Development: Hongzhilik

War rages across the Galaxy. Both the brutal Galactic Empire and the desperate Rebel Alliance reel in the face of terrible losses. A tabletop RPG campaign set after the Battle of Yavin. Star Wars: Edge of the Empire (Fantasy Flight Games)

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nemarsde
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Development: Hongzhilik

Post by nemarsde » 24 Oct 2018, 22:00

The session with Hillfolk character creation went well and left me with a solid feel for the character.

Inspired by Dr Smith (Lost In Space) and Jayne (Firefly), serving the story as the party's miscreant, but character-wise more of a mash-up of Rocket Racoon (Guardians of the Galaxy) and Ash (Army of Darkness).

Species I already had a direction I wanted to take. In The Great Game and Ars Magica, I played large, active men, Hare being more of a burly rugby player, Nagle more of a lanky cricketer. So I knew that I wanted to play someone small for our Star Wars game. That narrowed down Species to those with Silhouette 0. I did a seminar with Industrial Light & Magic when I was at uni, deconstructing Sebulba's design and animation from Star Wars: Episode 1 -- The Phantom Menace, so the Dug alien species was an instant favourite (since Ewoks weren't an option).

I verified that FFG had released official stats for the Dug species---they had---so went with that.

Putting aside Relationships and Bonds for the time being, that gave me the following character:
  • Name: Muerta
  • Species: Dug
  • Role: Thief?
  • Wants from party: Protection
  • Dramatic pole: Paragon vs Parasite*
After reading my notes, I quickly realised that Career: Smuggler(Thief) would be redundant in the party that was shaping up, so interpreted "Thief" more as "Scavenger", "Vulture", and that gelled nicely with a Technician, which the party was lacking, and the Technician career had some synergy with the Dug species.

Much later, I finally settled on the Technician(Modder) specialisation, because it built squarely on Edge of the Empire's notion of "money talks". With a Modder in the party, we'd always need more cash.

Despite the Hillfolk character creation, I still didn't have a background for Muerta, so I decided that I would try out the official method in Edge of the Empire!

*Bigby and I discussed Muerta's dramatic pole, as I was struggling to describe it. It was a very simple pole, but I kept describing it inelegantly. Good guy vs bad guy, in simplest terms. Ash from Army of Darkness is a great example. He tries to delude himself that he's a Big Goddamn Hero, but actually he's a Selfish Cretin. Only interested in returning to his own time and saving his own hide, he disrepects the locals, ignores their wisemen and through sheer stupidity, awakens the Army of Darkness and dooms everyone. He still plans on returning to his own time, until fatefully he's confronted with his true Cretinous Self and has to admit that he isn't a Big Goddamn Hero. Of course, in doing so he then becomes a Big Goddamn Hero. Phew! I finally described it as "Paragon vs Parasite".

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Background

Post by nemarsde » 24 Oct 2018, 22:23

Backgrounds-wise, there's a nice, neat selection on p36 of EotE to get
players started.

It poses questions for the player to answer.

Before they decided to enter a life of a miscreant, were they:
  • The Down and Out - Humble or hardscrabble beginnings. Life for their
    people was nasty, brutish and short.
  • The Struggling Middle Class - Modest but comfortable. Their people
    still know the meaning of hard work.
  • The High and Mighty - High social standing, great wealth, an existence
    of great comfort.
  • The Outsiders - Grown up in solitude in the wildness, or maybe a
    prison colony or primitive world not on the maps.
They entered the life of a miscreant because:
  • Opportunity Knocked
  • A Higher Calling
  • Enemies and Antagonists
  • A Failure of Character
  • Wrong Place, Wrong Time
Muerta's a scav, technically skilled, so that suited "Down and Out" best. Fine, I jotted it down. Why did he leave that life? "Opportunity Knocked" seemed blatantly obvious. It's not that he was chased away from a life he loved!

I considered growing up on Raxus Prime, in honour of The Force Unleashed (that famously canonical game that Disney have now consigned to non-canon) but that would make him more of an "Outsider" than a "Down and Out". So I went with the classic, noting that Muerta grew up as a scavver on Tatooine. At some point he fell in with Pak's character, Dane, and left that dump behind.

