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Everything posted by Seiito

  1. To all of you. Thank you for listening to what good I tried to contribute. Thank you for putting up with my jokes and complaints. In all that you do continuing, be mindful. This is my goodbye.
  2. While I'm brainstorming: Force Move + 3x Magnitude + Manipulate = Turn the safeties on enemy weapons on four at a time. Requirement: 2 Force pips. Force Move + Manipulate = Activate any grenades an enemy happens to be wearing in the open. Requirement: 1 Force pip. Force Sense + Upgrade Ability + Double Aim = 4 Blue added to combat checks (+Precision blaster pistol/rifle + Quick Strike 2 = 7 Blue Dice for my scout) Requirements: 2 strain + Commit one Force Die Force Move + Pull + Strength 1 + Magnitude 1 = Bash two enemies together. Requirement: 3 Force pips.
  3. Just looking for a laugh. "Yep. Once again, wanton destruction has solved all my problems." "Nice patterned shirt there." / "What pattern?" >BLAST<
  4. What do you think some good player habits are? What do you think some good GM habits are?
  5. I keep reading over the description for Heightened Awareness and it says: "Allies in close range add (Boost) to Perception or Vigilance checks. Engaged allies add (2 Boost)." Does that mean that they add the blue to me or that I add the blue to them? Thus far we've been playing the latter. Also feel free to get added utility out of this topic by asking your own questions about specific specialization skills.
  6. Just wondering what everyone else finds annoying in an RPG group. Also feel free to detail your solutions to these problems, if any, and how they have succeeded/failed.
  7. Has anyone here had to deal with character resurrection? If so, what were the circumstances of the death and resurrection?
  8. Just a little friendly competition with the guy requesting the Bounty Hunter expansion. Thus far we've got Pilot, Scoundrel, and Thief, so to me some logical expansions could be: Pirate - A pilot specialized in the use of disabling equipment and outdated sharp pieces of metal. Cargomaster - A pilot specialized in driving large vehicles and handling shipboard systems, with some trade thrown in for all those nasty port fees. Super Hidden Storage. Sidekick - An expert co-pilot with all the skills that your average cocky space-buccaneer lacks. Sneak - A natural information gatherer and stealthy guy. Like scout or infiltrator. Trickshot - Can precisely shoot holes in coins out of a deep-seated hatred for currency. Desperado - An expert at boosting his fellow gang members. Racer - It's all about the speed. Just don't ask him to actually run on his own two legs.
  9. Cosplayers should stitch together! While I have yet to cosplay from Star Wars, I was wondering how many of you cosplay from it. Any pictures you share would be greatly appreciated.
  10. It's easy to conceive of these plucky rebels having been thrown together by command in recognition of their admirable/unconventional/ruthless modus operandi, but how would you do it? I would like to have maybe an intel guy and a bodyguard following a smuggler on some journey to transfer supplies from his ship. While this is supposed to be a virtual milk-run, the corvette in space gets attacked by a Star Destroyer and forced to flee mid-battle, stranding a squadron of Z-95 Headhunters who flee to the planet pursued by TIE fighters, engaging in the airspace above the stranded trio. The fighters engage in a long dogfight, with the Z-95s clearly outmatching the TIEs but slowly losing in attrition as the TIEs continuous reinforcements afford them the luxury of numbers. Finally there is only one Z-95 left but its systems are failing from sustained damage and it crashes into the forest ahead of the trio. Its pilot manages to crash safely with her astromech droid and from there she has to choose whether to head out or stay with her ship. The group meanwhile can choose to either attempt to investigate her crash site, which is several clicks from where the smuggler hid the supplies, or continue with their mission and hope the smuggler is willing to risk his ship to help the rebels. Whatever the players choose to do, the star destroyer starts sending waves of TIEs to hunt down the downed pilot and any rebels on the surface...
  11. For those carrying over characters from EotE, GM permitting, will you be rolling into FSEm in addition to FSEx or upgrading from FSEx to FSEm?
