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abookfulblockhead

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Posts posted by abookfulblockhead


  1. I'm pretty generous with credits after missions (I always think the PCs won't know what to do with the cash, but they always seem to find something worthwhile to pool their resources towards).

    I also allow the Quartermaster to requisition gear for a mission. If she succeeds on the roll, the Alliance will lend her the gear in question. Advantages can be spent to have the alliance include cheap consumable stuff like grenades and stimpacks. 


  2. Suns of Fortune has a modular encounter involving Micro Jumps, and the rules there are probably a good place to start (though I would certainly make the difficulties much harder, due to jumping from Atmo to Atmo). 

    One thing the encounter notes is that micro-jumps are generally done using the backup hyperdrive, and anything faster than a Class 5 adds setback to the check. 


  3. When I read "have the target in custody" I take that quite literally. You're cutting to the moment where the cuffs have been slapped on the character's wrists.

    Now the trick is "How do the PCs get out with this guy?"

    Admittedly, I run Age of Rebellion, so if the PCs decide they want to take out an Imperial Officer, it's very likely the PCs will find themselves in the middle of a heavily fortified Imperial Compound, teaming with more Stormtroopers than you'd functionally need to count.

    Also note that they can track an NPC if they know what planet that NPC is on. I have an easier time of this, because a lot of the officers in my game tend to be stationed aboard their flagship... Technically, this means they are not on a planet. That seems like a bit of a loophole, but it also makes a certain amount of sense: Infiltrating a ship is a lot harder than infiltrating a facility groundside.

    With that said, though, for certain really pivotal NPCs, I tend to apply their adversary Rating to any signature abilities that target them. And I'll also throw in setback dice depending on various factors, such as, "They are in a heavily fortified facility," or "they have a lot of bodyguards" or, "They're pretty central to the plot, so I'm not gonna make this easy on you." (That last one is more of a silent factor that I use to inflate other "reasons" to add setback dice)

    Still, when the PCs have really solid dice pools, even a mountain of setback dice isn't necessarily a great defence. And on those occasions, I have the hostage be more trouble than they're worth. Hidden tracking devices, lockpicks, tempting bribes, other people looking for the same bounty. There's lots of ways to screw with the PCs on the way back from the mission, too.


  4. I draw a lot of inspiration for Age of Rebellion from the old TIE Fighter game. Not necessarily canon, but it sets a certain tone. I use the greek alphabet to designate Imperial fighter groups, The Secret Order of the Emperor goes around giving people weird tattoos and cryptic missions, and the briefing is always given by the same briefing officer.

    I do want to run a Resistance Era campaign (I quite like the sequels), but I can definitely wait for the sourcebook. 

    Personally, I never felt like Stormtroopers were *super* elite. They're a cut above Imperial Army, sure, but they also weren't terribly rare, even in the old canon. When I think elite troops, I think Storm Commandos and Death Troopers. This "Elite Stormtrooper" nonsense strikes me as Imperial propaganda. They want Stormtroopers as a symbol of oppression, and if the people believe they're all fanatically loyal and expertly trained, then people are a lot less likely to challenge the faceless symbols of your rule.

    But they're just dudes with guns and marginally better armour. They were never anything special.


  5. I just assumed that the extra 10XP were due to the setback dice Pantorans take in warm climates. A sufficiently harsh GM might rule that this applies to what most of us would consider just a pleasant sunny day. Gotta negotiate with the queen of Naboo in spring? Well, you’re sweating through your diplomatic robes. A fire breaks out on your ship? Whew, better loosen a few buttons. 

    Of course, given that there are a gagillion talents to remove setbacks to your particular area of expertise, maybe that isn’t such a hindrance, even with a heavy-handed GM.

    Side note: I only discovered Pantorans were mildly overpowered after I tried making one. “Oh, huh. I’ve got more stat points than usual.” But I also built him as an Ace:Gunner, so that presence isn’t really doing him a whole lot of good at the moment.


  6. For the sheer volume of Clone Wars material out there, two books seems like a solid idea. Off the top of the head, what don't we have stats for yet? Acclamators, Venators, ARC-170s, Actis interceptors, Most battle droids, virtually any separatist warships, the entire clone trooper arsenal. That's just what immediately comes to mind.

    And, since Era books seem to bring in stats for canon characters... dozens. Grievous, Dooku, Ventress, Mother Talsin, the whole dang jedi council. I feel like there is more than enough to fill two books. 


  7. The build I've been toying with recently is a 90 lb Steel Fist Adept/Colossus/Ascetic for maximum Monk-itude. The primary Force abilities would probably be Conjure (to 'cheat' the Ascetic's restrictions) and Enhance, to punch harder. Now, it makes for a very shallow skill pool, but I just can't shake the idea of being a 90 lb unkillable Mirialan Kung Fu master. Plus, I think Athletics and Coordination are both incredibly useful skills that are often forgotten about. They're usually on the combat monkeys, but the combat monkeys are too busy getting better at killing stuff to improve those skills.

