OK, I did a conversion from FFGSW to FFG's The End of the World (EotW) system for our face-to-face campaign a while back and it worked well.
(Gypsy, this is the system we used for the Hellion one-off, where the ship ended up in the phantom zone and you played your first Verpine.)
EotW system has many similarities to FFGSW but is much more streamlined, designed for more cinematic play. Character creation and in-game turns are also more flexible. Obviously it has also been discontinued, along with all of FFG's RPGs but they did release high quality PDFs and the products are self-contained homages to their genre.
EoTW is perhaps most notable for encouraging you to create yourself as a character and start the game in-fiction at a face-to-face RPG session.
We can pick up the bonus adventure where we left off, using EotW, but I will need you to participate in one step of the process. Character advancement. It's a fun step though!
Below is a list of the player characters. Every player who's continuing must provide two aspects/qualities/features of each character that you thought were highlighted in play so far. Just two things. They should be things that stood out to you, that you remember. You don't need to do your own character.
Code
2BB-2:
Amos:
J.B.:
Jix:
Preach:
Sirra:
Winta:
For example, if Mhar-li was a player character, I might say:
Preach - Aspiring Jedi Knight, deeply in touch with the force.
If those two are too close together, then pick one, because both apply, and let's look at something to do with his guardian background. Which could be as simple as guardian.
2BB-2: courageous, dependable Amos: unflappable, determined J.B.: Jix: healer, friend Preach: elder, serene Sirra: anger, unrelenting Winta: aloof, implaccable (how i would start describing a quintessential Jedi- especially in an era where the Jedi Order really no longer exists)
I better chase Gypsy and find out if she's still playing!
Meanwhile, what I'll do next is, under each character combine similar descriptors and determine which one was most popular.
For 2BB-2, for example, we have one "reliable" and two "dependables" that we can mush into one. We say that's three votes for "dependable" and by the looks of it will be the most popular. So 2BB-2's dependability is the feature we'll advance on his character sheet. Quite how we advance it will depend on what the converted character looks like. That's a process I'm working on this week.
2BB-2: versatile, technical Amos: has integrity, defends others J.B.: ace pilot, caring friend Preach: Inspires by example, knows himself Sirra: hard on the outside, good fighter/friend Winta: good leader, tactician
OK, I'll get to work on the conversion tonight, then apply your advances.
I think you guys are going to really enjoy learning this new system.
I will warn you now that it's looser than FFGSW, as you tend to find with lite systems they don't nail down every eventuality. Although this might create moments of "What rule applies here?", you're not meant to get hung up on lack of rules, rather free-style through the gaps, maybe making a roll if your gut tells you to.
Not a problem anyway for a play-by-post game since if at any time the GM's not sure how to resolve a situation mechanically, they have as long as they want to figure it out. They can note what they did for later, so they have consistency too.
For players it should make it easier to bring your actions alive, far less constrained by the mechanics.
OK, conversion complete and I like what I'm seeing. Now I just have to apply the advancements, transfer all these notes on character sheets for you and then explain what the hell it all means.
This is what your new character sheets will look like. As you can see, the system's far far lighter with most of a character's limitations defined by their back story. I'll explain more about the system tomorrow. Bob Mills has a YouTube video talking about the Zombie Apocalypse version of the system, which is exactly the same, I've just given it a Star Wars paintjob.
I must remember to add his "enhanced optics suite" to Equipment too.
In Equipment, you might see various pieces marked "Superior". These indicate the gear is high quality, customised, has attachments, etc., and is worth two Positive Dice instead of one.
For consistency with the previous system I'm using FFSW's colour coding for the dice. Positive Dice are green. Negative Dice are purple.
Phew! That was quite a lot of work to cram into not a lot of time. But I'm hoping it's a little short-term pain for long-term gain. Going forwards I should be able to resolve a round's mechanics and write it up in one evening.
Hot off the press! Skim through, see what you think. I'll post some rules clarifications for you tomorrow.
For the Features I ripped key words off of your FFGSW character sheets and from the story section.
Then using your feedback above, I narrowed down which Feature you thought was most highlighted in the previous "session". If you already had the Feature or a near enough match, I gave it an extra plus. In J.B.'s case she didn't have "Ace Star Pilot", so I added it. Thus she has one more Feature than the other characters but no ++Feature.
