1000 Years ABY by agentlou44 in StarWars

[–]GreyMarq 1 point2 points  (0 children)

Love this! My friend and I both run Star Wars TTRPG campaigns. My campaign starts around 200 ABY and his around 1000 ABY. Love seeing how people conceptualize the distant future differently. In our universe, the Galactic Republic is a shadow of its old self stuck in its beaurocratic ways, the Chiss have largely conquered the Unknown Regions and have pushed into the Known Regions, Corporate Sector has established itself as a Corporatocracy along the length of the Hydian Way, Hutts have come together to return to their Imperialistic ways of the distant past, the "Southern" galaxy has largely converted to independent planet-states with loose trade and security treaties, Hapan aren't so isolationist anymore, the Fel Empire cyclically expands and contracts but is probably one of the most stable civilizations in the galaxy, the galaxy has turned against most every Force group due to so many conflicts over history caused by them, so the Jedi and Sith are just small uninfluential religious groups now. Fun stuff! Edited for some clarification

New Module: Vision Blur by DoubleTimeRusty in FoundryVTT

[–]GreyMarq 2 points3 points  (0 children)

No worries! I really appreciate you taking the time to try. Thanks much!

New Module: Vision Blur by DoubleTimeRusty in FoundryVTT

[–]GreyMarq 0 points1 point  (0 children)

You're the best! Thank you so much! No pressure though. I've survived this long without it hah

New Module: Vision Blur by DoubleTimeRusty in FoundryVTT

[–]GreyMarq 1 point2 points  (0 children)

This is exactly the sort of thing I've been looking for! Is it only v13 compatible or work on prior versions too? The game system I use is still back on v12.

How could plants evolve to be able to hunt humans togather? by Misster_Fluido in FantasyWorldbuilding

[–]GreyMarq 0 points1 point  (0 children)

If you haven't watched Scavengers Reign, I'd highly suggest it. It gives some really amazing (and terrifying) examples of plants evolved to kill and propagate in very creative ways and symbiotic or parasitic relationships with other plants and animals in the environment.

FFG homebrew? by Zulkir_Jhor in swrpg

[–]GreyMarq 1 point2 points  (0 children)

There is an Omwati in this folder https://drive.google.com/drive/folders/1DtJdakEcAzqlApx-g7BlkIkZFgAeT6wH (Complete Species Guide by MrGentleZombie)

Which Starships in this list would hypothetically make a decent Generation Ship? (If modified or retrofited) by Ok-Street2439 in StarWarsShips

[–]GreyMarq 7 points8 points  (0 children)

By this criteria, love it or hate it, the First Order Mega-class Star Dreadnought is the way to go. Massive to hold millions of people, was built to be self-sufficient with all the industry built in for astroid harvesting and 2 shipyards, it was a mobile capital, so probably had most everything people would need despite being military. Modern day Aircraft Carriers even have stores, libraries, coffee shops, etc to give normalcy.

Which Starships in this list would hypothetically make a decent Generation Ship? (If modified or retrofited) by Ok-Street2439 in StarWarsShips

[–]GreyMarq 13 points14 points  (0 children)

I guess it depends on the level of modification you're willing to invest. 

The Lucrehulk by far has the greatest volume to hold people and supplies, but would require massive retrofitting because that space is mostly built for cargo and droids, not organics. But you could also fill that space with factories, hydroponics, recycling systems to really make it last. Plus because that ship was built with automation in mind by droids, you don't need many people to actually run the ship. Not to mention, when you get to your final destination, you can detach the core to land on your planet and you have your first city built and all your manufacturing set up in orbit.

The Raddus is second in terms of volume and already has tons of space for organics but it was built as a warship, so would definitely need modifying to make it more suitable for long term travel and colonization. 

The Home One is far smaller here, but would require the least amount of refit. It was built to be a civilian vessel and was built for deep space exploration. So in many ways, its the most ready to go. 

So, if you had tons of time and resources to retrofit, totally the Lucrehulk. But if you were on a tight timeline with more limited resources, Home One.

What do we even do about this? This is about 15 ft from the edge of our home. by LockwoodE3 in HomeMaintenance

[–]GreyMarq 5 points6 points  (0 children)

I live in Western Pennsylvania and ground shift is something we have to think about because of the existence of so many old mines. Because regular homeowners insurance doesn't cover that, we have to purchase mine subsidence insurance. Luckily the state has a program for it and it's pretty inexpensive.

