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 Post subject: MtMagus RPG - Next Session Planning
PostPosted: Fri Oct 30, 2009 2:00 pm 
Jedi Battlemaster
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well we spend a fair bit of time deciding what we're going to do at the beginning of the night so why not get it out in the open.

I've got a couple ideas that might work for us, things we can do..

(1) Bank Robbery
(2) Hit a Weapons Depot
(3) Free Slaves
(4) Steal Spice from the Hutts
(5) Bounty Hunt
(6) Go Fight/Wipe out any other local crime groups (pirates/gangs/mercs etc)
(7) GM-introduced NPC requiring 'favors' (ala Mafia helping those under its protection)
(8) Spend another round Stealing crap for the casino/hotel/gladiator arena
(9) Nothing
(10) Legendary item/treasure

Our Base is well under way, we've got a functioning Ship Bay, as well as a stocked and operated Cantina. We've also got living quarters for all 8 party members, as well as guest quarters and minions' barracks.

(1) would be pretty fun, and net a serious amount of dough for all party members. We could head to a nearby Republic controlled world, preferably under re-construction(because of all the senate-directed $$ that would be there). Essentially perform a modified smash-and-grab. Park the ship in the street, run into bank/credit, kill/incapcitate guards, secure building, coerce the bank manager to opening the vault, or have Rick hack it open. Steal mucho monies, and run!

(2) I'd figure we could go visit our nearby sith friends again, jack a pile of weaponry and bugger off. It'd piss them off more and we might face retaliation (then or later on). Bring both Ships for this one (one waits at hyperspace rendezvous in case of pursuit).

(3) a 'nice' move by our crime syndicate. Would bring in a pile of indebted NPCs to act as our general thugs. We could also change it a bit to go free some POW (Mando or Sith), get them to start our army. 2 & 3 could go hand in hand, get an army, then equip it.

(4) I don't know the whole back story about our involvement with the Hutts, but it doesn't sound like we like them very much. So lets take revenge for Durga.. or something.. its just fun to piss off the Hutts.. worked for Han and Leia! Stealing spice wouldn't involve Republic authorities and Bill's contacts should be able to move it all for us at a decent price.

(5) Hunt down some Renegades, could be general Scum, or War criminals. Make it so that there is more reward if we can take them alive.. be an interesting twist and give us some semi-legit work/income for a session.

(6) If there are any nearby systems with a gang/thug/pirates etc issue, we could go clean it up..the local populace would like us (score!) and we might be able to net some more cash and supplies. As well as recruit. Or we could just get started.. with a rival crime syndicate, have an arch-enemy for a while, until one of us is destroyed.

(7) If Matt wanted to think up some interesting tasks for us to do, that could be cool. Missions like from KotoR. Fetch item, kill beasts, save person...

(8) Could just keep working on our base, steal more stuff, kill a few more low level monkeys, get the base maxed out with all that.

(9) always an option! though boring!

(10) Maybe there is something out in the Galaxy that would help our Crime Syndicate become number 1. A mythic device, a wonderous treasure.. something to increase our power.

Also, we need to determine a per-session income, based off the Base.
Right now we've got a small ship repair station and a cantina. Our base can also be a 'safe haven' for those needing to lie low.. for a fee.
I imagine that the income would go to Bill.. and Trickle to the rest of us.

Also @ Bill, I'd be down for the toughness implant we talked about.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Fri Oct 30, 2009 2:27 pm 
The One True Sith Lord
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ok just some things about some of the listed plans.

1. As the tactical guy I would say now that we have a good base of operations and an expert slicer that robbing a bank is the totally wrong way to go.

Instead I would say we go to banking and infiltrate the electronic clearing house for banks and slice funds for our use.


2. Stealing spice could be good for us. That would mean zero survivors though.... so that must be considered.


3. I like the idea of getting rid of any competition in the area too.


We also need to know where we are with construction. Matt may need to let us know that.