Equipment is mostly based on the previous character sheet but you are re-arming on the Bargon Flit, with more military grade weapons and armour. Your next mission won't be undercover as such.
But the short answer is, stress can be converted to traumas, traumas can be healed by Jix, or by J.B. if you're a droid. It doesn't take much time but can't usually be done in the middle of combat.
IMPORTANT!
Yes, I've just posted a Bantha-load of new rules. As before the rules are for anyone interested but you don't need to worry about them if you don't want to.
All you really need to know is during your turn, you have approximately ten seconds (in game) to attempt whatever you want to do. This is usually enough time to move around a bit and then attempt a single task.
Ebla beer is in a green bottle so I guess it must be a European lager, Becks, Carlsberg, Heineken, Stella?
Anyhoo, I want to talk about character advancement again.
If you recall I toyed with the idea of spending 150 XP under the old system to level the PCs up to 'Knight-level play'. This isn't the amount of XP needed to create a fully featured Jedi Knight, rather the minimum amount of XP needed to unlock the specialisation. (Frankly 150 XP doesn't give you a fully featured Padawan based on what we see in the Star Wars movies.)
Well guess what, we can just open the hatch and dump all that in the trash compacter because we're using a different system now and it's more much open to interpretation.
J.B., Preach, Sirra and Winta all have the "Force Awakened" feature and you need to know what this means in the fiction.
As far as I'm concerned, Force Awakened have access to the full gamut of movie Jedi powers. (Don't worry about explaining where the power-up came from, I have a plan for that.) And as far as the canon goes, at the end of The Last Jedi when the Awakening happens, an Awakened stablehand is able to levitate his broom into his hand without training.
I've placed your "Force Awakened" feature in a distinct category, either physical, mental or social. This represents which of your character's Force powers are strongest.
J.B.. So far your Force powers have mostly been in mechanical repair and machine empathy, but with this new direction your powers will be more about Force Jump, Force Push, more physical embodiments of the Force. Preach. Your powers have been about sensing life and emotions, Force Sight, etc., and that's where they're still strongest. Sirra. Your powers have been about Force Cloaking, bending physical light and sound and generally applying to stealth. That stays the same, and your other physical Force powers get a boost from sharing the same category. Winta. Exerting control over the weak willed, the Jedi Mind Trick, this is where Winta still excels. Other mentally powers are things like Battlemind and Force Heal.
Remember, this is just where your characters are strongest. Consider yourselves newbie Jedi Knights.
2BB-2, Amos and Jix don't have "Force Awakened" but do have an extra feature to make up for it. I've also tried to give their gear a boost.
On that note:
Gear changelog
2BB-2. Mostly the same for obvious reasons, although gear is more flexible under the new system.
Amos. Upgraded to Battle Armor under his trademark longcoat and a DT-29 as a longer range sidearm. Has restocked with grenades. Concussion (confined spaces, very dangerous), Knockout (chemical), and Plasma Grenade (melt anything), one each. Vibro-machete is quite a bit better under this new system.
J.B. Added Shoto Lightsabers and a Thermal Detonator (use wisely).
Jix. Upgraded DL-19 to DLT-19 Heavy Blaster Rifle, a more lethal, longer range variant, as favoured by Death Troopers and some First Order Stormtroopers. Vibro-bayonet attached on the end.
Preach. Upgraded to Old Republic-style Armored Robes.
Sirra. Removed ZOK-10 Hunting Blaster, replaced with DXR-6b Disruptor Rifle, highly illegal and offensive to most Sentients. Shorter range as requested. Added extra Clip-point Vibrodagger for two-weapon stabby-stabby. Changed armour to Karflo Thinsuit.
Winta. Changed armour to Resistance Assault Armour, added integrated illuminator (sci-fi flashlight) on sidearm. Added Data-Purge Grenades, mostly useful for erasing computer banks.
Comlinks. All have hands-free headcomms, either discrete or built into helmets.
See in the dark. All characters have either scanners (sort of like ladar scanners) built into helmets or goggles, illuminators or Force Sight.
Breath masks. All characters that might need them have them. Just saying.
I don't know why, but people in the Star Wars Galaxy have a big hang up about disintegrating your enemies. I think it's all to do with Bacta.
