This please me. It is appropriate for May the Fourth to pass on FFG's announcement of a new beginner game boxed set for The Force Awakens; this seems to indicate that the company has a good future relationship with Disney/Lucasfilm.
The Force Awakens Beginner Game
-Nate
Wednesday, May 4, 2016
Wednesday, April 27, 2016
May the Fourth
For those who live in the Twin Cities metro area, Fantasy Flight Games will be hosting a night of game demos with an X-Wing tournament on Wednesday, May 4th. Check it out.
May the Fourth (2016)
-Nate
May the Fourth (2016)
-Nate
Friday, April 1, 2016
Two Beasts and a Droid
No, that's not the title of a new holovid sitcom. Here are stats for three new potential adversaries.
-Nate
-Nate
Gorgodon
(Rival)
Brawn 4 Agility 1 Intellect 1
Cunning 2 Willpower 2 Presence 2
Soak: 6
Wound Threshold: 16
Strain Threshold: 12
M/R Defense: 0 / 0
Skills:
Athletics 2, Brawl 3, Perception 2, Resilience 2, Survival 3,
Vigilance 1
Abilities:
Thick hide (+2 to soak value); poor vision (suffer a setback die on
Perception checks relying on sight); scent (gain a boost die on
Perception checks involving smell).
Equipment:
Claws (Brawl; Damage 5; Critical 3; Range [Engaged]; Knockdown),
Fangs (Brawl; Damage 7; Critical 3; Range [Engaged]).
This predator is vaguely humanoid in appearance, with short legs and
huge arms. Its mouth is filled with rows of sharp fangs for gnawing
the flesh of of its prey. .
Chameleon
Droid (Rival)
Brawn 2 Agility 3 Intellect 2
Cunning 3 Willpower 1 Presence 1
Soak: 3
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0
Skills:
Athletics 2, Brawl 2, Computers 2, Mechanics 1, Perception 3,
Ranged—Light 3, Stealth 3, Vigilance 1
Abilities:
Adaptive camouflage (add 2 boost dice to all Stealth checks);
infrared sensors (ignores setback dice on Perception checks due to
darkness).
Equipment:
Autoblaster (Ranged—Light; Damage 6; Critical 3; Range [Medium]);
Claw legs (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown);
self-destruct mechanism
The chameleon droid, a modified version of the old spelunker droids,
is upgraded with an adaptive camouflage that mimics the surrounding
terrain. It was developed by the Confederacy of Independent Systems
for reconnaissance and sabotage missions; these two are the survivors
of one such assignment that pitted them against the Jedi temple on
Ilum.
Nerfs
(Minions)
Brawn 4 Agility 2 Intellect 1
Cunning 2 Willpower 3 Presence 1
Soak: 5
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0
Skills
(group only):
Brawl, Survival
Talents:
None
Abilities:
Silhouette 2
Equipment:
Horns (Brawl; Damage 7; Critical 3; Range [Engaged])
These herd animals seek little more in life than obtaining food and
water and avoiding danger. They are not aggressive by nature, but can
become violent if they feel threatened.
Thursday, March 31, 2016
Small Massassi Temple
Presented below is a small Massassi temple, one that requires some puzzle-solving in order to find its treasures.
-Nate
-Nate
The Temple of
the Heavens
The temple is a smallish step pyramid, one similar to those occupied
by the Rebel Alliance more than thirty years prior. It sits on a
small island in the middle of a river. The grey stone is covered with
moss and vines, making it blend in with the surrounding terrain.
Failing that, they might need to resort to more drastic (and perhaps
destructive) measures.
0. Entry (Not Pictured)
Given the quality of this pyramid's construction, along with the
vegetation growing on it, interested parties must make a hard
Perception check to find the removable slab at the top of this
pyramid. From there, it's a ten-meter drop to the floor of the main
chamber (see below for details). The entrance is represented by the
six-meter-wide circle depicted on the map.
