tag:blogger.com,1999:blog-51230107830733159662024-03-09T16:56:27.124-08:00This IS the blog you're looking forA blog dedicated to Fantasy Flight Games Star Wars role playing seriesBastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.comBlogger104125tag:blogger.com,1999:blog-5123010783073315966.post-21649993972158917222021-03-23T00:28:00.001-07:002021-03-23T00:28:38.521-07:00Better late than never?<p> Well, it's been a long time coming...</p><p>I have finally updated the various fillable pages with the content from the last few books.</p><p>now available are:</p><p><a href="https://www.dropbox.com/s/iz4bwkbqk62bw91/Clone%20Soldier%20Full%20Career.pdf?dl=0" target="_blank">Clone Soldier career tree</a></p><p><a href="https://www.dropbox.com/s/acpbmp4iu0t5cue/Jedi%20Full%20Career.pdf?dl=0" target="_blank">Jedi career tree</a></p><p>updated <a href="https://www.dropbox.com/s/81nfoarn2lwn8t4/Universal%20All%20Trees.pdf?dl=0" target="_blank">Universal trees </a></p><p>updated <a href="https://www.dropbox.com/s/5qqy0tcodagq8jb/ALL%20FFG%20Era%20Career%20Specializations.pdf?dl=0" target="_blank">ALL FFG Career Specializations</a></p><p><br /></p><p>As a special bonus I have created a couple of extra reference files in the Rules and Regulations area:</p><p><a href="https://www.dropbox.com/s/h4ptk8ozll6qdix/FFG%20Playable%20Race%20Compendium.pdf?dl=0" target="_blank">FFG Era Playable Race Compendium</a></p><p><span> This contains the core mechanical information needed for each race.</span><br /></p><p><a href="https://www.dropbox.com/s/8sbpapeubu2f4kk/Career%20Compilation.pdf?dl=0" target="_blank">FFG Era Careers, Specializations, and Force powers</a></p><p><span> This is basically the same as the updated ALL Careers pdf but with a nice table of contents that also lists each Careers starting career skills. I chose NOT to include book/page reference for each individual specialization on this one because they pretty much speak for themselves. If you were going to be looking something from them up, it would likely be the talents which would be way outside the scope I was going for.</span><br /></p><p><span><br /></span></p><p><span>Sorry for being MIA for so terribly long. </span></p><p><span>Life... lol...</span> Am i Right?... </p><p><br /></p><p><span>Enjoy! </span></p><p><br /></p>Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-37032521851951501012021-03-07T00:15:00.002-08:002021-03-07T00:15:33.454-08:00Star Wars Map wallpaper<p> I cobbled this together for the desktop on my computer. Thought i'd share. Yellow stars are prominent star wars systems (pulled from the famous <a href="http://www.swgalaxymap.com/download/" target="_blank">Modi map</a>, which has since been updated to be interactive)</p><p>Note: best viewed on HDR screen (otherwise some detail can get lost) Hope others enjoy.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7XYo1w0NZ0ORxFk_bgFnqoi_LOzgukAZ22-DWbPwUQUamJ5qzce-62foNv-iA0TF8PYl-JADKeyo7Yq8wDHTgIdaiSJGBmPuZxLXHmdGYhSyhGOEVNPPBXbyng1120okI7vf2iVUrnugY/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1152" data-original-width="2048" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7XYo1w0NZ0ORxFk_bgFnqoi_LOzgukAZ22-DWbPwUQUamJ5qzce-62foNv-iA0TF8PYl-JADKeyo7Yq8wDHTgIdaiSJGBmPuZxLXHmdGYhSyhGOEVNPPBXbyng1120okI7vf2iVUrnugY/w640-h360/My+map+desktop.jpg" width="640" /></a></div><br /><a href="https://www.dropbox.com/s/vpjvkzf57rlnod0/My%20map%20desktop.jpg?dl=0" target="_blank">FULL 4k</a><p></p>Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-40729784622753920942018-10-29T20:57:00.001-07:002018-10-29T20:57:09.773-07:00cybernetic implant cap house rule<br />
<div align="center" class="MsoNormal" style="text-align: center;">
<span style="color: #17365d; font-family: "StarJedi Special Edition"; font-size: 22.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt; mso-themecolor: text2; mso-themeshade: 191;">cybernetic implants<o:p></o:p></span></div>
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<span style="color: maroon; font-family: "StarJedi Special Edition"; font-size: 16.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;">house rule</span><span style="color: maroon; font-family: "StarJedi Special Edition"; font-size: 18.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;"> </span><span style="color: maroon; font-family: "StarJedi Special Edition";">(replacement)</span><span style="color: maroon; font-family: "StarJedi Special Edition"; font-size: 20.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;"><o:p></o:p></span></div>
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A character may only purchase and install a number of
Cybernetic enhancements equal to 1 plus his ranks in the Resilience skill.<span style="mso-tab-count: 1;"> </span><o:p></o:p></div>
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<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;"><br /></span></div>
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<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;">standard rule</span><span style="font-family: "StarJedi Special Edition"; font-size: 10.0pt; line-height: 115%; mso-bidi-font-size: 11.0pt;"><o:p></o:p></span></div>
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The standard rule that this alters is: <o:p></o:p></div>
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<span style="mso-tab-count: 1;"> </span>“A
character may only purchase and install a number of cybernetic enhancements and
replacements equal to his Brawn rating” – Force and Destiny Core Rulebook, pg
182.<o:p></o:p></div>
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<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 14.0pt;"><br /></span></div>
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<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 14.0pt;">result</span><span style="font-family: "StarJedi Special Edition"; font-size: 14.0pt; line-height: 115%;"><o:p></o:p></span></div>
<div class="MsoNormal">
Many characters will now have easier access to more
cybernetics at a lower investment cost, without sacrificing a relationship to
the physical characteristic, without changing the normal maximum cybernetics
allowed, and without being forced to invest in directions that may be far outside
the characters desired path or intent. Characters with high Brawn will be
required to also invest in Resilience if they are interested in high levels of
cybernetics. <o:p></o:p></div>
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<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 14.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: "StarJedi Special Edition"; font-size: 12.0pt; line-height: 115%; mso-bidi-font-size: 14.0pt;">reasoning<o:p></o:p></span></div>
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With the number of cybernetics a character can have tied to
Brawn rating, this forces many character types to increase their Brawn if they
want to do more than dabble in cybernetics. Unfortunately, increasing a
characteristic is often a huge investment and in this case, doing so may not be
in line with the rest of the character concept or desired direction. <o:p></o:p></div>
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<br /></div>
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Here is the description for Brawn:<o:p></o:p></div>
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<span style="mso-tab-count: 1;"> </span>“<span style="font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: "Times New Roman"; mso-bidi-font-size: 11.0pt;">A character’s Brawn represents a blend of brute power,
strength, and overall toughness, as well as the ability to apply those
attributes as needed. Characters with a high Brawn are physically fit and
hardy, rarely get sick, and have strong constitutions. Brawn is used for a
number of physical skills, such as Athletics and Brawl. Brawn is also used to
determine a character’s starting wound threshold.</span><span style="mso-bidi-font-family: "Times New Roman";">” –FaD Core Rulebook, pg 24<o:p></o:p></span></div>
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<span style="mso-bidi-font-family: "Times New Roman";"><br /></span></div>
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<span style="mso-bidi-font-family: "Times New Roman";"> Other
than being ‘hardy’ and having a ‘strong constitution’ this doesn’t much sound
like it would have anything to do with cybernetic enhancements. Next we will
review the description for the Resilience skill.<o:p></o:p></span></div>
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<span style="mso-bidi-font-family: "Times New Roman";"><span style="mso-tab-count: 1;"> </span>“</span><span style="font-size: 10.0pt; line-height: 115%; mso-bidi-font-family: "Times New Roman"; mso-bidi-font-size: 11.0pt;">The
galaxy doesn’t stop moving just because a character needs a break. To achieve
their objectives, characters must have the perseverance to overcome the most
challenging obstacles. These can include sleep deprivation, hideous climates,
and malnutrition. Characters might also ingest toxins, either inadvertently
when scavenging for food or due to the malicious actions of an infiltrator.