Frex, it's totally OK to use a blaster, shooting superhot plasma that causes horrendous deep burn wounds... because a couple of hours of Bacta treatment and you're as good as new. It's OK to lop your arm off with a vibroblade, like a giant, lethal paper cut... because spend a few credits and you have a cybernetic replacement, good as new.
Disruptors don't allow for any comebacks, so I guess they're considered utterly merciless.
Still, good ole Mando doesn't mind popping Jawas with his disruptor and he's a good guy!
yeah- i wasn't posting anything more until everyone had gotten their initial dream/nightmare posts in- hop[efully everyone could follow this one- i wrote it to be kind of chaotic and disorgainzed
the goal was to take several scenes, one recent and the rest part of her past and blend them. But not just blend them in their original setting, but to also blend the settings. then I wanted to move from one the next so that the scenes changed rapidly. The chaos of it was essential to how I wanted to tell the story of how she became a slave... but to also explain the first steps, and many other steps that followed, on her path to where she was at right now. The realization that she had been lying to herself, allowing herself to block out the truth of how she was taken by slavers... and finally mix that scene with what is holding her back right now from becoming the thing for which she has been training for 4 years now... from child to the young woman sitting at Djarik table.
is this recent post (really good BTW) for all of us as we wake from our dreams and get dropped into this vision?
I can read it such that it is for JB, but maybe everyone can read it that way for their own characters as well. I don't want to make assumptions because you used YOU as the direct object. How do we proceed?
Hi guys. Yes, you awoke from a nightmare into another nightmare, American Werewolf in London-style. You all shared the same vision, and not only that, had a sense of each other's nightmares from the past (that you posted).
Almost as if you were sharing the same headspace for a while. That's certainly possible with the Force.
The vision became more and more real though and you've now been woken properly by the smoke alarm. There is real wood smoke and the smell of roast meat lingering in the room.
So J.B. has some lightsaber assemble to do and is asking for help, presumably best to come from Preach and Winta who've completed their own lightsabers.
Winta has asked everyone if they also shared the vision. It would be good to get an affirmative from everyone so we can say that the team definitely talked about 'the Ronto in the room'.
Here's my TL;DR version of the nightmares and vision:
Fear is on the rise.
The Sith Eternal have used a planet-killing weapon to destroy a populated world.
Princess Leia has died.
There's a grizzled old Whiphid Jedi living on Ajan Kloss.
It seems evident that the Force connected you to the Whiphid, the smoke from his camp-fire manifested in the rec-room. Your characters don't know who he is but it's possible Leia took the Resistance survivors to Ajan Kloss in an attempt to find him. If he was once a Jedi, he could be a powerful ally and good teacher for the Awakened.
waiting to give Pandemonium a chance to post- this is a role-playing scene and Preach's wisdom and experience here, in a moment where the pressure is mounting and time is dwindling, would seem to be important and pivotal for JBs efforts.
It was a bit hotter than I liked, but beautiful vistas, wide open air, and more fauna than I knew what to do with. It was wonderful in its own way. I missed the modern trappings, but tis the nature of the game. The only bad part was driving home and it was 98 so melting in the car seats because our truck doesn't have AC. I live at the coast, so I never replaced it when it went out. Don't need it here. Though I might have to get the heater fixed before this winter. Bundling up to drive around in snow is not fun.
she appeared to have been killed in The Last Jedi- the 2nd of the new trilogy- but the director (Rian Johnson) hinted that that might not be the case- whatever the truth is, she did not reappear in the third film as JJ Abrams took over that and hobbled a movie together. My personal opinion was that her character's entire arc was a wasted opportunity. so much more could have been done there. I had my own hopes for a backstory that i thought would be really cool... but those three films just felt so disjointed to me, as if nobody could agree on a cohesive trilogy spanning story line ahead of time.
I am certain JB knows nothing about anything related to Phasma
Phasma has her own book 'Phasma' which creates her backstory. In it she has loyalty only to Phasma. She has thrown her lot in with others when it has been expedient, but not really been loyal to them. As far as she is concerned it is a wining strategy.
What does the exposed cliff look like - the bit exposed by the slip. Has it got handholds and footholds that would allow us to work our way round the new formed gap? Failing that is the rock stable enough that we could cut handhold and footholds?
