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  1. This is an old thread but a search brought me here so I wanted to mention that in the Game Master's Kit on page 27 it lists Enhanced Nemesis Combat. If you do that, then your nemesis gets a full second turn at the end of each initiative round. If they were hit with Concussive 1 they might miss the first turn, but can act normally in the second at the end of the round. If they are hitting him with concussive 2 or multiple concussive weapons then this won't be super helpful, but it's something to remember. I also vaguely recall a talent or something that increases the amount of advantages required to crit or apply a weapon affect to a target. Anyone know of this? Maybe I am thinking of a house rule that someone once posted. Adding that to your nemesis would make it harder for them to stun lock them unless they rolled really well.
  2. This is great feedback. Thanks especially for the links to the websites. I'm totally geeking out over them now! Please keep it coming!
  3. I am currently running my fourth and fifth campaigns and I know how I have done things in the past but I am always looking to improve my game (pun intended). I would love to hear your thoughts on the following and how YOU do things. Do you use RAW and like them, or do house rules or skip things entirely? Have your opinions changed over time? Encumbrance- Boring skippable bookkeeping or important for balance? Do you make your characters use belt pouches/backpacks/other things to carry stuff over encumbrance threshold? I generally have skipped it unless the characters go nuts and become a walking arsenal or swiss-army knife. Now I'm considering giving them 5+ 2x Brawn rating. Rarity and checks to find items- Do you make them roll for easy/average things? I've read some posts here where players enjoyed shopping and maybe not finding what they wanted but in my past games players who spent time researching what they want were super frustrated at not finding a rarity 5-6 item. Automatic Rarity increases- We play Edge of the Empire and Age of Rebellion mostly in the Outer Rim worlds. Does that mean that EVERYTHING is more rare at a baseline or is that punishing? My players don't usually have difficulty finding things they want unless they are super rare, and I rarely (if I even remember) increase rarity. Perhaps I am playing the game too much like a Core Worlds game (or Nar Shadda) where anything is available and not like an Outer Worlds game. Losing/Damaging player equipment- How often does equipment get lost or damaged? Is that fun to repair/replace or punishing? I haven't ever really damaged or caused a piece of gear, especially primary weapons/gear, to become lost. Ships are expensive- How much do you have a player's ship drain their resources, especially if it gets damaged? I don't usually deal with it unless it is seriously messed up in a space battle. Often when that happens I have them land someplace and do a job for someone who will fix their ship, taking at least a few days on planet. Ships have beds- Do your players ever stay in hotels or local lodging? My players always sleep on the ship because why wouldn't they? Cash-strapped economy- Are your players barely making ends meet and always looking for a way to earn money or do they live comfortably? My players are not cash-strapped and usually have at least a few thousand credits each saved up if not more. Beyond Basic equipment- Do your players use stuff in the splat/expansion books or just basic gear? I have all the books and none of my players have any. I'm fine with them using almost anything official but nobody ever looks for stuff. This usually results in me having them find "cool" items in an adventure. There is so much awesome stuff but they don't know what they don't know about. Obligation- Awesome narrative tool for player buy-in to their universe or over-complicated mechanical fluff? In my first campaigns I used it, but it never worked that well and players were confused by it. Also our sessions take a while and progress is slow (depending on the group) so they might take 4-5 sessions to complete one small mission/story arc. It seemed weird to roll obligation each session when they really only moved from one building to the next in the same day between play sessions. I currently skip it entirely but worry I might be doing them (and the system) a disservice. Stimpacks and Emergency Repair Kits- Who needs a doctor/medic when anyone can just pop a healing potion? Does this drag fights out or does it make it more fun? My players usually have between 2-5 stimpacks/Repair Kits on each of them at all times. I currently use them RAW but they seem pretty strong. Why don't all enemies in the game also have them under basic essential equipment if they are so strong?
  4. Thanks everyone for the great feedback. You've definitely given me lots of things to consider!
  5. I have found that there is a lot going on with combat already and plenty of things to have to remember. I know that I would likely forget about something mysterious (What did that Triumph/Despair do off screen?) that happened in round 2 of the 5 round combat. My players and I barely remember to heal strain half the time at the end of combat. This proposed mechanic basically adds a simple thing at the end of combat (or social situation) where I roll 1 die and everyone knows what it means, which adds to the group's reputation / risk factor. It seems there is a lot of resistance to changing things or adding anything to the rules system. While I appreciate (and take note of) the comments that basically say don't change things, I would also love constructive feedback on how to improve proposed systems if they seem outwardly broken/confusing. Just because you have been doing this for years and may have glossed over shortfalls or gotten used to things does not mean that cannot be improved. It's a fine line and I understand that somethings don't need to be "fixed". I'm trying to make the best game possible for my players in two concurrent campaigns here. Your help and thoughts are super appreciated!
  6. Because then I would be rolling several dice that represent the players and opponents instead of one die that literally represents the Force. Rolling Some for good things and some for bad things complicates things and is more math. Plus the symbols would cancel each other out (except for triumph and despair) leading to potential washes. Null / blank / wash results are basically good things, and not actually neutral, since Force Sensitives don't want to be noticed or reported.
  7. Yeah, I didn’t make the dice symbol faces, but I’m trying to use them to represent the will of the Force. In this case, two Dark Side is a lot more impactful (and dangerous) than two Light Side. Two Dark Side is basically the equivalent of a despair. At least, that was my thinking.
