Jet Pack usage

By thrump, in Game Masters

So, the rules on the jet pack in Edge are kinda vague....by design i assume. I know you treat it as a vehicle per say...but it seems for the first few usages the PC should be wonky at best with it while learning to feel the controls and what not. I would plan on adding 2-3 setback for a few checks while they "learn" how to use it. then gradually reduce the setback once they have used it for a bit.

Does anyone require an athletics/coordination check when their PCs use the Jet Pack?

I would assume if the PC wanted to "jet pack" up to a ledge/tree branch....i would add in some setback dice to reflect the PCs ability to land and balance himself on the "object" they are choosing to land on. In other words...the Piloting check to move theme selves successful to the place they want to go....then a coordination/athletics check to land on a small area. I can see a successful pilot check gets them to the tree branch they wanted...but if they get a threat/Despair on the athletics/coordination check...they slightly miss the branch and have to grab it and hold on...

My PCs haven't bought them yet...but after the current arc we are on they will have some spare cash and i am sure they will get them. I can also assume they will try and do a "fade/fly away shooting at enemies"...how do people handle that? I assume some sorta check to make sure they are controlling the jet pack properly and then their normal combat check with added setback for "being in motion"?

What about time of flight? they cant just buzz around forever....

You need a rank of Planetary Pilot to even use them.

Any attempts at daredevil moves are GMs discretion. Athletics and Coordination are good options for some of the examples you cite.

Remember you are a vehicle flying around, so Stellar Phenomena and Chase rules can be used as well depending on exact circumstances.

Flight endurance is purely narrative and up to GMs discretion but running out of 'gas' is a good Despair option on Piloting checks I would think.

Finally remember, and this is just the game overall, you're not running a simulation, it's a narrative. So resist the need to match a Skill check and dice pool to every single action, movement, thing, that PCs do.

Can you use Athletics and Coordination in a particularly tricky landing? Sure, but can you also just assume that landing well involves the Piloting check, so before you kill the engines you have a good grip or are sure footed? Absolutely.

Edited by 2P51

You need a rank of Planetary Pilot to even use them.

I'm not really sure that's the intent of the text. I read it as Piloting (Planetary) being the skill used in tests to fly it, not that you have to have a rank to even roll the dice. I can't see it requiring the skill any more than flying a capital ship requires Piloting (Space) or using a linghtsaber requires the Lightsaber skill to even make an attempt to use it. Remember that there are no penalties in this system for "unskilled skill-use" as being omnicapable is the baseline and skill ranks just make someone better than relying upon their natural ability alone.

It doesn't say it requires a Planetary Piloting check to operate, it says it requires Planetary Pilot to operate. No other planetary vehicle uses that specific verbiage. In the end to each their own.

Edited by 2P51

I would say that simple movement shouldn't require a check, but piloting planetary could be used for anything harder, like chase scenes, navigating difficult terrain, or stunts should require a check.

Its... difficult to say, really. I have 2 memebrs of my Party who use them - our melee fighter and pistolero. The pistolero also happens to be our Hotshot, so I only make him roll when he's doing something with a roll he might fail more than 1 in 20 to avoid giving the Party free Triumph when he inevitably Showboats. Its still a Pilot: Planetary check unless I missed something, though.

And 2P51, that's... interesting.... that may change a few things for our melee fighter. And save some sanity for me, because the pair of them can close with and pretty much end anything short of a Nemesis I put up against them in 1 turn. Last combat they abused this to close on a Chariot LAV-derived APC with a pair of E-Webs pintles up top (our Sharpshooter was MIA from the session and giving them a real tank/AT-ST would've been too mean, since they needed to get into a specific location) and a Rival setup at Extreme range with a good sniper weapon, and then massacre the lot of them. Its difficult to design an encounter that challenges the Party without overwhelming it against these things, and I welcome anyone's advice on how to manage that...

Hit em with Glop Grenades, Concussion grenades or a Bola in flight. Won't that be special when they can't make Piloting checks at all hurtling towards a wall.......

My group house rules this so that they're useful, but without a lot of extra bookkeeping. In structured time at personal scale, we allow jet packs and jump boots to increase the distance someone can move in one maneuver. With a successful Piloting (Planetary) check as a maneuver, 2 maneuvers worth of distance can be covered, with Difficulty according to the situation. If traveling during narrative time, we fall back on the vehicle stats. They're good, but not so good that everyone has to have them. Right now, there's just one jetpack and one pair of jump boots in the bunch.

Edited by verdantsf

Just remember that they're treated like a vehicle, so RAW that means if they start standing still then they need 1 maneuver to get to speed 1 and a second to move at speed 1. Also, if you're rolling a planetary piloting check and it's not because of difficult terrain or a chase, then that probably eats up your action too.