  12. My impression from AoR is that players will be engaged with handling their own minions if they choose to roleplay appropriately. Naturally, there's always room for the standard party format of a small group of PCs, but what I'm wondering is how having several groups of NPCs under PCs functions in gameplay. My imagination lends itself at this point to having one player who is a scout in charge of a squad of scouts, the heavy gun PC sticking with a different squad and following behind, the pilots providing air support - several PCs split apart and surrounded by minions all trying to accomplish the same mission. If one finds that one developes a favorite NPC (think Barney from Half-Life) will it be possible to promote him as time goes on? Would losing NPCs significantly affect one's standing within the ATRR or the Empire?
  13. I'll start: My group has killed: 6 Stormtroopers (1 Unit) 8 Imperial Customs Agents Member(s) have been present for the death of: 16 Stormtroopers (Killed by Bothan Commandos) 2 Officers (Killed by Bothan Commandos) Vehicles destroyed: 1 Armored Personnel Carrier (Destroyed by Bothan Commandos)
  14. I am curious as to what happens to people when they lose combat in space. Thus far my crew has managed to avoid picking space fights bigger than we can handle, but what I want to know is, when's the best time to try an escape pod? GMs, when your ship goes to 0 hull, do you give people one last round to escape or do you kill them? Should I as a character decide that when we're down to 5 hull I need to get the heck out of there? What about fighter craft? It would seem that getting hit in one is a rapid way to die from the hull points, but is there a shot at ejecting?
  15. Just wanted to clarify something: Rolling Force die is done as an action. Each Light Side result generates points for use with powers. Each Force power used is also an action. Commit Force Die means you roll the die as your Force Power's action. Can I store up Force Points across several actions (similar to double-aiming)? Are Force Points like Destiny Points but just for my character and Force powers? Can I spend Light destiny points to use Force powers? Thus far I've played by choosing a force action and rolling the die, but the wording of the book implies I need to store up Force points as resources that I can then spend. Have I been using the Force wrong?
  16. https://www.kickstarter.com/projects/heroforge/customizable-3d-printed-tabletop-miniatures This campaign is only 7.5k away from unlocking Cyberpunk. Let's give them a last hurrah!
  17. Looking through the Star Wars Rebels previews, I noticed that the Ghost looks like a Corellian vessel similar to the YT series but doesn't match anything I can pin down from seeing the bottom and front. Do we have a new ship on our hands?
  18. Just a simple place to state your party composition! I'm interested in seeing who everyone rolls with and what describes your games! Gender/ Role(s) / Pets / Ships Fem Bothan Scout/FSE (Me) (The River Tam, Memory Wiped, Bothan Spy Junior Agent, Obligation Heavy of the Group) http://community.fantasyflightgames.com/index.php?/topic/96737-seis-story/?hl=toh%26%2339%3Baisu ^Backstory Here^ Male Trandoshan Survivalist (Former Sheriff, raised by humans, hates droids, starting to hate our politico) Male Human Politico/Gun for Hire (Face with 3 fake names) + Robot Dog Fem Human Pilot (Owns the Ship, likes Booster Blue) Fem Wookie Thief (Wookburglar) Fem Rodian Outlaw Tech/Gadgeteer (Almost Jedi in terms of seeking identity as a Bounty Hunter) Male Other Human Pilot (No show extraordinair, stole our fighter that we stole from the Chadrafan) IG-100 Droid Marauder (Ship's Cook, Also no show extraordinair) Droid Colonist (NPC, Accountant, Doctor, Butler to the ship owner. For people that want to try out the game) Astromech Droid (NPC, Homicidal due to bad influence from our chef, made me use the Dark Side, also for random people) Game Type: Firefly-esque, bit of Futurama at times given who our "chef" is. Setting is 10 BBY. We fly around in a heavily modified Citadel transport ship named the Spry Nomad but due to that name being tagged by Imperial Customs we repainted it as Planet Express (but we still call it the Spry Nomad).
  19. In 2015 Star Wars Episode 7 will be unleashed upon a new generation. Given what happened last time George Lucas decided to go for the kiddies, what do you think Disney's attempt will entail if they do the same course?