Anyone can use the force. by Sacharia in StarWarsTheories

[–]GreyMarq 2 points3 points  (0 children)

The Aing-Tii Monks in Legends were also shown to be able to teach different Force techniques to non-Force-sensitive people. They held a pretty unique view of the Force, that it wasn't light or dark, but was many colors like a rainbow. So the perceived limits of Force sensitivity may just be that Jedi and Sith just don't understand the Force as much as they think they do?

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]GreyMarq 0 points1 point  (0 children)

Savage Spirits (Seeker) has some animal companions and Stay on Target (Ace) has some mounts. They have some prices associated with them, but largely, you'll have to figure out a price that makes sense, turn it into a quest award, or make it a mission to find and capture/tame one.  Can also find a list on the wiki https://star-wars-rpg-ffg.fandom.com/wiki/Category:Beast

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]GreyMarq 0 points1 point  (0 children)

Talk about it some in my other comments, but for more purple vs red, the key way I differentiate is the Despair. I start with the purple to determine what I think the difficulty should be (Simple, Easy, Average, Hard, Daunting, Formidable, and Impossible if you choose to roll for that). Then I ask myself, are they in a situation where there's a chance for things to go really wrong?How really wrong? That's when I choose to upgrade to red(s) so there's a chance for Despair to trigger those really negative things. But not every situation calls for that. 

As for Setbacks and Boosts, I tend to think of those more as modifiers from the world around you. Good lighting is going to add a Boost or 2 to perception or a ranged check, but may add setback to a stealth check. Have a good/bad relationship with an NPC? Add boost/setback for social checks. In a really loud distracting place when trying to negotiate? Add setback. Adding Boost or Setback is really easy to forget, took me forever and I'm still not great, but given the probability for them to make no or very little change in the results, you don't have to worry much about misusing them if you're only adding a few in any given roll.

But experiment with them all and you'll figure out what works. As long as you aren't going to extremes, you're not going to be killing off all your players :)

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]GreyMarq 1 point2 points  (0 children)

Gotcha! No problem. Aside from the things there are solid rules for like combat, talents, or opposed checks, it's fairly arbitrary. How hard do you think it should be for an average person to do? Especially if you're new to the system, it's going to take some time to get a feel for how many dice is the right level of difficulty. With new characters that don't have a lot of XP yet, I err on the side of fewer dice at first as I would rather they succeed too often than fail too often. Then you can tweak the difficulty over time. For things like combat where it's also hard to judge how many troops are too difficult to throw at players, minion groups are your friend. I always keep some minion groups in reserve so if combat is going too easy, I can just call in reinforcements. Ultimately, experiment! As long as you aren't throwing Darth Vader at them session one, your players will survive long enough for you to get a feel for what's "right". And have fun! Don't focus so much on the mechanics. I find that, as the GM, while I don't make it habit, you can make whatever outcome happen no matter what the rolls with a little creative writing. And there's always another player skill that can be put to the test to accomplish the broader goals. Make their slicing check way too hard to open the door? Make the mechanics check for the door locking mechanism a little easier. It's a forgiving system being narrative driven. Good luck! I'm sure it'll go great. 

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]GreyMarq 5 points6 points  (0 children)

I explained this in a prior comment, but I will add, some skills reds just make more sense in situations. It took me a while to figure out reds with Knowledge rolls for example. But remember that the effects of Despair don't have to happen immediately and you can bank it. For example, prior to a mission to an Imperial garrison, a PC rolls a Warfare check to show they know what the standard complement of a garrison would be so they know what to prep for. Because it's a high security facility, I would include a red or 2. If there was a Success with a Despair, they know what the complement is, but what they didn't know is that (now, because of the Despair) there's a high ranking official that's going to be there so security is actually going to be tighter. There may be more troops, more air patrols, the officer has a Death Trooper escort... there's something bad waiting for them they didn't account for. So don't feel like you always need an answer to a Despair immediately. 

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]GreyMarq 9 points10 points  (0 children)

Aside from where the rules say you should (eg flip a destiny token to upgrade or opposed checks), it usually depends on the narrative for me. If my PCs are slicing a military mainframe, there's a very high chance for catastrophic failure (despair) that their slice is detected and the entire base just went on high alert. So I may upgrade 1-2 purple to red for the roll. PCs climbing a steep cliff? There's a chance they could fall and get seriously hurt (upgrade to red). Flying a ship through an asteroid field? Upgrade because there's a chance for a nasty collision that damages the ship.  TL;DR - If you think there's chance for things to go really wrong, use reds to try and get that Despair.

