Lets talk New Colonist swag!

By Desslok, in Star Wars: Edge of the Empire RPG

So we have species and Signature Abilities covered, shall we talk about what keen new gear and ships and stuff we'll get in Far Horizons?

Not a very combat heavy archetype, so not much in the way of heavy duty weapons and armor - probably more derringers and six shooters than your 45. Magnums and Chain Guns. The armor - well, really clothing - might consist of nicer looking stuff, and more cutting edge fashion than functionality around shrugging off blaster bolts. That sexy new cape adds a blue die to your charm rolls? Clothes do make the man, after all.

There'll probably be an assortment of medical equipment for the Doctors - nicer medpacs, more high end (and less portable) medical stuff and that sort of thing. Scholars might get research tools, perhaps something like Blue Max, but with an academic bent?

For vehicles? Something like Lando's Dead Sexy Yacht perhaps? A nice, sporty landspeeder?

So what else do you guys think the book'll have?

Yachts.

Edited by 2P51

Droids!

Speeders! (Any land based transport really)

Light Ranged weapons (for the Marshal)

Items that increase charm/deception

Social effects of clothing makes sense. I can see why dressing well would be required for certain levels of politicking.

Maybe a section on instruments? I don't know what they'd do, but it would be kind of cool to see a primer on Star Wars music.

With the entrepreneur, a conversation on credits and how they work could be cool.

Better medical equipment seems likely. Maybe some medships. Is it worth having separate rules for kolto?

The marshal might get some kind of swoop bike?

Edited by MonCalamariAgainstDrunkDriving

I'm imagining a cape made from a scintillating material, beautiful to the eye, and also providing a +1 to Ranged Defense or Soak against blasters, because the gorgeous fabric is an energy-dispersing weave.

But then, I love me some swashbuckling.

More seriously, I'm expecting we'll see stats that cover a wide array of farming, construction, and other "work" vehicles.

My boy Ed Erdelac has written extensively on the subject of music in the Star Wars galaxy for the official site. You can read his two part article here:

http://starwarsblog.starwars.com/2013/11/21/slugthrowers-an-overview-of-popular-music-and-musicians-in-a-galaxy-far-far-away-part-1/

http://starwarsblog.starwars.com/2014/1/21/slugthrowers-part-2/

Social effects of clothing makes sense. I can see why dressing well would be required for certain levels of politicking.

Maybe a section on instruments? I don't know what they'd do, but it would be kind of cool to see a primer on Star Wars music.

With the entrepreneur, a conversation on credits and how they work could be cool.

Better medical equipment seems likely. Maybe some medships. Is it worth having separate rules for kolto?

The marshal might get some kind of swoop bike?

Well, Lando's yacht already got covered in the EotE core rulebook, but I suspect we'll see at least a couple other "luxury" ships such as the Crescent-class or the Baudo-class transports, both noted as being "rich being's toys" compared to hard-working ship designs like the YT-series.

Any new armor or weapons are more likely to be low-key I would think rather than "in your face" the way the new material in Dangerous Covenants was. Perhaps something like Dooku's armorweave cloak, that offers protection (Defense rating?) while still looking stylish, or things of a similar bent. Probably a few varieties of hold-out and light blaster pistols, maybe a heavier pistol to accommodate the Marshall.

I agree that new gear is likely to have more of a cosmopolitan bent, with a few new toys to help the Marshall do their thing being likely.

We might even get some suggested rules for the direct benefits of having a protocol droid by your side to help smooth over negotiations.

I know he's a bounty hunter, but any marshal worth his salt would need Cad Bane's hat. And if they don't literally call it Cad Bane's hat in the book, then I will see it as a wasted opportunity.

But in all seriousness, I want more gadgets for my doctor. All the combat monkeys in my group pour through the books looking for newer and better armor, weapons, and attachments, while my doctor already has his MedKit. Beyond a MedKit, there's not much equipment my doctor is interested in.

Edited by kaosoe

I do like the seeker droids on the cover.

