I have "No Disintegrations". Questions?

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

can anyone here DIRECTLY answer my question about what the long form of the descriptions (i.e. the ones in the talent "chapter"/"section" not in the tree) for Iron Body and unarmed parry actually says *verbatim*? Adding your own commentary/interpretation is fine too as long as there is a direct quote of the official text.

Could I also get the stats for the grapnel-harpoon launcher?

I "should be" able to answer my own questions on wednesday, but I'd really appreciate it if anyone could answer them sooner so that I don't have to wait that long.

I'm buying my guys extra girl scout cookies this week as a thank you....

1 hour ago, 2P51 said:

The simple fact that you only quoted a portion of my post screams what a rule lawyer you are. In fact really you prove my point if you have a weapon in your hand, or as you point out you have a gun in a holster, you're armed. That would answer your question no it does not apply to vibro Knuckles because you would be armed because you have a weapon in your hand.

Chillax dude, no need to get insulting here, especially when I did actually quote your WHOLE post and you went back and added to your AFTER I quoted you. You have a tendency to try to control the narrative on these boards by redefining/recharacterizing what other people say to mean something different than what they actually said. Well it doesn't work against me, I call shenanigans.

I've told you before, you don't like what I write, hit the ignore button.

Kadas'sa'Nikto can make fine martial artists. Claws and a free rank of Coordination along with the option of a 4/3/2/2/3/1 characteristics set (without needing XP from Obligation or another mechanic) makes them pretty attractive.

I'd personally be likely to start out as a Hired Gun (Marauder) and then buy into Martial Artist after the game starts if I want to make a hard-hitting close range fighter (as opposed to a bounty hunter that has a knack for martial arts).

Honorable mention goes to Whiphid martial artists, but I think the Kadas'sa'Nikto is better all-around.

Nikto is good.

Kind of mulling Besalisk and never having to pay Strain for those 2nd Maneuvers.

I'm leaning towards Kyuzo. Rank in coordination, would need 10xp from obligation to get 4/3/2/2/3/1, but for 3 strain they can jump any where in medium range. Could be useful to avoid being shot while trying to engage.

Edited by ArtanisNeravar
40 minutes ago, 2P51 said:

I've told you before, you don't like what I write, hit the ignore button.

You don't get to tell me what to do (actually you can speak/type all you like, but I don't have to do what you say). The option I choose is to call shenanigans when I see shenanigans. But if you don't like what I write, YOU can choose hit the ignore button.

Quote

From Core Rulebook Unarmed Combat pg 224

Unlike other weapons, Brawl weapons augment this
basic attack. Brawl weapons can add damage to the
attack (as indicated in the Brawl profile on page 180),
and may have an improved critical rating and addi-
tional weapon qualities. When using a Brawl weapon,
the user can choose to use its critical rating instead
of the standard Brawl critical rating. He also adds the
additional weapon qualities to the qualities already
provided by the Brawl attack. If the weapon provides
an improved version of an existing quality, the charac-
ter uses the improved version.

Hmm... to me I think two things are clear. All three Precision Strike talents will work with a Brawl weapon since when attack with one, you are making an unarmed attack and the brawl weapon is augmenting that attack. It also seems clear that Iron Body will not work with brawl weapons since it specifically says "user can choose to use its critical rating instead". So someone could choose to use whichever crit is better, the brawl weapon or their unarmed attack (adjusted by Iron Body) but they couldn't use Iron Body to reduce the brawl weapons crit.

Unarmed Parry is harder to rule. I think by RAW it doesn't work with Brawl weapons but I think I would rule it does but you don't benefit from the strain reduction. That makes it both a bit more intuitive and still gives a good reason to parry completely unarmed.

5 hours ago, 2P51 said:

I've told you before, you don't like what I write, hit the ignore button.

Does it not usually work the other way around? If someone does not like what you write, you ignore him. I am confused about your suggestion.

Edited by SEApocalypse
5 hours ago, ArtanisNeravar said:

I'm leaning towards Kyuzo. Rank in coordination, would need 10xp from obligation to get 4/3/2/2/3/1, but for 3 strain they can jump any where in medical range. Could be useful to avoid being shot while trying to engage.

"medical range".........I hate auto correct/suggest.......I like Kyuzo cuz you can jump like Embo, I do't need any other reason...

Armor attachment mod says "Add 5 to the wearer's Brawn score for the purpose of determining Encumbrance threshold" while the flavor text makes it sound like the armor and anything you're holding with it have their weight reduced. Wondering why it was worded this way vs adding to encumbrance threshold? IE does this apply to Cumbersome, is there something special about Brawn score vs Enc threshold when lifting big stuff?

Normal encumbrance rules are 5 plus brawn, and armor, when worn, has its encumbrance value reduced by 3. So it sounds like the mod is just repeating the rules.

4 hours ago, FelixTG said:

Armor attachment mod says "Add 5 to the wearer's Brawn score for the purpose of determining Encumbrance threshold" while the flavor text makes it sound like the armor and anything you're holding with it have their weight reduced. Wondering why it was worded this way vs adding to encumbrance threshold? IE does this apply to Cumbersome, is there something special about Brawn score vs Enc threshold when lifting big stuff?

This is my take on it. Brawn not only affects how much a characters enc threshold limit is, but it also affects how much above a threshold that can be carried before being so overburdened that the character can no longer move.

AFB, but I thought assisted carry only adds the assister's brawn rating to the primary's enc threshold. Another useful method of using the attachment. And cumbersome quality and if it affects that is open for debate if this affects it.... but I'd say yes.

On 2/4/2017 at 8:34 PM, 2P51 said:

The devs aren't rewriting the meaning of the English language. Unarmed means " not equipped with or carrying weapons. " in the English language.

