Building a solo explorer adventurer

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

@MonCal , it should also be noted that the aforementioned blog @jayc007 linked to, is the same source for the YZ-900 stats. Give it the Astrogation, Autopilot, and Gunner droid brain attachments (none of which take up Hard points), and get a few Astomech droids to round out the "crew", and you could operate that thing solo .

11 hours ago, MonCal said:

Thanks for the pointer. I knew about the site, but forgot about it. Checking it again.

I have to say I am quite underwhelmed by some Signature Abilities.

The vehicle has a crew of 4??? it is a solo explorer! xD it seems rather big to be transported in a small solo explorer ship like a sleuth or other Size 3 (or small size 4) spaceship. A bike seems way less conspicuous here, and this is why I did chose it. :)

The landspeeder is not that large. Slightly larger than Lukes from anh.

The crew is pilot copilot and 2 sensors operators plus 2 passengers. And it's fairly cheap. So 3 droid brains or an astromech or 3 would do the same and it is environmentally sealed as well as gives some bonuses to survival and navigation... iirc. And you could strap it underneath like you were planning with the bike... or by the rules it could go inside a small sil4 ship.

As to sig abilities... most have upgrades to reduce difficulties of the checks for them.

Also for a solo I'd either have a couple npcs to help her or give her a second specialization as was suggested above. And knight level (+150xp)... and starting as human as well... works out to be 110xp + 10xp(choose +10xp for +10 obligation) + 150xp + 1 rank in 2 non career skills(20xp)= 290xp effective boost which would make a big difference for her character. By herself any encounter will be difficult to navigate or even survive to my thinking without either backup or some serious skills and xp boosts.

On 10/17/2017 at 11:12 PM, MonCal said:

The baudo is nice, but too conspicuous for the character. As I pointed out, we want the ship to be SMALL, so she needs help (read: the other PC and their larger ship) from time to time when we have more players at the table. A large ship would kill that need.

@TrampGraphics, if a typical sil 4 is too big (being too small to handle other people is a selection GOAL). THEN A YZ-900 is out of the question even though with the right mods the character "could handle it solo"

For SIL 4, a jumpmaster or an easy YT model (YT1000) would be our preferences. Our idea was for the ship to be small, a kind of glorified fighter, so she does not have the idea of going combat crazy in space. An explorer ship, not a freighter. This is why we are looking for small ships.

As sometimes she will play with other characters/players, the idea is for her to join the ship of the other players, not the other way around. This justifies her operating on her own most of the time, as a solo character and not keep the rest of the crew around for most adventures (when the players will not be available to play).

You get the idea :)

On 10/19/2017 at 0:23 PM, MonCal said:

We had not. Will think about it. The lack of XP for a starting character does not make this very useful, though. And jumpstart her as a 150 point character seems too much. Or not. Dunno....

What Talents were you thinking about here?

Archeologist is almost literally Indiana Jones - it gets you an assortment of Knowledges and helps make you more durable, while also making a social encounter with academics or legitimate* institutions significantly easier - the talent that gives you two more class skills isn't too shabby, either. The Big Game Hunter, on the other hand, is going to give you access to your more survivalist-related abilities.

That setup gets your player direct access to most of what she's looking for, some wiggle room to get her hands on some of what she doesn't get access to, and it takes some of the pressure off of Presence when dealing with other professionals in her circle, whether her circle is the University of Chandrilla or Zorba the Hutt's advisors and reserve specialists.

The point of the free second starting spec was to give her character dimension to grow in without burning up more than one session's XP just unlocking a significant portion of what she wants/needs for her character concept. That said, it works even better if she has a starting sum of XP to throw around. 150 isn't an insane amount - it gives you some space to fill out what you need to for competency in a couple spots, but nowhere near enough to get everything you want from even one talent tree. That seems like a perfectly reasonable starting point for her character, especially if she considers herself skilled enough to work without a crew backing her up.

On 10/19/2017 at 7:08 PM, Tramp Graphics said:

Well, the discussion isn't about "official" FFG stats options anyway, so :P .