1. Orrery Chamber
The center of this temple is filled by a single chamber, one that
itself is dominated by a broad ring cut from the stone, along with a
structure in the middle that resembles an altar. It is two meters in
diameter, with a small hole in the center and a series of twenty-four
holes in the surrounding edge. What is more, around the outside of
the room there is another circular structure, this one perforated by
201 holes. Their purpose may only become apparent once the PCs
possess the keys that should be used with them (see below for
details).
2. Cells
Surrounding the orrery chamber there are twenty-four smaller rooms,
each six meters square. They provided space for meditation when the
Massassi still lived and worshiped here. Now they sit empty, with two
exceptions that are detailed below.
3. Gundark Nest
In one corner of the structure the aquatic gundarks have built their
nest. They have laid eggs within it, and thus are very protective of
the area.
4. Tomb Raider
Characters who explore the cells and make a hard Perception check
notice the corpse of a Human wearing a tattered and rotting jumpsuit,
with a water-clogged blaster pistol on his or her hip. What is more,
in a satchel this ill-fated treasure hunter has three items. Each is
a gemstone fitted atop a thin metal spike; one is green, the second
is mottled red and cream, and the third is orange. Although the PCs
might not recognize the fact right away, they are the key to
accessing the temple's hidden chamber (see below for details).
5. Hidden Chamber
The PCs can gain access to this room as long as they manage to solve
the aforementioned puzzle. If an when that happens, a circular
staircase opens around the base of the central altar, descending into
the darkness below. At the bottom is a round chamber twenty meters in
diameter, one that has stone sarcophagi lining the walls. While the
remains in this tomb have long since broken down into dust, there are
still a few physical artifacts remaining. These include a massassi
lanvarok and a handful of ammunition disks for it. At the GM's discretion, there could be more items as well.
Solving the
Puzzle
The altar in the middle of the temple, along with the ring around it,
represent the relative positions of the system's primary star, the
planet Yavin and its fourth moon. In order to access the secret
chamber, one must place the green gem spike into the center hole, and
then the red and cream one on the outside ring of the altar and the
orange one in its proper place, representing the positions of those
bodies in the night sky. PCs who don't recognize this connection
might make hard Education checks to realize that the device is a
primitive type of orrery.
Monday, March 28, 2016
Slarr the Hutt and the First Order, Part 2
Changes
in Personnel
Given the passage of thirty years, it should come as not surprise
that there have been changes in staffing at Slarr's palace. Most
notably, second in command to the Hutt there is a triumvirate of
beings—one old, one new, and one who is somewhere in between.
Slarr the Hutt (Nemesis)
Brawn 6 Cunning
4 Presence 4
Agility
1 Intellect 3 Willpower 4
Soak:
5
Wound Threshold:
18
Strain Threshold:
15
M/R Defense:
0 / 0
Skills:
Brawl 2, Coercion 4, Computers 1, Cool 3, Core Worlds 2, Deception 4,
Discipline 3, Education 1, Leadership 3, Lore 2, Melee 2, Negotiation
4, Outer Rim 2, Perception 4, Ranged—Light 2, Resilience 4,
Streetwise 4, Survival 1, Underworld 4, Vigilance 4
Talents:
Greased Palms, Grit, Know Somebody, Master Merchant, Plausible
Deniability, Rapid Recovery, Sound Investments x4, Toughened, Wheel
and Deal x2
Abilities:
Awkward, Ponderous (refer to page 407 of the core rulebook for
details); Adversary 2
Equipment:
None
Slarr Uwanesh
Diann—although few know his third name—is a relatively young
Hutt, is well established in the world of organized crime. As such,
he is a force with which to reckon in the galaxy. Slarr runs his
organization out of his stronghold on Nal Hutta, and commands a
growing ensemble of criminal beings. His activities include the
production and distribution of illicit drugs, gunrunning and slavery.
Most notably, however, he acts as a go-between for agents of the
First Order and the parts of space controlled by the New Republic.