  8. A new one to add. The Empire is actively hunting all Force users that come to their attention, and they have done a great job of reducing general public knowledge of the Force to a “hokey religion”. For any encounter with surviving witnesses where a Force Power or Lightsaber is used the GM will roll a Force Die. A Light side result means that witnesses did not know or believe what they saw and waved it away as a random oddity/lucky chance/fluke. Double Light side means that a witness is a knowledgable Force ally; the group will remove 5 points of Inquisitorus Obligation as the witness obscures/debunks the extraordinary event to others and/or the witness may react in a friendly fashion. A Dark side result means that witnesses did not know or believe what they saw and reported this extraordinary event to people close to them; the group will gain 5 points of Inquisitorus Obligation as word gets around. Double Dark means that a witness is a knowledgeable Force enemy; the group will gain 10-20 points of Inquisitorus Obligation as they are reported to local authorities and/or the witness may react in a hostile fashion. This is based on stuff in this video and comments.
  9. Please keep it coming! I want to be sure I understand the feedback so I am listing it below. Please clarify/expand if I misinterpret something. Talkie Toaster- Don't trade advantages for successes. Random Triumph loot Good, but the system for searching bodies/rooms/places unnecessary. BrickSteelHead- Don't trade advantages for successes. Too many house rules- pare them back a bit. Too much looter-shooter. Toys/props wording could be improved. Constructive Suggestion? Tools checks requiring extra time slows things down and screws over specialists. (This is a new one I'm considering trying and I think I may agree with you). Vehicle combat is more dogfight and less narrative. Is this good or bad? It seems like in the official rules one or two lucky/unlucky vehicle rounds can severely affect the game and is VERY unbalanced IMHO- Strong ships get owned by much weaker ones. Loot rules unnecessary. Perhaps replace them with once per encounter loot. MicheldeBruyn- Agree with other feedback. Force and Destiny specializations don't represent any formal training. What are you suggesting here- Allow any tree from any book with no restrictions or something else? Also, I disagree that they don't have a lick of training. I assume starting padawans have grown up in the Jedi temple and have been receiving training (Lightsaber at least in most trees and Force Rating) since they were taken from their parents at a young age. In my game, I encourage players to branch out into Force sensitivity, but I don't want them to spontaneously know how to use a lightsaber or become shuyo masters without training. Plus it gives me narrative characters who can train them and add to the story. Whafrog- Agree with other feedback. Don't need most of the rules in the Core Rule Books. All you need is dice and character sheets. Not sure I agree with this, but I'd like to understand more. Do you have any recorded sessions of yours I could listen to to see how many rules come into play vs on the fly stuff? I'm always interested in how other people do things. Adding more player choice bogs the game down. Starship shields are a good change. Edgookin- Don't trade advantages for successes. Maybe trade successes for advantages. P47-Thunderbolt- Has similar rule for trading advantage for success but requiring more advantage to trigger AND requiring players spend some advantage narratively.
  10. I LOOOOOOOVE the narrative dice in FFG Star Wars. They on their own are the reason that I continue to play over other systems. It has been a challenge in every campaign I have run to get my players to think creatively and use them for more than "I pass a boost" or "I crit". I often ask the whole group what interesting things we can do with them and get blank looks or "I don't know" responses. I always encourage them to be creative and help me define the world around them based on what they imagine might be in it. I am a HUGE fan of "Yes, but..." with player suggestions for the imaginitive things they want to do. There are times, as P47 mentions where a player rolls so many advantages that none of us have any idea what to do with them. I have heard (and agree) that a triumph is roughly equal to 5 advantages so some of my stuff is based on that. The rule of trading 5 advantages comes up maybe once a game and my players are ALWAYS happy to have it. I have seen SO MANY times where the group only needs once success in combat or in another roll and get 4+ advantages. This leads to complaining and "I was so close- why do I have so many dice if I can NEVER get at least one success?" This rule combats that and is a fan favorite in my games. The rule about trading 3 advantages (on an existing success) for another success is a new one for me and the person I took it from said that it sped up combat and other fights a lot. Combat does take a long time and I see this as a net positive. At least, that was my theory... I could be wrong. As for the three triumph roll, I have seen that happen exactly 3 times in all my campaigns. It does not happen often, as others have said. When it does the group, as a whole, loves that person becoming stronger in another area that is related and often not something they have any ranks in. Nobody feels that it isn't fair or the rich get richer since it is NEVER on the same skill that was used. If anything, it helps add some diversity to the skills. As for space combat, I do think the official system needs improvement. Shields have almost no net effect and rarely stop you from being hit which goes against everything I know of Star Wars. Ships have a lot of weapons, as they should, but a pilot can only fire ONE each round (looking at you, B-wing). Supposedly badass ships with multiple weapons become much weaker and single linked weapons own everything. Many of the crew in a freight do nothing if they aren't flying or in a turret. The new crew actions and maneuvers give them something to do to directly affect their situation in fun thematic ways from Star Wars movies and video games of yesteryear (X-wing Alliance). Ships with high handling die just as easily as ships with low handling so why bother having it? Thus the Nimble ships rule so TIE fighters/A-wings are actually viable. The loot tables were borrowed and modified by another fantastic GM on these forums. I removed lots of uninspiring items and replaced them with things that sounded cool and might encourage players to seek out cool new things in expansion books. Like the game, buy the books! I also added direct credit stick amounts if GMs and players don't want to mess around with keeping track of loot and random items. Now that I reflect on this more, the PCs rarely use (or even remember) the cool things they find so maybe this system isn't needed after all. Your Feedback is helpful! I might be stuck in the mindset of kill something and Pathfinder the body, which I rarely see anyone do in the movies unless they want something specific like a keycard or data cylinder. Is the game still as fun for players without the loot reward? My searching a room system was an attempt to add something interesting and random to pregen missions with a whole map and enemy base but NOTHING to find from exploration that improves a player character. If players want to explore I like to reward them with something otherwise they stop exploring and just b-line/zerg straight to the target. How do other GMs deal with this?
