GM's unwritten guide to talents

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

Talents allow players to do things they couldn't do previously. Funny thing is, to make some of these talents actually beneficial to take, you have to restrict the player from being able to do these things in the first place, without the talent.

Familiar Suns:

If a player is visiting a new planet and is making a Core World/Outer Rim check, you can't give them the following information unless they have the Familiar Suns talent:

Planetary environment, if a planet is inhabited, where those inhabitants will likely be, environmental effects, hostile predators, and potential profit sources.

That isn't to say that the player can't get these scraps of information individually using this type of check, he just can't get that extensive of information no matter how many successes he rolls, he must have the talent.

Hidden Storage:

Large equipment, vehicles, and droids do not come off the factory stock with hidden compartments. You can modify something to have a hidden compartment, or even buy an illegally modified something that already has a compartment, but you can't just have the compartment for free.

Luke can't put his lightsaber into R2D2 without taking the Hidden Storage talent. I think the core basically suggests that if you take this talent, you magically have hidden compartments without having to have paid for it in credits, or modify it with mechanics.

Utility Belt: Spend 1 Destiny Point to perform a utility belt incidental, produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel. Cost 25.
The wording of the talent suggests that players shouldn't be able to produce items via Destiny Point from their own persons without said talent. They can only produce it from a place, like a junkyard, a shipyard, or a crowd of people.

I tmight just be me, but the tone of this sounds less "Unwritten Guide for GM" and more "These rules are stupid."

If you're actually trying to make them work, though, here are my thoughts on your problem talents:

Familiar Suns: The advantage I see here is that it won't require a roll, and should give considerably more detail and depth. I may know vaguely where Germany is, and that the people there speak German, but how many different dialects are there? Which is spoken where? If I needed a landspeeder repaired, would I be better off in Stuttgart or Berlin? IMHO the Knowledge skills represent mostly book learning, this is more of an "I've been here" thing. There's a big difference between "Nal Hutta's is covered with toxic bogs" and "You really don't want to use speeders there because there are constant methane eruptions."

Hidden Storage: As above, I think this is mostly a matter of automatic success. If someone wanted to hide something in an R2 unit I'd consider it an opposed skill check based on Mechanics and Perception. Someone with Hidden Storage, it's going to go undetected.

Utility Belt: I was concerned about this one myself at first (there's a whole post on it). A lot will depend on how flexible the GM is with allowing the group to spend destiny to produce needed items, but there should be SOME justification. Utility Belt becomes its own justification - It's not "Why were you carrying a pair of binders again?" it's "Boy scout!"

I think these things are actually quite useful to know. Another one that should be added has to do with Scathing Tirade, Inspiring Rhetoric, in relation to Leadership/Coercion checks. Basically you shouldn't let players use Leadership or Coercion to add Boosts and Setbacks during combat, because the above mentioned Talents do this. I've seen this one come up as an issue on the boards.

Edited by DylanRPG

And one thing to keep in mind as a GM is that we have to add set-back dice to most rolls as lots of talents are specifically used to negate set-back dice, although I would struggle to keep adding in 3 setback dice for someone that has 3 ranks in one of those talents.

Basically, those talents are a Get Out Of Jail Free card. Without them, the GM might be stingy with what they give you, and might not let you get away with what you want, or they might not give the info you need. Those talents are like flashing a Multipass and raising your middle finger and getting a tiny slice of Deus Ex Pizza to help get you through your challenges, and there's nothing the GM can do about it :P.