Hello everyone. Before I start firing my big list of questions, thank you for your attention! I finished the Jewel of Yavin last night and I’m preparing to run it in 3 to 4 weeks for now. I have a few (actually, a lot of) questions for each chapter and also some ideas that could enhance the experience. My overall idea is to run it as Vanilla as possible, except some minor changes.
As a bit of a background, I play with a lot of characters (9), with over 250 xp.
For episode I,
Some questions related to the Grand Prix:
- If the main Pilot PC is specialized in Piloting space: Does anyone have any suggestion that does not involve Sabotage or using NPC as pilots?
- The MandalMotor team section, says Copilot instead of Gunner. Can a Gunner in a Storm IV perform acctions like Copilot?
- Does Initiative (possible Cool) influence in the race? How would you implement this?
- On page 49 (JoY) “(…) Piloting (planetary) counts as an action on the main pilot's turn but doubles as the fly/drive maneuver for the purposes of moving forward along the racecourse. Whatever else they do, all racers are moving forward along the course, so any maneuver or actions they performare within that context.” I’m probably missing something in this section, but Does this mean that the pilot may only perform maneuvers as Stay on targett / evasive maneuvers? Or does it means that a pilot can perform a second action?
- (cont.)If we consider the first alternative to be true (only one action): when a Pilot may perform a Full Throttle or Brilliant Evasion action?
- On p51 (Rayzer description) there is mention of defensive fire. Is this a type of action/maneuver available for the gunner or just a fancy description?
Zekra Fol during Episode I
Zekra Fol role in this adventure IMHO, is weak and dependent of the characters despairs. On one hand, I hate the fact that is not possible to uncover she is an ISB agent (even with a Triumph). I feel like cheating on my players. One might argue that it would require several checks and fantastic roleplaying.
Also, I see it’s very unlikely that she might discover my players. They are super careful in their investigations and they avoid combat every time is possible. Also, they are 8 players!
Do you have suggestions of how she might cooperate/antagonize with the players, if she doesn’t discover their motives in episode I and II?
Slicing in Cloud City.
So, the party has a Droid Tech who is a great Slicer and Crafter. (5 yellow, 1 green in both). Naturally, the adventure is not planned for this kind of raw power. Also, since the release of the adventure we have Special Modification rules for slicing and the effects of a Dataspike.
If I wish to use the Dataspike rules available in Special Modifications (-2 purple to Slice, plus an action to deactivate security as a maneuver), should I increase the difficulty of the Slice in general? I was thinking to use an excuse that the dataspike has to be crafted to the specific conditions of Cloud City (due Lobot surveillance and the several generations of computers interacting together), inviting the PCs to the small challenge of crafting a dataspike with limited time/resources. If the PC use a regular spike it might only reduce 1 difficulty.
For the slicing section, I was thinking in using several defense programs that needs to be deactivated in order to work on episode II against the banking droid or any slice operation in Cloud City. Does this sound reasonable? I’m open to suggestions in this area.
Episode II
Bid for the jewel of Yavin. Since I have almost the double of PC in a regular party I was thinking in increasing the price of the gem for the episode II. Is this a good idea? I was entertaining the idea that instead rising 10.000 credits per successful interaction with the Bidders, to add 15.000.
Security. During the preparation or the infiltration in the museum, there is no clear rule for deactivating the electro Railings, without activating the alarm. Is this controlled from the front desk?
Episode III
Aris. I’m looking for suggestions to handle Aris as a potential ally of the PC. I don't see many opportunities in the adventure, except for the first section. And even that opportunity depends on making the suggestion to betray her father for a bunch of strangers. I know, roleplaying should build this in an organic manner, but does anyone have additional suggestions?
Flight In the final scape, there is a recommendation to upgrade the difficulty of Pilot (Planetary) due lack of pre-flight warm-up. But If they are fleeing in a space ship, shouldn’t be Pilot (Space)? I know it seams nit picking, but I’m trying to assess if they should use Pilot (Planetary) in atmo as a rule standard.
Obligation. At the end of the adventure, it’s recommended that the characters suffer a 5 obligation for the Heist if they are recognized. In my group case that’s 45 obligations. Is this better handled as a group obligation? How much would you use? Also, if the PCs are careful enough to leave no traces, I still planning to add some obligations at least as suspects in case they flee the city the same night, or that Kaltho is wondering were his money went. It shouldn’t be 5 each, but how much do you recommend?
Thank you!