And, with the right talents, you can get a YZ-900 up to speed 5 , which is definitely fast. It also has a X1 hyperdrive, which is a very fast hyperdrive, particularly for a ship of its size. Only a X.5 hyperdrive is faster.

With the right talents & a single modification, my HWK-1000 can hit 8. Eat my afterburners, Imperial pigs! And the hyperdrive on a 1000 is just as good.

Edited by Degenerate Mind
3 minutes ago, Degenerate Mind said:

With the right talents & a single modification, my HWK-1000 can hit 8. Eat my afterburners, Imperial pigs! And the hyperdrive on a 1000 is just as good.

It's still too small And cramped. :P

Just now, Tramp Graphics said:

It's still too small And cramped. :P

It's got plenty of space for me, myself & I. Get your own vehicle, you freeloading hippie.

1 minute ago, Degenerate Mind said:

It's got plenty of space for me, myself & I. Get your own vehicle, you freeloading hippie.

I do. It's big, roomy, fast, with plenty of space for cargo and students. :D

18 minutes ago, Tramp Graphics said:

I do. It's big, roomy, fast, with plenty of space for cargo and students. :D

Too bad you can't outrun an A-Wing with it.

26 minutes ago, Degenerate Mind said:

Too bad you can't outrun an A-Wing with it.

I don't need to, just TIE fighters, and that's what Supreme Full Throttle is for. :P

and push comes to shove two turret mounted twin heavy laser cannons, two forward facing twin medium laser cannons, and two concussion missile launchers should take care of any that get too close.?

And those are all stock.

Edited by Tramp Graphics
2 minutes ago, Tramp Graphics said:

I don't need to, just TIE fighters, and that's what Supreme Full Throttle is for. :P

and push comes to shove two turret mounted twin heavy laser cannons, two forward facing twin medium laser cannons, and two concussion missile launchers should take care of any that get too close.?

And those are all stock.

You've got two guns that can actually turn about to face the Interceptors you can't even outrun. I'm two hardpoints away from being just as well off as you in any given chase... with a faster ship that's legal for any gaming table in the world, while you are at the mercy of a GM's tolerance for unofficial third-party material.

2 minutes ago, Degenerate Mind said:

You've got two guns that can actually turn about to face the Interceptors you can't even outrun. I'm two hardpoints away from being just as well off as you in any given chase... with a faster ship that's legal for any gaming table in the world, while you are at the mercy of a GM's tolerance for unofficial third-party material.

Although the yz-900 stats are unofficial, getting something that approximates them within RAW when FULLY OPERATIONAL is released (starship crafting rules) I'm eager to get my hands on it to make one of my dream ships... story is a reengineered and rebuilt consular cruiser (base speed of 4 or higher, so it can be a 5 after high out ion turbines are applied) with a sil 3 hyperspace capable dropship/shuttle for a reengineeted salon pod. I've got a wotc "republic cruiser" mini and a deck plan from colonial chrome printed at just under minis scale. And it looks pretty cool.

1 minute ago, EliasWindrider said:

Although the yz-900 stats are unofficial, getting something that approximates them within RAW when FULLY OPERATIONAL is released (starship crafting rules) I'm eager to get my hands on it to make one of my dream ships... story is a reengineered and rebuilt consular cruiser (base speed of 4 or higher, so it can be a 5 after high out ion turbines are applied) with a sil 3 hyperspace capable dropship/shuttle for a reengineeted salon pod. I've got a wotc "republic cruiser" mini and a deck plan from colonial chrome printed at just under minis scale. And it looks pretty cool.

That does sound pretty awesome. I'm more excited to see the new guns n' gizmos, but I'm definitely looking forward to the new ships in FO. If it's anything like the Technician book was, we're going to get a ton of heavily-modifiable vehicles - I'm willing to bet there could be one with 7 hardpoints!

7 minutes ago, Degenerate Mind said:

That does sound pretty awesome. I'm more excited to see the new guns n' gizmos, but I'm definitely looking forward to the new ships in FO. If it's anything like the Technician book was, we're going to get a ton of heavily-modifiable vehicles - I'm willing to bet there could be one with 7 hardpoints!