  11. Thank you for the feedback everyone. Please keep it coming! You have definitely given me some things to think about. That was a lot more negative than I was expecting... Suggesting that I don't know how to play or should play other systems isn't super helpful. Specific feedback on the rules, even "Don't use this one" is helpful. Constructive criticism please! I'm trying to improve things and move forward, not pack up and go away. To give a little background and explanation for these, I've been running the game since Beta and this is my 5th campaign that has lasted at least a year and a half. I'm not new to the system and have seen a lot of different players and playstyles. That being said I did play Saga before this, and D&D/Pathfinder/3.6/5th ed/Shadowrun/White wolf before this system came out. That is not to say that I know everything, but there are likely some residual tendencies from those systems floating around my brain, lol. I'm also a game designer for my career so I'm always looking for ways to tweak and improve things, often coming up with fun rules when there isn't one to cover a situation or "fix" something that seems unbalanced or not fun. It gets my creative juices going but it can lead to overcomplication, so sometimes hearing that I should KISS (Keep It Simple Stupid) is helpful. I have definitely received that message loud and clear in the feedback so far. Some of my players prefer more crunchy rules and some do not. I'm trying to find the right balance between making stuff up on the fly vs what do the rules suggest for a situation like this. I don't want this to be so rules heavy as to turn into Shadowrun which has a rule for seemingly EVERYTHING and slows to a crawl every 2 minutes while we look up an obscure rule. (Breaking up longer post into bite-sized chunks to avoid TLDR syndrome).
  12. I would love some feedback on my latest house rules. I'm running two campaigns with them currently and they seem to be working well, but they are both full of new players so we haven't gotten very deep yet. Some of these are blatantly stolen and adapted from other brilliant minds (Thanks to anyone who inspired me). a= advantage t= threat Sb= setback b= boost s= success Tr= Triumph De=Despair d= difficulty GENERAL There will be no in-fighting, back stabbing, or doing anything to intentionally hinder another player character’s progress. Roleplaying an argument or difference of opinion is encouraged, and friendly duels are allowed, but no actual fighting. A PC may convert aaa into s if the roll is already successful, and provided it causes damage if in a combat situation. A PC may spend a Destiny Point after a roll to convert aaaaa into s. A PC may spend a Destiny Point (with GM permission) to introduce a beneficial fact or circumstance into the current situation. A PC may spend 2 Destiny Points to force a reroll on a lethal critical hit. When a player rolls TrTrTr+, he/she will spontaneously gain a rank in a relevant skill chosen by the GM. Any player who brings a Star Wars prop/toy or who wears a piece of Star Wars clothing will be granted a chip that can be turned into the GM at any point during that session to add bb to any one roll. Charge (New Combat Action): Instead of advancing more carefully you charge straight at the enemy. Engage with a target in short range and make a combat check attack against them. The attacker upgrades the difficulty of the check by one. In addition, if the attacker's check generates De or ttt it can be spent by the defender to allow the defender to make a combat check against the attacker as an out of turn incidental before the initial attack is resolved. Skill Checks Using Tools: Any Skill checks that require tools (Mechanics, Computers, Medicine, etc.) take a number of combat rounds to complete equal to the number of d. Assist Maneuver: Any General Skill checks that use the Intellect characteristic (Astrogation, Mechanics, Computers, Medicine, etc.) may only be aided by another character if the assisting character is also trained in that skill. Binary understanding: Any non-droid character with at least one rank in Mechanics or Computers understands the Binary language spoked by droids and other machines, though they are unable to speak it themselves. Any droid character may understand and speak Binary by default, without needing to be trained in Mechanics or Computers. Blast Weapon Quality: If the attack is successful and Blast activates, each character (friend or foe) within Short Range of the original target suffers wounds equal to the weapon's Blast rating (plus an additional wound per Success as usual). Targets that have cover from the original target are not affected but all engaged targets are affected without concern for cover. Vehicular Combat Initiative: The pilot or co-pilot of a vehicle may elect to use Piloting (Space) or Piloting (Planetary) as appropriate to make an initiative check. THE FORCE To become Force sensitive in Edge of the Empire or Age of Rebellion, PC’s may spend XP to take only one of the universal trees Force Sensitive Exile, Force Sensitive Emergent, or Padawan Survivor. Any of these tress will grant a Force Rating of 1. The player may spend XP to purchase Force Powers as long as they meet the minimum Fore Rating requirements. In order to take any of the Specializations from Force & Destiny they must find a NPC with a