July 13, 2020

Wow, look how time's flown!

My how the world has changed since I last posted.  Needless to say, anyone's expectations for how 2020 would turn out have been largely scuttled, especially those occurring from mid-May onwards, especially for those of us living in the United States.

To be fair, I'd meant to make several posts in the time between then and now, but just never seemed to get around to it.  Then again, I have mentioned this would get sporadic updates as opposed to constant ones, and I generally hold to the opinion that I should really only say something if I feel I've got something to say.

As for how I'm weathering the current state of affairs, to be quite honest not a whole lot has changed for me.  I've pretty much been working remotely from my apartment since late last year, with the only difference being that I'm now officially a full-time work-at-home employee.  Which suits me fine, as most of the folks that I knew in the actual office have themselves transitioned to working remotely full-time or have left the company, some by choice but most not.

In early March I made the trip to Walt Disney World along with my mother, with my main intent to spend as much time as I could hanging out in Galaxy's Edge.  And I will admit that the work Disney put into that section of Hollywood Studios was amazing, as it very much looked like a place you'd see in a Star Wars film.  The Millennium Falcon ride was a lot of fun, with my favorite position being pilot; sadly if you do the single rider line, you're pretty much stuck being an engineer, which was the most boring position.  I did plan ahead and booked a session at Savi's Workshop to build my own lightsaber, opting for a purple crystal and an Old Republic themed hilt; I did also pick up a blue and red kyber crystal as well as a Jedi holocron, as well as the obligatory t-shirts and stuff for a few other folks.  The only downer was that my mother and I caught what she believes was a (luckily) very mild case of the coronavirus, with us having a nasty cough and sore throats; the worst of mine went away in about a week with a lingering cough for another couple weeks, but other than that I'm fine with no other symptoms.

Now one of the things I do miss due having to social distance is the Friday night live table gaming, which began with an Adventures in Middle Earth campaign, using Cubicle7's D&D5e adaptation of their One Ring game, with the campaign starting out with an adaption of the Lost Mines of Phandelver adventure.  In that game, I played a Dunedain Wanderer (their version of a non-magical Ranger with some generally better class features) that was unashamedly an Aragorn-clone, though completely lacking in leadership traits.  It was a fun game, but wound up falling by the wayside as half the players in that group just didn't care for playing online, and I get the feeling that campaign has pretty much been scuttled.

Fortunately, enough of us remained and were able to rope in a couple newer local folks that we knew and had zero issues with playing via Zoom (we tried Skype and Discord, but there were connection issues that we've not had with Zoom), and have launched into a D&D 5e campaign, one that is very much in the theme of gothic horror, but per the DM is not set in Ravenloft, though I'd be very surprised if he's not pulled elements of the Ravenloft setting to populate this Uberwald region.  I've very much enjoyed playing Esryn Vandryr, a Half-Elf Blood Hunter of the Order of the Profane Soul, using the 2020 updated version that Matt Mercer published much earlier in the year.  It's amusing, as I initially made the character as a "what if?" concept, with no aspirations of him ever seeing play, so getting to actually play this snarky, semi-broody hunter of monsters has been a great deal of fun.  We've got an interesting crew, including a couple of characters for whom the players unapologetically took inspiration from Critical Role, being a female human monk (Beau) and a tiefling genderfluid bard (Mollymauk in personality), though our monk (who with the GM's approval is using the updated Path of the Cobalt Soul subclass that Matt Mercer posted online some time ago) is much more cheerful and socially adjusted, perhaps being the most upbeat and energetic PCs of the group (though not anywhere near Jester levels).

Speaking of Mister Mercer, I guess I can officially consider myself a Critter, as I'm very much on the Critical Role bandwagon.  While Campaign 1 had some rough patches, I've generally enjoyed Campaign 2, with my favorite characters being Jester (who honestly doesn't love how Laura Bailey portrays the adorably bubbly and mischievous little blue tiefling girl?) and Caleb (Liam O'Brian does a fantastic job balancing the pathos involved without drowning the entire campaign in it).  It was rough not having the show to look forward to, but I totally get why they shut things down until a safe way to continue the sessions could be implemented.  Though I've also been enjoying their Narrative Telephone series, and do hope that continues for the foreseeable future.

