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Technically piloting between planets (just general taxi-ing around) is suppose to be an Astrogation check that ends in a space battle if you fail it. But thankfully Hyperspace is a thing so you can just avoid all that entirely
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# ? Feb 4, 2016 09:11 |
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# ? May 23, 2024 11:34 |
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Astrogation? We're fine if Astrogation is involved. I got that covered just fine.
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# ? Feb 4, 2016 09:14 |
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So thanks to Thirsty Meeples I got my hands on possibly the last copy of the EE beginners game in the UK. I'm going to read through the story a couple times but are there any '10 tips they don't want you to know!' things I should be aware of? Also would it be wise to let my players create their own characters, ideally I'd like to use this as a jumping off point for larger campaigns so having their own character rather than a pregen would probably be more fun.
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# ? Feb 4, 2016 09:46 |
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Those stormtroopers can be really nasty if they catch you out in the open, is what I learned as a player. Otherwise the big thing I'd focus on in your first few sessions is encouraging creative and frequent use of destiny points, even if it means throwing them at seemingly pointless obstacles, as well as Threats and Advantages. If everybody gets on board with throwing narrative quirks into scenes early on and has fun with it, then maybe they'll be less likely to end up like my group that will often hoarde those light side points to the point they never get used, or roll a pile of Advantages and just say "Well, uh, I guess...I'll recover some strain. And give the next person a boost?" And i'd say that anybody who wants to make their own character should be encouraged to do so, but there's nothing wrong with letting somebody use a pregen either just to get a handle on the system and maybe put some ideas together for what sort of character they'll want to play for real. One of my players, who was completely new to all tabletop games, is almost a year later using one of the downloadable pregens but with an expanded backstory and slightly rebuilt skills.
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# ? Feb 4, 2016 12:49 |
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HEY MY PLAYERS YOU'RE NOT ALLOWED TO MAKE SUGGESTIONS. So I have someone joining my PbP as a late comer because I'm nice like that, and they wanna play a Pilot - Driver, because the campaign is planned to have its first major arc entirely on a single planet [Dantooine]. I was going to let them start off with a ground vehicle of some sort that isn't actually great but is a way to get around, and possibly could be modified over time to be better or simply replaced with better ones - are there any vehicles that particularly meet that? As a bonus criteria - are there any not-overpowered land vehicles that can carry seven people?
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# ? Feb 4, 2016 18:44 |
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I take it you probably just want a land vehicle, but wouldn't a ship without an hyperdrive (might not have one, might be busted) do the trick as well? Pretty much planet bound as well.
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# ? Feb 4, 2016 18:54 |
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I gave my group of explorers a Superhaul II Cargo Skiff, out of the Colonist book, as part of their starting kit. It's a relatively slow moving landspeeder with subpar handling, and going by it's base stat block it has room for eight passengers if it's not carrying any other cargo. I think the default design is a little weird looking (it's one of those flying platforms that Jabba's guards ride around on) so I just reskinned it into essentially an open-cab hover pickup. They helpfully named it The Reek, and it has served as both the cause of and the solution to many of their problems.
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# ? Feb 4, 2016 18:58 |
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How about a sail barge and have some swash buckling/max mad shenanigans against some other sail skiff pirates and gangs?
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# ? Feb 4, 2016 19:10 |
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Iceclaw posted:I take it you probably just want a land vehicle, but wouldn't a ship without an hyperdrive (might not have one, might be busted) do the trick as well? Pretty much planet bound as well. Sort of aiming for a land vehicle mostly so that they can't just be like 'okay well we take off high into the sky to escape the blasters'. Also partially because I think it makes more sense for them to be land bound for possibly weeks/months if they don't have even a fixer-upper spaceship.
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# ? Feb 4, 2016 19:32 |
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Corbeau posted:Astrogation? We're fine if Astrogation is involved. I got that covered just fine. Buy a piloting droid and let the GM sort out the flying. The more cantankerous the better. So the ship owner of my group is looking to upgrade the current ship (a Sorosuub YT-1300 knock off) to something a bit bigger. So i think he wants something that can take a speeder or a couple of speeder bikes as well as cargo and have a few more options to soup up. Any good ideas for off the wall suggestions? Money is less of an object as I am the GM and he has built up some capital with the Hutts and Rebels that he can trade in. I was thinking waving a HCT-2001 Dragonboat freighter under his nose to see if he is interested.