Force Rating of 2 or higher and formal training to teach them in game. When a PC uses a force power, talent, or anything else that requires them to roll or commit a Force die, the GM will give them a Force Crystal Token. If they used a Light Side Point they will get a blue token, if they used any Dark Side Points they will receive a red token. If they used an equal number of Light and Dark side points, they will receive a purple token. When they next activate a force power, talent, or anything else that requires a Force die, they take strain equal to the number of tokens they possess minus their Force Rating (minimum of 1 strain). At the end of the encounter, the GM will collect all Force Crystal tokens and keep track of the colors used, which will affect the morality of the characters. COMPANIONS Companion animals, droids, or sentients will be played as NPCs, each with unique quirks and personalities. A companion will mostly follow the orders of their “master” but others giving commands may require Leadership, Survival, or Computers checks. The “master” may spend one maneuver, per Rival/Nemesis or per minion group, to direct the companion in performing one action and one maneuver. If the player doesn't directly control them, the GM will, based on the last order of their “master” or whatever is appropriate, sometimes doing nothing. Leadership, Survival, or Computers checks may be involved if the PC asks the "companion" to do something that has a good chance of leading to serious harm for that companion or something that goes against its normal behavior. Companions gain 5 XP for any session in which they participate in at least one encounter. At the end of each encounter, their “master” may make a hard Leadership, Survival, or Computers check (as appropriate to their type) in order to teach/program the companion, which grants it 5 additional XP upon success. With GM permission, and after procuring the right instructional materials/programs, the “master” may teach their companion a new specialization, up to the number of specializations of their “master”. A companion may evolve from a Minion to a Rival to a Nemesis, with GM permission, once they reach certain XP Thresholds. XP Gained Type 0-99 Minion 100-199 Rival 200+ Nemesis Droid companions have a Positive and Negative Trait rolled from the Droid Personality Traits table in Special Modification P. 83. OPPONENTS A Nemesis or any NPC with Adversary 2+ can choose to take a full second activation (resetting skills & talents) at the end of the initiative order. Minion groups with at least 2 members gain the Autofire quality on their weapons. If they already have it, then the normal difficulty upgrade is cancelled. EQUIPMENT Attachments: Unmodded item attachments may be freely added/removed from an item. They can be transferred to any appropriate item. Once an attachment has been successfully modded, it is now bound to that specific item and may not be removed without destroying the attachment. If a triumph or despair is rolled when modding an attachment then the GM will create a unique “named” item, which may have additional properties. BUYING AND SELLING (Pg. 149 CRB) Obligation: The PC always has the option to use Obligation as a resource in order to acquire an item or find a buyer for an item he wishes to sell (At the GM’s discretion). The point to credit amount is determined by the situation and the GM. Buying: Non-restricted items with rarity 5 or less are always available. The PCs can pay the listed price OR attempt to Negotiate a better deal. If Negotiating, use the Negotiation skill rules (pg. 114 CRB). The PC may choose not to buy the item once a price is determined, but the price will be locked in for that location, unless the PC turns to the Black Market. When attempting to purchase restricted items on the Black Market or items with a rarity of 6 or more, the item may not be available. The GM adds rarity modifiers due to where the item is being purchased as defined in Table 5-2 (pg. 150 CRB). The PC group may make one attempt to locate the item legally with Negotiate or illegally with Streetwise, using the difficulty found on Table 5-1 (pg. 150 CRB). Before making the Negotiation or Streetwise check, they may try buying information to find a vendor at a cost of 50 credits per b. If the PC fails to find a legal item using Negotiation, they may make a Black Market attempt using Streetwise at a cost of 100 credits. Once the item has been found, PCs can pay the listed price OR attempt to Negotiate a better deal as above. Selling: Non-restricted items with a rarity 5 or less can always be sold for one-quarter the listed price OR the PCs may attempt to Negotiate a better deal. If Negotiating, the PC makes an opposed Negotiation check vs the NPC vendor’s Negotiation or Cool. Use the rules for Selling (pg. 150 CRB). When attempting to sell restricted items on the Black Market or items with a rarity of 6 or more, a buyer may not be available. The GM adds rarity modifiers due to where the item is being sold as defined in Table 5-2 (pg. 150 CRB). The PC group may make one attempt to locate a legal buyer with Negotiate or illegal buyer with Streetwise, using the difficulty found on Table 5-1 (pg. 150 CRB). Before making the Negotiation or Streetwise check, they may try buying information to find a vendor at a cost of 50 credits per b. If the PC fails