No ascension gear, no. However, under this new, lite system, your Awakened Force powers give you abilities similar to a Jedi Knight, which we'll use as our general guideline. Obi-Wan and Qui-Gon in The Phantom Menace can be our template. Sirra would sense that a 5 metre Force jump is within her capabilities.
SO questions: No way to climb across, even improbable jedi climb like .. Second ... she can make the distance, is there somewhere to land on the other side, or is it jumping that far and then grabbing onto the wall and spider man style grabbing?
Jedi have incredible balance, can land like cats. They can fall great distances and roll out of it... Use the force... Jedi can jump big.distamces, as shown in phantom menace. Jedi can force push others when they jump. So if sirra jumped first, and wings and preach did a force push, her five meters would be even more. Then preach, with winter force push help can go quite far. Last wings jumps and will go far, and preach can force pull her from safety to make sure she gets where she needs to be.
These are things the character would know from training.
Hope that helps the idea process
Last edited by Phoenix Prime; Sun 11/10/2004:48 UTC.
I like that solution, PP! Though guys, I did say above that 5 metres is within Jedi Knight-level capability. It's a long way but doable for Sirra, Preach and Winta. They could always do a spot of wall-running midway to help them across.
The Awakened have been trained by Leia, Maz Katana and Professor Huyang on Ajan Kloss, so they'd know about such Force powers. They'd also have an sense of whether they can make a jump, just like how normal humans and animals can at lesser distances. Cats just know, for example.
This scene is meant to help you players with Force using characters adjust to your new powers, so it's absolutely fine to discuss here and thanks Art for bringing it up.
Because it does raise a question that I've skirted around so far. In this new system, how do we determine what a Force powers limits are? Before in FFGSW we had very detailed rules for every Force power, now we have almost none.
Is everyone familiar with The Phantom Menace? Everyone seen it? It's not the best Star Wars movie but I think it shows the widest variety of Light Side Force powers in one movie.
As far as a straight up jump you could easily look at Luke in a new home in his first meeting with Vader because he presumably was not a highly trained night at that point and was still able to do some pretty high jumps.
so, what if - Winta force jumps, Preach force pushes her to make sure she makes it. Then Sirra force jumps, Preach force pushes, Winta force fulls from the far side, then preach force jumps and Winta and Sirra catch him with force pulls?
Right ho. No problem. Imagine is as a 5 m gap between two ledges, vertical wall on the right side, open void on the left. So taking off and landing on flat ground.
I've even noted particular strengths for our Force-wielding player characters. Importantly these strengths aren't limitations or the extent of their abilities. These strengths are just their forte, what they're best at. I'm assuming these characters have a basic grounding in all Light Side Force powers, and with our new system we can make that work mechanically too.
OK, so if anyone's been following the "click to show" notes, you'll have realised we've demonstrated three mechanics from the new system.
The first is actually a lack of mechanics. In this new system we're encouraged not to roll unless we need to randomise an outcome or the outcome could have dramatic consequences.
We demonstrated this principle in the Force jump across the mountain gap, and in the jump onto the Railcrawler.
Was the purpose of these two tasks to put the player characters in dire peril, test them to their limits? Not really. It was simply to remind us that characters in Smoke Team have Jedi-like Force powers, and to give Mirror Team an easy way or a hard way into the Ghidrah bunker. (The Railcrawler being the easy way but doesn't give them a fast exfil option.)
It wasn't like I'd have Smoke Team plunge to their deaths on their first Force jump, or Mirror Team fail to even reach the bunker. That would bring the story to a grinding and anticlimactic halt. So no roll required.
The second mechanic was evading the perimeter sensors. This was a normal green (positive) vs purple (negative) dice roll, and demonstrated that you can succeed and still gain Stress in the process.
Finally, for the Telepathy I used the difficulty without stress mechanic. Sometimes a task might not result in stress but we're still interested in how well the character succeeds. In this case, how much info does J.B. communicate to Preach. The check resulted in 1 success, so she communicated the nub of the message. With 2 successes I'd have had her communicate the exact models and numbers of TIE Fighters. Not that it makes a huge difference in this instance, but it's just an example.
Greets! So we've seen a significant slow down in the past week, so I just want to do a quick rollcall.
If you're busy irl, no problem at all, but let me know if there's something CFH-related that's preventing you from posting in CFH.
