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Posts posted by Khazadune
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2 hours ago, nameless ronin said:Verpine are great mediators and averse to confrontation. I’d play that up. It’s a convenient way of getting in a lot of roleplay and interaction with the other PCs. Every time there’s disagreement, get on the case. You really, really want everyone to just get along. Act on everything that threatens that - even if it’s just your imagination.
I like this, there isn’t a lot of group conflict but I think I can play the role of mediator well. I already chose a support role to avoid combat, this just makes it more interesting!
1 hour ago, Darth Revenant said:Verbal out loud conversations are a bit of a learned behaviour. It's not what's normal for the species since they have wireless radio transmitters. They would probably also have some pretty weird ideas about space, since they should be used to indoor environments from their asteroid home, but the outdoors on a planet would seem like a really weird concept. While being out in the vacuum of actual space would seem like a normal thing you do almost every day. Keeping track of who other non-Verpine people are would probably also be a bit of a hassle.
I already play him in a full vac suit all the time, I’ve invested all his money to upgrade it for radiation shielding, aquatics, etc... I think this will be the perfect tie in... agoraphobia, or at least trepidation.
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I’ve read quite a bit about the Verpine and their home in the Roche Asteroid belt and of their ways and customs but I want to build something on the stereotypes that exist so that my Engineer becomes more than the sum of the literature. I’m looking for out of the box thinking, unique conventions and behaviours... how would you RP it?
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33 minutes ago, Ahrimon said:Where did I say anything about 6 ranks of anything? I said three or four. Totally within reason. But those talents are often one or rarely two in a spec that barely has anything to do with my chosen shtick. So I get forced (no pun intended) to pick up specs that barely apply and talents that certainly don't for a couple of ranks of something.
I dislike spec hopping to pick up lots of "cheap ranks" of a talent. I'd rather let it rank up and cost me more so that I could stay true to my characters shtick.
It was an example, try not to get hung up on the words, it’s the point that is being made. Four ranks in a talent can be just as powerful. These talents are broken up so that those that want to super specialize have to pay for the privilege since they will then be that much better at it.
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3 minutes ago, Ahrimon said:Hmm, perhaps that's a good thing that you can't just run around and get tons of the better talents for cheap in Genesys.
I find the specs to be arbitrarily restrictive and superfluous. How many different does A but also does B templates do we need. I often look at the new specializations and simply see a little from spec A a little from spec B throw in a new talent or two and viola. Never mind that the new talent would be a perfect fit for three other specializations. They can't even get it without getting a whole new, and often outside of their career specialization.
There's often one or two talents that I want to be my character's shtick. But just to get three or four ranks I have to take three different specializations and spend a ton of XP on talents that I neither want and/or don't fit my character's theme.
Stacking talents are spread out bc they are powerful. This is a balance issue. Sure you might want 6 ranks of Speaks Binary (like my Engineer has) but you have to invest into that bc it can be so powerful. I order my Assassin Droid to attack and get to let him use my Ranks in a Skill, get to add 7 or 8 bonus dice and all the while I’m safely behind cover? Yeah, I should have to pay for that, bc the enemies I am facing need to be similarly skilled to make it even somewhat fair.
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On 2/26/2018 at 8:11 AM, immortalfrieza said:I agree, the specializations as they are now are a bit more restrictive than I would like. I for instance for one of my characters for a Jedi specialization that has both survival and lightsaber in it's skillset so I can make them career skills and thus get them cheaper, but one doesn't exist so I'm pretty much stuck with choosing one or the other, the other 3 skills may either be ones I already have and/or don't need, and the talents for specializations that aren't always necessarily all that useful either. I especially don't like how if you don't start off with a Jedi career the Force Rating can only be increased from 0 to 1 and thus allow Force talents and powers by buying one of the universal specializations from the EotE , both of which lack skills to accompany them thus making those specializations worth less. I also can't think of any good reason why simply getting one of the F&D specializations wouldn't be to do the same thing and give a nonForce Using player character a Force Rating and would be less redundant. Besides, a lot of talents in those specializations require a Force Rating to do anything with. I also think there should be at least a couple means to get or boost one's Force Rating that don't require the purchase of any specialization at all, like locating a Sith Holocron or something.
As for talents, I agree that there's a lot of unnecessary need to buy talents you don't even want and may even be detrimental to one's character concept.
I think you are missing the point of the trees. If you just chose the talents that went best together you would get a lot of munchkin min/maxers. The talents are interspersed with less desireable talents bc they force you to pay the xp price to get to the later talents, balancing the system.
