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Posts posted by JalekZem
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So I am assuming that the Vigilance roll is for initiative, so I don't get a special effect from the Triumph or that advantage
Description
Perception Roll Results 1eP+2eA+3eD: 1 success, 1 threat [1eP=S/A] [2eA=-, S] [3eD=-, Th, F/Th]





Vigilance Roll Results 2eP: 2 successes, 1 advantage, 1 Triumph [2eP=Tr, S/A]
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Yeah with the new update I was able to restore my data from my last back up (prior to the SM addition)
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I have done that and the old data was gone as well, and I keep on getting "This Zip does not contain any SW data" when I try and restore or import the archived file
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I had a customized data set for 1.6 (Talents, Sig Abilities, and Force Powers). I installed 1.7 and did the clear cache as above and the data was loaded properly. Then I went in to the data editor and added data for talents and Sig abilities for Special Modifications. When I went back into the CG, the data is not showing and I cannot import it I, smartly made an archive copy prior to this.
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- social skills: the face PC can be extremely useful, inspiring friends or coercing foes. Fire control (Leadership) is a great way to increase the odds of the gunner's success. If they can speak to the enemy they can maybe rattle them (applying setback or even strain).This is one thing that is often highly overlooked by PCs and GMs alike. If the face has access to Scathing Tirade and has the ability to communicate with the enemy ships, he can give them a migthy chewing out.
Scathing Tirade has a strict range limit, and there is nothing to suggest that comms extend that range. Allowing it to carry over comms can set an ugly precedent for other interaction-based talents that have range limits.
And so it does, SHORT range. It does not specify personal or planetary scale. And neither does Inspiring Rhetoric, yet historically since the invention of the radio, media has been used to inspire nations into action when needed. For example,
FDR's "A day that will live in Infamy" speech in 1941
JFK'S "We will go to the moon" speech in the 60's
Reagan's "Mr. Gorbachev, tear down this wall!" speech to close the cold war and start the German re-unification process.
Now, would I give it carte blanche approval all of the time? No. But, if the PC can come up with something that is appropriate to the situation for either ST or IR (which the OP's post is not the case) I would allow it. Hell even upgrade the difficulty 1 time and throw a set back or 2 in for not being able to see them.
For example,
PCs are on a light freighter and flying into a system and are being harassed by the local space militia, they send out a flight of Z-95s to force the ship to land, but the PCs don't want that as they are carrying lots of contraband.
The Face is not getting anywhere with his deception rolls to pass unmolested. If the PC could come up with a decent cover, like: They are a Nobel (or corporate official) on an official, but secret governmental business and if they do not leave the ship, he will see the pilot's fired and their families run out of the system. It could be a fun thing.
It might prevent a long drawn out running gun battle.
It is an unique use of the talent
It lets a PC that, if the situation did devolve into a fire fight, would likely be doing nothing during the fight
BrickSteelhead reacted to this -
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- social skills: the face PC can be extremely useful, inspiring friends or coercing foes. Fire control (Leadership) is a great way to increase the odds of the gunner's success. If they can speak to the enemy they can maybe rattle them (applying setback or even strain).This is one thing that is often highly overlooked by PCs and GMs alike. If the face has access to Scathing Tirade and has the ability to communicate with the enemy ships, he can give them a migthy chewing out.
bradknowles reacted to this -
Not much different then a rifle with an under-slung flame thrower, and that also has blast
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My last session, I had an NPC shoot at the party and got 0 successes and 7 or 8 advantages, I narrated it as they were laying down a ton of supressive fire on the 2 PCs that were close together. I upgraded the difficulty PC sniper's next attack (3), added a Setback to both PCs (4 and 5), gave that NPC an extra maneuver that round to go from medium to long range.
bradknowles reacted to this -
"Well seeing that I am a paying passanger and not part of the crew, I could give a bantha's ass what he expects. I expected a ship that was not going to fall apart exiting hyperspace....fat lotta good that did."
sonovabith and Sarone reacted to this -
Also, don't forget there are other defensive abilities available to them. Maxing out the Sense power on the left hand tree will result in 2 attacks being upgraded 2 times at no strain cost, Dodge works vs all attacks at 1 strain per level and so on.
bradknowles and Tear44 reacted to this -
1) Would replacing/adding/removing a crystal from a hilt require some sort of roll? Or is it automatic?As mentioned adding to removing an attachment does not require any roll or monetary cost. Modifying them, does. Also, as noted it takes longer then can typically be allowed in combat.
2) I rolled a hotshot pilot and got my own star fighter. Was wondering if it's easy to die in space combat?Yes, if you fly off half cocked and do not pay attention to your enemy and there strengths.
Is there certain things I should avoid doing?Don't forget your space suit at home, going into a hard vacuum unprotected, over committing to an attack
And would there be some general space combat advice?Watch your 6 and don't let your wing man die
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"Tell him to meet me here, I see no point in mustering in a cramped space away from where the fighting, if any is going to be."
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To add to what Kaigen said; there was a form here that basically used the FATE background system to weave players together. Each player writes their background as far as mannerisms, behavior, and old history (childhood and before the campaign starts, but leaves holes in it). Then each player passes that sheet to their right. Then they write their character into the other character's back ground and returns the sheet to the original player. This is then repeated, but with passing to the left.
So assuming you have 3 players, A, B, & C. They each write their own back ground, then A passes to B, B to C, and C to A. Player A incorporates themselves into C's past and so on.
With 4 or more people, you will have friend of a friend situation. So with A, B, C, and D. Player A, would get cross over with B and D, but not C, while B would cross over with A and C, but not D, and so on.
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Thanks. This is a commision. For the jacket and boots, I browsed images for women's clothing and sent one that I liked to the artist.
SuperArppis reacted to this -
Also, in the EotE Character Artwork thread:
My Advisor, Kyodra

