minor damaged, but combined with the environmental conditions that were already making it more difficult to use, I said it was too erratic for him to continue to use. A few rounds later it had cooled down (with enough advantage) and he could use it again. The second time, we were nearing the end of the session and I was looking for an exciting end. He had rolled a despair on his own flamethrower attack (the upgrade was due to the jetpack anyways) so we all agreed it was an appropriate, climactic and cinematic end to the session. Usually in the last 10-15 minutes of a session, I'll try to get the players come up with really exciting ways to end the encounter so the encounter doesn't drag out and the session has an exciting end. Most recently, they were facing a horde of several hundred recently awakened battledroids in a run down CIS facility. As more droids re-activated from their 20 year slumber, the party was beginning to realize that escape was the only option, so they collapsed the building with their aspiring jedi channeling the dark side to protect them. It was incredible, and she was working hard at increasing her morality so it was a serious cost. And it meant the session ended excitingly and on time.
  12. He got two turns per round, plus he had a mediocre ally. Two turns per round really helped give him the feeling of lots of attack options. Even after his jetpack was destroyed, two turns meant that he had the ability to be everywhere on the battlefield. There were three PCs, though they had two NPC allies. Adversary 3 worked fine as it was enough to make hitting him very difficult. More than that and I don't think they would have tried to attack him.
  13. Last night, my party made the mistake of tracking down Boba Fett in the mushroom forests of Felucia. One of their allies had been captured by the Bounty Hunter, and they had to intercept him and free the prisoner before Fett could deliver his acquisition. They knew he was a bounty hunter, but they didn't realize who he was until they were already engaged with him. I'm totally fine with my party breaking canon, so he had a legitimate wound threshold and could have been killed. I set up Fett with an arsenal of weapons. He never used the same attack twice in a row. Quickdraw allowed him to switch from one toy to the next easily. He swooped about on his jetpack, causing as much as mayhem as possible. He carried a carbine, light blaster, a wrist-mounted flamethrower, a wrist-mounted grappling hook (if it hits, it automatically trips, ensnares, or disarms instead of dealing damage), and he could also flying kick using brawl (which would get two boosts if used with the jetpack). He had a missile tube, which he intend to save only for an emergency escape, since his reloads were on his ship. Through the entire encounter, the party never managed to deal a single point of damage (he had adversary 3, defense 2, and made appropriate use of flight and terrain to avoid lightsaber attacks), but boy did they soundly defeat him. First, he exchanged fire with his carbine vs the battledroid's built in blaster. He hit, badly wounding one PC. The battledroid missed, but damaged Fett's jetpack (the atmosphere was already causing jetpack problems, so this effectively grounded him for a few minutes - great move!). Then, he fired his grappling hook to disarm the lightsaber-wielder (taking a moment to realize that his attackers might be more valuable bounties than his current captive). In the meantime, the PCs tried to slip around behind him to free the captive. Then, he advanced and unleashed his flamethrower on the PCs, hitting several and badly burning the battledroid, who would remain on fire for much of the encounter. But the scoundrel PC hurled a glop grenade at Fett as he backed off. This was the only successful combat check for the PCs the entire encounter, but it effectively immobilized him for two turns. The PCs took the opportunity to free the captive. Moment's later, Fett had managed to readjust the settings on his jetpack and he swooped in for a flying smash. But that PC drew her lightsaber and slashed back, destroying the launching mechanism on his missile. Fett takes up a perch on a mushroom tree and shoots down a fleeing PC with his carbine. Even though he has lost his prey, the party now has one PC down and a second on trapped in a bog. Fett knows they aren't escape today. Plus he'd much rather have two aspiring Jedis to sell than a single rebel privateer. The PC's then drove a vehicle into the mushroom tree that he was perched on, knocking him into a sinkhole filled with rotting mushrooms and mud. He lost his carbine in the muck, but fired back with his flamethrower. Moments later, the PCs had mounted up on their vehicles (a speeder bike, a glider, and an ATV), and were being chased through the jungle by Fett and his faulty jetpack. Though Fett had lost two of his more deadly weapons (missile tube, carbine), he still had a flamethrower, grapple hook, and a blaster pistol. They swooped in and out of the trees. One of the PCs tried to use his whip to catch Fett's ankle and throw him into a tree, but Fett had the same idea, pulling the Duro from the vehicle with his grapple hook. Finally, as Fett was spraying flames down on the glider pilot, he caught the backdraft in his malfunctioning jetpack and spun into a tree. With no way left to pursue the PCs, they were able to escape and flee the planet and the horrid Mandalorian. It was a truly epic encounter, and it gave them the shear terror of dealing with Boba Fett, knowing that they had gotten the best of him but and not truly defeated him. It was perfect. TL;DR: The PCs faced Boba Fett. They didn't deal a single point of damage to him despite many tries, but managed to immobilize him twice and destroy his jetpack, missile tube, and carbine, leaving him trapped on a forest planet. Fett deal 50+ wounds over the course of the encounter, including three crits, but found himself outmatched by the PCs creativity and guile.
  14. 500 credits isn't a lot to work with, given that you certainly want heavy clothes and a comlink to start. If you want to start out duel-wielding immediately, you could get a light blaster pistol (200 credits) and a holdout stingbeam (100 credits), and grab up a stimpack with the extra 25 credits. A stingbeam version of the Quickfire (Suns of Fortune), might be a little better, reducing the secondary crit rating to 3.
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