Sometimes when you reach a decision point in a game, it can take so long to discuss in-character that it saps momentum from the story, so what I'll do is take the posts we have and riff off of those to move us on.
So for Mirror Team, that would be infiltrating the bunker via the lower conveyex platform.
For Smoke Team that would be infiltrating the garrisson building via the side entrance.
After that, I think we need to set ourselves a target post rate of 2/week for each player. What I can then do is if a player hasn't posted in 3 days, ghost them and keep up the tempo.
Thanks guys. Yes, at work we returned to full-time hours literally this week, with all the HR and HMRC paperwork that involved. And now the country's going into lockdown again.
Still, talk about your First World Problem! Important to keep perspective. Although we've made a big deal out of it in the West, coronavirus is a pretty minor inconvenience in the big scheme of things. It's hardly WW2 or something.
Right, I'll get us moving again.
Oh, and I have new colour-coded green and purple dice arriving this week.
What I've done is use your teams' decision on their initial approach as a general modus operandi.
Both teams are taking a middle way approach. Given the choice of going through the front door, finding a loop-hole or going through a side door, they chose a side door. This seems like a good compromise between speed and stealth.
In Smoke Team's latest round-up, we can also see how assistance works in the EotW system. For each character that can assist the character making the test, it adds a green dice.
Talking of dice, my new ones arrived. I'll be using these for CFH (I have been using the dice roller) and for the Shadow of the Demon Lord two-parter I'm running this month for Gypsy and co. It uses positive and negative d6, called "boons and banes".
Yes, although they are in the vacinity of the shooting range so might get away with it.
Although blaster bolts are subsonic so they don't crack like gunshots, there's the muzzle blast when fired and the explosion on impact would be supersonic. So I think we can just assumed they're as noisy as real world guns, and that's the interpretation of the Star Wars RPGs that have been published.
Good gaming this weekend. Played with Gypsy and pchan and some others by Zoom. It's not the same as ftf but hey, it's better than nothing.
Next up in CFH then, AJ to post or I can ghost np for Mirror Team, and Smoke Team need to decide if they're going through the door with the (presumed) POW on the other side.
Thank you for your patience this week, guys! Especially after me jockeying us to raise the post-rate. Saturday's GMing ate up some spare time over the weekend and this week we're very short-staffed at work with so many parents at home looking after Corona-kids. By next week I could be filling in for 7 people!
The kids all seem to be loving it, mind you. Two weeks off school yet they feel fine, even if they have tested positive. The virus barely seems to have any effect on them at all. Much less than the head colds they carry around with them this time of year.
OK, sorry about the delay on Mirror Team. This is my first large combat with this system so it's taken a while to resolve, but I got there in the end and I'm happy to say you're all still alive! I'll write it up tomorrow and post.
absolutely- we go for 7 days and we hit every park, and then go to MK twice- since there were small kids on this trip- we took Magic Kingdom slowly to make sure we did all the kid friendly rides- there's a lot there in that park. then, on the day we were leaving, my wife and i went back to hollywood studios to to that park again(where Galaxy's edge is located) On both days we got into the virtual queue for the new ride, Rise of the Resistance- in fact, back last february we were there and got on that ride then too.
the RotR requires a lottery style virtual queue that opens online at 7am for a chance to get on a boarding group. It's almost always filled up in a couple seconds- I read so many horror tales about people frustrated and angry they can't get on the ride- my wife and I have gotten on it every time, so i guess we are fortunate- plus there are a couple of tricks to raise your chances of a good quick connection. some say it's hogwash, others say it is essential- we have done it three times and gotten on all three times--- your mileage may vary.
I'm also fully caught up on The Mandalorian. It ended nicely though I'm not sure there's a direction for a season 3 or even room if they're making a Boba Fett series too. Two Outer Rim bounty hunter series? Both in Mando armour?
And bringing back characters from the original trilogy does make it harder to ignore other characters from the original trilogy, which is a technical challenge that modern technology still isn't up to.
Aye. And I think in some ways ILM are the problem here. When you look at what they achieved with Tarkin, Leia and Luke, and compare it to what fans have achieved with deepfake, you can see that ILM are not the industry leaders in this technology.
Yep, it's been a slow Holiday Season here in a galaxy far far away. But sometimes it's good to take a break and recharge the motivators.
