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Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:31 pm
by Moto Khulun
Hello friends,myself as Dapper Dog and my co-GM, Nekoinu will be running a Star Wars game based on the Fantasy Flight Games rules set. This is a continuation of the game started with Star Wars: Korriban Academy found here. Where the last game was Force user focused and Empire focused, this game will have characters from Republic, Empire, and those folks who like to live on the edges with allegiance to none.

This game is planned for the 9th of June, with character submissions starting the 4th of June and Pre-Game starting the 7th of June of 2017. I will be fielding questions here and putting up previews of information.

Characters: Returning characters are free to reprise and new characters will be built on the standard point total and then add 65 experience points. All characters will start with 5 Obligation. Players can gain an additional 5 Obligation to start with a ship. New players will also receive one of the following: 2500 extra credits or 500 Credits and 1 Signature item like a Lightsaber or Special Armor.

First up the Dice Rolling rules:

All dice rolls will be handled by orokos.com they have an expression system for the Star Wars game. Make sure to set the campaign to Nar Shaddaa.

Edge of the Empire - XeY, where Y is the first letter of the die type: Ability, Boost, Challenge, Difficulty, Force, Proficiency, or Setback.

Edge of the Empire: 2eA+1eP+3eD 2 Ability 1 Proficiency 3 Difficulty dice

Example rolls:

Lightsaber: 1eA+3eP+2eD+1eS 1 failure, 1 advantage
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Athletics: 2eA+1eP+1eD+1eC 1 success, 2 advantage
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Piloting Planetary: 2eA+1eD+1eC+1eB 1 success, 1 threat, 1 Despair
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Force Die will be use #eF on Orokos see examples below:

Force Die Roll: 3eF 2 Light Side, 2 Dark Side
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Force Die Roll: 1eF 2 Light Side
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There may be times where you roll a Force die with other dice, for example:

Charm + Influence Control: 1eF+2eA+1eP+2eD 4 successes, 1 advantage, 2 Light Side
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:37 pm
by Usagi Tomoe
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:39 pm
by Moto Khulun
Reprised characters, the Sith, will get a stipend of 1000 credits. Don't spend it all in one place.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:40 pm
by Miya Mei
Newbie to the system.

Starting 5 point obligation gives no benefit correct?

Taking the additional 5 point obligation for a ship is the only extra? No 5 point for extra XP or Credits?

Are we restricted to items/specializations only found in the core books? I know in chat someone was saying races can be from splat, but is that all?

Can any item be taken as a Signature item? (I'm looking at stuff like Personal Deflector Shield or Cybernetics)

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:40 pm
by Shinjo Liu Yue
Who is this dastardly "Nekoinu?" Is it no other than me, Yue! I highly anticipate running this alongside Dapper Dog.

Now then, what to release first from the box...

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:40 pm
by Shosuro Yawarakai
\o/

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:41 pm
by Soshi Yuuru
Excellent.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:42 pm
by Moto Khulun
We can discuss the signature item. You can use the other ways to gain Obligation from Edge of the Empire for additional XP or credits. Core Books, Edge of the Empire, Age of Rebellion, and Force and Destiny for classes and specializations. Splats are fine for equipment or races. Please get with the GMs first if you start raiding the other books for equipment.

HuttBall

PostPosted: Tue May 09, 2017 6:44 pm
by Moto Khulun
HuttBall

Huttball is a violent sport of two teams playing a game of capture the flag with a glowing orb. The goal is get the orb from the center of the map to the goal of the opposing team. These matches are usually pretty fast about fifteen minutes on average with two teams of six. The game used to be very violent but it became hard to find players to replace the old guard so they overhauled the game with stun weapons and it has resurged with popularity though some grumble that something was lost without the average death per match.

To play Huttball requires a variety of skills and specialty roles per team. In general the best teams succeed by working together and playing to their strengths and covering a variety of skills and rolls. The game is demanding both mentally and physically and still quite dangerous even with stun weapons.