  20. How do you do everything you can in Edge of the Empire? I play a Scout/FSE and up to a certain point I felt mechanically challenged and mostly useless in comparison to highly specialized characters that would accomplish amazing feats. It took a conversation with my GM to uncover the fact that being able to do a lot of things that other people couldn't meant I was always filling in some gap or enabling a plan that otherwise couldn't happen, especially when people didn't show up to play. I realized that even if I couldn't succeed like everyone else, I had enough breadth of skills to do better on average for many things rather than extremely well for specific things. Since many of my groups' checks are hard, I could meet hard checks on equal footing. So to repeat my question, how do you masters of the 3 Green dice do what you do?
  21. It's occurred to me that other than the occassional allowance of "it's been a bit of time, your characters have eaten" the group has largely operated as some kind of insentiently full, non-bathroom using, thirstless supergroup. While one of our members has (trolled his way into) the role of the ship's cooking droid, we've yet to actually cook anything. I was wondering if other groups out there use cooking in their games and what skills they check for it. Thus far Education and Survival seem the most viable, perhaps with coordination checks for the more complicated food and mixed drinks. The second aspect I'm wondering about is how to reward players for eating. Not having their difficulty increase as a result of starvation seems obvious, but it takes a certain kind of cool to make nerf sandwhiches while the ship is being fired upon and that merits something. Having the action add a boost die for something in the next encounter, like the first check, seems good to me, as does recovering strain. The penalty for failing a check to make food could be simply to destroy the intended meal or things like indigestion, allergic reaction, or outright poisoning, but that can be countered with medical checks. The system I was thinking with food was: Success / Failure - Making the item Advantage / Threat - The effects of the item. Advantage = 1: Recover Strain, 2: Boost Die, 3: Boost Die & Recover Strain, 4-5: 2 Boost Die/Recover 2 Strain Threat = 1: Take Strain, 2: Setback Die, 3: Setback + Strain, 4: Choking, lose an action, 5: Allergic reaction/violent illness/food poisoning
  22. Just a place where people can post about those insane combat moments where one does something so crazy it works... Like tossing a self-inflating tent into a cluster of enemies and remotely deploying it.
  23. The epiphany that occured to me is that the Scout is more like a super-tour guide than anything else, able to fly, drive, eat the local fare, and look around but not able to engage or defend (except with stealth), or know what she's looking at like the more specialized classes around her. Contemplating the Scout class of explorers, which my character is, the Scout seems more useful for rounding out combat focused careers but as a primary career seems utterly inhibited from anything but perception when it comes to walking and urban environments. The one survival skill check I'd get in a city is to decide what to order on a menu. My most saving grace thus far is that by having generalized my character with 3s in most traits, I am able to pretty much play to my equipment to enable my character and can naturally serve as information gatherer for the group. With another career to allow rounding out the deficiencies in scout one could better afford the weapon/knowledge/stealth skills that are not emphasized (as with any other career). I was playing to the narrative of my character and went with Force Sensitivity, which significantly helps with the Sense ability, essentially making my character a super-sensor and greatly easing our ability to find the details our GM could give us in order to help the mission as well as discover shortcuts to our destinations. The Unmatched Mobility expansion seems to offer something of a saving grace, essentially allowing her to maneuver as far as she wants given the usual size of our areas thus far, and with Force Sensitivity the expansion skills essentially make her unkillable while moving during its activation. If it wasn't 10 BBY and I could use a lightsaber, she'd pretty much be a mobility based marauder (GM says no lightsabers or expansion skills yet) or the most mobile run-and-gun person in the group, able to fire and perform multiple maneuvers or get in, make her cuts and get out. What I'm curious about is whether or not anyone else here plays Scout as a primary career and how, especially if someone else here is using Scout/Force Sensitive Exile.
  24. So I spent an hour or so writing the Lepi race into my EOTE Character Generator and lo and behold there's only 3 - 4 acceptable pictures that I found online. I was wondering if anyone out there has some links to specifically Star Wars related pictures of some of the rarer species out there. Collections would be nice if someone has a link to one.
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