to find a legal buyer using Negotiation, they may make a Black Market attempt using Streetwise at a cost of 100 credits. If a buyer has been found, PCs can sell the item for one-quarter the listed price OR attempt to Negotiate a better deal as above. STARSHIPS Starship Shields: This completely replaces the first paragraph of the rules for Defense found in CRB p.226. If the ship does not have shields, then use the normal rules for defenses. Defense reflects a ship or vehicle's ability to completely deflect or reduce the damage of incoming attacks or collisions through use of deflector shields, point defense systems, raw speed, or other, more esoteric technologies. This is a crucial protective system, the first line of defense for the majority of space- going vessels and even some ground vehicles. Each point of Defense in a defense zone grants a certain number of Soak Points based on the silhouette of the ship. Soak Points are consumed first to subtract from any incoming damage suffered, followed by a reduction due to armor, with any remaining damage points being applied to the hull as normal. When all the Soak Points in a defense zone have been consumed the shields are considered to be down. Shields that are down provide no protection. SILHOUETTE SOAK POINT VALUE 2-3 6 Soak Points per point 4-5 10 Soak Points per point 6-7 10+ Sil Soak Points per point 8-9 12+ Sil Soak Points per point 10 15+ Sil Soak Points per point Example: A TIE fighter is shooting at a YT1300 (Silhouette 4) with 1 Defense point (10 Soak Points) in the rear arc. The attack does 9 points of damage, which consumes and subtracts 9 of the 10 Soak Points for the rear defense zone. The shields holds but has only 1 Soak Point remaining. The next round the TIE hits again for 9 more damage. The 1 remaining Soak Point is consumed to reduce the damage to 8, which is then reduced further by the armor of 3, leaving 5 points of hull damage. With all Soak Points consumed, the rear shield is now down! At the end of an encounter, or a time deemed appropriate by the GM, all Soak Points are regenerated to full for functional shields. The Defensive Driving Talent or any other character-generated game effect that adds to Defense will simply add a setback die per point of Defense added. Any effect that specifically affects shields will instead add additional Soak Points based on the silhouette of the craft being piloted. The Soak Points added should be consumed before the normal Soak Points for the defensive zone. Each round, these soak points are reset to their full value at the start of the character’s turn. These Soak Points may never be regenerated by player actions. The Angle Deflector Shields maneuver transfers any Soak Points remaining in a defense zone to the new defense zone, up to a max of one Defense point’s worth of Soak Points based on silhouette. Example: A YT-1300’s front and rear defense zones have 1 point of Defense each. The ship was recently hit and the rear shield consumed 5 Soak Points of damage, leaving it with 5 Soak Points remaining. The co-pilot uses the Angle Deflector Shields maneuver to transfer the 1 point of rear Defense to the front zone. The front zone receives the 5 Soak Points from the rear zone, which is added to the 10 Soak Points it had, for a total of 15 Soak Points available. Repair Shields (New Crew Action): By performing a Hard (ddd) Mechanics check the engineer restores one point of Defense to a shield that is down. Upon success, the ship suffers system strain equal to its silhouette. Each advantage reduces the system strain by 1 to a minimum of 2. Shields destroyed by a critical hit cannot be repaired with this action. Redirect Power (New Crew Maneuver): Using this maneuver, a crewmember with access to the shield controls reallocates power between Engines and Shields choosing one of the following options: Power to Shields- Reduce top speed of the vehicle by 1 until the end of the encounter and restore 1 point of Defense to a defense zone where the shields are down. If the vehicle was traveling at top speed its speed is reduced to the new top speed value. Power to Engines- Increase top speed of the vehicle by 1 until the end of the encounter and remove 1 full point of Defense from a defense zone where the shields are not down. This may only be performed once per encounter. Group Weapons (New Crew Maneuver): Using this maneuver, a crewmember with access to weapon firing controls may temporarily group weapons of a similar type (Beams, Blaster/Laser Cannons, Turbolasers, Ordnance, etc.) to fire together. Choose one weapon as the primary system; the rest of the weapons grouped are secondary weapons and may not be fired on their own. Secondary weapons must be able to cover the firing arc of the primary weapon. The next combat check with the primary weapon will upgrade the ability dice a number of times equal to the number of secondary weapon entries plus the total of all linked values for secondary weapons with the Linked Quality. For this attack, the range of the primary weapon used in the attack is reduced to the shortest range of all grouped weapons. Weapons grouped in this manner are considered to have fired in the attack, using any ammo or other pertinent rules. Only the weapon characteristics and qualities of the primary weapon are used in this attack, unless the GM says otherwise. Nimble Ships: Add the