Rocket Boots (design help)

By Dex Vulen, in Star Wars: Edge of the Empire RPG

With the organic growth of Gand, I am finding myself going down the path of a more gadget oriented player then I first imagined. It's awesome! However, I think it is best to look to the community for design stats in regards to items. I could easily find myself (unintentionally) muchkining an item and I don't want that.

I know that the jet pack exists and is pretty neat, but that wont work for me. There is no way currently that Gand could carry it with all the other stuff that he lugs around. He already carries a backpack and I'm a stickler for encumbrance. What I am wanting to make is a set of rocket boots at an encumbrance of 0-1 that allows for 1-2 rounds of "flight time". More specifically, to change elevation height for 1-2 rounds, jump "large" gaps in terrain and hover for 1-2 rounds. Limited fuel is a must, as in only good for 1-2 uses per tank of fuel (read: per encounter). I did do a search, but either this has not be discussed, or I have weak search fu!

Have at it folks!

Thanks in advance

So a low encumbrance device that allows you more narrative flexibility for two rounds but doesnt change your speed, or a mini jetpack that only works for two rounds?

I don't consider either game breaking, and there is precedent in universe, but as a gm I'd need to factor in how far you can go.

Also what's your plan for this? Just a light pack that can let you jump over pits, or were you thinking more like starting combat by hopping onto the nearest roof and whipping out a blaster rifle. Because as a gm I wouldn't mind the first, but the second would get annoying if you did it too often.

So a low encumbrance device that allows you more narrative flexibility for two rounds but doesnt change your speed, or a mini jetpack that only works for two rounds?

I don't consider either game breaking, and there is precedent in universe, but as a gm I'd need to factor in how far you can go.

Also what's your plan for this? Just a light pack that can let you jump over pits, or were you thinking more like starting combat by hopping onto the nearest roof and whipping out a blaster rifle. Because as a gm I wouldn't mind the first, but the second would get annoying if you did it too often.

I already wear a pack, so was wanting something more for the feet. Boots if you will.

Clearing environmental hazards, Jumping from great heights and not going splat (like in Clone Wars when entering the spy station / listening post), getting out of melee and changing elevation. While going to a roof top would be ideal at times, our GM is rather good at making sure that if somebody repeatedly uses the same tactics he will have a surprise for them. Weakened roofs, smart enemies that are aware of our tactics and so forth.

Gand is about ranged combat and would like to stay at range when possible.

I'm thinking a once, or twice, per encounter ability linked to an athletics or pilot (planetary) check as part of a manoeuvre. Requires either just success (and some advantages) and you can move two range bands as one manoeuvre instead of two? So one manoeuvre from engaged to medium basically... Of course going short to long is more powerful, what do you think? You need hovering?

Pilot planetary, can operate at speed 2 for one round and otherwise count as flying, works for me. The ability to hover or control a long descent I'd keep narrative so you can do it when you need to, but not be able to rely on it.

Rocket packs exist, but are based around a player or NPCs center of gravity. The physics involved in rocket boots would render maneuverability impossible or at best uncontrollable. It's all about controlled flight which you can't get from boots.

You could always refluff the backpack as a big satchel or two...thus leaving the back free for a jetpack mounting.

Rocket packs exist, but are based around a player or NPCs center of gravity. The physics involved in rocket boots would render maneuverability impossible or at best uncontrollable. It's all about controlled flight which you can't get from boots.

Rocket boots exist in canon -

http://starwars.wikia.com/wiki/Repulsor_boots

http://starwars.wikia.com/wiki/Rocket_boot

http://starwars.wikia.com/wiki/R82_jump_boots

The last one - fittingly, given its source - is likely the kind of detail the OP is looking for.

I'm thinking a once, or twice, per encounter ability linked to an athletics or pilot (planetary) check as part of a manoeuvre. Requires either just success (and some advantages) and you can move two range bands as one manoeuvre instead of two? So one manoeuvre from engaged to medium basically... Of course going short to long is more powerful, what do you think? You need hovering?

I hate to admit that Cad Bane's boots are more of what I was thinking. How would you stat them though and run them in a game?

I figured Bane was the basis.

I'm not sure how to stat them. But a pilot planetary as suggested above, perhaps speed 1 instead of 2, and give them 2 system strain threshold, handling -2 I think... Is one way.

Another would be to allow the wearer to ignore difficult terrain (perhaps with some limitation?) and allow a pilot planetary check instead of athletics or coordination when falling or jumping, and increase jump distance by one range band?

If you want to go a different route than the existing jet pack this is what I'm thinking at least.

I just recently started watching The Clone Wars animated series. I have seen a few stills of Cad and know that he has rocket boots. The inspiration for wanting to make them comes from running into baddies with 30+ to melee crits and having already lost an arm to a critical. Vibroaxes are nasty and I have no business being in melee. I have Outdoorsman and am fairly mobile, but there are times I would like to put even more "distance" between myself and the bad guys.

Happy Gaming!

Rocket Boots

Rocket boots allow a person to function as a Silhouette 1, Speed 1, Handling -2, System Strain Threshold 2 vehicle that can only operate in atmosphere, and requires Piloting Planetary to operate.

Price: 2,500

Encum: 1

Rarity: 7

Sound about right?

Edited by Dex Vulen

Yeah, looks ok - AFB so cannot compare to core book, but from what I remember this is a lighter, slower and less manoeuvrable piece of gear.

Rocket Boots

Rocket boots allow a person to function as a Silhouette 1, Speed 1, Handling -2, System Strain Threshold 2 vehicle that can only operate in atmosphere, and requires Piloting Planetary to operate.

Price: 2,500

Encum: 1

Rarity: 7

Sound about right?

While I understand why people are suggesting Piloting (Planetary), I would say the skill needed to use Cad Bane's rocket boots has less to do with how well you can handle a swoop bike or a T-16, but how good your Coordination is.

Rocket packs exist, but are based around a player or NPCs center of gravity. The physics involved in rocket boots would render maneuverability impossible or at best uncontrollable. It's all about controlled flight which you can't get from boots.

Doesn't have to be possible from a physics standpoint. This is a setting where getting mad enough can give the power to choke someone out with your brain, after all.

Doesn't have to be possible from a physics standpoint. This is a setting where getting mad enough can give the power to choke someone out with your brain, after all.

While there should certainly be room for cool stuff, I think it's important to realize that The Force isn't a carte blanche to include everything into the setting. The Force, much like physics, works within the confines of certain rules. Star Wars technology doesn't have to be realistic, but it should still make some sense.

That's why we get a detailed description of how a blaster pistol works, rather than summing it up with "it just does, okay?" and why Yoda spends some time explaining to Luke what the Force actually is, instead of just going "it's magic, shut up."

And that's why I like the R82 Jump Boots because they have been designed with some thought to how you would actually keep your balance while using them.