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Disciples of Harmony review

June 7, 2017 Comments off

The fine folks at Fantasy Flight Games are at it again, this time with the Star Wars Force and Destiny sourcebook for the Consular: Disciples of Harmony. This book follows the now tried-and-true format of three sections: new species/specializations, new gear/vehicles, and a GM section about consular-focused encounters. Out of Edge of the Empire, and Age Rebellion, Force & Destiny is the line I have actually played and run the least, but every line in FFG Star Wars has such great stuff it is worth picking up. This book is no exception.

The first section has some interesting and to me, surprising choices for new species. This book adds the Arkanian, Cosian, and the Pau’an.

Arkanians are usually white-haired, white-eyed, 4-fingered near-humans that are known for superior genetic engineering and generally superior attitudes to other beings. Space Aryan would not be my first choice for a Jedi, but the book goes on to explain force-sensitive Arkanians seek a perfect understanding of the force through analytical research, allowing them to transcend they typical scientific perfection their people are known for and attain a more complete perfection though the force. They start with a 3 in Intellect and 1 in Presence. Beyond that, they have Dark Vision which removes two setback, and start with a rank in Medicine. I suppose this could work well for a conceited Healer, and could be a good choice if you are looking to role-play someone with a superiority complex. Alternatively you could go against type, and be the black sheep Arkanian who is actually nice.

Cosians are a reptilian species that have kind of a beak, a tail that ends in a hairy tuft and blink up instead of down. Some may recognize this race from Jedi Master Tera Sinube from Clone Wars. Out of the three, this choice seems to be the most natural for what I think of as the consular role. Hailing from a planet in the deep core, Cosia is a verdant planet and their villages are interconnected in massive trees on the surface. They start with a 3 in Intellect and a 1 in Brawn, as well as a free rank of Knowledge (Lore) and the racial trait Strong Backed, which gives them an Encumbrance of 10 + Brawn.

Pau’ans are the creepy race of (most notably) the Grand Inquisitor from Star Wars rebels. I had no idea what race he was, nor that all of them are that ghoulish in appearance. This makes them somewhat of an odd choice for one of the more diplomatic and “face” careers for Force and Destiny. They originally hail from the planet Utapau, but the various clans have been driven from their home world by the Empire. They start with a 1 in Brawn and a 3 in Willpower, but interestingly start with +12 wound threshold and +8 strain, which makes them a bit more balanced than at first glance. They start with a rank in Negotiation or Coercion, and have sensitive hearing which gives them a boost die on Perception and Vigilance checks as long as they have their protective earpieces. With those removed, they suffer an automatic threat as their ears are overwhelmed. This would certainly make an intimidating character or NPC, but seeing them in a diplomatic role is still a hard sell for me. Still, I’m glad to have the option for other careers/specs.

The new specializations compliment the core consular specs of Healer, Niman Disciple, and Sage quite nicely. The new specs are Arbiter, Ascetic, and Teacher. The challenge with the core consular specs is the career seems to focus on 3 characteristics: Intellect, Willpower, and Presence. While choosing one of the specs will allow you to narrow down to two main characteristics, if you are cross-specing within consular, you’ll want at least a 3 in each.

Arbiter is the classic role of Jedi as mediator or judge to resolve disputes. To the base consular skills of Cool, Discipline, Knowledge (Education), Knowledge (Lore), Leadership, and Negotiation, Arbiter adds Knowledge (Xenology), Lightsaber, another Negotiation, and Perception. The skill tree is a nice balance of defensive combat talents like parry and reflect, as well as “face” talents like nobody’s fool and a new one called savvy negotiator. My favorite new power on the bottom row of the tree is Aggressive Negotiations. Once per session you can perform a hard lightsaber check to reduce the difficulty of all Negotiation checks for the encounter by 2. Not downgrades… difficulty. That is one impressive lightsaber show!

