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Baby Yoda FFG build

February 21, 2020 1 comment

I would like to see the baby. Fair enough. The surprise star of the first season of the Mandalorian brought many fans joy and made a lot of people curious about the show through some truly adorable memes.

“The Child” was one of the more interesting to try and stat up, since we don’t have any other examples of that species outside of Yoda. From Yoda’s stat block in Allies and Adversaries it looks like his career is Mystic Seer judging from his talents such as Natural Mystic. I decided to go the same way with the Child. I also started with 110 initial xp and 123123 as initial characteristics, which seems plausible as a starting point for Yoda as well.

Initial xp went to boosting characteristics: Intellect, Willpower, and Presence. I chose the few initial skills granted by his career and spent the rest on talents to up his force rating, and purchase a few Force powers: Bind, Heal/Harm and Protect/Unleash, all of which we see him use on screen in one form or another during the first season.

I did homebrew one talent that doesn’t exist in FFG Star Wars: Magic Hand Thingy. Named after what Greef Karga calls it when the heroes are pursued by Moff Gideon in his TIE fighter. Here is the description: Spend all remaining strain to roll double your force rating in dice and pass out. Pips may be spent to add range, strength, control, and/or magnitude.

This power is meant to represent the few scenes in which the Child performed some crazy force feat, then immediately passed out: levitating the mudhorn, healing Greef’s nearly fatal wounds, and shielding the heroes from a flamethrower.

I think it is a nice thematic way to bring that power to the table and gives the PC playing The Child a great opportunity to turn the tide when the chips are down. See what you think.

I’ll be running two sessions of my Mandalorian game at Mace West in Asheville, NC next week! Hope to see you there!

The Mandalorian – Mace West Preview

February 3, 2020 Comments off

MACE West is less than a month away! The annual western addition of Mid-Atlantic Convention Expo returns a bit earlier than in previous years (February 28 – March 1), but in the same space at the DoubleTree in Asheville, just outside the Biltmore estate.

Registration is already open. Get your tickets, sign up for games, and I’ll see you there!

I’ll be running DCCL Acting Up in Lankhmar, as well as two slots of my FFG Star Wars adventure that picks up immediately where the Mandalorian TV season 1 ends (spoiler warning if for some reason you have failed to devour the first season of Mandalorian).

After watching the last few episodes a few more times, I would still like to stat out IG-11 and Kuill, but they are both pretty much irrefutably dead after the last episode. One could argue you could rebuild IG-11, but his self-destruct device was purpose-built to avoid capture and his design being copied. The only reason Kuill was able to rebuild him earlier in the show was thanks to Mando’s well-placed headshot.

The pre-gens for my table of Mandalorian Season 2 will be: Mando, Cara Dune, Greef Karga, The Armorer, Paz Vizla (Mandalorian heavy), and the Child. Today I’ll share my build for Carasynthia Dune of Alderaan.

I considered making her a Soldier Heavy from Age of Rebellion, but went with Soldier Commando instead. Especially considering the addition of Paz Vizla, who is most definitely a Hired Gun Heavy, Commando seemed like the best choice for her. Added to the core Solider skills of Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light) and Ranged (Heavy), Commando adds another Brawl, another Melee, Resilience and Survival. The skills alone do well to describe what we have seen on the screen so far. The talents only further support Commando as the best choice for Cara. As a human you can take two non-career skills, and I chose Gunnery and Cool. I’m building these pre-gens out with initial XP+200. I used her initial 110 as a human to increase her Brawn up to 4 and Agility up to 3. I eventually purchased the talents to get to Dedication and increase her Agility to 4.

As one may expect, there are plenty of ranks of Grit and Toughened in the Commando talent tree. I purchased a few of those, as well as Point Blank which adds damage to Ranged attacks at short and engaged range. Durable reduces crit results suffered by 10. Armor master increases soak by 1 when searing armor. Feral Strength adds 1 damage to Brawn and Melee attacks. Perhaps most thematically, Heroic Fortitude allows Cara to ignore effects of crits to Brawn and Agility until the end of the encounter. On balance, I think this build fits quite well for what we’ve seen from Cara on screen so far.

Her equipment posed a few interesting challenges. Most notably, her heavy rifle does not appear to have appeared in the Star Wars universe before. The power cell is similar to the RT-97C from Battlefront, but it is under the rifle which features two barrels and a carrying handle she uses to stabilize it while firing. To stat it out, I started with a Heavy Blaster Rifle and added an Augmented Spin Barrel, Forearm Grip, and Optimized Energy Cell. The one from the show doesn’t actually spin, but mechanically it just adds one base damage while providing an additional barrel. The Forearm Grip reduces the difficulty for engaged range heavy checks, and the Optimized Energy Cell accounts for the massive power cell and ensures she will rarely run out of ammo.

I gave her Rebel Heavy Battle Armor (Soak 2) which when you add her 4 Brawn and Armor Master gives her a very beefy 7 soak. Beyond that, I added a simple blaster and a vibroknife as backup weapons. In the show her pistol has a cool looking scope on it, but I didn’t find a weapon modification that described that well and fit on a pistol.

Once I stat out the rest of the PCs I’ll post them here. As of this writing, there are still a few slots left for the tables I’m running. There are a ton of great gaming events happening all weekend: board games, historical wargames, and even a greek pantheon themed LARP. See you at MACE West!

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