following to the rules for Handling in CRB p. 224. When firing at a vehicle that is traveling at speed 1 or higher and not performing Evasive Maneuvers add Sb equal to the difference between its handling rating (if positive) and the handling rating (if positive) of the firing ship, up to a maximum of the target’s current speed. Successful use of the Gain the Advantage Action negates the Sb imposed (if any) from Nimble Ships. Powering up the ship: Base time to start a starship that has been completely powered down is 2x the silhouette. To go faster, a player may take a Quickstart Ship Action and make an Average: Piloting (space) check. Each success reduces the time required by 1 round to a minimum of 1 round. A Triumph lets you fire it up in a single round. A GM can spend Threat to cause system strain, representing damage from all the safety features bypassed or the ship grinding against things while lifting off. A Despair means something is wrong. Hyperspace Calculations: Calculations in non-threatening situations are an automatic success. Calculations can be started as a Pilot Action or an Action by whomever is Astrogating (co-pilot, astromech droid, etc.) The base number of rounds is equal to the silhouette of the largest ship. On a failure, you may try again the next round. See Astrogation Rules From Action Sheet for difficulty, modifiers, and results. One of the reasons that Astromech Droids are so valuable is that they can store a number of pre-calculated Jumps in their head, and if you're activating one of those pre-calculated Jumps, then once you've double checked the co-ordinates with a quick Astrogation Check (assuming you succeed) then you can just go without any need for waiting. Visual Range: The Maximum range that a vehicle can be seen by the naked eye in planetary scale is based on the silhouette; 2 or less Close, 3-4 Short, 5-6 Medium, 7 or more Long. Attachments & Accessories: All Starship attachments and Starship Accessories from Cartol’s Emporium (pg. 48-50) are legal for play. If an item duplicates an official source, the official source is the one used. Sensors: The maximum range of sensors that can be installed on a vehicle is based on the silhouette ; 1 Close, 2 Short, 3-4 Medium, 5-6 Long, 7+ Extreme. Hyperdrive Modification: You can replace the hyperdrive on a ship or add one, provided there are enough HP available. HYPERDRIVE CLASS HP COST**** 0.75 3 7,500cr 1 2 4,500cr 1.5 2 3,750cr 2 2 3,000cr 3 1 2,250cr 4 1 1,500cr 5 1 750cr ****The cost is based on a Silhouette 3 starship. Silhouette 4 costs X 5. Silhouette 5 costs X 50. Silhouette 6 costs X 500. Refitting: Cargo space can be converted into vehicle Hard Points as per the following table, up to a maximum of 4 HP gained. SILHOUETTE ENCUMBRANCE / HP COST 3 4 10,000cr 4 20 20,000cr 5 100 35,000cr 6 500 100,000cr Modification Time: Modifications take a number of days equal to the HP being modified x (2 for silhouette 3; 5 for silhouette 4, 50 for silhouette 5) divided by number of persons doing the work. Repairs: PCs can either have their ship repaired by a facility or attempt to do it themselves. Option A: Each point of hull trauma can be automatically repaired by a facility for a base cost of 500cr. Option B: Each point of hull trauma can be self-repaired for a base cost of 250cr for materials and requires a Mechanics check as follows. · This may be split into several checks, as the difficulty can change based on successful repairs. · Failure destroys the materials. TOTAL HULL TRAUMA DIFFICULTY OF SKILL CHECK Damage < 50% Hull Threshold Easy (d) Damage > 50% Hull Threshold Average (dd) Damage > Hull Threshold Difficult (ddd) In either case, you can (although do not have to) attempt to make the repairs more efficient by making an Efficiency Check (either a Negotiate, Streetwise, or Mechanics check). · If one or more players Aid the check, then use the highest value combination from any of the three skills to determine the dice pool. · Each s reduces the cost by 5%. · Each a can restore a point of system strain or reduce repair time by 5%. · Each t inflicts a point of system strain or increases repair time by 5%. · Each Tr repairs a critical hit, reduces costs by 20%, or reduces the repair time by 50%. · The GM may spend a De to inflict a critical hit on this ship or interrupt the repairs with an encounter. SHIP DAMAGE % OF HULL THRESHOLD DAYS** DIFFICULTY OF EFFICIENCY SKILL CHECK <10% 1-2 Average (dd) 11-25% 3-5 Difficult (ddd) 26-66% 8-10 Daunting (dddd) 66%+ 10-20 Formidable (ddddd) **The time to repair is based on a Silhouette 4 starship. Silhouette 3 takes 1/2 of the time. Silhouette 5 takes double the time. Silhouette 6 takes quadruple the time. EXTRA LOOT To thoroughly search a body/container for non-obvious loot, roll a Daunting (dddd) Perception or Skullduggery Check see if loot is present. · One other character may Assist on searching a body or container. If searching a room or larger space multiple people may assist as per normal rules. · For each Tr result on the die, roll once on the Rare Items Table (Even if not successful). · If successful, roll once on the Common Items Table, plus an additional time per ss beyond the first. · If Unsuccessful, advantage and threat are ignored. · The GM may spend tt to require minor repairs a looted item before proper use (as if it were a weapon), with each additional tt