Obligations were next. They have a mechanical effect and I needed to roll d100, so I got my dice out.

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Obligations

Post by nemarsde » 24 Oct 2018, 22:37

On p38, the PC rolls d100 for their Obligation. Because their are 6 players, each Obligation has a rating of 5. What you might call an aggro rating. 5 isn't so bad. Each player can opt to increase their Obligation's aggro rating by +5, and gain either +5 XP or +1000 starting credits.

Players rolling the same Obligation might decide it's literally the same in the fiction. Both characters are endebted to a Hutt crime lord, frex.

The GM makes an Obligation Check at the start of every session, and if he rolls under the party's combined Obligation, every PC is at -1 Strain Threshold, and one PC is singled out for -2. If the GM rolls a double, 11, 22, 33, etc., then it's -2 and -4 respectively.

Well, I rolled 46, Debt. Fine. And yes, bumped up to 10 Obligation for extra oompf, though I couldn't settle on XP or credits without more context.

Clearly Muerta is endebted to a Hutt crime lord, just like in the example.

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What's in a name?

Post by nemarsde » 25 Oct 2018, 20:26

"Muerta" simply means "dead" in Spanish, though I was thinking more of the sound "mrrtah", so "muerta" or "murtagh", etc.

After the session I found it funny that Muerta might've acquired the name, because that's the name people were always calling him.

"You're dead!! You hear me, you're dead!"

Funny... if they spoke Spanish. That likely on Tatooine? Who knows.

But then DreamLyrics was attacked by a spambot called "hongzhilik" and I admired it's innate dodginess. How do spammers do it, come up with such dodgy names? So maybe Muerta will become Hongzhilik, but only after I've finished writing about him because Muerta is shorter. :lol:

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Motivations

Post by nemarsde » 26 Oct 2018, 21:07

p94 then, and a quick read told me that our Hillfolk session had already covered some of this. The 'primary motivations' in EotE are 1., very simplistic, 2., in isolation. Do they tell the player or GM anything useful? A player might roll Greed as their Motivation, but does that mean it's the sole driving factor in the character? No. Story-wise it's more of a character theme, than a motivation.

As an example, I rolled twice and got Ambition(Power) and Relationship(Comrades). Can a character who craves power not be loyal to his comrades? Of course he can. What EotE is suggesting is that you build your story around this one thing, until you feel it's resolved. That's a theme.

Anyway, glad we did the Hillfolk session! Much more useful. Moving on....

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File Attachments

Post by nemarsde » 27 Oct 2018, 09:54

Do they work?
ewoks.jpg
Yes, at least with my permissions, they do.
You do not have the required permissions to view the files attached to this post.

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Shopping List

Post by nemarsde » 25 Nov 2018, 08:50

Just like Cyberpunk 2.0.2.0, in Edge of the Empire there's a lot more crunch in the gear your character has, than the character themselves. Weapons, cybernetics, vehicles, and attachments and modifications for them. This makes credits (money) a more valuable currency than XP, in many ways, but just like Cyberpunk, shopping from a sleugh of splatbooks is gruelling; you have to make a list!

So here I make a start.

Weapons
"SoroHolio" Precision Blaster Pistol: DMG 11, Long Range, Enc 1, Crit 4, Ranged-Light, HP 4, Rarity U; Accurate 2, Pierce 6, Add 2 Threat; $2800
(Base)X-30 Lancer Precision Blaster Pistol: DMG 5, Long Range, Enc 1, Crit 4, Ranged-Light, HP 3, Rarity 5; Accurate 1, Pierce 2, $1000
—Reverse Engineered: +1 HP
—Galven Pattern Resequencing: HP 2, Rarity 5, $1000 (Base: +1 DMG, Add 2 Threat; Mod: +2 DMG, +$100; Mod: Pierce 2, +$100)
—Blaster Actuating Module: HP 1, Rarity 4, $500 (Base: +1 DMG, Add 1 Setback; Mod: +2 DMG, +$100; Mod: Pierce 2, +$100)
—Custom Grip: HP 1, Rarity 6, $500 (Base: Remove 1 Setback; Mod: Accurate 1, +$50)
—Telescopic Optical Sight: HP 1, Rarity 1, $250 (Base: Decrease 1 diff for Ranged checks at Long and Extreme)
[/color]