Ascetics are essentially monks that eschew possessions and have studied the force in hermit-like isolation. To the core skills they add Athletics, Discipline, Resilience and Vigilance. Clearly this build relies more on Brawn than the others. Surprisingly, the only talent with an inherent conflict cost is in this tree: Mind Bleed. This allows a character to reflect physical damage on an attacker by suffering an equal amount of strain. It also requires the PC to have 2 or less encumbrance. The character suffers a number of strain equal to the wounds suffered from the attack. The attacker then suffers wounds equal to the strain suffered. Pretty dark stuff. The tree is also loaded with grit, so between being a brawny and gritty tree, its kind of dark being an Ascetic too.

The Teacher adds another rank of Knowledge (Education), Knowledge (Lore), Leadership and Perception. This would be an interesting choice to take as a first spec, as an inexperienced PC will have much to learn. Mechanically it is pretty nice since Well Rounded is a 5xp buy on the tree which allows you to choose two additional skills of your choice to make career skills. It also allows you to lend your expertise through talents like Skilled Teacher which allows you to suffer strain equal to ranks in Skilled Teacher and provide an equal number of successes to the ally’s next check. This has some very cool role-play opportunities. Teacher is probably my favorite out of the new three. Lots of interesting talents deep in the tree as well.

The weapons/gear/vehicles sections of Force and Destiny books are rarely the highlight, but this has a few really cool additions, including a lot of non-lethal options which can be fun for bounty hunters or those trying to not gain the conflict associated with murdering people. The concussive rifle is like a noise blunderbuss, and there are a few nice new grenades in the Spore Stun grenade, and the Spray Foam grenade. But the really cool addition is the melee Z6 Riot Control Baton, famously from the scene in Force Awakens with Finn and the lightning-baton wielding First Order trooper. This will be fun to arm potential foes of the PCs as it has the Cortosis quality, Disorient 2 and of course, Stun Damage. Armor includes a diving suit for aquatic diplomatic missions, as well as in interesting Reflect Body Glove that provides very low-profile armor, but degrades with each hit. It may be repaired with an average Mechanics check. The book adds some interesting lightsaber crystals in the Cracked Crystal which according to the text is from the debris of the first Death Star’s destruction in Yavin and a Corrupted Crystal, which is essentially a dark side crystal you can “reclaim” once your PC’s morality rises above 70. Seems like some cool role-playing options there. The vehicles are predominantly very low crew/passenger capacity. This would be cool for games with one or two PCs, but would seem to have limited usefulness in larger groups. The capital ship section is pretty cool, with stats for the iconic Consular-class cruiser first seen in the Phantom Menace. Its got a cool sealed conference room pod that servers as an escape pod in a pinch. This book also details stats for the Jedi training cruiser Crucible – which would be an awesome adventure in itself!

The GM section discusses incorporating three types of mentor NPCs to the campaign, each with different styles and examples from the movies and shows. There are some helpful tables that suggest styles and complications to bring your NPCs to life. They also include example stat blocks of each type: Trainer, Consultant, and Challenger. Most interesting to me was some details on alternative force traditons: Baran Do Sages, Dagoyan Masters, Gand Findsmen, and Sith Lords. Provided are benefits and drawbacks to studying with each group, as well as an XP cost to eventually overcome the drawback. The benefits include reduced XP costs to learn certain powers that correspond with the different groups. I hope they have similar stats for the Nightsisters adventure that is coming out soon! One really nice section discusses knowledge checks. It provides two possible approaches to encourage knowledge checks and make them more dynamic, and is illustrated by my favorite illustration in the book: a human consulting a datapad while his Nautolan friend holds off a Stalking Acklay. The final section talks about making diplomatic encounters exciting and provides a table of possible success/failure/advantage/threat/triumph/despair results. I’m still not convinced any amount of political maneuvering will be more fun than a firefight, but at least it gives you more tools to help spice them up a bit.

Overall, this book surprised me with how much great stuff they packed into 96-pages. I would highly recommend this book for those looking to diversify their encounters and include some really intriguing options beyond force-sensitive PCs. Despite the entire shelf I now have dedicated to this system, quality has not gone down. Time to clear another shelf!