Like others of his species, Slarr is ruthless in his pursuit of
profit and power. While he is happy to share his ill-gotten gains
with inferiors who prove useful to him, in the end he looks out only
for himself.
Tenrep “Little Dianoga” Cray II,
Aqualish Soldier (Rival)
Brawn 4 Cunning
3 Presence 3
Agility
2 Intellect 1 Willpower 3
Soak:
6
Wound Threshold:
17
Strain Threshold:
10
M/R Defense:
0 / 0
Skills:
Athletics 2, Brawl 3, Coercion 2, Knowledge—Underworld 1,
Leadership 2, Melee 2, Ranged—Light 2, Resilience 3, Streetwise 2,
Vigilance 2
Talents:
Defensive Stance, Durable, Intimidating, Natural Enforcer, Street
Smarts, Stunning Blow, Toughened x2
Abilities:
Free rank in Brawl and Resilience; can breathe underwater
Equipment:
Padded armor, blaster pistol, truncheon
Known
as the “Little Dianoga” because he is his father's son, the
younger Tenrep tries very hard to fill the shoes of his elder. This
is especially the case following his father's death while protecting
Slarr from a would-be assassin. Even so, the younger Cray recognizes
that his father fought for freedom, and that Slarr's current
cooperation with the First Order is really just a return to the type
of autocracy experienced under Emperor Palpatine—which itself was a
betrayal of the Separatists' efforts during the Clone Wars. For that
reason, although he acts as the chief of security in the palace, Cray
has begun to question whether or not he is on the right side of this
growing conflict.
Aqualish Enforcers (Minions)
Brawn 3 Cunning
1 Presence 1
Agility
2 Intellect 1 Willpower 2
Soak:
5
Wound Threshold:
5 each
Strain Threshold:
NA
M/R Defense:
0 / 0
Skills (group only):
Brawl, Gunnery, Melee, Ranged—Heavy, Ranged—Light
Talents:
None
Abilities:
Can breathe underwater; remove a setback die due to cold or wet
conditions
Equipment:
Heavy clothing, blaster pistol, comlink
These thugs are
oafish and none too bright, but effective in combat. They are quite
loyal to Captain Cray, so it would take a good deal of persuasion for
them to betray him.
Golun
Tosek, Majordomo (Nemesis)
Brawn
4 Cunning 3 Presence 3
Agility
3 Intellect 1 Willpower 3
Soak:
5
Wound
Threshold: 16
Strain
Threshold: 11
M/R
Defense: 0 / 0
Skills:
Astrogation 1, Athletics 3, Brawl 4, Cool 3, Coordination 2,
Discipline 3, Lore 3, Medicine 2, Melee 4, Negotiation 2, Perception
3, Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 3,
Resilience 3, Skulduggery 3, Stealth 3, Streetwise 2, Survival 2,
Underworld 2, Vigilance 3
Talents:
Anatomy Lessons, Dodge, Grit, Lethal Blows x2, Master of Shadows,
Outdoorsman, Precise Aim, Quick Draw, Quick Strike, Stalker, Targeted
Blow
Abilities:
One free rank in Resilience; one free rank in Outdoorsman talent
Equipment:
Heavy clothing, heavy blaster pistol, vibrosword, comlink
Golun
Tosek is a cold-blooded killer, nothing more or less. He believes
without a hint of doubt that sacrifices earn him the favor of
M'dweshuu, and that he will attain through it some kind of glorious
standing in a sublime supernatural hierarchy. He is insane. Indeed,
that is how he came to take over as Slarr the Hutt's majordomo—by
murdering the old Gran who formerly served in that role. Although
Slarr is generally pleased with Golun's service, what the Hutt does
not know is that this Nikto serves another master, in the form of
Snoke.
