Yaimpar be te Bes'uliik prep thread

By P-47 Thunderbolt, in Star Wars: Edge of the Empire Beginner Game

Players:

Character Creation: Heroic-Level, so 150 bonus XP and 9,000 bonus credits. Starting Obligation is 10 total, distributed evenly between starting Obligations. Any additional Obligation can be distributed between the character's Obligations at the player's discretion.

Group Resources:

  • (unnamed) Wayfarer-Class Medium Freighter

Obligations:

These are the basic deck plans I'm using, but I've made some minor changes.

Here is the original for comparison. The deckplans with accompanying key are on page 8 of the PDF: https://docs.google.com/file/d/0B9cFgom2aSYHbG9ya2RsLWlZenc/edit Image result for wayfarer-class medium transport deck plans

Changes:

  • #15: Module Systems, is accessed from the catwalk which now branches off aft to hook up with it.
  • #17: Segregated Cargo Bay, is now a Vehicular Garage.
  • It isn't labeled, but I believe the room next to the recreation area is the showers.
  • The Starboard side of the main cargo bay (#16) is an option for a workshop space.
  • The empty space just aft of the catwalk and forward of the propulsion room is another option for a workshop (10x5 meters)

Suggestion? Quibbles? Anything I missed? Sorry the bottom edge of the picture was cut off, I couldn't find the full one (that I found yesterday : P).

Edited by P-47 Thunderbolt

Now, since this is a Technician/Engineer focused campaign, I have a house rule related to Mechanics that I wanted to put forth.

Rather than everyone being equally good at Mechanics or even being outshined in their own areas, I suggest splitting up the Mechanics skill into 3 focuses (and Cybernetics, if anyone goes down that path): Weapons/Devices (Outlaw Tech), Vehicles (Shipwright), and Droids (Droid Tech/Specialist). You pick one discipline in which you receive the ordinary ranks, and you pick one as a secondary focus, discounting ranks in it by 5XP (though you can never exceed -1 rank compared to your primary discipline).

You get all 3 as a career skill from your career, but your spec only provides the one I linked to it.

I'm open to suggestions on implementation or tweaks, but I'm pretty sure I want to go with this, as it results in the characters getting the upper hand in their own focus.

Mandalorian Armor:

Which characters want Mandalorian armor? This is a different sort of campaign to Kandosii Beroya'se, so I'm not sure how to handle armor. Probably the same way we did before.

I intend to use the same rules for vambraces that we're using in Kandosii Beroya'se, but I'm nerfing the Portable Plasma shield and Retractable Wrist Blades. The Portable Plasma Shield's vambrace version now only costs 1,500 credits, but can only be modded to add Deflection 1 (bringing it up to Defensive 1, Deflection 1). The Retractable Wrist Blades now can only be modded up to Defensive 1. When the Portable Plasma Shield is deployed, nothing else on that vambrace can be deployed or used.

I’d like for both of my characters to have the beskar’gam

Okay, sounds good. I think I'll just stick with the 2,500 from last time.

@RuusMarev , what about yours?

I believe they would also have beskar'gam as well.. probably more in line with the Sabine design.. (possibly not always wearing it while onboard the Wayfarer.. especially while working on equipment.)

Okay, should I think about possibly making custom stats (i.e. lower soak, lower encumbrance), or do you just want to fluff-text it and not change anything?

Turns out I was wrong, the escape pod/tender is attached to the ship via a collapsible tube, so I'll amend the deck plan change log.

so if I’m not mistaken, there’s room in that vehicle garage for at least two fighters, right?

Yes, but it depends on what else you might want to fit in there, as fighters also require attendant equipment.

At the very least, you won't start out with fighters.

How do you want to handle crew? The ship requires a crew of 10, but could be run with less. Do you want to have an undermanned crew where it is just the PCs, or should I start writing up some NPCs? Also, how involved do you want the characters to be in the operation of the ship? (i.e. pilot, gunner, navigator, etc)

@ShockHelix , any ideas for the name of your strill? I'm cooking up stats now.

3 minutes ago, P-47 Thunderbolt said:

Yes, but it depends on what else you might want to fit in there, as fighters also require attendant equipment.

At the very least, you won't start out with fighters.