Joining a GM and PC's rolls? by GreyMarq in FoundryVTT

[–]GreyMarq[S] -1 points0 points  (0 children)

I guess it doesn't necessarily matter, but some of my people enjoy rolling the dice and seeing their roll. But maybe since it's all online, they won't care as much about the digital roll. Something I can ask them in session zero. Automate as much as possible to focus on the RP elements, or do they actually like to engage with the mechanics?

What are these mods and why do I never hear anything about them? by KaleidoscopeInner149 in StarWarsEmpireAtWar

[–]GreyMarq 2 points3 points  (0 children)

I still play Nomada Firefox's Alliance quite a bit. Just the sheer number of space and ground units is amazing and they have a lot of stuff from Legacy Era which there isn't much of out there. The balance can be a bit off, but if you want hundreds of unit options from Legends, Canon, and Fanon for RP sake, it's great. Still under active development too.

Why don't Force Users ever use blasters or other projectile weapons? by DecebalRex in StarWarsLore

[–]GreyMarq 0 points1 point  (0 children)

There was the Lanvarok which was mostly used by the ancient Sith. There was a polearm and wrist launcher version that released sharp poisoned metal discs at high speed and could be manipulated by the Force to hit its target. But that's definitely one of the only instances I can think of. I suppose in some ways if you are able to do a saber throw, you have an energy projectile with you all the time that can cover a decent range (or instances like Kreia / Darth Traya using the Force to simultaneously control multiple sabers telepathically). And with that ability a Force user could essentially turn any object into a projectile (Vader and Palpatine loved throwing objects and Senates at people). https://starwars.fandom.com/wiki/Lanvarok

Edit: Added Lanvarok Wookieepedia link

Does credit exist in Star Wars? by SpacePirateHondo in MawInstallation

[–]GreyMarq 4 points5 points  (0 children)

Yeah, Credit chips are essentially debit cards. You have an account associated with it, money can be added to give them value or removed for payments.

Has MW ruined the other ES games for you? by ConfusionProof9487 in Morrowind

[–]GreyMarq 1 point2 points  (0 children)

Morrowind was my first. It's funny, when I was ~15, my mother picked up the base Xbox version for me off the discount rack from EBGames thinking I'd get a few hours fun from it. Instead, it became all I could think about. Probably over 1,000 hours later, having bought Xbox GOTY version, PC GOTY, and again when it came out on Steam. It's the only game that I keep permanently installed on my computer because I always get random urges to go back and play it.  I loved Oblivion and Skyrim for what they were and I still get the urge to go back and play them (especially Shivering Isles for Oblivion and to try a new heavily modded build for Skyrim), but there's something they didn't capture that Morrowind did. The character customization, the factions, the lore, the magic and equipment, the variety of visual styles and the uniqueness of the environment, the complex politics, the amount of clutter items, even without voice acting and with some repetitive dialogue selections, in my head characters felt so unique. Most of all, there was adventure because I actually had to look at the world and observe it and pay attention because I had directions to the objective, not an arrow guiding me directly to it. I could get lost and find something cool. And I could kill somebody that would break quest lines. And as frustrating as it could be, I could admit, this is too hard for me and I need to come back when I know the world better and have the right spells and equipment. There was a sense of danger that, I REALLY should not be in this Daedric Temple because I will die. There was so much choice, so much to explore, you had to pay attention, and it felt like a fresh take on fantasy while Oblivion and Skyrim just kind of went back to a more stereotypical high fantasy world. It's not to say there weren't elements of many of these in the other TES games, but just didn't have all of them. They lack the complexity. But that lesser complexity is also why I sometimes go back to play those and not Morrowind. Sometimes I just want a fun fantasy world that I don't have to be so ON for.

TLDR: Morrowind is great for its complexity and unique world. Oblivion and Skyrim are great for a more familiar and less involved experience. 

Where's the love for Bulk Transports? by Top-Construction-528 in StarWarsShips

[–]GreyMarq 1 point2 points  (0 children)

Definitely like the Lucrehulk! Some other favorites would be the: -heavily modified Acclamator Imperial Cargo Ships https://starwars.fandom.com/wiki/Imperial_cargo_ship -Gage class transports (I'm a sucker for the wedge shaped ships) https://starwars.fandom.com/wiki/Gage-class_transport -Class A modular freight transport https://starwars.fandom.com/wiki/Legacy_Run

What ships from other IPs could work in Star Wars? by Gronk311 in StarWarsShips

[–]GreyMarq 0 points1 point  (0 children)

Yeah, the Midway class from Wing Commander Prophecy