My next thought was we need two things.


1. The construction droid should be able to build this one with the ton of droid scrap we have... A large power generator

2. We need to steal a Planetary sheild generator. A large one that would cover the size of a city.... but not one that is for entire planet defense. We will need one for protection from further misadventures.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Fri Oct 30, 2009 3:09 pm 
Jedi Battlemaster
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Hmm, yeah, I remember thinking about that (planetary sheild) last time.. so much for orbital bombardment!

I remember in Tales of the Rebellion that they got their from a shipyard.. maybe we'd have to break into one.. get to control room and redirect the droid barge carrying one to our base / transfer location..

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Sat Oct 31, 2009 1:37 am 
Hand of the Sith
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I can hack funds if I can get a computer and A T3 series droid to reprogram for slicing... should be no problem.

Why not just hire some more muscle to steal a shield generator and some planetary defenses for us..

then we can go do whatever really...

if we want major funds then i suggest we get to the bank.. not necessarily robbing them in person.

spice stealing sounds bleh to me, its good for business, but do we need it if i can just hack any amount of funds we need?

i like the idea of hunting for treasure but maybe im just greedy lol

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Sun Nov 01, 2009 8:56 pm 
Jedi Battlemaster
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Well the thing about Hacking Banks is...

The DC to break in will be extreme..
like 40.

so.. i don't think or more than a +20.. and even if you were, taking 20 (all day) would mean multiple tries.. would mean traces.. would mean we get hunt down before we can steal anything.

Unless we want to steal small amounts.. which seems like a waste of time.

that's why I'm more a fan of smashing in and stealing currency.. cold hard cash.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Sun Nov 01, 2009 9:10 pm 
Name Calling Internet Bully
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Well first, we need to get a word from Matt that determines our steady income. I would be happy to function as "banker" for the group, but eventually we might want to even consider starting our own bank. For now, I can probably either buy a droid or something.

As for next moves, well I'm pretty much up for anything that involves some adventure and killing :) That's just what we do, and we do it well. We are building a reputation, and it's quite strong thus far. I think I would lean towards continuing to obtain parts for the city, and I like the idea of invading a sith planet to get a planetary shield.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Mon Nov 02, 2009 11:46 am 
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Okay, I'm down for some more thievery.

So I imagine that we'll need to break in to a dry dock somewhere, get to the control room and redirect/re-reprogram the ship carrying it (cause it'll be wayyy to big to fit in our ships!), and then bust outa there and rendezvous with the ship.

Or it'll be an entirely space-combat mission (im not a big fan of that as only a few party memebers get to do anything!)

Or we can do an in-transit boarding.. drag an asteroid into its projected hyperspace path to pull it out, forcefully gain entry (so a little space combat perhaps).. kill all the crew memeberas and pilot it outa there!

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Mon Nov 02, 2009 11:51 am 
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well after next session Ill be able to blow walls without a threshold.
i need to get as many explosives that are non-nades for what I want(Bill). I am looking at talents or feats that will let me build them myself but i think buying the stuff is better.
So we might be able to just turn off the banks computers with rick and I should be able to blow a wall if we want to get into banks.

I am up for anything that is about killing and using computers.


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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 04, 2009 9:15 pm 
Hand of the Sith
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Eric, Im a crit machine when it comes to hacking lol, i rolled 3 20's opening stupid doors in the sandcrawler lol. Not that you can depend on me doing that everytime, but I'm just saying lol.