Unfortunately, due to COVID-19 and the current federal administration's absolutely botched job of handling the pandemic, the another thing that I'm missing out on this year is GamerNationCon.  While I ultimately wasn't planning on running anything, it's still nice to get together with members of the D20Radio network to roll some dice and exchange stories.  But with Texas being in the condition it is now, I can't see anyway they'd be able to hold the convention this year, and unless things seriously change even trying to hold it in April 2021 might be a stretch.  I hope that's not case, and that once a new administration takes effect in January things will start to drastically improve.  But sadly, I've lost a lot of faith in humanity over the past several months, so I'm setting my expectations really low.

Another thing I very much miss is opportunities to hang out over lunch or dinner with my long-time friends Amy and Tiff.  I miss the two of you horribly, and hope that you both remain safe and sound; once things are under control and it's safe to do, I am eager for an opportunity to get together over good food and hear all about Amy's initial efforts of running a campaign of her own.

Back to personal gaming, a couple weeks ago, on the night of the Fourth of July, I concluded my Force and Destiny campaign.  I'd started this campaign way back in August of 2015, though with a number of breaks so that other folks could run games, especially during those times when one of the players was unavailable for personal reasons (some good, some alas painful).  The campaign, called the Errant Ventures, ran for a grand sum of 43 sessions, with the PCs generally being at around 1000 XP.  The group enjoyed it, and as a GM it's reassuring to hear that your players are saddened for a campaign to end due to their ties and investment into the world you've created.  I will admit that it was fun to have the PCs from my friend Linda's sadly aborted Age of Rebellion game show up as cameo appearances, especially as it was the same group of gamers that had played the members of Roke Squad that played in my F&D campaign.  I did mention to them that I wasn't adverse to returning to those characters at some future point, but sadly one of the glaring problems that's shown itself with the FFG system is that it can be difficult to remember all the stuff a PC can do (especially if they're a Force user) if you've not played that character for several months.

Currently, we're gearing up for Linda to run the Onslaught at Arda campaign for a new group of Age of Rebellion PCs, with that due to properly start up come the first weekend in August, with that running however many weeks it takes.  Sadly, one of the players has a prior commitment for the next couple weeks, so August is the soonest we could start.  But this should be fun, as it gives me a chance to once again play my Chadra-Fan Engineer/Saboteur whose quasi-Brooklyn accent is in zero way indicative of his being a pastiche of a certain explosives-loving, gun-totting anthromorphic procyon lotor whose good with motors.

The other game that is being worked on by my Canadian buddy Eric is a new Mutants and Masterminds campaign.  He'd made the decision that it was time to bring the story of the Stormbreakers, the team of heroes that had started with the long-faded Punching for Justice podcast, to a premature conclusion.  We did have a pre-Session zero conversation this past Saturday, both to discuss how events of what would have been the final sessions would play out and how our PCs would be involved in the gigantic galactic event that would be thwarting Collapsar's attack on Earth, as well as the aftermath and why this iteration of the Stormbreakers would go their separate ways.

Now, I'll be honest in that a part of me is going to miss the opportunity to play my take on Spider-Man, and someone did mention "you could just a Miles Morales and make a legacy character!" but that just doesn't feel right, and it does feel like it's time to put that character aside and let him become a background element of Emerald City, being one of its few active superheroes and one that's very much paying attention to lower-level street crime (in between juggling college courses, a paid intern program at MarsTech, and maintaining a long-distance relationship).

However, I am looking forward to the new campaign, as we're playing teenage heroes in the newly founded "supers school" of Arcadia Academy.  I've come to really like Emerald City as a campaign setting, and it'll be fun to play a new hero (very much leaning into a Paragon archetype for this one, making for a substantial change from Spider's role in the Stormbreakers) in a setting that I'm more familiar with now and that has a history that I and the other players have helped shape.  Plus, high school hijinks and the various emotional minefields that come with playing teenagers, especially ones who truly have the power to change the world around them.

And that's pretty much the summary of what's been going on.  So, yeah. *cue outro music*

January 1, 2020

Homebrew Arms and Equipment for FFG's Star Wars RPG

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.