02-16-2019, 02:10 PM | #41 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: What could a scientist in my Star Wars RPG be researching?
At the start when your game starts, discanon ends and the actions of your players determine the game-canon. Sooner or later, the story will collide with what disney will be making in the future. Just use what there is (and what cannot be done is the gm's decision).
Research a new type of technology from other sf settings such as anti-matter engine, dark matter/energy engine, warp drive, replicators, stargates, teleporter, nano-bots/viruses, a new type of beverage, etc.). |
02-19-2019, 01:55 PM | #42 | |
Join Date: Apr 2017
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Re: What could a scientist in my Star Wars RPG be researching?
Quote:
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02-19-2019, 02:39 PM | #43 |
Join Date: Jun 2006
Location: On the road again...
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Re: What could a scientist in my Star Wars RPG be researching?
Psi-Cola. It's a highly addictive cola that gives you psionic abilities. Not tied to the Force in any way (in fact, it could be said to kill those attracted-to-the-Force parasites, making it easier than and not as damaging as deathsticsks to avoid blood tests to determine Force-sensitivity).
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02-19-2019, 09:37 PM | #44 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: What could a scientist in my Star Wars RPG be researching?
In my campaign I introduced a beverage with glimmerstim in it (with all the telepathic effects and not so pleasant after effects...)
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02-21-2019, 03:29 PM | #45 | |
Join Date: Apr 2017
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Re: What could a scientist in my Star Wars RPG be researching?
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That’s cool! That’s like the SW equivalent of sizzurp. Don’t worry. I won’t steal it. I don’t think that’s something a scientist should be putting research into. |
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02-22-2019, 12:39 AM | #46 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: What could a scientist in my Star Wars RPG be researching?
Imperial scientists did and used it for spies, interrogators and to check their own troops' loyalty (the glimmerstim, not the beverage).
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02-23-2019, 06:15 PM | #47 |
Join Date: Apr 2017
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Re: What could a scientist in my Star Wars RPG be researching?
I was down to 3 ideas. A Guided recirprocating deflector shield from someone on abovetopsecret forums, Synthetic coaxium from FFG forums and The Dynamics of an Asteroid Field on Sjgames. I decided against the shield because it was too wordy and could be a game changer. The coaxium I felt ruined the rarity of hyperfuel and the asteroid belt analyzation was good but their are likely billions of asteroid fields in the galaxy. Who the hell cares about plotting one.
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02-23-2019, 10:07 PM | #48 |
Join Date: Dec 2006
Location: Meifumado
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Re: What could a scientist in my Star Wars RPG be researching?
Just because a scientist is researching something doesn't mean they'll automatically succeed in creating their invention. And even if they are successful, it doesn't mean that their discovery will be immediately fruitful.
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02-24-2019, 04:19 AM | #49 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: What could a scientist in my Star Wars RPG be researching?
You don't. What you do is invent mathematics so that some observation time beforehand and a good computer enables you to plot routes that let you fly through an asteroid field safely at full speed. Anyone following you is likely to get hit by rocks, unless they're very close to you indeed. This becomes a secret method for evading Imperials.
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02-24-2019, 10:26 AM | #50 |
Join Date: Apr 2017
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Re: What could a scientist in my Star Wars RPG be researching?
I’m going with an archeology idea I found. Thanks for all the help guys!!!
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Tags |
sci fi, star wars, technology |
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