Landing at a Sith Base and hijacking/stealing it sounds like alot of fun to me as well, but I would think that there will be heavy resistance, so a stealthy approach may be in order. possibly have to leave the wookie's to sniper duty as they stick out like a sore thumb. We could knock out some guards and don their armor. Possibly even walk right in the front door. As a former Trooper Captain in the Sith military, I still have my armor with insignia and rank, so I could lead us in as if you are my squad just returning from a battle, or something of that sort. We could infiltrate them and plant explosives around the base to destroy any equipment/weaponry that we don't plan to steal for our purposes. Then go to the control room and i could lock down all the base doors so that the troops are trapped inside, and we could flood the ventilation system with a poisonous gas. Obviously no survivors can be left to identify us, so either kill em all stealthily or with guns blazing. I'm down for either way as long as everyone dies, and we get what we came for.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 11, 2009 5:08 pm 
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I assume we'll be doing whatever the hell Dean wants to do.. or Bill wants to do.. :P

Just hope I've given em some food for though to try to think about the how before we get going!

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 11, 2009 6:22 pm 
The One True Sith Lord
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well I have not really had time to give it much thought.

This week has been funeral, Floor Rules and Gencon Planning..... so really I have not had the time.

And yes Jim and I are already in the planning stagesof Gencon.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Fri Nov 13, 2009 2:09 pm 
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Quote:
so what are we gonna do next session Brain?

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 18, 2009 10:37 am 
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Well i guess its time to start planning our next session.

Couple of ideas floating around in my head so I'll share em.

1. We board a spice smugglers ship, kill the crew, and fly the ship back to our outpost where we can unload all of its cargo. Then we can scrap the ship for materials to build whatever we need for the Outpost.. If it has weapons we can strip and modify them as defenses to go along with our shields.

2. We kill a rival Crime Syndicate, to help spread our Infany/Fame, that way we can attract more customers to our outpost.

3. We can take on Bounty Hunting, as long as their high profile targets, again to spread our Infamy/Fame, and attract more customers.

4. We can go on a reign of terror on a local planet and just start murdering whoever opposes us, subjugate the planet under our control, and enslave them, forcing them to farm and provide any raw materials we may need.

5. Whatever Bill and Dean decide we need for the Outpost...

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 18, 2009 11:31 am 
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Sith_Asassyn wrote:
Well i guess its time to start planning our next session.

Couple of ideas floating around in my head so I'll share em.

1. We board a spice smugglers ship, kill the crew, and fly the ship back to our outpost where we can unload all of its cargo. Then we can scrap the ship for materials to build whatever we need for the Outpost.. If it has weapons we can strip and modify them as defenses to go along with our shields.

2. We kill a rival Crime Syndicate, to help spread our Infany/Fame, that way we can attract more customers to our outpost.

3. We can take on Bounty Hunting, as long as their high profile targets, again to spread our Infamy/Fame, and attract more customers.

4. We can go on a reign of terror on a local planet and just start murdering whoever opposes us, subjugate the planet under our control, and enslave them, forcing them to farm and provide any raw materials we may need.

5. Whatever Bill and Dean decide we need for the Outpost...


the problem with the bounty hunting thing is that we cannot do that. who would want to come to an outpost that we have collected bounties on. So i think that is a no go their. I think it is going to be something on the outpost just so we can get that running and get income from it. now taking over or killing a crime syndicate might be something becasue that takes out competition but could backlash into some really pissed off people coming after us.

I am still trying to find about implants and cannot find anything on them so i can have bill install some on me. he said is was jedi academy but i dont see anything on it. anyone want to help me with that :)

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 18, 2009 4:38 pm 
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Kotor Book, equipment section.

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Wed Nov 18, 2009 5:22 pm 
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Ok. One thing I need to work out with Bill is what your burgeoning criminal organization is doing. Oh and what it's name is.


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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Fri Nov 27, 2009 12:13 pm 
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So what is our delightful little posse doing next week?

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Sat Nov 28, 2009 11:13 pm 
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Well, we need to get our business up and running. So now that we have a little capital to spend, we can afford Matt's ridiculous upkeep costs for us for a few sessions. But we need to get the word out about our Shadowport. I suggest we spread out around the Galaxy spreading the word about a new secret smuggling base, and the crime syndicate running it. No need to give it away for free, after all, even scoundrels know that good information isn't free.