Resilience represents a character’s physical fortitude against all threats of
this sort. This skill reflects the body's ability to be pushed beyond
reasonable limits.” </span><span style="mso-bidi-font-family: "Times New Roman";">–
FaD Core Rulebook, pg 125.<o:p></o:p></span></div>
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<span style="mso-bidi-font-family: "Times New Roman";"><br /></span></div>
<div class="MsoNormal">
<span style="mso-bidi-font-family: "Times New Roman";"> The Resilience
skill clearly represents the ‘hardy’ and ‘strong constitution’ that the Brawn
description was talking about (makes sense as it is based on Brawn). Having a
limb replaced, or a micro-chip wired into your nervous system falls pretty
nicely into the category of physical traumas that are hard to endure like
‘hideous climates, malnutrition and toxins’. Finally, a character that has a
low Brawn, may still have a high Resilience skill, suggesting a toughness in
that character that goes beyond mere muscle and strength. <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="mso-bidi-font-family: "Times New Roman";"> </span>The one
arguable downside is that characters that already would have a high Brawn
rating will now also be required to invest in Resilience if they are interested
in large numbers of cybernetics. This, however, is not all that terrible as it
still makes sense from a game mechanics and role play perspective as well as
helping to level the playing field with other less Brawny characters.</div>
<div class="MsoNormal">
As a result, it makes pretty good sense that the ability to accommodate more cybernetics be tied to the Resilience skill as opposed to the Brawn characteristic.</div>
<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-37881562725656043782018-10-14T23:23:00.000-07:002018-10-14T23:23:42.489-07:00Cyphers and Masks update<u>New Races</u><br />
<b>The Good</b>: No duplicates. There are some extra interesting background points for a couple of the races here that might lend to fun role-play.<br />
<b>The Bad</b>: None.<br />
<br />
<u>New Specializations</u><br />
<b>The Good</b>: Good trees that seem on point with the Spy theme. A few new talents that are pretty cool.<br />
<b>The Bad</b>: I think these Specialization trees are such that they may have a hard time being as useful in many games that are not intentionally heavy on political or other 'espionage' and diplomacy story arcs.<br />
<div>
<br /></div>
<div>
<u>New Signature Abilities</u><br />
<b>The Good</b>: Fun sounding abilities. Counterespionage has some serious potential in the right situations. Unmatched Tradecraft is the real workhorse though with a pretty flexible ability to make some important check types MUCH easier.<br />
<b>The Bad</b>: Counterespionage is going to be highly circumstantial and will likely not come up as often as other signature abilities (though when it does it can be a game changer).</div>
<div>
<br /></div>
<div>
<u>New Gear</u><br />
<b>The Good</b>: On theme, with some fun options for concealed weapons and discrete weapon carry. A good selection of new attachments for weapons, armor and even gear, make this one of my favorite gear sections in a while.<br />
<b>The Bad</b>: Caution: The new E522 Assassin droid has a mini-missile launcher that can easily dish out 20 damage that ignores 20 soak to an entire party on a MISSED attack if they are caught outside of a vehicle.... Planetary scale weapons will always exist, but be aware of what your doing with them, and make sure your party understands the real nature of the threat.</div>
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<br /></div>
<div>
<u>New Vehicles</u><br />
<b>The Good</b>: A handful of new vehicle attachments is nice to see.<br />
<b>The Bad</b>: literally only 3 new vehicles and one of them isn't even in the vehicle section, its only in the modular adventure in the end (at least they still gave it complete stats).</div>
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<br /></div>
<div>
<u>New Mechanics</u><br />
<b>The Good</b>: Lots of new charts for uses of different skills (Computers, Deception, Skulduggery, Stealth, and Slicing encounters). These charts are super helpful as both a reference and a crutch when you aren't so sure how to approach these skills and the situations they sometimes involve.<br />
There are a lot of small sections dedicated to new ways to use certain skills and other various references that range from mundane to very useful.<br />
<b>The Bad</b>: None.</div>
<div>
<br /></div>
<div>
<u>Overview</u><br />
<u><br /></u>
Cyphers and Masks is a well thought out book that stays on target. At first glance it doesn't feel like much, but as you look closer you start to see the real depth that it lends to the Spy career. It has some of the best gear additions in a while. The new mechanics/rules suggestions provided in the back are thematic and incredibly useful. Solid buy for all and a must get for campaigns that deal heavily in diplomatic/espionage/intelligence scenarios. If your campaign is cloak and dagger, then you're going to want Cyphers and Masks.<br />
<br />
Overall Score: 9/10<br />
<br />
I have updated the Spy career to reflect the new specializations and signature abilities.<br />
I have also updated the ALL Careers file to include ALL careers and specializations up to the release of Cyphers and Masks.<br />
<br /></div>
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com3tag:blogger.com,1999:blog-5123010783073315966.post-30307418174570717402018-10-08T14:32:00.001-07:002018-10-08T14:32:42.625-07:00Unlimited Power update<u>New Races</u><br />
<b>The Good</b>: Solid choices all. Thisspiasian is a long sought after addition for many.<br />
<b>The Bad</b>: Thisspiasian will almost always be spelled or pronounced incorrectly.<br />
<br />
<u>New Specializations</u><br />
<b>The Good</b>: Alchemist is a sort of Force healer with some extra potion crafting abilities making it an interestingly versatile pick. Magus and Prophet are both useful in their own right. Each Specialization feels like it was designed for a race option in this book.<br />
<b>The Bad</b>: Not always a 'bad' thing for some, but there are far too many talents with Conflict costs for my personal tastes.<br />
<br />
<u>New Signature abilities</u><br />
<b>The Good</b>: Unmatched Destiny could be useful to ANY force user, and seeing as how versatile the Mystic Career is, it is well placed here.<br />
<b>The Bad</b>: Prophecy is the kind of signature ability/talent/power/ect designed to give GMs headaches at the table and keep them up at night. As a GM i would constantly be upset by the powers stated ability to tell the characters some portion of the future (this can easily ruin a GMs plan when there is one, and can be rather difficult to accommodate when there isn't one). I feel like as the GM I would constantly be approaching this power with a competitive mind "how can I satisfy the power, without actually giving the player too much or screwing myself". If the GM is successful in technically satisfying the powers requirements without actually giving away too much, then i feel like as the player i would feel consistently feel let down by a virtually meaningless XP sink. All that said: on that tiny razors edge, where the player is satisfied, and the GM isn't driven insane, this power could theoretically be incredibly fun.<br />
<br />
<u>New Force Powers</u><br />
<b>The Good</b>: Conjure and Alter are incredibly cool and will no doubt lead to some amazing characters and even better cinematic moments at the table. They offer strong abilities without being over powered or problematic.<br />
<b>The Bad</b>: None.<br />
<br />
<u>New Gear</u><br />
<b>The Good</b>: Decent selection of new weapons and gear. Very nice that a lot of it relates either directly or indirectly with the new races in the book.<br />
<b>The Bad</b>: None.<br />
<br />
<u>New Vehicles</u><br />
<b>The Good</b>: Two interesting stand outs are the Tagge Dustcrawler (a modular vehicle like a wheeled train that can vary in size) and the Ithorian Herd ship (large space worthy city ship). The new mandalorian starfigher is also pretty good.<br />
<b>The Bad</b>: None.<br />
<br />
<u>New Game Mechanics</u><br />
<b>The Good</b>: New Alchemical and Talisman crafting opens up more options in the game. Follows similar rules to other crafting mechanics.<br />
<b>The Bad</b>: Alchemical and Talisman crafting sounds pretty open ended, but the rules for what you can do with them are very limited so I see lots of house rules and homebrews in the future of any practitioners.<br />
<br />
<u>Overview</u><br />
<u><br /></u>
Unlimited Power is one of the better recent additions to the FFG star wars universe. There is no duplication of material, nothing horribly broken, on the Mystic theme ect. I think maybe the thing i thought was the most impressive was how integrated the book felt. Almost everything in it seemed to tie together, from the races to the specializations, force powers and gear it all felt like it belonged. I might have chosen a different name for this supplement, but Unlimited Power is a very solid offering.<br />
<br />
Overall Score: 9/10<br />
<br />
I have updated the Mystic and Force power trees to include material from this book.<br />
<br />
Alternate title preference:<br />
Visions of Power<br />
<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com1tag:blogger.com,1999:blog-5123010783073315966.post-28137977331821266242018-10-03T22:44:00.002-07:002018-10-03T22:44:22.152-07:00Nights of Fate Update<div>
<br /></div>
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New Races</div>
<div>
<b>The Good</b>: All new. Phydalons and Dowutin have unique properties beyond the normal fluff that might make them interesting picks.</div>
<div>
<b>The Bad</b>: Nothing</div>
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<br /></div>
<div>
New Specializations</div>
<div>
<div>
<b>The Good</b>: On theme. Steel Hand Adept and Juyo Berserker will net you lots of unique talents.</div>
<div>
<b>The Bad</b>: I still think powers having conflict cost just for knowing them is dumb. Colossus is a bit lackluster and one could probably achieve much better results spending xp elsewhere.</div>
</div>
<div>
<br /></div>
<div>
New Signature Abilities</div>
<div>
<div>
<b>The Good</b>: Unmatched Ferocity has huge potential to stack with other stuff and be incredibly epic, but is reasonably counterbalanced with strain and conflict cost.</div>
<div>
<b>The Bad</b>: Deadly Reputation is a balance pick designed 'i think' to act as a sort of catch-all to help Warrior characters that may be lacking in other areas. It's not a strictly 'bad' signature ability, but it is a bit boring and doesn't feel very Warrior.</div>
</div>
<div>
<br /></div>
<div>
New Gear</div>
<div>
<div>
<b>The Good</b>: Several neat new weapons. decent variety. Even a couple new vehicle weapons if your willing to make up some rarity and price stats.</div>
<div>
<b>The Bad</b>: When you make an entire call out for a cool special weapon like the Arakyd Industires Caltrop-5 Chaff Gun, whey the hell wouldn't you just FULLY stat out the item??</div>
</div>
<div>
<br /></div>
<div>
New Vehicles</div>
<div>
<div>
<b>The Good</b>: Good selection of smaller and less costly vehicles. Fills some of the hole in what i think of as 'personal' (non-party) vehicle options.</div>
<div>
<b>The Bad</b>: Nothing.</div>
</div>
<div>
<br /></div>
<div>
New Game Mechanics</div>
<div>
<div>
<b>The Good</b>:<br />
