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About SavageBob

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  1. SavageBob

    Video playthroughs?

    The cast of Star Wars Rebels did a playthrough of the Edge of the Empire Beginner Game.
  2. Good question. The CRB description suggests yes: "Your character uses Gunnery, the third of the Ranged sub-skills, to fire … pretty much any other weapon large enough that you need a tripod or team of people to use it. Your character also uses it to fire weapons mounted on vehicles." But then it suggests the skill should only be used in steampunk, weird war, sci fi, modern, and space opera settings. However, since Operating makes no mention of ranged attacks from the vehicles it covers, I'd be hard pressed to think of of another skill to use for catapults, trebuchets, and shipboard weapons that require a crew.
  3. Yeah, I think they probably didn't include Operating and Gunnery under the assumption that they would be too niche in what is essentially a dungeon-crawl setting. So I'd assume those skills exist, but none of the featured Careers focus on them at all. For any games that decide to focus on the high seas, I'd suggest a Tier-2 Talent that grants Operating, Gunnery, and maybe Knowledge (Geography) as Career Skills.
  4. Thanks for the ideas! I have to admit I'm fascinated by brass catchers, as they seem so niche, but are so fun for detective scenarios. Apparently a brass catcher can also be useful when paired with a silencer, since you don't want the noise of metal hitting the ground to give you away. They also capture some of the gunpowder residue (the silencer will capture the rest), keeping it off the shooter's hands and gloves. I may need to add a line about this benefit to the Modifiers section. I've done a bit of poking in forensics literature regarding the ballistics stuff, and it seems that not having access to the shells does hamstring ballistics analysis to some degree. For one, it's much easier to spot casings than bullets unless there are obvious signs of impact, like bullet holes. (Even then, if the bullet has shot through a wall and out into a field or something, you may never recover it.) Beyond that, not having shells deprives you of information that's not on the bullet itself, like extractor marks, ejector marks, fire pin markings, and breech face markings. I get you about dropping the gun, though. Maybe it's most useful for situations where you capture the perpetrator early in the investigation and need another piece of evidence to pin the crime on him? I suppose it might also help trace where the gun was bought, but that would suggest the purchase was legal. All in all, I think it's an attachment that wouldn't see much use by PCs, but it would be fun to give to a Nemesis or his Rival crony. I can totally see the sleeve holster being a piece of gear. I think the analog might be something like the concealment holster in the Star Wars RPG. That makes sense, so I think I'll make that change. I agree that the shoulder stock may not be as effective as a sight, but presumably an HP 2 weapon could have both to get +2 Accuracy, which is nice in some situations.
  5. SavageBob

