Show me where you got because it’s about the place this week on Talking Games starring Senda & Phil as they get into locations and their importance to the game. If you’d like to help out you can back us on Patreon at https://www.patreon.com/mmp
Jun 02 2016
On this Threat Detected, Garrett considers running Living Force Campaign FFG style. Our heroes thwart the Believers plans on Korriban, and Richter Belmont’s monster Believer build broken down.
Here is the original build by Richter Belmont for Kindar Kirin, the Believer Leader.
Kindar Kirin, Believer Cult Leader CL 15
Medium Human nonheroic 6/Jedi 1/Sith apprentice 7/Force adept 3/Force disciple 2
Force 8 (3d8), Strong in the Force; Dark Side 18
Init +10; Senses Perception +18
Languages Basic, Sith, 1 unassigned
Defenses Ref 28 (flat-footed 27), Fort 29, Will 34
Defenses with Believer Intuition Ref 30 (flat-footed 29)
Defenses vs. UtF checks Fort 34, Will 39
hp 119; second wind +29/59; Threshold 29
Immune mind-affecting effects
Speed 6 squares
Melee lightsaber +17 (2d8+7) or
Melee lightsaber +17 (2d8+8) with both hands or
Melee unarmed +16 (1d4+7)
Ranged by weapon +16
Base Atk +15; Grp +16
Special Actions Dark Side Savant 1/encounter, Incite Rage [LECG p.43], Power of Hatred [LECG p.43]
Force Powers Known (Use The Force +21) farseeing [Core p.96], fear (3) [KOTOR p.24], Force grip (3) (may spend a Force point to reroll and keep better result) [Core p.97], Force scream (2) [KOTOR p.50], hatred [JATM p.26], negate energy (4) (may take 10 even when distracted or threatened) [Core p.99], rebuke (3) [Core p.100], wound (3) (may spend a Force point to reroll and keep better result) [KOTOR p.52]
Force Techniques Extended Force Grip [JATM p.36], Force Power Mastery (negate energy) [Core p.102], Improved Force Grip [TFU p.88], Improved Rebuke [TFU p.89]
Force Secrets Devastating Power [Core p.103]
Abilities Str 13, Dex 13, Con 14, Int 14, Wis 18, Cha 14
Special Qualities build lightsaber, prophet
Talents Believer Intuition [CWCG p.56], Dark Side Adept [Core p.223], Dark Side Savant [JATM p.16], Force Power Adept (Force grip) [Core p.214], Incite Rage [LECG p.43], Power of Hatred [LECG p.43], Sith Alchemist [JATM p.21]
Feats Force Sensitivity [Core p.85], Force Training (4) [Core p.85], Improved Defenses [Core p.85], Skill Focus (Use the Force) [Core p.88], Strong in the Force [Core p.88], Unstoppable Force [CWCG p.31], Weapon Proficiency (lightsabers, pistols, simple weapons) [Core p.89]
Trained Skills Knowledge (galactic lore) +16, Perception +18, Persuasion +16, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +10, Climb +10, Deception +11, Endurance +11, Gather Information +11, Initiative +10, Jump +10, Knowledge (bureaucracy) +11, Knowledge (life sciences) +11, Knowledge (physical sciences) +11, Knowledge (social sciences) +11, Knowledge (tactics) +11, Knowledge (technology) +11, Mechanics +11, Pilot +10, Ride +10, Stealth +10, Survival +13, Swim +10, Treat Injury +13, Use Computer +11
Possessions self-built lightsaber, Sith Talisman (+1d6 dmg with Force powers)
These Believer disciples have strong knowledge of the dark side. They are equipped with Sith Alchemical Vibroswords, a gift from their cult leader, which they wield with expertise.
Mar 24 2016
Darkness spreads across the Galaxy as an ancient evil awakens from death. It’s up to our heroes to put Darth Maul down for good. This is actual play of the Star Wars Dawn of Defiance Campaign from Echoes of the Jedi, inspired by a Dungeons and Dragons 4e module.
