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hikari_dourden

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About hikari_dourden

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  • Birthday 11/20/1977

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  1. @Magnus Grendel, @Rimsen, I like your ideas. I think I will treat the ship beign cloaked as going blind (sensors speaking, active and passive), but could be detected via its trail (sensors speaking, as in Hunt for the Red October) or by sight (as with a Predator). Also, any reckless movement will give the sensor's engineer or rival pilots blue dice to spot the ship. I think that with these I could manage a more tense infiltration scene, and not a "ey, we can ignore these scene, passing the blockade is for free" scenario. Thanks!!
  2. Cloaking device attachment says: "[...] A character must make a Daunting (4 purple) Perception or Vigilance check to spot a cloaked ship. [...]" As DMs, how do you treat this exactly? I mean, you allow the starship to be "invisible" also to sensors? My players are going to play "Force and Destiny" GM Screen adventure, but during their adventures they have adquired a Cloaking Device for their ship. There is an imperial blockade on the planet they have to go, and the pilot is convinced that the imperials would not detect the ship with their sensors. But I think otherwise. How would you manage this? Is posible to detect their ship with sensors but not be able to see them? Which rolls would you require to them? I know the description says specifically "spot", refering to visuals, but how would you manage a situation like this? And Viper Probe Droids? They use sensors, not visuals. Could they detect the ship, but not spot it? Thanks in advanced.
  3. That was what I supposed, I wanted to know how people that gives conflict once per adventure (idea that I got in these forums) managed it. Thanks! 😊
  4. RAW says that conflict talents give conflict at the beginning of each session. Also they state that a Morality roll has to occur at the end of each session. But many GMs here, me included, wait until the end of the adventure for the morality roll. So, what happens with conflict talents? I only give the "automatic conflict" at the beginning of each adventure, not each session, because the "conflict reset" only happens at the end of the adventure and the rule of giving conflict was designed with the "conflict reset" per session in mind, but I was wondering how other GMs that roll for morality at the end of the adventure manage this. Thanks!
  5. Yes, for diferent talents the RAW are clear for me. Channel Agony + Terrify + Baleful gaze = 3 conflict per session. What I had no clear was if the talent was ranked. Thanks!
  6. I have a player with the Magus talent tree. This tree has the conflict talent "Channel agony", whitch is ranked. If he adquires 2 ranks on this talent, does he gain two conflict at the beginning of each sesion because he has two ranks on the talent, or only 1 conflict because is the same talent? The rules doesn't clarify it. Thanks in advance.
  7. It depends what parts of Aphra do you want to specialize on. She is good at lying and cheating, resourceful when seeking for lost knowledge and adquiring intel and objects from others, and knows a lot about the underworld. For the cheater/liar/ever smile on the face aspect, I would go Charmer. For the the lost knowledge part, if you really want to specialize in intel, I would go Scholar, Archaeologist or Analyst (Age of Rebellion). For the "tomb raider" part of her, I would go Scout. For the underworld black market contacts, thief and action part of her, I would go Scoundrel. As you see you have lots of options, and you can adapt a fictional character in a thousand ways. The problem with Aphra, as stated by @P-47 Thunderbolt, is that she is an advanced character and you start a new and fresh character that cannot start with all the options that Aphra displays, so the best way to start is to think whitch part of Aphra do you like the most and do you want to roleplay. So, the real question you have to make to yourself is what do you like about Aphra that you want to play by yourself. The cheater part? The knowledge part? The tomb raider part? The underworld part? The pilot part? From here, your choice will be much easier.
  8. OK, I need some clarification about this selling goods rules. EoT core rulebook (page 114): if a character wishes to sell goods or services, the final price is determined by a Negotiation check. Extra success on a Negotiation check may be used to increase the acting character’s profit by 5% per success. EoT core rulebook (page 145): Wheel and Deal talent => When he sells legal goods to a reputable merchant or business, the character gains an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of the good or item). EoT core rulebook (page 150): Player Characters can generally sell an item for one quarter of its cost on a successful Negotiation check, increasing that to one-half with 2 successes and threequarters with 3 or more. I will put an example: an advanced Trader player wants to sell a 1000 credits base price item. First of all, I understand that players can sell the item for 250 credits (a quarter of its value). I apply Wheel and Deal Talent at rank 2 (20% increase). The base value goes from 1000 to 1200. I apply Master Merchant talent to sell for a 25% more. Added to the 20% increase of Wheel and Deal, that would be a 45% increase on 1000 credits, that is 1450 credits. Then I apply Rarity increase rules, lets say a rarity 2 increase. First question => The base value goes from 1450 to 2900, or from 1000 to 2000 and then apply the 45% increase? Then I roll an opposed Negotiation check. And here is my problem. Second question => By the rules of page 150, I can sell the item to a max value of three quarters with 3 neat successes, that would be 2175 credits maximum (if consider base price to be 2900). Buuuut, by the descrition of the skill at page 114 says that player has a 5% profit increase per extra success... that would be 5% of 2900 per successes after the first one + 1 quarter of 2900. If I have 3 successes then this is 725 + 145 + 145 = 1015 credits... 1160 credits far away from the 3/4 rules. For maths sake I apply the 3/4 rules, but what I do about those 5% sugestion on the Negotiation skill description (page 144)?? I find this terribly contradictory. I can understand this for services (I want to buy a mercenary services and I bargain the price a 5% up or down per success), but why put 2 so diferent rules about the same thing (selling goods)? What do you apply?
  9. For environment factors, I would recommend to use cards like Ryuutama RPG weather cards, here (page 16).
  10. The trailer says "Trust no one". So, don't trust EA 😂 I'am very skeptic about grand trailers, specially EA.
  11. OggDude Character generator http://www.legendsofthegalaxy.com/Oggdude/ It is not a mobile APP and is PC only, but is BY FAR the best application for character, equipment, NPC and GM tools in the web.
  12. Well, Qinlan had a girlfriend in the Clone Wars comics from Dark Horse, but it is your star wars and Ventress can have children with whoever you want. It is your star wars game ;). About the child, he/she will look like as you want him/her to look. It is not wrong to look pale and with qinlan hair, nor is wrong to look dark skinned and bald. Genetics are capricious, and real life is full of examples. Use the statistics that better match the kind of character you want to represent or that reflecs better the environtment where he/she has lived. Use Zabrak stats if it suits you. Have fun!
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