    The other build I've had in mind is actually a team effort. I think a Sapper and a Trailblazer could make an incredibly potent duo. The Sapper has a bunch of abilities that allow him to create cover, and the Trailblazer has a bunch of abilities that buff everyone when they're in cover. I'm not sure where I'd take them from there.

    I might go from Trailblazer into Scout, for extra ranks in Disorient and Stalker, and to pick up Quick Strike. The Trailblazer is essentially the Master Ambusher, so scout enhances both his Stealth and First Strike capabilities. Maybe Tactician for the .5 spec? I think Coordinated Assault would be a good addition to that package.

    For Sapper... I feel like Saboteur just makes such a logical extension. Be the master of exploding. Strong Arm + Master Demolitionist + Master Genadier makes for massive explosions that are easy to trigger. Not sure for the last one. Maybe medic, to take advantage of that high intellect for another very useful skill.


  8. My general solution is more stormtroopers. If I throw 5 minion groups of 4 at the party, you can only kill one of these groups per round. Still breezing through? More minions! Have more show up to replace the fallen in waves.

    The Nebulon-B tends to be my go-to mid-tier Imperial vessel. A nebulon-B typically carries 72 troopers, which I generally divide into 5-man minion groups led by stormtrooper sergeants. You may win on single target damage, but the empire wins through sheer action economy.

    My motto has always been “The Empire always has more stormtroopers” and it has yet to fail me.

    Worst case scenario, I airdrop a couple AT-STs on you. I always have ways to escalate an encounter beyond the PCs abilities.


  9. 3 hours ago, 2P51 said:

    Clearly I don't agree with you all.  I see no point in having separate skills in all of your examples, frankly all one would need is 5 ranks in Breathing, and then be able to spin up relevance regardless of the situation.

    I feel like, certainly in Edge of the Empire, characters are incentivised to not be combat specialists. If you’re not a bounty hunter or hired gun, you probably don’t have combat skills. That’s telling.

    And Star Wars is full of examples of non-combat characters influencing combat. Look at R2. He’s always opening doors, throwing up smoke screens, etc.

    I’m also a staunch believer that combat is a last resort in Star Wars. The empire always has more stormtroopers, so you better have a better plan than “stand and fight”. A nebulon-B frigate has 70 troopers at its disposal, and I will make you fight them all if you decide to make a stand rather than run.


  10. 20 hours ago, 2P51 said:

    Another storyline about a small force going after the space facist regime sounds completely recycled to me.  I like Fioni, but the basic idea sounds dull to me, maybe not to some, to each their own, but I find it completely uninspiring.

    To be fair, we know hardly anything about the details of this series. 

    If I were to sum up Rebels, I would say that it's about a Jedi survivor and his Padawan learning the deeper mysteries of the Force, and the role they played in the early Galactic Civil War. From what we've been told, Resistance is more about Starfighter pilots. I expect we'll see more of a "band of brothers" military vibe, than the family feel of the Ghost crew.

    It would be like saying Dunkirk is a "recycling" of Inglourious Basterds just because they both take place during World War II. 


  11. Now, admittedly this involves a little cross-canon, but from the Legends Wookieepedia article:

    Quote

    He joined the Imperial Academy and, while there, decided to train towards a career in the Assault Armor Division, where he might operate the mechanical behemoths that were the All Terrain Armored Transports.

    That sounds like he went directly into training for Piloting (Planetary). rather than Piloting (space).

    Now, does that mean New Canon Veers has the same sort of training and skillset? Possibly not. But I feel like this is pretty sufficient grounds. Veers trained specifically to operate AT-AT walkers and similar planetary craft.

    The statement is sourced from Galaxy Guide 3: The Empire Strikes Back, which is a sourcebook from the old West End Games RPG. 


  12. 14 minutes ago, HappyDaze said:

    In-universe, from the points of view of characters within the setting, it should make no difference. In truth, I strongly prefer games where it makes no real difference (like the WEG D6 SW).

    I’m not sure what your point is here. I think it’s been laid clear that whether or not he’s a PC or NPC, he only has ranks in Piloting (Planetary).

    You asked for a named character who appears to be proficient in operating one type of vehicle, but not the others. Most people seem to agree that Veers fits that bill, regardless of the particulars of his build. But even if Veers has the “Imperial Academy Cadet” tree, there’s nothing that obligates him to take piloting (space) ranks. I would guess that he focused instead on leadership and knowledge (warfare).


