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About Azai

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    , Maine, United States
  1. I just recently rediscovered my Edge of the Empire Rebels sourcebook. Found this thread after searching for more, and I am curious if Sparks of Rebellion is still being worked a year out?
  2. Thank you both. Part of this was I was thinking of scenes where someone walked up to a character that was out and shot them in the head, essentially that is death to me. But I was also confused on how easy it is to kill players.
  3. I'm trying to find it in the book but I am having a hard time. When you drop below your wound threshold you can a critical injury. But after that what happens? Do you stay knocked out until someone heals you? Do you reset back to your max wound threshold? And additionally if you are hit by any attack do you automatically suffer a critical injury?
  4. Huh, I guess I must've glossed over that rule when playing so long go. I always let Defense stack with cover & armor. Thank you for explaining it for me. I don't know if I'll move back to the "correct" way though unless it gets too broken with my girlfriend and I. But I have another questions, if I can still bother you, what is Deflective? I mean I assume it is the ability to deflect ranged attacks (Blasters?) but I don't remember seeing Defensive or Deflective as a different quality, only ever seeing Defensive. I have Edge of the Empire and Age of Rebellion but I've only started to read Age of Rebellion all they way through. So maybe I've missed it as well.
  5. Just out of curiosity, is there a problem with how defense works now? (I have played in over a year, just starting up again with my girlfriend)
  6. There is an official change coming out involving Defense?
  7. I've been out of the game for a while, thought I'd just throw out this question here. Has Fantasy Flight released any offical stats on cannon characters anywhere? Or will they not be stating up people like Darth Vader, Luke, Han, etc.
  8. Awesome, thanks all. After looking through the Core Book again, and some of the fan-made pdfs I have found everything I need. We were skimming through during session so obvioulsy we missed some things in terms of getting to the action. (Just made a GM call.) Again though thank you all for helping me clear it up.
  9. So this is some I encoutered GMing last week. My players are finally getting into modding their gear and the group tech is launching into all the options for mods. They wanted to add the accurate trait to their weapons and I was fine with it. But I couldn't find what mod or how you could add it to weapons. What limit there was, how much would it cost, etc. So I was wondering if this is purely a mechanic to make enemies more difficult? Or make certain weapons special? Or do I just keep flipping past the page in the book where it list the mod that gives accurate to a weapon?
  10. Were those weapon cards someone was creating ever accomplished and released?
  11. I actually love the shooting mechanics. Because quite frankly you really don't have a lot of control over if you are hit in a firefight. Guns are always > human reflexes. Yet with cover, and defenses you can get some bonuses. Also since it is kind of hard to "die" in this game and armor is very good I am not too worried about it. It also makes it so my players think things through and don't always go in guns blazing. Then again I created an house rule of opposed rolls for melee because that is more skill for each person fighting. But if someone is a really good shot no matter how fast or agile you are, you have so little control if that projectile hits you or not.
  12. I have been rolling it that it kills the entire minion group if you get a critical on your roll. For me an action isn't just one acti, it could be multiple shots or what have you. Though you only take "one" action As if someone does 10 damage to a minion group I carry over the damage and it kills more than one minion. So you'd think a critical would take out the group? Or would it kill one minion automatically and any other damage would just kill others?
  13. The thing is it wouldn't punish the character who put a lot of it in brawl. Because agility would just be about dodging but not reflecting damage or the ability to hit. Your ability to hit would still be your brawn/brawl, and your damage would still be that way. Though just the difficult to hit -you- would be the agility rating.
  14. I think, as it was stated, a happy medium is using Agility score for melee/brawl. Could this potentially get beastly with some of the other talents? Yes, but then again a player is severly investing a lot of their XP into this and essentially centering their character around one aspect. Also a moot point if someone is at some range with a blaster. Opposed checks seem just a little bit more... Clunky in this game and perhaps it is something with me but I dislike the house rule I made for melee (Using opposed checks). It just doesn't seem to "fit". So using the agility score to "dodge" attacks seems like a good compromise, because it allows creatures to have high brawn and brawl ratings without being impossible to hit. But also, if a character wants to invest, gives them a little bit of an edge in melee combat. The only problem I can see it can run into is, when Jedi are used, that basically players will just invest all their XP into agility. Though we aren't even close to Force and Destiny so I am not too worried about that.
  15. I was interested in creating custom talents for those melee heavy charactres. Like so, for example, someone wanted to be an extreme Wookiee Brawler or an Echani Martial Artist I'd probably try to create talents that upgrade the difficulty of oppponents rolls or provide defense, etc. For the time being we have just been doing opposed rolls, and it has been working fine, but I really like to stay as much with RAW as we can so I wanted to hear everyone's thoughts. In terms of lightsabers though, essentially why I was curious was because I really want those "epic" duels that we always see in star wars. Lightsabers clashing back and forth, for at least a couple rounds or more. With those that have experience with lightsabers duels do they last a bit or is it really until the first person hits and how long does that usually take around similiar skill?
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