Any questions?
Any questions?
I guess since this now on shelves, I can mention that Squadron 66 was one of the playtest groups for this book.
And frankly, it was a weird book. I'm curious to see what changed in between the playtest material and the final product, but I won't be able to do that until I get my own copy.
My pre-ordered copy probably won't get here 'til the end of the week, so...
What are the specific mechanics of the Signature abilities? Also, any cool ships?
My pre-ordered copy probably won't get here 'til the end of the week, so...
What are the specific mechanics of the Signature abilities? Also, any cool ships?
Signature abilities are Diplomatic Solution and Unmatched Insight.
For Diplomatic Solution, the player can flip two Destiny Points and make a Daunting Charm check to turn a combat encounter into a social encounter.
For Unmatched Insight, the character may spend two destiny points to immediately become aware of the emotional states and basic histories of up to three chosen participants.
Particularly cool ships?
I worked on this one, so I'll be happy to offer what insight I can where relevant. I hope you enjoy it!
Any questions?
Why are the hands holding new books always gloved?
Also
Errr what? I mean I saw it's on the cover but what's a landing craft doing in the committees book?
Edited by GhostofmanI guess since this now on shelves, I can mention that Squadron 66 was one of the playtest groups for this book.
And frankly, it was a weird book. I'm curious to see what changed in between the playtest material and the final product, but I won't be able to do that until I get my own copy.
/Thumbs up. "Raknar and Pals" should be in there too.
Errr what? I mean I saw it's on the cover but what's a landing craft doing in the committees book?
Largely? It can carry or house passengers, pass as an Imperial vehicle, and stands out from the rest of the options in the book to provide variety.
Any new fighters or cap ships? (I know the former aren't likely but the latter are more so IMO since most of the diplomatic craft we see in the movies are capital ships)
Any major rule additions that stand out, similar to Far Horizons homestead rules?
Gear and species info please.Also Base building rules.
Errr what? I mean I saw it's on the cover but what's a landing craft doing in the committees book?
Largely? It can carry or house passengers, pass as an Imperial vehicle, and stands out from the rest of the options in the book to provide variety.
So less of a "totally fits" and more of a "eh... give em something that isn't a Yatch" thing?
What's the Analyst like in general? Any unexpected skills or new/cool talents in the tree?
What's the Analyst like in general? Any unexpected skills or new/cool talents in the tree?
Reddit says...
"It's more computers than mechanics, it doesn't get mech as a career skill, but it does get a Codebreaker talent, an Encoded Communiqué talent, and Natural Programmer. It's a little more research/knowledge based, certainly not the slicing ability of some trees."
Edited by Juriel
Sounds suspiciously like an Analyst
What's propagandist like.
Errr what? I mean I saw it's on the cover but what's a landing craft doing in the committees book?
Largely? It can carry or house passengers, pass as an Imperial vehicle, and stands out from the rest of the options in the book to provide variety.
So less of a "totally fits" and more of a "eh... give em something that isn't a Yatch" thing?
More "diplomats can use a variety of tools in a variety of circumstances, so let's showcase that" than either of those. But yes, "let there be something that isn't a yacht" played a factor in the decision-making process.
What are the new specialisation skills please?
This question probably can't be answered 'til you've read the whole book, but...
How does the book 'feel'? Does it get you excited about playing a Diplomat?
Sorry about the delayed responses, guys. Been a crazy week. Let's get started:
Why are the hands holding new books always gloved?
Good question.
Any new fighters or cap ships? (I know the former aren't likely but the latter are more so IMO since most of the diplomatic craft we see in the movies are capital ships)
No starfighters, and the closest we get to a capital ship is the J-Type Diplomatic Barge. There is , however, a Silhouette 5 landspeeder called the HA-5 Aerial Retreat.
Any major rule additions that stand out, similar to Far Horizons homestead rules?
There aren't any rules "expansions," per se , but there is quite a bit of space dedicated to social encounters, and suggestions on how to run them. Additionally, there are a bunch of new options for upgrading a base.
Gear and species info please.Also Base building rules.
I'm not going to post the full stats of the species, but base expansions are treated like upgrades. You simply buy them, or spend Contribution Rank to acquire them. Upgrades include:
-Increased Core Focus
-Enhanced Security
-NPC Ally
-Medical Facility
-Hangar and Repair Bay
-Armory
-Training Facility
-Laboratory
-Command and Control Center
-Research Library
New weapons include a handful of blasters, (Military Holdout Blaster) a couple of really cool grenades (Merr-Sonn N-4 Noise Grenades, Sorosuub Wipe-3 Data-Purge Grenades) and a couple of interesting blades. For the weapons, there seems to be an emphasis on the non-lethal. Needle Gloves are scary.
Armor includes a host of clothing, including "Banal Apparel," and "Noble Regalia." Most of it is very low Soak (or zero) but it's stuff you could wear in "civilized" locations.
We also get a host of spy-gear, (Poisoner's Ring, Security Sweeper, Sound Dampener, etc.) a restraining bolt, and rules for new droids... like the 3PX series, and the LOM series, among others.
What's propagandist like.
First impressions are of a specialization that's built to undermine the morale of the enemy, while boosting the morale of allies. One particularly cool talent is "Bad Press," which allows the character to reduce the wound threshold of members of an enemy organization for the duration of the session. There's also a talent that can, upon successful completion of a Charm check, cause one of the PCs Duties to trigger, if none have triggered that session.
It's a really interesting specialization, overall.
What are the new specialisation skills please?
I assume you know the Career skills, so I won't post them here.
Advocate: Coercion, Deception, Negotiation, Vigilance
Analyst: Computers, Knowledge (Education), Knowledge (Warfare), Perception
Propagandist: Charm, Deception, Knowledge (Warfare), Perception
This question probably can't be answered 'til you've read the whole book, but...
How does the book 'feel'? Does it get you excited about playing a Diplomat?
So, the first thing I noticed is the incredible art. As usual, it's breathtaking, and I'm not being hyperbolic.
It makes me interested in running a game with a Diplomat. (I've not had an opportunity to actually play in an Age of Rebellion campaign, and I'd like to try out Ace and Soldier first.) I'm still digesting and absorbing the book, though, and I plan to report back once I've had a chance to really go through it.
Thanks Yoshi!
Any new fighters or cap ships? (I know the former aren't likely but the latter are more so IMO since most of the diplomatic craft we see in the movies are capital ships)
No starfighters, and the closest we get to a capital ship is the J-Type Diplomatic Barge. There is , however, a Silhouette 5 landspeeder called the HA-5 Aerial Retreat.
Aww I was hoping for a new corvette or two. It seems like none of the books I expected new corvettes t be in had them other then then Suns of Fortune.
Edited by RogueCoronaThank you Yoshii!Just one more question I have to know as far a special abilities what did they get,I want to know this but it's going to be a couple weeks before I get the book.
Thank you Yoshii!Just one more question I have to know as far a special abilities what did they get,I want to know this but it's going to be a couple weeks before I get the book.
Oh, sure thing!
Caamasi are the most interesting of the new species, in my opinion. They start with one rank in either Charm or Discipline. Additionally, they have the ability to form Memnis. A Memnii is a special type of memory of a significant or traumatic event that a Caamasi can recall perfectly at any time, or share with another Caamasi or Force sensitive.
Nemoidians start with one rank in either Deception or Negotiation.
Gossams start with one rank in Deception. They're also considered Silhouette 0 creatures.
Sorry for posting a new thread, I guess you already know its out
Check bookdepository for a cheap copy.