Click to Enter (the Unknown)

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

A few teasers from Enter the Unknown.

By request, here are the vehicles:

Aratech 57-D Speeder Bike

KV Swoop

Zephyr-G Swoop

(No landspeeder as I originally thought. Sorry)

Incom A-24 Sleuth-class Scout Ship (a Sil 3 scout ship that's practically an underarmed fighter)*

Incom A-36 Pathfinder-class Force Reconnaissance Vessel (it's a Sil 4 gunship)

Loronar E-9 Explorer-class Long-Range Scout Vessel (well-rounded option for PCs)*

Ghtroc 720 Light Freighter (the space turtle that I love, better balanced than the Beta version)*

Xiytiar-class Heavy Transport (a beefy but unarmed Sil 5 ship)

YG-4210 Light Freighter (tough but slow)*

YT-1000 Light Freighter (good for a tight budget)*

YV-560 Light Freighter (fancy little "exploration freighter")*

Xanter-class Deep-Space Exploration Frigate (Sil 6 and the name says it all)

Starships marked with "*" are priced at 120,000 credits or less and are not Restricted.

I don't have any plans to play an explorer, and in my current group that I co-GM, nobody plays one.

How much mileage do you think I could get out of the book for general purpose use? Any ideas?

My book is on the way. Assuming the weather cooperates, I intend to receive it Monday.

Can you tell me what the starting XP is for Chiss?

Edited by kaosoe

By book is on the way, assuming the weather cooperates I intend to receive it Monday.

Can you tell me what the starting XP is of Chiss?

Never enough imo :P

Some good options for ships it seems, particularly ones suited for PCs to have as their starting vessel.

How do these "Advanced Talents" work? Are they replacing talents on the tree, or does the tree baiscally "extend"?

Kaosoe/Tassedar, see my post in the shipped today forum for all Chiss starting stats (they start with 100XP)

Kirdan,

A new to intermediate GM could get many miles out of this book as it has some great advice on writing adventures, particularly around the theme of exploration.

It also has new weapons, gear and vehicles, and not all of these are focused solely on that career.

Three new species can't hurt either, and the Big Game Hunter spec would be a nice add on to the Assassin spec for BHunter.

All in all, you can say it's worth nothing or everything. If the shoe doesn't fit your table, don't waste your money.

BTW, the talent tree extends...ish, but the nature of its progression changes dramatically. I haven't read a tonne on it yet, but I will soon...

Kirdan,

A new to intermediate GM could get many miles out of this book as it has some great advice on writing adventures, particularly around the theme of exploration.

Curious why you felt the need to specify new/intermediate GM here.

Specifically, what I tend to find useful as a GM are little snippets on locations, NPCs, scenarios, etc. that are somewhat open-ended and can inspire a lot of different ideas. Like, "on planet X there exists Y marketable commodity" and the description of it suggests several possible complications. If you're familiar with 13th Age, the setting chapter that gives a short little description (often flavorful and/or quirky) works well for me. I can get a lot of mileage out of relatively little text that way, and it seems like an exploration-themed source book would do well to include stuff like that. Generic "set pieces" like the ones previewed from Suns of Fortune would be awesome as well (obviously with a slant toward exploration).

Anything you can pop into a campaign when a Despair crops up in an Astrogation roll? This happens to my character a LOT.

This. This. This! Argh! Wantsss itss!

The book looks good. Only had a brief amount of time to peruse it. Three chapters, but they all look interesting to me.

Chapter I: Galactic Sojourners is charcter information. New specs, races, talents, explorer specific obligation and motivations, and the signature abilities. The signature abilities are added onto a spec. Only one can be added to a spec and I'm not sure if you can have more than one signature ability (haven't read it all). Races are the Chiss, Duros, and Toydarians. Specs are the Archeologist, Big Game Hunter and Driver.

Chapter II: Outfitted for Adventure is new weapons, equipment and ships.

Chapter III: Grand Expeditions is information on tailoring adventures around the explorer theme.

All in all it looks pretty nice and useful.

So, a bit about Signature Abliities (SigAbil):

These are the "end-tree Talents" that were spoken about. Each links to two (or more, but both of these are two) Talents from the 25xp line of an appropriate Specialization.

There are two SigAbil in the book. Each is the start of a short tree that upgrades the SigAbil.

To qualify for a SigAbil you must have the appropriate Career (not just a Specialization from that Career).

Each SigAbil must be linked to a Specialization from the appropriate Career, and once done no further SigAbil can be linked to that Specialization - so if you link one SigAbil to Scout, then you'll have to finish another Explorer Specialization to take the other SigAbil.

To qualify for a SigAbil you must have the appropriate Career (not just a Specialization from that Career).

Each SigAbil must be linked to a Specialization from the appropriate Career, and once done no further SigAbil can be linked to that Specialization - so if you link one SigAbil to Scout, then you'll have to finish another Explorer Specialization to take the other SigAbil.

If I understand what you're saying, that is horrible design both from mechanics and a verisimilitude point of view.

And how do you "finish" a specialization? Are you saying you have to get every talent?

To qualify for a SigAbil you must have the appropriate Career (not just a Specialization from that Career).