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# ? Feb 5, 2016 00:11 |
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Foxtrot_13 posted:Buy a piloting droid and let the GM sort out the flying. The more cantankerous the better. CR 90 Corvette
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# ? Feb 5, 2016 00:27 |
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Foxtrot_13 posted:Words! Gozanti Cruiser. Cheap as dirt Silhouette 5 ship, very upgradable, not threatening enough to do serious Cap Ship combat but sturdy enough for good dogfights, they're everywhere in the galaxy on all sides, etc.
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# ? Feb 5, 2016 00:36 |
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Foxtrot_13 posted:Any good ideas for off the wall suggestions? Money is less of an object as I am the GM and he has built up some capital with the Hutts and Rebels that he can trade in. I'm partial to the Wayfarer. Only costs a bit more than a YT-1300, but has about 700 more encumbrance. Ugly as sin and won't be winning a lot of fights, but if you just want to move poo poo around, it's pretty good. Also, you can ditch the whole cargo section if you need to.
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# ? Feb 5, 2016 00:45 |
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Looks like the new book will be out tomorrow https://www.fantasyflightgames.com/en/news/2016/2/4/join-the-top-ranks/
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# ? Feb 5, 2016 00:47 |
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alg posted:Looks like the new book will be out tomorrow https://www.fantasyflightgames.com/en/news/2016/2/4/join-the-top-ranks/ According to my FLGS, today was the street date they got from FFG, but apparently a lot of stores didn't get their shipments.
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# ? Feb 5, 2016 01:00 |
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So I'm about to start up my first game of EoE with a party of four people, and I'll be GMing. It's my first time doing a game in a Star Wars setting, and also my first experience with EoE. I like the idea of the dice (on paper) and the way the game handles NPCs seems to be a nicer extension of how Fantasy Craft did it. Right now I'm writing up the planet for the first scenario, but as most of my players haven't rolled characters or pick obligations yet, I'm a bit limited in what I can plan for. Are there any big do's or don'ts I should worry about, or something that any of you have figured out from playing the game before? Anything helps. We'll be playing over the internet, so I feel a bit stressed to make it a good experience.
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# ? Feb 5, 2016 08:29 |
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Basically don't plan for very much. Come up with a situation that puts them together and forces them to act and generate/come up with a list of NPC names so you don't have to do it on the fly. Just put a note near a name about what you used it for, a motivation and 1-3 personality traits as you use them (assuming they're around for more than a moment). Have a broad idea of what a planet is about : who controls it ("side" and person/faction), what's living there like, what does it look like, etc. Then see how they react to the situation, what kinds of things they focus on, and create situations that challenge their beliefs and force them to make interesting choices. You could also create some set piece encounters and jot down some rumors and hooks and such to throw in if things are stalling or if you want a little more control over the situation. But don't go overboard on pre-creating, you'll have a less interesting time and put more work on yourself than you need to. Doubly so when you don't really know what the characters or players are about yet. Or if the game is going to last. Use lots of "You can do that but..." (which the dice encourages with Success + Threat) as well as asking different players to describe something about a situation, or NPC. Maybe your Smuggler knows the contact they're meeting up with and can tell you something about the person or their past dealings which will inform the resulting encounter. You don't have to do all the heavy lifting, and you don't need to know every aspect or secret before you start. You deserve to be surprised too! [Edit] This is assuming that by "over the internet" you meant Roll20 and Skype. If you meant Play by Post or even IRC or something, you'll probably have to drive the story more due the nature of those kinds of games. DemonMage fucked around with this message at 08:43 on Feb 5, 2016 |
# ? Feb 5, 2016 08:38 |
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Thanks for the reply. We're going to be using Skype / Google Hangouts (there's a dice rolling API in hangouts I thought about using) and maybe roll20. The game doesn't seem to be set up in a way where I would need to do illustrated encounters, it seems like I can just describe it instead. Some of my group (well, at least half) have a very hard time roleplaying. I have played with them before, and they're either the "I loot all the blasters" type or the type who thinks that their character is to be played like a video game RPG character. Discouraging this has only shown to make them disheartened instead of encouraging them to think outside the box. I think I may introduce them with a big hook / adventure "you've been sent to [Planet] to do [thing] for [person associated with Obligation]" and see where they go from there. I think for me it is a bit difficult to really "wing it" if the players go too off the rails. We have a new player (that I have worked with a lot in the past and has an absolutely creative / imaginative mind) who I am hoping will bring more Player-Generated Content to the story. I really would like for them to make their own story and my hand in it be setting up planets and environments and encounters.