Here we are in 2021 then. I'm feeling like I could pull the ears off a gundark, so will get us underway again tomorrow if anyone has any posts they want to squeeze in.
Smoke Team have a code cylinder from a junior officer, that should give them permission to control the turbolaser. Of course, they need a target.
There is the comms relay or the AT-AT.
There's the shuttleport, though you might need that for your escape. You still plan to stealing two Aratech-type arrays for your ship's inertial compensators.
The shield generator/powerplant would be a last resort as it might cut Mirror Team off from the rest of the Ghidrah network.
Other than targets, what other options are in the turbolaser turret tower?
Blast doors can be activated to seal you in (and the First Order out).
There is an exterior hatch halfway up the tower, that leads to the outside world. Possibly a good escape route.
On the upper level there is an Imperial HoloNet terminal. It might be used to find information on J.B.'s Colonel Relnard.
Aye, a lovely post. And what is it about astromech droids that makes them so damn lovable?
PP. Inside Ghidrah, J.B. has discovered a link to the Purgill calf experiment and this would be an oportunity for her to shut it down. It would effectively terminate the Purgill but that must be a blessing compared to its life of perpetual torture.
ummm... okay... I read it as a means to stop remote access... but I'm not sure she can terminate the creature, not without talking to it again first... that might be a bridge too far, especially knowing that she is about to lose Babay. Not sure what the game allows as far as time and plot development go.
just recognizing that possibility might be another soul wrenching post...
I guess in some ways the Purgill calf has already been killed by the Imps. They captured and confined it, disected it and wired into its brain. It's the technology of the bacta tank that's kept it alive through the years of neglect since.
Still, nothing is set in stone. It's just an option that has presented itself.
In the course of researching for the big speech, here's every closed caption from a far more talkative BB-unit in the film in which they appear the most.
Another long week of drudgery at work with no R&R, I'm afraid guys, so sorry about not posting as advertised. I'm mid-flow though and should have both threads updated in the AM.
Preach, Sirra and Winta could all accomplish all tasks. None would consider themselves as having no chance.
In the Star Wars universe the same technologies have literally been around for thousands of years adn pervade the galaxy. That's why pretty much anyone can fly a starship, for example. It's no more exotic than driving a car.
But we can break it down by who's probably best at what.
Accessing and searching an Imperial terminal for info of Colonel Relnard.
Overriding a turbolaser turret's safety's and targeting a structure.
Both Intellect tasks. Preach or Sirra, Sirra has the edge with her Features. Although Winta has stronger Social traits, she also has that double Leadership Feature, so could certain assist anyone.
We shouldn't forget Bastian either. He's best at Agility tasks but could certainly attempt either task.
And guys, let's give AJ a hip-hip-hooray for playing 2BB-2 for us. Although AJ didn't get to create his own character like the rest of you, I think he made 2BB-2 his own and injected life into the little BB-unit.
Unfortunate? Quite the opposite. An excellent way to go. If you can't flee the scene like Luke or the Falcon, embrace it like Jyn Erso, just so long as it's to a backdrop of terminally exploding Imperial dreams. 2BB-2, signing off, the way he'd want to go.
She can, absolutely. She has no way to store the data, so she'll have to memorise it. Data in Star Wars is weird stuff! It seems to require huge drive decks and industrial cables to move around. Or an Astromech droid.
Did you see the size of the data cable the Falcon used to transfer the Star Destroyer plans from Sinta Glacier in The Rise of Skywalker?
It's a ruddy python! And that connector!! How many amps are they expecting?
Art in the Blood. Sirra's at an interesting point, mechanics-wise. She's on 7 Physical Stress, which takes her up to the top tier on her stress tracker.
That gives her 3 Physical Resistance from the tier, and +1 from her armour. 4 Physical Resistance is pretty hard to punch through but if any damage does, she only has 2 Physical Stress left before being mortally injured and having to cling to life.
What she can do is recover the Stress. This requires some in-fiction explanation of how she treats herself. Then her stress track would be wiped clean and she'd gain a Severity 3 Physical Trauma.
I've described her current state as her cyber-eye glitch worsening. She could treat herself relatively quickly by rips out the cyber-eye. Hardcore! This would give her the Severity 3 Physical Trauma, "One-eyed" but would also remove her Severity 3 Trauma "Frazzled Cyber-eye".
