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About hikari_dourden

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  • Birthday 11/20/1977

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  1. For environment factors, I would recommend to use cards like Ryuutama RPG weather cards, here (page 16).
  2. The trailer says "Trust no one". So, don't trust EA 😂 I'am very skeptic about grand trailers, specially EA.
  3. 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.
  4. 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!
  5. For a female Kangaroo, she has lots of abdominals instead of a marsupial bag... For the ears and something similar to the drawing, it seems like a Lepi. http://starwars.wikia.com/wiki/Lepi There is a fanmade alien species menagerie on the forums with its stats.
  6. Apart from being used in many talents and mass combat, Leadership is used to: - Give orders, specially to make an NPC do something that can be perjudicial for him (physical, social, interests, inner nature...). People often use Coercion for this kind of thing, but in reality, if you want an officer used to command and be obeyed, Leadership is the skill that will allow you to make people do thing without coercing them. Dificulty or setback dice depends on the order or command given. - Neutralize the effects of fear in your companions. The rules does not specify how, but it is on the description of the skill. - Make a crowd to take some kind of action. Again, the rules does not specify how, but it is on the description of the skill. - Regain the loyalty of your own minions or NPCs you have dealt with.
  7. I agree. I also use boost and setback dices not only for Coercion, but for the other social skills, too, depending on how is facing the player the situation and how this confront with the motivations or personality of the character being coerced, charmed, etc (I took this idea from Genesys rpg) For example, in the last game session one of my players (a mandalorian charmer/pilot) discovered that the boss of a mine property of the hutt she worked for, dealt with spice and smuggled part of the cargo. She roleplayed so well her speech and the idea was so good that when she rolled for coercion I gave her two boost dices.
  8. Strain 0 doesn't mean exactly that the bartender falls unconscious. As a narrative game as it is, you can narrate this from a diferent point of view. Perhaps he has a big headache and asks the boss to take a break; or he goes to the bathroom to recompose himself because that conversation with you has revolted him; or simply he dessist to resist your interrogation attemps and gives you the information you want, his mental defenses down, and later he asks himself why he has answered your questions. Genesys give this idea of using strain as a measure of your social "hit points" in the Social Combat section (or something called similar, don't remember right now). But also remember this: hutts and toydarians are inmune to this kind of force powers, so invest in social skills. Also, the GM can think your idea of causing strain is so good he is gona use this, too, so invest in powers that protect you from other force users. Enjoy your game!
  9. A 90x90 cm rug with the galaxy map printed in it. Wait... one second... I already have ordered it!
  10. Steal their stormtrooper armor, dress themselves with it, and if there are not enough armors for all of them or some don't fit in them, they can always play to be escorting prisoners. And use the elevators! Or use a thrash conduit.They go always somewhere XD. It seems an infallible plan always in series and movies. But wait... in series and movies stormtrooper minions doesn't seem to roll with 3 yellow dices... Mmmm.... Perhaps the protagonists in the series and movies have the adversary 3 talent? Mmmm.... mmm... I agree in this with you. Most GMs always forget that to have fun is primordial, and put their players in situations that they expect the players to solve for them. I made also this mistake as a GM, and have been told about that. The important thing is to learn, and be prepared for the players to don't know what to do but also surprise you with fun, classic or smart ideas.
  11. Two of the players can simulate a confrontation between themselves, accusing each other of the situation, and scenificate a fight. One of them can scream loudly "nooo! my eyes! my eyeeeees! Yaaarg!" and one other tell "guards! guards! help! they are killing each other!". Then, when the stormtroopers enter the cell, there are the other players prepared to knock them down. It is not original nor creative at all, but stormtroopers tend to fall always to this kind of trap.
  12. I agree with this, and also I have verified this directing one shots sessions to demostrate the game. Trees are a way to quickly enter in the flesh of a character and not to think too much about what to pick and what no. Also, I agree with that some trees does not fit my vision of the speciality given. After playing a while and knowing better the system and the talents, now I could go to a Genesys customizable style talent picking, but for a new player to the game (from never played to RPGs to an old one) this would be overwhelming. Now to the topic. A solution for the present discussion about Genesys free talent pick VS Specific talent trees would be a middle way, like Star Wars Saga Edition did. It had conceptual classes (soldier, explorer, noble, scoundrel...) and generic talent trees only available for those clases, separated by themes (stealth, armor, weapon specialitation, fortune, alert, inspiration, etc etc). That gave to me the conceptual mindset I needed but also the freedom to choose witch talents fitted better my character without being overwhelmed by the talents. The fact that they were organized by class and theme was very useful. Although I found that a good idea, mechanically the rules were more like a miniature playstyle than a narrative one, thing that I disliked. You could do the same, take the talents from Genesys and EoE and group them by themes. It is only an idea that I think it falls in the middle way between "overwhelming" and "straightjacket". Cheers!
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