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# ? Feb 5, 2016 08:50 |
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An important thing is that if the players are going "off the rails" is that they're also showing you something they want to focus on. If you come up with a gritty detective search and rescue mission but they can't stop shooting first and asking questions later, doing drugs, and hitting up the strip clubs... then you've got a thing you can use to antagonize them later (someone cares who they shot, this planet isn't safe to return to but they do, the loot they just got is illegal on this planet, etc) as well as a clearer idea of what kind of missions/locations/people to offer them. There's nothing inherently wrong with lots of violence and crazy shenanigans, but you should highlight the downside to doing that as well some of the time. Otherwise if that's what they want just roll with it. Light hearted rule of cool action adventure is also great!
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# ? Feb 5, 2016 09:00 |
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Ha, you hit the right notes interpreting "off the rails". However, their mentality is more of a "I can kill these people, loot everything on them, and make a bunch of money which I can then use to kill more people, loot them, and make a bunch of money". They... don't have a taste for playing a character, really. In past games, they have simply sat around or deferred to the party face in every instance until combat, after which they loot what they like and then again become robots. However, I think how EoE handles Imperial control, item rarity, and the black market will really help with this. Plus, it's Star Wars, so likely they'll have more investment than home brewed Fantasy Craft campaigns or that one Lord of the Rings one we played. Actually, one of the notorious people in question did pretty well in the LotR one, but unintentionally played a complete caricature of what his character was supposed to be. I'm unsure if he ever realized it, but it was amusing to the rest of us. Regardless, thanks for your input. I'll have to see how the first session or so goes, and see if I can ramp up not only the combat encounters, but the intrigue. I think a lot of people see combat as something that is really cool, and only later come to realize how exhausting it can get with dice roll after dice roll. I have high hopes for this setting especially, and am excited to GM.
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# ? Feb 5, 2016 09:06 |
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I decided to make my Driver player a space redneck. Now he owns an A-A3 light speeder truck starting out. Space trucks, on space farming planet.
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# ? Feb 5, 2016 16:24 |
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Zodack posted:Ha, you hit the right notes interpreting "off the rails". However, their mentality is more of a "I can kill these people, loot everything on them, and make a bunch of money which I can then use to kill more people, loot them, and make a bunch of money". They... don't have a taste for playing a character, really. In past games, they have simply sat around or deferred to the party face in every instance until combat, after which they loot what they like and then again become robots. Be careful with EotE, since it falls apart most under that mentality. The game is best when the players are up for getting into one long-shot adventure/heist after another to finally pay down some Obligation, and worst when the players are up for getting into one psychopathic fight after another. The combat is deadly, especially at low levels. The deadliness curve of stuff money can buy ramps up sharply, and if they're the type of players to wear Restricted weapons openly because it gets them into that many more fights, you will not have a long campaign unless you keep pulling their money and gear away. The core system is pulled from deadly Warhammer Fantasy Roleplay 3E, with lethal gear porn piled on top. The PCs with their attitude will likely either top out because you refuse to kill them, or they'll die because you're willing to.
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# ? Feb 5, 2016 16:31 |
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Zodack posted:Ha, you hit the right notes interpreting "off the rails". However, their mentality is more of a "I can kill these people, loot everything on them, and make a bunch of money which I can then use to kill more people, loot them, and make a bunch of money". They... don't have a taste for playing a character, really. In past games, they have simply sat around or deferred to the party face in every instance until combat, after which they loot what they like and then again become robots. I've played with a lot of players like this, and what always worked in my groups was setting up some interesting moral dilemmas. If they don't care about a moral choice at all and just make the 100% selfish choice, then you have to start showing the consequences of those actions, not as a punitive action, mind you, since that seems to be what they really enjoy, but your job is to build a universe and let them affect that universe, even if it means being wanted fugitives and being on the run from a bunch of bounty hunters or even the rebel alliance or something (which seems like might be super fun for them).
