GM Stark

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  1. Consider that one of the uses of a Triumph is to Upgrade a later roll, simply "holding onto" the Triumph and adding it to a later result is a clear rule break.
  2. Oh great. I just had an image of Chewie laying across a speederbike growling, and a subtitle reading "paint me like one of your Twi-lek girls."
  3. When I first started Edge of the Empire, I was worried that one of my d20 players would want to convert his Shi'ido shapechanger. I was simply not going to allow it. Some species have abilities that can't translate as a starting character in FFG, and really should have used a Savage Species (D&D) type level offset in d20. ^^This. A simple way to have a fitting character would be to have the species traits reflect the mundane physical and mental attributes such as characteristics, being amphibious, and skill or talent bonus. Then, since it's not an official species, the GM has freedom to say "I'll allow it, but only for F&D careers." If you need a "game rule" sounding justification, here it is. Innate Force/Force Dependency: The Force is naturally present in this species, as much a part of them as any sense or limb. While a gift, it also promotes reliance on the Force. The species may only begin with a Career that begins with Force Rating 1.
  4. Responding to the intro rather than the question. I agree, this is a great reason. I had a player who chose Bothan because "they're this race that didn't even appear, and just have this one mention in Return of the Jedi." When players forego a mechanical advantage to create or play a character that is flawed and interesting, I tend to reward them with more character focus in the game. When they just want the best stats so they can kill more enemies, I just give them more enemies. It may sound petty, but I've found that it works out that everyone gets what they want.
  5. I also don't see need to use a hardpoint, unless you want it to have more of an in-game effect, like increased Strain Threshold or faster recovery. (based on the sound system in Fly Casual) Even that would be limited to a small area, affecting only the Gand on board. Reminds me of a plan I had for an adventure. The group disbanded before I could implement it. We had a Gand pilot and I wanted to have an adventure on Gand, so that the situation flipped. Everyone but the Gand would need breathers. Ships built for Gand are going to have the appropriate life support, too, so in that system, the Rarity would be rather low.
  6. I actually agree. ****, the OP raised a munchkin red flag from the phrase "Droid PC wants to add..." I just can't resist the challenge to find an in-game mechanic to represent what is being described. I thought it better to dial back auto-fire rather than ramp up a regular weapon. Using an attachment Hard Point and not having any additional mods might limit the use of the feature. It can still be munchkin-y, at least until the GM realizes that it works for NPC arsenals as well - particularly when the argument is that modern militaries favor it.
  7. Well, having read some of the other suggestions and drawing on a very limited knowledge of firearms, here's what I would propose for an "in between." To make cost and other statistics easier, just start with a weapon already has autofire. Then add a limiter switch as a 1 HP attachment (50cr) replacing the simple on/off switch for autofire. The switch enables Burst fire, with options for a Burst of 5 (Original shot plus spend 2 Advantage each to add up to 4 additional hits to the same target; incurs 2 Setback penalty) OR a Burst of 3 (Original shot plus 2 Advantage each to add up to 2 additional hits to same target; incurs 1 Setback Penalty)
  8. Juvenile Creatures: "Oh, you've met my players, I see." Seriously, though, all of these options are reasonable. Creatures with high soak tend to have that through toughened skin or thick shells, which may not have developed yet in the young. Adversary tends to come from a creature having lived through the rigors of life, it's probably not there yet.
  9. It is possible to "balance" the Linked quality. As mentioned before, Linked is either multiple barrels or multiple weapons, so the encumbrance of each linked weapon needs to be accounted for. That can add up. For Ahrimon, I think the best way to simulate burst fire is to use the Auto-Fire quality, but with a cap of however many shots you want it to get per attack.
  10. What we mean here are the talents that add damage equal to a characteristic. Example talents are Anatomy Lessons (Flip a DP to add damage equal to Intellect) and Soft Spot (Flip a DP to add damage equal to Cunning)
  11. Droids are assumed to have gear "installed" and other than not being disarmed, it works the same as any other species carrying or using multiple weapons. So you can already "link" two of your weapons as specified in Two-Weapon Combat. The Paired Weapons attachment (Fly Casual) gives some help with this.
  12. Failure: The local law enforcement do not act in the way he intended, deciding against using speeder thrusters to push the droid. Threat: The local captain calls him a reckless fool for coming up with such a dangerous plan. PC takes strain from the insult, or Setback on the next Social check involving the citizenship. Triumph: The spirit of his message still gets across and the locals decide they have to try something, coming up with a different plan.
  13. I have a homebrew talent that I gave my Dug Brawler Rival NPC. In Your Face uses the Situational Modifier for making ranged attacks while engaged.(EoTE p.210) The talent simply increases the Difficulty Modifier in Table 6-4, +2 for Ranged (Light) and +3 for Ranged (Heavy). It also adds a new category to the chart. Engaged w/Melee +1 Difficulty. Brawl* weapons and unarmed attacks are unaffected. This makes it similar to Hinkelmar's use of +Characteristic Damage talents; the "better armed" a PC is, the greater penalty. *I would also generally consider combat knife and vibro-knife to be unaffected as well, but nothing larger.
  14. I need to remember this one.
  15. Page 225 of AoR CRB only mentions size. However, when mentioned again on p236, the text reads "silhouette is an abstract number, used to describe a ship or vehicle's size and mass relative to other ships and vehicles." (emphasis mine) Taking mass into account, the materials used in starship drives, and especially hyperdrives, would give the A-Wing higher mass than a vehicle that only had repulsorlifts. Back in the WEG days, it was explained that power output also made vehicles easier to target. I guess I assumed that was the case in FFG games, too, but it doesn't appear to be written anywhere. So for those who need an explanation, I think the greater mass and power usage would be what make the A-Wing a more viable target- at least until the sensor jamming unit is activated.