Nikto
Servants (Minions)
Brawn
3 Cunning 2 Presence 2
Agility
2 Intellect 1 Willpower 2
Soak:
2
Wound
Threshold: 5 each
Strain
Threshold: NA
M/R
Defense: 0 / 0
Skills
(group only): Athletics, Brawl,
Perception
Talents:
None
Abilities:
NA
Equipment:
Clothing
These
Nikto are rough individuals who work for Slarr because they don't
have many other options. Even so, the fact that they have a
relatively comfortable life working for Slarr buys a certain amount
of loyalty. They know who feeds them and puts a roof over their
heads, as it were.
Traborn Yerg, Human Technician
(Rival)
Brawn 2 Cunning
3 Presence 2
Agility
1 Intellect 4 Willpower 3
Soak:
2
Wound Threshold:
12
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Astrogation 2, Computers 4, Education 3, Gunnery 1, Mechanics 4,
Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 2,
Skulduggery 3, Streetwise 2
Talents:
Grit, Side Step, Solid Repairs, Speaks Binary, Tinkerer x2,
Toughened, Utility Belt, Utinni!
Abilities:
One free rank in each of two non-career skills
Equipment:
Blaster pistol, comlink, datapad, toolkit
Traborn Yerg serves
Slarr by acting as an intermediary between the burgeoning First Order
and the Corporate Sector Authority, the primary means by which agents
of the former laundered their credits through the latter. In this
way, Yerg has risen to a position on par with that of “Little
Dianoga” Cray and Golun Tosek. Even so, his newfound influence and
wealth do not distract him from his chief passion of building
gladiator droids. Indeed, Slarr the Hutt has even asked him to begin
building an army of these droids, ones that can be used to begin
attacking ships throughout the New Republic. (Slarr the Hutt has it
on good authority that opportunities for piracy are about to improve
considerably.)
Nikto Technicians (Minions)
Brawn 3 Cunning
2 Presence 2
Agility
2 Intellect 1 Willpower 2
Soak:
2
Wound Threshold:
5 each
Strain Threshold:
NA
M/R Defense:
0 / 0
Skills (group only):
Athletics, Brawl, Computers, Perception
Talents:
None
Abilities:
NA
Equipment:
Clothing
These technicians
are recruited from the ranks of the servants and trained by Traborn
Yerg to work in the palace's comm center. Because they know they've
been spared from more difficult tasks by him, that gives Yerg some
influence over them. He hasn't been willing to exploit that
arrangement, however, because of the security that working for Slarr
gives him.
KLR-1 (Rival)
Brawn 2 Cunning
1 Presence 1
Agility
2 Intellect 1 Willpower 1
Soak:
3
Wound Threshold:
14
Strain Threshold:
12
M/R Defense:
1 / 1
Skills:
Athletics 1, Brawl 2, Cool 2, Gunnery 2, Melee 2, Perception 1,
Ranged—Heavy 2, Ranged—Light 2, Stealth 1, Streetwise 1,
Vigilance 2
Talents:
Dodge, Grit, Lethal Blows, Precise Aim, Quick Draw, Quick Strike,
Targeted Blow
Abilities:
Droid Qualities, Inorganic, Mechanical Being
Equipment:
Armor equivalent to armored clothing, blaster pistol, blaster
carbine, vibrosword
Once an experimental
prototype known as “Killer,” Traborn Yerg has begun
mass-producing these droids to serve as agents of his Hutt master.
Sunday, March 20, 2016
Slarr the Hutt and the First Order
Because
of the secrecy of its activities in the Unknown Regions, the First
Order needs at times to do business inside the borders of the New
Republic by clandestine means. That has led the organization to work
through intermediaries such as the Corporate Sector Authority and the
Guavian Death Gang. Another of the First Order's illicit partners is
the Hutt crime boss Slarr Uwanesh Diann.
Developing
Slarr's Stronghold
Refer
to previous posts for details regarding the upper level of the
stronghold, which is largely unchanged. The lower level, on the other
hand, has seen considerable development, as reflected on the map
above.
14.
Guest Quarters
Each of these rooms has eight beds for visitors, along with tables
and chairs and a compact but serviceable refresher unit.
