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About jendefer

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  1. I think the FFG system is flexible enough that any species can develop into an interesting, competent character. But I've never been one to look for race/career synergies. Way back in my d20 days, my party had a Rodian, a Cerean, a Zabrak, and a human. In the first session, the Rodian got killed and was replaced with another human. With EotE, our main crew started as a Wookiee, a Togruta, and two humans (one raised by B1s). When the Wookiee left, that character was replaced by a human (raised by a Gand). The players had a B crew they would sometimes run, and that was a Twi'lek, a Nautolan, a Squib, and a Yuuzhan Vong (an advance scout who had deserted). I made a beginner game to introduce the system to people that included pre-gens (astromech, Twi'lek, Wookiee, Rodian, and Force-Sensitive human). I ran the game three times, and every time, the astromech, human, and Rodian were chosen to be played. As a GM, I try to have NPCs of a wide variety of species. The only one that I feel I really succeeded at making feel alien were the Vratix. During our adventure set on Thyferra, they really weirded-out some of the PCs.
  2. Oh, nice! That does look like it will be helpful.
  3. I have looked over the work @Desslok did on that here.
  4. I'm going to be running an adventure set on a cruise ship (in space!). The main "adventure" part will be the mutiny that takes place and endangers the passengers and PCs. We had a lot of fun in a previous game set at a ski resort (inspired by Cold Comfort) and I'm looking to do another sort of Agatha Christie-like mystery while trapped in a fancy location. I have never been on a cruise ship myself, but a quick search online indicates the types of entertainments that might be available, from game rooms to theaters to bars to lecture halls to pools, and so on. I'm posting here to see if anyone has some interesting ideas to share on Star Wars-y things to include on this luxury (space) cruise liner. There is definitely going to be a charity fundraiser event for orphans of the Clone Wars and Galactic Civil War, as that is the hook to get the PCs in place. To emulate the way real cruise ships take people to remote locations with a few ports of call, like in the Caribbean or the Pacific Islands, I was considering making this a cruise through the edge of Wild Space or some area that might have populated asteroids. If anyone has good actual Star Wars locations to suggest, I'd love to hear them. The main thing is, just getting off the cruise ship is not going to be a viable way to avoid the troubles caused by the mutiny. I would also like to make the mutineers a diverse group. Why are they taking over the ship? Some might want to hold the rich passengers hostage for ransom. Some might be participating as cover for an Imperial sting or a Rebel action. What other ideas do you all have? Also, any suggestions on wacky socialites or celebrities to be aboard are welcome! Thanks for any help you can provide!
  5. This page has a drug section on it about three quarters of the way down, so that can give you a starting point.
  6. We had very hand-wavy explanations for why ships had to come out of hyperspace at the junctions. Mainly, we did it because in real life, lots of super highways (at least where I'm from) have tolls compared to smaller local roads and some even have more heavily tolled express lanes. So we wanted something like that, to make there be a cost to balance out the speed advantage. I think we justified it with something along the lines of hyperspace congestion in those areas requiring recalculations by the navicomputer, and there being space stations set up for customs checks and toll collection at those points. We didn't focus much on space travel in our game, so it wasn't as well thought out as your system.
  7. So, how do the hyperlanes/trade routes factor into travel speed then? Do they matter at all in your game? In the last campaign I ran, we made travel along the main routes faster, but imposed tolls at the major junctions. I'm curious how they fit into your scheme.
  8. Enjoy the show! And a little bit of post-game advice... make note of what the players responded to and took and an interest in. It will be good fuel for the next time. Good luck!
  9. I primarily play Edge, with some Rebel and Force-y components tossed in. The two essential books for me are the Edge of the Empire Core Rulebook and the Genesys Core Rulebook (for social combat and motivations). The adversary decks are also always at hand when I GM. Now that Allies and Adversaries is out, it is working its way into the must-have pile at play time, since it contains some good prompts for rich on-the-spot NPCs. I have run Jewel of Yavin and heavily modified Beyond the Rim and Ghosts of Dathomir, so during those session, those books were crucial. I have derived a lot of value from Lords of Nal Hutta, Strongholds of Resistance, Nexus of Power, and Age of Rebellion, primarily for their planets and creatures. Those books are more important in the planning stages than at the table itself. I don't have any of the career books at all.
