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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Sun May 11, 2014 9:37 pm Post subject: |
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garhkal wrote: |
Na that's why you use full auto, OR a shotgun! |
Shotguns and flamethrowers are terrifying to players who feel very safe as Jedi. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon May 12, 2014 11:25 am Post subject: |
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cheshire wrote: | garhkal wrote: |
Na that's why you use full auto, OR a shotgun! |
Shotguns and flamethrowers are terrifying to players who feel very safe as Jedi. |
Only if they never raised their Dodge, and in all the years I've played this game, I've never seen a PC who didn't put a die to two into Dodge.
The terrifying thing for most PC Jedi tends to be other people wielding a Lightsaber, because by the time you find out where you stand against them, it's usually too late. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 12, 2014 3:39 pm Post subject: |
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One cruel trick i am thinking of using in a module cause our group DOES use a force disturbance/hunt rule: if you roll 100 or more on a force skill, or regular skill enhanced by the force (not just on a force point), or if using Enhanced coordination/Battle mind etc, someone Else rolls that 100+, (or you roll 100 MORE than the dark jedi you are fighting), you trigger a force vision and become known to the Emperor/force hunters.
So rather than having a Big baddie who IS a force user, just have one who is high in his LS skill, and is getting say a +1d or +2d bonus say from the wearing of a Sith talisman, so when they pop up LS combat to battle the guy, they DO run the risk of hitting that cap! _________________ Confucious sayeth, don't wash cat while drunk! |
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aegisflashfire Commander


Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon May 12, 2014 3:43 pm Post subject: |
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100 or more? threshold is a little high.
I would think a Alter roll >30 would do it. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 13, 2014 1:36 pm Post subject: |
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Yup. 100+ or 100 more than any Dark jedi you are fighting.
Back when we started with force hunting rules, the numbers were lower. but one player made a big sacrifice of his character, to buy all the other PC's in the campaign some freedom from the hunt, therefore making he empire think our 'sector of space' is free of jedi. So their target # to get noticed is greater.
BUT if they DO get noticed, unlike before where you went;
1st time became known. Once known, 1st module afterwards you pop cap, you gained force vision #1. IF you popped cap a 2nd time in that same module you then had force encounter 1.
Once encounter 1 has been had, your next time you popped cap, you hit force vision 2, then encounter 2 (if popping a 2nd time in that module).
It's now a
1st time you pop, you become known directly to the Emperor. Your cap now drops to 20. If you pop that cap any time in the next 1 YR (from convention to next year's convention), you go directly to having Vader show up and get the choice of Dying or turning to the dark side (either way you lose your character permanently). _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed May 14, 2014 5:51 pm Post subject: |
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garhkal wrote: | Yup. 100+ or 100 more than any Dark jedi you are fighting.
Back when we started with force hunting rules, the numbers were lower. but one player made a big sacrifice of his character, to buy all the other PC's in the campaign some freedom from the hunt, therefore making he empire think our 'sector of space' is free of jedi. So their target # to get noticed is greater.
BUT if they DO get noticed, unlike before where you went;
1st time became known. Once known, 1st module afterwards you pop cap, you gained force vision #1. IF you popped cap a 2nd time in that same module you then had force encounter 1.
Once encounter 1 has been had, your next time you popped cap, you hit force vision 2, then encounter 2 (if popping a 2nd time in that module).
It's now a
1st time you pop, you become known directly to the Emperor. Your cap now drops to 20. If you pop that cap any time in the next 1 YR (from convention to next year's convention), you go directly to having Vader show up and get the choice of Dying or turning to the dark side (either way you lose your character permanently). |
Perhaps this discussion could be moved back to this thread
http://www.rancorpit.com/forums/viewtopic.php?t=3399 _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Thu May 15, 2014 12:01 pm Post subject: |
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Thanks, Esoomian, as I was just going to go hunting for that thread!  _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu May 15, 2014 5:01 pm Post subject: |
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Occasionally I use my powers for good instead of evil. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 16, 2014 2:40 am Post subject: |
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jmanski wrote: | I'm thinking the metal rain would still hit the Jedi (or at least a portion of it) due to the high speed of the bullet. |
I'm more inclined to believe that the bullet disintegrates on impact. However, there are other possibilities...
Cortosis Bullets - On a successful parry, the Jedi's lightsaber deactivates, and cannot be reactivated until the beginning of the next round.
Reactive Bullets - The bullet contains a core of explosive that detonates when in contact with an energy field. On a successful lightsaber parry, the bullet detonates like a small grenade...
Proximity Bullets - An upgraded version of the Reactive Bullet, including a proximity sensor that detonates a few meters away, showering the target with shrapnel. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri May 16, 2014 2:55 am Post subject: |
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crmcneill wrote: |
Reactive Bullets - The bullet contains a core of explosive that detonates when in contact with an energy field. On a successful lightsaber parry, the bullet detonates like a small grenade...
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I've done that with the detonite tipped ones via crakens field guide. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Fri May 16, 2014 2:14 pm Post subject: |
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Ooohhhh, those are nasty, crmc! I'm tempted to use those Cortosis ones...  _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri May 16, 2014 8:19 pm Post subject: |
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DougRed4 wrote: | Ooohhhh, those are nasty, crmc! I'm tempted to use those Cortosis ones...  |
It's not that I want Jedi to be too powerful; I just don't like the way WEG limited them. One other nasty trick I came up with in my Warhammer Tech conversion topic was a Null bullet, which delivered a chemical that disrupted Force use. Warhammer has some great ideas for anti-psychic (i.e. anti-Jedi) weapons and defenses, such as Psyk-Out grenades, Psy-Cannon bolts (which is what I used for the Null Bolt) and Psychic Hoods (in Warhammer, these hoods can only be used by psychics, but I'm playing with the idea of allowing them to boost the mental defenses of non-FS)
When I picture Jedi Hunters, I see teams of elite stormtroopers equipped with psychic hoods and specialized anti-Jedi weaponry, including Lensors to help them identify and track Jedi, as well as using swarming attacks from multiple directions to overwhelm their defenses... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Sun May 18, 2014 5:19 pm Post subject: |
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How a bullet reacts to a lightsaber greatly depends on what you believe a lightsaber to be.
If you believe that a lightsaber is superheated plasma contained within a containment field Wookieepedia wrote: | The weapon consisted of a blade of pure plasma emitted from the hilt and suspended in a force containment field. The field contained the immense heat of the plasma, protecting the wielder, and allowed the blade to keep its shape. | then a bullet will react differently to if you believe a lightsaber is actually stripping the electrons from anything it touches. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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