15. Repusorpool
Slarr's sail barge, along with a couple of outrider skiffs, is kept
in this broad, open chamber. In addition to the vehicles one can find
supplies and equipment for maintaining them.
Wednesday, March 9, 2016
Spire Outpost
*Huh. Well, it seems that there might be a problem with the material in this post. According to the map in the new Beginner Game for Star Wars: The Force Awakens, the origin point for Starkiller Base is exactly where the planet Ilum used to be. That's not good...
After the destruction of Hosnian Prime by the First Order's Starkiller superweapon, the Resistance finds itself scrambling to respond to the elevated threat that that organization presents to the galaxy. With the New Republic in chaos, however, and only muddled support coming from beings who should be strong allies, the Resistance still needs to act discreetly. The creation of Spire Outpost represents one effort at doing so. This facility provides a place from which to monitor activities in the Unknown regions without attracting unwanted attention.
After the destruction of Hosnian Prime by the First Order's Starkiller superweapon, the Resistance finds itself scrambling to respond to the elevated threat that that organization presents to the galaxy. With the New Republic in chaos, however, and only muddled support coming from beings who should be strong allies, the Resistance still needs to act discreetly. The creation of Spire Outpost represents one effort at doing so. This facility provides a place from which to monitor activities in the Unknown regions without attracting unwanted attention.
Spire
Outpost
Refer to the appropriate maps and the following area descriptions in
order to create this scene vividly for the players. Remember that
Ilum is a frigid world, similar to Hoth in climate, but its caverns
are also home to beautifully clear crystals.
1. Entrance
The mouth of the caverns provides protection from sensor scans that
is a natural property of the surrounding rock and crystals.
2. Lower Cavern
This broad cavern is slowly being expanded for use as a hangar for
starfighters and space transports. While the prior can now be
maneuvered inside it, the latter must still be parked outside.
3. Maintenance Shed
A small prefabricated structure (like the rest of the ones in the
base), this building is used for storing tools and spare parts used
in maintaining the base's vehicles and droids.
4. Turbolifts
Each of these units can, in the event of power loss, be used as an
emergency ladderwell.
5. Generator
This portable device provides electricity for the base.
6. Tauntaun Pens
The first “vehicles” brought to Spire Outpost consist of these
six repto-mammalian creatures.
7. Mess Hall
The heart of the facility is this building, where base personnel can
take their meals and spend their limited recreational time.
8. Barracks
Each of these structures boasts a dozen bunked beds, tables and
chairs, and two refresher units. Personnel can store their
possessions in footlockers under the bunks.
9. Comm Center
This building boasts its own integral power generator, along with
communications consoles linked to the experimental crystal
transmitter (see below).
10. Medical Center
While small and none-too-well stocked, this building can handle most
of the injuries and illnesses suffered by Spire Outpost's staff.
11. Transmitter (not pictured)
The Resistance technicians have connected the base's comm center to a
natural outrcropping of crystal, rather than installing any kind of
sensor dish; in this way they hope to be able to enable communication
and local scanning without attracting unwanted attention.
Spire Outpost
Assets and Resources Summary
Type:
Reconnaissance Base.
Location:
Crystal Caverns of Ilum.
Command:
Resistance High Command.
Approximate
Personnel: Two to three
dozen Resistance members including scouts, pilots, technicians
medical staff.
Commanders/Leaders:
Captain Cormen Taoshi.
Notable
Personalities: Pomm and
Kalla Teku; the PCs.
Defenses:
None.
Mission
Support: Reconnaissance
against the First Order; staging area for “Special Operations”
types of missions.
Facilities:
Prefabricated barracks, mess hall, comm center and med center;
vehicle hangar in the process of being built.
Starships:
BTL-S3 Y-Wing; the PCs' ship.
Vehicles:
Tauntauns.
Special Notes:
The natural properties of the surrounding crystals, along with the
concealed nature of the base's communications and sensor system,
makes this base especially difficult to detect. |
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