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Posts posted by rogue_09
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I have allowed a DP flip to let someone Quick Draw/ignite out of turn, lest they be immediately taken apart without being able to Reflect. But only since it was already an incidental.
It goes both ways though, so GMs, if you allow that particular house rule, make sure to give all your Inquisitors Quick Draw. 😎
micheldebruyn and RLogue177 reacted to this -
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I started using Brace For Impact immediately and it's a very useful addition. We keep the rest of the vehicle rules mostly as-is.
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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.
whafrog and Stethemessiah reacted to this -
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 1You 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.
DurosSpacer reacted to this -
As a counterpoint, I rather enjoy the Mass Combat rules. It's fun to have a mechanic for an overarching event that the PCs can be as involved in as they like.
As HappyDaze said, for something predetermined like Hoth, you may not need it. Unless you want to represent a skirmish within the battle that directly involves your party.
P-47 Thunderbolt and angelman2 reacted to this -
A different crew is pulling the same heist but they're much less subtle about things. They reprogram a bunch of binary loadlifters to rampage through the factory. This could lead to hijinks with the PCs having to dodge around on the assembly line itself. Always a fun trope.
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If you run out of dice to upgrade, you add a new purple. If more upgrading is required, you have a whole new purple to upgrade!
So melee with Vader would be
. Were there to be another upgrade for any number of reasons, it would become
and so on.
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GM Phil wrote a Fallout theme for Genesys with environmental radiation rules. Should be a good place to start.
P-47 Thunderbolt reacted to this -
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.
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Searching for something else, I noticed that the wonderful sheets from @Joress have dead links. Any chance you'd re-post them? I only saved the swoop bike sheet for some reason.
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I don't remember who originally posted it, unfortunately, but I do have a copy of the sheet.
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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.
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Haha! Yeah, I used to watch it on Nick At Nite. Block party summer was my jam.
It would make for a really fun RPG campaign.
P-47 Thunderbolt reacted to this -
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.
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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.
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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.
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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.
CloudyLemonade92 reacted to this -
I think he probably got some conflict for trying to straight up steal the hyperdrive initially, but the chance cube roll was all good.
CloudyLemonade92 and yoink101 reacted to this -
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.
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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?
whafrog and Stethemessiah reacted to this -
Ancient data core with forgotten hyperspace routes that let the smugglers bypass some particularly gnarly Imperial patrols? (Just don't roll any Threats on the Astrogation check!)
P-47 Thunderbolt and Archlyte reacted to this

What other Forums are there for SWRPG?
in Star Wars: Edge of the Empire RPG
Posted
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?