increasing the magnitude of repairs needed by one step. (See Table 5-4 on Pg. 159 of the Core Rulebook.) · A body/container cannot be searched more than once. Another fun way for the GM to use Triumphs is to have the characters find some extra loot as a by-product of their actions. When player rolls a Tr on any check that might warrant the possibility of finding some loot, roll one Proficiency Die. · A Destiny Point may be spent to add bb to the roll. · For each Tr result, roll once on the Rare Items Table. · For each s and/or a, roll once on the Common Items Table. · Examples of checks possibly warranting loot: o Piloting (Planetary)- the landspeeder dislodges a partially buried wreck. o Perception- the character notices a secret latch in the floor. o Skullduggery/Computers/Mechanics/Combat checks- the character’s actions open a secret compartment nearby. 1d100 COMMON ITEMS Cr RARE ITEMS Cr 1 “I have A Bad Feeling About This” (Change 2 Light Side Destiny Points into Dark) 50 Booby-trapped Mini Thermal Detonator Counting Down with 30 Seconds Left on Timer (EotE: UaBS 38) 250 2 2 Stimpacks (EotE: CRB 177) 60 Holomessage From a Worried Mother 300 3 2 Emergency Repair Patches (EotE: CRB 182) 60 Mysterious Diary 300 4 2 Extra Reload/Power Packs (EotE: CRB 181) 70 Gloves and Cloak Made of Wookiee Fur 350 5 Lockpicking Tools (EotE: FC 49) 70 A Rancor Tooth Necklace 350 6 3 Corellian Whiskey (Bottles) (EotE: SoF 102) 80 Bag of Gemstones 400 7 3 Doses of Avabush (EotE: CRB 183) 80 Holographic Fine Art 400 8 4 Doses of Synthetic Anesthetic (EotE: CRB 172) 90 A Famous Singer’s Autograph 450 9 Pack of 4 Restraining Bolts (EotE: CRB 178) 90 Piece of Death Star Wreckage 450 10 Emergency Medpack (EotE: CRB 176) 100 A Small Figurine Carved from Krayt Dragon Bone 500 11 2 Frag Grenades (EotE: CRB 165) 100 Dead Hyperspace Message Pod with last known location of a lost ship or colony 500 12 2 Proton Grenade (EotE: DC 56) 120 A List of Low Value Bounty Targets and Locations 550 13 2 Lightning 22 Ion Grenades (EotE: DC 46) 120 Vac-Sealed Case containing a bloody vibro-dagger 550 14 2 Stun Grenades (EotE: CRB 165) 140 Video evidence of a Hutt doing something illegal 600 15 2 Heavy Frag Grenades (EotE: DC 47) 140 Video evidence of a Rebel Officer doing something illegal 600 16 3 Electrosnares (EotE: EtU 49) 160 Video evidence of an Imperial Officer doing something illegal 650 17 Scanner Goggles (EotE: CRB 175) 160 Pass Code/Key Card/Code Cylinder 650 18 Species Database (AoR: DA 53) 180 Rebel Rank Badge 700 19 Ion Blaster (EotE: CRB 162) 180 Imperial Rank Badge 700 20 2 Glop Grenades (EotE: EtU 42) 200 Full Access Card for The Great Archives of Mastigophorous on Drall 750 21 Long-Range Comlink Backpack (EotE: CRB 171) 200 Private Invitation for Hunting Tournament 750 22 Mercantiler Datapad (EotE: FH 48) 220 Forgery Tools (AoR: DA 51) 800 23 “Rider” Ascension Pistol (AoR: DA 52) 220 Starchart for an Unknown System 800 24 Holo-messenger (EotE: CRB 171) 240 Secret water recipe for moisture condenser on Tatooine 850 25 Electrobinoculars (EotE: CRB 175) 240 List of High-Value Bounty Targets and Their Locations 850 26 1 Dose of Nannarium Root (EotE: SoF 103) 260 Pickup chit for an animal hotel on Corellia 900 27 Shock Gloves (EotE: CRB 166) 260 Cresh “Luck” Armor (FaD: KtP 47) 900 28 3 Data-Purge Grenades (AoR: DA 45) 280 Data Breaker (EotE: CRB 186) 950 29 Multi-Goo Gun (EotE: SM 45) 280 Electronic Lock Breaker (EotE: CRB 178) 950 30 Remote DVI Activator (Short) (EotE: SoF 100) 300 Coupon for Flight School Training- Use to gain +1 Rank in Piloting (Space) (Up to 3 Max) 1000 31 2 “Quickflash” Burning Gel Packs (EotE: EtU 52) 300 Coupon for Swoopracing Training- Use to gain +1 Rank in Piloting (Planetary) (Up to 3 Max) 1000 32 3 Doses of Glitterstim (EotE: CRB 184) 320 Coupon for Academic Training- Use to gain +1 Rank in a Knowledge Skill (Up to 3 Max) 1050 33 1 Dose of Yarrok (EotE: CRB 185) 320 Coupon for Mediation Training- Use to gain +1 Rank in Negotiation (Up to 3 Max) 1050 34 2 Surveillance Taggers (EotE: CRB 176) 340 Coupon for Heavy Weapons Training- Use to gain +1 Rank in Gunnery (Up to 3 Max) 1100 35 2 Thermal Cloaks (EotE: CRB 180) 340 Boot Camp Coupon- Use to gain +1 Rank in Athletics (Up to 3 Max) 1100 36 Drall Flashstick (EotE: SoF 98) 360 Coupon for Lockpicking Training- Use to gain +1 Rank in Skullduggery (Up to 3 Max) 1150 37 Booster Blue Suitcase (50 doses) (EotE: CRB 184) 360 Energy Buckler (FaD: KtP 45) 1150 38 DL-19C Blaster Pistol (EotE: SM 144) 380 Shield Remote (EotE: SM 53) 1200 39 Resplendent Robes (AoR: DA 49) 380 List of Local Rebel Sympathizers 1200 40 Comm Jammer (EotE: CRB 178) 400 Bowcaster (EotE: CRB 162) 1250 41 Diplomat’s Robes (AoR: DA 47) 400 Card redeemable for 3 questions at a local Infochant 1250 42 ECM-598 Medical Backpack (EotE: EtU 48) 420 Escape Circuit Cybernetic Attachment (EotE: SM 49) 1300 43 XL-2 “Flashfire” Blaster Pistol (EotE: SoF 95) 420 HH-50 Heavy Blaster Pistol (AoR: SoT 41) 1300 44 Shockhold Hardened Comlink (EotE: DC 56) 440 Personal Comlink Code for a VIP 1350 45 Weapon Harness Weapon Attachment (EotE: CRB 193) 440 Coordinates to an Unknown Location (on Planet) 1350 46 Laser Sight Weapon Attachment (EotE: DC 52) 460 False Voice Transmitter (AoR: SotR 111) 1400 47 2 Recon Remotes With Controller (EotE: DC 57) 460 A Jedi Pendant 1400 48 Slicer Gear (EotE: CRB 179) 