    Genesys Talents Expanded

    Is there any plan to update the Genesys Talents Expanded with talents from Cyphers & Masks? I'm starting a Genesys spy game and went looking for them, only to find they don't seem to be in there yet. Love this project!
  6. My setting is essentially what you describe, just advanced up a decade. Not everything will be Lovecraftian, but it's basically The X-Files in the '30s. I'm happy to share other things I come up with as I develop them.
  7. I'm working on a 1930s noir-detective setting, so I've been doing some research on the kinds of weapons available at that time. I've come across several weapon customizations that I think would make fun weapon attachments, but I'd love feedback on their game effects, required hard points, etc. I still haven't put price tags on these things yet, but that will come. Brass Catcher Gun enthusiasts sometimes attach a simple bag or receptacle to the ejection port of a firearm to collect spent casings. At the shooting range, this practice speeds cleanup and allows casings to be refilled. However, at a crime scene, using a brass catcher makes the work of forensic ballistics analysis harder by keeping the crime scene clear of what would otherwise be evidence that could identify the weapon that committed a crime. Use With: This attachment can be used with any ranged weapon that expels spent casings (most pistols, rifles, shotguns, submachine guns, and machine guns). Modifiers: When your character uses a weapon fitted with a brass catcher in a scene, other characters add Setback Setback to Perception and Knowledge (Science) checks made to both locate and analyze ballistic evidence related to the use of the weapon during that scene. Hard Points Required: 1. [Essentially, same game effects as a silencer, but applies after the fact.] Elegant Customization In some circles, a handgun inlaid with pearl, ivory, or other precious materials can turn heads, and a rifle with a stock made from polished wood can leave an impression. Use With: This attachment is available for any weapon. Modifiers: Your character adds Boost to all Charm, Deception, Leadership, and Negotiation checks they make when the weapon is visible to the target. This bonus only applies in situations where having the weapon visible would be socially acceptable (e.g., on a hunt, at a card game with mobsters, at a shooting range). Otherwise, flaunting the weapon has the same negative effect on social interactions as it would without the elegant customization. Hard Points Required: 1. [Inspiration here from the various diplomat's robes and so on in Star Wars. Would it be better if it added an auto-success or auto-advantage to the social check?] Extended Magazine In a firefight, the last thing a gunman wants is to run out of ammo. Extended magazines provide more bullets but also add to overall bulk. These magazines come in different shapes and sizes depending on the weapon they attach to, from a longer magazine for a pistol or machine gun, to a large drum for a Tommy gun. Use With: This attachment is available for pistols, submachine guns, machine guns, and rifles. Modifiers: While your character is using this weapon, the GM must spend at least Despair Despair to cause it to run out of ammunition. The attachment also increases the weapon's Encumbrance by 1. Anyone searching your character adds 1 boost to Perception checks they make to find a weapon with this attachment. Hard Points Required: 1. [Essentially an extra clip that is always engaged with your weapon, hence the double Despair requirement.] Forearm Grip By adding a handgrip under the barrel of a rifle, the user can better handle the weapon in tight quarters. Use With: Any rifle weapon can have a forearm grip. Modifiers: Decreases the additional difficulty added to Ranged (Heavy) checks at engaged range with the weapon from (PP) to (P). Hard Points Required: 1. [This is a direct port from Star Wars. Can other guns have forearm grips added in this way?] Lanyard Dropping a weapon can spell disaster in a combat situation. Fortunately, by attaching a cord to the weapon and to the user's belt or neck, the wearer can quickly retrieve a dropped weapon and continue the fight. Use With: You can use this attachment with any weapon. Modifiers: During your character's turn, you may retrieve a dropped weapon as an incidental as long as you are engaged with it. Hard Points Required: 1. [Adaptation of the magnetic weapon tether in Star Wars.] Pintle Mount When gunplay and high-speed chases come together, mounting a large weapon directly onto a vehicle offers more stability. Police departments often use such mounts to attach guns to motorcycle sidecars, for instance. Use With: A pintle mount may be used with any weapon that is fired with the Ranged (Heavy) or Gunnery skill. Modifiers: A weapon on a pintle mount reduces its Cumbersome or Unwieldy rating by 3, to a minimum of 0. It reduces its encumbrance by 4, to a minimum of 0. The weapon may not be moved except to pivot on its pintle after it has been attached. When firing a pintle-mounted weapon from a moving vehicle, your character suffers no penalties due to the vehicle's speed, but the GM may still impose Setbacks for environmental factors, such as poor road conditions. Removing a weapon from a pintle mount requires two Preparation maneuvers. Hard Points Required: 2. [Mechanically, this is a tripod mount that attaches the weapon to a vehicle instead of a separate tripod.] Pistol Grip This modification changes the way a gun is held to better match smaller arms, such as pistols and revolvers. When applied to shotguns and other large weapons, this modification allows the gun to be fired one handed. Use With: Any Ranged (Heavy) weapon that does not have the Cumbersome quality. Modifiers: Your character must now use the Ranged (Light) skill to fire the weapon instead of Ranged (Heavy). However, they must add Setback to combat checks with this weapon, and the weapon's range is reduced to medium if it was longer before. Hard Points Required: 1. [Direct port from Star Wars.] Shoulder Stock Attaching a stock to the rear of a handgun allows the firer to brace the weapon against a shoulder and stabilizes the weapon. This modification makes the weapon more accurate, but also bulkier and harder to carry. Modifiers: Grants the weapon the Accurate 1 quality, or increases the Accurate quality by 1. The weapon's Encumbrance goes up by 1, as well. A shoulder stock removes any bonuses to hide the weapon and adds Boost to Perception checks to spot it instead. Use With: This attachment can be used with pistols, revolvers, and submachine guns. Hard Points Required: 1. Sleeve Holster This mechanism lets the user hide a small weapon up their sleeve at the end of a spring-loaded bar. By activating a lever at the elbow, the user sends the weapon forward and into their hand. Use With: This attachment can be used with any weapon of Encumbrance 1 or less except for weapons that must be thrown. Modifiers: Your character may ready the weapon as an incidental rather than a maneuver. However, anyone searching you adds Boost to their Perception check to find the weapon while this attachment is in use. Hard Points Required: 1. [Think Taxi Driver, although they had these in the Old West, as well.] Sound Suppressor Sound suppressors, also known as silencers, make firearms more difficult to detect when fired. However, they slow the speed of the bullets and reduce the damage dealt. Use With: Any weapon that fires bullets can use a sound suppressor. Modifiers: When you fire your weapon, other character add Setback Setback to Perception and Vigilance checks to locate you based on the sound of your weapon. Hard Points Required: 1. [Direct port from Star Wars.]
  8. SavageBob