"Stun Knuks": DMG+1, Engaged Range, Enc 1, Crit 4, Brawl, HP 1, Rarity U; Disorient 3, Stun 5; $430
(Base)Crafted Fist Weapon: DMG+1, Engaged Range, Enc 1, Crit 4, Brawl, HP 1, Rarity 0; Disorient 3; $30[1st Fail, 2nd Fail, 1 Triumph(Schematic), 3rd Success, 2 Adv (+1 HP), 12 hours]
—Schematic: Decrease diff 1 for Fist Weapon crafting checks
—Stun Pulse: HP 1, Rarity 4, $250 (Base: +2 Stun; Mod: +3 Stun, $150)


Armour
"Grease Lizard-Monkey" Armour: Soak 1, Def 1, Enc 3, HP 2, Rarity U; Add 2 Bonus to Athletics check to climb, Add 2 Bonus to Mechanics checks, Spend 1 Strain to gain +1 manouevre; $3900 [Buy this 3rd -nem]
(Base)A/KT Mountaineer Armour: Soak 1, Def 1, Enc 3, HP 2, Rarity 6; Add 2 Bonus to Athletics check to climb; $1800
—Utility Arm: HP 2, Rarity 3, $2000 (Base: Add 1 Bonus to Mechanics checks; Mod: Add 1 Bonus to Mechanics checks, $50; Mod: Spend 1 Strain to gain +1 manouevre, $50)


Gear
Scanner Goggles: Rarity 3; No penalties for darkness, $150
VX-A Intelligent Toolkit: Enc 3, Rarity 8; Halves Repair time, Counts as Toolkit, $2500
Multi-Goo Gun: DMG 5, Short Range, Enc 2, Crit 0, Ranged-Light, HP 1, Rarity 1; Add 1 Adv to repair checks, Disorient 1, Ensnare 4, Knockdown
—Pressurised Gas Cartridge: HP 1 (Base: Increase DMG to 5, Mod: Burn 1, +$50)
Fusion Cutter: DMG 5, Engaged Range, Enc 2, Crit 3, Melee, HP 0, Rarity 2; Burn 3, Breach 1, Sunder, Vicious 3, $175
Electromag-Pulse Disruptor: DMG 5, Engaged Range, Enc 1, Crit 4, Melee, Rarity 5; Disorient 1, Ion, $180
Welding Rod: DMG 3, Engaged Range, Enc 4, Crit 2, Melee, Rarity 5; Adds 1 Success to repair checks, Breach 1, Inaccurate 2, $1750
Hand Grinder: DMG +2, Engaged Range, Enc 5, Crit 4, Melee, HP 4, Rarity 3; Adds 1 Adv to Mechanics checks involving shaping material, Cumbersome 3, Prepare 1, Vicious 4, $500
"Macro Workbench": Enc 8, Rarity 4; Add 1 Success to Mechanics checks, $400 [Build this 2nd -nem]
(Base)Crafted Specialist Tool: Enc 8, Rarity 4; Add 1 Success to Mechanics checks, $400 [1st Success, 10 hours]

Droids
DUM Pit Droids (3 of): Minion, Characteristics 1/1/0/0/1/1, Soak 3, WT 2, Def 0, Rarity 1; $1350 ($450 each) [Buy these 1st -nem]
Skills: Computers, Mechanics, Perception
Talents: Fine Tuning 2 (Repair +2 Strain when repairing vehicles)
Abilities: Networking (Gain 1 Bonus to skill checks in groups of 3); Built-in comms suite
Silhouette: 0

*Shown mod costs are halved by Gearhead (included).

nemarsde
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Project: Blue Nexu

Post by nemarsde » 03 Feb 2019, 17:01

Hongzhilik is a Modder, so he can have a Signature Vehicle. This is where I plan out what it will be!

Using Brazen Fox as a base, repainting it blue-violet with gnarly Nexu smile motif and the new name Blue Nexu.