Maybe some dueling weapons for the foppish politico.

Medical droids and equipment

Hoping for a 'gonk' droid with its fusion reactor

a conversation on credits and how they work could be cool.

While it sounds dull at first glance, I actually think this is pretty necessary. It always gets handwaved in games. A character has X credits - sometimes it's cash, sometimes it's credit... what's really going on here? Is cash all coins, or are there bills too? How much does a big bag of money weigh? Is a credchip waterproof? I'd love more detail on this (admittedly mundane) element of the game.

Items that boost social checks, like Engineered perfumes, or rare delicacies that can be offered as bribes.

Some sort of tech market watch tool that assists with mercantile efforts.

Alternative forms of currency in the galaxy and their relative/respective values detailed more, like precious gems and metals.

James Bond like hideaway weapons, one shot blaster ring, or exploding brooches, or vibro garrote in a bracelet.

Some survival and colony building gear - prefab buildings, some agriculture machinery.

Nerf stats (and other flora and fauna).

A true colony ship.

Maybe a tool for gm's for rolling up random colonies.

Wow, I didn't think of the money angle - but now that I do, yeah some clarification would be awesome. I mean I've always assumed that what Han was loading at Yavin when he was asking Luke to come with him was his Briefcase Full of Money he got from the rebels, but was it? It could have just as easily been supplies or replacement gear for the Falcon (a deal bartered because his ship was banged up while leaving the Death Star).

The rebels, wanting to keep the electronic paper trail to a minimum, probably deal in hard currency as much as they can - so it's probably boxes o' cash, but who knows?

I still think there will probably be some older fighter models, and possibly a capital ship or two representing types often used by militias of colony worlds. We'll see though.

Wow, I didn't think of the money angle - but now that I do, yeah some clarification would be awesome. I mean I've always assumed that what Han was loading at Yavin when he was asking Luke to come with him was his Briefcase Full of Money he got from the rebels, but was it? It could have just as easily been supplies or replacement gear for the Falcon (a deal bartered because his ship was banged up while leaving the Death Star).

The rebels, wanting to keep the electronic paper trail to a minimum, probably deal in hard currency as much as they can - so it's probably boxes o' cash, but who knows?

In reality a galactic standard currency would be near impossible to deal with. Barter by default would be far more likely and always having 'stuff' you know people need. A cargo hold of Correllian mountain spring water is probably more useful on Tatooine than credits. Everybody likes rare shiny gems and gold and such.

Hoping for high-end luxury land/airspeeders.

If they do stuff like new medical equipment, I'd like to see it as something for skilled users to use in new and interesting ways rather than something that just gives a bonus. The book is for colonists, not characters who need gear to substitute for a colonist in the party.

Perhaps a medical "pet" droid. A small assistant droid that is unable to perform functions beyond field triage and treatment or such? A way of providing the doctor some cool gadget "boosts" to medical treatment. Perhaps a portable repulser sled to help evacuate the wounded without having to throw them over your shoulder and run?

E

Expanded rules/examples for diseases could help a doctor, but I fear that such would put a lot of focus on just one aspect of the Colonist. But that doesn't mean I wouldn't love to see it!

Expanded rules/examples for diseases could help a doctor, but I fear that such would put a lot of focus on just one aspect of the Colonist. But that doesn't mean I wouldn't love to see it!

If some of them are social diseases, then the Politico might have some of that spotlight too.

Expanded rules/examples for diseases could help a doctor, but I fear that such would put a lot of focus on just one aspect of the Colonist. But that doesn't mean I wouldn't love to see it!

But there are only so many things to talk about, Politico could lead to some expanded social things, Entrepreneur, economics and business aspects, Performers wouldn't need much, everything a marshal might need other than maybe some basic investigation equipment would be better handled in bounty hunter, and how exactly does one expand on scholar?

But in general I'd love to see something that allows characters to work on an actual community. Forming a small struggling colony and then defending and expanding it is the stuff campaigns are made of. Sure you don't need hard and fast rules but they can be fun for it.