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Sting's Mechanic's Roll
Results 2eA+3eD+1eS: 1 success, 4 threat [2eA=S/S, S] [3eD=Th/Th, Th, F/F] [1eS=Th]




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Sting takes a brief second to peer out through the porthole at the "distressed" ship as they close.
Roller
Results 2eA+3eD+1eS: 1 success, 4 threat [2eA=S/S, S] [3eD=Th/Th, Th, F/F] [1eS=Th]




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But... in this universe, Jedi -are- "Neos". Are they not?
But yeah, if we think that way, then it's not agility as a characteristic, it'd be the Force usage pulling that off. So... yeah makes sense.
Kind of, but generally, only with lightsabers. Most of the saber combat trees have reflect, parry, or a defense talent to help them avoid incoming damage.
Otherwise, you need to rely on Adversary, Bodyguard, Dodge, Sidestep, or block to get bonus defense.
As has been said many times on this board. Forget what you have learned in other RPGs, Dex/ AGI adding to defense is a construct of D&D/ Pathfinder and other games that are derivative of them.
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The Commander Career would be the obvious choice. Start off with either Squadron or the Ground one, throw in Ace or Commando, then move to Commodore (fleet actions) then Figurehead That would be the basic career path. But remember that there are only a handful of Moffs and they do not usually take a regular retirement. They either are killed by a rival or as a result of failure.
Ghostofman reacted to this -

Sarone's Star Wars: Hutts Space Chronicles (Season 1) IC
in Star Wars: Edge of the Empire RPG
Posted · Edited by JalekZem
Sting heads faces the port airlock and sets his blaster to stun. He also takes up a defensive position behind a bulkhead ready to shoot the first being through the hatch. "With any luck, I'll be able to work on my back hand slice" he mumbles to himself batting his trusty gaffi stick.
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Description
Perception Roll Results 1eP+2eA+3eD: 1 success, 1 threat [1eP=S/A] [2eA=-, S] [3eD=-, Th, F/Th]





Vigilance Roll Results
2eP: 2 successes, 1 advantage, 1 Triumph [2eP=Tr, S/A]

