JRRP

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  1. According to the FBI, the average distance of a gun fight is 7m. For purposes of this game, it helps me to remind my players that a "real" fight is close up and brutal, and distances beyond that, while possible, generally don't happen. So while you could hit a target at 30m on a range, a shooting range is not a gun fight.
  2. I remember it as well, specifically in reference to point defense lasers. If i recall correctly, it was a rule appended to certain ships, not a universal one.
  3. As they are not staring PCs, I would give multiple specs. Versio would be a Squadron Leader/Pilot, with the other two running Hotshot/Gunner and Rigger/Driver to round out the skill set and cover all possible starship combat bases. A couple of ranks in Stealth and Deception would round them out well, and as they are all human they could easily start with a rank of each.
  4. The Diplomat sourcebook for Age of Rebellion has a bunch. Highly recommended for Politicos, or any sneaky/social character.
  5. Curious Kaldwha is a Chevin performer clad head-to-toe in thread of gold. She leads a troupe of Kowakian monkey-lizards who perform acrobatics, interspersed with their rather ribald interpretations of classic opera. While performing, un-involved Kowakians tumble through the crowd picking pockets and gathering up unattended baubles that they generally grow bored of and present to the nearest sentient when they are finished with them.
  6. Scathing Tirade is based off Coercion and saps Strain from nearby enemies. They don't fall unconscious, but for the purposes of the narrative system you can brow-beat them into giving up, fleeing, etc. You render them combat ineffective, and can do so to a group of people at once. This is especially interesting with minions or rivals, as their wounds and strain are from one lump category. They also do not get to apply soak to this, as they would in the case of a blaster on stun. It is a devastating power when used effectively.
  7. You might want to take a look at Politico from the EotE core book. Not only is it a good face spec, you also gain the ability to give/take strain as it is the only spec with both Scathing Tirade and Inspiring Presence (I might have that second name wrong; away from book right now).
  8. The rules used to run the race in Jewel of Yavin are really fun and a great addition to a racing focused adventure or a story that relies on it repeatedly.
  9. I roll it either while I'm working it up between sessions, or at the end of the previous session. This helps me work in pre-designed encounters but still gives the element of chance. I also generally don't tell them right at the beginning of the session, instead they get the strain penalty when it is thematically appropriate for it to happen. If nothing is triggered (my group is at 52 right now, so this is fairly regular), they still might have in-game complications from their obligation, but nothing that carries a rules penalty.
  10. This is a classic area where story runs counter to reason. A capital ship running in combat should be utilizing every possible combat option every round. Officers should be designating targets for gunnery crews whose leaders are inspiring them to aim and coordinate their fire. Scanning crews should be jamming the enemy communications while others are attempting to slice the enemy's computers. On the bridge, navigators should be plotting course for the helm while the captain oversees everything, adding judicious leadership abilities wherever needed. That being said, this is a monstrous amount of dice rolling and record keeping, and none of it helps the story. What I have done is have capital ships do just enough to discourage my PCs from thinking to challenge them. Whatever the PCs try, they are met with resistance enough to make the story interesting and ensure that the outcome hangs in the die rolls. For the gunners, I have the individual guns work like a minion starfighter. If there are four of them targeting the PCs, they roll YYGB.
  11. I tend to use locations and events more than characters in my game, as I feel my players are more invested in things they feel they have control of. For my own fun, I sprinkle in minor characters from the comics or old legends material (and nobody notices), but I shy away from the major players or someone instantly recognizable. My sense is that my players like to have full control over their own story, so I use portions of the official cannon to inform their decisions and ground the timeline. For instance, we're playing through 1ABY, and a smuggler the PCs have contact with has a cache of illicit holos of the Death Star blowing up that she sells on the grey market to cover her docking costs. Similarly, the local Imperials are flexing their authority now that there is no Imperial Senate.
  12. I would take 500xp and build an Ace/Rigger/modder who specializes in tricking her racer out beyond the extreme. As you're on Corellia, she could be local and have a lot of pride on the line. Go nuts with the upgrades, and remember to include stuff from Jewel of Yavin to give her more STT and maneuverability.
  13. You could also give them a minion ability like "for any two Rogue minions added to a squadron, the leader increases their Adversary/tricky target/defense by one" or something along those lines. Gives them more of a benefit while still working within the squadron rules.
  14. If the obligation comes up, it's supposed to be a complication, not necessarily the focus of the story. I would have it pull the character in two different directions. Whatever they are supposed to be doing for the Rebellion, the PC could also justify a bit of a delay to also help out this old friend. Ideally it becomes a decision point for your fringer, having to decide between a commitment to the Rebellion and a bargain made in the past. For example: they are helping smuggle supplies to an Imperial world that is trying to starve out some dissidents. The slicer asks that the PC also bring along a friend who is trying to get to the world in question - but who has a criminal past and the Empire has a bounty on him. Since it's two birds with one stone, the PC might think "why not", but at every turn there is the possibility of making the Rebel mission a whole lot harder, if not sabotaging it completely.
  15. We do it this way: per RAW, characters can speak any language that works in their background. Once play begins, as they encounter languages in-game, they make a Knowledge: Xenology check. The difficulty is based on the obscurity of the language: Easy for common tongues like Huttese, Average for well-traveled species languages and trade languages, more difficult for less well traveled species, even more for obscure or dead languages. We add boost or setback based on the location: same slice of the galaxy gets a boost, where a character from the Core rolling for familiarity with a Wild-Space trade tongue might easily have to deal with three setback. It's worked well for us so far, and allows for some surprises due to the variance in the dice. It's nice when your brute has to translate for your face, if only for comedic value.