Categories: Books, News, Reviews, Star Wars

HAPPINESS IS MANDATORY; A review of Mongoose’s new take on the Paranoia RPG

May 29, 2017 1 comment

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Paranoia has been around for decades, and is a game I was in love with 20 years ago.  Recently, I picked up and read (cover to cover) Mongoose’s take on life in our beloved Alpha Complex, and found that not only was happiness mandatory, but it was pretty darn easy to comply.

If you’ve never seen the game before, Paranoia is a darkly humorous RPG where you play a citizen of Alpha Complex, a sealed vast complex of various sectors built to survive some great calamity.  Alpha Complex is controlled by The Computer, a semi-omnipotent semi-insane artificial intelligence that has, over hundreds of cycles of operation, turned Alpha Complex into an Orwellian witch hunt for commies, mutants, and members of secret societies.   Traditionally, you play a faithful troubleshooter just above the minimum security clearance level, who also happens to be a mutant and a member of a secret society.  You have six clones (because a computer knows something about backups), and death comes easily.  Most games typically involve hunting each other, incriminating yourself, hunting threats to the complex, and getting blown up in a variety of dramatic hilarious ways, from simple R&D product testing to actual threats.

Mongoose has done little to change this classic formula thematically, but has done a great job of sprucing up the rules and play of the game to match the character the game has always carried with it.  Here are the primary changes for long time players:

  • Cards have been added to make equipment and duties easier to keep track of, and have created action cards you can use add story elements or interrupt another players action to make things interesting.  Since screwing over the guy sitting next to you is half the fun, it makes for creative fast paced play.
  • Skills are tested by rolling dice and tracking 5’s or 6’s (with all rolls of 1-4 taking away a success if the player has a negative skill number, or being ignored with a positive skill number).  Players are encouraged to make creative combinations of their four Stats (Violence, Brains, Chutzpah and Mechanical) and a large list of skills.
  • Along with your skill dice, you roll a “Computer Dice” (they say Dice because the word ‘die’ is used too much already in the book).  Rolling a Computer on the Computer Dice forces a player to lose “Moxie” (your ability to cope) and represents either equipment malfunction or the Computer’s helpful interference pushing the player closer and closer to the breaking point. Run out of Moxie and you lose it in the way that is funniest at the time.
  • Commies are now termed the more generic “terrorists” (though you still can and do have commie terrorists, so that’s pretty much the same.
  • All characters are implanted at birth with a Cerebral Cortech and cyber-eyes which allow the computer to beam programs straight into the character’s brain, as well as video treason with the characters own eyes as witnesses for (or against) them.
  • Players now perceive in augmented reality, with name tags and “treason stars” floating above other players.  5 stars and you’re laser fodder.
  • Players are awarded “XP Points” by the Computer for positive actions and behavior, and are docked XP Points for negative or treasonous behavior.  XP Points can be used to buy skill and stat upgrades, software packages, and security clearance upgrades, complete with cake to celebrate with.

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I won’t get into some of the rules that the GM uses, as they are above your security clearance, but I’ll summarize by saying that they remain fast and loose, and easy for any GM to apply.  The players often times end up making things more interesting than the GM could ever manage through attempts at creative problem solving.

Overall, Mongoose’s take on the game emphasizes creativity and minimizes mechanics, which really has always matched the particular play style of this game.  You don’ win Paranoia, you survive it.

The main box comes with five dry erase character sheets, a players book, a GM book (which made me laugh out loud reading it several times), and book with three adventures in it that start off with the players at infrared status (minimum security status) and moving their way up, learning alpha complex as you go.  It’s a great series of adventures because it presumes no knowledge of the system and lets players learn.  It also is written in such a way that the GM can read that first and run the game before reading the rules.  It’s pretty amazing and a great way to jump right in.

Pick this game up if your friends can enjoy sabotaging each other with hilarious consequences and you’re a GM capable of thinking on your feet to make things fun. It’s a great change of pace from the same old fantasy game and makes for a great one shot in between campaign sessions.