Mindful Assessment is a fun mechanic that can help boost story and round out some of the potentially less dynamic aspects of a Warrior character.<br />
Warrior Rewards again help warrior characters to boost some of their non-combat oriented abilities.<br />
Followers and Assets is a really interesting mechanic that could provide some really interesting mechanical support to Warriors and be easily adapted for other careers as well. This will be particularly helpful to groups with few players or party's with few 'social' character.</div>
<div>
<b>The Bad</b>: Followers and Assets could be pretty chucky and difficult to deal with. As much as I enjoy new mechanics that seem to add real benefit, i'm not always interested in adding more 'work' for the players or GM to do.<br />
<br />
TLDR: Nights of Fate is about what I have come to expect from FFG career supplements. It provides a little bit of everything. There isn't anything terrible about this one and it has some neat new mechanics along with solid career specializations.</div>
</div>
<div>
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<div>
Over all score: 5 of 10<br />
<br />
I've updated the Warrior and Force power trees to include material from this book.</div>
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-33856295983592489482018-07-08T16:11:00.004-07:002018-07-08T16:11:56.941-07:00Fully Operational updateNew Races<br />
<b>The Good</b>: No duplication. Average racial traits.<br />
<b>The Bad</b>: Nothing.<br />
<br />
New Specializations<br />
<b>The Good</b>: Many a game will benefit from the Droid Specialist role as he finally fills the lack of a droid 'doctor' role (tangentially filled by mechanics previously).<br />
<b>The Bad</b>: Sapper is what Saboteur always should have been and that's great, but now poor Saboteur looks like the un-focused beta build it was. Shipwrights be wary, there are several skills that will be universally helpful but check with your GM and make sure your campaign will support your specializations other interests or you may regret this one.<br />
<br />
New Signature Abilities<br />
<b>The Good</b>: The Harder They Fall is a fun sounding ability that can really help characters or groups overcome otherwise insurmountable odds allowing for more flexibility in encounters and some really cinematic moments.<br />
<b>The Bad</b>: Nothing too bad, but the more stuff your party has access to the less likely it becomes that Unmatched Ingenuity is going to be relevant or make a meaningful difference.<br />
<br />
New Gear<br />
<b>The Good</b>: A handful of cool new weapons (stuff with blast and concussive) and explosives as well as a few neat tools to add to the mix. A couple of circumstantially neat armors. Nice new armor and weapon attachments (can never get enough of these options).<br />
<b>The Bad</b>: Explosive compounds are still awkward.<br />
<br />
New Vehicles<br />
<b>The Good</b>: Some good ground vehicle options. Some extra ship attachments and weapons. Probably the shining star of this is the Caisson-Class engineering troop carrier. The Caisson has low Hard Points but it makes up for it in base level versatility (provided by its passenger capacity and vehicle complement relative to its size and crew requirements). Best of all the Caisson is a silhoutte 4 and costs only 190,000 making it a very viable option for a starter ship.<br />
<b>The Bad</b>: Nothing.<br />
<br />
Expanded Mechanics Rules<br />
<b>The Good</b>: More options for customization of hardware. Some nice new options in the very small ships category: think speeder bikes and 'cars'. Theoretically there may be some nice options in larger craft?<br />
<b>The Bad</b>: These rules are more poorly (or maybe just awkwardly) written than previous customization option rules (think weapon crafting rules). It also seems far less practical (hard to practice this skill) due to the massive costs involved. I may not be understanding the rules, but I tried to figure out how hard it would be to create some of the base ships using this skill... and as far as i can tell MOST of the base vehicles are either incredibly difficult to replicate using this mechanic or down right impossible to replicate due to un-included special modifications (for instance: the best ship in this book is the Caisson-Class engineering troop carrier, a vehicle that you could not possibly make using the rules provided in this book for vehicle crafting).<br />
If you think ship building sounds fun, makes sure you read this section several times and then come up with a handful of viable goals before you even make a character for this.... otherwise your setting yourself up for failure and dissatisfaction.<br />
<br />
Over all score: 6-10<br />
<br />
I've updated the Engineering Career with the new Specializations and signature abilities.<br />
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<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-25416892094288574582018-03-03T23:36:00.003-08:002018-03-04T08:44:26.717-08:00Dawn of RebellionTLDR: Good book. Lots of fun, inspirational material with some amazing new universal specialization trees. A very significant portion of this book is dedicated to giving stats to iconic characters/vehicles from the time period and the only possible negative of this book is if like me, you are unlikely to ever use any of this.<br />
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<br /></div>
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NEW RACES</div>
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<b>The Good</b>: No reprints.</div>
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<b>The Bad</b>: Nothing overly unique about any of these races.</div>
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NEW LOCATIONS:</div>
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<b>The Good</b>: Some really iconic locations (Jedha, the Death Star, ect) make appearances. Each location is on theme as being big points of interest during the time period the book focuses on. Excellent information. Some locations have small story elements or other narrative add-ons tied to them that could be enjoyable.</div>
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<b>The Bad</b>: Nothing significant.</div>
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NEW CHARACTERS</div>
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<b>The Good</b>: Lots of really iconic characters get official stat blocks. A lot of people will be really excited to have stat blocks available to throw in their favorite characters from the shows or movies. </div>
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<b>The Bad</b>: Lots of really iconic characters get official stat blocks. Creating stat blocks for iconic LEGENDARY characters is always super risky. I have found that many people consider the printed words as an end-all be-all.. "how did Maul DO that? it's not in his stats!"... or you run into situations where your player characters are able to overshadow people they should not be able to. The last thing you want, is to throw Vader at your players expecting them to run in terror, only to have them turn and cut poor Vader down in a single turn. In my opinion stating out these characters is slippery slope that my lead to some dark places I'd rather not risk visiting in any of my games.</div>
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NEW SPECIALIZATIONS</div>
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<b>The Good</b>: 6 New Universal Specialization Trees, all of which are super on point. They are well organized, with healthy and compelling ability arrangements. Each of these specializations is chalk full of inspirational juju.</div>
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<b>The Bad</b>: There aren't more.</div>
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NEW ITEMS/WEAPONS/GEAR</div>
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<b>The Good</b>: A few stand out items like the MWC-35 Repeating cannon, or the new droids.</div>
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<b>The Bad</b>: Nothing.</div>
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NEW SHIPS</div>
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<b>The Good</b>: Some great ships, with no reprints. Hammerhead is a great mid range ship for successful parties to aim for.</div>
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<b>The Bad</b>: There are a few ships before the "player options" section that I really wish were more completely stated and price tagged in this section.</div>
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OTHER</div>
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<b>The Good</b>: Some potentially useful info for new GMs in the back. Some interesting info about organizations like the Empire, Rebellion and Inquisitors. </div>
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<b>The Bad</b>: Not much.</div>
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last thought...</div>
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This book is subtitled "an Era Sourcebook"... which has me sort of confused, as I was under the impression that each of the three core rulebooks (eote, aor, fad) was an Era Sourcebook. This book was great, and I want more quality work like this. That said, I do NOT want a bunch of small super focused "era" books. If FFG wants to get out more Era stuff, I think we could all agree that we want a CLONE WARS era sourcebook first, with tons of doids, Clone trooper career tree(s), and some legitimate, complete Jedi Career trees.<br />
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Overall Score<br />
If you think giving stat blocks to famous/critical cannon characters/ships is a bad idea = 8/10<br />
If you think giving stat blocks to famous/critical cannon characters/ships is a good idea= 10/10<br />
two point difference because there is a LOT of this in the book.<br />
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Updated Universal Career tree to include new specializations.</div>
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com3tag:blogger.com,1999:blog-5123010783073315966.post-20933897281402842362017-11-10T23:34:00.001-08:002017-11-10T23:34:41.361-08:00Ghosts of Dathomir updateI have finally gotten around to making a much needed update. <div>
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Added Jerserra's Influence, the new Force power from Ghosts of Dathomir to to the Force power list.</div>
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Updated the ALL TREES file to include everything up to Ghosts of Dathomir.</div>
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Made several other small corrections.</div>
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I don't usually purchase or review adventure books. </div>
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I'm kind of a sucker for Dathomir. I was looking forward to this book for a while and did in fact pick up a copy for myself.</div>
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I won't do a full review, but as a huge fan of the Dathomir Witches, Dathomirians and the Dathomirian Force lore, I will say that this was a VERY appropriately named book. When it comes to touching on the true potential of Dathomir and it's history, Ghosts of Dathomir is not but a shade of what it could have been.</div>
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In personal news.</div>
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Part of the reason I haven't been updating as often is because I had a second child.</div>
