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About alltheraz

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    Fargo, North Dakota, United States
  1. Possibly a unique version of Autofire that would allow the bombs to chain together like the Mesonics Proton Grenades from Dangerous Covenants in EotE? Would that work?
  2. If you're able to find it, "The Far Orbit Project" has a LOT of maps of the interior of a Nebulon-B. It's an old WEG campaign book published back in 1998, and there are one or two places where you could find it online.
  3. Currently, my players are doing some Rebel work on a medical research planet. One of the items that is available is a medical pack that adds two blue dice to checks to heal a critical injury.
  4. The only question I've received from any of my players so far is "So, what's the Astrogate difficulty for jumping *through* a planetary shield?" My answer, of course, was "I'm too sober to answer that question. Try again later."
  5. I like the Surgery Flux addon. The options you presented for the Mechanics roll results work pretty well in my opinion. Perhaps one possibility for changing it would be to make the base Mechanics difficulty more difficult, but have mods to decrease the difficulty of the roll?
  6. https://community.fantasyflightgames.com/topic/86143-read-this-first-frequently-asked-questions-about-eote/ Will there be a PDF version of Edge of the Empire? An official representative from Fantasy Flight Games has stated that there is no plan at this time to produce a PDF version of the game.
  7. I've had the chance to read the adventure a couple of times, and I'm adapting it for use in my own campaign. TBH, on it's own, it's rather middling. Act 2 has a mystery thing going on, which may or may not be your players' cup of tea. The mood stays the same for much of the adventure (the desperation of the rebels), but the theme kinda switches from thrilling heroics to whodunit. The final battle is okay. Not great, not horrible, just okay. Honestly, I will be adding my own plot elements into act 2 and 3 to round out what I feel is missing and to tie it in closer to my own campaign story lines.
  8. The Star Destroyers drop more walkers, land more troops, launch the fighters that weren't ready during the initial attack, etc. In the AoR core book, the ISD is listed as being able to carry thousands of troops. Even if they only have a fraction of their troop complement on board, each Star Destroyer can land many times the initial assault group that goes down. Why didn't the Imperials land everything to start with? Speed seems a likely factor. The desire to hit the rebels fast enough that they don't get the chance to pack everything up and try to escape makes sense. Acquiring intact intelligence from the base computers, getting prisoners to interrogate, etc. would make the assault that much more successful. It also answers why the star destroyers didn't just glass that part of the planet with their turbolasers.
  9. I'm almost positive that anything to do with Chiss (other than name and appearance) is Legends.
  10. If you look at the bottom of the map, grid coordinates F-8, you should see Csilla off by itself. Csilla is the Chiss homeworld. Being in the Unknown Regions, there isn't much detail on how large Chiss space is or what systems are nearby. Their enemies tended to be unique to the region (such as Vagaari). As for what route you would take to get there... I'm not sure there is a detailed route. The Unknown Regions are supposedly tough to navigate in hyperspace due to large deposits of handwavium, so whatever works best for your game. The only thing the EU really agrees on is that Csilla is their homeworld, and its covered in ice. Oh, and some of the higher ranking members have the title Aristocra. After that, it gets pretty full of contradictions from several sources, even for the EU.
