Aetrion

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  1. Yea, my favorite character is also a mystic and has strayed far from his original class in the absence of a supplement.
  2. I'm super excited for this, though I'm already hating the wait.
  3. The talent doesn't say anything about circumventing the one week lockout on a failed attempt to treat a critical injury. I think the main thing that talent lets you do is treat a critical injury at range, which can be extremely useful under some circumstances, like if someone has the crit where they will die if the crit isn't treated within 1 round.
  4. The question is, would Han Solo have taken conflict for shooting at the stormtroopers if he had the morality mechanic?
  5. Well no, because then you couldn't activate your cheese crystal to regain all your strain as well on that turn.
  6. Yea, but what he's saying is that he's using Draw Closer with a Dantari crystal, spends all of the force pips generated on strain recovery, then claims the attack missed because the target wasn't drawn into range since he didn't spend the pips to activate draw closer, but still spends 3 advantage from the attack roll to activate Force Assault, to then use Move as a maneuver to make his actual attack, after basically just rolling Force Dice for free strain. That is simply a ridiculous interpretation of the rules.
  7. I don't think the target being out of range counts as a miss. Rolling more failures than successes counts as a miss. Otherwise you could trigger suppressing fire against people at extreme range with a gaffi stick, because hey, my attacks keep failing, so I get to activate on miss powers, right?
  8. Pretty much every other force power that can be used as an out of turn incidental takes a flip and is once per session, so I'd treat it like that.
  9. There is a rule for partially learned powers I think, where you have to flip a pip to use them and take double the conflict/strain if you need to flip for it. Don't know where that is though, or if I read it on these boards somewhere.
  10. To make a Jedi who fights unarmed you have to delve into some classes like Doctor/Martial Artist I think. The Ascetic class from the upcoming Consular book is probably going to be a perfect fit too. Also ask your DM if you can replace finding lightsaber crystals with finding an Amulet of Iron Fists. That thing makes it half way possible to compete with a lightsaber wielding Jedi.
  11. Well, given that the Death Star 2 was 160km in diameter, that means Palpatine had to fall 80km to get to the center. The terminal velocity of a human is roughly 50m/s, so it would have taken about 27 minutes for him to actually reach the center. That means when the Death Star exploded he was still falling.
  12. We've had one situation where players briefly gained control over a Dreadnought Cruiser and rammed it into an Interdictor. That was basically just using the base rules of the game. If I was going to run an actual capital ship based campaign I'd write some more extensive rules for it. I really hate that for example making a gunnery check with an entire battery of heavy turbolasers uses your Agility. That just makes no sense. It should use Presence, or Intellect, because we're talking about Sil 4 sized turrets crewed by two dozen people each. There is no way being very agile would make the slightest difference toward plotting an effective barrage for those weapons. Being able to effectively command gun crews or work a computer to plot a firing pattern would. For an effective capital ship based campaign all the players would have to be command crew though I think, otherwise they have no reason to always be in the same room together or talk to each other on a mile long ship. I mean you could get all Star Trek about it and have the command crew do everything themselves while the rest of the ship is just there to showcase how you die if you're not bridge crew, but if you want to be more realistic about it there would be loads of mass combat checks involved as you're landing marines to take care of personal scale objectives and so on. Also a ton of logistics, a ship that big above all else needs stuff, so having something like a Quartermaster who's in charge of finding ports where you can take on supplies would be much more important. A replacement heavy turbolaser just isn't as easy to come by as a new blaster pistol. The operating budget for a game like that would probably be huge, with objectives paying out in the hundreds of thousands of credits, but you'd have to pay the crew, keep the ship stocked etc.
  13. I don't think there are any official rules for making poisons, but I'd rule it something like this: Set the price and rarity of the components based on what the poison does. Something that can kill in a single dose should cost 1000+ credits to manufacture. (Look at grenade prices to get an idea what's appropriate for different effects) Make a medicine check against a difficulty equal to the desired difficulty of resisting the toxin with one automatic upgrade(for the inherent danger of handling toxins) to prepare the compound and apply it to a weapon. 2 advantages to upgrade the difficulty of resisting the toxin once. 2 threats to downgrade the difficulty of resisting the toxin once. Triumph to create an additional dose. Despair to poison yourself.
  14. The upsides of this system: It's a great blend between a narrative and rules heavy system. It gives you a ton of narrative freedom in the sessions but doesn't do away with all the gear and classes and other stuff to keep you reading and thinking between sessions. It has a combat system that is fun to play without mapping, allowing you to let your imagination run wild without being constrained by having to produce miniatures or maps for everything. Semi-classless system allows for a high degree of customization of characters but doesn't require endless research to pick a sensible advancement path from people who aren't into making builds. There are relatively few things to keep track of numerically, and the wound/strain thresholds are low enough that you can comfortably use counters for them. The downsides of the system: Proprietary dice are required for play, and while they work well, it's annoying having to buy several sets to have enough, and since they all look the same it's a pain to try and maintain a personal set. Some systems are poorly balanced or thought out, like the possibility of taking a crit that flat out rips your arm off or even kills you on a single point of damage, so the usefulness of soak doesn't rise linearly, but makes a leap from decently useful to godlike when it blocks that last point of damage. Some of the themes in the system only fully work when you split the party. It can get very Shadow Run if you want to let a fighter pilot, an entertainer, a gunslinger and a mechanic all play to their strengths in an encounter.
  15. Depends on what kind of game you run. I like the kind of "Die Hard" adventure where suddenly you're surrounded by bad guys with no gun and no shoes, and there is a hard time limit for pulling your butt out of the fire, but not every adventure can be like that. Sometimes it does have to be the players turn to do the planning and set things in motion. Every time you do a hyperspace jump to another system that's potentially a week or more of downtime too, unless you're using Rogue One class 0.0001 hyperdrives.