Hopes for Spy and Engineer books?

By atamajakki, in Star Wars: Age of Rebellion RPG

We all know they're coming eventually, so I was just curious: what species, gear, Specializations, and other fun goodies is everyone hoping for in the last few AoR career books?

Well, for the Engineer book I'm honestly hoping to get some kind of Vehicle crafting/creation rules. Given how the Rebellion have to take what they can get, I can see someone that knows their way around not only repairing vehicles but also creating them. Perhaps a specialization such as, say, Shipwright that helps in crafting checks for Vehicles?

As for the Spy, I'm sort of hoping for crafting rules for Medicines/poisons/antidotes/general healing stuff. It may seem odd, but given how the Spy is I can see them getting the most use out of poisons. Perhaps some kind of Apothecary/interrogator spec? I can also see maybe some kind of assassin style spec to fit in with the more cut-throat spies, maybe also a specialization that fits more with the suave and talky spy ala James Bond.

I dunno, I'm just really focused on crafting rules lately...I think I've got a problem...

Edited by ExileofEnya

For species i'd like Jawas and Ughnaught in the Engineer. I think that Defel would be nice in the spy.

For Specs i think we will see a republishing of the Modder spec from Special Modifications.

I think there may be extended rules on modifing vehicles (speeders and starships) to take them beyond their specifications; and while rules for crafting an entire speceship would be cool, it think they would be overpowered.

Hey, man, talk about deja vu...

As far as Engineer is concerned, I can see a reprint of Droid Tech, mostly because that provides a valuable buff the AoR native droid PCs. Anything else, I have no idea; whatever can distinguish it from Technician. I can see the reprinting of the crafting rules from Special Modifications, or at least most of them (maybe not cybernetics, but, eh). I can see more capital ships being included, or larger support vessels, like the Pelta-class or something (Hammerheads please). The explosive rules from Dangerous Covenants would make sense, considering Saboteur.

Spy, of course, needs some kind of face specialization, as in a suave James Bond style social spy. I would like a specialization that uses Ranged (Light), to give your spy some shooting skills. Maybe something that is a truly dedicated stealth expert (Infiltrator isn't), and/or a special talent that uses Skulduggery. I can see the slicing rules from Special Modifications popping up again. Expanded stealth rules, with ideas for mixing stealth in combat. This would be the perfect place for the U-wing to appear. No reprinted specializations, please.

As for species, well, that's tricky. While there are a lot of species that people immediately think of, there have been a number that have been included that are newer or unknown. Of the four most recent career books released or announced (Forged in Battle, Endless Vigil, No Disintegrations, and Disciples of Harmony), they have each included one species from relatively new sources: Kyuzo, Pantoran, Kalleran, and Cosian. Kyuzo, at least, was added at the prompting from Lucasfilm, so there are likely more in the future like that.

Bith would be a good choice for Engineer, though, as would Givin, Kaminoan, and Ugnaught. Kubaz and Umbaran are pretty good choices for Spy.

Good point about the Kubaz! There was even one in the Edge beginner game that was described as Teemo's personal spy. And i thought about the Umbaran too, but forgot to write them.

As for reprinting specs, that's a staple of the Edge/Age line (FaD is different because of the extensive Force talents) we have already seen Pilot and Driver reprinted, and in the Engineer splatbook i totally see the modder spec. again good points about reprinting the crafting and explosives rules in the Engineer book, and slicing in the Spy book. Stealth and combat rules are a good idea but also rules about tailoring social encounters for spies are good. Wouldn't be suprised to see again rules for pazaak and hintaro (to go with James Bond vibe). Maybe rules to mix awesome cocktails as well? :P

Keep in mind Spy already has 2 reprints, which is why I said no (more) reprints.

For species, I'd like to see Bith, in either book, maybe Zygerrians.

I'm expecting a few reprints in the engineer book for specializations, and hoping for a spy spec with ranged (light), not really looking for a social spy.

For rules, I'd be looking for hacking rules (reprint or not) in the spy book, and more on stealth. For gear probably a few weapons mostly infiltration and hacking gear. Maybe a stealth vehicle or two. In the engineer book I could see rules for making contraptions (or something...) and a bunch of new vehicles and droids.

Oops, and Kubaz too, almost forgot. ;)

For the spy book a talky shooty, "agent" spec for the James Bond type spies

For the engineer book, i'd like to see a collected crafting section (everything except lightsabers) in a single book, and i'd like a minor expansion of the armor crafting rules, another armor upgrade option (or "special embellishment") called "banal" that provides one rank of the indistinguishable talent

Engineer should have vehicle construction rules

I really hope we get a third (new) Specialisation with the Signature Vehicle talents in the Engineer book. The Rigger has 5 different ranked talents with only a single rank each. I actually wouldn't expect to see all of them again, but a couple of them would be nice.