  13. I’m on board. The combo of anime-inspired visual styles and a focus on starfighter pilots gets the wheels turning on my head.

    I suspect Gundam might be a good analogue, though probably not quite as grim in tone. Gundam is animated, but there’s still an emphasis on realism. Everything feels like it operates accordig to blueprints, characters may ham it up a but but won’t take absurb pratfalls or jump 20 feet in the air if you startle them, etc.

    And, ****, I’d definitely watch a show like that. Actually...

     

     

    Now, I’d probably go with a slightly brighter, cleaner art style, but I think this drives home the idea that “anime-influenced” can fit pretty comfortably within Star Wars without feeling out of place.

     


  14. The two spreads I usually go for are 3/3/3/3/2/2 (requiring an extra 10 XP from duty or obligation) or 4/3/3/2/2/1.

    I tend to prefer the latter because having a 4 tends to make you pretty reliable all around.

    I’ve also played a Mirialan, and went with a 4/3/2/2/2/2 spread. I tend to just feel vulnerable, unless I’m playing to that core characteristic. She’s a Warrior/Starfighter Ace, with 4 in Agility, 3 in Cunning. So unless I’m slinging a blaster or flying the Starship, I’m actually not all that useful. In fact, I think I’ve only rolled one proficiency die so far, on a cool check, because we haven’t actually gotten off-planet yet (Play by post moves slow). I’m basically relying on raw agility and cunning until we can get the hyperdrive we need.

    On the flip side, the Twi’lek Quartermaster in the game I run just took a Vibrosword crit that permently reduced her Willpower. Her Stat Spread right now is:

    Br: 1 Ag: 2 Int: 3 Cun: 4 Wil: 1 Pres: 4.

    I’m looking forward to seeing how she plays that out. She’s great, right up until the team needs to go loud, and then she’s going to completely crack under the pressure. And don’t ask her to do any strenuous physical activity.


  15. On 2018-04-25 at 4:45 AM, HappyDaze said:

    Since you like to use FFG's game mechanics, note that Veers would have been an Imperial Academy Cadet, which means he has automatic access to Piloting (Space) as a career skill but has to take a talent to get the same access to Piloting (Planetary).

    On the other hand, would you argue that Solo has no ability in Piloting (Planetary)? We never see him pilot anything like that in the films, and it could be argued that a smuggler would have no need to do so...

    I just assumed Veers is an NPC. Even so, there’s a difference between having a career skill and putting ranks in it. Just like how Smuggler doesn’t get piloting Planetary, but I suspect Han would have ranks (Pretty sure there’s a brief clip of him pulling some kind of crazy stunt in a landspeeder from one of the Solo previews).

    in either case, I contend that were I to stat out General Veers (either as a PC or NPC) I would give him ranks in Piltoing (Planetary) but not Piloting (Space). And that seems to be the general consensus here.


  16. I would say General Veers is probably another example of Planetary but not Space.

     

    His emphasis is on walkers and ground assault (sure, he doesn’t sit at the controls himself, but if I were statting him, he’d probably have a few ranks. Guy wasn’t always a general after all)

    I’d also hold up the Snowspeeder as an airspeeder that certainly requires a different skillset from a starfighter.

    The Snowspeeder has, in pretty much every instance I’ve seen (Rogue Squadron, Battlefront, Shadows of the Empire, etc) been portrayed as incapable of certain maneuvers. Because it stays aloft through repulsorlift, it can’t fly upside down, pull a loop-the-loop, or do a barrel roll. It’s more like a high-altitude landspeeder than a traditional fighter or bomber craft.


  17. One of the oft-overlooked bits about “stun setting” is that it only works within short range, unless the weapon’s description states otherwise.

    Also, as stated, Nemeses can recover strain with advantage, just like players. And I make Nemeses tough. It’s rare for them to roll less than 4 dice for their primary combat ability, often with 3+ yellow dice. Last session, a Nemesis managed to roll a whopping 9 advantages in one turn. She didn’t succeed, but she shrugged off a ton of strain, convincing the PCs that lethal force was required.


  18. One use I’ve seen is the, “Don’t mind me, I totally belong here” method of hiding in plain sight. You’re not necessarily lying to anyone, or trying to evade their attention. Just projecting this confident look like you belong.

     

    I’ve also thought a bit about the distinction between discipline and cool. I feel like you use Cool for reckless stunts that take raw confidence, whereas discipline is for more practical level-headedness. Playing chicken in a starfighter, barrelling towards an oncoming foe is Cool. Not flipping out when a Star Destroyer begins bombarding your location is discipline.

    Likewise, if the frieghter you’re chasing goes barreling into an Asteroid field to try and shake you, I think it would make sense for you to make a cool check before pursuing. Anakin would follow eagerly. Obi-Wan would have a bad feeling.

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