480 A Sith Pendant 1450 49 Blast Knuckles (EotE: DC 48) 480 Datacard Containing Secret Information 1450 50 Inspirational Poem (Change 2 Dark Side Destiny Points into Light) 500 2 Baradium Charges (EotE: DC 55) 1500 1d100 COMMON ITEMS Cr RARE ITEMS Cr 51 Pack of 5 Aquata Rebreathers (FaD: KtP 52) 500 Selonian Shard Shooter with 2 Extra Reloads (EotE: SoF 97) 1500 52 Marked Sabacc Deck (EotE: LoNH 108) 520 Sonic Scope Weapon Attachment (EotE: SM 56) 1550 53 3 Plasma Charges (EotE: DC 55) 520 Mark V “Sand Panther” Hunting Rifle (EotE: SoF 97) 1550 54 Under-Barrel Grapnel Launcher Attachment (EotE: SM 56) 540 Bola Carbine (AoR: SotR 104) 1600 55 Longeing Whip and Fedora (AoR: SoT 41) 540 Ion Shielding Armor Attachment (EotE: SM 58) 1600 56 P-2 Pocket Attache (EotE: LoNH 111) 560 2 Service Patch Remotes (EotE: SM 53) 1650 57 Integrated Scanner Weapon Attachment (EotE: SM 54) 560 2 Hutt/Blacksun Maintenance Uniforms with Badges 1650 58 Overcharged Actuating Module Attachment (EotE: SM 55) 580 2 Rebel Maintenance Uniforms with Badges 1700 59 Rivett Gun (EotE: SM 46) 580 2 Imperial Maintenance Uniforms with Badges 1700 60 Hunting Goggles (EotE: EtU 48) 600 Rebel Coordinates to a secret base 1750 61 Broken Cam Droid (EotE: SoF 102) 600 Deed to a Ruined Cantina 1750 62 Pack of 2 Mk.10 Concussion Missiles (EotE: DC 47) 620 Deed to a Lakefront Home 1800 63 Pack of 4 C-908 Incendiary Missiles (EotE: DC 47) 620 Deed to a Run-Down Shack (with a secret bunker) 1800 64 KO-2 Heavy Stun Pistol (FaD: KtP 42) 640 Deed to a Droid 1850 65 Pack of 4 SK-44 Plasma Missiles (EotE: DC 47) 640 Deed to a Slave 1850 66 Shock Boots (EotE: FC 45) 660 Title to a Speederbike 1900 67 Mark-5 Comm Scrambler (EotE: CRB 1178) 660 Title to a Landspeeder 1900 68 2 Doses of Lesai (EotE: CRB 184) 680 Title to a Mysterious Ship 1950 69 2 Vamblades (EotE: DC 48) 680 Under-Barrel Grenade Launcher Weapon Attachment (EotE: CRB 191) 1950 70 Model 7 Therm-Ax (EotE: DC 49) 700 Jetpack with Secondary Missile System (Major Damage- Requires 2500cr in replacement parts) (EotE: CRB 181) 2000 71 Coupon for one ranged weapon (750cr max) 700 Thermal Detonator (EotE: CRB 165) 2100 72 Audio Visual Translator (EotE: EtU 54) 750 Coordinates to an abandoned droid factory 2200 73 DL-7H Heavy Blaster Pistol (EotE: DC 41) 800 Merr-Son VX-A Intelligent Toolbox (EotE: SM 52) 2300 74 Backpack containing 2 Anti-Grav Chutes (EotE: SoF 103) 900 Stokhli Spray Stick (EotE: FH 41) 2400 75 Surge Override Switch Cybernetic Attachment (EotE: SM 50) 1000 Sakiyan Shadowsuit (EotE: LoNH 105) 2500 76 Coupon for one melee weapon (1k max) 1000 Shadowcloak (EotE: FC 49) 2500 77 Remote DVI Activator (Long) (EotE: SoF 100) 1200 Secondary Missile System Weapon Attachment (EotE: DC 52) 3000 78 Z50 Grenade Launcher (EotE: DC 45) 1200 Coordinates to an Unknown Planet 3000 79 Multi-Optic Sight Weapon Attachment (EotE: CRB 191) 1400 Imperial Coordinates to a ruin on Kamino 3500 80 Balanced Hilt Weapon Attachment (EotE: CRB 188) 1400 A Transponder Code for a Hutt/Blacksun Ship 3500 81 Enhanced Optics Suite Weapon Attachment (EotE: CRB 194) 1600 A Transponder Code for a Rebel Ship 4000 82 Augmented Spin Barrel Weapon Attachment (EotE: CRB 188) 1600 A Transponder Code for an Imperial Ship 4000 83 Welding Rod Kit (EotE: SM 47) 1800 A Rune inscribed box with an ancient mask inside 4500 84 Expensive Jewelry (AoR: DA 51) 1800 Repulsor Fist (EotE: LoNH 107) 4500 85 Coupon for one weapon attachment (2k max) 2000 Lightsaber crystal 5000 86 Coupon for one armor attachment (2k max) 2000 A “Clean” Transponder Code for a Starship 5000 87 Light Repeating Blaster (EotE: CRB 162) 2200 Coupon for one starship weapon (5.5k max) 5500 88 Coupon for a “Ground Buzzer” Surface-Defense (EotE: FC 62) 2200 Optical Camouflage System Armor Attachment (EotE: CRB 195) 5500 89 Coupon for a Starship Astromech Droid Socket (AoR: SoT 63) 2400 Cortosis Weave Armor Attachment (EotE: CRB 194) 6000 90 A Piece of Alderaan encased in crystal 2400 “Get Out of Non-Imperial Jail Free” ISB Identity Card 6000 91 Coupon for one suit of armor (2.5k max) 2600 Secret Hutt/Blacksun Blueprints 6500 92 2 Whistler Encryption Modules (EotE: SoF 100) 2600 Secret Rebel Blueprints 6500 93 Merr-Sonn N-57 Combat Engineering Armor (EotE: SM 48) 2800 Secret Imperial Blueprints 7000 94 Disruptor Pistol (EotE: CRB 163) 2800 Missile Tube (EotE: CRB 165) 7000 95 Under-Barrel Flame Projector Attachment (EotE: CRB 192) 3000 A Jedi Holocron 7500 96 Verpine Fiber Ultramesh Armor (AoR: SotR 109) 3000 A Sith Holocron 8000 97 Neuromachine Interface (EotE: LoNH 107) 3500 Unclaimed Selonian Lotto ticket worth 10000cr 8500 98 Model-1 “Nova Viper” Blaster Pistol (EotE: FC 43) 4000 Cybernetic Brain Implant (unused) (EotE: CRB 174) 9000 99 Coupon for Skill Training- Use to gain +1 Rank in a skill of your choice (Up to 3 Max) 4000 Secret Jawa Code word for 20% off Jawa Merchants 9500 100 Lucky Pendant (1/session reroll entire dice pool) 5000 Broken Lightsaber (Edge of the Empire version) (EotE: CRB 167) 10000 fg
  13. These are AMAZING! Thanks for all your hard work and for sharing freely!
  14. This is awesome and looks beautiful! Love the buying used and chase sections especially.
  15. Most of the quarters have a small sink/shower/toilet thing in them. They also have the three seashells, you just can't see them.
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