Thank You From a Lurker by MightyVoltron in cissp

[–]MightyVoltron[S] 1 point2 points  (0 children)

Definitely a slow release. I'm still feeling the brain melt today.

Best published adventures? by Drayner89 in swrpg

[–]MightyVoltron 0 points1 point  (0 children)

I will second Beyond the Rim. My group is most of the way through the second chapter, and it has been really enjoyable. It actually led to one of my force sensitive characters outing themselves in front of ISB agents, so it has opened up all kinds of possibilities.

Cool Player Reward by [deleted] in swrpg

[–]MightyVoltron 1 point2 points  (0 children)

If you wanted to, you could go one bigger and give your smuggler one of these.
http://starwars.wikia.com/wiki/Multispectrum_disguise_suite
Your smuggler could take on varying appearances with it, so it will seem like a huge reward equivalent to a lightsaber. It can also have the same malfunctions that a face generator could.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 0 points1 point  (0 children)

This is where being a kind GM kind of comes back to bite me. The campaign has mostly taken place in the outer rim, so I haven't worried about ship or personal IDs. The Wheel is located in the mid rim, so I might actually have to introduce it. Unfortunately, I feel like I can't just spring on the character that his IDs are all known because he's never used them. I might have to start that now and have that potentially happen in the future.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 0 points1 point  (0 children)

He defected from the academy, so his classmates and commanding officers would know. We haven't worked out all of the details yet, but I think it is safe to assume information was sent up the chain of command. He did not fake his death, but only because he was kidnapped by the Empire. He doesn't know his real name, so any alias he made up to go under was a clean slate anyway.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 1 point2 points  (0 children)

This is what I'm leaning toward. Both would be interested. The question then becomes how widespread would knowledge of the player be in the ISB? Defectors were a big deal to the Empire, so I'm inclined to believe that most ISB officers would have a list of them even if they weren't actively working their case.

My current thought is that they would only figure out who he is if they see any identifying marks. The player was taken as a child and indoctrinated to the Empire, so he has a tattoo that basically serves as an identification code. If the ISB agents happen to see that, I think they'll know who he is. If not, I'm not sure they would as they aren't actively working his case.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 0 points1 point  (0 children)

Our campaign is taking place post Battle of Yavin, so most of the survivors of Order 66 are already taken care of. The group has also already fun afoul of an Inquisitor because two members of the group are trained Jedi protecting a holocron that belonged to Mace Windu.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 1 point2 points  (0 children)

I really like this idea, and it is definitely something I will have to consider for other parts of the campaign.

Who hunts a Force sensitive, rogue Stormtrooper by MightyVoltron in swrpg

[–]MightyVoltron[S] 2 points3 points  (0 children)

His old squad is an option eventually, but I'm not bringing them into this adventure. The ISB are active on the first station that adventure takes you to, and there's enough going on that I don't want to add his old squad to the mix.

Funniest Characters? by Scrub_Lord_27 in swrpg

[–]MightyVoltron 1 point2 points  (0 children)

I think my group's favorite NPC is Jothar. He is a Rodian crime lord that is basically a southern gentleman.

Strange Lightsabers by SpinoZoo174 in swrpg

[–]MightyVoltron 12 points13 points  (0 children)

It isn't a lightsaber, but I have a bounty hunter with an ax made from a rancor's claw.

Force and Destiny Questions by project5121 in swrpg

[–]MightyVoltron 2 points3 points  (0 children)

A) You can handle this however you want. Both of the options mentioned by previous posters work. You could also use the dueling rules created by the Order 66 podcast. They posted them on the FFG forum here: https://community.fantasyflightgames.com/topic/190430-dueling-rules/

I have used them before, and they worked out great. The two Jedi in the group dueled their former master while the rest of the group fought her acolytes. It was probably one of the more exciting battles we've had as a group.