How do you want to handle crew? The ship requires a crew of 10, but could be run with less. Do you want to have an undermanned crew where it is just the PCs, or should I start writing up some NPCs? Also, how involved do you want the characters to be in the operation of the ship? (i.e. pilot, gunner, navigator, etc)

That depends, how independent is the group? Are we under the direction of a chieftain, or just operating under our own authority?

You've been given basic orders and pretty much left to your own devices. The party is pretty much in charge of the expedition.

Other than that, the degree of autonomy is more-or-less up to you and Ruus. I can (probably) accommodate any particular requests.

We could try to make use of the minion rules, depending on what we’re going up against, since we’ve been given orders

Just now, ShockHelix said:

We could try to make use of the minion rules, depending on what we’re going up against, since we’ve been given orders

You mean for the crew? Use the minion rules for the crew?

There wouldn't be much that that would be useful for because of the nature of the crew positions*, so I'd probably give the "crew" skill ranks and treat them as a single adversary (Rival) for the purpose of skill ranks.

*basically, since you only have one gun, there isn't a lot for them to cooperate on. Other than that, it's all Astrogation, Piloting (Space), etc.

Sorry, squad rules, not minion*

And I meant for more then just operating the ship. If we were to bring along additional Mandalorian crew, it doesn’t make much sense for them to just sit on the ship while others get into a fight 😝

Maybe. I'll have to see how things shape up.

Also yes, they'd end up in fights alongside you. I'd probably treat them as advanced minions, (I call 'em minvals) where they have higher WTs and occasionally extra ranks in skills. (i.e. Ranged (Light) 1+group)

Well, theres always the droid option for crew... Maintaining engines/systems as the organics do most of the Piloting, gunnery, ect.. (just so we can do stuff while on board ship..) while we're away, the droids could at least act as a security detail/extra layer of defense to protect the ship..

we could run it ourselves as a skeleton crew for Just a bit while our droid specialist starts putting a "crew" together... I'm sure the others in the group could pool their skills to help gather materials

Now I'm thinking of a ghost ship story where the droids slowly replace the crew as they start dying off, until a couple decades later someone encounters a ship of droids trying to fulfill their original mission directive and resurrect the basilisks. <_<

But yeah, droids would probably work for crew, but you'd probably start out with a full crew of organics and supplement with droids.

For operational personnel, we've got Pilot, Co-Pilot, Navigator, Comms/Sensors operator, Gunner, Captain, and Engineer (which would probably be the Shipwright). Then we've got the miscellaneous "crew" which would probably be comprised of the ship's doctor, loadmaster, and cook. On top of that, there is space for 2 passengers, but that should probably be left open. Perhaps the Droid Tech's first job would be to make a few minion-level combat droids?

As for doing stuff while onboard the ship, most of that time would be glossed over, or narrated as working on projects because there isn't a lot to do. In a chase sequence, you'd probably be running around trying to get stuff functional. Or yelling at the captain to step on it.

1 minute ago, RuusMarev said:

we could run it ourselves as a skeleton crew for Just a bit while our droid specialist starts putting a "crew" together... I'm sure the others in the group could pool their skills to help gather materials

That could definitely work. Possibly taking a couple Mandos along for the ride as muscle as well. What do you think, @ShockHelix ?

@RuusMarev , if the shipwright goes for Rigger (technically from the Ace career, but enough cross-over that I'll waive the penalty) it would be a quite interesting dynamic of "I will not trust my baby to your shabla beskar'ad!"

Looking at Rigger... yeah that looks good!

(maybe a Verpine eccentric mechanic in the crew, randomly taking stuff and making it "better"? or that "Dr. House" Pantoran npc doctor?) :D :D

I think we should probably stick to the 4 we've got (at least until we've built them). Four ends up being a pretty good number to fill the necessary roles. Additions to the crew along the trip is certainly an option, though.

Taking stuff and making it better seems like an Outlaw Rigger's thing, so is your Gank something of a kleptechomaniac, @ShockHelix ?

1 hour ago, P-47 Thunderbolt said:

I think we should probably stick to the 4 we've got (at least until we've built them). Four ends up being a pretty good number to fill the necessary roles. Additions to the crew along the trip is certainly an option, though.

Taking stuff and making it better seems like an Outlaw Rigger's thing, so is your Gank something of a kleptechomaniac, @ShockHelix ?

Yeah, tinkering with things to improve them is gonna be a big part of his mo.

Edited by ShockHelix