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Categories: Mechanics, Reviews, RPGs

Moon-Slaves of the Cannibal Kingdom review

May 15, 2017 Comments off

The latest Dungeon Crawl Classics adventure from Goodman Games packs an incredible amount of memorable adventure in its 24 pages. It is pretty much impossible to provide a substantive review without providing some serious spoilers, so if you plan on playing in this adventure do not read on.

Just us Judges? Good. #93 Moon-Slaves of the Cannibal Kingdom is similar in scope and structure to Harley Stroh’s #78 Fate’s Fell Hand. Rather than a battle between three wizards on a demi-plane of phlogiston, the PCs will discover three sisters on the Tolomak islands, each with their own motivations, minions, and powerful allies. This works very much like a jungle-island sandbox/hex-crawl that allows the PCs to discover various locations and factions and react to them however they would like. The beginning of the adventure suggests you could run this in a 4-hour convention slot, but I don’t see how you would do more than scratch the surface of the materials provided in that time frame. This could easily be a mini-campaign in its own right, stretching several gaming sessions. If you’re looking for bang for your adventuring buck, look no further.

However, I would not recommend this for novice Judges, or those with only a bit of time to prepare. This is one for experienced Judges who can manage a lot of variables at the same time, and roll with whatever the players are going to throw at them. For instance, there are three moons that shine down on the islands – blue, green and red. Depending on what day it is, key NPCs will be in different locations, the moon-bird will have different powers, the contents of the fountain of liquid moonlight will have different effects and a portal will appear in one of 7 locations. Each sister has motivation, quirks, initial and later attitudes, minions and allies. One of those allies is the 20′ tall ape on the cover of the adventure (one of my favorite single-panel Kovacs covers in awhile!) who has his own motivations. Luckily these details are organized at the beginning of the adventure in brief rundowns of the key NPCs and a chart for the cycles of the moon. By the way, the ship that brought the PCs here is about to mutiny, so they may be stranded on these volcanic jungle islands if they don’t get back soon. Also, if the PCs manage to destroy the apparatus keeping the entire volcano in check, it could be a very dramatic TPK. All of this is awesome, but a lot to keep in mind.

I generally buy DCC adventures for the maps (its one of the things that drew me to the beta in 2011) and this one is no exception. Their are four pages of Kovacs maps in the back, including a players map of the islands inside the front cover. There is also a section between the two main islands in which the author encourages Judges to adapt adventures from both Goodman Games or third party publishers and makes suggestions as to what may work and how to adapt them to the environment. This may be made easier for those folks who were in on the 4th printing kickstarter and got a pile of adventures along with the core rule book.

Overall, it is great to see the DCC line still coming out with excellent adventures while expanding offerings into upcoming Mutant Crawl Classics and Lankhmar lines. If you are up to the challenge, set sail for the Tolomak islands! Watch out for cannibals.

Tales from the Loop Review

May 7, 2017 Comments off

Tales from the Loop is a fantastic combination of nostalgia, now, and near-future inspired by the evocative art of Simon Stålenhag. The kickstarter benefited from serendipitous timing of the first season of Stranger Things becoming a sensation that taps into these same themes. The RPG book itself provides two full settings (one in the islands outside Stockholm, Sweden, the other a small desert town called Boulder City outside Las Vegas) and adaptations to allow the four included adventures or mysteries to be set in either location. Much like The End of the World series from Fantasy Flight games, the book encourages you to adapt the adventures to your home town.

Players create characters from ages 10-15 that fit classic 80s movie archetypes: Bookworm, Computer Geek, Hick, Jock, Weirdo, Popular Kid, Rocker, and Troublemaker. Each have a few skills that they specialize in, and character creation looks pretty quick. The system uses attributes in combination with skills and items that provide a number of d6s. Success on a check is determined by rolling a 6 on a d6. Additional successes can be used to help out other party members or other beneficial effects.

The system seems to strike a nice balance that caters to the themes of the book, while not being too abstract or too gritty. For instance, when you choose the age of your PC, that is the amount of points you can assign to your attribute scores. for every year younger than 15, add one luck point. This luck point can be spent to re-roll a skill check. While older kids are more experienced and skilled at things, younger kids tend to find a way to weasel out of a tough spot. Elegant.