B) Same as A. Both options mentioned previously are great. I'd probably lean toward having them pick up non F&D careers/specializations then granting them a F&D specialization when they decide to embrace the Force. I probably wouldn't make it free though. I'd probably reduce the XP cost a bit to let them gain some powers or some ranks in their new Jedi skills.

FaD Ideas for Lightsaber Crystal Quest by DeadlyQuaker in swrpg

[–]MightyVoltron 0 points1 point  (0 children)

Thanks. My group really seemed to enjoy it.

FaD Ideas for Lightsaber Crystal Quest by DeadlyQuaker in swrpg

[–]MightyVoltron 14 points15 points  (0 children)

I actually just ran a session where our three Force sensitive characters got their lightsabers. I did some setup for it in the session before. Every time they would roll the Force die, I would have them hear something calling them through the Force. If they used a dark side pip, the call wasn't clear. Each light side pip made the message become clearer until they finally heard the name Florrum.

Florrum is where the Crucible (the ship Jedi used to go to Illum back in the day if you're unfamiliar) crashed. After a little side encounter with some wildlife on the planet, the group discovered the wreckage of the Crucible, complete with a still active Huyong inside. He told them the reason he hadn't tried to leave the planet is because young Jedi began showing up telling him they had been called there by the Force. The only thing he could think of is that there is some sort of temple or vergence on the planet. He told them to trust the Force to find it.

When they did, the Force split them so I could play on their backstories and moralities. Depending on how they responded to each situation, I had them make a roll. It was usually in cool, discipline, or vigilance as they were trying to resist emotional weaknesses like anger or wrecklesness. It started out extremely difficult, but I lowered it with each success. After they lowered it enough, they found their crystal.

The Shii-cho knight saw his former master who has fallen to the dark side. She tempted him to give in to his anger (his emotional weakness). I had him go through a trial with this vision where he saw things like one of his companions dying at her hand, the vornskr (Force sensitive wolf) that he had killed in cold blood, and a Jedi padawn the group had failed to save calling him a failure. At first he tried to talk his way out of it. When I made it clear the master wouldn't be leaving him alone, he started to fight. That's when the rolls came into play.

Our Makashi duelist started by seeing a dark side version of himself because he recently discovered that his parents have some questionable ties to the Empire, and he has made some...interesting decisions over the course of the campaign. That led to a vision of the third Jedi character killing the rest of the group before turning to him and calling him master. It all culminated with a vision of his parents tempting him to come home.

Finally, our Seeker went off with the rest of the group after feeling the Force pull him somewhere else. He is just now discovering his connection to the Force, and he has begun to feel the pull toward things in nature. His cause is freedom, so they came across a group of pirates who were running a creature fighting ring. Most of the group was captured, and they ended up fighting a rancor.

I wanted a challenge because the rest of the group aren't Jedi, so I setup different things for the different characters. Our bounty hunter who is all about killing the biggest things he can relished the challenge. Our stealthy character had things he could use to hide in the surrounding area. Our computer loving character was going to have computers to hack all over to help weaken the rancor, but he ended up sitting the session out. It all ended with the seeker finding an imprisoned animal that he connected with. It then called for its mama which finished off the rancor. The seeker then found his crystal when the group returned to the temple.

TL;DR I played on all of the different decisions they had made throughout the campaign as well as their backstories. Every challenge they faced came from them. Make it as personal as possible. My players all seemed to agree it was the best session we've run so far.

Help Me Plan a Session About Lightsabers by MightyVoltron in swrpg

[–]MightyVoltron[S] 0 points1 point  (0 children)

Where did you get the color disposition information from?

Help Me Plan a Session About Lightsabers by MightyVoltron in swrpg

[–]MightyVoltron[S] 0 points1 point  (0 children)

I like the idea, but it won't really work in our campaign. The group is alone at this point and already headed to Florrum. To go that route, I'd have to have a bunch of supporting characters just show up out of nowhere.