Once we get the word out, we won't have to worry about every little detail of the operation, or at least that is my understanding. It doesn't sound fun for Bodemaw to spend every week sitting there on our little planet doing nothing but assigning jobs to random NPCs. But that can establish a general income with dock fees, supply sales, and so on for smugglers, enough to start to cover our upkeep.

Next we need to get some more information on large crimes we can commit. This is partly for reputation, but also to keep bringing in the money. After all, smugglers are going to want casinos (which of course the house always gets a nice consistent cut) and dancing girls (same thing). We've got some amenities to fill out our planet with.

Also, I propose the following name for our organization. "The Shadowsworn" And for the naming of our shadowport, I propose, "Umbra Conjuratus" (It's Shadow Sworn in Latin :)).

Oh and we want to rent/sell some land to farmers and build a basic market place or something to cut down on the upkeep. Perhaps a landgrant concept where the farmers agree to give 100% of their profit (note, I said profit, not gross - they get enough to thrive on the planet for free) back to the organization, and after 10 years they get to own the land or something.

Further, we need to spread the word that a new Mandalore has been declared, to see if we can pull other remaining mandalorians out of hiding to join the cause (or perhaps die trying).

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Mon Nov 30, 2009 11:08 am 
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I posted the Organization rules for The Shadowsworn on the Character Sheet thread. If you have any questions or comments, you can post them here.

Also, here is the list of things we have purchased, or still need to purchase since last session. Things not paid for are in red, and paid for amounts (already subtracted from total credit pool on Bodemaw's Character Sheet) are in Green.

Bru'hathor's purchases and wants:
1. Personal Shield - SR 20 : 8000 Credits
2. Superior Protective upgrade to armor - Tech Specialist improvement: 1000 Credits {+2 to reflex Defense}
3. Superior Accuracy upgrade to ax - Tech Specialist improvement: 1000 Credits {+2 att bonus with ax}
4. Neutronium Reinforcement to ax - Upgrade Slot: 3000 Credits {doubles critical range[19-20 instead of 20], makes ax harder to break and 2x as heavy}


1 is already done, 2-3 are not payed for and require rolling to complete (also need to hire a tech specialist so there may be additional cost associated). We intend to do 2-3 at the beginning of next session (or before we officially begin perhaps).

Bane's Order:
Energy Shield (SR 20) = 8000
Grenade x10 = 500
Adhesive Grenade x10 = 2000
Cryoban Grenade x10 = 5000

Thermal Detonator x2 = 4000
Cardio Implant = 4,000
Dire Sword (Cortosis Weave) = 120 (Add Sith Poison)
Jetpack = 100

Thermal Detonator's need to be approved by the GM if we can even buy them at all, and the Sith Poison has to be done by James. We can do it pre-session provided James has the FPs to spend and wants to do another Poison at this time.

Brian's list of implants:
I found 4 implants that would be great to install. all 4 come from the new galaxy at war book.
Eye infrared sensor 300 creds infrared sensors, darkvision, and heat signatures
eye targeting cost 500 creds give helmet package for eyes
skeletal reinforcement 10,00 creds damage threshold +2
tremor sensor 400 creds able to sense movement and to notice targets that have concealment or total concealment


None are done and I can instal pre-session as soon as he tells me which one he wants for certain. Only one can be used at a time.

The orders for Jonny, myself and James were taken care of at the end of last session, so we are all good there. We will also be spending 20K on upkeep to start the week as well. If there are any other purchase desires please post them ASAP so I can add them to this list for this week. This means you Philip :)

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 Post subject: Re: MtMagus RPG - Next Session Planning
PostPosted: Mon Nov 30, 2009 1:06 pm 
Dark Lord of the Sith
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Superior Tech is a Feat (have to have Tech Specialist,Int 17 and 9th level). Is Matt really going to let us buy a character with the Superior Tech Feat?


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