This can happen when you gain a new Trauma. FFG's Zombie Apocalypse rules contain the best example. If your hand is infected by a zombie bite (first Trauma), so you cut it off at the wrist (second Trauma), only the second one can apply.
What does Sirra have to lose then? Well, it takes time. Even if Sirra rips out the cyber-eye it will take a minute and add a few more onto their extraction time as they progress.
Demonstrating an interesting feature of FFG's End of the World system.
To some extent, you decide when your character gets hurt.
Until you wipe your tracker to recover Stress, all you've accumulated is Stress. Physical, Mental or Social. You get more and more roughed up and worn out but aren't seriously hurt.
Filling your tracker results in you clinging to life but your exact doom depends on whether it's the Physical, Mental or Social track.
Physical doom is death. Mental doom might be insanity. Social doom could be utter despair, or in Star Wars possessed by the Dark Side.
Either way, your character is clinging to life and might be taken out of play if they fail a roll.
You avoid this by wiping your tracker, recovering the Stress and gaining a Trauma. i.e., You avoid death by getting hurt.
There is a limit, of course. You can only have three Traumas in any category, Physical, Mental or Social, after which you can't recover any more Stress and a fourth Trauma will kill you instantly.
No line of sight. Though he's down a companionway on the level below Sirra. So she could move, stick her upper body through the opening at the top of the companionway. Inside the turret tower isn't spacious, everywhere's pretty close.
This diagram shows chairs, and from that you can see roughly how far apart everyone is.
Pandemonium. What would she use as a space-parrot?
things have been very crazy this whole week- even before... but this week got even harder to find free time.
had a job interview on Tuesday and was told to expect a follow-up in a couple weeks- the winter storm in Texas was just the week prior and this interview got pushed back as it was... go to the interview and it only lasted 15 minutes, but this company is mechanical services company/ plumbing/ heating/ electrical, thus very busy after the storm. the next day, i got a call that hey wanted me to start a day later. I suddenly had to shift gears to dig out clothes i hadn't worn in many months.
and the job is hectic- i was mentally fatigued at the end of day 1 and just crashed. day 2 went easier but it just felt like a long day.
anyway. I will try to catch up, but i'm not sure how active I can be in the long term- it is olay to ghost my character as necessary if I fall behind so the game doesn't get slowed.
That's great news, Phoenix Prime. Nowt wrong with being gainfully employed but any new job has an adjustment period. You'll find your stride, and don't worry about CFH, we'll keep things moving and J.B. involved.
OK, had to read through the adventure to answer this. It's not defined specifically but it tells to GM to handle each part of the base---the garrison, the generator, the hangar, the comms relay---separately as an individual location.
The base buildings are sat on platforms, themselves secured to the mountainside at different elevations. There might also be rock formations obscuring LOS at headheight from one part of the base to the next, etc.
So exact distance isn't so important. I think the intention is that they're at Extreme Range or equivalent. i.e., Characters at one don't easily interact with characters at another unless they have quadnoculars or a sniper rifle.
In terms of time it will take to travel between the garrison and the hangar on foot? I think 4-5 minutes. Considering you're carrying kit, there will be gantries changing elevation, storm, debris from uncontrolled demolition, hostiles in the area, etc.
Morning all. I have product council meetings at work yesterday and today so haven't had much time to write. I made a start last night though and should have something for you tonight.
Wow, my eyeballs are drier than a Tuskan raider's socks after all the web conferencing this week. But I moved us onto new threads and am excited to see what happens next, I can tell you that! Will both teams regroup, escape, will they make it off of GH-531? It's getting very dicy!
OK, Mirror Team. So peril in high places, obviously inspired by the ending of Empire Strikes Back and Rogue One, but also by the real-life sci-fi design of Ostankino Tower.
Imagine an incredibly high, relatively thin cooling tower with exhaust vents at the top, and girded by rings of equipment of various shapes and sizes at irregular intervals, all the way to the bottom.
The tower is about 600 metres from the top to the mountainside below. High! Though Jedi Knights have been shown to be able to arrest their fall from great heights.
Getting down will be tough. There might be an external ladder or cables running the length, but the Empire probably used a gravsleds or droids for maintenance so no elevators.
