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RickAllison

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Everything posted by RickAllison

  1. Unlimited Power, page 52. I assume the bolded word is intended to be "They"
  2. In Dangerous Covenants, page 61, there seems to be an artifact of a previous page format or something for the Jamming missile. However there is no separate area for the Jamming Beam, it just continues on in the next sentence describing what it does without ever referencing a jamming beam by name again, meaning that pointer text does not point anywhere at all. My best guess is that there may have been a dedicated weapon or some other thing that also used a Jamming Beam, and the text wasn't changed when they took the sidebar out and merged the mechanics text into the missile block.
  3. Even bludgeoning weapons, which do improve with weight to some extent, you could reduce weight overall but concentrate it near the striking surfaces
  4. This question might be something as simple as a basic typo, but the Lightweight Frame entry from Cyphers and Masks is confusing. In just about every attachment, the final line says something to the extent of "This attachment can be applied to..." and so you could look at that sentence to know whether you could use an attachment with a given weapon. But Lightweight Frame breaks that convention if the rest of the entry is to be taken into account. So do I follow what seems to be the RAI of it only applying to ranged weapons, or read it like every other attachment in the game?
  5. Unfortunately, any redundant career skills are wasted. It stinks, but the specified ones tend to have lower costs.
  6. Enduring round after round of torture, Rylkiden stood strong despite the pain. Looking over the officer entering the facility, "Pickle Rick" interrupts him: "Are you here to finally ask a question? Your lackeys beat first and extract information never." After explaining his crime, Rylkiden laughs. "What the **** is a fork-sensitive? I'm a mechanic! My crimes include boosting speeders, stripping vehicles for parts, and occasionally committing some commercial sabotage for overly competitive clientele. I'm an *******, certainly. Even a criminal. I can point you to all sorts of small-time crooks and even some gun-runners operating out of Alderaan, but I can't help you with any sensitivity." Tarkin probed the mechanic for all the information he could provide on the gun-runners, then probed further on the Force-sensitivity. When the Grand Moff was sufficiently appeased of the mechanic's ignorance, he sent the Chadra-fan to death row, as a cleaner-prisoner (under close scrutiny). If the fool was among the Force-sensitives, he could be used to crack any break-outs. If he wasn't, then he would just be executed after the cells were cleaned fully. A useful tool, slated for cleaning duty, then execution.
  7. So by my reckoning, we are up to 6 Light and 1 Dark.
  8. Destiny!: 2eF 1 Light Side, 1 Dark Side Off to a stellar start... Average Resilience: 1eA+2eD 1 success, 2 threat I actually succeeded! Now let's see about the Discipline... Hard Discipline: 1eA+3eD+1eB+2eS 1 failure, 2 threat And that's more what I expect from someone with no Resilience or Discipline and with 1 in both characteristics! Edit: I'm just realizing that I should only have one of those Force dice. Still, let's handle this like children. I cut the sandwich, so GM's pick on which one goes into play!
  9. Well I debated between a lot of options including skills and talents. I could have gotten Imbue Item instead, but it feels a little weird as it feels like a very conscious Force power. Mental Tools, on the other hand, fits with someone who uses the Force to make tools work that really shouldn't, but isn't aware of their own Force-sensitivity. Skills would also work, but I like the idea of the guy relying more on natural talent.
  10. My Artisan is finished, and I just need to move his stats into a character sheet, but I am stuck with my phone until Monday. So here is Rylkiden Tuilliard: Chadra-fan: 1/3/3/2/1/2, Mechanics 1, Acute Senses, 9+Brawn wounds, 11+Willpower strain, silhouette 0, 90 XP, extra 25 XP with 20 as the chosen benefit and 5 from having the commonly-used nickname "Pickle Rick". Which he hates. Sentinel: Computers 1, Stealth 1, Skullduggery 1, Perception 1 Artisan: Mechanics 2, Computers 2 Intellect 4 (-40), Cunning 3 (-30), Agility 4 (-40), Mental Tools (-5) "Pickle Rick" was a scrapyard mechanic and scavenger for his childhood, but soon found that his talents were destined for less savory applications. He could get into the tiniest and work on the difficult-to-reach objects, and all without bringing any tools. He always seemed to have the right tools for the job, even when the job included powered tools "Pickle Rick" would find a way. His hated nickname came to be when an associate of his published an account of some of his more daring adventures without permission, and it sold quite a few copies. It also seems to have grabbed the wrong attention, considering Rylkiden was just abducted... So there. Not only is he called "Pickle Rick", but that is actually why he was captured by the Inquisitor!