Not to mention the Force Rating discussion. If you could stack Force ratings through other sources you would soon find players becoming gods. The intentional positioning Of force Rating as expensive talents are because no one is supposed to have such high levels. Darth Maul is Force Rating 4, Vader 6.
That’s Vader.
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1 minute ago, Eoen said:The biggest problem I have is the sprawl of information across so many books. I own all the books except the beginners boxes and the betas. I’ve had to resort to spreadsheets note.apps and oggdudes database to make sense of the hundreds of options. Not to mention the odd style changes from book to book on ship entries.
The old model of Player book, GM guide, Tech books, adventures, galaxy guide, might be nice for a second edition.
I’d love to see some Compendium’s released. Gear, species, planets, ships... putting the existing ones into spreadsheets in the books without descriptions and then devoting the pages to new ones and their art. Won’t discount the value of the existing books but will definitely help centralize some information.
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On 2/25/2018 at 8:10 PM, whafrog said:Hi, much as I love this game, I really have grown to detest the careers and specs. They never fit any of my player's concepts, they are so limiting, pointless straightjackets, and often make little sense. After seeing how you fixed this and several other issues in Genesys, can I dare to hope that there will be a version 2.0 of the Star Wars game?
Just as for version 1, I promise to buy every book. My wallet is open, please take my money.
Sincerely,
whafrog
Changing to Genesys would be the worst change ever. There is nothing limiting about the careers and specs that exist, and the rules, at worst, need an errata update, if anything.
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Just now, Khazadune said:Adventurers are not knights in shining armor, they don't venture into dangerous dungeons because it's fun or noble, and they certainly aren't in this life seeking fame and fortune. Han Solo and the many other protagonists of Star Wars are just trying to survive. They don't have fat inheritances waiting or paltry government hobs waiting from the back home. They ply the most dangerous routes and explore forbidden alien ruins because that's the only way they can scratch a living out in this cold, unforgiving universe.
An RPG named Torchbearer took advantage of this by smoothly integrating this reality into their game mechanics. What really stuck out was how they designed "Towns" in the game. The Town that a character grew up in lends distinct mechanical effects based on descriptions that, on the surface, are interesting, intuitive, and evocative.
The following is a list of seven generic home locations for player characters. Each of these describes a location that each player character hails from, though these are just a starting point and each player should expand their own lineage to deepen the character. Where a character grows up has a lasting impact on his or her life, and as such, each character gains 1 rank in a skill of their choice as well as 1 rank in a talent of their choice from each specific home location. Although it may seem unbalanced, each of these locations serves the greater narrative in describing a brutal, bleak galaxy oppressed by a totalitarian Galactic Empire. There are no safe zones, the Rebellion exists as scattered, terrified cells across the outer rim and everyone besides the uppermost echelons are miserables. These don't break the game but increase the value of where you come from and really hits home how important those formative years were on your character.
WHERE IS YOUR HOME?
(Pick one Skill and One Talent from your respective home location. Only one home location may be selected per player character)
Overpopulated Homeworld
The regional or galactic population center where the teeming billions of inhabitants are oppressed by a select few in power.
Skills: Knowledge (core worlds), Negotiation, Streetwise
Talents: Indistinguishable, Sound Investments
Bustling Starport
A den of graft and petty crimes where friendships last only as long as the layover between cryosleep.
Skills: Cool, Deception, Knowledge (underworld)
Talents: Bought Info, Black Market Contacts
Distant Colony
A nigh-forgotten world in the darkest regions of civilized space, forever indebted to their three-generations-old founding homeworld.
Skills: Brawl, Mechanics, Survival
Talents: Forager, Utinni!
Subjugated World
A once-rebellious planet now forced in line by oppressive military occupation.
Skills: Leadership, Knowledge (warfare), Resilience
Talents: Basic Combat Training, Blooded
Isolated Outpost
A research station, mining operation, or penal colony cut off from humanity by incomprehensible distances.
Skills: Discipline, Knowledge (education), Knowledge (xenology)
Talents: Grit, Researcher
Between The Stars
A life living on starships and constantly moving, forever in flux and struggling to find meaning and never having a true home.
Skills: Astrogation, Knowledge (outer rim), Piloting (space)
Talents: Galaxy Mapper, Well TravelledThis is a direct repost from our GM’s character creation document. It’s one of the coolest and least game breaking ways to flesh out a backstory or concept. I have even pitched adding in a marooned concept etc.