The Zombie Darth Maul Stat Block
Darth Maul Zombie CL 15
Medium Zabrak Jedi 7/soldier 1/Sith apprentice 5/Sith Lord 1/beast 1
Destiny 1 Force 7; Dark Side 10
Init +12; Senses heightened awareness; Perception +11
Defenses Ref 34 (flat-footed 29), Fort 29, Will 31; Block [Core p.41], Deflect [Core p.41], Lightsaber Defense
hp 124; Threshold 29; Dark Preservation
Immune fear effects, Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties
Speed 4 squares
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) and unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) and unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+10) or
Melee double-bladed lightsaber +18 (2d8+13) with both hands or
Melee double-bladed lightsaber +16 (3d8+13) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+13) and double-bladed lightsaber +18 (2d8+13) or
Melee double-bladed lightsaber +16 (3d8+13) and double-bladed lightsaber +16 (3d8+13) with Rapid Strike
Ranged by weapon +18
Base Atk +14; Grp +18
Special Actions temptation
Force Powers Known (Use The Force +13)
corruption [TFU p.85] (2),
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
dark rage [Core p.96] (2),
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
fear [KOTOR p.24] (2),
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
surge [Core p.100],
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
vornskr’s ferocity [JATM p.36]
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
Force Techniques Improved Dark Rage [TFU p.88],
can perform skills that require patience, can activate in surprise round
Improved Move Light Object [Core p.103]
move object as swift not move, use as a weapon requires move not standard
Abilities Str 16, Dex 18, Con 12, Int 3, Wis 16, Cha 12
Special Qualities build lightsaber, cyborg hybrid
Talents Block [Core p.41],
Consumed by Darkness [CWCG p.53], take -5 to Will Def for +2 Atk
Dark Preservation [LECG p.55], increase Dark Side Score by one to stop moving down track
Dark Scourge [Core p.223], extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
Deflect [Core p.41],
Disarming Attack (rifles) [KOTOR p.29], ignore target’s armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming
Lightsaber Defense [Core p.41], ‘+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
Power of the Dark Side [Core p.101], when spending a Force Point on an Atk, reroll die, Dark Side Score +1
Weapon Specialization (undefined) [Core p.53],
Wrath of the Dark Side [TFU p.88] when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Dual Weapon Mastery III [Core p.84], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Martial Arts I [Core p.86], Rapid Strike [Core p.88], Skill Focus) [Core p.88],
Staggering Attack (SAV) [SAV p.24], if deal extra dice dam, can move 2 sq per extra die not used
Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Skills Initiative +12, Perception +11 (may reroll but must keep the result of the reroll even if worse), Use the Force +13
Possessions double-bladed lightsaber
Nonliving as droid trait, SECR p.188
Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking
+2 to melee attack rolls for each adjacent creature with Overwhelm
Infect If a Sith Zombie deals damage to a living target with a bite attack, the target is also infected. The first time a creature is infected, make an attack roll (1d20+10) against its Fortitude Defense. If the attack succeeds, the character takes 4d6 points of damage and moves -1 persistent step down the condition track. This attack occurs every hour the infection remains untreated. Treating the infection requires a successful DC 25 Treat Injury check. A creature reduced to 0 hp or moved to the bottom of the condition track by this attack immediately dies and becomes a Sith Zombie of its level.
Natural Armor Add the beast class level of the Sith Zombie to its Reflex Defense. This represents the Sith Zombie’s resistance to damage dealt to any part of the body except decapitation or destroying the brain.
Natural Weapons All zombies have bite. Fleshier zombies have slam, while the skeletal variety have 2 claws.
Critical Vulnerability Achieving a critical hit against a Sith Zombie represents a headshot or decapitation and the zombie dies instantly, regardless of damage dealt.
Jan 06 2016
Hey Folks. We’re talking about the narrative and how it is, surround, and binds mechanics together today. We also hit the EDMS depository, and talk podcasts as we always do. There’s also the 2016 weight loss challenge. Take a listen to see what it’s all about.
Dec 24 2015
GM Tony leads Platt, Bariss and Doc to the seedy streets of Mos Eisley for a video game-inspired investigation into the disappearance of Platt O’Keefe. Also Tony’s take on Episode 7.
Dec 16 2015
Get ready for…frankly I don’t know what this is. A book reading and experimental audio. Welcome to another filler episode. The November NPDs were shockingly positive, too many games have hit the market to reasonably keep up with, Itagaki’s Devil’s Third is now desirable for some reason, and the new Star Wars movie is happening this week.
Oct 31 2015
Barefoottourguide’s Threat Detected Episode 71 Star Wars Trial of the Spirit is a very personal episode. Not only do we ramp up the horror already present in Echoes of the Jedi, but we discuss the horror in real life of mental disease, plus incorporating elements of horror into your own gaming sessions.
Sep 04 2015
Time to geek in an outward direction. We are back with geekin out number 7ish and on this episode we catch up on some geek news and things we’ve been watching and into, get down with some Star Wars talk because Star Wars, and then have a Dave’s highly subjective topic concerning Lola. Enjoy and keep on geekin on.