  11. I will have my sheet written up by tomorrow morning!
  12. Which of course opens up the idea that someone could grab multiple Force Rating boosts without having an original rating, then spend however much for FSE and jump from no Force potential to incredibly powerful.
  13. Is it alright if my PC offloads combat to the rest of the party? I think I can do a lot more good as a Force-empowered technician than trying to get combat going. I can always pick up a rifle and fire off a few rounds (Agility 3), but I won't be contributing as much. Think Mini Man-Bat Mechanic, a chadra-fan Artisan that uses Stealth and intelligence to sabotage. And occassionally performs tune-ups.
  14. Question: will the crafting rules from the various books be allowed (obviously pursuant to finding the materials)? I was thinking of an Artisan as a Tinkerer who is ignorant of his Force-sensitivity and just believes he is a really good mechanic. The kind of person who makes solutions to problems out of scrap. I wouldn't however want to put pressure on the GM to constantly adjudicate his creations, and so I'll pick something else if there are no go-to rules for trying to build my explosives and makeshift equipment.
  15. I have plans for my PCs that potentially extend hundreds of XP in the future. I don't often use that end strategy, but it helps me figure out where I am headed as a character. That sounds weird, but hear me out. Characters have dreams and desires, goals, things that they strive for and are learning about. My monster with Reflect 9 across 3 specs isn't necessarily what I expect my PC to become, but a daydream of a character who wants to turn away all enemy fire. My Droid Tech may dream about becoming a DT/Scientist/Outlaw Tech that is fluent enough in Binary that he can basically program droids with his voice (7 ranks of Speaks Binary for 7 boost dice to all his droids). But as the characters progress, they may make compromises, or they might change their dreams. The DT finds that the party captures a large vessel and starts using droids to operate it, then goes into Rigger because he is now operating the ship as his own.
  16. Here are some comparisons for the amount of XP required to get Move to the point thought about here, and what you can do if you chose another shtick. Fearsome: 460 XP across Aggressor, Warden, and Enforcer gets you 8 ranks of the Fearsome talent, as well as +2 FR along the way and a variety of other useful talents. Your reward for this expenditure is that foes must make an 8 difficulty fear check when they become engaged with the PC. Oh, and one of the talents picked up along the way is No Escape, which makes it so that 2 Threat on that fear check results in losing the adversary's free maneuver. An adversary with 5 Willpower and Discipline (an impressive feat) has a 68% chance of suffering from No Escape, and fails the check 54% of the time. Trading: For a meager 345 XP, we can get 7 ranks of Wheel and Deal and Master Merchant. For a sense of scale, that means that you can sell an item at 120% of its base value if you just get 1 success and spend 2 strain. That is before we even consider becoming great at the checks by buying up skills. If you can get to 1 success on Negotiation to haggle, you can get the price down to 70%. If you can get two successes, on your check to sell, you can make a profit without even spending strain! For added points, you can grab the remaining ranks of Know Somebody from Advisor and Modder for 9 total at 475 XP, still leaving 125 XP for Presence or Negotiation. With that many ranks of Know Somebody, finding a legal item is as easy for the trader as finding a glow rod for the average person. Let that sink in that the trader can find the rarest of items available through legal channels as easily as you would find Heinz 57 at your grocery store. For 600 XP, you can make a trader that on average with 4 difficulty can track down a Veridicator without even trying (once per session, admittedly), buy it for only 2600 cr, then turn around and sell it for 5800 cr. Durable: For 470, you can get Durable 8 and Unstoppable, and 630 XP can get that to Durable 10 or you can pick up Aleena as a race and wear Reinforced Gauntlets. Or both to get to Durable 12. That last part is the really funny one, because it says that you need Vicious 3 or 3 extra activations of the critical just to have a chance at dealing a critical hit. Can