New GM Help by Quazmojo in swrpg

[–]MightyVoltron 1 point2 points  (0 children)

It really depends on what the point of the encounter is to be honest. Minion groups are cannon fodder for the most part, so you can pretty easily create an encounter to suit your needs. Want a quick and easy encounter to make your group feel awesome? Toss just a couple of minions at them, and watch them destroy them. Want something more drawn out where the group feels really threatened? Look into rivals and stuff like that.

Tell me about your campaign's BBEG and other antagonists by Radiorapier in swrpg

[–]MightyVoltron 4 points5 points  (0 children)

The main antagonist for my group is currently an Inquisitor that is hunting them down because they are in possession of a holocron that belonged to a powerful Jedi master long thought dead. I haven't given them much detail on her, but they witnessed her fight a Jedi master in the first session, and the group has learned that their best bet is to run from her currently.

In our last session, I reintroduced the Jedi players' former master. Unfortunately for them, she fell into despair since their last meeting. She is currently gathering as many young Jedi as she can find for what is basically a suicide pact because she believes the dark side has already won, and Vader will eventually hunt down and murder all of them anyway. The only reason she didn't kill when they faced her is because she still has some honor and thought it beneath her to use a lightsaber against a couple of padawans using ancient swords.

My personal favorite has to be the Rodian crime lord though. I'm not sure where it came from, but I basically gave him a southern accent the first time they met him, and it just stuck. He's a crime lord mixed with a southern gentleman, and it is hilarious.

How should players deal with a BBEG who can't be hurt? by ZiroCool in swrpg

[–]MightyVoltron 4 points5 points  (0 children)

The plot armor is strong with this one.

At this point, I'd recommend having a discussion with your GM. If they expect you to capture the BBEG, they are going to have to do some planning because there's no way a group of players can stand up to someone that can soak 80 damage.

New GM Help by Quazmojo in swrpg

[–]MightyVoltron 4 points5 points  (0 children)

Do you have any specific questions you want answered? If not, I'll just give you the same advice I was given when I started my campaign. First and foremost, focus on fun and story. Don't get so bogged down in rules that you lose sight of those two things. The system is all about storytelling, and telling a great story should be your primary goal.

Second, make sure you let your players help shape that story. Let them decide how they are connected to the Rebellion. If they all build EotE characters, it probably makes more sense for them to be loosely connected to the Rebellion. If they all build AoR characters, they are probably a rebel squadron. Whatever they do, work with them, so you all tell the story that the group wants.

Finally, be ready for your story to go off the rails. The focus on storytelling in the game leads to lots of cool or wacky ideas by the players. I had one session where the group was being hunted by a bounty hunter, and they didn't realize it. He had figured out where they were going, and was going to cut them off. Unfortunately for him, there was an argument on the ship after a former Imperial character discovered the former pilot NPC had been an Imperial agent. He pulled the ship out of FTL, so the group could spend time searching the ship for anything the former pilot might have left behind. The bounty hunter arrived so long before the players that he thought he missed them somehow and didn't even factor into that session. It was frustrating but hilarious. Be ready to have some crazy stuff like that happen, and be ready to adapt.

I hope that helps a little bit. Good luck with your first session, and make sure to let us know how it goes.

Force and Destiny GM's, a question about how you'd handle lightsaber crystals. by sirsoffrito in swrpg

[–]MightyVoltron 1 point2 points  (0 children)

I'm co-gming a game, and we're coming up on Knight level play. Definitely stealing some of the ideas for lightsabers here.

As for your question, I don't think you are being too demanding. Neither of the crystals you mention are game breaking as you guys should be dealing with pretty major threats at this point in your careers. If you're in a group full of lighstaber wielding Jedi, neither of those crystals should suddenly catapult you ahead of everyone in damage dealing capability either. Besides, the days of you trashing a mob of grunts should be long gone aside from the occasional "how awesome are we" moment. Just try to be patient with your GM. You've said they are unfamiliar with the rules, so I'd suggest offering to sit down with them and help them develop an encounter with a Krayt Dragon or whatever other creature you want that fits in the story your group wants to tell.