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Very happy with my family, but have limited free time.</div>
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Another huge contributing factor to my lack of posting, is that the Star Wars roleplay game I had been a part of for quite a long time broke up a little over a year ago and I have not found a replacement group/game.</div>
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Not that I have copious free time, but I've been entertaining the idea of trying to get back into a game... </div>
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Anyone in the south Bay Area got a group I can be a part of? lol</div>
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Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com3tag:blogger.com,1999:blog-5123010783073315966.post-86875747442947522672017-06-27T15:50:00.000-07:002017-06-27T15:53:04.587-07:00Playset, The Miscreant<div align="center" class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in; text-align: center;">
<span style="font-size: x-large;"><span style="color: #990000;">The Miscreant</span></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7H64CifFsJ1ZwmSopUbgQV-mp3mhyphenhyphenojs6qAiELLX9z9o8H-hNDb-I3uqN3EdPHPdO5FeEnewev4AOZB6eI11qXzDi3xOEK_oQI1KjzuqYe3SM5IHuhlPBlgS-p_bTASBaWEek_2t-cgsR/s1600/miscreant.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7H64CifFsJ1ZwmSopUbgQV-mp3mhyphenhyphenojs6qAiELLX9z9o8H-hNDb-I3uqN3EdPHPdO5FeEnewev4AOZB6eI11qXzDi3xOEK_oQI1KjzuqYe3SM5IHuhlPBlgS-p_bTASBaWEek_2t-cgsR/s400/miscreant.jpg" width="400" /></a></div>
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A highly modernized relic from the Clone Wars, the Miscreant is a unique anomaly amongst the Imperial fleet. From her driven Captain and compassionate Commander to the elite Arc Platoon, the ship benefits greatly from the diversity of her crew but will those strengths prove to be her greatest weakness as well?<br />
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Jump into the adventure with the <a href="https://www.dropbox.com/s/8w7ffy6dc9n9eq6/The%20Miscreant%20Playset.pdf?dl=0" target="_blank">Miscreant Playset</a> and decide for yourselves.</div>
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<b><span style="font-family: "eras bold itc" , sans-serif; font-size: 16pt;"><span style="color: #990000;">What is a Playset?</span><span style="color: #632423;"><o:p></o:p></span></span></b></div>
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<span style="font-size: 12pt;">A playset is a grouping of ideas (that may include; characters, vehicles, rules, etc.) designed to create a modular setting that can be used in full or part, in a variety of FFG Star Wars gaming environments and campaigns. Many details are given in order to spark the imagination and set a complete scene, but in order to facilitate modular functionality of the playset many details are intentionally left to the discretion of the GM.<o:p></o:p></span></div>
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This idea is by no means incredibly original, there are many variations of this concept out there for various other rpgs. Imitation is the highest form of flattery or something right? While I may not do a ton of these, I like the idea of them. </div>
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It feels more natural to create material for this game when there is some sort of basic setting to build my ideas on. I often do this sort of thing in my head for my own game(s). I just figured, why not flesh my ideas out a bit more and put it all down to share with everyone. Playsets seemed like the way to go for creating and sharing some of these ideas.</div>
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fun fact: the ship in the picture is actually a <a href="http://www.revell.com/model-kits/entertainment/85-6458.html#.WVLF5YTys-U" target="_blank">Venator-Class Star Destroyer model from Revell</a> that I built and painted myself.</div>
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-61255119572060049662017-06-12T19:52:00.001-07:002017-06-12T19:54:11.965-07:00Disciples of Harmony updateTLDR: Not a bad book.. Not a lot of negative things to say. Unfortunately with a couple of exceptions the positives are also fairly lackluster. overall rating 7/10 because there also isn't much in the way of duplication (my least favorite thing about all these books)<br />
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NEW RACES<br />
<b>The Good</b>: No reprints. Moderately on-theme with some cool aspects to each race that would be fun to play.<br />
<b>The Bad</b>: No overly unique traits except maybe the Pau'an lifespan (average 700).<br />
ps. how can 'no one' remember the Jedi when there are whole races of people who could have lived hundreds of years with the Jedi order before and expect to live hundreds after, the Jedi downfall? I know 'maybe they are just bullied into not talking about it but this question always stabs at the back of my brain.<br />
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NEW SPECIALIZATIONS<br />
<b>The Good</b>: No reprints. Arbiter and Teacher are very on theme and both have some interesting talents to explore. Ascetic can be a very interesting option for those 'loners' or quiet-master types. Ascetic is especially interesting if your game is low in wealth as it supports a character intentionally keeping material possessions to a minimum.<br />
<b>The Bad</b>: Ascetic seems off theme and has a talent with a conflict cost.<br />
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NEW SIGNATURE ABILITIES<br />
<b>The Good</b>: No reprints. Very on theme. Circumstantially either power could be extremely useful. In low combat or more narrative games, both powers could come in handy very frequently.<br />
<b>The Bad</b>: In combat oriented games these powers are likely to prove lack-luster. Even in games that really support the use of non-combat skills and powers Much To Learn may not be as great as it sounds at first. Much To Learn is about sharing your skills and abilities with allies. Sounds great except they have to be near by, and if you're that close why not just do it yourself? after all you have those skills because you wanted your character to be good at those things so you could do those things yourself. Not to say the power isn't still likely to be useful, just that making full use of it will require more planning on the GMs and players parts.<br />
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NEW FORCE POWERS<br />
<b>The Good</b>: No reprints. Imbue is pretty awesome and will prove useful in almost any situation and really shine in moments where the character gets to support another character who is having a spotlight moment. Ebb/Flow can give the player a little extra edge in combat or potentially even narrative encounters (though it won't likely be a game changer)<br />
<b>The Bad</b>: Ebb/Flow will require a lot of record keeping.<br />
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NEW ITEMS/WEAPONS/GEAR<br />
<b>The Good</b>: <a href="https://www.youtube.com/watch?v=2lf920g3cHw" target="_blank">Whappity</a>. Some cool non-lethal weapon options (can be really useful for the local law enforcement as well as the players). Individual Field Disruptor is pretty awesome. Most of the gadgets are pretty on theme and seem generally useful.<br />
<b>The Bad</b>: Even though the Individual Field Disruptor has a heavy price tag and is a Restricted item, if those are not played up (and maybe even if they are) it could prove too powerful a weapon/tool for many games.<br />
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NEW VEHICLES</div>
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<b>The Good</b>: A couple of interesting and unique ship options here, maybe even some good story fodder.</div>
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<b>The Bad</b>: A few reprints.</div>
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MENTORS</div>
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<b>The Good</b>: lots of story telling opportunity. could add some extra weight to a party with few PCs.</div>
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<b>The Bad</b>: May be a bit clunky to manage and care needs to be taken to make sure the experienced Mentor isn't detracting from the awesomeness of the player character(s).</div>
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OTHER</div>
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<b>The Good</b>: some cool story fodder and even mechanics in the 'alternative force traditions' section. Helpful chart for using die results in diplomatic scenarios. </div>
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<b>The Bad</b>: nothing unusual.</div>
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OVERALL SCORE 7/10</div>
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Updated;</div>
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Consular class career sheet.</div>
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Force powers sheet</div>
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com1tag:blogger.com,1999:blog-5123010783073315966.post-59340187043431161482017-05-13T11:46:00.000-07:002017-05-13T11:46:37.815-07:00Alpha-Class Xg-1 Star WingBy request, The <a href="https://www.dropbox.com/s/wuojs2w2q861eyu/Alpha-Class%20Xg-1%20Star%20Wing.pdf?dl=0" target="_blank">Alpha-Class Xg-1 Star Wing</a><br />
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In my interpretation of this ship, I used the Missile Pack weapon option instead of the standard Missile tubes. I know that Wookiepedia says they have two missile tubes with 8 missiles each, but lets face it.. based on EVERY SINGLE depiction it looks like it has missile tubes lined up 3x2.<br />
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<a 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Basic math says that's 6 missiles, but if i'm to believe that each side is "one missile launcher with 8 missiles" it means that only 2 of those visible missile tubes have a 'reload' missile. If none of those tubes have a 'reload' then the ship only has 12 missiles total, not the indicated 16.<br />
<br />
To stop my brain from exploding from this discrepancy, i decided to just give the ship 2 missile packs.<br />
I know... I know.. in the FFG rules, each missile pack holds 8-10 missiles and fires them one half at a time. So the numbers still don't add up. But it makes my brain way happier to pretend the ship is firing 3 missiles at a time from a 6 slotted missile pack than it does to pretend that only 2 of 6 tubes got a refill missile, or that this little starfighter gets a whopping 16 missiles to fire one at a time.<br />
<br />
With missile packs, this starfighter only gets 4 shots with it's missiles but they pack a serious punch, which still lines up with its over-all assault role. and more importantly, it is far easier to visualize based on all the depictions.<br />
<br />
can you tell that this kind of junk gets under my skin?<br />
<br />
<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-81114327064960831872017-05-05T23:35:00.001-07:002017-05-05T23:35:22.514-07:00Qui-Gon Jinn had a particular set of Skillsthe other day was May 4th.. and I saw a lot of May the 4th be with you junk as usual.<br />
One post got me thinking about Master Qui-Gon Jinn.<br />
<br />
here was my rambling though, put in to a semi-semblance of order.<br />