My other dream ship is a "flutter class star yacht" I started designing it when wotc had the license, used Matlab to define the outer hull and make sure that there was adequate space between the two decks..

On 10/21/2017 at 8:50 PM, Degenerate Mind said:

That does sound pretty awesome. I'm more excited to see the new guns n' gizmos, but I'm definitely looking forward to the new ships in FO. If it's anything like the Technician book was, we're going to get a ton of heavily-modifiable vehicles - I'm willing to bet there could be one with 7 hardpoints!

Since it has a method for building your own it may not include any ship / vehicle writeup... but here's hoping right with ya!?

38 minutes ago, jayc007 said:

Since it has a method for building your own it may not include any ship / vehicle writeup... but here's hoping right with ya!?

Pardon? There are going to be rules for designing entire ships now? Are you actually for real here, or is this just another one of my intermittent wet dreams about min-maxing?

Edit: Wow, I'm surprised I can even breathe without concentrating on it. Apparently those were mentioned in the last post I responded to. The single paragraph post. Which focused entirely on the new ship crafting rules. That I read twice.

Edited by Degenerate Mind
1 hour ago, Degenerate Mind said:

Pardon? There are going to be rules for designing entire ships now? Are you actually for real here, or is this just another one of my intermittent wet dreams about min-maxing?

Edit: Wow, I'm surprised I can even breathe without concentrating on it. Apparently those were mentioned in the last post I responded to. The single paragraph post. Which focused entirely on the new ship crafting rules. That I read twice.

https://www.fantasyflightgames.com/en/news/2017/5/3/built-to-spec/

Read the bit at the end

Ok, taking the advise, some recap:

1. We are going for a small ship, either a sleuth, a jumpmaster or the Wander class MonCal ship (reskinned to make it a Hutt product). probably one of the 2 first ones, because we want it to be inconvenient for larger parties.As said, there will be ocasional players, and it makes more sense for her to join a larger party than the larger party to join with her. Since otherwise she would need to dump them and it might not make much sense sometimes to do that. So we will have a larger party with their own ship for tose ocasions.the onluy problema we have with the Jumpmaste ris that we hate it from the xwing game, where it is stated rather poorly IMO, and it colors our vision on the ship.

2. Character will be a human tracker/explorer working for the Armored Hutts, so she will be more proficient with non lethal weaponry. She will be used to track prey (human or otherwise) and discover new locations and explore them for the Hutts to exploit.

3. Chosen career will be Explorer with Big Beast Hunter and Archaeologist. She will get the second one (Archaeologist) for free.

4. XP will be 150-ish instead of the usual 100. That is more or less +50 extra XP in the end. Adding 30 obligation and the +10XP for 10 obligation could should do it.

Will keep you posted.

On 10/21/2017 at 8:26 PM, Degenerate Mind said:

You've got two guns that can actually turn about to face the Interceptors you can't even outrun. I'm two hardpoints away from being just as well off as you in any given chase... with a faster ship that's legal for any gaming table in the world, while you are at the mercy of a GM's tolerance for unofficial third-party material.

Yeah, but one of the Concussion Missile launchers on a YZ-900 is aft firing. And while the FFG stats for the YZ-900 may be unofficial as of yet, the ship itself is a ship from officially licensed lore. It debuted in Star Wars Gamer #2 for the D20 OCRB.

6 hours ago, Tramp Graphics said:

Yeah, but one of the Concussion Missile launchers on a YZ-900 is aft firing. And while the FFG stats for the YZ-900 may be unofficial as of yet, the ship itself is a ship from officially licensed lore. It debuted in Star Wars Gamer #2 for the D20 OCRB.

Tramp, a lot of people don't care whether something is from officially licensed lore if it doesn't also have official stats. Unless, I'm grossly miss reading responses in this thread, you're the only one here who isn't completely dismissing the yz-900 because it doesn't have official stats. Me, I'm in the sort of middle ground of, once Fully Operational is out, then home brew stats that follow the crafting RAW won't be irrelevant for the point of online discussions. Until then no unsollicited sales pitch for ship with an unofficial stats has more than a snowball's chance on mustafar, moreover you seem to be ignoring the OP's specified criteria for his solo players ship because it completely rules out the only ship you seem to care about.

