Wow, two entries within that many weeks? Yeah, I don't expect that pattern to continue either.
So to ring in the new year, I thought I'd offer up some of the various weapons, armor, gear, and personal items that I've come up with for use with Fantasy Flight Games' Star Wars RPG. I'm also including why I created each item. It's worth noting that I've been working here and there on the meat of this
particular post for a while, deciding what to include and what adjustments might be needed. There are a number of other items that I've created for this game over the years, though the majority of them can be found in my old Ways of the Force fan supplement if you're interested
Armor
Padded Flight Suit
Favored by pilots and spacers across the galaxy, these one-piece protective garments provide limited life support, protecting the wearer from the harsh effects of vacuum as well as lessening some of the adverse effects of high-velocity flying.
Encumbrance: 4
Price: 250 credits
Rarity: 3
Soak Value: 1
Defense Value: 0
Hard Points: 1
Features: When sealed, the wearer can ignore the effects of vacuum or poisonous atmospheric environments for up to 30 minutes.
Why is this a thing? A good friend of mine really likes the snubjock mold of character, even if she doesn't get many opportunities to play that type of character. We both felt it was an oversight that something like the near-ubiquitous Alliance flight suit really didn't get any sort of coverage, and were both dismayed when Stay on Target missed the opportunity to address that. I know that one of the FFG freelancers (Jason Marker I think it was) poo-poo'd the idea of Rebel/Resistance flight suits offering any sort of protection to the wearer, but I think on that point he's full of it. So, I wound up porting over the padded flight suit from WotC's Star Wars RPGs. From what friends in the Rebel Legion have told me, those get-ups are not exactly easy to move around in, thus why this suit has such a high Encumbrance value, as the various tubes and straps are going to hinder one's movement, even if only a little.
Security Uniform
Common ballistic uniform worn by local soldiers, ship security, and law enforcement. Comfortable, but with a blast helmet giving a definite military appearance.
Encumbrance: 2
Price: 250 credits
Rarity: 4
Soak Value: 1
Defense Value: 0
Features: Includes a helmet comlink attachment, and the wearer adds an Advantage to any Coercion or Leadership checks made in which the wearer is presumed to have a position of authority.
Why is this a thing? I don't know about the rest of you, but I've run enough fringe type games where the PCs for some reason or another swipe the uniforms of the local guards. Granted, it's not the same as Han and Luke stealing stormtrooper armor during A New Hope, but its happened enough times I figured that I'd go ahead and come up with something like this, which can function for Imperials, corporate security, and
even royal guardsmen.
Tailored Clothing
Using any number of design aesthetics and distinctive color palettes to catch the eyes of onlookers, these outfits can be found in a plethora of styles and fashions, running the gamut from from the tactfully subtle to outrageously flamboyant, and are well-suited for those occasions when the wearer is wants to make a solid impression on those around them.
Encumbrance: 3
Price: 300 credits
Rarity: 5
Soak Value: 1
Defense Value: 0
Features: Add an Advantage to any successful Charm, Deception, or Negotiation checks the wearer makes when interacting with others and can be seen.
Why is this a thing? So this is pretty much the equivalent of the custom-fitted three-piece suit or tailor-made evening gown, making the wearer look good but without the outrageous price tag that a truly custom designer outfit would command. It's a nice boost for social-focused characters. There are items that do similar for a higher price tag, but I'm not that worried since this counts as armor, and a character can only benefit from one set of armor.
Equipment
Adventurer's Utility Belt
Marketed and sold under a variety of brand names by several different manufacturers to professional scouts, and amateur explorers alike, this style of utility belt contains a number of useful items for dealing with the hazards that one can encounter when out in the less civilized portions of the galaxy. The belt's contents are arrayed in such a way as to not encumber the wearer while also providing a couple of empty pouches for whatever else the wearer might have need of, as well as attachment points on either side for a holster or weapon clip.
Category: Survival
Price: 600 credits
Rarity: 3
Features: Contains the following items: a handheld comlink, an emergency medpac, a glow rod, a condensed tool kit, a personal respirator, a spare energy cell, a roll of mesh tape, a liquid cable dispenser (15 meters) and grappling hook, and one week's supply of food capsules. In addition, this item increases the wearer's Encumbrance Threshold by one.
Why is this a thing? So one item that I always liked from Saga Edition was the utility belt, as it made gear shopping for a lot of my characters very easy; just spend your credits and you've got most of what you need in one place. Most of what's in this item is what's found in the Saga Edition version, sans the power pack aka extra reload. The price is a bit higher than what Saga Edition listed, but that's due to a combination of the cost of what's included and the fact that the belt doesn't add to the character's encumbrance total, which lets them carry a lot more other stuff.
Decorative Jewelry
Consisting of a wide and varied array and styles and made using a combination of semi-precious stones and polished metals, decorative jewelry adds a bit of class to one's appearance without being too overtly ostentatious.
Category: Luxury Items
Price: 500 credits
Rarity: 5
Features: Add an Advantage to any successful Charm or Deception checks the wearer makes when interacting with others and can be seen.
Why is this a thing? This came up during an early EotE campaign I was in, where one of the PCs wanted her Twi'lek Smuggler/Scoundrel to have something that would make her look "extra fancy" and provide a boost on her social skills (namely Charm and Deception). Funny thing was, I cooked up an early version of these about the time I got offered to do playtesting for Desperate Allies, which had the similar Expensive Jewelry item in it. Like a lot of what's in that supplement, I feel the official item is overpriced or what it does, so I don't mind that this item about the same at a fraction of the cost. Plus, it's a fun item for characters from a well-to-do background (or those pretending to be from such) to have without needing to break the bank.
Personal Multitool
Offered
in a bewildering variety of styles and replate with a number of small
yet useful implements, these small devices have proven useful in a pinch
to numerous beings across the galaxy.
Category: Tools
Encumbrance: 1
Price: 100 credits
Rarity: 2
Features:The
user is considered to have the proper tools when performing Mechanics
checks to repair or modify simple devices or when performing Skulduggery
checks to open or disable simple locks.
Why is this a thing?
Because what is a MacGuyver style of character without their ubiquitous
Swiss Army knife? This way, a character with Mechanics and/or
Skulduggery can attempt to do their thing without necessarily having to
lug around a full-blown tool kit. Granted, it's not as good as having
the full-blown proper kit for the job, but it's better than nothing.
That and I wanted to have an option out there for characters to be able
to modify the attachments on their gear without necessarily having to
have access to a full blown tool kit.
Portable Fire Extinguisher
Small and easily portable, these devices are most often used to douse flames, but more than a few creative individuals have used them to create an impromptu if short-lived smokescreen.
Category: Tools
Encumbrance: 1
Price: 50 credits
Rarity: 1
Features: This is a one-use item, and must be replaced after each usage.
Why is this a thing? Because we saw R2-D2 use one to such memorable effect during the Bespin escape in The Empire Strikes Back. It's here in part as a former gaming companion of mine had a huge thing for astromech droids, to the point that any Star Wars game he was in, he'd play an astromech unless the GM went out of their way to disallow it. Also, I figure it's a nice thing for a repair/technical droid to have on them without having to flip a Destiny Point any time they wanted to provide some impromptu concealment for their allies.
Security Kit
Comprised of a special set of tools and devices for the express purpose of bypassing electronic and mechanical security measures, most worlds treat the possession of such a kit as illegal, thus requiring specialized permits to legally carry.
Category: Security
Encumbrance: 2
Price: 750 credits
Rarity: 5(R)
Features: Remove 2 Threat from the results from any Computers or Skulduggery checks made to defeat a mechanical or simple electronic lock.
Why is this a thing? So I came up with this one well before Fly Casual introduced the far cheaper Lockpicking Tools, mostly a less-sophisticated version of the electronic lock breaker that would give sneaky types a bonus to their efforts to get past more conventional locking systems without lugging around a full tool kit. The bonus does seem a bit good at first pass, enough so that I considered limiting the effects to successful skill checks, but I ultimately decided that the higher price tag was enough of a balancing factor.
Weapons
Blastsword
The
preferred weapon of duelists from the remote world of Adumar, the
blastsword is an unusual combination of a standard vibroblade and the
inner workings of a blaster. At the weapon's tip sits an emitter nozzle
which glows and hums audibly when the weapon is activated.
Skill: Melee
Encumbrance: 2
Price: 1200 credits
Rarity: 8
Damage: 6
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Defensive 1, Stun Setting
Why is this a thing?
Okay, on this one I'll cop to it just being silly; it was silly when
introduced in Starfighters of Adumar, it was silly when I wrote the Saga
Edition stats for the Unknown Regions sourcebook, and it's still silly
now. And that's why I like this weapon, which was aptly described by
Wes Janson as "a blaster you hit somebody with," and that one listener
to the Order 66 podcast denounced as sounding like something from a bad
Final Fantasy game. I've yet to see or play a character with this weapon, mostly as the specs that lean themselves towards melee combat lean towards the brutish side of things while the dueling-orientated specs are focused more on using lightsabers than swords.
Double-Barreled Blaster Carbine
A
favored weapon of bounty hunters, enforcers, and those who generally
live on society's fringe, the double-barreled carbine packs a rather
substantial punch for its unassuming size.
Skill: Ranged (Heavy)
Encumbrance: 3
Price: 1200 credits
Rarity: 6(R)
Damage: 8
Range: Medium
Critical: 3
Hard Points: 1
Qualities: Linked 1, Stun Setting
Why is this a thing?
Yes, it's from the Legacy comic book series, but it's essentially a
sawed-off double-barreled shotgun that fires blaster bolts. The version
of the weapon that appeared in Saga Edition's Legacy Era Campaign Guide
gave it what in FFG's system amounts to the Blast quality, but there's
already enough Ranged (Heavy) blasters that offer up the Blast quality.
That, and with it being double-barreled, using the Linked quality made
more sense, even if it does make this weapon a lot more dangerous in a
fight, thus why it has the restricted tag next to the price.
Electroshock Prod
Usually attached to droids, the probe emits a brief electrical discharge capable of shorting out a computer terminal or security lock.
Skill: Ranged (Light)
Encumbrance: 1
Price: 100 credits
Rarity: 2
Damage: 5
Range: Short
Critical: n/a
Hard Points: 1
Qualities:Disorient 1, Stun Damage
Why is this a thing? So this kinda initially came from the old KOTOR video games, with the idea that your astromech companion could use small blasters to assist in combat, but was largely codified by Chopper, the cantankerous astromech from Star Wars Rebels. It's a low-powered weapon that lets droid PCs, especially if they're playing some variety of astromech, be able to make ranged attacks without having to pick up full-blown blaster weapons (assuming they care about that sort of thing).
Fighting Pike
Typically
made of either fire-hardened wood or well-crafted metal, the fighting
pike is a preferred weapon for itinerent monks, being not only innocuous
in appearance, but surprisingly effective in the hands of a skilled
wielder.
Skill: Melee
Encumbrance: 3
Price: 1000 credits
Rarity: 3
Damage: +3
Range: Engaged
Critical:4
Hard Points:2
Qualities: Defensive 1, Disorient 2, Knockdown, Superior
Why is this a thing?
Because there really isn't anything that covers Chirrit's staff from
Rogue One, not even in the Dawn of Rebellion supplement where they
introduced the Force Adherent universal spec, which is pretty much "You
want to play a warrior monk like Donny Yen's character? Here you go!" I
suppose there's the gaffi stick from the EotE core rulebook, or the
heavy staff from TFA Beginner Box, but both of those feel lacking. The
price feels a little low for having the Superior quality baked in, but
given ho much of a general disadvantage most melee weapon users are at
in this game compared to ranged weapons or to lightsabers, I'm not too
concerned about it.
Sporting Blaster Rifle
A favored weapon
of bounty hunters, enforcers, and those who generally live on society's
fringe, the double-barreled carbine packs a rather substantial punch for
its unassuming size..
Skill: Ranged (Heavy)
Encumbrance: 4
Price: 800 credits
Rarity: 5
Damage: 8
Range: Long
Critical: 3
Hard Points:2
Qualities: Accurate 1, Stun Setting
Why is this a thing?
This was something I came up with in the early days of the system,
wanting something that sat between rifles and carbines but not being
quite so military in nature; as the name suggests it's a sporting weapon
that civilians could carry around without getting into too much
trouble.
Tapani Lightfoil
Although
the first lightfoils were creations of the Sith operating in the Tapani
Sector, during the time of the Empire a sub-culture of young nobles
known as “Saber Rakes” have taken to wielding modern recreations of the
lightfoil. Although not as potent a weapon as a lightsaber, the Tapani
lightfoil is still a dangerous weapon; a sure sign that one is dealing
with an experienced Saber Rake is the presence of a cybernetic
prosthesis, often earned as the result of being on the losing end of a
lightfoil duel. A Saber Rake without such a prosthesis is either a
novice duelist or a very skilled swordsman.
Skill: Lighsaber
Encumbrance: 1
Price: 4500 credits
Rarity: 8(R)
Damage: 5
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Accurate 1, Defensive 1, Pierce 2
Features:
A Despair result from any combat check made using this weapon can be
spent to have it short out and deactivate after the combat check has
been resolved. The weapon may be reactivated as an incidental, but not
until after the last initiative slot during the following round If this
weapon is used with the Parry or Reflect talents, the attacker can
spend a Triumph to trigger the same effect on the weapon.
Why is this a thing?
So one of my favorite settings from the WEG era was the Tapani Expanse,
as detailed in the Lords of the Expanse boxed set, with the lightfoil
being such a fun weapon in concept, providing a means to have lightsaber
duels without necessarily bringing in lightsabers or even Jedi for that
matter. I've had versions of this in the past, and often struggled
with getting the right balance between it being useful in a fight while
still retaining it's quirky nature but keeping it from being as potent
as a proper lightsaber. I ultimately decided to just employ the effects
of refined cortosis weapons from the F&D core rulebook to mimic the
Tapani lightfoil's unreliability, and from the handful of test combats
I've run, it does seem to work without requiring a bunch of extra rolls.
One avid RPG player's blog primarily about RPGs, namely Star Wars in it's various forms, but also about other random stuff as the mood strikes.
Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts
January 1, 2020
Homebrew Arms and Equipment for FFG's Star Wars RPG
Labels:
Age of Rebellion,
Arms & Equipment,
Edge of the Empire,
FFG,
Force and Destiny,
RPG,
Star Wars
December 25, 2019
The (Once Again) End of The Skywalker Saga
Firstly, a Merry Christmas to one and all who celebrate the holiday, and a Happy Holidays to those who celebrate Hanukkah, Kwanza, or other festive events that occur this season.
Now, fair warning that if you've not seen The Rise of Skywalker, there's going to be some major spoilers in this post, so consider yourselves warned...
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Okay, now that that's out of the way, on to my thoughts and impressions of what's been billed as the final installment of the Skywalker Saga aka the tale one family's drama effing up the entire galaxy for three generations. I've seen the film twice thus far, and while I won't be seeing it in the theater again due to the price of tickets and finding the time to go, I'm eager for this movie to hit Disney+ and watch it yet again.
So to start with, on a scale of 1 to 10, I'd put this movie at a 7.5; overall the film was good, I enjoyed it, the cast did great (Adam Driver especially so), but it had problems, the least of which was the first act being a bit too hectic; I normally don't fret that much about so-called "pacing issues" as even action films need to take time to breath, but for much of this film's first act, it did feel like Abrams forgot that stopping to breath is a good thing, and that breakneck action paces aren't always the way to go. But in general, the film was well shot, well directed, and well produced. I certainly feel I got my money's worth, which really is all that I ever ask from a movie when I go see it in the theater.
For me, the biggest problem was the ass pull of Rey's status as it was established in The Last Jedi, in which it was revealed that she was a nobody, that as per Kylo Ren's words she "had no place in this story" as she had no special lineage or connection to the major players of the saga, that she was just a girl from pretty much nowhere. TLJ took pains to highlight that anyone could rise up to become the hero, and how deserving of one's hero status wasn't dependent upon bloodlines.
And then this film decides to undercut that whole message by revealing that Rey has secretly been Palpatine's grandchild all along. I literally facepalmed in my seat in theater at this, and silently hoped that this reveal turned out to be some kind of manipulative twist, that Palpatine had lied to Kylo Ren, and that Rey was indeed still a "nobody" in terms of her heritage. The writers did make a (to me at least) half-assed attempt to keep the "your parents were nobody" aspect from TLJ, by saying they went to ground as junk-salvaging drunks who only sold Rey for money to protect her from her (presumably dead at that point) grandfather. Needless to say, this whole reveal was the biggest strike against the movie, and again feels like it was LFL trying to offer an olive branch to a segment of the fanbase that couldn't accept Rey being strong in the Force for reason other than the plot required it. Heck, Snoke himself in both TFA and TLJ all but outright says that the only reason Rey is getting so powerful so quickly is that the Force is pushing her up to counterbalance Kylo Ren's growing power. If you've listened to Freddie Prinze Jr's rant about what the Force is and isn't, then you know that Rey's growth in power was the Force trying to restore balance by creating a champion to counter the growing darkness of Kylo Ren.