I am confident the following are fairly indisputable 'facts'<br />
<br />
*Qui-Gon Jinn had visited the Priestesses at the Wellspring of Life even before the beginning of the Clone Wars where he was taught a great deal about the living and cosmic Force, as well as about the Eternal Consciousness (which he began studying years before his eventual demise at the hands of Darth Maul).<br />
*It’s pretty safe to say that if the Qui-Gon had NOT died at the hands of Darth Maul at that particular time, the future of Anakin Skywalker (and thus the Jedi, Sith and entire galaxy) would likely have played out completely differently.<br />
*By the time of their final fight, It’s highly likely that a Jedi Master as well versed in the flow of the Force as Qui-Gon is, would have sensed that he could not defeat Darth Maul on his own.<br />
*Moments before this charge and his eventual death, Qui-Gon takes to his knees to (however briefly) meditate and focus.<br />
*Qui-Gon Jinn later is able to “find his way back from the netherworld” becoming the first Jedi to continue their consciousness after death.<br />
*After years of communing with the living and cosmic force, Qui-Gon Jinn was uniquely attuned to their ebb and flow.<br />
*Qui-Gon and Maul get separated by plasma shields. Maul even has a shield between him and the room where he eventually looses. As a result of the shield timing, Obi-Wan later is able to run to the same spot Maul occupies when he is trapped. It's a pretty basic issue of timing that I would think a well trained Jedi could have figured out pretty quickly or at least 'sensed' how this situation could play out.<br />
<br />
<br />
here is where I really start to speculate<br />
<br />
If Jinn really wanted to win against Maul in the fight and remain alive at the same time, his obvious best option would have been to play defense when the Energy barriers turned off. Jinn could have just blocked as he backed up, and Obi-Wan could have caught up with them and rejoined the fight so the two Jedi could fight Maul together. Worst case scenario, Jinn gets caught in the same section as Maul without Obi-Wan when the barriers close, but even then Mauls double lightsaber becomes unwieldy for him in such a confined space and .. but i digress.<br />
<br />
When the plasma shield separates the 2 combatants 10 seconds goes by before Jinn takes to his knees. I believe that in this time he knows he can not defeat Maul alone in combat, but he also senses a great eddy and convergence point in the Force. He takes to his knees to focus on the Force and 7 more seconds goes by before he closes his eyes. It is my belief that 17 seconds is more than enough time for Qui-Gon to sense that he is at a critical moment in time where one false move could lead the entire galaxy down the path of the dark side or otherwise upset the balance. I believe that whether he has a vision, or merely ‘senses’ it, at some point during these 17 seconds, he understands that in order for things to progress in the best way possible on a galactic scale, he must face Maul alone and loose.<br />
This helps explain why Qui-Gon charges out of the shields at Maul in a move that is obviously going to mean a prolonged one-on-one fight with the Sith.<br />
<br />
With his unwavering faith in the force, I don’t think Qui-Gon would hesitate for a moment to sacrifice himself for the good of the galaxy. BUT, he also has a lot of knowledge of the living force, and he believes he can retain his consciousness after death, so he closes his eyes and spend the next 8-9 seconds doing his best to focus on the path to Eternal Consciousness and ready himself for his next phase. He knows he has to loose against Maul, but he also has a plan to keep helping the Jedi in the turbulent future he has sensed. When he got stabbed, he held on long enough to make sure and pass his last request (maybe he saw or sensed that this was a requirement for things to work out) to Obi-Wan, then he CHOSE to physically die. Yes, he CHOSE to die.<br />
<br />
In a galaxy full of Bacta tanks, robot hands and other medical miracles, its hard to imagine that he couldn’t have been saved from his single cauterized puncture wound (after all, Maul got cut in half and survived for years without any immediate outside treatment at all, apparently through "sheer force of will").<br />
Instead of hanging on for a few minutes until he could be whisked to one of the almost certainly state-of-the-art medical facilities present in the PALACE they were in, he chooses to attempt the transition to Eternal Consciousness. Unfortunately for Jinn he had the same qualities that would eventually take down all the Jedi; hubris and overconfidence. As a result he made this attempt at when he was not fully ready or able to make the transition and was unable to attain perfect Eternal Consciousness as desired (he could not manifest a body), though he did eventually figure out how to communicate with the living through auditory means.<br />
<br />
Despite his imperfect Eternal Consciousness, his death at the hands of Maul at that time, laid the groundwork for the balancing of the force that we are still witnessing today. That groundwork was laid down by choice, by Qui-Gon Jinn as a result of his particular set of skills.<br />
<br />
Now I know most will say “he was not meditating, he was just resting” or “he was just regaining composure” or “he sure looked surprised when he got stabbed” or any number of similar things.<br />
I admit, I could be wrong. It may just be incidental that all the future events are tied so directly to this one point in time. It may be pure coincidence that in this light, the scene feels like a practice run for what Obi-Wan later does with Vader. It may have been bad luck on Qui-Gons part that Maul mortally stabbed him.<br />
<br />
But… as a wise master once said<br />
<br />
“In my experience, there is no such thing as luck - Nothing happens by accident.”<br />
<br />
<img alt="Image result for Qui-Gon but not Forgotten" height="400" src="https://s-media-cache-ak0.pinimg.com/736x/3b/db/76/3bdb76100f1d20dc12b41d2fac4cbb5c.jpg" width="276" /><br />
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Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-40034204144494945022017-05-05T23:30:00.000-07:002017-05-05T23:34:54.307-07:00Warde's ForesightI was made aware that there was a Force power called Wade's Foresight in Chronicles of the Gatekeeper. I never buy my own adventure books so i had no idea. Thanks to a friend I was finally able to view the book and i'm happy to say I have updated my work to include the Warde's Foresight Force power. ... now.. I wonder if I have missed any other cool stuff.. hmm.<br />
<br />
<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com3tag:blogger.com,1999:blog-5123010783073315966.post-77627428675786495872017-04-21T16:59:00.002-07:002017-04-21T17:01:14.915-07:00No DisintigrationsIn the category of 'better late than never', I have finally gotten around to this one.<br />
<br />
TLDR: decent book, but nothing special or overly unique. 7/10<br />
<br />
<br />
NEW RACES<br />
<b>The Good</b>: 2 new races, the Kalleran and the Clawdite.<br />
<b>The Bad:</b> 1 duplicate race, the Devoronian. Depending on the gm, the usefulness and power level of the clawdites shape-shifting power could vary wildly.<br />
<br />
NEW SPECIALIZATIONS<br />
<b>The Good</b>: No duplicates. Martial Artist is cool, and Skip Tracer is versitile.<br />
<b>The Bad</b>: Martial Artist may be a neat combat oriented specialization, but in a book about bounty hunters it feels odd. While it's not impossible to envision the specialization in this career, the specialization feels more like a disciplined monastic sort of martial artist, which makes it a hard fit for your 'classic' Bounty Hunter in my opinion. In the same boat as Martial Artist is the Operator Specialization. Operator is geared towards piloting and while I don't doubt that a great bounty hunter could fly and shoot well in his ship, i also think a good bounty hunter knows that the vacuum of space isn't usually the best place to collect your mark.<br />
<br />
I think the piloting thing specifically is a great example of a general problem that FFG seems to have in building their careers and specializations. FFGs approach that each game (EotE, AoR, FaD) is an entirely separate entity means there is a lot of crossover and duplication of material already. To make matters worse, they seem to have the impression that any character should be able to do anything. As a result careers like Bounty Hunter get specializations like Operator. because "Boba Fett is the best bounty hunter and he flies the Slave 1 like a boss, why can't I? having to hire a pilot or have a crew is lame". except this is a group game and your buddy who is an ACE probably wants to be flying the damn ship. rookie bounty hunters probably can't do everything. oh, and if they wanted to, the game system already says that they can pay a little extra xp to have access to the Pilot or Gunner or Hotshot or Squadron Leader or Driver or Racer or .... ect Specialization trees. FFG could have included something WAY more specific to BOUNTY HUNTERS to help them be special and unique and fill their niche more appropriately instead of wasting space including half-duplicate null-benefit specializations like this. I would have much rather seen a Bounty Hunter Specialization title Disguise Artist dedicated to insinuating the character in the life of their target, or maybe one called Trapper, dedicated to non-physical and non-lethal take downs.<br />
<br />
<br />
NEW SIGNATURE ABILITES<br />
<b>The Good</b>: Both abilites are cool with a lot of potential.<br />
<b>The Bad</b>: Alwasy Get My Mark is another GM frustrator. Few characters will have the encumbrance capacity to make full use of Unmatched Devistation (basically you get as many attacks as you have weapons, but weapon encumbrance adds up fast).<br />
<br />
NEW ITEMS/WEAPONS/GEAR<br />
<b>The Good</b>: Lots of new stuff. Micro rockets are cool and finally ... Mandalorian Armor!<br />
<b>The Bad</b>: none.<br />
<br />
NEW VEHICLES<br />
<b>The Good</b>: I love the fact they are matching the roleplay content with the x-wing content. The real star of the ships in this book is the C-Roc Gozanti-Class light cruiser. why? because its the first Silhouette 5 ship that is affordably attainable and can actually be crewed by a standard 6 person party (other small capital ships have all been prohibitively expensive and/or require a ton of crew to be functional). It's basically the best target ship for when your party has outgrown thier YT-1300.<br />
<b>The Bad</b>: Nope.<br />
<br />
<br />
INVESTIGATIONS<br />
<b>The Good</b>: nice chart to help people with the nitty-gritty of finding out that info.<br />
<b>The Bad</b>: sometimes having these kinds of rules can pidgeonhole the players or the GM. (still think they are a nice tool to have around)<br />
<br />
BOUNTY REWARDS<br />
<b>The Good</b>: Great pay chart with modifiers. Exploits are interesting and seem properly directed and well balanced. <br />
<b>The Bad</b>: None.<br />
<br />
<br />
I updated the Bounty Hunter Career Tree.<br />
FIX: all known instances of Improved Reflect now correctly display Threat instead of Advantage cost to activate.Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-72995377767873236542017-04-20T19:52:00.000-07:002017-04-20T19:52:07.683-07:00DeathseedI have received a couple requests for this ship.<br />
<br />
the Chir'Daki (Deathseed)<br />
