suns of fortune-Corellian human

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

In the suns of fortune book it states on page 93 under special abilities that Corellians begin the game with 1 rank in piloting (space) or 1 rank in piloting (planetary) because Corelluans are exceptional pilots and grow up handling swoops airspeeders and spacecraftfrom a young age, they may train piloting up to 3 ranks during character creation.

Does that mean you can train both space and planetary up to 3 ranks or just the skill that you put the free 1 rank in at the start?

I always read it as being allowed to put both up to 3, if you are willing to invest the experience/free career and specialization ranks into them.

Thanks Rational, it's how I read it as well but I wanted to make sure.

In the suns of fortune book it states on page 93 under special abilities that Corellians begin the game with 1 rank in piloting (space) or 1 rank in piloting (planetary) because Corelluans are exceptional pilots and grow up handling swoops airspeeders and spacecraftfrom a young age, they may train piloting up to 3 ranks during character creation.

Does that mean you can train both space and planetary up to 3 ranks or just the skill that you put the free 1 rank in at the start?

Yeah, definitely both. This is their one advantage over regular Humans, and they're actually taking a bit of an XP hit to get it, so IMO it isn't overpowered, but it can make for an absolutely killer pilot build out of the gate.

In the suns of fortune book it states on page 93 under special abilities that Corellians begin the game with 1 rank in piloting (space) or 1 rank in piloting (planetary) because Corelluans are exceptional pilots and grow up handling swoops airspeeders and spacecraftfrom a young age, they may train piloting up to 3 ranks during character creation.

Does that mean you can train both space and planetary up to 3 ranks or just the skill that you put the free 1 rank in at the start?

Yeah, definitely both. This is their one advantage over regular Humans, and they're actually taking a bit of an XP hit to get it, so IMO it isn't overpowered, but it can make for an absolutely killer pilot build out of the gate.

Of course that edge is diminished as the campaign continues.

Of course that edge is diminished as the campaign continues.

Yeah, I never saw the point, even if I was building a Pilot I'd never take a Corellian.

In the suns of fortune book it states on page 93 under special abilities that Corellians begin the game with 1 rank in piloting (space) or 1 rank in piloting (planetary) because Corelluans are exceptional pilots and grow up handling swoops airspeeders and spacecraftfrom a young age, they may train piloting up to 3 ranks during character creation.

Does that mean you can train both space and planetary up to 3 ranks or just the skill that you put the free 1 rank in at the start?

Yeah, definitely both. This is their one advantage over regular Humans, and they're actually taking a bit of an XP hit to get it, so IMO it isn't overpowered, but it can make for an absolutely killer pilot build out of the gate.

Of course that edge is diminished as the campaign continues.

True that it diminishes over time, but if a PC's build concept is that they are the Wash of the Star Wars galaxy, it's one of the fastest ways to get there, particularly if you take a career and spec combo that lets you push both Piloting skills up to 2, making it only cost 15 XP to get both skills up to 3 ranks.

From what I've seen, most players tend to focus a bit more on talents in the early going, usually working with 2 skill ranks and a 3 in the characteristic for their key skills.

Like many things in this system, it's a question of resource management, albeit this one has more long-term consequences. As would be the case with most any of available options when selecting a species for one's character. Humans get a nice starting allotment of XP, but Wookiees and Trandoshans have better starting Wound Thresholds and Brawn scores at a cost of less starting XP and lower starting Strain Thresholds.

Yeah, I never really saw the point of Corellian Humans. I (and my players) always invest the majority of starting exp into characteristics, because skills can always be improved later.

Corellian, Smuggler, Pilot - can have Pilot (Space) at 3 for 0 XP. Then spend your XP on Characteristics. I can see the advantage in that.

Ah yes, the Corellian Human Smuggler Pilot, an instant 3 in Piloting (Space) and 1 Planetary. One of my friends will be playing one in our next campaign, and has followed this build

That's how my main character, Captain Mina Kaylo, started. 3 in Piloting (Space) and bumped it up once and with lots of Specializations, she can make her YT-1930, The Lucky Number, dance around most other starships and their pilots.

...we don't talk about the time she landed on Hoth and crumpled the landing gear. Shhhhh...

Of course that edge is diminished as the campaign continues.

Yeah, I never saw the point, even if I was building a Pilot I'd never take a Corellian.

As long as it fit the campaign and the character I’d say why not? All edge are diminished as the campaign progresses anyway...

Of course that edge is diminished as the campaign continues.

Yeah, I never saw the point, even if I was building a Pilot I'd never take a Corellian.

Same.

Assuming AGI 3-4, 3 yellow dice from skills vs 2 doesn't impress me in the least.

And piloting, especially in space, tends to be a niche occurrence even in this game. Most stuff happens while walking around on planets or space stations. For me that really makes the Pilot skill set and especially the Talents which revolve around piloting just that much more situational (and less likely to be applicable, let alone useful in a given game session) than any of the more combat- or social- or tricksy-oriented specs.

I'd agree the Corellian human definitely requires the game to follow the "niche" of piloting to be present from the get-go. This is up to the GM to cater to though, if one of my players went this route, I'd go out of my way to plan sessions where piloting (whatever the player chose) would be essential, or at the very least a good and exciting option for the furthering of the plot and completion of session goals.

It'd also be easier if more players were into space combat, or at least like the idea.