I'll be honest in that I was actually disappointed that they trotted out Palpatine as being the major villain behind it all. I might not have been that disappointed if there'd been hints of Darth Sidious having survived the events of RotJ, but that would have required JJ Abrams and other writers to put some thought into the story of this trilogy as a whole instead just the specific movie they were working on. Instead, it feels like Palpatine's robes should be covered in brown rather than being all black given where his reappearance came from.
The last element that I guess irked me was the fake-out deaths, which this film did much too often. I went into this film fully expecting that we were going to see one or more of the good guys take the final jump and go out. I know a number of folks would have lost their collective shit if Chewie had indeed died when the movie made you think he did, but I feel his death would have added more weight to the scene of Rey's freakout, and that revealing he was alive all along only lessened the impact of that scene, as it felt like her and Finn's reactions were overly dramatic. I was also onboard with the Falcon, the iconic ship of the franchise, being destroyed during the final battle, with Lando (possibly even Chewie) going out in a heroic blaze of glory, and Lando making one last jaunty quip before it happened. While I understand that Threepio is a droid and him losing his memories only to have them restored from a backup is a thing, that said thing existed undercut the drama of Threepio's "I'm taking one last look... at my friends" scene, as it was less of a major sacrifice on his part and more of a minor inconvenience for the rest of the group. Yes, I know Leia died, but with the far too soon passing of Carrie Fisher, we all know that was coming.
So enough of my complaints about what I didn't like, and onto some of the things I did like. I won't be listing them all, but instead will hit what for me were the real highlights.
Top of the list was that each actor did great, from Daisy Ridley and Oscar Issacs (probably my two faves out of the new heroes) to Billy Dee Williams (it was as if Lando had never really left), and it was indeed a treat to see Rey, Finn, and Poe finally able to interact with and bounce off each other, making me really wish that we'd gotten more of this earlier in the trilogy.
But quite frankly, Adam Driver just fucking killed it from start to finish, especially in the third act where his lack of dialogue would have been a major hindrance for a less capable actor. Hell, I cracked a grin when during his battle with the Knights of Ren, his expression upon getting the Skywalker lightsaber all but screamed, "game on bitches!" before pulling back to show him giving a very Han Solo-esque shrug before he proceeds to rip each of them a new one. You could see the anguish on his face as he cradled Rey's lifeless body, the relief when she came back to life, and joy at her having accepted/forgiven him for what he'd done as Kylo Ren, and then the reluctant acceptance that his act of healing Rey meant his own death and becoming one with the Force. There were a couple of young girls that were apparently Reylo shippers due to their squeals of delight at Ben and Rey's kiss followed by their moans of despair when Ben died and faded away. This is a purely personal take, but I would have liked to have seen Ben avoid the "redemption = death" trope and survive to try and make amends for his actions as Kylo Ren. But, like his grandfather Anakin, the boy is all about the drama, and hard to get more dramatic than peacing out after saving the girl you're hot for and sharing a big ol' victory smooch.
Which brings me to the final lightsaber duel between Rey and Kylo. It was reminiscent not only of RotJ's final duel, but also of RotS' duel between Anakin and Obi-Wan. Not only was the scene shot well, but you could see and almost feel the intensity in the faces of each combatant, with the duel going on to a point where they're both getting physically exhausted. It had the feeling of weight that Luke and Vader's duel in ESB had, even though Rey and Kylo were fairly evenly matched up until the very end. Also the fact that their moves lacked the degree of polish that the prequel fights had lent more weight to the duel. And then Rey's horrified reaction at what she's done in fatally stabbing Ben and the shock of feeling Leia pass, showing a young woman (she's only 20 as of this film, being a few years younger than Luke and Anakin at the end of their respective trilogies) who is struggling to come to grips with everything that's been happening and just happened; it's no small wonder she fled to Ahch-To and intended to become a hermit in the wake of something like that.
And next up comes the reappearance of Luke Skywalker, not merely as a Force ghost but as the Jedi Master we had all hoped to see in the sequel trilogy, full of renewed faith and jovial humor, making a jocular call back to his casual disregard for his father's lightsaber in TJL. Now, I know some folks have said that JJ took a big steaming dump over TLJ and how Luke was portrayed there, but I disagree with that. If anything, we're seeing in TRoS the culmination of that arc, that had Luke survived the events of TLJ, this is the person he would now be, having come through his crisis of faith with said faith not only renewed but stronger than ever, having learned Yoda's final lesson that one shouldn't let their failures define who they are, and that what matters is what you do after failing. And in his own way, he imparts that same lesson to Rey, going so far as to reinforce that notion that it's what you do and the choices you make that matters the most, rekindling her heroic spirit. And then there was him lifting the X-Wing out of the ocean's muck, much like Yoda did and with a smirk on his face, showing that this was the Luke that Snoke (and Palpatine by extension I suppose) were very much worried would come back should the Resistance find him.
And then we have Harrison Ford's uncredited appearance as Han Solo, and in spite of being nothing more than a memory, it was great to see a father (even if just the memory of a father) reaching out to his son in that son's time of emotional crisis and be supportive. I loved that the dialogue was a replay of Han's final scene in TFA, only this time ending with Ben Solo forsaking the dark side and shedding the mask of Kylo Ren, much as Anakin forsook the dark side and shed the mask of Darth Vader in the climax of RotJ. I did smile at Han getting to be himself by cutting off what was probably going to be some very inelegant blubbering on Ben's part by saying "I know," which has kind of become the franchise's way of saying "I love you too," and it's nice to see what was an ad lib in ESB be used deliberately in such a touching manner.
The giant final space battle was pretty intense, and I can see why some folks felt the arrival of the cavalry felt unearned, but I didn't have that problem. For me, after mulling the film over in my head for a couple days, while the timing of the Big Damn Fleet might have been a little off, that this around everyone showed up makes sense. When the Resistance sends out their call for help towards the end of TLJ, the only people the First Order are openly antagonizing is the Resistance, so the rest of the galaxy may well have figured that there wasn't much of a point of picking a fight. But come the climax of TRoS, when Palpatine has pretty much outed himself as a Sith (i.e. the MAJOR villains of the setting's history) and told everyone either kneel or I kill you, when the call for aid came out, the galaxy knew that if they didn't stand up now, then they'd either be kneeling forever or be dead. Of course, having it be the suave old smoothie Lando making the call for help probably didn't hurt.
And Lando very much filled the "wise mentor" role not only very well, but in his own way, providing verbal support where needed, especially to Poe during his personal crisis after finding out General Leia was dead. Speaking of Leia, I thought they handled her scenes very well, even if there were a few instances where it was pretty clear they were using body doubles; makes sense that they'd have to, given the limited footage to work with and Abram's promise to not use a digital double. It really does sadden me that she passed before this film could be shot, as I can't help but wonder how much larger of a role she would have played in the film. Finding out that Luke had trained her, to the point where Leia had built her own lightsaber, was a nice reveal, as it showed that he passed on what he had learned, just as Yoda had advised him to do. While she may not have fully completed her training as a Jedi, it was still nice to see that Leia had at least developed her abilities to the extent that she could serve as a capable teacher for Rey.
One complaint I saw was that the film never really addressed if Finn was Force-sensitive or not, and that if he was then the film didn't do anything with it. That didn't bother me because RotJ ended much the same way with regards to Leia's revelation of being Force-sensitive, with her only getting one brief moment of using it before the credits rolled. At various points in the film, Finn gets these "feelings" about things, as well as sensing when Rey died on Exogal, so even if it wasn't stated as such, he at least got to display some minor uses of the Force, which is a touch I liked.
All that said, from the perspective of a GM that has run Star Wars games aplenty in the past, I am intrigued to see where LFL will go from here, and what shape Rey's rebuilt Jedi Order will take. I did like that she converted the head of her staff into a lightsaber at the very end, just before announcing herself to be a Skywalker in honor of Luke, Leia, and Ben, and that it had a yellow/amber blade, demonstrating that she's not as bound by the ways of the old Jedi as Luke had initially been. It was also touching to see the Force ghosts of Luke and Leia, being reunited in the netherworld of the Force. For Rey's first crop of students, I'm guessing Finn will be one of her first students, along with the broom kid from the end of TLJ. I'd be interesting in seeing or reading about such a story, of her establishing a renewed Jedi Order, this around hopefully free from lazy writers who decide to turn said Jedi school into an easy way to justify having new dark side villains; given how often he had students go rogue in New Republic era of Legends, it's amazing that Luke's Yavin 4 Praxuem wasn't shut down for being a hazard to galactic security.
Overall, I think this was as good a movie to close out not only the sequel trilogy but also the entire Skywalker Saga as could be made. I do think all three sequel films, but this one especially, were hampered by there not being a roadmap to help guide the filmmakers from the opening scene of TFA to the rolling of credits in TRoS, but I found the films to quite enjoyable, with TFA perhaps being my favorite of the three. I seriously wanted to love this film, but the first of my major grievances with the film, that of Rey being retcon'd into having a special lineage after all, keeps that from happening.
So while far from being a perfect film (and let's be honest, NONE of the Star Wars films are truly perfect, no matter what nostalgia tells you), it was enjoyable end to a saga that began when I was a wee child, and I do look forward to seeing what's yet to come. Apart from The Mandalorian which has thus far been fairly good, there's a Kenobi series by Deborah Chow (who directed what I think were some of the best episodes of The Mandalorian bar none), a Rogue One prequel series focusing on Cassian Andor, and apparently a new Star Wars film that's slated for December of 2022, with another new film in the Decembers of 2024 and 2026, though no details have been released about whether this will be a new trilogy or what.
Chris Witt of the Order 66 podcast said it best when he said that right now, it's a good time to be a Star Wars fan. The franchise may hit stumbling blocks along the way, even as far back as Lucas making the first movie back in the mid 1970's, but it's also a franchise that has endured over the decades, and I think it'll be around for many more decades to come.
Now, fair warning that if you've not seen The Rise of Skywalker, there's going to be some major spoilers in this post, so consider yourselves warned...
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Okay, now that that's out of the way, on to my thoughts and impressions of what's been billed as the final installment of the Skywalker Saga aka the tale one family's drama effing up the entire galaxy for three generations. I've seen the film twice thus far, and while I won't be seeing it in the theater again due to the price of tickets and finding the time to go, I'm eager for this movie to hit Disney+ and watch it yet again.
So to start with, on a scale of 1 to 10, I'd put this movie at a 7.5; overall the film was good, I enjoyed it, the cast did great (Adam Driver especially so), but it had problems, the least of which was the first act being a bit too hectic; I normally don't fret that much about so-called "pacing issues" as even action films need to take time to breath, but for much of this film's first act, it did feel like Abrams forgot that stopping to breath is a good thing, and that breakneck action paces aren't always the way to go. But in general, the film was well shot, well directed, and well produced. I certainly feel I got my money's worth, which really is all that I ever ask from a movie when I go see it in the theater.
For me, the biggest problem was the ass pull of Rey's status as it was established in The Last Jedi, in which it was revealed that she was a nobody, that as per Kylo Ren's words she "had no place in this story" as she had no special lineage or connection to the major players of the saga, that she was just a girl from pretty much nowhere. TLJ took pains to highlight that anyone could rise up to become the hero, and how deserving of one's hero status wasn't dependent upon bloodlines.
And then this film decides to undercut that whole message by revealing that Rey has secretly been Palpatine's grandchild all along. I literally facepalmed in my seat in theater at this, and silently hoped that this reveal turned out to be some kind of manipulative twist, that Palpatine had lied to Kylo Ren, and that Rey was indeed still a "nobody" in terms of her heritage. The writers did make a (to me at least) half-assed attempt to keep the "your parents were nobody" aspect from TLJ, by saying they went to ground as junk-salvaging drunks who only sold Rey for money to protect her from her (presumably dead at that point) grandfather. Needless to say, this whole reveal was the biggest strike against the movie, and again feels like it was LFL trying to offer an olive branch to a segment of the fanbase that couldn't accept Rey being strong in the Force for reason other than the plot required it. Heck, Snoke himself in both TFA and TLJ all but outright says that the only reason Rey is getting so powerful so quickly is that the Force is pushing her up to counterbalance Kylo Ren's growing power. If you've listened to Freddie Prinze Jr's rant about what the Force is and isn't, then you know that Rey's growth in power was the Force trying to restore balance by creating a champion to counter the growing darkness of Kylo Ren.
I'll be honest in that I was actually disappointed that they trotted out Palpatine as being the major villain behind it all. I might not have been that disappointed if there'd been hints of Darth Sidious having survived the events of RotJ, but that would have required JJ Abrams and other writers to put some thought into the story of this trilogy as a whole instead just the specific movie they were working on. Instead, it feels like Palpatine's robes should be covered in brown rather than being all black given where his reappearance came from.
The last element that I guess irked me was the fake-out deaths, which this film did much too often. I went into this film fully expecting that we were going to see one or more of the good guys take the final jump and go out. I know a number of folks would have lost their collective shit if Chewie had indeed died when the movie made you think he did, but I feel his death would have added more weight to the scene of Rey's freakout, and that revealing he was alive all along only lessened the impact of that scene, as it felt like her and Finn's reactions were overly dramatic. I was also onboard with the Falcon, the iconic ship of the franchise, being destroyed during the final battle, with Lando (possibly even Chewie) going out in a heroic blaze of glory, and Lando making one last jaunty quip before it happened. While I understand that Threepio is a droid and him losing his memories only to have them restored from a backup is a thing, that said thing existed undercut the drama of Threepio's "I'm taking one last look... at my friends" scene, as it was less of a major sacrifice on his part and more of a minor inconvenience for the rest of the group. Yes, I know Leia died, but with the far too soon passing of Carrie Fisher, we all know that was coming.
So enough of my complaints about what I didn't like, and onto some of the things I did like. I won't be listing them all, but instead will hit what for me were the real highlights.
Top of the list was that each actor did great, from Daisy Ridley and Oscar Issacs (probably my two faves out of the new heroes) to Billy Dee Williams (it was as if Lando had never really left), and it was indeed a treat to see Rey, Finn, and Poe finally able to interact with and bounce off each other, making me really wish that we'd gotten more of this earlier in the trilogy.
But quite frankly, Adam Driver just fucking killed it from start to finish, especially in the third act where his lack of dialogue would have been a major hindrance for a less capable actor. Hell, I cracked a grin when during his battle with the Knights of Ren, his expression upon getting the Skywalker lightsaber all but screamed, "game on bitches!" before pulling back to show him giving a very Han Solo-esque shrug before he proceeds to rip each of them a new one. You could see the anguish on his face as he cradled Rey's lifeless body, the relief when she came back to life, and joy at her having accepted/forgiven him for what he'd done as Kylo Ren, and then the reluctant acceptance that his act of healing Rey meant his own death and becoming one with the Force. There were a couple of young girls that were apparently Reylo shippers due to their squeals of delight at Ben and Rey's kiss followed by their moans of despair when Ben died and faded away. This is a purely personal take, but I would have liked to have seen Ben avoid the "redemption = death" trope and survive to try and make amends for his actions as Kylo Ren. But, like his grandfather Anakin, the boy is all about the drama, and hard to get more dramatic than peacing out after saving the girl you're hot for and sharing a big ol' victory smooch.
Which brings me to the final lightsaber duel between Rey and Kylo. It was reminiscent not only of RotJ's final duel, but also of RotS' duel between Anakin and Obi-Wan. Not only was the scene shot well, but you could see and almost feel the intensity in the faces of each combatant, with the duel going on to a point where they're both getting physically exhausted. It had the feeling of weight that Luke and Vader's duel in ESB had, even though Rey and Kylo were fairly evenly matched up until the very end. Also the fact that their moves lacked the degree of polish that the prequel fights had lent more weight to the duel. And then Rey's horrified reaction at what she's done in fatally stabbing Ben and the shock of feeling Leia pass, showing a young woman (she's only 20 as of this film, being a few years younger than Luke and Anakin at the end of their respective trilogies) who is struggling to come to grips with everything that's been happening and just happened; it's no small wonder she fled to Ahch-To and intended to become a hermit in the wake of something like that.
And next up comes the reappearance of Luke Skywalker, not merely as a Force ghost but as the Jedi Master we had all hoped to see in the sequel trilogy, full of renewed faith and jovial humor, making a jocular call back to his casual disregard for his father's lightsaber in TJL. Now, I know some folks have said that JJ took a big steaming dump over TLJ and how Luke was portrayed there, but I disagree with that. If anything, we're seeing in TRoS the culmination of that arc, that had Luke survived the events of TLJ, this is the person he would now be, having come through his crisis of faith with said faith not only renewed but stronger than ever, having learned Yoda's final lesson that one shouldn't let their failures define who they are, and that what matters is what you do after failing. And in his own way, he imparts that same lesson to Rey, going so far as to reinforce that notion that it's what you do and the choices you make that matters the most, rekindling her heroic spirit. And then there was him lifting the X-Wing out of the ocean's muck, much like Yoda did and with a smirk on his face, showing that this was the Luke that Snoke (and Palpatine by extension I suppose) were very much worried would come back should the Resistance find him.