<br />
This is an ugly starfighter from the EU which you can read a little about <a href="http://starwars.wikia.com/wiki/Chir%27daki" target="_blank">here</a>.<br />
This ship is a great candidate for some kitbashing later. Whether or not I get around to making an actual model of this ship, in the mean time you can enjoy my interpretation of its stats.<br />
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<a href="https://www.dropbox.com/s/kudeoutv4o5ugty/Chir%27daki%20Deathseed.pdf?dl=0" target="_blank">Chir'Daki (Deathseed) </a><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg66maMBTx0YhMwvGCTAHzSXx2rjh-XykDm-7p-YgSBBoRKlVBOVvN_lKzyUiHxZtJbd72uzTBQhYV8Qj5hKC3iJ1P4khJNGUmmQBgVhzcoUZjQusFW-PoVF1SYAbEmAcpdj8MFlKE3E41c/s1600/710x528_15794780_9210489_1487618125.jpg" imageanchor="1"><img border="0" height="147" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg66maMBTx0YhMwvGCTAHzSXx2rjh-XykDm-7p-YgSBBoRKlVBOVvN_lKzyUiHxZtJbd72uzTBQhYV8Qj5hKC3iJ1P4khJNGUmmQBgVhzcoUZjQusFW-PoVF1SYAbEmAcpdj8MFlKE3E41c/s200/710x528_15794780_9210489_1487618125.jpg" width="200" /></a>Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-90464751254864712502017-01-27T20:24:00.000-08:002017-04-20T19:27:40.169-07:00Shuttle Mk 1-AThis was made from only one original model, the Revel Snaptite MTT model. Unfortunately I couldn't find a great picture of the actual model product, but it's this ship.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLd32q2-Q4441pailMxAIuPSJTuIXPZdyUH9Gsu-tnrmsgaMzP251IsVubbFCNLeR23ffqwpWdAqp2O4G-qQaPCy12G0Fv-FJaER73XguTXc_vJfEvMLwZE3VY4Llg1wC-j7bamWxX81w/s1600/Mtt.png" imageanchor="1"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNLd32q2-Q4441pailMxAIuPSJTuIXPZdyUH9Gsu-tnrmsgaMzP251IsVubbFCNLeR23ffqwpWdAqp2O4G-qQaPCy12G0Fv-FJaER73XguTXc_vJfEvMLwZE3VY4Llg1wC-j7bamWxX81w/s320/Mtt.png" width="320" /></a><br />
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Not sure it's really a super "kit Bash" because all I did was cut out the front, and put some extra pieces of scrap plastics in a couple places, then turn it around and give it a re-paint. Still counts as a custom mod though, so ... eh.<br />
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BAM....<br />
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<a href="https://www.dropbox.com/s/a8cmn8w5mj1jrat/Shuttle%20Mk1-A.pdf?dl=0" target="_blank">Shuttle Mk 1-A</a><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCrnj598vGqtuq6i4RWMu2AG1cX_pi4kk_OrTVUk4H5mIdhkSN0qiSScpgdj7axSBY-nINBr7SFhcuXdiQq2Ogm40FFRb0pWPNjmIkziAWic4flE9maBcLJTgS3MDJH7LwYlDcjw0cHAkl/s1600/Shuttle+Mk3-A++view+display.jpg" imageanchor="1"><img border="0" height="379" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCrnj598vGqtuq6i4RWMu2AG1cX_pi4kk_OrTVUk4H5mIdhkSN0qiSScpgdj7axSBY-nINBr7SFhcuXdiQq2Ogm40FFRb0pWPNjmIkziAWic4flE9maBcLJTgS3MDJH7LwYlDcjw0cHAkl/s640/Shuttle+Mk3-A++view+display.jpg" width="640" /></a><br />
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Mk 1-A because it's my first shuttle and its Armed.<br />
<br />Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com1tag:blogger.com,1999:blog-5123010783073315966.post-64420048068498092092017-01-11T13:19:00.000-08:002017-01-11T13:19:41.128-08:00Kitbash... "Dragonfly"The second in my custom Kitbash ships made from X-Wing miniatures game ships.<br />
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I took the remnants of my K-Wing I used in my first bash and took the wings off an ARC-170<img alt="Image result for k-wing" class="irc_mi iKos7b7H8DZo-pQOPx8XEepE" height="95" src="https://images-cdn.fantasyflightgames.com/filer_public/b0/0f/b00fed01-1f96-44f5-81df-e90a3e1c5fd9/kwing.jpg" style="margin-top: 0px;" width="200" /><img alt="Image result for x-wing game Arc-170" class="irc_mi iKos7b7H8DZo-pQOPx8XEepE" height="128" src="https://images-cdn.fantasyflightgames.com/filer_public/22/6f/226f420e-bd19-4c19-9b3b-f45b1e45e817/rebel-arc-170-600px.gif" style="margin-top: 123px;" width="200" /><br />
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I Built a rear Fin structure out of Plasticard to help balance the look and feel of the vehicle.<br />
The tiny sensor pod on the bottom of the front is from the top forward section of a Revell Snap-Tight Rebel Cruiser (couldn't find a good picture of that piece).<br />
put it all together and paint it.<br />
looks like this.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBzbpd3PqH1tae4XWqLxhIX7TTpb6hUaelhMrjsuTZ1JgpmqgmsE6jq1zYXitFbGQPxexWm1Qbt_FDc3JMDSy7ly1gSreybtT0HcVrQ-PVSGadTYofLHGnv06pdM53LWiNRhQ70pXw_Cfm/s1600/Dragonfly+at+angles.jpg" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBzbpd3PqH1tae4XWqLxhIX7TTpb6hUaelhMrjsuTZ1JgpmqgmsE6jq1zYXitFbGQPxexWm1Qbt_FDc3JMDSy7ly1gSreybtT0HcVrQ-PVSGadTYofLHGnv06pdM53LWiNRhQ70pXw_Cfm/s640/Dragonfly+at+angles.jpg" width="400" /></a><br />
You can see that at some point the fin structure warped a little (not sure how exactly) so the fin isn't as even as I would like. Also, not my best paint job ever. In the end though I am still pretty happy with the overall appearance of how this turned out.<br />
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<a href="https://www.dropbox.com/s/ew5ee8c8v43ygdt/Dragonfly.pdf?dl=0" target="_blank">GAME STATS INCLUDED</a><br />
The Lond Distance Reconnaissance Fighter is colloquially referred to as the Dragonfly. A spiritual cousin to the ARC-170 the Dragonfly is easy to pilot and very maneuverable. The Dragonfly comes loaded with advanced sensor equipment and an electronic countermeasures suite. The Dragonfly is a relatively slow craft, intended primarily for long distance reconnaissance missions into or near enemy territories. The Dragonfly does have a reasonable arsenal at its disposal, however and can find use in the thick of combat as an information gathering front-liner or a command relay ship in the rear guard. As a slower craft, when engaged a Dragonfly pilot should always make use of its electronic countermeasures suite and maneuverability to gain the advantage. Despite relative fragility; when piloted by a good crew the Dragonfly can be pushed harder and further than most similar craft.<br />
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<a href="https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTHkbV8Lh7PMtuhJx3gazHsh2xF-xsz_qrJQyHkD9MwALfHOL0R2Q" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></a>Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com1tag:blogger.com,1999:blog-5123010783073315966.post-22691127092652251982017-01-06T19:20:00.001-08:002017-01-06T19:20:40.216-08:00It's a T.R.A.P<div>
In addition to enjoying the role play game that FFG has made for the Star Wars universe, I also collect (rarely play) FFGs X-Wing miniatures combat game as well.</div>
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During my Roleplay I have gotten occasional use of my Star Wars ships, and in general I get them because they just plain look good.</div>
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Well, I happen to dabble in a variety of hobbies including occasional arts and crafts.</div>
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Occasionally my various interests are able to line up in a way that makes me extra happy.</div>
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Today I'll share my first Star Wars X-Wing game Kit-Bash (when you use pieces from one or more models, in a re-arranged and unique way to create something new)</div>
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I Started with 1 Mist Hunter, and 1 K-Wing<br />
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<img alt="Image result for X-Wing mist hunter" class="rg_ic rg_i" data-src="https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSUX8A46k26etV95CtizH2GxqF-nwYC9i-rRzoP2BTArLr4z_Ji" data-sz="f" jsaction="load:str.tbn" name="0HqtJVJc3x7xHM:" src="https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSUX8A46k26etV95CtizH2GxqF-nwYC9i-rRzoP2BTArLr4z_Ji" style="height: 189px; margin-left: 0px; margin-right: 0px; margin-top: 0px; width: 116px;" /><img alt="Image result for X-Wing K-Wing" class="rg_ic rg_i" data-sz="f" jsaction="load:str.tbn" name="pioPmQzbzc5ppM:" 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" 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I cut them both up, and put the wings, extra engine, and lower turret of the K-Wing on to the Mist Hunter body. There was minimal re-painting needed.</div>
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Feast your eyes upon the Tactical Response Assault Platform (T.R.A.P)<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbqFCNKIPvp95KwN4YJyMe21w1_ZDykAoUBzSdcywVkUX64ry5zeBpOA786MhYQExTE3R_4J6PdFqHANsAs9T0CsgvR1YXhBvExMecnaYtB04bO15eg174dnEm0m2F0dbZvA9cd3rDU5BB/s1600/TRAP+display.jpg" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbqFCNKIPvp95KwN4YJyMe21w1_ZDykAoUBzSdcywVkUX64ry5zeBpOA786MhYQExTE3R_4J6PdFqHANsAs9T0CsgvR1YXhBvExMecnaYtB04bO15eg174dnEm0m2F0dbZvA9cd3rDU5BB/s640/TRAP+display.jpg" width="424" /></a><br />
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Holding it in your hands, is hard to tell it wasn't sold this way. only things I don't like are, the wings seems every so slightly un-even, and i'm not great at getting good pictures of smalls stuff, so I feel a lot is lost... also, regret not taking any progress pictures (even though there wasn't much done here), but i also have some other ships i'm almost done with and those don't have any progress pics either.<br />
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Over all I was Very happy with how this turned out.<br />
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<a href="https://www.dropbox.com/s/q9xtsusstruob6y/T.R.A.P%20Tactical%20Responce%20Assault%20Platform.pdf?dl=0" target="_blank">Custom Game Stats included.</a><br />
The Tactical Response Assault Platform is a military patrol boat. The 'Trap' is often sent in as a first responder or back up in potentially dangerous situations. Its hyperdrive and speed capabilities allow it to reach isolated areas or battlefield front lines in record times. It can be refitted relatively quickly with a variety of load-outs in order to fill needed roles. Unfortunately the ship is pretty costly for its size and it's versatile design also make it rather difficult to properly maintain, further adding to its operational cost. As a result of these high costs it is usually only governments and large corporations that can afford to field these ships. Despite the ships high operational costs, many smugglers and pirates are inexorably drawn to its versatility and destructive potential. And where there is demand there will at least occasionally, be supply.<br />
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Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-43542398008288796932016-12-16T20:57:00.002-08:002016-12-16T20:57:30.466-08:00Rouge OneNo Spoilers...<br />
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Just wanted to say, I saw it and I loved it.<br />
<br />
9/10<br />
<br />
<br />
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-1 because despite the fact that the CG human characters are the best I have ever seen, they were still noticeably CG and dipped into the uncanny valley once or twice.<br />
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<br />
Still going to go see it again.<br />
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-1 because.. CGI technology isn't quite good enough yet to keep us fully clear of the uncanny valley when reproducing human faces.