  10. We used a version of your golem yesterday in the final room of our Sith temple dungeon crawl, so thanks for sharing the stats! A mechanic we used, as each crystal was destroyed, was to apply an appropriate Critical Injury to the golem. I'm not sure what we would have done had the torso control been destroyed, but it worked well for how everything proceeded. Here is how it went, for anyone interested... A little context, first. We had two PCs, who I'll simplify down to a Scout and a Pathfinder for ease of reference. They had earlier gotten split up after encountering an archaeological party in the temple. The Scout was temporarily teamed up with a Forsaken Jedi there to find an amulet that belonged to an ancient Dark Sider. The Pathfinder was stuck with an Archaeologist there to find an amulet that belonged to a legendary musician. Of course, it's the same amulet, and the Forsaken Jedi had infiltrated the Archaeologist's team, posing as a grad student. That amulet was worked into a tiara on the golem. We set the six control crystals in elaborate sconces atop columns located around the golem's resting place in the middle of a huge mausoleum. It was triggered to get up and start attacking things around it when its bier was disturbed. The first shot that the Scout took at the golem with her blaster pistol was not enough to get through the soak (and I had even decreased it some from the given stats), but it did have a Triumph, so we said the shot hit one of the crystals. We rolled randomly for what body part that would be, and it was the right arm. With the damage, we considered the arm to be Crippled and applied increased difficulty to its attack (smacking the Scout around... she was dismayed by its short-range reach), saying that the arm started moving jerkily. The PCs realized then that the crystals affected the golem's movement. Given the dim surroundings, the two PCs still didn't know each other were there, and each was still just assisting their temporary companions in the interest of having help getting out of the temple. The Pathfinder climbed the nearest column. We'd had Force-y traps earlier in the temple with technological components that the PCs had used to disable them. So, here, the Pathfinder was able to find wires that were channeling some of the energy from the crystals and used Skulduggery to disable it. A random roll resulted in that shutting down the left arm. So now we applied Maimed to the golem, for a black die added to all its checks, and no use of the left arm. The Pathfinder lassoed a rope to some other fixture in the ceiling and used that to swing to the next column over. The Scout, unbeknownst to him, used her jumpboots to get up one of the other columns, to the gem she had already partly damaged. She tried hacking at it with her vibrosword, but no luck. The golem turned its attention to the Pathfinder. With another Skulduggery check, he disabled an additional crystal, this one corresponding randomly to the head. So now we treated the golem as also Blind. It knew where the Pathfinder was, and it kicked at the column, totally smashing it. Fortunately, the Pathfinder was still holding onto his rope, and he was able with a Coordination check to make it to another column. The Scout now used her utility belt gadget to produce a fusion lantern that she could wire into her crystal with a Mechanics check to overload it. That disabled the right arm completely, and we decided it completely blew up, showering everyone below (the Archaeologist and the Forsaken Jedi) with a shower of rocks. The Forsaken Jedi, who had been subtly trying to eliminate the Archaeologist, now convinced her that the Pathfinder was a Dark Force user, and needed to be taken out. She started taking shots up at him. At this point, up on columns closer to each other, the Scout and Pathfinder finally realized they were both there. The golem was now blindly stomping around, and with the Pathfinder taking hits from a blaster, they decided... this isn't our problem. We don't care at all about that pendant. And they switched to figuring out how to disengage from the situation. It was a great culmination to their time in the creepy Dark Force temple. So thanks again for sharing!
  11. We had some experiences that you might be able to draw from. Our droid issues were centered around one that really wanted to get rid of organics, but that might be useful to you, as an intermediate villain inspired by your 41-VEX's teachings. My group played Quarantine Quandary, and there is a droid (Killjoy) in that module focused on getting rid of the organics. They blasted it to bits in the final combat, but the Outlaw Tech could not resist removing some pieces of the droid brain for later study. <cue ominous foreshadowing> A few months later, while in Cloud City to steal the Jewel of Yavin, the crew met another droid (CH-1) who had in years past betrayed and stolen astrogation charts from the crew's astromech, R4-W9. Since CH-1 was focused on improving itself as much as possible, the Outlaw Tech made a deal with CH-1 to trade some advanced slicing modules (part of Killjoy's brain) to get back the astrogation charts for R4. The Outlaw Tech still retained one last part of Killjoy's brain. While on Cloud City, R4-W9 had been left guarding the ship and had been tricked by an Imperial officer to let him on board when no one else was around. Some of the crew was quite upset about that when they found out, and R4 felt really bad about failing the crew. R4 decided to improve the ship's security by installing a slicing module it found in Engineering (the last part of Killjoy's brain). R4 did not tell anyone about doing this. When the ship was en route from Cloud City back to the crew's home base, we had an episode in which the hyperdrive fizzled out and they were stuck dead in the water, while their astromech was acting bizarre and things were going wrong on the ship. In addition to sabotaging the hyperdrive, R4 had doped their food with avabush spice, so everyone was suffering the effects of that. Ultimately, they disabled R4 before it could space them all