And then we have Harrison Ford's uncredited appearance as Han Solo, and in spite of being nothing more than a memory, it was great to see a father (even if just the memory of a father) reaching out to his son in that son's time of emotional crisis and be supportive. I loved that the dialogue was a replay of Han's final scene in TFA, only this time ending with Ben Solo forsaking the dark side and shedding the mask of Kylo Ren, much as Anakin forsook the dark side and shed the mask of Darth Vader in the climax of RotJ. I did smile at Han getting to be himself by cutting off what was probably going to be some very inelegant blubbering on Ben's part by saying "I know," which has kind of become the franchise's way of saying "I love you too," and it's nice to see what was an ad lib in ESB be used deliberately in such a touching manner.
The giant final space battle was pretty intense, and I can see why some folks felt the arrival of the cavalry felt unearned, but I didn't have that problem. For me, after mulling the film over in my head for a couple days, while the timing of the Big Damn Fleet might have been a little off, that this around everyone showed up makes sense. When the Resistance sends out their call for help towards the end of TLJ, the only people the First Order are openly antagonizing is the Resistance, so the rest of the galaxy may well have figured that there wasn't much of a point of picking a fight. But come the climax of TRoS, when Palpatine has pretty much outed himself as a Sith (i.e. the MAJOR villains of the setting's history) and told everyone either kneel or I kill you, when the call for aid came out, the galaxy knew that if they didn't stand up now, then they'd either be kneeling forever or be dead. Of course, having it be the suave old smoothie Lando making the call for help probably didn't hurt.
And Lando very much filled the "wise mentor" role not only very well, but in his own way, providing verbal support where needed, especially to Poe during his personal crisis after finding out General Leia was dead. Speaking of Leia, I thought they handled her scenes very well, even if there were a few instances where it was pretty clear they were using body doubles; makes sense that they'd have to, given the limited footage to work with and Abram's promise to not use a digital double. It really does sadden me that she passed before this film could be shot, as I can't help but wonder how much larger of a role she would have played in the film. Finding out that Luke had trained her, to the point where Leia had built her own lightsaber, was a nice reveal, as it showed that he passed on what he had learned, just as Yoda had advised him to do. While she may not have fully completed her training as a Jedi, it was still nice to see that Leia had at least developed her abilities to the extent that she could serve as a capable teacher for Rey.
One complaint I saw was that the film never really addressed if Finn was Force-sensitive or not, and that if he was then the film didn't do anything with it. That didn't bother me because RotJ ended much the same way with regards to Leia's revelation of being Force-sensitive, with her only getting one brief moment of using it before the credits rolled. At various points in the film, Finn gets these "feelings" about things, as well as sensing when Rey died on Exogal, so even if it wasn't stated as such, he at least got to display some minor uses of the Force, which is a touch I liked.
All that said, from the perspective of a GM that has run Star Wars games aplenty in the past, I am intrigued to see where LFL will go from here, and what shape Rey's rebuilt Jedi Order will take. I did like that she converted the head of her staff into a lightsaber at the very end, just before announcing herself to be a Skywalker in honor of Luke, Leia, and Ben, and that it had a yellow/amber blade, demonstrating that she's not as bound by the ways of the old Jedi as Luke had initially been. It was also touching to see the Force ghosts of Luke and Leia, being reunited in the netherworld of the Force. For Rey's first crop of students, I'm guessing Finn will be one of her first students, along with the broom kid from the end of TLJ. I'd be interesting in seeing or reading about such a story, of her establishing a renewed Jedi Order, this around hopefully free from lazy writers who decide to turn said Jedi school into an easy way to justify having new dark side villains; given how often he had students go rogue in New Republic era of Legends, it's amazing that Luke's Yavin 4 Praxuem wasn't shut down for being a hazard to galactic security.
Overall, I think this was as good a movie to close out not only the sequel trilogy but also the entire Skywalker Saga as could be made. I do think all three sequel films, but this one especially, were hampered by there not being a roadmap to help guide the filmmakers from the opening scene of TFA to the rolling of credits in TRoS, but I found the films to quite enjoyable, with TFA perhaps being my favorite of the three. I seriously wanted to love this film, but the first of my major grievances with the film, that of Rey being retcon'd into having a special lineage after all, keeps that from happening.
So while far from being a perfect film (and let's be honest, NONE of the Star Wars films are truly perfect, no matter what nostalgia tells you), it was enjoyable end to a saga that began when I was a wee child, and I do look forward to seeing what's yet to come. Apart from The Mandalorian which has thus far been fairly good, there's a Kenobi series by Deborah Chow (who directed what I think were some of the best episodes of The Mandalorian bar none), a Rogue One prequel series focusing on Cassian Andor, and apparently a new Star Wars film that's slated for December of 2022, with another new film in the Decembers of 2024 and 2026, though no details have been released about whether this will be a new trilogy or what.
Chris Witt of the Order 66 podcast said it best when he said that right now, it's a good time to be a Star Wars fan. The franchise may hit stumbling blocks along the way, even as far back as Lucas making the first movie back in the mid 1970's, but it's also a franchise that has endured over the decades, and I think it'll be around for many more decades to come.
Labels:
Spoilers,
Star Wars,
The Rise of Skywalker
November 27, 2019
Of Jedi, Vidoe Games, and Fallen Orders
Greetings programs!
Yeah, been a spell since my last post here. Mostly that's been due to having been rather busy with real life things (nothing worrisome, just time consuming).
So a little over a week ago, I opted to take the plunge and pick up EA's latest offering, Star Wars: Jedi: Fallen Order. I'll be honest in that I was largely skeptical about whether I'd enjoy this game or not, given the less than stellar experiences I had with Spider-Man and Kingdom Hearts 3. Still, I'd been hearing lots of good things being said about this game, both from reviewers and especially from one of my friends whose opinion on video games I generally trust.
And I have to admit that the game is generally pretty fun, being an action-adventure "metroidvania" style game. Now admittedly I'm playing the game on Story Mode (aka Easy Mode) as at this point in my life I play video games as a means of relaxation and am not looking for a serious/frustrating challenge. The game's not perfect, as the combat controls feel like there's a bit of lag between button input and result, especially when there's a lot of enemies on the screen.
So that said, I got the inspiration to work up some stats and such of people and things that appeared in the game.
Cal Kestis, Jedi Fugitive (as of Escape from Bracca)
https://starwars.fandom.com/wiki/Cal_Kestis
The protagonist of Jedi: Fallen Order, young Cal is a survivor of the purge that was Order 66, and has spent the five years since that fateful day hiding on the planet Bracca, where he works as a scrapper alongside his Abednado co-worker and friend Prauf. Circumstances arise that causes Cal to reveal his Force abilities and subsequently coming to the attention of the dreaded Imperial Inquisitors.
I built Cal using the Jedi career and Padawan specialization from the Rise of the Separatists supplement, as it not only fit his background, but also allowed me to get him up to Force Rating 2 rather inexpensively and thus acquire the Bind power, which is what I'm using to represent his Force Statis ability both to slow down enemies but also to briefly freeze various obstacles to allow him to progress. I also gave him the benefit of the Mentor shared background resource from Force & Destiny to account for the his proper training prior to the events of Order 66.
BD Unit Droid
https://starwars.fandom.com/wiki/BD_unit
Serving as Cal's companion through much of the game, BD-1 is the game's exposition fairy, and has been likened to an intelligent puppy in terms of how he acts. The stat block presented here presents more of a "factory model" version of the droid.
Cost/Rarity: 4500 credits/6
Abednado
https://starwars.fandom.com/wiki/Abednedo
While the species was introduced in The Force Awakens, I thought it'd be fitting to include my take on a species write-up given that the character of Prauf plays a pivotal role in pushing Cal to undertake the grand quest that is the game's focus and for the young man to embrace his destiny as a Jedi. I did use the character sheet for the Abednado Colonist Bormo from FFG's The Force Awakens Beginner Box set to help inform my choices on how to design this species. It of course goes without saying that FFG ever does an official write-up of the Abednado, it's going to look rather different than what I'm posting here.
Starting Characteristics
Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2
Wound Threshold: 9+Brawn
Strain Threshold: 12+Willpower
Starting XP: 90
Species Abilities: Abednado being with one free rank in Resilience. They still may not train Resilience above Rank 2 at character creation.
Gregarious: Due to their affable and friendly nature, Abednado characters add an Advantage to the results of all Charm and Negotiation checks the character makes.
S-161 "Stinger" XL Luxury Yacht
https://starwars.fandom.com/wiki/S-161_%22Stinger%22_XL
The game's principle method of getting Cal and company from planet to planet on their quest, the Mantis is fairly sleek ship design. There's not a whole lot to go on apart from the comments of Greeze, the ship's captain and pilot, about how the Mantis is fast but not much good in a fight.
We don't get to explore much of the ship in the game, but I feel safe in presuming that there's more interior space than what is shown, enough to warrant putting this vessel in the Silhouette 4 category and with a decent amount of space for passengers and cargo. I also decided to price the vessel as something that an Edge of the Empire group could begin play with, though it is out of the initial reach of a Force and Destiny group.
Yeah, been a spell since my last post here. Mostly that's been due to having been rather busy with real life things (nothing worrisome, just time consuming).
So a little over a week ago, I opted to take the plunge and pick up EA's latest offering, Star Wars: Jedi: Fallen Order. I'll be honest in that I was largely skeptical about whether I'd enjoy this game or not, given the less than stellar experiences I had with Spider-Man and Kingdom Hearts 3. Still, I'd been hearing lots of good things being said about this game, both from reviewers and especially from one of my friends whose opinion on video games I generally trust.
And I have to admit that the game is generally pretty fun, being an action-adventure "metroidvania" style game. Now admittedly I'm playing the game on Story Mode (aka Easy Mode) as at this point in my life I play video games as a means of relaxation and am not looking for a serious/frustrating challenge. The game's not perfect, as the combat controls feel like there's a bit of lag between button input and result, especially when there's a lot of enemies on the screen.
So that said, I got the inspiration to work up some stats and such of people and things that appeared in the game.
Cal Kestis, Jedi Fugitive (as of Escape from Bracca)
https://starwars.fandom.com/wiki/Cal_Kestis
The protagonist of Jedi: Fallen Order, young Cal is a survivor of the purge that was Order 66, and has spent the five years since that fateful day hiding on the planet Bracca, where he works as a scrapper alongside his Abednado co-worker and friend Prauf. Circumstances arise that causes Cal to reveal his Force abilities and subsequently coming to the attention of the dreaded Imperial Inquisitors.
I built Cal using the Jedi career and Padawan specialization from the Rise of the Separatists supplement, as it not only fit his background, but also allowed me to get him up to Force Rating 2 rather inexpensively and thus acquire the Bind power, which is what I'm using to represent his Force Statis ability both to slow down enemies but also to briefly freeze various obstacles to allow him to progress. I also gave him the benefit of the Mentor shared background resource from Force & Destiny to account for the his proper training prior to the events of Order 66.
Psychometry (New Force Power)
So this was a Force power I had originally taken a crack at years ago as part of my old Ways of the Force fan supplement. At the time, the only example of a Force user that was skilled with this ability was Quinlan Vos, but now that we have Cal demonstrating the power, I've got a somewhat better handle on what the power can accomplish. It's fair to warn GMs that this Force power very much has the ability to unravel adventure plots that center on discovering things, so that end many of the upgrades for this power are expensive to purchase.
Kudos also to FFG forum user Nytwing, whose on take on Psychometry helped inform a fair bit the above. You can read his take on the power on his website here.
https://starwars.fandom.com/wiki/BD_unit
Serving as Cal's companion through much of the game, BD-1 is the game's exposition fairy, and has been likened to an intelligent puppy in terms of how he acts. The stat block presented here presents more of a "factory model" version of the droid.
Cost/Rarity: 4500 credits/6
Abednado
https://starwars.fandom.com/wiki/Abednedo
While the species was introduced in The Force Awakens, I thought it'd be fitting to include my take on a species write-up given that the character of Prauf plays a pivotal role in pushing Cal to undertake the grand quest that is the game's focus and for the young man to embrace his destiny as a Jedi. I did use the character sheet for the Abednado Colonist Bormo from FFG's The Force Awakens Beginner Box set to help inform my choices on how to design this species. It of course goes without saying that FFG ever does an official write-up of the Abednado, it's going to look rather different than what I'm posting here.
Starting Characteristics
Brawn 2, Agility 2, Intellect 3, Cunning 1, Willpower 2, Presence 2
Wound Threshold: 9+Brawn
Strain Threshold: 12+Willpower
Starting XP: 90
Species Abilities: Abednado being with one free rank in Resilience. They still may not train Resilience above Rank 2 at character creation.
Gregarious: Due to their affable and friendly nature, Abednado characters add an Advantage to the results of all Charm and Negotiation checks the character makes.
S-161 "Stinger" XL Luxury Yacht
https://starwars.fandom.com/wiki/S-161_%22Stinger%22_XL
The game's principle method of getting Cal and company from planet to planet on their quest, the Mantis is fairly sleek ship design. There's not a whole lot to go on apart from the comments of Greeze, the ship's captain and pilot, about how the Mantis is fast but not much good in a fight.
We don't get to explore much of the ship in the game, but I feel safe in presuming that there's more interior space than what is shown, enough to warrant putting this vessel in the Silhouette 4 category and with a decent amount of space for passengers and cargo. I also decided to price the vessel as something that an Edge of the Empire group could begin play with, though it is out of the initial reach of a Force and Destiny group.
You can find PDFs of most of the above (everything save the write-up for the Abednado) in a zip file located here: https://www.dropbox.com/s/696xqpegf7c2eut/Jedi%20Fallen%20Order%20files.zip?dl=0
Hopefully you've enjoyed reading this, and may even find use for some or even all of this material in your own games.
So until next time, remember.... persistence reveals the path, and trust in the Force.
Labels:
Droids,
FFG,
Force Powers,
Jedi: Fallen Order,
NPCs,
Player-Characters,
RPGs,
Star Wars,
Stat Block
June 8, 2019
Two from the archives
I know, I know, it's been a while since my last update. I haven't forgotten this page exists, but rather keep getting pulled in different directions and rarely have something that I really feel is worth posting here.
Well, that's obviously changed, as I finally got around to doing something I'd been meaning to do for quite some time, that being converting a pair of very memorable characters from a long ago Star Wars Saga Edition campaign over to the FFG system.
The characters in question were by far the two most memorable PCs from a Legacy Era campaign as run by Ben "Cyril" Erickson, and were the brainchildren of Kevin "Rikoshi" Frane and Nateal Falk. I had a couple of different characters in that campaign, starting off with a Corellian near-human ex-cop (nobody but me seemed to remember that he as a near-human, and even I forgot a few times) before he had a very explosive end (something I don't think Nateal has still quite forgiven me for) and I brought in a Jedi PC from an older New Jedi Order campaign that made the transition to the Legacy Era courtesy of a very long carbonite nap (and managed to avert most of the carbon hibernation symptoms by way of Jedi hibernation trance), though sadly the campaign never really got the chance to explore just how young(ish) Alwyn handled the transition between two very different eras. Then again, from his perspective the galaxy was still at war, just the bad guys had changed from Yuuzhan Vong to the One Sith. I think at the end there was a remark about how my PC had a similar name and appearance to a young Jedi from the Skywalker Praxuem that had helped save the Imperial capital of Bastion from a maniacal Dark Jedi's invasion efforts, but again nothing that was explored in any depth due to the campaign wrapping up.
Now, given how very different the two systems approach things, I opted to try and decided to instead aim more for the spirit of what each character was rather than do a straight point-to-point conversion. Once that decision was made however, the characters actually fell into place, more or less, pretty quickly. I did have to take a couple of liberties with each of them, but I think they work out pretty well as low-end player-characters.
For both of these, I opted to grant them an additional 25XP, which was treated as "earned XP" and couldn't be used to increase characteristics, as well as an extra 1000 credits worth of equipment. I considered going full-on Heroic/Knight Level, but found that just that extra 25XP sufficed to get the basics of the character.