Yesterday we made a "skill selection session". And we found a lot of things missing having 2 Talent selections only xD Fortunately, fringer seemed to cover some of the needed stuff (social and underground skills, necessary when you are in Hutt Space). She will not be charming, but at least she can negotiate a little bit if we select Fringer as well. It fits the character concept well enough so we are good to go here. 3 Talent trees, We have not spent points in Talents, skills or equipment and we are already running out of XP xD LOL

So, she is from Circumtore, the small moon of the Armoured Hutts, and she runs errands for them. She is good at finding stuff, places or people, and does that for the hutts. there are quite a lot of other people doing the same work. They gave her a ship and droids so she can ply her trade and get hefty profits for her masters. Well, she is not officially a slave, but you know, hutt space, obligation and all that kinky stuff.

Inam finding something when looking at the game: it is prepared for a party, not a solo character. No surprises here. What happens is that a trio of whatever minion she will face, is more than a challenge for her. A Rival is way out of the league of a solo characters. Or so I think with my inexperience. Is that the case?

I see 3 options here.

1. Having her face single minions. Or never more than a pair of them. Never multiple groups.

2. Use Automatic weapons when facing minions. Not the idea we had for the character, but might be the only option for a combat adventure/encounter. If we go this way, there is a carabine with autofire from the hutt book (I think) that could be used here. However, that is more a weapon for an arms-heavy character.more than a explorer, that should carry a rifle and a pistol.

3. Never build combat encounters (boring! She likes them and so do I).

any thoughts here? Am I wrong in my perception?

It's not hard to go down in 5his game, it is hard for PCs to die though. For your starting xp I think 1 minion group of 3 or 2 of 2 is what i'd limit it to or maybe 1 rival. Keep in mind that not all rivals are equal but a pc should out class a rival slightly and could be evenly mached or outclassed by a nemesis. Rivals don't have strain but can pretend like they do and take wound damage instead of strain. Minions don'the have strain and can't pretend like they do (e.g. they can't voluntarily suffer strain=>wounds to take an extra maneuver, rivals can)

Also when you get a bit more xp under her belt you can increase the number and or difficulty of opponents. A typical encounter is expected to last between 3 and 6 rounds, you want her to be able to land a hit at least every other round and initially plan on 1 critical for a 6 round encounter so that would be about 3 hits and a crit, crit kills a minion. The damage from that same hit should kill the other minion in that group. That leaves 2 hits on the other group of 2 minions. Which should definitely kill 1 and severely damage or kill the other minion in the second group.

Then you pick a combination software soak and wounds (that given base+1 damage for her primary attack) makes minions die at an appropriate rate (one hit one minion). The soak will likely be 2 or 3 and assuming 7 or 8 points of damage per attack means each minion gets 4 or 5 wounds. You don't want to give them defense or adversary initially.

Then you have to make sure they don't take her character down to fast. Count on 1 attack landing a round, she has to have enough soak and wounds to last 6 rounds, since your the gm you can ensure that she has a soak of 5 or 6 which if you give them light blaster pistols (5base damage plus 1 to 3 successes) and you assume she has at least 12 wounds gives here the appropriate stamina, then you just have to ensure that shot doesn't get hit more often than once per round. If the minions don't have ranged light as a group skill and they have agility=2 then they're only rolling 2 green. But short ranged difficulty for ranged light weapons is 1 purple, and you want to make it even odds which you can achieve by giving her defense.

So the easy way to give her the soak and defense she needs to take and win against 2 minion groups of 2 is to say the Hutt gave her crafted light armor (keeping the peace) with the ranged and melee defense upgrades and a soak upgrade.

And if she starts to take damage too fast you can have them switch to stun which subtracts from strain threshold rather than wounds.

By the way i'd give here a "dragoon cavalry blaster" (can be used as a pistol or carbine) from stay on target, 8 damage accurate 1 (add a boost die), stun setting, enc 1 and enough hard points for later.

If she has that gear she should be able to take out the previously described 2 minion groups of 2 minion each in under 6 rounds.