About to head to the FLGS to pick up my copy of Far Horizons. Any requests for infodumps from the book? I'll start posting sweet info upon my return.
Far Horizons in hand, what do you want to know?
The new specs of course.
Lucky you!! I have one pre-ordered, but my flgs doesn't get deliveries until tomorrow. ![]()
I personally would like a list of the skills that go with the new specializations. That way I can pester my GM tonight with my mad plans for colonist world domination. muahahaha. ![]()
What does Marshall look like? ![]()
Marshall stuff would be awesome!
Honestly I'm curious equally about all three.
Nothing, thanks, I'll read it when I get it.
Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
Marshall Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance
Performer Bonus Career Skills: Charm, Coordination, Deception, Melee
New Talents: Bad Cop, Biggest Fan, Bought Info, Congenial, Coordination Dodge, Distracting Behavior (+ Improved), Deceptive Taunt, Greased Palms, Good Cop, Natural Athlete, Natural Merchant, Sound Investments, Throwing Credits, Unrelenting Skeptic (+ Improved).
The art, as we have come to expect, is fantastic. My one niggling complaint is that there doesn't seem to be any females in with the new Spec art pieces (that said, the piece for the Entrepreneur is a Chevin and I have no idea what the sexual dimorphism in that species is). The Performer art is of a Twi'lek dancer, but its a male Twi'lek, which is refreshing.
Some more non-lethal weapons including a sonic rifle, a riot rifle, a net gun. and a Stokhli Spray Stick (yessss). In fact, it looks like almost all of the gear in this book is primarily non-lethal in nature.
Couple new land vehicles including more landspeeders, industrial droid platforms, an AT-RCT (Riot Control Transport). There is of course another couple Corellian ships, the YT-1200 and the YT-1760. Also appearing is our good friend from X-Wing, the HWK-290. Also 2 new capital ships.
The 3rd chapter is the same type of stuff as the previous career books; how to integrate Colonist characters, and there's a whole section on running social encounters. There's a rule section for establishing homesteads or other bases of operation. You could probably run a single-planet bound campaign with this stuff.
Finally, and most weirdly, there's now a Disney logo on the back cover. Nothing against Disney, but man its weird to see that logo on a Star Wars product.
Does Performer have any Melee focused Talents? What are Good/Bad Cop? Coordination Dodge?
Huuhh.. I was really expecting the marshal to have perception. How disappointing that it doesn't.
The book itself looks awesome, but looking at those skills I may not end up buying any of the new specs after all.
I'm curious about bought info and throwing credits. ![]()
Performer talents:
Coordination Dodge lets you spend a DP to add 1 Failure per rank of Coordination to a combat check against you.
Natural Athlete lets you re-roll one Athletics or Coordination check once per session
Marshall Talents:
Good Cop lets you spend Advantage on Charm/Negotiate checks to upgrade an ally's next check in a Social Interaction check.
Bad Cop lets you do the same, except on Deception/Coercion checks.
Entrepreneur Talents
Throwing Credits lets you spend 100 credits at the start of a session to ignore the strain threshold penalty from Obligation
Bought Info lets you spend credits equal to 50times the difficulty of a Knowledge check to succeed with 1 Success.
Edited by jivjovNew Signature Deeds?
What about greased palms and sound investments?
The marshal looks like it may be not very good for the face of the group to pick up combat skills unless you can upgrade yourself. ![]()
Good Cop lets you spend Advantage on Charm/Negotiate checks to upgrade an ally's next check in a Social Interaction check.
Bad Cop lets you do the same, except on Deception/Coercion checks.
Odd. If I was running a social situation I'd have allowed that anyway.
Good Cop lets you spend Advantage on Charm/Negotiate checks to upgrade an ally's next check in a Social Interaction check.
Bad Cop lets you do the same, except on Deception/Coercion checks.
Odd. If I was running a social situation I'd have allowed that anyway.
I wouldn't, because Loom in DC does a variation on that. Giving that ability for free negates the talent.
Performer talents:
Coordination Dodge lets you spend a DP to add 1 Failure per rank of Coordination to a combat check against you.
Natural Athlete lets you re-roll one Athletics or Coordination check once per session
Marshall Talents:
Good Cop lets you spend Advantage on Charm/Negotiate checks to upgrade an ally's next check in a Social Interaction check.
Bad Cop lets you do the same, except on Deception/Coercion checks.
Entrepreneur Talents
Throwing Credits lets you spend 100 credits at the start of a session to ignore the strain threshold penalty from Obligation
Bought Info lets you spend credits equal to 50times the difficulty of a Knowledge check to succeed with 1 Success.
Thanks.
Greased Palms lets you spend 50 credits per rank to upgrade your Social Interaction checks. You have to narritivly justify what you're spending the cash on.
Sound Investments grants you credits equal to your rank in the talent x100 at the beginning of each session.
And yeah, Good Cop/Bad Cop seems to just be a rules codification of something that's already well supported.
New Signature Deeds?
These were actually covered in one of the preview articles:
http://www.fantasyflightgames.com/edge_news.asp?eidn=4924
Insightful Revelation - As befits the career with the Scholar specialization, Insightful Revelation allows characters to really put their Knowledge skills to use; a character with Insightful Revelation can make a single check to reveal vital information about his or her situation that he or she couldn’t normally uncover.
Unmatched Expertise - Perhaps more than any other characters, Colonists such as Doctors, Scholars, and Performers are defined by their jobs and specializations. Accordingly, it’s appropriate that Unmatched Expertise rewards them for their dedication and helps make them the very best at what they do.
Greased Palms lets you spend 50 credits per rank to upgrade your Social Interaction checks. You have to narritivly justify what you're spending the cash on.
Sound Investments grants you credits equal to your rank in the talent x100 at the beginning of each session.
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Wow. Which spec are those with? I want those! I'm assuming entrepreneur?
Yeah, both of those are Entrepreneur
****. I already have access to 2 of those skills, and have no interest in a third. But those talents are hot. I'm developing the in character reputation as the guy who throws the good parties - Just think of the parties I could throw! ![]()
Coordination Dodge sounds amazing! Best defensive talent yet.
Must have I thought. I had wondered if performer was going to include say Kung Fu exhibitionists or cage fighters.
Edited by 2P51
Good Cop lets you spend Advantage on Charm/Negotiate checks to upgrade an ally's next check in a Social Interaction check.
Bad Cop lets you do the same, except on Deception/Coercion checks.
Odd. If I was running a social situation I'd have allowed that anyway.
You'd normally Upgrade, not Boost?
When I read jivjoy's decription of these my first thought was that it was back to front. Typically the
aggressive cop is trying to scare or alienate the subject sufficiently that they'll bargin with the nicer cop for protection or sympathy. In which case the Bad Cop talent would be the one Upgrading Charm/Negotiate.
Edited by Col. OrangeI didn't want to post the exact text of the talents (don't want to anger the copyright gods), but I think I may have bungled my descriptions.
Good Cop lets you spend advantages you've received from your own Charm or Negotiate checks to upgrade whatever it is your allies are doing next, Bad Cop lets you do the same with your own Deception or Coercion check.