The first of these two is Kirikinerry-tovante (Kiri for short), and he remains memorable to me simply for virtue of being a Squib, a meter-high species of blue-furred goofballs with a love of over-complicated negotiations and a notable lack of self-preservation instincts. This character was played by Rikoshi, and to my view, if our campaign had been a TV series, he would have been the fandom favorite of the cast. What really sold the character was the way Rikoshi voiced him as well as the mannerisms; given we were playing through Skype and Roll20, that he was able to convey all that with voice alone is pretty amazing. Heck, I still chuckle at the fact that Rikoshi took the time to draw up a "contract" for the group, denoting who got what amount of any proceeds, with all sorts of adjustments based on some of the most odd factors, such as "non-koovy non-Jedi penalty" for the Caamasi Force adept. I sadly don't have the list anymore, and I'm pretty sure the forum thread for the campaign has long been pruned for inactivity, but it was a piece of demented genius.
When writing up Kiri's stats, I opted to take two bites at the apple. In Saga Edition, he was built using the Smuggler class, so I first opted to go the route of the Smuggler career, and settling on the Thief career. However, that just didn't quite feel right for an "independent busyness being" like Kiri, so I did a second build using Explorer as the career and Trader as his specialization, which I honestly think works a bit better. Obviously, there's no official write-up for the Squib as a species (a major oversight on FFG's part in my estimation), so I used the unofficial stats that I'd created for this blog some time ago instead.
At any rate, here's links to each of the versions. Hopefully Kevin can forgive me for using the stock image of a Squib, as I sadly lack the artistic talent to create an image that suitably captures the koovy majesty of the character.
Kirikinerry-tovante, Squib Smuggler
Kirikinerry-tovante, Squib Explorer
Now, for the second character, this was Niera Kurucz, an Arkanian scientist with a rather abrasive personality when it came to dealing with organics, but had quite the soft spot with regards to droids and cybernetically-augmented creatures. While Kiri was just that right sort of crazy-awesome that makes a character both memorable and enjoyable to have in the group, Niera was in part memorable to me for the fact she was kind of the party face while really not having the personality for it.
Niera's conversion was a lot more difficult, due in large part to her being Force-sensitive, an ability that was always present but was only slowly developed over time. She never became a really potent Force user due to her cybernetic enhancements (Saga Edition operated under the old assumption that cybernetics interfered with one's ability to use the Force, itself based upon Darth Vader no longer having the potential power that he'd had as Anakin Skywalker), but there were some interesting moments with her trying to learn about the Force from the Caamasi Force adept; she never did quite get around to trusting my Jedi character, though she did accept his offer to let her borrow his copy of The Jedi Path: A Manual for Students of the Force (in-setting, that book was a reprint of the tome that Luke had uncovered some time prior to the NJO era, but obviously without the various in-character margin notes from different owners over the decades; said book is now Legends, but it's worth reading if you're looking to play a character trained in the mold of the classic Jedi).
Ultimately, I decided that Niera's core concept would be best served if I deep-sixed the bulk of the "party face" elements and focused on her being a highly intelligent engineering and droid mechanics expert, and settled on Technician for her career and Droid Tech as her starting specialization. I did still give her Force-sensitivity by way of the Force Sensitive Exile specialization, though much like her original character build in Saga Edition she's lacking much in the way of actual Force abilities, though that will change over time. I was sorely tempted to give her the Manipulate power out of Endless Vigil, but all she could really afford was the basic power and that effect didn't really jive with her focus on droids and cyber-technology.
One bit of rule-bending I had to do for Niera was to employ the droid-crafting rules from Special Modifications, and assign a certain number of advantages and triumphs from her Mechanics and Computers checks to build and program her custom personal droid PLUM. I have no idea what sort of stats PLUM had in Saga Edition, so I built the little droid as having proficiency in mechanics and computers, with a small scientific database, with the intent that it pretty much provides Niera with a boost die on her Computers, Mechanics, and Knowledge (Education) checks. She can also send PLUM out to operate independently, with it working a little better while following her directions.
So here's my take on Niera and her droid companion PLUM (which in my head canon at least stands for PersonaL Utility Mechanism):
Niera Kurucz, Arkanian Force-Sensitive Technician
PLUM, Niera's custom droid companion
I do have a few other ideas rattling around in my brain, but we'll see how long it takes before something viable actually shakes out.
Edit: Forgot to note, but the characters were built and the character sheets are from OggDude's excellent character generator program.
Well, that's obviously changed, as I finally got around to doing something I'd been meaning to do for quite some time, that being converting a pair of very memorable characters from a long ago Star Wars Saga Edition campaign over to the FFG system.
The characters in question were by far the two most memorable PCs from a Legacy Era campaign as run by Ben "Cyril" Erickson, and were the brainchildren of Kevin "Rikoshi" Frane and Nateal Falk. I had a couple of different characters in that campaign, starting off with a Corellian near-human ex-cop (nobody but me seemed to remember that he as a near-human, and even I forgot a few times) before he had a very explosive end (something I don't think Nateal has still quite forgiven me for) and I brought in a Jedi PC from an older New Jedi Order campaign that made the transition to the Legacy Era courtesy of a very long carbonite nap (and managed to avert most of the carbon hibernation symptoms by way of Jedi hibernation trance), though sadly the campaign never really got the chance to explore just how young(ish) Alwyn handled the transition between two very different eras. Then again, from his perspective the galaxy was still at war, just the bad guys had changed from Yuuzhan Vong to the One Sith. I think at the end there was a remark about how my PC had a similar name and appearance to a young Jedi from the Skywalker Praxuem that had helped save the Imperial capital of Bastion from a maniacal Dark Jedi's invasion efforts, but again nothing that was explored in any depth due to the campaign wrapping up.
Now, given how very different the two systems approach things, I opted to try and decided to instead aim more for the spirit of what each character was rather than do a straight point-to-point conversion. Once that decision was made however, the characters actually fell into place, more or less, pretty quickly. I did have to take a couple of liberties with each of them, but I think they work out pretty well as low-end player-characters.
For both of these, I opted to grant them an additional 25XP, which was treated as "earned XP" and couldn't be used to increase characteristics, as well as an extra 1000 credits worth of equipment. I considered going full-on Heroic/Knight Level, but found that just that extra 25XP sufficed to get the basics of the character.
The first of these two is Kirikinerry-tovante (Kiri for short), and he remains memorable to me simply for virtue of being a Squib, a meter-high species of blue-furred goofballs with a love of over-complicated negotiations and a notable lack of self-preservation instincts. This character was played by Rikoshi, and to my view, if our campaign had been a TV series, he would have been the fandom favorite of the cast. What really sold the character was the way Rikoshi voiced him as well as the mannerisms; given we were playing through Skype and Roll20, that he was able to convey all that with voice alone is pretty amazing. Heck, I still chuckle at the fact that Rikoshi took the time to draw up a "contract" for the group, denoting who got what amount of any proceeds, with all sorts of adjustments based on some of the most odd factors, such as "non-koovy non-Jedi penalty" for the Caamasi Force adept. I sadly don't have the list anymore, and I'm pretty sure the forum thread for the campaign has long been pruned for inactivity, but it was a piece of demented genius.
When writing up Kiri's stats, I opted to take two bites at the apple. In Saga Edition, he was built using the Smuggler class, so I first opted to go the route of the Smuggler career, and settling on the Thief career. However, that just didn't quite feel right for an "independent busyness being" like Kiri, so I did a second build using Explorer as the career and Trader as his specialization, which I honestly think works a bit better. Obviously, there's no official write-up for the Squib as a species (a major oversight on FFG's part in my estimation), so I used the unofficial stats that I'd created for this blog some time ago instead.
At any rate, here's links to each of the versions. Hopefully Kevin can forgive me for using the stock image of a Squib, as I sadly lack the artistic talent to create an image that suitably captures the koovy majesty of the character.
Kirikinerry-tovante, Squib Smuggler
Kirikinerry-tovante, Squib Explorer
Now, for the second character, this was Niera Kurucz, an Arkanian scientist with a rather abrasive personality when it came to dealing with organics, but had quite the soft spot with regards to droids and cybernetically-augmented creatures. While Kiri was just that right sort of crazy-awesome that makes a character both memorable and enjoyable to have in the group, Niera was in part memorable to me for the fact she was kind of the party face while really not having the personality for it.
Niera's conversion was a lot more difficult, due in large part to her being Force-sensitive, an ability that was always present but was only slowly developed over time. She never became a really potent Force user due to her cybernetic enhancements (Saga Edition operated under the old assumption that cybernetics interfered with one's ability to use the Force, itself based upon Darth Vader no longer having the potential power that he'd had as Anakin Skywalker), but there were some interesting moments with her trying to learn about the Force from the Caamasi Force adept; she never did quite get around to trusting my Jedi character, though she did accept his offer to let her borrow his copy of The Jedi Path: A Manual for Students of the Force (in-setting, that book was a reprint of the tome that Luke had uncovered some time prior to the NJO era, but obviously without the various in-character margin notes from different owners over the decades; said book is now Legends, but it's worth reading if you're looking to play a character trained in the mold of the classic Jedi).
Ultimately, I decided that Niera's core concept would be best served if I deep-sixed the bulk of the "party face" elements and focused on her being a highly intelligent engineering and droid mechanics expert, and settled on Technician for her career and Droid Tech as her starting specialization. I did still give her Force-sensitivity by way of the Force Sensitive Exile specialization, though much like her original character build in Saga Edition she's lacking much in the way of actual Force abilities, though that will change over time. I was sorely tempted to give her the Manipulate power out of Endless Vigil, but all she could really afford was the basic power and that effect didn't really jive with her focus on droids and cyber-technology.
One bit of rule-bending I had to do for Niera was to employ the droid-crafting rules from Special Modifications, and assign a certain number of advantages and triumphs from her Mechanics and Computers checks to build and program her custom personal droid PLUM. I have no idea what sort of stats PLUM had in Saga Edition, so I built the little droid as having proficiency in mechanics and computers, with a small scientific database, with the intent that it pretty much provides Niera with a boost die on her Computers, Mechanics, and Knowledge (Education) checks. She can also send PLUM out to operate independently, with it working a little better while following her directions.
So here's my take on Niera and her droid companion PLUM (which in my head canon at least stands for PersonaL Utility Mechanism):
Niera Kurucz, Arkanian Force-Sensitive Technician
PLUM, Niera's custom droid companion
I do have a few other ideas rattling around in my brain, but we'll see how long it takes before something viable actually shakes out.
Edit: Forgot to note, but the characters were built and the character sheets are from OggDude's excellent character generator program.
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July 4, 2018
Y2K-class Light Freighter - A New Ride for FFG Star Wars
Firstly, to my fellow American residents, a happy Fourth of July. While our nation's current state of affairs is tumultuous (to put it mildly), as a young nation (at least when compared to Europe) we've still managed to accomplish quite a bit for what was once derided as "The Great Experiment." So that at least we can celebrate. There's still a long ways to go, but I'm hopeful we'll get there sooner rather than later.
Now, while it might not be May the Fourth, it's still appropriate to say that the Fourth will be with you, so in that vein I'm posting up a little something I threw together not that long ago.
Over on the FFG Star Wars RPG forums, a thread cropped up with a newer member asking for some suggestions on how to stat up a ship design they'd found on the interwebz, jokingly calling said ship a "Falcon Junior." Dubbed the Y2K Peregrine by Miniature Scenery, it's actually a pretty neat looking ship, and to my mind would indeed be perfect for a small group of PCs, probably no more than two or three characters as a starting ship, perhaps especially for a Force and Destiny group, who frankly don't have a lot of options when it comes to available starting craft due to the limit of a 70K credit price tag.
The thread's OP was initially just using the stats of the JumpMaster 5000 (which still holds a place of amusement in my brain for reasons) as the baseline, but the JM-5K is designed more as a scout ship than any sort of cargo-carrying craft. So I thought I'd take a stab at coming up with a set of stats for this "baby YT-1300" that set it apart at least somewhat from the JumpMaster.
So one point of contention in the forum thread was the Silhouette, with a few folks being rather insistent that based upon their calculation of the ship's measurements that it must be Silhouette 3 and no bigger. However, given that Silhouette 3 is pretty much the domain of starfighters and the Y2K freighter is a lot wider compared to most starships, I felt that this fits into the lower end of Silhouette 4 and is better suited for a ship that's designed to haul cargo. I also wanted something that wasn't a flying death trap in case the PCs wind up getting into a starship battle, so making the ship Silhouette 4 also justified a higher Hull Trauma threshold than a Silhouette 3 ship would generally have. The initial armament isn't great, but it's serviceable and it wouldn't be too hard to swap it out for a quad laser cannon at some point down the road; admittedly I was tempted to give the ship a quad laser cannon as the default weapon, but I felt the ship had enough going for it already that it didn't need an awesome gun right off the bat.
I won't bore you with too much more of the creative thought processes that went into coming up with these stats, as if you take a look you can see where the stats for the JumpMaster 5000 had a strong influence on the stat block for the Y2K-class light freighter.
Y2K-class Light Freighter
Designed and put into production a few years after the end of the Clone Wars and the formation of the Galactic Empire, Corellian Engineering Corporation sought to create a smaller-scale version of their venerable YT-series of freighters, which were beginning to show their age. Applying lessons learned over the decades, the design team for the Y2K-series strove to design a courier-vessel, opting to skimp on the frills and focus on functionality.
Unfortunately, not unlike Kuat Systems Engineering's much-maligned S40K Phoenix Hawk-class Light Pinnace, the Y2K-class crew compartments were considered cramped even though it was spacious in terms of cargo hold. While most independent freighter pilots aren't overly concerned with having luxury accommodations, the Y2K-series' crew berths were certainly not a major selling point. What the Y2K-series did have was a high-performance ion drive that was reliable and needed far less maintenance than similar models, and while the hypedrive is not exceptional it too is very reliable. Instead of the more typical single laser cannon that ships of the YT-series featured, the Y2K-series comes standard with a twin blaster cannon, allowing it to more easily pass the Empire's increasingly strict weapon restrictions. The Y2K-series is surprisingly robust and nimble for a ship of it's size; a Y2K-series freighter won't be doing loops around your typical starfighter, but it won't be easy prey for raiders and pirates either. Unfortunately, even CEC's long reputation of easily modifiable craft couldn't overcome the ship's reduced size, and the Y2K-series isn't nearly as welcoming of modifications as many other CEC designs.
Unfortunately, CEC's core market weren't overly interested in what amounted to a cramped courier vessel, even at the deeply-discounted price the ship was being sold at, and production ceased after only a couple years. While replacement parts for this specific make of freighter are becoming increasingly scarce, the Y2K-series is surprisingly accepting of parts and components made for the YT-series, allowing this small and largely overlooked ship design to continue to operate and even thrive long after CEC had forgotten about it and moved on to other, more profitable ship designs.
Now, while it might not be May the Fourth, it's still appropriate to say that the Fourth will be with you, so in that vein I'm posting up a little something I threw together not that long ago.
Over on the FFG Star Wars RPG forums, a thread cropped up with a newer member asking for some suggestions on how to stat up a ship design they'd found on the interwebz, jokingly calling said ship a "Falcon Junior." Dubbed the Y2K Peregrine by Miniature Scenery, it's actually a pretty neat looking ship, and to my mind would indeed be perfect for a small group of PCs, probably no more than two or three characters as a starting ship, perhaps especially for a Force and Destiny group, who frankly don't have a lot of options when it comes to available starting craft due to the limit of a 70K credit price tag.
The thread's OP was initially just using the stats of the JumpMaster 5000 (which still holds a place of amusement in my brain for reasons) as the baseline, but the JM-5K is designed more as a scout ship than any sort of cargo-carrying craft. So I thought I'd take a stab at coming up with a set of stats for this "baby YT-1300" that set it apart at least somewhat from the JumpMaster.
So one point of contention in the forum thread was the Silhouette, with a few folks being rather insistent that based upon their calculation of the ship's measurements that it must be Silhouette 3 and no bigger. However, given that Silhouette 3 is pretty much the domain of starfighters and the Y2K freighter is a lot wider compared to most starships, I felt that this fits into the lower end of Silhouette 4 and is better suited for a ship that's designed to haul cargo. I also wanted something that wasn't a flying death trap in case the PCs wind up getting into a starship battle, so making the ship Silhouette 4 also justified a higher Hull Trauma threshold than a Silhouette 3 ship would generally have. The initial armament isn't great, but it's serviceable and it wouldn't be too hard to swap it out for a quad laser cannon at some point down the road; admittedly I was tempted to give the ship a quad laser cannon as the default weapon, but I felt the ship had enough going for it already that it didn't need an awesome gun right off the bat.
I won't bore you with too much more of the creative thought processes that went into coming up with these stats, as if you take a look you can see where the stats for the JumpMaster 5000 had a strong influence on the stat block for the Y2K-class light freighter.
Y2K-class Light Freighter
Designed and put into production a few years after the end of the Clone Wars and the formation of the Galactic Empire, Corellian Engineering Corporation sought to create a smaller-scale version of their venerable YT-series of freighters, which were beginning to show their age. Applying lessons learned over the decades, the design team for the Y2K-series strove to design a courier-vessel, opting to skimp on the frills and focus on functionality.