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Adventurers are not knights in shining armor, they don't venture into dangerous dungeons because it's fun or noble, and they certainly aren't in this life seeking fame and fortune. Han Solo and the many other protagonists of Star Wars are just trying to survive. They don't have fat inheritances waiting or paltry government hobs waiting from the back home. They ply the most dangerous routes and explore forbidden alien ruins because that's the only way they can scratch a living out in this cold, unforgiving universe.
An RPG named Torchbearer took advantage of this by smoothly integrating this reality into their game mechanics. What really stuck out was how they designed "Towns" in the game. The Town that a character grew up in lends distinct mechanical effects based on descriptions that, on the surface, are interesting, intuitive, and evocative.
The following is a list of seven generic home locations for player characters. Each of these describes a location that each player character hails from, though these are just a starting point and each player should expand their own lineage to deepen the character. Where a character grows up has a lasting impact on his or her life, and as such, each character gains 1 rank in a skill of their choice as well as 1 rank in a talent of their choice from each specific home location. Although it may seem unbalanced, each of these locations serves the greater narrative in describing a brutal, bleak galaxy oppressed by a totalitarian Galactic Empire. There are no safe zones, the Rebellion exists as scattered, terrified cells across the outer rim and everyone besides the uppermost echelons are miserables. These don't break the game but increase the value of where you come from and really hits home how important those formative years were on your character.
WHERE IS YOUR HOME?
(Pick one Skill and One Talent from your respective home location. Only one home location may be selected per player character)
Overpopulated Homeworld
The regional or galactic population center where the teeming billions of inhabitants are oppressed by a select few in power.
Skills: Knowledge (core worlds), Negotiation, Streetwise
Talents: Indistinguishable, Sound Investments
Bustling Starport
A den of graft and petty crimes where friendships last only as long as the layover between cryosleep.
Skills: Cool, Deception, Knowledge (underworld)
Talents: Bought Info, Black Market Contacts
Distant Colony
A nigh-forgotten world in the darkest regions of civilized space, forever indebted to their three-generations-old founding homeworld.
Skills: Brawl, Mechanics, Survival
Talents: Forager, Utinni!
Subjugated World
A once-rebellious planet now forced in line by oppressive military occupation.
Skills: Leadership, Knowledge (warfare), Resilience
Talents: Basic Combat Training, Blooded
Isolated Outpost
A research station, mining operation, or penal colony cut off from humanity by incomprehensible distances.
Skills: Discipline, Knowledge (education), Knowledge (xenology)
Talents: Grit, Researcher
Between The Stars
A life living on starships and constantly moving, forever in flux and struggling to find meaning and never having a true home.
Skills: Astrogation, Knowledge (outer rim), Piloting (space)
Talents: Galaxy Mapper, Well TravelledGlorious Chief and crashnburninc reacted to this -
4 hours ago, themensch said:Viewed from the current license, I think we're past it. Nothing says they won't retain their license, but the smart planners probably didn't want to dedicate resources beyond the initial period which ends in 2021 I believe. Your case has great merit and I hope you're right, but I hesitate to attribute such logical conceptions to a gaming company's business plan.
True, business decisions take into account factors above our collective knowledge.
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Was just saying how much I loved this thread!
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25 minutes ago, HappyDaze said:I think we are way past halfway when taking about this RPG's lifespan.
Really? I don’t. We don’t have any content from the Resistance Era, any content from the Old Republic, nothing from the Clone Wars. We have region books on Corellia and Hutt Space, but are missing huge swaths of Core, Outer, Wild and Unknown Space. We have a few published adventures but there is really no end to them.... and our universal classes, which can be seen as this system’s prestige classes of a sort, we have 3 relating to Force exiles, Pirate, ship captain, Imperial cadet, retired clone, Padawan Survivor, Force adherent and recruit. In a universe as huge as Star Wars that’s barely scrapping the surface. We have no compendium’s of gear, weapons, Armor, ships, Droids or planets (except @Nytwyng‘s creation, thanks!) We have very few scattered animals and really an under utilized animal companion arrangement... we know nothing about the Chiss Ascendency world’s or of Imperial Remnant holdouts after Endor (like the fanmade Anoat sector Book, thanks @Quelthan ). Yeah, you may feel like it’s time to go over the same ground for a few fixes and rules clarifications but I will contend that’s what reprints and errata’s handle while we focus on getting more content. Not to mention expanding the base careers with the inclusion of a Pathfinder style Advanced Class (read career) book. Which then open up a new slew of career books. AND, there is the outstanding species... @Yaccarus has been working on a more complete collection that I could see being replicated by FFG further down the line, thanks for that btw.