we just appreciate that this would be the kind of PC that you can take a guillotine to and he has a very decent chance of the blade getting caught in his neck and not killing him. Solid Repairs: 275 XP and you can repair an extra 10 Hull for every repair, or 350 for 12. You can only make one attempt to repair the hull for an encounter, but this character can repair a tenth of some of the toughest ships. The character has focused on being awesome at repairing vehicles, and they are truly great at it. Just like with every character like this. It should be noted that a similar kind of thing can be done with stimpack Specialization, healing +7 wounds per stimpack. So instead of healing 5/4/3/2/1, you heal 12/11/10/9/8! Fine Tuning is another awesome thing for this, though you can only get six ranks. Speaks Binary/Droid Tech: Speaks Binary lets you give boost dice whenever you direct droids to do something. You don't even need to spend a maneuver or closely monitor the process, as the idea is the user can communicate to the droid at a core programming level. Well, for 320 XP you can get 8 ranks! 8 boost dice for that bodyguard droid, and for the astromech, and for the protocol droid. Lethal Blows: 425 XP for 10 ranks, +100 to the critical in total, with 2 ranks of True Aim. Pick up weapons with lots of Vicious and you can insta-gib rivals and maybe even nemeses. Oh, and even ships, especially since your True Aim also works for Gunnery.
  17. Side, but related question: are there any rules for artificial crystals? Yes, like the Sith crystals.
  18. There has been some wonderful advice in this thread... but this just seems awful. There are many ways to penalize not taking risks organically within the game, and saying "Star Destroyers fall, everyone but his guy dies" just tells the players that they are RIGHT to worry about insane attacks that must be defended against. You aren't telling them not to be cowards, you are telling them that the campaign is hopeless and run by a sadist, and that if they didn't split into five ships then the entire party would be dead. All this advice will do is encourage the DM vs players mentality they already know from other systems rather than collaboratively telling a story. It tells them that they are expected to play a certain way, and deviating from that preordained path will result in swift death. In short, this advice would not fix the problem, but actively make it worse.
  19. That is the thing, you don't have to mount it to the glider! The glider comes with its light blaster Cannon.
  20. Who needs Silhouette 2? Get the R-444 Glider and be a Sil 1 blaster that is just barely bigger than a person!
  21. I have not brought any major NPCs into my games so far (though I frequently use past PCs), but they were a frequent feature in the campaign that got me into the system and RPGs in general. We were admittedly an overpowered pack of runts by the end, with a small army of brainwashed gundarks on steroids under the pilot and battle droids manufactured by my slicer/mechanic, three Force-sensitives (a Jedi, a Dark Jedi that was against the Sith, and a Grey Jedi), a tricked-out capital ship, and a trade empire in the Outer Rim with a defensive fleet. Oh, and my droid was allowed to body-swap and ended up as a giant lion a la Voltron with a ship's cannon in his mouth and enough armor to only be threatened by cruiser fire. By the end of the campaign, we had put Han Solo in carbonite and sold him to Jabba, the Rebels, and the Empire; we betrayed Jabba and the Rebels to sell Solo to the next buyer while killing off Jabba, Boba Fett, and Chewbacca; we fought against Vader and a squadron of the best of the 501st; we entered a four-way Mexican standoff between the Rebel fleet, the Emperor's fleet around the Death Star II, our forces, and the DSII operated by IG-88 (who was my droid's penpal!). Finally, we disabled the Emperor's hyperdrive between the combined force of the Rebels, the DSII and us, and boarded his ship with our army. Our army fought off the stormtroopers while we entered a four-part battle that concluded in our Jedi ascending to the Force to bind the Emperor so he couldn't jump to a clone and only my droid left standing (and just barely) to tell the tale. The rest were alive (barely), but they couldn't witness the finale. Fortunately, he had video playback! It was an insane ending to an insane campaign, but we had a blast.