Unfortunately, not unlike Kuat Systems Engineering's much-maligned S40K Phoenix Hawk-class Light Pinnace, the Y2K-class crew compartments were considered cramped even though it was spacious in terms of cargo hold. While most independent freighter pilots aren't overly concerned with having luxury accommodations, the Y2K-series' crew berths were certainly not a major selling point. What the Y2K-series did have was a high-performance ion drive that was reliable and needed far less maintenance than similar models, and while the hypedrive is not exceptional it too is very reliable. Instead of the more typical single laser cannon that ships of the YT-series featured, the Y2K-series comes standard with a twin blaster cannon, allowing it to more easily pass the Empire's increasingly strict weapon restrictions. The Y2K-series is surprisingly robust and nimble for a ship of it's size; a Y2K-series freighter won't be doing loops around your typical starfighter, but it won't be easy prey for raiders and pirates either. Unfortunately, even CEC's long reputation of easily modifiable craft couldn't overcome the ship's reduced size, and the Y2K-series isn't nearly as welcoming of modifications as many other CEC designs.
Unfortunately, CEC's core market weren't overly interested in what amounted to a cramped courier vessel, even at the deeply-discounted price the ship was being sold at, and production ceased after only a couple years. While replacement parts for this specific make of freighter are becoming increasingly scarce, the Y2K-series is surprisingly accepting of parts and components made for the YT-series, allowing this small and largely overlooked ship design to continue to operate and even thrive long after CEC had forgotten about it and moved on to other, more profitable ship designs.
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May 25, 2018
Some Force & Destiny rules tweaks (Star Wars RPG)
Yeah, yeah, I missed "May the Fourth" in terms of posting something relating to the wide world of Star Wars geekdom. Still, given that Solo is officially released today here in the U.S., I figure a Star Wars themed RPG post is acceptable.
Far warning, this post is going to be a bit on the lengthy side, not due to the volume of things being tweaked, but more due to explanations of the reasoning behind why the tweaks were made in the first place. That and the matter that the bulk of what I'd consider my rules tweaks for Fantasy Flight Games' Star Wars Force and Destiny RPG is covered in version 2.0 of my old Ways of the Force fan supplement.
Now to be clear, I consider the FFG Star Wars RPG to be a pretty solid system, one that can be run very well without a single house rule needing to be made or implemented. I've played and run a number of games, from one-shots at conventions to campaigns of varying lengths, and not once have I been disappointed beyond a rare string of crappy dice rolls, but that's more an issue with the Star Wars dice roller apps generally not liking me than any sort of fault of the system.
That's not to say there's elements that I don't think could be tweaked a bit, such as the revised talent trees that I posted a while back for the Ataru Striker, Shii-Cho Knight, and Soresu Defender specializations (you can check them out here), or things that could be added such as the inclusion of synthetic lightsaber crystals (much as I like Dave Filoni's work on Star Wars Rebels, I disagree on the notion that synthetic 'saber crystals are emphatically not a thing in the new canon).
I've been working on most of these for a while, running a series of test combats as well as using them in live game sessions where possible. Some of what I'm posting below is fairly minor, some of it less so. But, enough prattling, on to the house rules...
Skills
Deception checks are now opposed by Vigilance instead of Discipline
Okay, so this isn't so much a house rule as adopting a rules element from FFG's Genesys RPG, one that I happen to like. This change/update/tweak takes some of the value off of Discipline, which is already pretty solid since it's used to resist Coercion and fear, is the default skill for Force powers when a skill check is required, and can be used to recover strain. As a result, Vigilance becomes a bit more than the "roll initiative" or "resist an ambush" skill.
Talents
Feint
So like I posted last year when discussing the various Lightsaber Form specializations, the Feint talent for a Makashi Duelist is problematic because given how the game's combat system works, said talent is likely to be become less and less useful. Reason being that combat is skewed towards making it harder to avoid getting hit than it is to be able to hit your opponent. And since as written Feint requires you to miss on a melee-based combat check, that means that the talent is going to see less and less use as your character gets better at using a lightsaber, which is bad since Feint is the Makashi Duelist's primary defensive talent.
So my suggested tweak is to re-word the talent's effects to read as follows:
F&D pg82 (short description)
Spend Triumph or 3 Advantage when making a melee combat check against an opponent to upgrade the difficulty of the opponent's next melee combat check targeting the character during this encounter by the character's ranks in Feint.
F&D pg142 (full description)
When making a Lightsaber, Brawl, or Melee combat check against an opponent, the character may spend Triumph or 3 Advantage to upgrade the difficulty of the opponent's next Lightsaber, Brawl, or Melee combat check targeting the character during this encounter by the character's ranks in Feint.
In short, make it so that Feint can be spent whether you hit or miss, but as a trade-off the effects only apply if the opponent themselves is making a melee-based attack, which makes sense for a combat form that is built entirely around dueling; Feint should be zero help if the other guy decides to draw a blaster or throw a grenade at you.
Defensive Circle
So after some pondering based upon observations of the Soresu Defender PC in my current F&D campaign, I've decided that this talent needs a bit of a tweak to make it more viable as a tactic. While on paper it looks pretty good as written, the stumbling block comes when you've got a party where most everyone is wearing armor that provides defense or routinely takes cover when the blaster bolts start flying. Even more so is the fact that you're rolling against a Hard difficulty, meaning you're probably not going to be getting a lot of Advantage to spend if you succeed on the Lightsaber (Intellect) check that the talent requires. This is a rules tweak that I've tested in live play sessions, and it's worked out pretty well as it lets the PC be a "defender" for the party without having to min-max his Lightsaber skill or Intellect in order for the talent to be worth the XP. So for this tweak, the rules text would be re-worded as follows:
F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action. The character plus one ally within short range per uncancelled success increases their defense by 1 until the beginning of next turn. Increase defense bonus by 1 per 2 Advantage.
F&D pg141 (full description)
Force Talent: While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard difficulty Lightsaber (Intellect) check. If successful, the character plus one ally within short range per uncancelled success increases their current ranged and melee defense by 1 until the beginning of the character's next turn. Increase the bonus to defense by 1 for every 2 Advantage.
With the most recent FAQ adding some needed clarification on defense stacking as well as a hard cap on how high a character's defense can get, the rewording of Defensive Circle now allows for the character to help out his party members who are benefiting from armor defense or cover, but not to such an extreme degree that enemy dice pools are loaded with setback dice thanks to the hard cap that's now in place.
Strategic Form
So another Soresu Defender talent, this one caught my eye as at a later date I will be entering into a friend's F&D-themed campaign using a character that has this as his starting specialization. While he's only at Knight Level in terms of XP, I did take a look at other talents in the tree, especially since the GM is keeping things fairly close to RAW with regards to specializations. For me, the problem with this talent is there's an entire Signature Ability called Fated Duel, which is for the Guardian career, that does a lot of what Strategic Form does (forces an enemy to attack you and only you), but does it in such a way that the Soresu PC isn't suddenly overwhelmed. Which, given my experiences with Feint above as well as general play regarding the strain cost of Parry and Reflect, means that a Soresu Defender using Strategic Form as written is pretty much drawing aggro like crazy and more likely than not will be taken out of action before they get another chance to act, either from burning strain to fuel Parry and especially Reflect or from the sheer volume of wounds taken.
Now, as I mentioned under Defensive Circle above, one of the key tenets of Soresu is don't get hit, but is also to use those defensive motions to create opportunities for the Soresu user to make their own attacks while weathering the storm of their opponents' offense. As written, Strategic Form does neither of these, and instead it really just paints a huge bullseye on the character's chest, making it more of a desperation tactic than something the player would want to use. Yeah, the talent's tucked into the top corner of the spec, so the player doesn't have to purchase Strategic Form if they don't want to, but it's location does mean that you'd either need to buy it anyway or purchase and go through a second Guardian specialization if you wanted the previously mentioned Fated Duel Signature Ability. So, my proposed revision to the talent is such:
F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action, rolling Force dice no greater than Force rating. Add 1 Threat to results of combat checks targeting the character until the beginning of next turn; add additional Threat per 2 Success. Spend Force point to recover one strain.
F&D pg152 (full description)
Force Talent: While wielding a Lightsaber weapon, the character may take the Strategic Form action, making a Hard difficulty Lightsaber (Intellect) check and rolling Force dice no greater than Force rating as part of the check. If the check is successful, add 1 Threat to results of any combat checks targeting the character until the beginning of the character's next turn, adding additional Threat per 2 Success generated on the check. The character may spend Force point to recover one strain.
So with this revamp of the talent, Soresu Defender now has a tactic that lets them "weather the storm" (recoup strain used to fuel Parry and Reflect) while creating openings for them to exploit by making it more likely they'll be able to trigger Improved Parry and/or Improved Reflect, which is going to be the main way a Soresu Defender PC is able to make attacks seeing as how using this talent causes them to forfeit their action, and thus pass on attacking with what is probably one of the most devastating close-quarters weapons in the game, especially if they're using a highly-modded Ilum or Mephite crystal (which given Intellect is one of their key characteristics is fairly likely).
Equipment
Most of this is actually tweaks to some of the previous homebrew material I previously published in Ways of the Force rather than tweaks to officially published FFG material.
Adegan Crystal (Lightsaber Attachment)
Okay, so this originally began as a "starter crystal" option for GMs that were hesitant about handing out some of the potentially more potent crystals early in the campaign. However, given the lore behind Adegan crystals over in Legends, and how they were standard for the Jedi prior to the discovery of Ilum, I felt I was underselling them. Now granted there are a number of varieties of Adegan crystals, from the Pontite and Mephite to the lowly Katharcite, but I ultimately wanted to keep things more on the simpler side rather than have several different types of Adegan crystals. I also wanted something that had a bit more punching power than the Athiss Cave crystals from the F&D Beta adventure Lost Knowledge, which are themselves excellent starter crystals for a group of aspiring 'saber monkeys.
So here's an updated version of the Adegan crystal, one that's more potent than the WotF version, but not as potentially potent as a fully-modded Ilum crystal:
Adegan Crystal Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 3 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mods. Hard Points Required: 2 Cost: 8,000 credits Rarity: 10 (R)
So main changes are an extra damage mod, one less rank of Vicious, a mod to get the crit rating down to 1 as well as an increase in both price and rarity owing to the increased power of the crystal.
Now, having pretty much removed Adegan crystals as a lower-end "starter crystal," that left me with something of a blank space in that regard. I still wanted something that a player whose character was designed to be a lightsaber wielder could have that wasn't as timid as the training emitter but wouldn't give novice GMs pause by providing the Breach 1 quality. The answer was found in the lore for the Tapani lightfoil, in particular the modern versions of the weapon, which per Legends are effectively novelty store knock-offs of a proper lightsabers, not being nearly as well made and employing sub-standard or synthetic focusing lenses. And so was born...
Synthetic Focusing Lens Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Pierce 1 quality. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 1 Damage +1 Mod, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Pierce +1) Mod, 1 Item Quality (Vicious +1) Mod. Hard Points Required: 2 Cost: 500 credits Rarity: 8 (R)
So yeah, definitely a good deal more heft than the training emitter, given the potential to make this a Damage 7 with Pierce 2 weapon, but not as potent as a full kyber crystal, making a nice midpoint between the two. I'm not 100% settled on the price, as a part of me thinks 500 credits is too cheap, but I still want this to be something a starting character could begin play with.
And much like building a training emitter as detailed in the sidebar of the Lightsaber crafting rules from Endless Vigil, it'd take an Average difficulty Mechanics check and 150 credits' worth of parts to build a synthetic focusing lens.
Force Powers
And this is the part where I'm likely due to irk some folks, as one of the powers that I've been working on tweaking is the Move power. However, unlike a number of folks that have sought to water down the power based solely upon their presumptions of how potent Move is (9.9 times out of 10, the naysayers are using hypothetical examples of PCs with either awesome dice luck to be constantly rolling double light side pips or a few hundred XP invested in both Move and getting to Force Rating 3 or higher), what I've been testing over the past several months probably makes this most contentious of Force powers a bit more powerful, at least in the early going. But more on that in a moment.
Enhance
Okay, full disclosure, there's been two things with Enhance as written that have irked me. The first is that leaping horizontally and vertically are split into two separate Control upgrades. The second is that as the effect is written (and was confirmed by Sam Stewart during one of his guest appearances on the Order 66 podcast), you can't use a Force leap to engage or disengage with an opponent, meaning that you'd have to spend at least one maneuver to either disengage and then Force leap away, or Force leap in and spend a maneuver to engage.
So, my tweak to Enhance is to address both of those points, first by rolling the "leap horizontal" and "leap vertical" Control upgrades into a single Control upgrade that reads as follows:
Control Upgrade: Take a Force Leap action to make an Enhance power check. The user may spend Force point to jump to any location with short range, ignoring obstacles and difficult or impassible terrain. The user may not activate this multiple times.
(if using OggDude's awesome character generator, you can label this as Control: Force Leap)
Now, that leaves an empty slot where the "leap vertical" Control upgrade used to sit. This is easily filled in with the following:
Control Upgrade: When taking the Force Leap action, the user may disengage from or engage with another character as part of the action. Cost = 10XP
I've not really tested this outside of a few test combats, but given that for the longest time I'd been allowing a character to use this power to engage/disengage without problem, I don't foresee any major issues with implementing this revision.
Move
And here we go, the tweak regarding the one Force power that's drawn all sorts of concern and consternation from many folks who are going on pure speculation of how "overpowered" this power is compared to the reality where it's not nearly as potent as it looks on paper.
Now way back in the EotE Beta days, I had toyed with the notion of incorporating an inherent "attack" ability into the base Move power, much like a character trained in Use the Force could do in WotC's Saga Edition game. That never made it past the concept phase, until last year when I was working on a bunch of Force user pre-gens for the Star Wars module I ran at this past April's GamerNationCon, when it struck me that none of the PCs (who were originally Padawans of the Jedi Order) had the ability to make ranged attacks. Yes, most of them had lightsabers, but nobody could really attack at a distance if the situation called for it, something that I recalled happened to Chris "GM Chris" Witt of Order 66 podcast fame during one of his initial Saga Edition games, which resulted in a frustrating experience for players and GM alike. Of course, the tricky part was "how do I balance this without making Move too powerful?" The answer proved to be deceptively simple once I stopped obsessing over it.
So, my tweak to the Move basic power is as follows:
Basic Power: The user may spend Force point to move or hurl one object of Silhouette 0 that is within short range up to his maximum range. Hurling an object is a ranged attack using an Easy difficulty Discipline check combined with a Move power check, and deals 5 damage if successful. The default range is short range. May not be activated multiple times.
So, the offset is that while you can now use Move to attack as part of the basic power, it's no longer a Discipline check with no difficulty dice, meaning the attack is generally going to do less damage or not generate as much Advantage as said attack would under the rules as written. And this change has actually seen play at the table, both in the con session I ran (though most of the players were too eager to use their lightsabers to attack than hurl small objects) and in a recent campaign a friend of mine is running. Thus far, it's not proved to be unbalanced in the slightest, and the increased difficulty actually helps address a point of concern with throwing bigger objects (see below).
Now, with removing the "hurl objects" Control upgrade, that leaves a blank spot in the power tree, which similar to Enhance is rather easily patched with the following:
Control: The target of an attack mad with a hurled object is disoriented for a number of rounds equal to the number of Force points spent on the power check. Cost = 10XP
I took this idea from the Bind power in that any damage the base Bind power inflicts is determined by the number of Force points spent on fueling the power, so long as at least one of them came from a dark side pip. Yes, there is potential for a target to be disoriented for several rounds by a powerful Force user, but as being disoriented only adds a setback die to checks, and can itself be overcome with various talents or even equipment upgrades (such as the custom hilt attachment), that's not too big of a concern.
Now, by rolling the "hurl objects to deal damage" Control upgrade into the basic power, this necessitates some rewording of the Magnitude and Strength upgrades, such as:
Magnitude (add the following sentence): If hurling multiple objects or attacking multiple targets, the attack uses the rules for the Auto-fire quality.
Strength (add the following sentence): When hurled, damage is equal to ten times the object's silhouette and the base difficulty is increased by the object's silhouette.
Magnitude isn't really changed so much as relocating verbiage from the "hurl objects" Control upgrade regarding attacking multiple objects or attacking multiple targets.
Now with the Strength upgrade, this actually addresses one of the concerns with the difficulty (or lack thereof) for hurling around larger objects and doing considerably more damage. As one of my friends put it, the increased difficulty made it so that the tactic of hurling multiple silhouette 1 objects (base damage of 10 each per hit) at only 2 difficulty is no longer an easily accomplished thing. This change also happens to make it so that hurling anything above silhouette 4 falls under the purview of "impossible tasks" and can only be attempted by flipping a Destiny Point, which since you're limited to one Destiny Point expenditure per skill check means that you'd be stuck with whatever pips your Force dice rolled, meaning you'd be unable to convert them if the wrong flavor comes up. This puts tossing around truly colossal objects is the realm of the very powerful among Force users, and won't be the sort of thing that player-characters will be able to pull off until they've invested a whole lot of XP into both increasing their Force rating and investing in the Move power.