Books like @andynorton‘s podracing world’s would be examples of other niche content that I could see getting treatments to build in additional layers of a lived in universe.
@Absol197, how many total outstanding books based on the numbering do we have yet remaining from the initial proposal?
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11 minutes ago, HappyDaze said:That won't bring them in as much money as a 2e relaunch with multiple redundant core books each selling for high $ only to then be followed by all new splats for even more $. New beginners sets would be a no-brainer, and perhaps even a slight alteration of the dice so those can be resold too!
Except you tend to lose a good portion of your fan base when you senselessly relaunch a product that is still viable as a cash grab. Given the margins they currently have I don’t think they are gonna want to try and sell a second CRB for three lines to a, let’s say optimistically, 70% share of their existing client base. There is no need and fans know this. When they eventually finish filling in all the career books, region books and era books... then they may want to look at what their future plan is, but doubtlessly they are cognizant that a shift of that magnitude 1/2 way thru a product’s life span would be a terrible idea.
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The entire line feels as though it’s been relegated to low priority. Between the delays in hitting schedules and the lack of communication of anything of importance until the recent mystic articles, the trend is headed towards a slow death. They need to engage actively with their fan base through weekly updates. These could be as simple as adventure hooks and Adversary/nemesis creation contests, Fan art competitions, developer interviews, map decks or writer profiles. 3.5 D&D got that treatment from Wizards and it was incredible. These mini-content releases help drive interest and spur creativity. ****, they could even have a writer post up a personal session recap once in awhile. Barring that sort of interactivity, I’d settle for releases on time. But their hyperspace report is not currently worth reading.
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6 hours ago, swammeyjoe said:Yeah, I guess attacking might be the right call if you've got a combat heavy character, but even beyond narrative considerations, for a non-combat character, if you can pass along 2-4 boost dice (can you pass 2 via advantage? I know you can't do the individual spends more than once but there are two different options for granting boost dice) that's a ~15-30% success chance increase. And if you can stack that with the Assist maneuver and roll well, you're looking at a nice handful of boost dice.
Maybe I'm trying to think about this too hard, but if you've got poor combat skills it might be significantly easier to make a non-combat check, especially if the target has defense and/or good enough soak that you're weak pistol shot wouldn't do much in the first place.
The way I always look at this is what would my character do. Getting in the head of my PC means more than any number crunch. I may start with a concept or idea for my PC but once (s)he’s established the actions are an extension of who they are. My tech minded Verpine reacts very differently to combat situations then my traumatized mirilian Mechanic.
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22 hours ago, SFC Snuffy said:The Jawas released the sandtrout, leading to the evolution of shai'hulud and the eventual creation of Muad'dib.
The Spice is strong in this one.
SFC Snuffy reacted to this -
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22 hours ago, Eoen said:I'd also like to see an Umbaran species and planetary gazetteer.
Yeah an adventure based on Umbara would be amazing. I hope they do that when they come out the with Clone Wars Era Book.
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7 hours ago, Desslok said:Lol nice
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4 hours ago, Aluthin77 said:Noghri - superb race
Shards
Togorians
Ewoks and jawas great for PC annoyance value
and i second rules on clones and cloning tech

Yeah. I was hoping with the Engineer book they would go into Genetic Engineering and have Knowledge: Education and Medicine be the go-to class skills. If I find time I might play around with a ruleset for Cloning, sample tech and medical facilities. Ideally, it would have been great if they had actually built a career around Medicine instead of having it tag along with others careers. Oh well. That ship has sailed.
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2 hours ago, Edgookin said:I agree that Star Wars: Legends is a cool name, but they won't use it. Could you imagine the fanboy confusion between Star Wars: Legends the TV show, and Star Wars Legends (the old expanded universe stories)?
What about Star Wars: Heroes of Legend?
Not bad! Let’s pitch it!
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Wish they had kept the art style for continuity purposes, but that’s my OCD talking. I’d really like for them to explore the much older tales someday too. Star Wars Legends has a good ring to it... and could be an Old Republic canon story....


How to play a Verpine?
in Star Wars: Edge of the Empire RPG
Posted
Background;
A former chief Mechanic of the Corellian Engineering Corporation he earned the nickname Ferrous, because of his unusual red coloration. One of many Verpine working for the corporation as part of a small hive colony, he was tasked with a servicing contract to CORSEC’s Silver Wing Squadron. Their defection to the Alliance saw Ferrous deliver an H Wing to the battle of Hosnian Prime, where the “Kajedic Hunters” broke the Imperial Blockade of a Core System, earning them all the eternal enmity of the Empire.