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Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-20528450788841108222016-10-27T22:05:00.001-07:002016-10-27T22:05:57.866-07:00Endless Vigil Update<br />
<br />
NEW RACES<br />
The Good: 2 new races: the Muun and Pantoran.<br />
The Bad: 1 duplicate race: the Gand. The 2 new races are pretty blasé.<br />
<br />
NEW SPECIALIZATIONS<br />
The Good: no duplicates. lots of force related talents. All three trees are pretty strong in RP flavor and have some cool powers that will make them fun to play. More than a couple pretty cool new talents.<br />
The Bad: I personally feel like the Racer specialization is completely out of place under the Sentinel career and has no right to be here. I hate every talent that has a conflict cost associated with it (my table ignores conflict costs for knowing powers).<br />
<br />
NEW SIGNATURE ABILITIES<br />
The Good: My City is a pretty cool talent that will prove useful to many who have heavy rp games with lots of figuring things out. Unmatched Vigilance is also a power...<br />
The Bad: My City has some vaugeries that make it odd. it says 'when in the chosen urban setting' but doesn't specify how you choose a setting or what the options are? it reads like it means that you choose whatever setting (city/town/village/urban-place) you are currently in... and proceed from there. but since i'm left to assume i choose each time i use the power, it could feel kind of weird to be on a mission and show up at planet X where you have never been and you need some info in city Y (where you have also never been) but you make a good roll and suddenly the city is an open book for you and you apparently know all kinds of crap about it... it's possible to explain this, but for me, after a time or 2 it would start to feel pretty dumb and very forced.<br />
Unmatched Vigilance has the power to be completely useless (using it on a less important encounter) or completely break the combat depending on what the fights are... one big bad boss?.. better beef that bad boy up to the high heavens if he is going to get a turn. It also seems like the power is designed to encourage the player using it to make the players go last with powers that grant PCs boosts against NPCs that have already gone, and giving NPCs setback against PCs who have NOT gone yet. Unfortunately, the numbers game almost always means that it is unequivocally better for players to go first. When all the players go first they can take out 1 or more baddies before they get to even have a chance to roll those setback dice... or the players can get cover or run away or whatever.. before the baddies practically know whats going on.<br />
<br />
<br />
NEW FORCE POWER<br />
The Good: its new? Has lots of commit options which can be circumstantially helpful. If you like to RP a character that has no actual 'skill' but just 'makes things work', this is going to help a lot.<br />
The Bad: Feels like it has no place in this SENTINEL book.. over all the power is VERY weak, and if you want to be good at repairing mechanical things and making them last longer, your XP would be far better spent in a career tree that is designed for it. The "FORCE" part of this does not provide very much that you can't get somewhere else for cheaper. also the actual text in the actual book has a duplicate entry for a talent that the tree only has one of, and an entry for a talent that doesn't appear in the tree at all. The entry that appears in text but not in the tree says that it allows you to use the Manipulate power to 'heal' droids. If this is actually supposed to be there, it would would definitely give the power some real power (maybe too much, and that's why it's not there?). But these errors just show that they really didn't know until the last second how this power was stacking and lining up. It probably should have gone through some more testing, and probably should have been in a different book.<br />
<br />
NEW ITEMS/WEAPONS/GEAR<br />
The Good: fair amount of new stuff. a new saber type (crossgaurd), and some new droids.<br />
The Bad: The Lightwhip is all the proof you need that Star Wars is Space Fantasy and not Science Fiction because the Lightwhip will never make any real sense EVER. It's not allowed in my house and shouldn't have been allowed in this book. (this is obviously just my personal opinion, and your welcome to disagree (be wrong) if you like. :P )<br />
<br />
NEW VEHICLES<br />
The Good: a few decent small shuttles/couriers.<br />
The Bad: Pod Racers. thats really all i should have to say... but...<br />
pod racers feel like they dont make any sense in a Sentinel book. To make matters worse they are their own special kind of vehicle thingy.. so that its unlikely that normal vehicle mods would work in most cases and the mods for pod racers don't translate to non-pod-racers. making this addition extremely limited.. also, i though that Force and Destiny took place much later in the star wars cannon, where (and maybe i'm wrong about this part) pod racing had kind of lost its popularity (which was debatable to begin with)...<br />
<br />
THE NARRATIVE OF SENTINELS<br />
The Good: nice to have urban go getters? and there are some decent hooks and RP material.<br />
The Bad: seems sort of inconsistent at times, making it hard to pin down the role of the career.<br />
<br />
CONTACTS<br />
The Good: interesting concept that could be worked in as a sort of side-questy thing for some characters.<br />
The Bad: once a solid contact network has been established, it could easily get out of had by providing answers that the GM may not want the party to have yet. (obviously the GM can just say no, but it always sucks when you know you passed a roll, and still don't get what you want - doubly so when there is a specific game mechanic you have invested in in order to make that exact kind of roll.)<br />
<br />
LIGHTSABER CRAFTING<br />
The Good: nice to have more complete rules for this.<br />
The Bad: Technically, all the basics of this were already covered in the beginner adventure thingy, so if you have that, this isn't going to feel nearly as cool.<br />
<br />
Over all I'm giving this one a lower rating 5/10<br />
due in large part to the fact that there isn't an over abundance of new stuff and what is here often felt out of place, off theme, and kind of beta.<br />
If it wasn't for the cool Investigator Specialization i would have said 4/10<br />
<br />
Updated Sentinel Career tree.Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-7259524512606996822016-10-16T18:00:00.001-07:002016-10-16T18:00:33.534-07:00Forged In Battle update/reviewAverage quality Career expansion book.<div>
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<b><span style="font-size: large;">4 New Races.</span></b></div>
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<b>The good:</b> no duplicate races from pre-existing books. A couple Cool powers in the Eloms Digging Claws, and the Dense Musculature of the Kyuzo.</div>
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<b>The bad:</b> Shistavanen have a power called Hunter's Instincts, which lets them use the Survival skill in place of Discipline or Cool when making an initiative check. This is nice ONLY for characters that don't plan on ranking up those other skills anyway. I would say 80-90 percent of the time that initiative is rolled at my table we roll Vigilance, as most combats are 'unexpected' or otherwise un-anticipated to the extent that making a cool or discipline check would not make sense. For groups like mine this power goes from circumstantially OK to a virtual non-entity. Not worth the low 80 starting xp that Shistavanen have. I would NEVER play one of these no matter how cool the theme is, because that's just way too big an xp hit at character creation considering it feels like i get nothing in return.</div>
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<b><span style="font-size: large;">New Specializations.</span></b></div>
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<b>The good</b>: There are two.</div>
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<b>The bad</b>: A complete lack of luster. Trailblazer doesn't hardly seem to fit with the 'soldier' theme and felt shoe-horned in to me. The Heavy tree is a duplicate from previous publications.</div>
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<b><span style="font-size: large;">New Signature Abilities.</span></b></div>
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<b>The good</b>: the first ability The Bigger They Are... is a cool one, that helps squishy parties in their pajamas take out vehicles and giant monsters without actually being completely OP.</div>
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<b>The bad</b>: nothing overly offensive.</div>
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<br /></div>
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<b><span style="font-size: large;">New Items/Weapons/Gear</span></b></div>
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<b>The good</b>: a decent volume of new stuff, with a few items that really stand out as interesting.</div>
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<b>The bad</b>: Nothing that screams 'terrible'.</div>
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<b><span style="font-size: large;">New Vehicles</span></b></div>
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<b>The good</b>: I like the throwback to older vehicles, and the focus on military function/style vehicles.</div>
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<b>The bad</b>: none.</div>
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<b><br /></b></div>
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<b><span style="font-size: large;">The Narrative of Soldiers</span></b></div>
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the good: lots of good talk about soldiers and how to incorporate them. Plenty of hooks/flavor and muse material here.</div>
<div>
the bad: can feel a bit repetitive at times and doesn't add to the mechanics of the game.</div>