Okay, that's enough of my rambling on about what my more recent bouts of incessant tinker-monkeying have wrought.
I'm off to go what Solo, which if nothing else I expect to be a fun romp in the Star Wars universe. To be fair, I was never a huge fan of Han Solo as a kid, so I don't have any sort of emotional investment in the character for the film to trample on, and thus no real expectations for how things are going to turn out beyond Han and Chewing taking ownership of the Falcon and Lando being ticked off about them making off with "his" ship.
Far warning, this post is going to be a bit on the lengthy side, not due to the volume of things being tweaked, but more due to explanations of the reasoning behind why the tweaks were made in the first place. That and the matter that the bulk of what I'd consider my rules tweaks for Fantasy Flight Games' Star Wars Force and Destiny RPG is covered in version 2.0 of my old Ways of the Force fan supplement.
Now to be clear, I consider the FFG Star Wars RPG to be a pretty solid system, one that can be run very well without a single house rule needing to be made or implemented. I've played and run a number of games, from one-shots at conventions to campaigns of varying lengths, and not once have I been disappointed beyond a rare string of crappy dice rolls, but that's more an issue with the Star Wars dice roller apps generally not liking me than any sort of fault of the system.
That's not to say there's elements that I don't think could be tweaked a bit, such as the revised talent trees that I posted a while back for the Ataru Striker, Shii-Cho Knight, and Soresu Defender specializations (you can check them out here), or things that could be added such as the inclusion of synthetic lightsaber crystals (much as I like Dave Filoni's work on Star Wars Rebels, I disagree on the notion that synthetic 'saber crystals are emphatically not a thing in the new canon).
I've been working on most of these for a while, running a series of test combats as well as using them in live game sessions where possible. Some of what I'm posting below is fairly minor, some of it less so. But, enough prattling, on to the house rules...
Skills
Deception checks are now opposed by Vigilance instead of Discipline
Okay, so this isn't so much a house rule as adopting a rules element from FFG's Genesys RPG, one that I happen to like. This change/update/tweak takes some of the value off of Discipline, which is already pretty solid since it's used to resist Coercion and fear, is the default skill for Force powers when a skill check is required, and can be used to recover strain. As a result, Vigilance becomes a bit more than the "roll initiative" or "resist an ambush" skill.
Talents
Feint
So like I posted last year when discussing the various Lightsaber Form specializations, the Feint talent for a Makashi Duelist is problematic because given how the game's combat system works, said talent is likely to be become less and less useful. Reason being that combat is skewed towards making it harder to avoid getting hit than it is to be able to hit your opponent. And since as written Feint requires you to miss on a melee-based combat check, that means that the talent is going to see less and less use as your character gets better at using a lightsaber, which is bad since Feint is the Makashi Duelist's primary defensive talent.
So my suggested tweak is to re-word the talent's effects to read as follows:
F&D pg82 (short description)
Spend Triumph or 3 Advantage when making a melee combat check against an opponent to upgrade the difficulty of the opponent's next melee combat check targeting the character during this encounter by the character's ranks in Feint.
F&D pg142 (full description)
When making a Lightsaber, Brawl, or Melee combat check against an opponent, the character may spend Triumph or 3 Advantage to upgrade the difficulty of the opponent's next Lightsaber, Brawl, or Melee combat check targeting the character during this encounter by the character's ranks in Feint.
In short, make it so that Feint can be spent whether you hit or miss, but as a trade-off the effects only apply if the opponent themselves is making a melee-based attack, which makes sense for a combat form that is built entirely around dueling; Feint should be zero help if the other guy decides to draw a blaster or throw a grenade at you.
Defensive Circle
So after some pondering based upon observations of the Soresu Defender PC in my current F&D campaign, I've decided that this talent needs a bit of a tweak to make it more viable as a tactic. While on paper it looks pretty good as written, the stumbling block comes when you've got a party where most everyone is wearing armor that provides defense or routinely takes cover when the blaster bolts start flying. Even more so is the fact that you're rolling against a Hard difficulty, meaning you're probably not going to be getting a lot of Advantage to spend if you succeed on the Lightsaber (Intellect) check that the talent requires. This is a rules tweak that I've tested in live play sessions, and it's worked out pretty well as it lets the PC be a "defender" for the party without having to min-max his Lightsaber skill or Intellect in order for the talent to be worth the XP. So for this tweak, the rules text would be re-worded as follows:
F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action. The character plus one ally within short range per uncancelled success increases their defense by 1 until the beginning of next turn. Increase defense bonus by 1 per 2 Advantage.
F&D pg141 (full description)
Force Talent: While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard difficulty Lightsaber (Intellect) check. If successful, the character plus one ally within short range per uncancelled success increases their current ranged and melee defense by 1 until the beginning of the character's next turn. Increase the bonus to defense by 1 for every 2 Advantage.
With the most recent FAQ adding some needed clarification on defense stacking as well as a hard cap on how high a character's defense can get, the rewording of Defensive Circle now allows for the character to help out his party members who are benefiting from armor defense or cover, but not to such an extreme degree that enemy dice pools are loaded with setback dice thanks to the hard cap that's now in place.
Strategic Form
So another Soresu Defender talent, this one caught my eye as at a later date I will be entering into a friend's F&D-themed campaign using a character that has this as his starting specialization. While he's only at Knight Level in terms of XP, I did take a look at other talents in the tree, especially since the GM is keeping things fairly close to RAW with regards to specializations. For me, the problem with this talent is there's an entire Signature Ability called Fated Duel, which is for the Guardian career, that does a lot of what Strategic Form does (forces an enemy to attack you and only you), but does it in such a way that the Soresu PC isn't suddenly overwhelmed. Which, given my experiences with Feint above as well as general play regarding the strain cost of Parry and Reflect, means that a Soresu Defender using Strategic Form as written is pretty much drawing aggro like crazy and more likely than not will be taken out of action before they get another chance to act, either from burning strain to fuel Parry and especially Reflect or from the sheer volume of wounds taken.
Now, as I mentioned under Defensive Circle above, one of the key tenets of Soresu is don't get hit, but is also to use those defensive motions to create opportunities for the Soresu user to make their own attacks while weathering the storm of their opponents' offense. As written, Strategic Form does neither of these, and instead it really just paints a huge bullseye on the character's chest, making it more of a desperation tactic than something the player would want to use. Yeah, the talent's tucked into the top corner of the spec, so the player doesn't have to purchase Strategic Form if they don't want to, but it's location does mean that you'd either need to buy it anyway or purchase and go through a second Guardian specialization if you wanted the previously mentioned Fated Duel Signature Ability. So, my proposed revision to the talent is such:
F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action, rolling Force dice no greater than Force rating. Add 1 Threat to results of combat checks targeting the character until the beginning of next turn; add additional Threat per 2 Success. Spend Force point to recover one strain.
F&D pg152 (full description)
Force Talent: While wielding a Lightsaber weapon, the character may take the Strategic Form action, making a Hard difficulty Lightsaber (Intellect) check and rolling Force dice no greater than Force rating as part of the check. If the check is successful, add 1 Threat to results of any combat checks targeting the character until the beginning of the character's next turn, adding additional Threat per 2 Success generated on the check. The character may spend Force point to recover one strain.
So with this revamp of the talent, Soresu Defender now has a tactic that lets them "weather the storm" (recoup strain used to fuel Parry and Reflect) while creating openings for them to exploit by making it more likely they'll be able to trigger Improved Parry and/or Improved Reflect, which is going to be the main way a Soresu Defender PC is able to make attacks seeing as how using this talent causes them to forfeit their action, and thus pass on attacking with what is probably one of the most devastating close-quarters weapons in the game, especially if they're using a highly-modded Ilum or Mephite crystal (which given Intellect is one of their key characteristics is fairly likely).
Equipment
Most of this is actually tweaks to some of the previous homebrew material I previously published in Ways of the Force rather than tweaks to officially published FFG material.
Adegan Crystal (Lightsaber Attachment)
Okay, so this originally began as a "starter crystal" option for GMs that were hesitant about handing out some of the potentially more potent crystals early in the campaign. However, given the lore behind Adegan crystals over in Legends, and how they were standard for the Jedi prior to the discovery of Ilum, I felt I was underselling them. Now granted there are a number of varieties of Adegan crystals, from the Pontite and Mephite to the lowly Katharcite, but I ultimately wanted to keep things more on the simpler side rather than have several different types of Adegan crystals. I also wanted something that had a bit more punching power than the Athiss Cave crystals from the F&D Beta adventure Lost Knowledge, which are themselves excellent starter crystals for a group of aspiring 'saber monkeys.
So here's an updated version of the Adegan crystal, one that's more potent than the WotF version, but not as potentially potent as a fully-modded Ilum crystal:
Adegan Crystal Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 3 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mods. Hard Points Required: 2 Cost: 8,000 credits Rarity: 10 (R)
So main changes are an extra damage mod, one less rank of Vicious, a mod to get the crit rating down to 1 as well as an increase in both price and rarity owing to the increased power of the crystal.
Now, having pretty much removed Adegan crystals as a lower-end "starter crystal," that left me with something of a blank space in that regard. I still wanted something that a player whose character was designed to be a lightsaber wielder could have that wasn't as timid as the training emitter but wouldn't give novice GMs pause by providing the Breach 1 quality. The answer was found in the lore for the Tapani lightfoil, in particular the modern versions of the weapon, which per Legends are effectively novelty store knock-offs of a proper lightsabers, not being nearly as well made and employing sub-standard or synthetic focusing lenses. And so was born...
Synthetic Focusing Lens Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Pierce 1 quality. If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 1 Damage +1 Mod, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Pierce +1) Mod, 1 Item Quality (Vicious +1) Mod. Hard Points Required: 2 Cost: 500 credits Rarity: 8 (R)
So yeah, definitely a good deal more heft than the training emitter, given the potential to make this a Damage 7 with Pierce 2 weapon, but not as potent as a full kyber crystal, making a nice midpoint between the two. I'm not 100% settled on the price, as a part of me thinks 500 credits is too cheap, but I still want this to be something a starting character could begin play with.
And much like building a training emitter as detailed in the sidebar of the Lightsaber crafting rules from Endless Vigil, it'd take an Average difficulty Mechanics check and 150 credits' worth of parts to build a synthetic focusing lens.
Force Powers
And this is the part where I'm likely due to irk some folks, as one of the powers that I've been working on tweaking is the Move power. However, unlike a number of folks that have sought to water down the power based solely upon their presumptions of how potent Move is (9.9 times out of 10, the naysayers are using hypothetical examples of PCs with either awesome dice luck to be constantly rolling double light side pips or a few hundred XP invested in both Move and getting to Force Rating 3 or higher), what I've been testing over the past several months probably makes this most contentious of Force powers a bit more powerful, at least in the early going. But more on that in a moment.
Enhance
Okay, full disclosure, there's been two things with Enhance as written that have irked me. The first is that leaping horizontally and vertically are split into two separate Control upgrades. The second is that as the effect is written (and was confirmed by Sam Stewart during one of his guest appearances on the Order 66 podcast), you can't use a Force leap to engage or disengage with an opponent, meaning that you'd have to spend at least one maneuver to either disengage and then Force leap away, or Force leap in and spend a maneuver to engage.
So, my tweak to Enhance is to address both of those points, first by rolling the "leap horizontal" and "leap vertical" Control upgrades into a single Control upgrade that reads as follows:
Control Upgrade: Take a Force Leap action to make an Enhance power check. The user may spend Force point to jump to any location with short range, ignoring obstacles and difficult or impassible terrain. The user may not activate this multiple times.
(if using OggDude's awesome character generator, you can label this as Control: Force Leap)
Now, that leaves an empty slot where the "leap vertical" Control upgrade used to sit. This is easily filled in with the following:
Control Upgrade: When taking the Force Leap action, the user may disengage from or engage with another character as part of the action. Cost = 10XP
I've not really tested this outside of a few test combats, but given that for the longest time I'd been allowing a character to use this power to engage/disengage without problem, I don't foresee any major issues with implementing this revision.
Move
And here we go, the tweak regarding the one Force power that's drawn all sorts of concern and consternation from many folks who are going on pure speculation of how "overpowered" this power is compared to the reality where it's not nearly as potent as it looks on paper.
Now way back in the EotE Beta days, I had toyed with the notion of incorporating an inherent "attack" ability into the base Move power, much like a character trained in Use the Force could do in WotC's Saga Edition game. That never made it past the concept phase, until last year when I was working on a bunch of Force user pre-gens for the Star Wars module I ran at this past April's GamerNationCon, when it struck me that none of the PCs (who were originally Padawans of the Jedi Order) had the ability to make ranged attacks. Yes, most of them had lightsabers, but nobody could really attack at a distance if the situation called for it, something that I recalled happened to Chris "GM Chris" Witt of Order 66 podcast fame during one of his initial Saga Edition games, which resulted in a frustrating experience for players and GM alike. Of course, the tricky part was "how do I balance this without making Move too powerful?" The answer proved to be deceptively simple once I stopped obsessing over it.
So, my tweak to the Move basic power is as follows:
Basic Power: The user may spend Force point to move or hurl one object of Silhouette 0 that is within short range up to his maximum range. Hurling an object is a ranged attack using an Easy difficulty Discipline check combined with a Move power check, and deals 5 damage if successful. The default range is short range. May not be activated multiple times.
So, the offset is that while you can now use Move to attack as part of the basic power, it's no longer a Discipline check with no difficulty dice, meaning the attack is generally going to do less damage or not generate as much Advantage as said attack would under the rules as written. And this change has actually seen play at the table, both in the con session I ran (though most of the players were too eager to use their lightsabers to attack than hurl small objects) and in a recent campaign a friend of mine is running. Thus far, it's not proved to be unbalanced in the slightest, and the increased difficulty actually helps address a point of concern with throwing bigger objects (see below).
Now, with removing the "hurl objects" Control upgrade, that leaves a blank spot in the power tree, which similar to Enhance is rather easily patched with the following:
Control: The target of an attack mad with a hurled object is disoriented for a number of rounds equal to the number of Force points spent on the power check. Cost = 10XP
I took this idea from the Bind power in that any damage the base Bind power inflicts is determined by the number of Force points spent on fueling the power, so long as at least one of them came from a dark side pip. Yes, there is potential for a target to be disoriented for several rounds by a powerful Force user, but as being disoriented only adds a setback die to checks, and can itself be overcome with various talents or even equipment upgrades (such as the custom hilt attachment), that's not too big of a concern.
Now, by rolling the "hurl objects to deal damage" Control upgrade into the basic power, this necessitates some rewording of the Magnitude and Strength upgrades, such as:
Magnitude (add the following sentence): If hurling multiple objects or attacking multiple targets, the attack uses the rules for the Auto-fire quality.
Strength (add the following sentence): When hurled, damage is equal to ten times the object's silhouette and the base difficulty is increased by the object's silhouette.
Magnitude isn't really changed so much as relocating verbiage from the "hurl objects" Control upgrade regarding attacking multiple objects or attacking multiple targets.
Now with the Strength upgrade, this actually addresses one of the concerns with the difficulty (or lack thereof) for hurling around larger objects and doing considerably more damage. As one of my friends put it, the increased difficulty made it so that the tactic of hurling multiple silhouette 1 objects (base damage of 10 each per hit) at only 2 difficulty is no longer an easily accomplished thing. This change also happens to make it so that hurling anything above silhouette 4 falls under the purview of "impossible tasks" and can only be attempted by flipping a Destiny Point, which since you're limited to one Destiny Point expenditure per skill check means that you'd be stuck with whatever pips your Force dice rolled, meaning you'd be unable to convert them if the wrong flavor comes up. This puts tossing around truly colossal objects is the realm of the very powerful among Force users, and won't be the sort of thing that player-characters will be able to pull off until they've invested a whole lot of XP into both increasing their Force rating and investing in the Move power.
Okay, that's enough of my rambling on about what my more recent bouts of incessant tinker-monkeying have wrought.
I'm off to go what Solo, which if nothing else I expect to be a fun romp in the Star Wars universe. To be fair, I was never a huge fan of Han Solo as a kid, so I don't have any sort of emotional investment in the character for the film to trample on, and thus no real expectations for how things are going to turn out beyond Han and Chewing taking ownership of the Falcon and Lando being ticked off about them making off with "his" ship.
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April 27, 2018
Revisiting the Unofficial Species Menagerie - Squibs
So several days ago, while helping a budding GM and new players build their characters for their first foray into Fantasy Flight Games' Star Wars Roleplaying Game, I wound digging up up an older entry into the aging Unofficial Species Menagerie that Ben "Cyril" Erickson and I had collaborated on a surprising number of years ago.