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# ? Feb 5, 2016 18:59 |
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Or, if they really don't care about moral dilemmas or playing anything other than a roving band of murderous thugs, try rolling with it just to see how that goes. Let them become space pirates, preying on the weak and the unfortunate; hunted by the Empire, planetary security forces, bounty hunters and maybe even some rebel heroes if they get particularly vicious. If they get in way over their head then it could lead to them settling down a bit and playing it safer, or it could escalate wildly into pure insanity as the entire galaxy is trying to kill them dead.
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# ? Feb 5, 2016 20:15 |
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Got my copy of Lead by Example today. Any info requests?
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# ? Feb 5, 2016 22:33 |
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Thanks for the head's up about the combat - it's hard to eyeball and tell what is dangerous and what isn't. Well, minus the R stuff, although the prospect of someone somehow rolling Despair while priming a Thermal Detonator is both horrifying and really hilarious. Right now the plan is to pique their interest with a sort of infiltration / grab mission. They've been sent to a mostly unexplored Mid-Rim planet I made up named Yandobar, which is like Bespin crossed with Kamino, except with trees. The planet's surface is covered in unbreathable gas, which the trees absorb and turn into a less dangerous, but still uninhabitable gas. Colonies are on giant platforms on stilts above the foliage, and convert the gas into a breathable atmosphere, which hangs around the colonies in big "atmosphere domes", and energy. I'm thinking of having the bad atmosphere mess with piloting ships in some way, but nothing bad. Messing with the silouhette, or jamming sensors. The lower you go (if you can, the entire planet is dense forest) the worse it gets. Anyways, the idea is that the place was originally colonized to try and compete with Bespin and other exporters of fuel and, if memory serves me correctly, gas used for blaster weapons. However, this hasn't yet panned out so most of the colonies just exist there, converting gas into breathable air. The group will have been sent to grab as much of this gas as they can, in whatever way they can. Obviously it's illegal to just siphon the stuff, and it they dig deep enough they'll find out that the gas on the surface is far more potent than that in the upper atmosphere (these are really big trees) and would be a much more valuable - and dangerous - alternative. Throw into the mix an Imperial research station that has figured out how to turn this gas into a high powered explosive, and I think I have a decent adventure. They'll have to arrive, figure out what to do, hopefully make their way down to the planet, discover the Imperials... I'm trying to leave it open so that if they choose to not do the things I plan for, there are still alternatives.
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# ? Feb 5, 2016 23:01 |
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jivjov posted:Got my copy of Lead by Example today. Any info requests? Instructor looks like an excellent combat leader. Rousing Orator doesn't look great as a signature but Unmatched Authority is cool.
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# ? Feb 5, 2016 23:34 |
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jivjov posted:Got my copy of Lead by Example today. Any info requests? Commanders are my favorite career, but always more because of the -rp- rather than the mechanics. I'm wondering if they've gotten any new stuff to help them with assisting and inspiring and all that. More sepcifically - What 'type' of bonuses do Figurehead talents give? What ones that are in other books exist in their trees? I am curious how a figurehead plays and what it's really meant to 'do'.
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# ? Feb 6, 2016 00:31 |
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KittyEmpress posted:Commanders are my favorite career, but always more because of the -rp- rather than the mechanics. I'm wondering if they've gotten any new stuff to help them with assisting and inspiring and all that. Calm Commander is a new one, that lets the player use Cool instead of Leadership when making Mass Combat checks Positive Spin lets you increase your Duty Rank an additional number of times per ranks in positive spin Improved Confidence, midway down, lets Commanders spend Triumph generated on a fear check to add Success to allies fear checks Down at the bottom of the tree, they have an Improved Commanding Presence, Cool check opposed by target Discipline; success makes the target completely remove itself from the encounter (unless attacked) That's all the new stuff in the Figurehead tree. Otherwise, the tree is full of Inspiring Rhetoric, Confidence, Resolve...all the stuff you'd expect. alg posted:Instructor looks like an excellent combat leader. Rousing Orator doesn't look great as a signature but Unmatched Authority is cool. Yeah; Rousing Oratory is really really locked into the roleplay of the scene. I do like the Boost Allies effect though...
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# ? Feb 6, 2016 00:41 |
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Neat, when I consider the name Figurehead I did not imagine a Cool specializing Commander. I kind of imagined it as like 'I am a terrible leader but hey, I can inspire people!' but instead it's literally 'While I am not great at actual leadership, I am intimidating as gently caress and inspire with how intimidating and cool I am.'