Mirror Team flew up the inside of the tower from below ground, to be expelled from hot air vents at the top. As it stands, Jix, Amos and J.B. are all near the top.
Sorry! I thought I had asked a question. It’s been hectic at work. We are averaging something like two and a half times the sales we are budgeted but don’t have the commensurate labor yet. A bit frazzled around the edges.
No worries, Art. We're all good and pushing on. Ghosted Sirra for you, in a direction I think you'd approve. Browsing shelves for auto-parts didn't sound like her thing.
A long, hard slog at work feels like it might finally be coming to an end, peeps. I seriously need a holiday. A 'holiday' holiday, not sitting at home some more. I need a pool, I need bikini babes. I need dancing!
Anyhoo, we soldier on and take respite in these, our adventures in a galaxy far far away.
The EG-5 Jedi Hunter doid is explicitly designed for fighting Jedi. Jedi use lightsabers, the Force and hand-to-hand combat in general. They don't tend to use blasters but the droid has Beskar plating anyway.
Sirra wouldn't use her vibrodagger to punch through the droid's plating though. She'd use it to attack joints. Wedged into a joint it would still impede movement and if she could sever any wiring harness tucked inside that would do more damage.
What are vibroblades? Leia's Lair tells us more:
J.B. meanwhile is fighting the slightly less frightening IG-100 MagnaGuard.
Need some guidance for Amos. Are there any hatches that he can pop open and shot into to disable the fighter before he tries leaping off to the spar or death?
Yo yo. Yes, I think the TIE Echelon must have a hatch on the roof because otherwise the pilots couldn't get into the cockpit when the cargo ramp is down.
Obviously, this being Star Wars, all door mechanisms can be operated by application of a blaster bolt.
In another week, CFH will be a year old and as you've probably guessed we are on the home straight.
I think we've done remarkably well, considering the continual drain on our creative energy from the global pandemic. I doubt any of us have truly had a chance to recharge our batteries in the past 12 months. Yes, our post rates have slowly slowed down but I want to thank you guys for bearing with the game and giving what you can.
Your thread is not finished, no, though I am protracting the scene a touch to line up with Smoke Team.
Mirror Team are riding a wave of destruction to the ground. So you have the opportunity to post your character's thoughts and dialogue etc. in this moment.
I think that's the best recording of the original Star Wars theme I've ever heard. The original soundtrack recording is very poor quality, very tinny. I really enjoyed watching John Williams conducting his work too.
Although Star Wars is most strongly associated with its iconic visual dictionary, the lightsabers, the Stormtroopers, the Jawas and cantinas, it's soul has always been The Force, and as we near the end of our story this short arrangement of the Force Theme feels particularly appropriate.
Now that you're meeting up, you might want to describe your character's physical condition to the others.
You're all filthy, roughed up and battle-worn, and here's a summary of your more serious wounds.
Preach. Blood-stained beard. Wheezing, damaged lungs from broken breath mask. Light blaster burn on shoulder. Bruised ribs from droid kick.
Sirra. Cyber-eye ripped out, wearing patch, blood and cyber-unguent dried on cheek.
Winta. Dried nose bleed, possible concussion. Blaster impact on chest, possibly cracked ribs. Lightsaber wound to abdomen, Force healed.
Amos. Puncture wound in shoulder. Neurotoxin offset by stimpack. Blaster impact to abdomen, possible internal damage. Knee wrenched by fall.
J.B.. Severe arm burns, suit melted onto skin, from incinerator. Stimmed. Major abdomenal bruising from droid kick.
Also, some point soon the Relnard information is likely to crop up, so Art in the Blood, Angrboða, you might want to refresh your memory so you can pass it onto Phoenix Prime's character.
See here for information obtained by Sirra from First Order HoloNet and shared with Winta. Ultimately, she found Relnard's address on the Planet Nubia, headquarters of several major tech corporations and coincidentally Lieutenant Bastian's home world.
So, reading the latest thread you'll all be aware that we must congratulate Gypsy on her run with Jix. The team's insectoid, gender-fluxed medic and support gunner sacrificed himself to save his team-mates. Great play Gypsy!
Saving the Galaxy from the Final Order has come at a cost, but has made for some excellent role-playing gaming, and getting to a couple of FFG's more esoteric game systems (both now out of print alas).
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