    Reloading a Revolver

    Thanks for the ideas so far. I think to get to that iconic scene of dropping the bullets just requires that the player doesn't have the extra clip item (here, representing a speedloader). A player who bought an extra clip specifically wants to avoid this kind of situation. But assuming no extra clip, the PC has to reload the gun from a box of loose bullets or some such. I guess I'm trying to figure out how that works. Just one prepare maneuver seems too lenient, as that essentially means that a box of bullets in a drawer is the same an extra clip through the lens of game mechanics. So how do you dramatize that painfully (and dramatically) slow reload process for the player who doesn't have the extra clip? Maybe the GM calls for a Discipline check? Failure just means the PC is too rattled to concentrate on reloading the gun, but failure with threat might mean the bullets go spilling across the floor, and the bad guys get a chance to close the distance...
  9. SavageBob

    Reloading a Revolver

    What do y'all think about the Extra Clip item being used on revolvers? Is it enough to say that for revolvers, "extra clip" refers to a speedloader (basically, a device that you load your bullets into in advance so that you can reload your cylinder in a single go)? How would you recreate the classic action-movie trope where a character's revolver runs out of ammo and they don't have a speedloader? You know the one: The villain is downstairs, and they'll be at your door in a few seconds, but you're fumbling with your bullets, trying to shove them in the cylinder, and they keep falling back out... Is this a case of a character who bought a box of bullets instead of an extra clip? How many maneuvers would you charge for someone to reload a revolver bullet-by-bullet?
  10. SavageBob

    Best way to learn the differences quickly?

    This thread has a very good list of all the changes and might help you immensely: Focus specifically on Farnir's post and then my reply to it. That's the laundry list of differences from the Star Wars system. If you need an even more TL;DR list of differences so that you can just jump right in, I'd say the only real thing to get your head around is the Talent Pyramid, as that has replaced Specializations in Star Wars. The idea is that you take Talents à la carte instead of as part of a tree. You have to progress down the pyramid in tiers, starting with Tier 1 [5 XP] and on to Tier 5 [25 XP]. You can only take a Talent in a new tier if you have at least one more Talent of the previous level (e.g., Tier 2 only after you've gotten two Tier 1's; Tier 3 only after you've gotten two Tier 2's, etc.]. Everything else, what you know about Star Wars should serve you quite well.
  11. SavageBob

    DrainSmith's Dispensary of Everything You Need

    DrainSmith, thanks so much for the resource! Quick question about your InDesign files. I must be overlooking something. When I open the Species file, I get two broken links, one for BlankStat.ai, the other for OrangeLine.ai. I see SVG versions of those files in your assets on DropBox, but not the AI versions, and for some reason, InDesign is not letting me substitute. Is there something I'm overlooking?
  12. SavageBob

    Question regarding talents like 'Counteroffer'

    FWIW, I agree with you: This system is prone to making things into talents that should by all rights be options for everybody. That said, I've seen folks bring this sort of thing up in regard to Star Wars, and there seem to be two camps: 1) Without the talent, you can't even try. That preserves the utility of the talent and encourages a player to take it. 2) You can still try without the talent, but it should be a lot harder. Like, Counteroffer: Maybe you can make such a check in the middle of combat, but it requires a Story Point spend. I don't know what to tell you about Knockdown; it's a dumb talent, and you should be able to knock someone prone for a Triumph at any time.
  13. You've mentioned this issue before, and I can understand how you might be frustrated if you have a group who want to recreate the "mixed group" of heroes in the movies, as you say. The thing is you can recreate the movies, you just have to be creative in interpreting the specializations. Your best bet is probably Age of Rebellion for this. Han may be a smuggler, but you can recreate him as a Commander (Commodore). Chewbacca could be an Engineer (Mechanic) or Ace (Driver). Leia is a Diplomat (Ambassador) or maybe (Agitator). Luke is an Ace (Pilot) with the Force-sensitive Emergent secondary specialization. 3PO can be a Diplomat (Ambassador). R2 a Spy (Slicer). Chewie can be a Soldier (Commando). All of these specs are in the AOR core book. Sure, it's better to have all the options, but RPG lines need to be profitable, so you'll end up buying a few more books down the road. But my point is that you can totally recreate the OT-style of "mixed" play with just one core book. You just can't be literal about the names of Careers and Specializations.
  14. SavageBob

    Bioroids: Combat Skills - Hurting Humans

    *Shrug.* Remind me not to play in your Android game? Sorry, that was petty. I'm just saying it may go against the setting, but it can work at the right table and with the right justification. A stricter GM would probably disallow it, though.
  15. SavageBob

    Bioroids: Combat Skills - Hurting Humans

    I think what all this boils down to is that either your player is going to be disappointed playing a combat Bioroid as you sic the setting book on him, or you're going to have to contrive a scenario where the PC will be allowed to be a combat Bioroid that people are OK with. Like it's a new model built to combat crime or something. The point is, don't let lore stand in the way of a cool character concept. But you may have to work to find a way for the PC to seem logical.