  22. Even if you could, it would be flat impractical. HBRs are already Cumbersome 3 which is reasonable. Unless you are Brawn 1, a simple Weapon Sling makes it accessible. The range-increasing barrels both increase the Cumbersome quality by +2 and take either 2 (Marksman) or 3 (Hunting) hard points, which means that the HBR now has Cumbersome 5. Supposing you don't want setback dice from Cumbersome, that means you need to dedicate more hard points to get the HBR to a point where you can wield it effectively. For 1 additional HP, a Brawn 4 can use a Weapon Sling while a Brawn 3 can use a bipod at the cost of a preparation maneuver. For 2 HP (so the entirety of the HBR's attachments), a Brawn 3 can use a Weapon Harness and a Gyrostabilizer can make it usable by down to a Brawn 1 IF you can succeed on the modifications. By comparison, I could take an M-300 Hunting Blaster and have anyone with Brawn 2 get Accurate 1, Pierce 2, and the ability to shoot at Extreme range as easily as the HBR shoots at Medium (using a HP for the telescoping optical sight). A Model 38 can be equipped for either Accurate 2, Pierce 3 or Accurate 2, Blast 5, Knockdown and still have 4 HP to work with. Heck, I could take a Weequay Blaster Lance and modify it to have Auto-Fire. Farther up, there was a suggestion that would work better. A modified Blaster Rifle as a sniper and an HBR as your weapon for shorter distances. This strategy necessarily has a problem with encumbrance, but even just the BR is a useful sniping tool. With just the Marksman's Barrel, we end up with a 9 damage, Cumbersome 2 rifle with Auto-Fire and the potential for Accurate 2, all with 2 HP to spare. Compare that to the Weequay Blaster Lance which has 8 damage, Accurate 1, Cumbersome 2, and has 1 more encumbrance while having 2 HP. The BR with a Marksman Barrel is superior in every way to the lance, though I suppose that is the nature of the game. The Model 38 and the M-300 both compare favorably to the sniper BR, with less potential damage counteracted by other useful features. The E-11S and Takedown Rifles are quite possibly superior as rifle weapons, but it is difficult to quantify the effects of Slow-Firing 1 and so I have left off those comparisons. Honestly, though, the BR does very well against them. Which is why, I suppose, the BR is fairly ubiquitous in the galaxy. It is a cheap and versatile weapon while the sniper rifles are dedicated hardware.
  23. My "Jedi" survived by cloaking his connection with the Force and going into hiding following Order 66 and an explosion that ravaged his body and killed his companion. The next 20 years seemed to pass so quickly and his memory is fuzzy, but he managed to make it to a new generation of initiates to teach. Unfortunately, he has been cloaking his Force for so long that he no longer remembers how to access it, but still remembers how to call upon the energy to teach others. Or at least that is what he thinks. The "Jedi Master" is actually a Droid Commodore/Instructor that taught younglings creating their first lightsabers (he would later pick up a mechanic-minded specialization) and so was present for decades of lessons on usage of the Force for younglings. He uses Master Instructor to allow actual Force-sensitives to use his knowledge, while Encouraging Words and Field Commander help out his students. He vehemently believes he is the original Jedi whose story he committed to memory, and attributes his mechanical appearance to heavy cybernetics used to repair his injured body.
  24. That was on the DS! I didn't get very far in the game, but it was an interesting setup.
  25. Sorry, I wasn't very clear. It isn't about disallowing normal crits (those stay the same), but allowing Triumph criticals when you don't break the Soak/Armor. So the line of Rebels in the trench have a reason to be shooting at the approaching AT-ATs, even if they are unlikely to do much at all.
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