Sep 01 2015
Aug 16 2015
Jun 13 2015
Rob, Tony and Josh join Garrett on this episode of Threat Detected to come to grips with the sweeping changes to the Star War universe. Our heroes confront a villain from their past— right out of Arkham Asylum.
Angelic Doctor provides an exciting underwater chase scene. Garrett tries to bring some crunch to Vril Vrakth from First to Strike. Also, discussions about the Coordinate talent and Force Light power.
Apr 21 2015
This week’s episode comes on the tail of some major Star Wars announcements out of Anaheim, for both movie and videogame audiences. Tim reports on some behind-the-scenes conversations from the private press event for Star Wars Battlefront, and Karol waxes nostalgic on the questionable legacy of licensed Star Wars games. We get deep into some details on the recently revealed Guitar Hero Live and its comparisons to the upcoming Rock Band 4. Karol and Tim share some thoughts on the violence in last week’s release of Mortal Kombat X, as well as the normal cross-section of new game expansions and some backlogs.
Mar 20 2015
Jan 29 2015
Jun 18 2014
Hey Folks. This week I hang out with Garrett Crowe from Threat Detected and the MMPs secret weapon Drew Smith. We get into the idea of what the railroad means to us and some ways to avoid and deal with it along with many of the regular segments and a visit from Friend Computer.
Sponsors for the Show: Level 99 Games
1) D&D Encounters
3) Cthulhu Wars
2) The Hood
4) Marvel Puzzle Quest
3) Star Wars Edge of The Empire Campaign
1) Apocalypse Codex
Jan 16 2014
Hey folks. This week I have Drew Smith. My secret podcasting topic weapon joins me for the show this week as we hash out Microscope, a game by Ben Robins from Lame Mage Productions. It leads us to the idea of creative constraint before we get to Drew ranting about getting to the action. We also chew on the fate of the Star Wars EU in the geekery.
0:33 – Intro
3:44 – Watercooler
15:14 – Gameroom
Find a Link to GASP
Edge of the Empire – Heist Mechanics and “Getting to the Monkey/Action”
King of Tokyo + Expansions
Boss Monster (Card game)
Neverwinter MMO (optional, i dont know if anyone cares about this, but its technically D&D)
Arkham vs Eldritch Horror
Marvel Puzzle Quest
Final Fantasy IV the after years
Secret Tijuana Deathmatch
Nile De Luxor
37:55 – Workshop: Double shot
1:12:25 – Geekery: Disney’s Overhaul of the StarWars Expanded Universe conversation.
Nov 20 2013
Hey Folks. This week we have Garrett Crowe on to talk about Threat Detected and his campaign he finally finished, after three years. All that’s left is to roll out the rest of the audio. So we’re gonna talk about really long games. Garrett is also here to hone Marks skill with the force so Mark can finally catch that Evil Hat.
0:41 – Intro
Jedi Master Garrett Crowe from Threat Detected
2:11 – Watercooler
Evil Beagle games Typhoon Relief Charity Bundle
Joan “The Game” Nobile is our New AOA&E (Audio Operations Advisors & Engineer.
Cthulhu Britanica kickstarter
Amanda Valentines Daughter writes about gender discrimination.
Evil Hat Street Team Bump
The Corporia Kickstarter
Breaking down the Fate Core kickstarter financially
Eathbound Time Lords
Level 99’s newest game. Argent the Consortium
16:33 – Gameroom
Tomb of Horrors
25:56 – Workshop The Long Game – Chatting about long campaigns.
1:04:30 – Geekery
Chris – Constantine and the Flash coming on WB. Luke Cage, Jessica Jones, Iron Fist, Daredevil, and the Defenders coming on Netflix.
Garrett – Turkey Day is back
Mark – Arkahm Nights is a thing and in Toronto
Oct 04 2013
Hello Friends. This week we’re at the Geekery for Pateron episode #3, Star Wars and Shakespeare night. Tangent Twin Dave, Tim, Jesse, and I read select passages from the book Star Wars: Verily, A New Hope. I hope you enjoy and let us know what you thought of this one.
Dec 19 2012
Hey Folks. The week we have a conversation about starting up games, getting group cohesion, and how to help your players through character creation.
0:59 – Watercooler
Marks new gaming space
D20 Radio Network
Gaming Security Agency Briefings
6:50 – Gameroom
Star Wars: Edge of the Empire character creation
D&D Next Bi-weekly Megascorcher game update
League of Legends
14:52 – Workshop
The Group Problem
Extra News: Running GAGG – Convention in Geneseo
54:59 – Geekery
Leverege – The Ho Ho Ho Job