The included scenarios (or mysteries) deal with a variety of subjects: animal-cybernetics, dream manipulation, time-travel and accidentally letting dinosaurs back through a portal. All of them are structured as investigations with suggestions for how different events and NPCs can connect to each other, ultimately leading up to a showdown with the central conflict, and a brief denouement. In the examples of play, the game master is encouraged to let PCs set the scenes and describe a bit about their daily life. The character creation process helps inform these scenes as players choose their character’s problem, drive, iconic item, and relationships to other kids. These kind of adventures work really well for convention slots, but there are several suggestions on how to weave them together into a “mystery landscape” that could form a satisfying campaign.

The layout and aesthetics of the book are some of the most attractive I’ve seen for an RPG, and the included map of both settings is outstanding. Character sheets and maps are available in the support section of the Free League site. Avoid the bottom section if you are not running the game, as it includes spoiler-laden maps and illustrations that will be great for the GM. I highly recommend this book if you are looking for some weird and fantastic 80s adventures, in the theme of some of the most fun movies and TV shows of all time!

Review: Tales from the Yawning Portal

April 2, 2017 Comments off

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Alright, let’s jump right in….

What’s in it?

Tales from the Yawning Portal is Wizard’s latest release for 5th Edition, and is the same high production quality as their other releases.  Unlike previous releases, it is a series of unconnected older adventures that have been converted up to 5th edition from previous editions of the game (ranging from several OD&D mods to some early 3rd edition modules, and some playtest content).

The adventures featured are:

  • The Sunless Citadel
  • The Forge of Fury
  • Against the Giants Trilogy
  • The Tomb of Horrors
  • The Hidden Shrine of Tamaochan
  • White Plume Mountain
  • Dead in Thay

There is also a brief chapter for magic items (15 of these) and a chapter for monsters (39 of them).  Also, starting of the book is a brief flavor detail for, you guessed it, the Yawning Portal Tavern.

Those are the facts.  Now, the real question…

Should I Buy it?

This book is for grognards wanting to spare themselves the minimal trouble of converting a few old classic scenarios for their group, many of whom may not have played the mods.  Alternately, it’s for newer players that have heard about classic mods and want to take a crack at them in 5E and see what all the fuss is about.

Tales from the Yawning Portal takes the heavy lifting out of conversion, cleans up some weird oddities from older mods, and generally makes the older content much more approachable for a newer player, primarily because old originals are perhaps hard to find and the trouble of converting some of these classics may be a little daunting.

So, do you need to buy it?  No.  You definitely do not.

Should you?  Only if you want to revisit these classics.  I personally do, but that’s not going to describe everyone.

This is a collection of classic mods first and a general game supplement second, or perhaps even third.  In some ways I appreciate the fact that Wizards isn’t spamming their release schedule with Fiend Folios and Magic Item Compendiums in droves, forcing us to shell out for semi-mandatory releases.  On the other hand, I feel like getting 39 monsters at a time is a somewhat slower financial torture.  That, and now if I want to find a monster, I have to flip through Volo’s Guide to Monsters, or now Yawning Portal to find what I’m looking for in addition to the Monster Manual.  It’s not really convenient or logical.

In a lot of ways, 5th Edition is a response (perhaps a kneejerk response) to the vitriol that arose as a result of the new ideas of 4th Edition.  4th Edition is commonly summarized as “a great game, just not dungeons and dragons”.  As a result, 5th edition has a much more old school feel, without all that horrible THAC0.  This is a slapshot right down the throats of all those geezers like myself that just want to play ancient modules until we die, and make other people play them too.

The great thing about this book is that you get a lot of content, and a lot of short usable play hours with it.  You can play pieces of it without having to feel married to it for a year (a complaint that some of us are feeling in our current Out of the Abyss campaign).  Being able to play a few sessions, then stop, can be very welcome when seeking published content.  Also, they snuck the ENTIRE GIANTS TRILOGY in here!  That is Fricking Awesome!  So there is good to be had.

