Don't shoot ... at my ship

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

Hi folks!

came across the following discussion at my table, may be you can help:

The "don't shoot" talent, allows you to make a hard charme check if sucsessful it wouldn't allow you beeing targed by any combat skills (meaning no weaponskills can be used against you) for the rest of the encounter (or until you use a combat skill)

So what if you are aboard a ship? can you use the skill so your ship won't be targed? (and if you are on a freighter this would mean everyone on the ship would be safe with you)

OR

does it work like "sense" which can't be used in outerspace or vehicle combat since it isn't you who is attacked but your ship/vehicle (this was answerd once by the DEVs!)

I would tend to the second (other wise every chamer wouldn't have any troubles to get throug an emperial blockade)
but please let me know your oppinion on this case.

so far
Nightone

Edited by Nightone

I think you have the right idea.

The Signature Ability Narrow Escape is personal scale, with an upgrade to encompass vehicular scale. I would not permit the talent to, in effect, accomplish the same thing.

It depends on the situation imo, and like the talent says: "The play must explain how he talks his way out [...] and the GM has final say on wether his ruse succeeds."

If the Charmer is on a small seperate scout ship for example, and the rest of the group make up the rest of the fleet, I'd say it's possible to call out over comms that he is not associated. If the Charmer is together with everyone else on a bigger ship, then I don't think the opponents care about that one person on the enemy ship and still attack.

Just now, Klort said:

If the Charmer is on a small seperate scout ship for example

I concur. Just as some small-scale vehicular encounters may be handled on a personal scale, some situations (such as Klort's example above) may allow for the Charmer to use it in this way.

Aye, like with the proper props it could be done on a starship scale "Hey, I'm a diplomat! You can't just shoot me down, you would anger your boss, just give me a moment to get to safety and I'll hand myself in, kk?"

That being said, the use of the talent requires a compelling situation. If the empire is chasing that ship in particular or perhaps more importantly, the chasers don't care for excuses. The talent is intended to work on a personal scale ("look I'm not with these guys", "I'm harmless", "They held me against my will!" e.c.t) and chances outside that context are somewhat rare.

Definitely gotta be a charm check over com to work.

If you use the talent in this manner, wouldn't it reduce the value of the pilot talent "Brilliant Evasion"?

I'd probably let it work as a check over coms. But remember that it's not an 'I win' button. Sure, the imperials aren't going to attack out of hand, and may even break off the attack, but it doesn't mean they go away or even let you through.

If trying to run a blockade, a success could easily mean they stop attacking, but still demand that you cease maneuvers and wait to be boarded. Failure to heave to will be regarded as a hostile act and you will be shot.

Imagine that you're trying to drive a car onto an army base. Thanks to luck or whatever you get through the perimeter before being noticed. Depending on the RoE and status of the base, the soldiers may just shoot you immediately when they notice the unauthorized car. However, with the right circumstances you could get them to not shoot you because they don't think you're hostile. If you keep driving around though, it'll change things.

I agree it's not a 'do whatever the F you want' button. I think the 'GM has say in your ruse's success' is aimed squarely at that and how the PCs say they're going to use it. It's not an invulnerability bubble, and certainly is meant only for the Charmer, anything else is rules lawyering imo.

Stuff like this requires that the GM is willing and able to consider consequences and alternate plans.

Tangential example: Boarded by pirates. Counterboard attempt turns into a standoff when the pirate captain promises to vent the lower decks of the ship (we were unprepared and without vacuum seals or space suits). A successful deception check got a single member onto their bridge. Once on the bridge single member managed to disarm the captain, ignore a few crap shots from bodyguards, and force a few fear checks and got massively lucky on a coercion check. So we had a problem - a by the book read meant that we had taken over this cruiser, but the GM *really* didn't want us to have a cruiser yet.

IMO, the GM's response was brilliant. The captain had just tried to jack a small freighter and had his ship taken over by 3 hyper-violent maniacs. (Seriously, we had killed 18 of his soldiers at this point and had planted major explosives around the interior of his ship). Then a single guy had come on board, took away his vibro sword, and sneered 4 more soldiers into submission. The captain was terrified, and unwilling to try and fight us off anymore, but couldn't lose his ship. So... he set off the self-destruct system on a timer. We had to run away. Success by the rolls on what we were doing, but the consequences weren't what we wanted.