Silhouette 4, Speed 4, Handling +0, Def: Fore 1/Port 0/Starboard 0/Aft 1, Armour 4, HT Threshold 25, SS Threshold 17
Hull Type/Class: Freighter/YT-2400
Manufacturer: Corellian Engineering Corp
Hyperdrive: Primary: Class 2, Backup: Class 12
Navicomputer: Yes
Sensor Range: Short
Ship's Complement: One pilot, one co-pilot/engineer
Passenger Capacity: 6
Consumables: Two months
Cost/Rarity: 130,000 credits/5
Customisation Hard Points: 6
Weapons: Dorsal and Ventral Turret Mounted with Twin Medium Laser Cannons (Fire Arc All; Damage 6; Critical 3; Range [Close]; Linked 1)
—Reverse Engineered: +1 HP
—Advanced Targeting Array: HP 1, Rarity 4, $4000 (Base: Upgrade Gunnery checks by 1; Mod: Upgrade Gunnery Checks by 1, +$500; Mod: Gain Innate Talent (True Aim), +$500; Gain Innate Talent (Sniper Shot), +$500)
—High-Output Ion Turbine: HP 1, Rarity 5, $5300 (Base: Increase Speed by 1, Decrease SS Threshold by 1)
—Cloaked Smuggling Compartments: HP 1, Rarity 4 (Restricted), $2200 (Base: Store 25 Enc of items, Increase difficulty of finding by 3; Mods: +50 Enc, +$500)
—Security Measures: HP 0, Rarity 4, $2000 (Base: Upgrades difficulty of Computers/Skulduggery checks to gain unauthorised access by 2; Mods: Add 2 Setback to checks to gain unauthorised access, +$1000)
—Autopilot Droid Brain:, HP 0, Rarity 5, $6000 (Base: Can assist Piloting checks with skill 2, maybe summoned with beckon call from 100s km away; Mods: Increase droid brain's Piloting(Space) checks by 2, +$1000)
—Nightshadow Coating: HP 1, Rarity 8R, $3500 (Base: Reduce enemy passive sensors by 1 range band when trying to detect the vessel; Mods: Reduce ship silhouette by 1 in combat, +$500)
—Sensor Baffler: HP 1, Rarity 6R, $8000 (Base: Increase diff to locate ship twice; Mods: Add 2 Setback to target ship with Gunnery checks, +$1000)
—Twin Heavy Laser Cannons: HP 1, Rarity 5, $11250


Also, Hongzhilik could eventually unlock Talent(Custom Loadout) for another 2 Hard Points. What would he do with +2 Hard Points??

—Reinforced Armour Plating: HP 2, Rarity 2, $16000 (Base: Increase Armour by 2, Decrease Handling by 1; Mods: Increase HT by 3, +$1000) 3d Mechanics check

*Shown mod costs are halved by Gearhead.

nemarsde
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Project: Thumper

Post by nemarsde » 22 Mar 2019, 20:47

I've always loved how Dugs were animated by ILM, their alien form of locomotion is to this day unique in Star Wars and science fiction in general, which even when using CGI, tends to use Earth norms.

I had the idea of a Mecha-Dug though. A Dug in XXL power armour, so that they're still Silhouette 1, but their shoulder height would be level with a tall adult human. That would be one big, scary-looking Dug!

What would it involve?

Armour
"Thumper" Dug Power Armour: Soak 3, Def 2, Enc 3, HP 8, Rarity U; Increase Brawn 2; Remove 1 Setback for poor visibility; Add 1 Bonus for resisting radiation, Increase Athletics 2, Increase Vigilance 1, Increase Survival 1, Gain Innate Talent (Sniper Shot 2), Gain Innate Talent (Brace 2), Gain Innate Talent (Natural Marksman); $33,250
(Base)Kav-Dann Power Armour: Soak 2, Def 2, Enc 4, HP 6, Rarity 7R; Increase 1 Brawn; Remove 1 Setback for poor visibility; Add 1 Bonus for resisting radiation, $13,500
—Tinkered: +1 HP
—Reverse Engineered: +1 HP
—Helmet Comlink: HP 0, Rarity 1, $200
—Superior: HP 1, Rarity 6, $5000 (Base: Gain Superior Quality)
—Strength Enhancing System: HP 2, Rarity 4, $5500 (Base: Increase Brawn 1; Mod: Increase Athletics 2, +$100; Mod: Gain Innate Talent (Brace 2), +$100)
—MB-7 "Ranger" Range Finder: HP 1, Rarity 6, $1500 (Base: Gain Innate Talent (Sniper Shot 1); Mod: Gain Innate Talent (Sniper Shot 1), +$50)
—Automated Weapon Mount: HP 2, Rarity 5, $3000 (Base: Once per encounter, spend manouevre to use mounted weapon, diff upgraded once; Mod: Allowable Weapon Encumbrance 2, +$100; Mod: Add 1 Setback instead of diff upgrade, +$50)
—"Accu-Strike" Integrated Targeting Computer: HP 1, Rarity 7, $3000 (Base: Add 1 Bonus to Ranged checks at Long and Extreme; Mod: Gain Innate Talent (Natural Marksman), +$50)
—Tracking System: HP 1, Rarity 7, $1000 (Base: Upgrade checks to track designated target; Mod: Increase Vigilance 1, +$50; Mod: Increase Survival 1, +$50)