A medical & cybernetics spec would be cool. Then finally a fortifications expert.

For Spy we are in desperate need of a social character, charming and deceptive. The Ranged Light spec is very important too. And somewhere in the book the Freerunning talents need to make an appearance, perhaps with a truly stealthy spec.

I hope the Engineer book has the heavily reconfigured Rebel ships, like the Assault Frigate. It was out fairly early in Armada, but it would be nice to get RPG stats on it too.

For the engineer book (The book I am looking forward too the most ATM) Ship crafting rules and some of the common designs the rebels made by modding other ships like the Assault Frigate Is, the Neutron Star carrier conversions, and some FFG created similar design ideas.

The Assault Frigate IIs and some other ships created in house by the rebellion or by rebel friendly engineers.

For the spy book some more scout and recon ships (I think the scout frigate from the commander book would have worked better in the spy book but oh well)

Edited by RogueCorona

I'd love to see a sort of Asset Handler spec for the Spy that draws on similar space as the Entrepreneur does, mechanically: a social spec that pays people for what they do.

The main thing I want out of the Engineer book is a better starship customization system. The current system drives me up the wall with how restrictive and contradictory it is. If you really want to have a unique spaceship you're just not going to have a good time with the current system.

Maybe they could include crafting rules for ships, or maybe change it to "Overhaul" rules where you can't just make a ship from scratch, but you can radically alter any of the existing ones given the time and resources.

As far as the spy is concerned, I'd really love to see a pure Inside Man class that isn't a combat class, but genuinely someone who can pass themselves as a member of any organization, and would have talents that just let them have contacts and be owed favors in all sorts of places. They could have something like "Biggest Fan" except it's not a personal fan but a mole they have placed, and so on.

Combine that with a rule set for plastic surgery, to alter your face and appearance, maybe even genetic re-sequencing to make yourself pass for a member of a different species and so on.

Edited by Aetrion

Well canon amkes it clear that creating a new ship design with prototype would be possible for a party if they can get the materials so I see no reason the game shouldn't get full ship crafting rules.

Edited by RogueCorona
2 hours ago, Aetrion said:

Combine that with a rule set for plastic surgery, to alter your face and appearance, maybe even genetic re-sequencing to make yourself pass for a member of a different species and so on.

IIRC, there are existing rules for that sort of stuff. ISTR seeing some stuff along these lines in the Diplomat’s book for EotE.

Spy needs 3 specs that enhance and compliment the existing 3 I think.

A sneaky, you can't see me, you don't know me, for Infiltrator.

A forward observer/sniper type for Scout.

An ECM/EW kind of a thing for Slicer.

4 hours ago, 2P51 said:

Spy needs 3 specs that enhance and compliment the existing 3 I think.

A sneaky, you can't see me, you don't know me, for Infiltrator.

A forward observer/sniper type for Scout.

An ECM/EW kind of a thing for Slicer.

No social spec?

Sneaky spec, as in Deception.

16 hours ago, RogueCorona said:

Well canon amkes it clear that creating a new ship design with prototype would be possible for a party if they can get the materials so I see no reason the game shouldn't get full ship crafting rules.

Would be awesome, but based on the other crafting rules, it will be most likely template based again.

1 hour ago, SEApocalypse said:

Would be awesome, but based on the other crafting rules, it will be most likely template based again.

Seems to be how they do things and i thing it is fine. We arent playing hero system...

Im not sure why people want a talkative spy when they could be playing a diplomat and cross spec. into soldier. because lets face it, thats what james bond is.

3 minutes ago, ZenBacon said:

Im not sure why people want a talkative spy when they could be playing a diplomat and cross spec. into soldier. because lets face it, thats what james bond is.

I am pretty sure that bond is a hired-gun with a cross spec into charmer. I mean he is usually killing all the minions at the beginning of act 3, right after his capture and talk with the big bad and his escape from his trap. That is basically his signature ability and he hides is true nature under a bunch of … well charm.

Based on how the crafting rules actually work, I can see no possible way for ship crafting rules to function in the same way without being utterly ridiculous and unrealistic, especially for the kinds of games the developers envision Age of Rebellion to be played.

I can maybe see a set of guidelines for GM's to hack out an improvised vehicle somehow. Oh, wait, we already have those in Dangerous Covenants.

They could also use a system like the Podracer building rules from Endless Vigil, though I'd hope for them to be a bit more robust when dealing with ships.