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Archive for April, 2016

The Death of Jar Jar Binks

April 21, 2016 4 comments

NEpVH1HqB1S5sx_1_bThe weekly Bounty Hunter game at our FLGS The Wyvern’s Tale continues to be a hit! Never have a seen so many sign up so quickly, as when I announced the target would be the notorious representative from Naboo, Jar Jar Binks. With the release of Nexus of Power, we now have PC stats for Gungans, as well as Gungan weapons, details about their culture and significant locales on Naboo. I’ll provide links to the three NPCs I stated out at the bottom: Gungan Guard, Boss Nass, and Jar Jar himself.

I employed my typical three scene strategy for this week’s episode, but quickly adapted to a new setting for the final scene based on what the players wanted to do once we got to Otoh Gunga. This mission was sponsored by the ISB, and as this particular chapter of the Bounty Hunters Guild had run afoul of the ISB last week, the ISB would provide the equipment for the mission, but the pay was just a matter of settling a previous debt. Most players would probably take a shot at Jar Jar pro bono, anyway. The imperials provided a commandeered Mon Cala explorer sub (from Stronghold of Resistance) as well as a Verpine Shatter Rifle, and a Verpine Shatter Pistol on loan. Due to the rarity of these weapons and the listed cost of 30,000 and 15,000 credits, respectively, I allowed the players to chose whether to bring the weapons or not, with the caveat that if they were lost or destroyed, it would incur a personal 30 or 15 point obligation to the ISB. The PCs took them anyway!

Colo_claw_fish_SWK_magazineThe first scene involved the team descending into the depths and navigating to Otoh Gunga, the underwater capital of the Gungans. This involved piloting planetary checks that became more difficult as the PCs descended into the depths. Failures and threats could do hull damage or system strain to the sub, despair causing a vehicle crit. Successes and advantages could allow for finding shortcuts, and safely maneuvering the sub, while a triumph may give them the drop on the first encounter: colo claw fish! While these creatures are not much risk to the sub, I had a great time describing their bio-luminescence. It also served to illustrate there are big, bad terrible things in the water.

The second scene was the team arriving in Otoh Gunga, and meeting with Boss Nass. There was some negotiation and skullduggery around carrying weapons around town, and certainly into the meeting hall. Once that was settled, the team learned that Jar Jar was in Otoh Gunga, but that he had been a headache to the Boss and sequestered in a remote section of the city. This involved several negotiation, deception and charm checks, and allowed the “face” characters to really shine.

The third scene I had planned was going to be a chase through the streets of Otoh Gunga, culminating in an underwater chase, ultimately resulting in Jar Jar and his aiwha mount (Stay on Target) being eaten whole by a sando aqua monster (think underwater godzilla). The team would then have to battle this giant beast underwater and retrieve proof of the kill.

kill-jar-jar-binksInstead, the team wanted to see about entering in a bongo race. So sure enough, there just happened to be a bongo race at Otoh Gunga Garden (info in Nexus of Power), and who would be in attendance, but Jar Jar himself! I intended this to start the chase to get to the sando aqua, but we had such a great time in the stadium we ended up with a Sudden Death (campy Van Damme/Hockey movie)  type of assassination-in-a-stadium situation. This involved the team covertly getting into the catwalks for the lighting in the stadium to line up a shot on Jar Jar’s VIP box seats, and the ensuing mayhem when the team missed the shot. Eventually they chased him down and brought back his tongue as evidence for the ISB.

The reason the team missed the shot is due to how I built Jar Jar. At first I thought I would try and pick what I feel to be one of the more useless classes, the Colonist Performer. It ended up working perfectly, as performers have talents like distracting behavior (ideal for Jar Jar) that adds automatic threat to rolls, as well as coordination dodge, which allows you to add automatic failures to a roll when spending a destiny point. This allowed me a modicum of control as to when they finally made their takedown, and narratively, allowed me to describe some appropriately infuriating Jar Jar hijinks! It was definitely a memorable session, and one I am likely to run again.

Here are the Gungan NPCs I stated out:

Gungan Body Guard

Boss Nass

Jar Jar Binks

 

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Star Wars – Edge of the Empire – Special Modifications review

April 4, 2016 2 comments

swe14_mainBy now, those of us who have purchased a sourcebook or two (or ten) for this system are familiar with the typical Fantasy Flight Games formula for their supplements to the Edge/Age/F+D system: Add a few new species, three alternate specializations for the career, and some specific gear, weapons, and vehicles that compliment the specializations. Throw the GM a bone with the last section on building encounters specific to the career, and maybe some adventure seeds and you have a sourcebook.

Until now. FFG broke the mold for the technician sourcebook Special Modifications. It is still in three familiar sections, and it adds a few new species, three new specs and some career-specific gear, but then it goes further. The crafting section at the end of the book allows for true customization and building of weapons, droids, gadgets, and even cybernetics! It provides several basic templates for each category, as well as tables to spend results from the crafting check to add qualities and characteristics to the creation. For weapons this means positive effects like Accurate, Knockdown, Ion, Ensare, Stun, Pierce, etc. On the negative side it could add inaccurate, slow-firing, difficult to repair, expensive, prepare, etc. This is a tinkerer’s dream, and allows careers like outlaw tech and gadgeteer a lot of awesome new options.

swe14_walkingworkshopJust after the crafting section is expanded rules on slicing. It includes actions for both an ‘intruder’ and ‘defender’ which allows for the PC to play either side, and could involve several intruders and defenders depending on how complex you want to make the encounter. I think I personally would save this for a special occasion for a very important slicing mission, preferably during a fire-fight, so the rest of the party isn’t just sitting around. Otherwise this could fall quickly into the Shadowrun trap of PCs in cyberspace playing one game, and PCs in meatspace playing another. I do appreciate the stats and descriptions of computer spikes (previously seen in Jewel of Yavin) which I believe first appeared in Knights of the Old Republic as a way to slice into computer terminals.

Beyond that there are a ton of new vehicle and weapon attachments, and a few vehicles that can serve as mobile workshops, as well as a highly-customizable fighter that can use different attachments and modifications depending on the mission.

swe14_itsallonfireThe three new specs are Droid Tech, Cyber Tech, and Modder. Cyber Tech focuses mostly on self-modification through cybernetics, but adds Medicine, Athletics, Mechanics, and Vigilance to the base skills of a technician. The tree also contains talents like Surgeon which helps on medicine checks, so this could be a strong choice for a mechanic/doctor combo. Droid Tech is the technician’s technician (with a focus on droids of course) adding another Mechanics and Computers, as well as Cool and Leadership. Some of the talents deal with directing NPC droids, so I would assume Leadership would play into that. Modder is similar to the Age spec of Rigger in the Ace sourcebook. To the regular technician skills, Modder adds Gunnery, Mechanics, Piloting (Space) and Streetwise. Seems like a very playable combo to me. Much like the Rigger, the Modder has many talents that focus on a signature vehicle.

The new species are Dug (Sebulba from pod racing), Besalisk (Obi-wan’s buddy Dex), and two flavors of Mustafarians, Northern and Southern. Despite mechanics and medicine both being intellect based, none of the presented species start with higher than 2, which seems surprising given the focus of the book.

Overall, if you have been holding back on sourcebooks, I would recommend getting this one. I would even go as far to say if you were to only get one sourcebook, I would make it this one, just for all the customization/crafting tables. At least until FFG finally releases the one career that doesn’t have a sourcebook yet: Bounty Hunter. I can’t wait!

Categories: Books, Reviews, RPGs, Star Wars