The monsters, however, as well as the magic items, are there to support the rest of the published works and don’t really stand on their own as a supplement (nor do I believe they were held out to do so).  Overall, it’s great to have on the shelf, but the home campaigner or the long haul campaigner is going to scratch their heads at this release. This is nostalgic potpourri and historical esoterica.

So, proceed with the knowledge of what this book is, and see if it is worthy of your shelf.  It’s on mine, and I’m glad for it and look forward to sharing some old classic content with my group for a couple 3-shots.

A parting note:

One last thing I wanted to mention, and can’t seem to find a place to fit into this review, is the curious disappointment I have that the Yawning Portal, famous for it’s connection to Undermountain, is not at the head of a book for UNDERMOUNTAIN!  It’s a fun way to connect these modules as tales from tavern-goers but something I hope Wizards will attempt in the months and years to come.  That’s a classic that definitely belongs on the shelf.

 

 

Categories: 5e, Adventure, Books, DnD, Reviews, RPGs, WOTC

Star Wars Edge of the Empire – No Disintegrations Review

February 11, 2017 2 comments

swe16_book_leftThe day has finally arrived, and FFG has saved the best for last. No Disintegrations, the last career sourcebook for Edge of the Empire has finally hit the shelves, and it was worth the wait. This book follows the now very familiar three-section format. The first details new race and specialization options, the second focuses on gear and vehicles, and the third provides GMs with adventure ideas focused on the particular career. As someone who has been running plenty of bounty hunter games, I was eagerly awaiting this release over any other in the FFG RPG line, and it does not disappoint.

First up: new species. The Devaronians debuted in the Force and Destiny book, Nexus of Power, and are the devilish looking aliens first seen in the Mos Eisley cantina scene. Most notably, the species possess two livers, and add an automatic success to Resilience checks they make. Don’t get in a drinking contest with the devil. They also start with a 3 in cunning which will serve them well in a bounty hunting role. The other two races are new additions to the FFG Star Wars system: Clawdites and Kallerans. Clawdites are known for their shape-shifting doppelganger abilities, as showcased in episode II of the movies by Zam Wesell, the Clawdite hired to assassinate Padme. Mechanically, to change their appearance from their natural somewhat reptilian look, they suffer 3 strain and make an average Resilience check. Starting out with a rank in Resilience as their other species feature helps. These guys start with a 3 in cunning as well, and with their Changeling ability, offer a very compelling option for a bounty hunter. Kallerans were introduced in the Kanan: The Last Padawan comic. They can breathe through their skin which presents quite the paradox: they are strong but fragile, starting with a 3 in Brawn but only adding 8 for their initial wound threshold. Compare this with a Wookie adding 14 to their initial wound threshold and it is tough to make the case for a Kalleran PC. They have hypersensitive antennae which provides them with a rank in the Heightened Awareness talent, so could make an interesting force-sensitive PC, but seems like an odd choice as a bounty hunter.

zamNew specializations in this book include the Martial Artist, Operator, and Skip Tracer. Martial artist has a lot of interesting talents focusing on unarmed strikes and parrying in melee and brawling combat. Clients often pay more for live acquisitions, though this particular specialization may appeal to more than just bounty hunters. This may be a compelling choice for smaller parties that require more well-rounded PCs instead of specialists. To the core bounty hunter skills of Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise and Vigiliance, Martial Artist adds another Athletics, Brawl, as well as Coordination and Discipline. Your key attributes would certainly be Brawn followed by Agility, but this would make you a good pilot and a good shot in addition to being the muscle. If you are looking to create an all bounty hunter group with highly specialized PCs, hand the piloting keys over to the Operator. They add Astrogation, Gunnery, as well as additional ranks of Piloting (Planetary) and Piloting (Space). With a nice mix of talents from Ace:Driver and Explorer: Navigator, your key characteristics would be Agility followed by Intellect. Talents like Debilitating Shot allow the operator to disable vehicles with gunnery checks, as well as Shortcut and Improved Shortcut making them superior racers and ideal during vehicular pursuit of an acquisition. The Skip Tracer may be the most versatile of all three, but it is also the least focused. They add Cool, Knowledge (Underworld), Negotiation and Skulduggery, all new skills to the bounty hunter tree with two out of the three relying on Presence. With talents like Bypass Security, Good Cop, and Hard-boiled this would make a solid choice as a leader for a bounty hunter group, and certainly who you would want in the room while negotiating the contract, but suffers from being a Jack of All Trades, Master of None. This would be a fun choice for a small group focusing on investigations/noir kind of adventures, but it will take a lot of experience before they are as good as a larger group with more specialists. Ideally, you would want a 3 in Presence, Agility, and Cunning, which will give you a good pool for most of your career skills.