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# ? Feb 6, 2016 00:47 |
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Any explanation for what you do with Positive Spin if you’re in an Edge game that’s using Obligation instead?
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# ? Feb 6, 2016 08:57 |
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jivjov posted:Got my copy of Lead by Example today. Any info requests? Do they have any new ships?
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# ? Feb 6, 2016 13:37 |
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echopapa posted:Any explanation for what you do with Positive Spin if you’re in an Edge game that’s using Obligation instead? Nope! Although it seems fairly easy to houserule it as making it a little bit easier to pay off obligation. Yvonmukluk posted:Do they have any new ships? A handful. SU-42RS reconnaissance airspeeder, AA-70 Observation & Command landspeeder, LAVR QH-7 Chariot Command Speeder, AT-FRC Recon Walker for ground stuff Munificent class frigate and Surveyor class Recon Frigate for cruisers MC80A (Home One), Assertor Class Command Dreadnought and Maelstrom-Class battle cruiser for Battleships
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# ? Feb 6, 2016 14:40 |
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KittyEmpress posted:Sort of aiming for a land vehicle mostly so that they can't just be like 'okay well we take off high into the sky to escape the blasters'. Also partially because I think it makes more sense for them to be land bound for possibly weeks/months if they don't have even a fixer-upper spaceship. Are there stats for the skiffs from the Sarlac scene in Return of the Jedi?
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# ? Feb 6, 2016 22:12 |
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This might be kind of a rudimentary question, but how do I handle a player whose Obligation is Blood Money? As violence is the only thing they know, by removing Obligation do I thin out their desire to fight or perhaps signify they've learned other talents? And if the Obligation comes into play in a session, would I say something along the lines of "in any scenario where you would normally attempt a Negotiation check (or something similar), you suffer [some kind of difficulty increase] and if you fail, you must resort to violence"? Debt, addiction and the like seem easier to deal with than an integral part of a character's personality.
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# ? Feb 6, 2016 23:13 |
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remusclaw posted:Are there stats for the skiffs from the Sarlac scene in Return of the Jedi? There are stats for the little skiffs like the one Luke and Han were walking the plank from, in the Colonists book. It's the Ubrikkian SuperHaul Model II. 2 speed, 2 silhouette, -1 handling, room for one pilot and eight passengers or a load of cargo. I think the big Sail Barge is in the Nal Hutta sourcebook, so I don't have any stats on that one.
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# ? Feb 6, 2016 23:35 |
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Judgement posted:There are stats for the little skiffs like the one Luke and Han were walking the plank from, in the Colonists book. It's the Ubrikkian SuperHaul Model II. 2 speed, 2 silhouette, -1 handling, room for one pilot and eight passengers or a load of cargo. I think the big Sail Barge is in the Nal Hutta sourcebook, so I don't have any stats on that one. Acutally the ones in ROTJ were Bantha-IIs, which are silhouette 2, speed 3, handling 0, 16 passengers or 250 cargo. And yes, the yacht is in Lords of Nal Hutta.
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# ? Feb 6, 2016 23:47 |
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Oh. Weird. I guess wookieepedia and other sources I checked just use pictures of the Bantha II for the SuperHaul because none exist for it. My credibility...
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# ? Feb 6, 2016 23:52 |
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Zodack posted:This might be kind of a rudimentary question, but how do I handle a player whose Obligation is Blood Money? As violence is the only thing they know, by removing Obligation do I thin out their desire to fight or perhaps signify they've learned other talents? Is that a splatbook Obligation or a custom one? Because it feels pretty bad yeah. Why does the character has it? Is it greed? Loyalty to a group that hunt bounties?
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# ? Feb 7, 2016 01:25 |
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# ? May 23, 2024 11:34 |
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Iceclaw posted:Is that a splatbook Obligation or a custom one? Because it feels pretty bad yeah. Why does the character has it? Is it greed? Loyalty to a group that hunt bounties? It's an Obligation from Dangerous Covenants, the Hired Gun book. Looking at his character sheet, he hasn't determined exactly how it works yet. So, we'll see. I was just curious how to handle it on a broad scale. E: I think it's an Obligation in the sense that violence is all he knows. But that's hard to handle as an Obligation. Zodack fucked around with this message at 02:54 on Feb 7, 2016 |
# ? Feb 7, 2016 02:47 |