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<b><br /></b></div>
<div>
<b><span style="font-size: large;">Fortifications</span>.</b></div>
<div>
Cool idea, with a decent implementation. </div>
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<br /></div>
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<span style="font-size: large;"><b>Combat Environments</b>.</span></div>
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I absolutely love this stuff. Mostly just new ways to spend advantages/triumphs/threat/despair in different environments with mostly combat theme. Nothing bad to say at all about this stuff, though i do wish there was a single reference for all this stuff now..... hmmm..</div>
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<b><span style="font-size: large;">Soldier Rewards.</span></b></div>
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<b>The Bad</b>: The book is called Forged in Battle (a sourcebook for SOLDIERS).. since there are books for hired guns, bounty hunters ect (all people who regularly get into combat) I assume that when they say "soldier" they mean MILITARY personnel. I am not even remotely a 'military man'.. and even I was kind of taken aback by the idea that the only way they could think of to reward people for their military service was through being wounded. Battle Scars may have a place in the rules, but as a reward mechanism for military service it feels pretty distasteful. Basically the exact same mechanic could have been used but under a different header IE: Commendations & Accolades. </div>
<div>
Under Commendations and Accolades a GM, having viewed the Soldiers actions may choose to award a medal/ribbon/award to the player for those actions. Similarly to Battle Scars, each Award would have a list of common reasons to be given and a list of possible skills that it grants.</div>
<div>
Since this is exactly how real life military's (on behalf of the organization itself and the people they serve) recognize and reward their service members, it would seem like a VASTLY more appropriate way to suggest rewarding a soldier. Not to mention that Commendations and Accolades would actually be something that a player could strive for, a goal to be achieved, as opposed to the Battle Scars which are basically a random chance event. </div>
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<b>The Good</b>: The mechanics for Battle Scars are pretty cool. Being wounded or suffering a Critical Injury could happen to ANYONE from ANY Career, not just 'soldiers' so Battle Scars can definitely be added to basically anyone's game.</div>
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<br /></div>
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Forged in Battle gets an over all 7/10</div>
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Updated Soldier Career with new Specializations and Signature Abilities.</div>
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Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com1tag:blogger.com,1999:blog-5123010783073315966.post-28761148503957533982016-06-07T20:09:00.001-07:002016-06-07T20:09:41.088-07:00Savage Spirits Updatea brief review/commentary..<br />
<br />
This addition is so-so. Definitely pales in comparison to the recent Special Modifications release. There isn't anything blatantly w<i>rong </i>with the book, it's just completely lack luster.<br />
I think I dislike it mostly because it contains a lot of the little things that I usually let slide, but that annoy me incredibly.<br />
Example 1: The Quermian Kinesic Intuition is in a call out graphic, but is a pretty important (and cool) FEATURE of the race, that should absolutely be listed in the BULLET POINTS so as not to be accidentally missed. You can do a call out as well, but the bullet points in the main text are where ALL the info belongs.<br />
<br />
Example 2: According to the text and the power Additional Limbs listed in the bullet points of the racial traits, the Quermians have 6 arms. BUT there is not a single image in this book (or in a basic google search of the species name) that depicts them with more than 2 visible. Makes the whole thing feel like someone messed up somewhere along the line. Seeing is believing.<br />
<br />
Example 3: Farsight. It could have been a super cool Force power, but instead it's only a very good way to spend a bunch of xp doing what 2,000 credits worth of easily obtainable technology can do. I understand that tech can be taken away, and not everyone has 2,000 credits... but the power needed a little more Umph to stand out as a unique and interesting Force concept. Would have worked better with more focus on the Mastery (scrying) aspect, helping the power to function kind of like the Forsee power but for things that are definitely happening NOW.<br />
<br />
Example 4: Unexpected Demise is the worst kind of signature ability. By making it possible (easy even) for a relatively non-combat oriented career to take out big bad bosses by flipping a destiny and landing one hit (not usually hard to do that minimum 1 damage), it de-incentivises and detracts from the other classes that ARE combat oriented and have to spend significant amounts of XP to accomplish the same task. It's nice to add variety to the careers but no single power should be capable of stealing spotlight of a different careers entire focus. If you give your politician the ability to stop an enemy ship in space, then your ace pilot doesn't get to do his thing when it tries to get away.<br />
<br />
Example 5: Czerka Detonator Rounds. If you are going to provide special AMMUNITION options that change the profile of weapons, it needs to be a category and the ammunition's limitations need to be specified.<br />
"When loaded in its model 57 'homesteader' rifle, these rounds have the following effect..."<br />
Great... can I load this ammo into other weapons? does it have the same effects on those weapons?<br />
these are super important questions. Honestly i wouldn't mind seeing more ammo types, then slug throwers might be more interesting of an option. Not surprisingly, this special ammunition category is needed for Missiles, Grenades and similar munitions as well.<br />
<br />
aaaaany way.<br />
<br />
<br />
Updated seeker career trees to include new specializations and new signature abilities.<br />
Updated Force power trees to include new Force power.Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com2tag:blogger.com,1999:blog-5123010783073315966.post-88033537504655859392016-04-14T16:32:00.003-07:002016-04-14T16:32:56.610-07:00Special ModificationsThis is hands down, no question the best supplement that FFG has released to date for any version of its star wars RP games. It's a solid 10/10 and basically a must have for any group.<br />
<br />
here is the worst thing i have to say about this book; the races are decent, though not terribly entrancing. That's it, every other thing about this book is pretty awesome.<br />
<br />
The entire book is seriously on theme.<br />
The new specialization trees are pretty cool and 2 of them are very unique.<br />
The new signature abilities are similarly cool, unique and very versatile.<br />
The stuff, oh... man.. there is a lot of new stuff. Basically every category has something new.<br />
new weapons<br />
new armor<br />
new attachments for both<br />
new gear<br />
new droids <br />
new tools<br />
new ships<br />
new ship attachments<br />
and after all this new stuff... if you are missing anything... fear not..<br />
because the back of this book has new rules for making your own items <br />
rules for crafting;<br />
melee weapons<br />
ranged weapons<br />
droids (and remotes)<br />
and new rules for Slicing encounters...<br />
then some new suggestions for technician jobs and rewards, just to add a little extra sugar to this sweet ass book.<br />
<br />
This is a wonderful example of what a perfect supplement book should (in a perfect world) look like all the time.<br />
<br />
I have updated the Technician pdf.<br />
I have updated the All Trees pdf.<br />
Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0tag:blogger.com,1999:blog-5123010783073315966.post-65399354674597533372016-04-05T13:13:00.000-07:002016-04-05T13:13:09.963-07:00Nexus of PowerI look to the sector/location/region/ books for 2 things.<br />
<br />
2* Inspiration.<br />
1* Facts and Usable in-universe materials (locations/bad guys/ect)<br />
<br />
Nexus of Power does a pretty good job in the Inspiration category. It has new worlds and many new locations in the form of Vergances. It also has a large section just for 'legends' of the jedi and sith. These things help to provide lots of base line concepts for development as well as sparking the imagination in other ways.<br />
<br />Unfortunately, when it comes to the other category, the facts and usable materials, Nexus of Power falls a bit shorter than its similar predecessors. The book has roughly the same number of locations but its a bit thin in the other categories. There are disturbingly few new baddies in this book compared to the other location books. With no equivalent to a D&D Monster Manuel, these location books have been the best and most reliable source for new baddies and it's a shame to see Nexus of Power in particular come up lacking.<br />
<br />
Nexus of power has few new ships, a handful of new normal items.<br />
This book has more than a couple pretty awesome and powerful new Artifacts and Talismans for Force users. Unfortunately a few of these have the potential to be so unbelievably over-powered, I would suggest to any GM to think long and hard before handing out these kinds of items.<br />
<br />
on a final note, the new races are exceptionally average and completely lackluster.<br />
<br />
All in all, this book is still a fun read that helps spark the imagination. Just don't count on Nexus of Power to provide you with too many toys or enemies to play with.<br />
<br />
6/10Bastion Kainhttp://www.blogger.com/profile/14547747498920663084noreply@blogger.com0