The two signature abilities are Always Get My Mark and Unmatched Devastation. Always Get My Mark is a narrative ability that basically fast forwards the plot until you start an encounter at your mark’s location. The book mentions the inherent issues with this as it has the ability to essentially skip the majority of an investigation/pursuit adventure and suggests this will always be a negotiation between the GM and the PC. I guess it could be cool, and I’ve never had a single character long enough to buy into one of the narrative signature abilities, but it doesn’t do a whole lot for me as a GM. It seems the cons far outweigh the pros. Unmatched Devastation is the more combat-oriented power, allowing a PC to make an additional combat check against the same target with increased difficulty and must be made with a non-ship/vehicle weapon not already used this turn. The “there was a firefight!” (NSFW language) scene from Boondock Saints immediately jumps to mind. With upgrades you can choose more targets and draw more weapons as well as move as an incidental for two strain. This ability would certainly allow a notorious bounty hunter to carve through crowds of mooks and create some truly memorable battles – especially for well-armed, outnumbered hunters.

swe16_weponsNow to the gear! The second section of the book is definitely the highlight for me, as we now have official stats for Mandolorian armor and attachments, a few nice rifles, and five flavors of mini-rockets for either under-rifle launchers, pistol or wrist mounts: Anti-Armor, Explosive, Flechette, Incendiary, and Ion. There are also rocket attachments to increase range and improve accuracy as well as adding the Guided quality. They are awesome! There are a couple of melee weapons, including an ion pike that only does ion damage, but does 10 pierce 4! That would be a must have for a droid bounty. There are a few new interesting armor types, but of course the most intriguing is Mandalorian Armor with its five hard points. Armor attachments include micro-rocket launcher, integrated holsters, and repulsor-assisted lifting which reduces encumbrance so you can add more stuff! There is so much great gear in this book: holonet homing beacons, rocket boots, a holographic disguise matrix… the gear section is amazing.

But that is only half of it! In a brilliant stroke of brand synergy, the ships and vehicles section gives you EotE stats for almost every Scum ship in the X-wing miniatures game, since that faction is made up of all the famous bounty hunters from Star Wars. It stats out IG-88’s Aggressor Assault Fighter and provides a mechanic that makes it more maneuverable with safety limiters turned off, which causes 3 strain to organics, but only 1 to droids. The signature craft of 4-LOM and Zuckuss G1-A is provided as is the Kihraxz star fighter, YV-666 Hound’s Tooth and the soon-to-be-released C-ROC scum capitol ship.  It also stats out a few ships from recent Rebels episodes like the Mandolrian Protectorate starfighter and the Shadowcaster. The vehicle attachments include a minelayer and six types of mines! Unlike typical weapons, mines require a hard Piloting (Space) check and their damage equals the base for the mine plus uncancelled failures. Uncancelled threats can be used to trigger various qualities for the different types of mines.