Skills for use in a Huttball match; Athletics, Brawl, Coercion, Cool, Coordination, Deception, Leadership, Melee, Perception, Ranged Light, Vigilance, Skullduggery, and Stealth. Each player on the team makes two skill rolls versus Hard difficulty.

Every success rolled is totaled up and every four successes counts as a goal. A Triumph always counts as a goal by itself. A Despair rolled means the player has suffered a game ending critical injury, roll on the critical chart and can no longer participate in the game. If the roll fails then keep track of the failures, every four failures is a goal for the opposing team.

Advantages can be used to aid you teammates, 1 advantage can be used to add a boost die to the next teammate to roll and 2 advantages can be used to aid a teammate of your choice; either option can only be used once but you can do both options for a total of 3 advantage. Advantage can also be used to recover strain.

Threat rolled does strain per each Threat rolled and if three threat are roll the opposing team scores a goal instead. If the Character rolled a Despair on their turn the strain done is converted to wounds.

At the end of each player’s turn they must make an Average Resilience check or suffer three strain. Advantage may be spent on the Resilience roll to recover strain and Threat increases the strain done. Triumph rolled allows the player to either ignore the next Resilience roll on their turn or improve the Resilience skill check of an ally by 1 upgrade. On a Despair the character takes wounds instead of strain. This Resilience skill check does not count towards the Perfect Team bonus. This roll is not affected by ally bonuses.

Perfect Team bonus if each member of the team succeeds at a different skill, for all twelve rolls, they gain 6 successes on top of whatever they scored. This means no two members can use the same skill twice every member must use two different skills out of the thirteen choices.

HuttBall Rounds

First player rolls their first skill and then makes their Resilience roll. The next player does their first skill and then resilience roll and all the way till all players have made two skill rolls apiece. You make a Resilience roll each round.

After the last player goes total up the score to figure out the number of goals.

For example... Hondo tried to use a shock sword to effectively knock down opponents but is just not very effective at making a hole for his team.! This is his first "turn" action.

Huttball - Melee: 2eP+1eA+3eD 1 failure
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Now he makes his Resilience roll... and he takes 5 strain for his troubles. Hondo gets pummeled out there for his efforts.

Huttball - Resilience: 2eA+2eD 0 successes, 2 threat
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Next up is Marli and she tries to rally the team to victory. She is capable of pushing the team to an advantageous position but pays for it with a strike to the shoulder! She suffers two strain.

Huttball - Leadership: 2eA+2eP+3eD 1 success, 2 threat
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Now it is her Resilience roll... she succeeds but still is winded by the immense effort and suffers 2 strain due to Threat.

Huttball - Resilience: 1eA+2eD 1 success, 2 threat
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Then it moves to the third player... all the way to the sixth player and then starts again until all players have made two actions. Then tally up successes and failures for the score, plus any bonuses from Triumph or Despair... or Threat and such. Remember the Resilience roll does not count towards the score.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:45 pm
by Akodo Runno
Tempted... actually wrote up two possible characters... A happy go lucky smuggler and a polite friendly slightly aloof Republic member

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:57 pm
by Moto Khulun
Just to clarify, for new people you can do the normal choices up to another 10 Obligation... does not have my book on hand so this may be adjusted and then you can gain 5 more Obligation for a ship if you so choose for a total of 20 Obligation.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:58 pm
by Shinjo Monkhbaatar
And returners are limited to 10 obligation, 5 base and 5 for ship?

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 6:58 pm
by Moto Khulun
Shinjo Monkhbaatar wrote:And returners are limited to 10 obligation, 5 base and 5 for ship?

Yeah, but returners have their own issues that may be following them.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 7:02 pm
by Miya Mei
That's exactly what I was about to ask :)

Yay, I can start with a ship, +5xp, and +1000 credits for 20 obligation

Or a ship, 2500 credits for 20

or a ship and +10 for 20.

Hmm. Choices.

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

PostPosted: Tue May 09, 2017 7:02 pm
by Usagi Tomoe
So excited for Huttball!

*flails excitedly*