The point being having a weapon in your hand is the exact opposite of unarmed.

Now, a GM making a ruling about Cortosis gauntlets is completely appropriate. Allowing someone to Parry with a pair of brass knuckles, also fine. Probably could've called it Brawl Parry but that's a skosh akward.

Iron Body says unarmed attacks. Brawl weapon equipped is not unarmed. Need an acceptable loophole if you must, roll a Trandoshan.

The whole flavor of the spec is taking out opponents with raw skill and no weapons.

To be fair, plenty of RPG's equate brass knuckles or "fighting gauntlets" to being unarmed.
Simply because unarmed combat is equated to "fighting with your fists and feet, not caring if those happen to be reinforced in some way.

I'm not sure what the RAW is on Unarmed in EotE, but in AoR, it states on page 224 that unarmed combat includes "brawl weapons", so I'd assume that FFG includes those in unarmed parry as well.

On 2/4/2017 at 10:08 PM, HappyDaze said:

Wait...

So having an unreadied weapon on your person prevents you from using talents that specify unarmed ? Really? So a martial artist looses much of his mojo by having a holstered pistol on his hip or a grenade in a pouch? That seems really absurd.

2P51 tends to go into those territories to win arguments :)

Not saying I don't enjoy his argumentative ways, they are highly amusing when not directly involved, but it does seem to be his MO.

11 hours ago, FelixTG said:

Armor attachment mod says "Add 5 to the wearer's Brawn score for the purpose of determining Encumbrance threshold" while the flavor text makes it sound like the armor and anything you're holding with it have their weight reduced. Wondering why it was worded this way vs adding to encumbrance threshold? IE does this apply to Cumbersome, is there something special about Brawn score vs Enc threshold when lifting big stuff?

The Burly reduces both Cumbersome and encumbrance, but it specifically calls out each separately. For example:

Quote

Reduce any wielded weapon’s Cumbersome quality and encumbrance rating by a number equal to ranks in Burly to a minimum of 1.

So, if it doesn't specifically mention Cumbersome, I'd say not.

4 hours ago, Blackbird888 said:

The Burly reduces both Cumbersome and encumbrance, but it specifically calls out each separately. For example:

So, if it doesn't specifically mention Cumbersome, I'd say not.

Which makes sense given how much more brawn this mod offers. 5-7 Brawn is a boat load of Brawn for fairly cheap. I think the idea is that while it gives you enough control to walk around with the extra weight, it doesn't give you the fine motor control over that brawn to do anything with it beyond walking around.

16 hours ago, OddballE8 said:

To be fair, plenty of RPG's equate brass knuckles or "fighting gauntlets" to being unarmed.
Simply because unarmed combat is equated to "fighting with your fists and feet, not caring if those happen to be reinforced in some way.

I'm not sure what the RAW is on Unarmed in EotE, but in AoR, it states on page 224 that unarmed combat includes "brawl weapons", so I'd assume that FFG includes those in unarmed parry as well.

Thanks for this post! My players had that exact dillema, and I was waiting to see how this topic panned out. Turns out I just missed it in the book :D

7 hours ago, SladeWeston said:

Which makes sense given how much more brawn this mod offers. 5-7 Brawn is a boat load of Brawn for fairly cheap. I think the idea is that while it gives you enough control to walk around with the extra weight, it doesn't give you the fine motor control over that brawn to do anything with it beyond walking around.

That's part of why I was curious about the Brawn vs Enc Thresh increase. If you're just carrying a mark and need extra enc threshold to haul something around, it wouldn't make sense to write it as a Brawn increase. The flavor text doesn't seem to sound like the hauling harness which says it magnifies lift, but is slow. It seems like this one is more akin the the Gyrostabilizer

hauling harness that increases enc threshold

"the hauling harness greatly magnifies the user's ability to lift and move heavy objects, albeit with limited speed." . . . "A character wearing a hauling harness increases his encumbrance capacity by 6"

vs new attachment

"The systems operate through a series of miniaturized repulsortlift generators placed at key joints throughout the armor, easing the weight of attached suits, as well as any loads they might support. Of course, the repulsorlift generators are tuned to reduce weight and pressure rather than exert force on their own"

vs the gyrostabilizer that reduces cumbersome

"A gyrostabilizer, or repulsorlift harness, artificially reduces the weight of a weapon, allowing a user to heft and aim a heavy weapon with greatly decreased difficulty. With such a modification, a single combatant can operate a weapon that normally requires a team of two."

Thoughts?

Edited by FelixTG
updated vs descriptions

I think it's RAI to be

"When wearing this armour, instead of your base encumbrance limit being Brawn+5, it is now (Brawn+5)+5"

ie Brawn+10.

Seeing as I haven't gotten mine yet (patience running thin), what is the armor? Or is it just the Mandalorian armor?

So, that "Informant" Talent on the Skip Tracer tree...what does it do?

1 hour ago, Enoch52 said:

So, that "Informant" Talent on the Skip Tracer tree...what does it do?

its like a narrative/roleplay Talent, nothing technical. which I like very much. its a opener to keep the story pushing onwards thriugh the characters contact(s)

also the signature ability "mark" is very nice, since it intrudces an encounter to the GM's discretion. this say its thrilling in what Situation you'll find yourself again with the marked target. theres also a nice sidebar which gives insights how to handel those encounters narratively and keepimg the main campaign alive. or how you dont let the talent solve things too quickly. it adds a lot of flavor, excitement, action and surprises depending on what the GM needs to keep going.

sry that was a bit outof your question, but im still amazed

Edited by Gordonovan

That's all right--the "Always Get Your Mark" SA is incredible, and I'm glad there's some support on how to keep that from wrecking the scenario.