The species in question was the Squib, which you can read about on Wookieepedia here. I'm not entirely sure what exactly it is that made these goofy little fuzzballs so endearing to me, but I am certain I can blame Kevin "Rikoshi" Frane for cementing just how off-the-wall awesome the species can be in the hands of the right player.
So, in light of unleashing the Squibs on an unsuspecting gaming group, which sadly I won't there to witness the initial fallout of this action as I'm not a player (at least not at the moment), I decided to look back and reassess the species based upon what I've learned about this system and what FFG has done in terms of published species.
Overall, the Squib as originally written is solid, if not anything overly exciting: Brawn 1, Agility 3, -1 to starting Wound Threshold, +1 to starting Strain Threshold, a free rank of Negotiation, a free Advantage on Mechanics checks, and Mechanics is always considered a career skill. A lot of this was informed by the Squib write-ups in previous Star Wars RPGs, namely WEG's Galaxy Guide 4 (which introduced the species) and Saga Edition's Unknown Regions (for which I got to write the Squib as a species), but upon further review and with the elements I'd mentioned in the paragraph above, I'd certainly tweak a few things.
First change is that I'd drop their Agility down to 2 and boost their Presence to 3. From the further research into the species that I've done, Squibs are generally gregarious and outgoing, even if it at times they get on other sentients' nerves. They're not Kender-levels of cheerful, but they're certainly not timid or reserved by nature.
Second change is that I'd remove the free skill rank in Negotiation, and replace it with the Savvy Negotiator talent from Disciples of Harmony, which is a ranked talent that removes a setback die from Negotiation and Streetwise checks. This does steer Squibs away from all being expert negotiators, allowing for members of the species that maybe can't sell you a bucket of air and keep the bucket, but does let them keep a cultural aptitude for haggling while also adding in some degree of talent for sussing things out simply by asking around in what is probably a complicated arrangement of little favors that lets the Squib find out things a bit more easily simply because the folks they're talking too are off-balance from trying to keep up with the increasingly convoluted chain of conversation. Or at least that's how I'd picture a Squib asking around as part of making a Streetwise check and paying for information, because you know full well that any Squib worth their fur isn't going to just say "Here, let me offer you a few credits in exchange for you answering a few questions!"
Third change is that to set their Wound Threshold to the default of 10+Brawn, as their lower starting Brawn already makes them a bit more frail than other species by default.
Fourth and final change is to tweak Tech Savvy so that instead of having Mechanics as a career skill that instead once per encounter Squibs can convert up to 2 Threat to an equal number of Advantage on a Mechanics check. Reason for this is that for a tech-minded Squib, having Mechanics as a career skill isn't much of a boon, and Squibs that aren't tech-minded probably aren't going to buy more than one or two ranks. However, if the player gets to swap out a couple of Threat results and instead add a couple advantages to the check, that's a lot more interesting even if the Squib character isn't much of a mechanic.
So with all that in mind, here's an updated version of the Squib species...
Squibs
Starting Characteristics
Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3
Starting Wound Threshold: 10+Brawn
Starting Strain Threshold: 11+Willpower
Starting XP: 100
Special Abilities: Squibs begin the game with one rank in the Savvy Negotiator talent
Tech Savvy: Once per encounter, Squibs may convert up to 2 Threat from a Mechanics check into an equal number of Advantages.
Not sure this will become any sort of recurring series, given how many of the entries in the Unofficial Species Menagerie have since been supplanted with official FFG write-ups. as the years have gone by. There's a couple other species I've got my eye on revisiting, but time will tell when or even if I'll get around to doing so.
The species in question was the Squib, which you can read about on Wookieepedia here. I'm not entirely sure what exactly it is that made these goofy little fuzzballs so endearing to me, but I am certain I can blame Kevin "Rikoshi" Frane for cementing just how off-the-wall awesome the species can be in the hands of the right player.
So, in light of unleashing the Squibs on an unsuspecting gaming group, which sadly I won't there to witness the initial fallout of this action as I'm not a player (at least not at the moment), I decided to look back and reassess the species based upon what I've learned about this system and what FFG has done in terms of published species.
Overall, the Squib as originally written is solid, if not anything overly exciting: Brawn 1, Agility 3, -1 to starting Wound Threshold, +1 to starting Strain Threshold, a free rank of Negotiation, a free Advantage on Mechanics checks, and Mechanics is always considered a career skill. A lot of this was informed by the Squib write-ups in previous Star Wars RPGs, namely WEG's Galaxy Guide 4 (which introduced the species) and Saga Edition's Unknown Regions (for which I got to write the Squib as a species), but upon further review and with the elements I'd mentioned in the paragraph above, I'd certainly tweak a few things.
First change is that I'd drop their Agility down to 2 and boost their Presence to 3. From the further research into the species that I've done, Squibs are generally gregarious and outgoing, even if it at times they get on other sentients' nerves. They're not Kender-levels of cheerful, but they're certainly not timid or reserved by nature.
Second change is that I'd remove the free skill rank in Negotiation, and replace it with the Savvy Negotiator talent from Disciples of Harmony, which is a ranked talent that removes a setback die from Negotiation and Streetwise checks. This does steer Squibs away from all being expert negotiators, allowing for members of the species that maybe can't sell you a bucket of air and keep the bucket, but does let them keep a cultural aptitude for haggling while also adding in some degree of talent for sussing things out simply by asking around in what is probably a complicated arrangement of little favors that lets the Squib find out things a bit more easily simply because the folks they're talking too are off-balance from trying to keep up with the increasingly convoluted chain of conversation. Or at least that's how I'd picture a Squib asking around as part of making a Streetwise check and paying for information, because you know full well that any Squib worth their fur isn't going to just say "Here, let me offer you a few credits in exchange for you answering a few questions!"
Third change is that to set their Wound Threshold to the default of 10+Brawn, as their lower starting Brawn already makes them a bit more frail than other species by default.
Fourth and final change is to tweak Tech Savvy so that instead of having Mechanics as a career skill that instead once per encounter Squibs can convert up to 2 Threat to an equal number of Advantage on a Mechanics check. Reason for this is that for a tech-minded Squib, having Mechanics as a career skill isn't much of a boon, and Squibs that aren't tech-minded probably aren't going to buy more than one or two ranks. However, if the player gets to swap out a couple of Threat results and instead add a couple advantages to the check, that's a lot more interesting even if the Squib character isn't much of a mechanic.
So with all that in mind, here's an updated version of the Squib species...
Squibs
Starting Characteristics
Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3
Starting Wound Threshold: 10+Brawn
Starting Strain Threshold: 11+Willpower
Starting XP: 100
Special Abilities: Squibs begin the game with one rank in the Savvy Negotiator talent
Tech Savvy: Once per encounter, Squibs may convert up to 2 Threat from a Mechanics check into an equal number of Advantages.
Not sure this will become any sort of recurring series, given how many of the entries in the Unofficial Species Menagerie have since been supplanted with official FFG write-ups. as the years have gone by. There's a couple other species I've got my eye on revisiting, but time will tell when or even if I'll get around to doing so.
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Squibs,
Star Wars,
Unofficial Species Menagerie
July 4, 2017
May the Fourth (of July) Be With You!
Okay, it's a stretch for the pun, but it's a pun and that makes it worth it.
If you're a resident of the United States, then you're probably at least aware of this being our Independence Day, or as some have called it Brexit 1776, if not out actively celebrating it.
Frankly, I'm not sure there's a whole lot to celebrate. We have a belligerent man-child sitting the Oval Office, a post turtle that's been put into a position he is not even remotely qualified for, and a large portion of our duly elected leaders seem hell bent on screwing over the people that they're supposed to represent. Yes, the "wealth care" bill that the GOP has been trying (and thus far failing) to ramrod through has stalled out yet again, but I'm dreading that this bill may well pass; it may not impact me directly, but it's going to literally be the death of several people I know and count as friends, and will make things that much harder on friends of mine that are struggling with both health issues and to make ends meet.
On the other hand, I count myself fortunate to live in a blue state, where the bulk of our senators and congresspeople are concerned with the well-being of their constituents, even if with a few of them it's only to ensure that they can continue to be re-elected. I'm also in an area where the bigotry and hatred that keeps cropping up since the cheeto-faced man-baby took office is not nearly as pronounced as it is on other parts of the country; I won't say it's not present, because I've seen it but I've also seen (and been counted among) good people standing up and against that sort of narrow-minded discrimination that racists and bigots are more open about now that one of their own has (in my view) stolen the election due to meddling by a foreign power.
But, I digress, as there's enough gloom and doom going around as it is.
As I'm sure many of you know, Fantasy Flight Games has announced Genesys, a generic version of the narrative dice system (NaDS?) used in their Star Wars RPG. The response I've seen has been generally positive, with a number of folks suggesting possible theme books both official and fan-created for a variety of ideas, ranging from FFG properties such as Legend of the Five Rings (almost a given I would think) and Midnight to odd-ball ideas such as professional wrestling. Me personally, I'd like to see FFG revisit their old Horizons product line, which was a series of "one and done" splats for 3rd edition d20, with the one I would especially love for them to redo being Mechamorphosis, which was essentially Transformers: The RPG with the serial numbers filed off and a different backstory for why the 'mechs were on Earth.
I only got to play Mechamophosis for a few sessions, with the GM having largely put the serial numbers back on, but I had fun playing Charger, a brash yet well-meaning young(ish) Autobot whose alt-mode was a ridiculously souped-up muscle car whose crowning moment was an impromptu demolition derby against a pack of Not!Dreadnoks. In retrospect, I abused the hell out of the system, namely that by 'bot had DR10 versus anything that wasn't Cybertronian tech in origin and that damage from human-based tech was dropped by 10, meaning I could get into collisions all day long and suffer little more than a scratched paint job.
For those that participated in the open beta for Fantasy Flight Games' Force and Destiny, some of those who were on the FFG forums might recall that during that process, I had proposed some alternate layouts for five of the six the Lightsaber Form specs; at the time I felt that Niman Disciple was the only one that really didn't need any work, and it's a view I still hold today. Granted, a large part of the layout changes was to accommodate a proposed change to how the damage reduction values for Parry and Reflect were calculated, which obviously FFG didn't go for.
At this year's GamerNationCon (a blast as always), I got to talking a bit with Will aka Taigia Reilly about a few different topics, one of which was that he liked the alternate layouts that I had proposed for the Ataru Striker during the Force and Destiny Beta. Which after the con got me to thinking about what other tweaks I would make the remaining Lightsaber Form specializations?
So, over the past several weeks I've been playing around a bit with some of the Lightsaber Form specializations, seeing what worked with regards to the alterations and what didn't. Overall, the versions that FFG published in Force and Destiny are pretty solid. Now, if you've been following this blog in any way, shape, or form, then you're probably aware that I have what could be called a fundamental difference of opinion on the Shii-Cho Knight specialization, mostly centered around how FFG gave it zero ranks of Reflect and thus no protection against ranged attacks. To be clear, I'm not saying that Sam or whomever wrote up the spec did it wrong, just that the author and I came to different conclusions from the same source material. For easiness' sake, I'll be including what is probably my final take on a revised Shii-Cho Knight in this post, as well as discussing later on why I made the changes I did.
For the specializations where I changed the layout or talent selection, I've placed a hyperlink to an image of the revised spec's talent tree, which is stored on my Dropbox account. Kudos go to OggDude, as the talent tree images were created using his Character Generator program; if you don't have that program and you're using a computer that runs Windows, do yourself a favor and grab this program as it incredibly useful and makes storing and sharing characters so much easier.
Ataru Striker
Overall, this is a solid spec, capturing the core idea that Ataru is physically demanding and not well-suited for facing multiple foes at once. So really, the only alteration I made was to drop the third rank of Parry and replace it with the Improved Reflect talent, since a large part of Ataru's development came from the thought that Soresu was far too passive but still incorporating some of Form III's defensive elements. With this change, I also severed the connection between Row 4 and Row 5 in the first column, so if your Ataru Striker wants to get Improved Reflect, they'll need Dedication to accomplish it (see what I did there?) I had considered removing the connection between Row 4 and Row 5 in the second column as well, but I didn't care for the idea of forcing the PC to have to go through Saber Throw in order to get Dedication, especially since if the PC wants to get the most mileage out of Improved Reflect, they're going to be burning strain for both their Dodge and Reflect talents.
Makashi Duelist
The layout of the specialization is by and large perfect, capturing Form II's feel as a duelist-orientated style. However, that doesn't mean it's without something I perceive as a problem, one that got high-lighted during the Force and Destiny Beta campaign that I ran for some friends. One of the characters was a Nautolan Mystic/Makashi Duelist, infamous for his giant grin (one PC even seriously considering painting an image of the Nautolan's grinning mug on the front of the ship). Overall, the character did really well, even making good use of a double-bladed lightsaber until the weapon got updated to have Unwieldy 3 instead of Unwieldy 2. However, the issue came up that his primary means of defense against melee attacks was the Feint talent, which looks great on paper, but does you no good if you continue to hit your opponent, which in turn means the player has spent XP on talents they can't really use.
So, my proposed alteration for Makashi Duelist is instead for the Feint talent, namely to allow the character to spend 3 advantage or a Triumph from a Brawl, Lightsaber, or Melee combat check regardless of whether they hit or miss. It does mean that in a melee fight, the Makashi Duelist is going to be very difficult to score a solid attack against, and that if you do hit there's a good chance they'll be able to use Improved Parry to score a hit in return, but really that's the Makashi Duelist's thing, is to be a very daunting opponent in a one-on-one duel, and that a true master of Form II is a tough nut to crack when it comes to crossing blades.
Niman Disciple
Sticking to my guns here, and I'll say that Niman Disciple is picture-perfect as far as the Lightsaber Form specs go with regards to talent layout, talent selection, talent mechanics, and bonus non-career skills. So no revisions from me on this one.
Shien Expert
Another specialization that's got zero issues with regards to what talents it offers, how those talents work, and the bonus career skills the spec offers. I could see some contention with the Counterstrike talent, as it requires your target to miss you, but that's strongly mitigated once you get Disruptive Strike, which if you've got a Force die (or two) available as well as Sense's defensive control upgrade running and have used Defensive Stance, you should have little trouble forcing your opponent to miss on their attacks, setting up Counterstrike for a free upgrade every round and saving you some pain both in terms of suffering wounds and spending strain.
About the only tweak I'd make with regards to Shien Expert is more to the Sentinel career, with that change being to remove Knowledge (Core Worlds) and instead add Streetwise to their list of beginning career skills. The Sentinel, to me at least, has always been about walking the dark places that no others would enter, skulking around the shadier parts of the galaxy in an effort to find and defeat their foes. Yes, I know that Shien Expert gets the Street Smarts talent, and that Shadow has Streetwise as a bonus career skill, but Knowledge (Core Worlds) still feels like the odd duck out in what is generally a very rogue-like/investigative career, and Streetwise makes more sense as it's a means to gather information from the locals.
Shii-Cho Knight
Okay, so this is a specialization that I've been tinkering with for a while, mostly to find space to incorporate two ranks of Reflect so that the PC has some measure of protection against ranged attacks, to account for the blast-deflect training that is an integral part of the more modern Shii-Cho curriculum. Now, I suppose that one could just design a brand new spec and call it something like Shii-Cho Champion or Shii-Cho Crusader, but I didn't want to redesign the entire car when it was the tires that were a problem.
The first change was that I swapped out the rank of Parry in Row 1 of Column 1 for a rank of Reflect, letting the PC grab both Parry and Reflect very early on. However, contrary to earlier takes on a revised Shii-Cho Knight, I put the second rank of Reflect all the way up on Row 5, replacing the rank of Durable and also severing the Row 5 connection between Column 1 and Column 2. Given that Form I Shii-Cho is supposed to be the fundamentals of lightsaber combat that all the other Forms are built upon, I didn't want this spec to be too good melee protection, so I wound up dropping out the rank of Parry that's found in Row 5 of Column 4 and putting that second rank of Durable in its place, while also severing the Row 5 connection between Column 3 and Column 4 and adding a connection between Row 4 and Row 5 in Column 4, so that it's liked to Sum Djem instead of Dedication.
This is probably the one revised Lightsaber Form specialization that I've done the most playtesting with, given that my long-time friend Linda Whitson was gracious enough to let me play a Shii-Cho Knight in her Age of Rebellion campaign (where none of the active PCs were built using AoR careers). The character in question, Kyren Stryder, has worked out pretty well, though amusingly he didn't get an opportunity to really make use of a lot of his talents until long after he'd gotten them, as he didn't draw his lightsaber (which none of the other players even knew he had!) until about halfway into Linda's running of the Dead in the Water adventure from the AoR GM Kit.