Gunhand Blaster: DMG 11, Medium Range, Enc 1, Crit 2, Ranged-Light, HP 4, Rarity U; Pierce 2, Auto-Fire, Superior (Add 1 Adv), Stun Setting; $3800
—(Base)H-7 Equalizer Blaster Pistol: DMG 8, Medium Range, Enc 1, Crit 2, Ranged-Light, HP 3, Rarity 8; Superior, Stun Setting; $1200
—Reverse Engineered: +1 HP
—Jury-Rigged: 1 less Adv to activate Auto-Fire
—Blaster Actuating Module: HP 1, Rarity 4, $500 (Base: +1 DMG, Add 1 Setback; Mod: +2 DMG, +$100; Mod: Pierce 2, +$100)
—Set Trigger: HP 1, Rarity 4, $450 (Base: Add 1 Success and Adv to 1st round of combat; Mod: Add 1 Success to 1st round of combat, +$50)
—Rapid Recharge XCiter: HP 1, Rarity 7, $750 (Base: Gain Auto-Fire, Inaccurate 3; Mod: Decrease Inaccurate 1, +$100)
—Custom Grip: HP 1, Rarity 6, $500 (Base: Remove 1 Setback; Mod: Accurate 1, +$50)


Vibroknucklers: DMG+1, Engaged Range, Enc 1, Crit 2, Brawl, HP 0, Rarity 4; Pierce 1, Vicious 1; £350

Shoulder-Mounted Arty: DMG 11, Medium Range, Enc 5, Crit 5, Gunnery, HP 3, Rarity U; Blast 8, Concussive 2, Disorient 5, Cumbersome 3, Accurate 1, Superior (Add 1 Adv), Limited Ammo 6, Increase Perception 2; $7350
—(Base)Z50 Grenade Launcher: DMG 8, Medium Range, Enc 5, Crit 4, Gunnery, HP 3, Rarity 4R; Blast 6, Cumbersome 3, Limited Ammo 6; $1250
—Superior: HP 1, Rarity 6, $5000 (Base: Superior Quality)
—Telescopic Optical Sight: HP 1, Rarity 1, $250 (Base: Decrease 1 diff for Ranged checks at Long and Extreme)
—Custom Grip: HP 1, Rarity 6, $500 (Base: Remove 1 Setback; Mod: Accurate 1, +$50)
—G2 Concussive Grenades: DMG 10, Short Range, Crit 5, Ranged-Light, Rarity 5R; Blast 8, Concussive 2, Disorient 5, Limited Ammo 1, $300 for 6-pack


Projected cost: $44,750

nemarsde
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Timeline

Post by nemarsde » 06 Apr 2019, 07:50

  • 4 BBY. Hongzhilik meets Dane in dire straits on Tatooine, where they join forces to salvage the wreck of the Spice Siren. They become steadfast friends. Hongzhilik blows his take from the Spice Siren on cheap booze, floozies, and speeders, alerting Vemmla the Hutt by flashing his credits around. He's told he has to pay her back for the salvage. Oops!
  • 0 ABY. Hongzhilik and Dane fall in with Cho, Reeva, Lisana and Zak on Spintir, and buy a YT-2400, making payments to a local loan shark.
  • 1 ABY. Hongzhilik and Dane, and their crew of less gifted associates, pay off the loan shark after a series of smuggling runs, and find themselves on the Wheel space station.

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