swe16_shadowcasterThe third section of the book is focused on the GM, and includes a lot of information for running investigations (which a lot of bounty hunts could certainly be) this is almost word-for-word identical to the section in Force and Destiny Endless Vigil, which is a bit disappointing. They do go into a bit more depth towards the end about creating obstacles and transistions between scenes, as well as creating an investigative campaign. If you were interesting in building these types of adventures and could only own one, I would certainly recommend this over Endless Vigil. Beyond that, there is some specific information for what benefits and risks go with being a guild bounty hunter as opposed to freelance, and outlines a few example investigative campaigns. The book ends with a section on rewards for different types of bounties and provides a table of sample bounties and modifiers in addition to exploits. Exploits provide a mechanical benefit to the bounty hunter based on performance after bringing back a Major or Legendary target. Some of these include: Humane: boost die to negotiation checks for bounties, but setback die for coercion checks about physical violence. Professional: may ask for a 10% advance on the next bounty after delivering a target within three days. Oppressor: hunter was a part of the rebel alliance or affiliate organization – adds 10% to bounties posted by the empire and increases the difficulty of social checks with rebels once.

Bottom line: This book is epic and amazing. If you only own one sourcebook for Edge of the Empire, this should be it.

Age of Rebellion – Friends Like These Review

January 29, 2017 Comments off

swa41_book_leftThe latest release for Fantasy Flight Games Star Wars Age of Rebellion is the adventure Friends Like These. This review will endeavor to be spolier-light, but not spoiler-free so if you have any intention of playing this, and don’t want any information about the plot points, stop reading now.

Just us GMs? Good. This adventure is geared towards experienced rebels with the recommended earned XP at 150. The main mission is to gather what nearby allies and resources you can marshal to defend a foundry and turbolaser factory from impending Imperial attack. It is pretty well structured to provide a good amount of detail for likely approaches PCs will take when faced with the encounters while allowing a fair-amount of sandbox play with page references to various sections based on PC choices.

There is quite a bit of negotiation and social challenges in this adventure as well as personal and mass combat. There are several opportunities for any type of role to shine, but I would say it favors leader/face types of classes. The entire adventure is a race against time as Foundry Four on the planet Xornn has been tipped off that Imperials have discovered they are retrofitting freighters with turbolasers in support of the Rebels. An ambitious Imperial Captain is hoping to capture a navicomputer that holds the coordinates to the main rebel fleet and deliver this vital data to the Emperor. The Rebels are sending a massive fleet to counterattack and save the base, but it will arrive 5 hours after the Imperials. Can the heroes gather enough allies and prepare fortifications to hold out?

Each segment of the adventure has times associated with it, and PCs must weigh what they should spend that time on in order to give them the resources they need to hold out against the Empire. Eventually the PCs will discover the only options who can get there in time are 800 Mandalorian mercenaries and the Zygerrian slave armies of Prince Molec. Most Rebels aren’t too keen on slavery and so the adventure puts the PCs in a position of picking between bad options: collaborate with an empire built on slavery, or attempt to liberate those slaves against very long odds. The book allows for either approach, and highlights one of the strengths of this system: putting PCs in a no-win situation and letting them debate at the table how they want to approach the encounter.

swa41_mandaloriansThis adventure is a bit different from the others as previous books were divided into three acts, and this is divided into four. It isn’t any longer than any of the other adventures, still weighing in at 96 pages, but is structured as fortifying Xornn, dealing with the Mandalorians, choosing how to handle the Zygerrians, and then the climactic battle. Included in the book are stats for creating a Mandalorian human PC. This seems a bit odd, considering PCs should have 150 earned XP going in to this adventure, but I supposed you could create new PCs specifically for this adventure. You would think they would then detail some Mandalorian gear, but other than a few bits in NPC stat blocks, there are no other details in this book. There is a page dedicated to slaver tech and weapons, but not Mandalorian arms and armor. I guess we’ll have to wait for No Disintegrations on that.

Overall, I think this will be an excellent adventure to run. I do wish there were more detailed maps for Foundry Four and the orbital and surface battles for act IV. There are some areas and details mentioned that are not very clear on the maps provided. Beyond that, I would recommend this for AGE GMs looking for a diverse adventure that will allow various types of PCs to shine, but I would discourage novice GMs from running this as there is a lot to keep track of and different paths your PCs can take. Once you’ve run several sessions and have a good feel for the curve balls your group and some wacky dice rolls can throw you, it will be a story your players certainly remember!

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