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rogue_09

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Posts posted by rogue_09


  1. 2 hours ago, Sturn said:

    Any word about Edge opening up a forum?

    Call me a Boomer if you wish, but yes Facebook, Discord, Twitter, Redditt is not for me when discussing games. I've used the first two, not the last two, but I need an actual old school forum for my RPG discussions.

    Hey, boomer, solid mid/elder millennial here and I will take a good forum over anything, any day. I don't mind Discord, but how did we as a society swing around back to chat rooms?


  2. I don't recall exactly, but doesn't the long form text of the talent state that this stim usage is counted as a character's use for the day? So, sure they get beefed up before an encounter, but they lose that 5 wound heal option. Healing 10 wounds per day vs 15 can be a pretty big deal.


  3. Here's a way of looking at it. An Illum crystal has all these mods available.

    • Quality (Vicious +1)
    • Quality (Vicious +1)
    • Damage +1
    • Damage +1
    • Damage +1
    • Damage +1
    • Decrease Crit by 1

    You can add any of these mods, so long as you pay for components and succeed at the ever-increasingly difficult dice rolls. If you fail a mod roll, you effectively "lock" that particular mod and can't attempt to add it to that exact attachment again.

    In that way, you can get a depth of customization, especially on lightsaber crystals which tend to have a lot of mod options. You have to prioritize which mods you want since the rolls are easier early on.


  4. The intro adventure for my ongoing campaign (started way back in '14) had the PCs being hired by a mystery benefactor to steal a ship and deliver its contents to a third party contact.

    Turned out it was the same ship from my old Saga Edition game and they were stealing it from that group. Mystery recruiter was the astromech who claims to own the ship and had grown tired of his old crew. He decided to have his new employees steal it out from under them.

    This lets the crew have a fairly diplomatic approach to repairs and mods. Since none of them "own" the ship, they all have equal control.


  5. A successful Co-Piloting action can downgrade the difficulty of the pilot's... Piloting check. Knocking down a Challenge die from the pool is very helpful indeed.

    Not to mention Gunnery, emergency repairs, and more.


  6. I'll cross post a summary of my replies from the other thread. Basically, don't worry about different weapons causing different reactions. Don't shy away from making the Xenomorphs a real threat especially in a survival horror setting.

    Have a bite attack with high Pierce to represent the mouth and the little mouth. Give them an ability like...

    ACID BLOOD: If a combat check against the creature generates two Threats, any non-Alien creature within Engaged range suffers 3 Wounds. If the check generates a Despair, the effect increases to Short range.

    Up close they'll be lethal, but they're supposed to be. A lightsaber will still be a formidable threat to them.


  7. It would be dangerous for anyone at close range, but Xenomorphs are incredibly dangerous. Since lightsabers do high damage and there's no reason for them to negate Breach, a couple good thwacks would still bring one down.

    Don't nerf them too much or you reduce the scare factor which is the whole theme you're going for.

    Is this a one-shot or part of an ongoing campaign? If it's a one off, go heavy on the danger and don't worry if PCs die. Really capture the feel of an Alien movie.


  8. I wouldn't worry about specific weapons causing specific reactions. I haven't seen any fan made stats for an Alien, but I'd probably give it an "Acid Blood" ability.

    ACID BLOOD: If a combat check against the Alien generates two Threats, any non-Alien creature within Engaged range suffers 3 Wounds. If the check generates a Despair, the effect increases to Short range.

    Super rough thought straight out the brain, but something like that.


  9. I have a dedicated backpack for my GM kit. The big main pocket can easily hold a CRB, a couple supplement books, and my master binder with character sheets and printouts. Side pockets hold dice bags, pencil bags, small notebooks, and other cards and accessories. It has a laptop pouch in the back.

    I've made several cheat sheets for things like vehicle combat and lightsaber crafting to hand out when needed. I also have an initiative tracker and weapons & armor sheet. I should really post those for others to grab.

    My big art tube holds battlemats if we're feeling the minis for a particular session. A tub of minis can slide in alongside the books in the backpack's main pouch.


  10. Thinking about it more, just handing a bunch of smugglers a lightsaber sounds awesome. Plenty of hijinks to be had. Trying to use it. Trying to fence it. Running from an Inquisitor who thinks they're lost Jedi.

    Give it a trait called Defective Relic. Upgrade checks to use it once. On a Despair, the wielder deals a Crit to themselves. 


  11. 1 hour ago, The Grand Falloon said:

    I would modify Linked to some sort of "massed fire," and rule that they can only hit each target once.  Make them dangerous to the whole group, but they can't focus-fire multiple hits to one PC.

    That's essentially the Fire Sweep action from the Droideka. You could give that ability to certain dangerous Minions. Or how about a talent for a squad leader Rival that lets them spend a maneuver to grant an allied Minion group Fire Sweep?

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