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SufficientlyAdvancedMoronics

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  1. I would say this is entirely up to you, but it may make narrative sense if they are all afflicted with the same affect.
  2. I have to agree. The teenage protagonist trope that we get in a lot of films and TV shows really does grate on me because - while the world-building requires suspension of disbelief - it produces unbelievable personalities and characters that it's just too hard for me to see past. A 15 year old who has passed the trials and can be trusted with involvement in military or political matters? Who can do that alone? I suppose that in the Royal Navy of the British Empire boys as young as 13 would be enlisted for training as an officer, but they wouldn't have a fully commissioned rank until they were 18, let alone the seniority to operate without a superior. This is the setup that they had in Knight Errant (I've only read the book, not the comic book series) and even then she was a pretty mature 18-19 year old who had only just become a jedi knight and gets separated from her master behind enemy lines in the Sith Empire. It worked well, because she was unprepared for the circumstance she found herself in and is constantly being tested and confronted with new evils. You distinctly get the impression that she's had her whole world view tainted by her circumstance too, and anyone less mature or prepared would easily fall or give up.
  3. If you've never read the plot to Forbidden Planet (loosely based on The Tempest), I think this is a great way to incorporate a mixture of themes; history, dreams, unlimited power, and morality. I've toyed with the idea of using it for a side quest where players are plagued by a powerful entity that they think is ancient but turns our to be their own base instincts, and I think using the setting of Voss would be great for confronting the payers' struggles with their own morality, and may be fun to use... ... Brb, going to write some plot for my game.
  4. Referencing one or your previous posts here: Some of the concerns people have about this power seem to be based around destroying the investigative or mysterious aspects of the game by having something that allows you to see events that have transpired. Personally, I think there are good ways to handle this as a GM by only giving limited levels of information or impressions of events around the object, as stated in the power tree.
  5. Personally, I like the idea of using this to thematically introduce Psychometry/Echosense into the party as an optional power that they could now take, but I know other people on the forum have differing opinions on this. Edit: all credit for the power tree should go to @Nytwyng and @Donovan Morningfire who I believe created it together.
  6. Sorry, I just usually post here and didn't think to put it anywhere else. Is there a way to move it to the other forum? Is there a reason why he couldn't be an NPC in a FaD campaign?
  7. Has anyone done a build for Din Djarin (The Mandalorian) yet? If so, how do you think it differs from other famous Mandalorians, like Boba, Jango, Bo Katan, and Montross?
  8. You have an NPC Astromech droid permanently installed in the ship. This NPC - like any other - can perform basic tasks and assist the player. I believe that Astromechs have Intellect 2 and Astrogation 3. (Somebody call me out if that's wrong and I'll edit the post) The ful stat block for Astromechs should be in the core rule book. It's up to the pilot. If the pilot is better at flying than the droid, there's no problem with letting them do it instead (Hence Luke's "That's alright, I'd like to keep it on 'manual' for a while." bit in Episode V with Artoo) Yup. They're wired into the ship, so they can perform all manner of tasks, including... In my opinion, both of these are fine and valid. It can have some narrative flare, like "The wing is damaged, and a plate can be heard rattling somewhere on the hull. R4 redirects some coolant to the affected area and it's frozen in place. He beeps at you that it should hold until you next get to a starport." and there are several occasions in the films where the integrated droid can pilot the ship. As with all things, the 'rule of cool' should apply. If the player wants to do something inventive and fun with the integrated droid, it should be fine as long as it's not game-breaking.
  9. They don't need to follow any kind of order. What I will say is that Ghosts of Dathomir is probably one of the harder adventure modules, so you may have to scale things in Chronicles of the Gatekeeper so that it's still a fun challenge (if they liked playing Ghosts of Dathomir on hard mode) In terms of what to do next, the only other official adventure module that I know of is Hidden Depths. However, there are several adventures made by the community that you can find in various places: http://thompsonpeters.com/eote/modules/ and
  10. Just to make escape more difficult. I don't want them to just jump to hyperspace and get away - I want them to either come up with a clever solution or resign themselves to having to fight their way off-world. Their pilot could save the day and run the blockade, or they could get sneaky and try to stow away on an imperial shuttle to disable the interdiction field from inside. That's a nice idea and one I hadn't considered. We've generally established that the forest is super dangerous, even for force-users. If they go down this route it could be really fun though. I'll be sure to keep it on the table as an option. I like that. It will give them time to take stock of the situation and attempt to prepare too. I don't think inquisitors would be common knowledge, even here. I don't think the party have actually ever heard the term either, so it may not mean anything to them. I do like the idea of someone on the comms being terrified because the invaders are being lead by something they don't understand, and then followed by the sounds of a painful death. That sounds fun, but instead of random damage, I may get them using incendiaries - some kind of Space-Napalm - and setting the edged of the settlement ablaze to make escape that much harder. I like making sure the bad guys do bad things with purpose. Really great thoughts, thanks.
  11. I could use some help planning a large-scale encounter. Setting: I'm running a game where there are a number of things going on in the galaxy at the same time (The Empire has research divisions undertaking nefarious projects, a criminal syndicate are after the PCs, A force sensitive nemesis or two are still at large, The rebels are operating both as terrorists and heroes in their different cells) and one thing the party did was to seriously get under the skin of an inquisitor by rescuing a handful of force-sensitives from his secret facility. This is all set in the period around Episode V. The party have a mentor - a slightly dark side 'The ends justify the means' kinda guy - who they have slowly come to understand and of whom they are now slightly less judgmental, and are living with him and a small town of non-force-sensitive NPCs (mostly ex-miners) on a fairly secluded planet. This planet is largely forest, but has two very important features: 1. It's very rich in metals and minerals in its more mountainous regions. 2. There are force-sensitive creatures (like Vornskrs) in the forest, making the planet a nightmare for any mining corporation who sets their sights on it. The vornskrs make it hard for the Inquisitors to sense/seek the party on the planet, and the party keep the vornskrs from venturing too close to the settlement. A nice symbiotic relationship that benefits everyone (except the vornskrs). Over the time the party have spent here, they've made some friends and become very attached to the people who live there. The Encounter: The Empire - being the vast and ever expanding war machine that it is - will eventually expend an untold sum of resources hunting the party and find them on their haven, and when it does it will turn up with some heavy military equipment and one very hostile inquisitor who wants back what they stole (plus a side of revenge) My current ideas for the scenario are that they may have brought walkers, will have an Interdictor in orbit somewhere, and the ground forces will be highly coordinated and specialized in supporting the Inquisitors. Beside that, I'm at largely at a loss. What I want to achieve is the following: A way for the party to realize the Imps are coming and maybe get an early warning. A clear moment when the party will realize they face overwhelming odds. A large-scale combat encounter with lots going on Encounters around the settlement where people will need rescuing. Now, I've never done an encounter this big, so I'd love to hear any ideas you can throw at me. (happy to answer any questions about the settlement or wider plot if needed) Edit 1: Forgot to mention. The force sensitives they rescued are children.
  12. It's my handle in a few sites/applications, and some people just shorten it to SAM if that works for you?
  13. You can just call me 'Moron' for short if you want a shorter name to type 😄
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