Soresu Defender
Again, overall this specialization is generally solid. There's a few quirks, namely how Defensive Circle can be kinda underwhelming if most of your party already has a defense rating, such as from wearing armor or being behind cover or using weapons with the Defensive and/or Deflection qualities, which is compounded if your dice rolls tend not to generate much in the way of advantage, which more often than not a Soresu Defender will likely need to help recover strain during a fight.
Really the only that struck me as being "off" about the specialization was how the ranks in Reflect simply felt clustered too close together, especially towards the top while the half the ranks of Parry the spec offers are planted in the first row. So what I did here was replace the rank in Parry located in Row 1 of Column 2 with a rank in Reflect, and then changing the rank in Reflect from Row 2 in the same column to a rank of Parry, which I think makes a nice synergy with the fact that Improved Parry is now most easily accessible after buying Parry as opposed to buying Reflect. I also swapped out the Row 3 rank of Parry that was in Column 4 for a rank of Reflect while replacing the Row 4 rank of Reflect in Column 2 for a rank of Parry; this does have the effect of placing two ranks of Parry right next to each other, which could be solved by swapping its location in the tree with Confidence, but at the time I wasn't overly crazy about pushing Confidence up to Row 4, though with having Discipline as a bonus career skill and most likely having a high Willpower to bolster your strain threshold, having to wait a bit longer to purchase Confidence isn't that big of a drawback, and I may just wind up doing that.
The last notable change I made to Soresu Defender was to swap out the Defensive Stance talent in Row 4 of Column 4 for a single rank of Side Step, kind of taking a page from Shien Expert's playbook, which makes a degree of sense given that Form V grew out of Form III's defensive elements; plus, much like Shien Expert having that rank of Side Step gives a Soresu Defender PC a better chance of getting Improved Reflect to trigger without necessarily having to invest XP into the Sense power for the defensive control upgrade.
One of the players in my current Force and Destiny campaign did make the suggestion of dropping Supreme Parry in favor of Supreme Reflect, but I honestly think that's going a bit too far, and that such a degree of expertise at deflecting blaster fire is Shien's hat, where Soresu is more of the "I can Parry all day!" given its a direct transition from Form II.
So, there you have it, my proposed revisions for the six Lighsaber Form specs from the Force and Destiny core rulebook. To re-iterate, there's nothing wrong with any of the specializations as they exist in the book, as each of them does a very good job at what they're intended to do. I'm simply offering these up as possible alternatives for a player of such characters to consider or GMs to perhaps ponder implementing in their own campaigns.
One a side note, I was working on revising and updating the three Lightsaber Style specializations that Phil "DarthGM" Maiaweski had created as part of his Edge of the Jedi fan supplement back before Force and Destiny was published. However, the main problem I kept running into was they consistently failed the "why would my character NOT take one of these specializations?" and frequently looked more a like a grab-bag of "good talents" with a theme than actually being a viable specialization in its own right. Then again, I did already sort of a "lightsaber generalist" specialization in the form of the Jedi Initiate universal specialization that was part of the final release of my Ways of the Force fan supplement, and that itself was enough of a bear to turn it into a viable specialization that wasn't simply a talent grab-bag.
I am tempted to put together a "Saber Rake"-themed specialization, based upon the dueling culture of the same name that was first introduced in WEG's Lords of the Expanse box set for their Star Wars game. I'm hoping we get official stats on lightfoils in the Mystic sourcebook (which to me would be a good place for dueling-themed weapon given it's the parent career of the Makashi Duelist), but we'll have to wait and see.
If you've made it all the way down here, thanks for reading, and if you're a citizen of the United States, be you proud, dismayed, concerned, native-born, naturalized, or otherwise, then I hope you have an enjoyable holiday, and may the Fourth be with you :D
see what I did there? ;)
If you're a resident of the United States, then you're probably at least aware of this being our Independence Day, or as some have called it Brexit 1776, if not out actively celebrating it.
Frankly, I'm not sure there's a whole lot to celebrate. We have a belligerent man-child sitting the Oval Office, a post turtle that's been put into a position he is not even remotely qualified for, and a large portion of our duly elected leaders seem hell bent on screwing over the people that they're supposed to represent. Yes, the "wealth care" bill that the GOP has been trying (and thus far failing) to ramrod through has stalled out yet again, but I'm dreading that this bill may well pass; it may not impact me directly, but it's going to literally be the death of several people I know and count as friends, and will make things that much harder on friends of mine that are struggling with both health issues and to make ends meet.
On the other hand, I count myself fortunate to live in a blue state, where the bulk of our senators and congresspeople are concerned with the well-being of their constituents, even if with a few of them it's only to ensure that they can continue to be re-elected. I'm also in an area where the bigotry and hatred that keeps cropping up since the cheeto-faced man-baby took office is not nearly as pronounced as it is on other parts of the country; I won't say it's not present, because I've seen it but I've also seen (and been counted among) good people standing up and against that sort of narrow-minded discrimination that racists and bigots are more open about now that one of their own has (in my view) stolen the election due to meddling by a foreign power.
But, I digress, as there's enough gloom and doom going around as it is.
As I'm sure many of you know, Fantasy Flight Games has announced Genesys, a generic version of the narrative dice system (NaDS?) used in their Star Wars RPG. The response I've seen has been generally positive, with a number of folks suggesting possible theme books both official and fan-created for a variety of ideas, ranging from FFG properties such as Legend of the Five Rings (almost a given I would think) and Midnight to odd-ball ideas such as professional wrestling. Me personally, I'd like to see FFG revisit their old Horizons product line, which was a series of "one and done" splats for 3rd edition d20, with the one I would especially love for them to redo being Mechamorphosis, which was essentially Transformers: The RPG with the serial numbers filed off and a different backstory for why the 'mechs were on Earth.
I only got to play Mechamophosis for a few sessions, with the GM having largely put the serial numbers back on, but I had fun playing Charger, a brash yet well-meaning young(ish) Autobot whose alt-mode was a ridiculously souped-up muscle car whose crowning moment was an impromptu demolition derby against a pack of Not!Dreadnoks. In retrospect, I abused the hell out of the system, namely that by 'bot had DR10 versus anything that wasn't Cybertronian tech in origin and that damage from human-based tech was dropped by 10, meaning I could get into collisions all day long and suffer little more than a scratched paint job.
For those that participated in the open beta for Fantasy Flight Games' Force and Destiny, some of those who were on the FFG forums might recall that during that process, I had proposed some alternate layouts for five of the six the Lightsaber Form specs; at the time I felt that Niman Disciple was the only one that really didn't need any work, and it's a view I still hold today. Granted, a large part of the layout changes was to accommodate a proposed change to how the damage reduction values for Parry and Reflect were calculated, which obviously FFG didn't go for.
At this year's GamerNationCon (a blast as always), I got to talking a bit with Will aka Taigia Reilly about a few different topics, one of which was that he liked the alternate layouts that I had proposed for the Ataru Striker during the Force and Destiny Beta. Which after the con got me to thinking about what other tweaks I would make the remaining Lightsaber Form specializations?
So, over the past several weeks I've been playing around a bit with some of the Lightsaber Form specializations, seeing what worked with regards to the alterations and what didn't. Overall, the versions that FFG published in Force and Destiny are pretty solid. Now, if you've been following this blog in any way, shape, or form, then you're probably aware that I have what could be called a fundamental difference of opinion on the Shii-Cho Knight specialization, mostly centered around how FFG gave it zero ranks of Reflect and thus no protection against ranged attacks. To be clear, I'm not saying that Sam or whomever wrote up the spec did it wrong, just that the author and I came to different conclusions from the same source material. For easiness' sake, I'll be including what is probably my final take on a revised Shii-Cho Knight in this post, as well as discussing later on why I made the changes I did.
For the specializations where I changed the layout or talent selection, I've placed a hyperlink to an image of the revised spec's talent tree, which is stored on my Dropbox account. Kudos go to OggDude, as the talent tree images were created using his Character Generator program; if you don't have that program and you're using a computer that runs Windows, do yourself a favor and grab this program as it incredibly useful and makes storing and sharing characters so much easier.
Ataru Striker
Overall, this is a solid spec, capturing the core idea that Ataru is physically demanding and not well-suited for facing multiple foes at once. So really, the only alteration I made was to drop the third rank of Parry and replace it with the Improved Reflect talent, since a large part of Ataru's development came from the thought that Soresu was far too passive but still incorporating some of Form III's defensive elements. With this change, I also severed the connection between Row 4 and Row 5 in the first column, so if your Ataru Striker wants to get Improved Reflect, they'll need Dedication to accomplish it (see what I did there?) I had considered removing the connection between Row 4 and Row 5 in the second column as well, but I didn't care for the idea of forcing the PC to have to go through Saber Throw in order to get Dedication, especially since if the PC wants to get the most mileage out of Improved Reflect, they're going to be burning strain for both their Dodge and Reflect talents.
Makashi Duelist
The layout of the specialization is by and large perfect, capturing Form II's feel as a duelist-orientated style. However, that doesn't mean it's without something I perceive as a problem, one that got high-lighted during the Force and Destiny Beta campaign that I ran for some friends. One of the characters was a Nautolan Mystic/Makashi Duelist, infamous for his giant grin (one PC even seriously considering painting an image of the Nautolan's grinning mug on the front of the ship). Overall, the character did really well, even making good use of a double-bladed lightsaber until the weapon got updated to have Unwieldy 3 instead of Unwieldy 2. However, the issue came up that his primary means of defense against melee attacks was the Feint talent, which looks great on paper, but does you no good if you continue to hit your opponent, which in turn means the player has spent XP on talents they can't really use.
So, my proposed alteration for Makashi Duelist is instead for the Feint talent, namely to allow the character to spend 3 advantage or a Triumph from a Brawl, Lightsaber, or Melee combat check regardless of whether they hit or miss. It does mean that in a melee fight, the Makashi Duelist is going to be very difficult to score a solid attack against, and that if you do hit there's a good chance they'll be able to use Improved Parry to score a hit in return, but really that's the Makashi Duelist's thing, is to be a very daunting opponent in a one-on-one duel, and that a true master of Form II is a tough nut to crack when it comes to crossing blades.
Niman Disciple
Sticking to my guns here, and I'll say that Niman Disciple is picture-perfect as far as the Lightsaber Form specs go with regards to talent layout, talent selection, talent mechanics, and bonus non-career skills. So no revisions from me on this one.
Shien Expert
Another specialization that's got zero issues with regards to what talents it offers, how those talents work, and the bonus career skills the spec offers. I could see some contention with the Counterstrike talent, as it requires your target to miss you, but that's strongly mitigated once you get Disruptive Strike, which if you've got a Force die (or two) available as well as Sense's defensive control upgrade running and have used Defensive Stance, you should have little trouble forcing your opponent to miss on their attacks, setting up Counterstrike for a free upgrade every round and saving you some pain both in terms of suffering wounds and spending strain.
About the only tweak I'd make with regards to Shien Expert is more to the Sentinel career, with that change being to remove Knowledge (Core Worlds) and instead add Streetwise to their list of beginning career skills. The Sentinel, to me at least, has always been about walking the dark places that no others would enter, skulking around the shadier parts of the galaxy in an effort to find and defeat their foes. Yes, I know that Shien Expert gets the Street Smarts talent, and that Shadow has Streetwise as a bonus career skill, but Knowledge (Core Worlds) still feels like the odd duck out in what is generally a very rogue-like/investigative career, and Streetwise makes more sense as it's a means to gather information from the locals.
Shii-Cho Knight
Okay, so this is a specialization that I've been tinkering with for a while, mostly to find space to incorporate two ranks of Reflect so that the PC has some measure of protection against ranged attacks, to account for the blast-deflect training that is an integral part of the more modern Shii-Cho curriculum. Now, I suppose that one could just design a brand new spec and call it something like Shii-Cho Champion or Shii-Cho Crusader, but I didn't want to redesign the entire car when it was the tires that were a problem.
The first change was that I swapped out the rank of Parry in Row 1 of Column 1 for a rank of Reflect, letting the PC grab both Parry and Reflect very early on. However, contrary to earlier takes on a revised Shii-Cho Knight, I put the second rank of Reflect all the way up on Row 5, replacing the rank of Durable and also severing the Row 5 connection between Column 1 and Column 2. Given that Form I Shii-Cho is supposed to be the fundamentals of lightsaber combat that all the other Forms are built upon, I didn't want this spec to be too good melee protection, so I wound up dropping out the rank of Parry that's found in Row 5 of Column 4 and putting that second rank of Durable in its place, while also severing the Row 5 connection between Column 3 and Column 4 and adding a connection between Row 4 and Row 5 in Column 4, so that it's liked to Sum Djem instead of Dedication.
This is probably the one revised Lightsaber Form specialization that I've done the most playtesting with, given that my long-time friend Linda Whitson was gracious enough to let me play a Shii-Cho Knight in her Age of Rebellion campaign (where none of the active PCs were built using AoR careers). The character in question, Kyren Stryder, has worked out pretty well, though amusingly he didn't get an opportunity to really make use of a lot of his talents until long after he'd gotten them, as he didn't draw his lightsaber (which none of the other players even knew he had!) until about halfway into Linda's running of the Dead in the Water adventure from the AoR GM Kit.
Soresu Defender
Again, overall this specialization is generally solid. There's a few quirks, namely how Defensive Circle can be kinda underwhelming if most of your party already has a defense rating, such as from wearing armor or being behind cover or using weapons with the Defensive and/or Deflection qualities, which is compounded if your dice rolls tend not to generate much in the way of advantage, which more often than not a Soresu Defender will likely need to help recover strain during a fight.
Really the only that struck me as being "off" about the specialization was how the ranks in Reflect simply felt clustered too close together, especially towards the top while the half the ranks of Parry the spec offers are planted in the first row. So what I did here was replace the rank in Parry located in Row 1 of Column 2 with a rank in Reflect, and then changing the rank in Reflect from Row 2 in the same column to a rank of Parry, which I think makes a nice synergy with the fact that Improved Parry is now most easily accessible after buying Parry as opposed to buying Reflect. I also swapped out the Row 3 rank of Parry that was in Column 4 for a rank of Reflect while replacing the Row 4 rank of Reflect in Column 2 for a rank of Parry; this does have the effect of placing two ranks of Parry right next to each other, which could be solved by swapping its location in the tree with Confidence, but at the time I wasn't overly crazy about pushing Confidence up to Row 4, though with having Discipline as a bonus career skill and most likely having a high Willpower to bolster your strain threshold, having to wait a bit longer to purchase Confidence isn't that big of a drawback, and I may just wind up doing that.
The last notable change I made to Soresu Defender was to swap out the Defensive Stance talent in Row 4 of Column 4 for a single rank of Side Step, kind of taking a page from Shien Expert's playbook, which makes a degree of sense given that Form V grew out of Form III's defensive elements; plus, much like Shien Expert having that rank of Side Step gives a Soresu Defender PC a better chance of getting Improved Reflect to trigger without necessarily having to invest XP into the Sense power for the defensive control upgrade.
One of the players in my current Force and Destiny campaign did make the suggestion of dropping Supreme Parry in favor of Supreme Reflect, but I honestly think that's going a bit too far, and that such a degree of expertise at deflecting blaster fire is Shien's hat, where Soresu is more of the "I can Parry all day!" given its a direct transition from Form II.
So, there you have it, my proposed revisions for the six Lighsaber Form specs from the Force and Destiny core rulebook. To re-iterate, there's nothing wrong with any of the specializations as they exist in the book, as each of them does a very good job at what they're intended to do. I'm simply offering these up as possible alternatives for a player of such characters to consider or GMs to perhaps ponder implementing in their own campaigns.
One a side note, I was working on revising and updating the three Lightsaber Style specializations that Phil "DarthGM" Maiaweski had created as part of his Edge of the Jedi fan supplement back before Force and Destiny was published. However, the main problem I kept running into was they consistently failed the "why would my character NOT take one of these specializations?" and frequently looked more a like a grab-bag of "good talents" with a theme than actually being a viable specialization in its own right. Then again, I did already sort of a "lightsaber generalist" specialization in the form of the Jedi Initiate universal specialization that was part of the final release of my Ways of the Force fan supplement, and that itself was enough of a bear to turn it into a viable specialization that wasn't simply a talent grab-bag.
I am tempted to put together a "Saber Rake"-themed specialization, based upon the dueling culture of the same name that was first introduced in WEG's Lords of the Expanse box set for their Star Wars game. I'm hoping we get official stats on lightfoils in the Mystic sourcebook (which to me would be a good place for dueling-themed weapon given it's the parent career of the Makashi Duelist), but we'll have to wait and see.
If you've made it all the way down here, thanks for reading, and if you're a citizen of the United States, be you proud, dismayed, concerned, native-born, naturalized, or otherwise, then I hope you have an enjoyable holiday, and may the Fourth be with you :D
see what I did there? ;)
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