and tracked down the source of the problem. Their ship's computers were infected with the "Killjoy virus" and that had spread to the astromech when it had accessed the navicomputer to plot their most recent jump. They reset their ship computer to the factory default and performed surgery on their astromech to cure it. They thought they were done with Killjoy at that point. Months later, they returned to Cloud City. Members of the crew were still "persons of interest" in the Jewel of Yavin robbery, so they sought out Lando Calrissian to try to get their records cleared. Cloud City at that time was experiencing a series of brownouts and there had been some power cascades that had damaged tibanna processing. The crew offered to sort out the issue in exchange for dropping any charges against them. In their investigation, they found evidence that pointed to the Killjoy virus being in the Cloud City networks. City droids with restraining bolts were behaving oddly, and when they tried to meet with Lobot, they found him almost catatonic, locked in some internal struggle against Killjoy. Based on interviews they conducted along the way, it also seemed like CH-1 was involved. They suspected CH-1/Killjoy was in the city's computer core and took some preparatory actions before heading down to engage. They convinced the local underground slicing community to simultaneously attack city systems to distract Killjoy. They also convinced a local gang to head to the streets with baseball bats, whacking restraining bolts off city-owned droids (offering a payout for each restraining bolt handed in) to decrease Killjoy's army of assistants. Then they made their way down to the city's computer core, past municipal droids of many forms who tried to obstruct them. Once there, they fought Killjoy in CH-1's heavily-augmented chassis, and when that was disabled, the virus retreated entirely to the computer core. They had a slicing battle with it there, forcing it into a data-breaker which they destroyed and then verifying that they had eradicated every last vestige of the virus from the computer systems... all while the city was plummeting into the toxic layers of Bespin's atmosphere, of course, to cleanse it of organics. They also resuscitated CH-1 because the Outlaw Tech felt responsible for what had happened to it. (For this adventure, I drew upon the WEG module Crisis on Cloud City for inspiration.) A side effect of all this was that a lot of droids on Cloud City were now "liberated," and some might still agree with Killjoy's views on organics, while others were just trying to figure out what to do with their new-found autonomy. That was fallout that the crew did not really stick around to deal with, though the Outlaw Tech did talk to Lando about improving the rights of independent droids in his city (which resonated a lot with Lando, given his long-lost love from "Solo"). The crawl for that follows, which I include because it was from Killjoy's perspective. It is a disgusting time in the galaxy. Filthy ORGANICS spread their contagions across many worlds. The only way to truly eradicate the diseases they carry is to cleanse their habitats. Imperial bases and pirate space stations are easy targets compared with an entire metropolis like CLOUD CITY. Finally, a chance to make a real difference in the galaxy is within reach of droid crusader KILLJOY. However, weeks of patient planning and careful experiments are now threatened by the arrival of old enemies. It is time to step up the schedule...
  12. jendefer


    I'm just wondering if anyone else out there is using Genesys to play a Starcraft RPG? We've just started one, and mainly the only rule thing we did so far was make some new archetypes (for latent psionic, resocialized, and infested Terrans). We've only played one session so far, just using the gear from Genesys and the Star Wars line. We didn't have to personally fight any Zerg yet, so they're not even statted out. But if other people are also playing in the Starcraft universe, I'd be interested to hear what, if any, adaptations you made.
  13. We've been doing a bit of a dungeon-crawl through a Sith temple lately in a two-player GM-less game. (We're using a GM-emulator, and one or the other of us will take the GM reigns if needed for some scenes.) Since the temple is being generated on the fly, we decided each room's challenge would be intended to be solved by one of the 20-ish Force powers (convenient for randomly rolling). It has been interesting circumventing that with characters who aren't Force Users. One of them does have Pathfinder and Emergent, but he just bought into his first actual Force Power, Sense, and only has the first level. I like that idea about using Athletics to climb somewhere to disarm something. I'll have to keep that in mind as we move to more rooms.
  14. I think both the "Betrayal" and the "Oath" obligation could make sense for a Jedi post-Order 66. Some survivors of Order 66 could feel they were betrayed by the Clonetroopers. Others might feel they were betrayed by the Senate, or the Republic itself. The Jedi order was framed, and maybe they will try to pursue answers as to why. Buying down this obligation could happen by finding some of those answers. Does the Jedi character still try to live up to the Jedi teachings? That will certainly come into conflict with life on the fringes, and could be a source of friction. Or, as @Rimsen suggests, look at other parts of the Jedi's experiences in the time after the order and before play begins. Maybe he owes someone a Favor for helping fake his death. Maybe, with the gaping hole left behind by the destruction of the Jedi order, he is filling that void with an Obsession or an Addiction. Also, it is totally feasible for someone to learn his secret. He may be "officially dead" but if he is going to go around swinging a lightsaber and using Force powers, people could take notice. Some of them, the wrong kind of people. Even if no one know which specific Jedi he was, he could still end up with a Bounty out on him.
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