Beginning GM Help, Character Demands, Fleshing out Bases, and Encounter Diffuculty

By DragonDust101, in Star Wars: Age of Rebellion RPG

Hey guys, New GM here. I've GMed the Beginner Game recently and loved the system, so I went on to but the Main Rulebook, Forged in Battle, (because T-7 Ion Disruptors are probably my favorite weapon ever) and I just ordered Stay On Target. I'm starting a campaign with a couple of friends and well, even already, they have pretty crazy demands so far.

One wants to be a Force-Sensitive Jawa with a Yellow Cross-saber Lightsaber, and the other wants two light blaster pistols arms. How do I deal with this. I'm definetly not giving a jawa a lightsaber, at least not yet, and this iS Age of Rebellion, Not Force and Destiny, and the Light Blaster Pistol arm i can probably do. Any suggestions?

Im also doing a espionage/sabotage mission for the first chapter, and I want to flesh out my base, but without it being too big. (It's supposed to be an intelligence/Recon deployment base)

And in this base, what would be the amount to troops? I don't want them to start out with a squadron of stromtroopers and get killed. So what's encounter diffuculty for beginners like?

Encounter difficulty for beginners will be about the same as the beginner game (fancy that). That should give you the basic guide to where you need to go.

There are guides to running bases, in Desperate Allies (the Diplomat book). I'd have to crack it open to see what the recommendations are, or if somebody else can chime in.

Blaster pistol arm PC: are they a droid? Because if they are, just check out the box under droids and equipment in the species description. If not, there are cybernetic installed light blaster pistols in the core rulebook. Keep in mind that cybernetics are expensive, so they're more for later acquisition. Another alternative is the wrist mount, found in Dangerous Covenants.

As for the lightsaber: A. the crossguard lightsaber can be found in Endless Vigil, and B. even in Force and Destiny, characters cannot start with lightsabers at beginner level. They'll have to work towards it, just like everybody else.

That poor Jawa. He knows not what he is getting in to - waving a round a big glowy stick like that. Hope he can use that thing when an inquisitor shows up.

I've decided that I'm going to give my spy character the weaponized Cybernetic arm... but it's going to be a very, very malfunctiony one, (Inaccurate 1, stuff like that) and well, no light saber yet for the jawa. Maybe he can get a vibrosword and achieve the same affect? Also, are the jaws stars in any book? I'm guessing they're in Special Modifications....

i was actually thinking of having an inquisitor show up at the end of campaign to put down the characters once and for all.... so yeah.

Jawas have not been statted officially but I think they are in the unofficial species menagerie located in the Player Resources in the Edge forum.

Generally if someone wants to start with a saber they use the training saber. It's reasonably effective as a melee weapon against most enemies and it allows the use of all lightsaber talents, so it's a perfectly functional option.

The character should reasonably have the opportunity to get a proper saber by knight level (150 XP) though. Keep in mind that this means the basic F&D one, which still has a lot of room to grow via upgrades.

In general, I think for the Star Wars Role Playing Game (SW RPG) giving players what they want seems to work pretty well so far.

The light blaster concealed in either a cybernetic arm or a robot arm is appropriate, but should be expensive. That upgrade should come with some pretty hefty obligation or some other liability. And a cool back story.

As for the Jedi Jawa (funny. WAY too funny) Force and Destiny (FnD) recommends that beginning force sensitives do NOT begin with a fully functional light saber. The handle is actually very easy to make (IIRC Cr300 in scrap parts) so the real trick is getting the Kyber crystal and FnD recommends going on Kyber crystal quests. If you set that up as a reasonable expectation for the Jawa, and then allow the group to seek and reach that goal, that seems reasonable.

In my opinion, the cosmetics of a light saber are purely cosmetic. I don't see how having "cross handles" acts as a significant alteration of difference, in regards to the operation and use of a light saber. So my reaction to the "Yellow cross bar light saber" is "Pft. Whatever. Here are the stats for "lightsabers."

Yeah, I know someone has "stats" out there for how the cross bar light sabers are different, but I'd keep it simple up front, especially if you are just getting started with this campaign (and game in general).

If you don't want the base to be too big, but want the infiltration to be in depth, have a decent portion of the adventure be:

1) Simply finding the base itself in some hidden location, allowing for several exterior defenses that have to be overcome to locate/approach the base.

2) Have several layers of security as well, some computer based, some personnel based, etc.

3) Provide them, if they decide to do some advance planning and recon, ways to mitigate those defenses beforehand. Like, for example, someone sending a false message to the base, asking for a shipment of supplies, so a minion group is sent to drive the speeder with the supplies to the ally base.

As to the gear, yeah letting them have a saber that early is not encouraged, though you could give the Jawa a training saber if they wish. Not as powerful but it still might scratch his itch. Also, kudos to him for being a Jawa Jedi *nods* I heartily approve.