  11. [Trigger Warning: Body Horror] I have not seen a conversion of Eclipse Phase to the Edge system, and honestly, I don't think it's a good idea. I know some people might respond by saying things like "System and setting are two different things," and "House rules can help any system adapt," but hear me out. 1. The system does not match the setting. Eclipse Phase (which I've had the privilege of running a few times now) is a fantastic setting, but it needs the right system to help facilitate the setting. One thing systems can do well, if properly matched up to the right setting, is help facilitate the feeling of the setting for the players. Eclipse Phase is not a game of thrilling heroics. It is a game where the Players die constantly and often. In Edge, on the other hand, it is very difficult to kill PCs with anything short of applied vehicle combat. In Edge, most trees give you additional Strain and Wounds, where in Eclipse Phase it is very, very difficult to gain additional Endurance on any morph. 2. Converting systems is easier if you use a similar type of system. Eclipse Phase's system is very "simulationist", more so than most systems I've run. It's up there with Shadowrun, Rifts, and most GURPS games in that respect. In these sorts of games, you have a strict adjudication of what actions are allowable in a given set of time, equipment and ammo are closely monitored, and in Eclipse Phase, your character's state of mind ie how close they are to unplayably insane is carefully tracked. Edge is much more "abstract" in comparison, with very loose adjudication for what can be done in a combat round, the use of destiny and talents like Utility Belt allows for less strict monitoring of resources, and (more importantly) a simple skill check to resist fear. If you are going to convert EP to another system, it works better to convert it to another "simulationist" system. 3. There are really no character flaws or rules for such a thing in Edge, because it really doesn't fit the flavor of game Edge is. Edge doesn't have the tools for a GM to write and run a "character vs self" story; it's much better set up to run "character vs character" or "character vs society" style conflicts. 4. There is no existing subsytem within Edge to properly deal with the levels of horror and madness an Ego has to deal with in EP. Eclipse Phase is truly a horror setting, especially if the PCs are playing Firewall agents. There is no good way in Edge to deal with the levels of "wrong" a character will confront, or (especially) the scars left behind. Where on Edge's Fear table would you put "I can feel my intestines moving under the control of an alien intelligence. I know it's only a matter of minutes before they burst forth and strangle everyone in the room, but I can't warn anyone because all I can do is whimper and blink." Or how about the aftermath: "I remember all of that happening in my previous body. I remember dying and watching those around me be strangled by my own organs. Now I'm in a new body that looks nothing like how I imagine myself to look, and if I see a plate of spaghetti I'm going to scream and hide in a corner." If you think that level of body horror is too far for Eclipse Phase, you should read some of the published adventures ("Glory" comes to mind). The Exsurgent virus is a nasty piece of work, and simply having the PCs roll a Discipline check or get black dice on their actions or strain downplays just how nasty and long-lasting the effects would be otherwise. 5. Space combat. You can actually win space combat in Edge. In EP, if you are in space combat, you are already dead. Don't get me wrong, I love Edge. It would work well adapted for heroic fantasy, or pulp adventure a la Indiana Jones. I just think Eclipse Phase is a setting that Edge would not do very well.
  12. There's nothing quite like "fun with life support" in the middle of combat to make your players panic. If you decide to go that route, you could have them roll Vigilance to see if their breath masks are handy (or if they remembered to change the filters) or they get to make Resilience checks to resist strain.
  13. For the most part, the Rebellion *couldn't* liberate entire worlds. With the notable exception of Mon Cala/Dac, the worlds that were liberated successfully were unimportant and out of the way, with the Empire unwilling to commit more resources to retaking them (you know, fighting a larger war with a large, but still not unlimited pool of resources). Mon Cala was unique partially because of it's location. It's on the outer edge of the outer rim, connected to the rest of the galaxy by not-well-known hyperroutes with names like "Overic Griplink" and "Giblim Route". It was a simple matter for the Mon Calamari to mine the approaches. Even then, a real, concentrated attack by the Empire would have dominated the Mon Calamari Defense Fleet; but, for reasons unknown, the attack never came.
