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Everything posted by hikari_dourden

  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!
  13. What a beautiful silver necklace! He likes it so much and is so exited that he cannot speak ? Perhaps it's to tight...? You may return to the shop you bought it and ask for a bigger size one ?
  14. Exotic food, liquor or chocolate. An exotic pet (like a Nexus or baby rancor). Intel of an enemy. Hutts are known for his taste of oppulence. Oppulence = Demonstration of power. They are very draconic in mentallity, I can see a hutt lay in his bed of credits as a red dragon in his lair full of coins and gems. Inform yourself about his philias, and give him a present of that philia. For example, Java was known for his love of eating frogs. Give him a present of his faouvorite frogs. And chocolate. Chocolate always works. ;D
  15. I agree with @awayputurwpn: whatever fits your plot.
  16. I recommend you reading pages 41 to 45 of "The Dark Side Sourcebook", written by Bill Slavicksek and JD Wiker for the d20 version of Star Wars (not Saga Edition, but earlier). It seems more a psychology treaty than an analysis of the dark side of an imaginary mystical sci-fiction force It speaks about Fear, Anger, Hatred, Suffering, Pride (and Arrogance), Aggression, Vengeance, Greed, Jealously and Love. Give it a try, this 5 pages are a very good reading. I think it's more a problem of the interpretations that each director, screenwriter and RPG developer have on the dark side, and what they want to emphasize. And this vision also differs from GM to GM, and from game table to game table. Loss of emotional control not always have the result of the character screaming and spitting and having a maniac face. Dooku uses his arrongance and his hate (yes, hate, although he does not show it the same way as Maul) to fuel his powers, but he does it in a cold, controlled and terryfing manner, in a "I rule here, you all pathetic worms, you're nothing and I will demonstrate it, I am superior to you all" manner, you know, the arrogance and overconfidence of those who think that have the right to rule (in fact, it remembers me of a boss I had... ).
  17. I think I understand what is the problem behind the interpretation that "do nothing/grey choices = Morality gain". I don't have the rulebook here right now, but I recall that, rules as written, Morality is only checked when opportunities for conflict have arisen in the session. That is, a PC rolls for morality gain/loss at the end of the session when, in that session, the PC has made choices that could affect his integrity. No potential conflict gain situations? No roll. No integrity relevant choices in that adventure? No morality roll. The PC passes 3 weeks without taking action, watching his favourite soap opera on the HoloNet? No morality roll. Or at least, if it is not in the book, is what I understood when I read the rules for the first time and is what I do and what I think it makes sense. I cite again the example of Cassian Andor in Rogue One: he makes a choice when he murders his informant in cold blood (big conflict gain); he also makes a choice when he decides not to shoot at the head of Galen Erso when he has the oportunity to do so (no conflict generated, but it is an important choice to make the Morality die roll at the end of the session). Another example is Saw Guerrera: he made lots of nasty things in his life in the name of justice (well, his justice), and that things paid their toll. I understand that the type of character you want to play is more close to Andor and Guerrera than Maul or Ventress, right? Anyway, refering to your answer: check in the book if what I'm saying about "no potential conflict gain situations = no morality roll" is true. As I said, I can't check it by myself right now.
  18. Pay how? I think this is the key element, because it sounds like he gonna make them suffer. A lot. And slowly... It all depends on his final choices: - Will he torture them? kill them? Execute them in front of a crowd? Delight with their defeat and take a bath of masses? Make them suffer? Give in to his anger and hatred? Will he kill their children in front of their eyes? Or cut their legs, because they have good intel for the rebels and killing them will make that intel go away. Will he throw them to the void? Bury them alive? Gift them with some lightsaber cuts, slowly? Chop them piece by piece? - Will he give them the opportunity to surrender? Will set his blaster to stun setting? Will only attack if attacked? Will he show their children mercy? Will he only throw a punch in the jaw of the officer out of anger, or scream to him, but that will be all (no member chopping, no torture, no void throwing...)? He can be emotionally angry and full of hatred in both cases, but in the first case he gives in to anger, he gives in to hate, he gives in to suffering, he gives in to the dark side. In the second, he restrains himself, he takes control of his emotions although internally he is willing to chop their heads. Another case: think of the same situation, and what would have done Leia and what would have done Maul. Then no conflict is gained, nor Morality dice is rolled. At least is what I do. But if they do as Cassian Andor and the beggining of rogue One, murdering his informant to shut him up... well, that is conflict, yep. From my point of view, it depends on his actions, on the final outcome, on his priorities and final choices. Anakin made a choice to save Padme. Luke made a choice to save Vader. Cassian made a choice not shooting at Galen Erso. Your PC cannot be at two places at the same time. Make him choose, and make him live by his choices. Hope I have helped!
  19. Or the Rothchild family of bankers in our present days... ?
  20. Also, take notice that innaction does not generate a Morality roll at the end of the session, so if no conflict opportunities arise, if no choices are to be made, no Morality roll occurs. Although the PC can help people with his actions, how this help take form? If the PC makes a donation of an important amount of money to a charitative institution only to let people think he is cool and keep people deceived about he is a good person, I would give him conflict cause his motivation is not compassion, but coldness, deception, lure for political power... (errr, I guess this happens all the time here in earth...). Taking another example, Assaj Ventress went into hidding for a period at Level 13 and you would agree with me that this didn't made her a better person. Later she became a bounty hunter and changed her goals, yes, and perhaps her morality could have increased helping the galaxy taking care of dangerous criminals (and changing her objectives from "dominate the galaxy at the side of Count Dooku" to "spit on criminals" also may have helped), but she still was a nasty, dark person (well, like the majority of bounty hunters...). But innaction by itself does not increase Morality. Only when in that session the PCs are forced to make choices and how they do them.
  21. This is a nice and simple (in the good sense of the word "simple") solution if both GM and players agree. But perhaps he, as a GM, is interested in represent this internal struggle in his games with a set of rules. A fact is that besides the mechanics provide or not a good method to represent the "moral integrity" of a character, a player interested in playing this struggle will roleplay it, independent of the rules. If not, then a conversation between the GM and the player/s is needed about the mood of the campaign.
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