  14. Ha! You are correct; that's a fine point my players and I debated when we were trying it out. Let me show you the line of thinking that led to the second sentence of the house rule, and let me know if it makes sense or not. The sentence I'm referring to is: "This rule assumes that any hit that does less than Armor rating is absorbed or deflected by the shields without added system strain." Having the shields convert damage first, no matter what, creates the awkward situation where a low-powered weapon, that wouldn't break through the ship's armor anyway, still does system strain. It creates the incongruous need to drop shields in a particular zone to keep from taking damage. For example, it's fairly easy for a transport to get an armor upgrade to armor 5. A minion group of starfighters firing autoblasters at that transport is unlikely to get more than two successes on a regular basis, doing 4-5 damage. If shields converted first, the ship would be taking it's current shield rating on the zone being fired at in system strain, when if the shields were dropped (or the house rule not be in effect), it wouldn't take any damage at all, hull trauma or system strain. I liked the idea of having more powerful shields from larger ships be able to shrug off damage more easily without taking system strain, but coming up with a system to determine relative shield strength by silhouette got complicated quickly, and the benefit wasn't really worth the effort. Instead, I decided to just use the ship's pre-existing damage absorption stat (armor) as a quick test to determine if the ship would actually benefit from the house rule or not. One thing I absolutely didn't want to do was to turn shields into a complicated system of damage absorption, or supplant the armor stat in any way. For the sake of verisimilitude, I could add the following sentences to the example: "This damage exceeds the x-wing's shield's absorption level, so its shields convert one point of incoming damage to system strain for each point of defense in the rear arc generated by shields. After the hit/hits go through the shields, armor is then applied, and the remaining damage is applied to hull trauma." [edit: removed unnecessary line. One of these days I will sleep, and it will be glorious!]
  15. Hey, nice rule! I never thought of doing something like that. I like that it is simple and you probably shouldnt have to respec every ship to use it. It would certainly make every ship more survivable, but I think it would benefit high strain ones more than anything, is that what you intended? Thank you! If the rule favors any particular subgroup of snubfighters, I would think that it would be those fighters that have shields as well as an astromech droid to help remove a point of system strain each round. Exceeding five damage in snubfighter or larger scale combat is very easy to do; TIE fighters do a minimum of seven damage on a successful hit (before armor, of course). In the gameplay I've used with it, it tends to barely push half of most snubfighters' strain thresholds before the fighter takes enough hull trauma to knock it out of the fight. For a quick example (from something that showed up in a playtest I ran with a couple of my players): An X-wing pilot in the middle of a dogfight loses track of one of the TIEs he's engaged with until it delivers a solid hit on him from behind. (2 successes, 2 advantage). The X-wing diverts all of his shield power to the rear and disengages. The TIE on his 6 has less success with its second shot (1 success), thanks to the diverted shields and some fancy flying on the X-wing pilot's part. Thanks to a lucky roll on the astromech's part, the x-wing disengages by jumping to hyperspace and safety. Let's break down what would happen with and without the shield house rule. With: The TIE's first shot deals two successful hits at 8 damage (base 6, two successes, two advantage activating Linked 1). Armor removes the first 3 damage from each hit; since there is still 5 damage per hit incoming, the shield rule applies, converting 1 damage from each hit into system strain. After the first attack, the X-wing has taken 8 hull trauma and 2 system strain. After doubling the rear shields to defense 2, the TIEs second hit deals one successful hit at 7 damage. Armor removes 3, and the rear shields now convert 2, leaving the X-wing at it's hull trauma threshold of 10, as well as 4 system strain (system strain threshold is also 10 on an X-wing). It is heavily damaged, but not disabled, after two attacks on it. Without: The TIEs first attack deals two successful hits at 8 damage. Armor removes 3 from each hit, leaving the X-wing at its hull trauma threshold of 10 with no system strain after the first attack. The second attack deals one successul hit at 7 damage, bringing the X-wing to 14 hull trauma, disabled from exceeding hull trauma threshold, a critical hit (from exceeding hull trauma threshold), and zero system strain. The astromech has one chance to repair the 4 hull trauma it needs to make the x-wing flyable again. It *is* possible that circumstances would allow the rule to favor those fighters with a high system strain threshold; the two cicrumstances that come to mind are a series of attacks by low-powered weapons such as autoblasters, or a snubfighter with a PC astromech that is both boosting shield power in one arc as well as directing shields as needed (possibly boosting an X-wing's defense in one arc to 3, for example). In that way, I suppose the rule favors fighters with a higher system strain threshold. Do you think that would be a big concern for GMs looking to implement it?
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