Each SigAbil must be linked to a Specialization from the appropriate Career, and once done no further SigAbil can be linked to that Specialization - so if you link one SigAbil to Scout, then you'll have to finish another Explorer Specialization to take the other SigAbil.

If I understand what you're saying, that is horrible design both from mechanics and a verisimilitude point of view.

And how do you "finish" a specialization? Are you saying you have to get every talent?

Sorry, no. Finish does not mean you have to purchase every Talent. You need to purchase the indicated Talents from the bottom (25xp) row. These are the 1st (reading from left) and 2nd for one of the SigAbil or the 1st and 4th for the other. Note the "and" - you need both prerequisites, not one or the other unlike the way other Talents are treed together.

If you've taken the first SigAbil from one Explorer Specialization, the second requires you to take another Explorer Specialization and link it to the the bottom of that tree (as described above).

I'm not thrilled with it, especially as I had hoped that Career wouldn't matter (just the Specialization it's linked to). Oh well...

Edited by HappyDaze

I actually like that these uber abilities are linked to career.

It feels similar to what Pathfinder did, giving some meaningful abilities to the upper levels just so that everyone doesn't have to multiclass.

Edited by Maelora

Care to give us an example of the Signature ability? Just one so we know what kind of thing we can expect. Basically I assume these are really powerful but what is and what's not, that is really hard to judge...

One example:

Unmatched Mobility - This allows a once per game session expenditure of two Destiny to allow the character to use three Maneuvers per round for the next two rounds. He still has to get the extra Maneuvers by the usual means. Upgrades (the half-tree attached to the SigAbil) grant extra free Maneuvers while this is active (meaning you won't have to take as much Strain or sacrifice Actions to make full use of the SigAbil) and also upgrades to how long it lasts. Another upgrade cuts the Destiny point cost. There's also a Melee Defense and Ranged Defense selection in there too.

Maxed out, you'll spend one Destiny point to get the ability to use three Maneuvers per round for the next five rounds. During that time, you'll have three free Maneuvers each round (so you'll never need to sacrifice an Action or take Strain to use your full amount of Maneuvers). You'll also have +1/+1 Defense. All at the cost of 130xp beyond the bottom of an Explorer Specialization.

In some ways signature abilities are similer to Force powers and their upgrades.

What kinds of talents are there for Big Game Hunters? I keep reading about how BH's might like to cross specialize into it so I'm curious if the talents support the statement.

Edited by 2P51

I'm not thrilled with it, especially as I had hoped that Career wouldn't matter (just the Specialization it's linked to). Oh well...

Yes, it's really dumb, I'm going to ignore that. There is no method to change career in the game, and it makes no sense that someone with 40 points in an explorer career can get the talent while someone with 400 can't.

The once per game session is a horrible mechanic too, some people play 2 hours, some play 8, some have many fights in a session, some have just 1. Not only will this ability play differently for different groups, it will play differently for the same group at different times, but there isn't really any control the GM can put on it like a "must rest" mechanic has.

Edited by Union

I'm not thrilled with it, especially as I had hoped that Career wouldn't matter (just the Specialization it's linked to). Oh well...

I think the intent is to keep the signature abilities available just to certain careers. I think the intent was to make career choice more important and those choices more unique with said signature abilities. Also it probably is stop people from cheryy-picking said abilities, again to keep some uniqueness to careers.

Edited by mouthymerc

I don't have the book yet, but since some specialisations appear in different careers, it makes sense to tie the signature abilities to careers rather than specialisations.

I think the intent is to keep the signature abilities available just to certain careers. I think the intent was to make career choice more important and those choices more unique with said signature abilities. Also it probably is stop people from cheryy-picking said abilities, again to keep some uniqueness to careers.

I'm not thrilled with it, especially as I had hoped that Career wouldn't matter (just the Specialization it's linked to). Oh well...

It actually brings to mind what WotC did in Saga Edition with the "third tier" talents they introduced in the "class" books such as Scum & Villainy, Galaxy at War, and such. Namely, they're very potent talents that only someone that has stuck with a specific talent progression can reach, possibly as early as 5th level by sticking with just that class and those talents (some of which were not always the "gotta grab 'em" offerings of a given class). From talking with Rodney when doing my part for Galaxy at War, he discussed the notion of the "third tier" talents and how they in general should operate, particularly that they be a lot more potent than regular talents.

So I can see why FFG would decide to have these signature abilities be restricted to those folks that started out as Explorers. If the listing of Unmatched Mobility that HappyDaze provided is any indication of the power of future signature abilities, then I could see an issue with power-gamers simply grabbing a specialization and then taking the quickest route to the required talents without concern to if it fits the character's core concept or not. By making it career-exclusive, it cuts down on that sort of thing considerably. After all, what Bounty Hunter or Hired Gun wouldn't love the chance to be able to Aim twice, still have a Maneuver left for a defensive talent, and be able to attack for five rounds (particularly as most combats tend to be over by then)?

I'm not thrilled with it, especially as I had hoped that Career wouldn't matter (just the Specialization it's linked to). Oh well...

Yes, it's really dumb, I'm going to ignore that. There is no method to change career in the game, and it makes no sense that someone with 40 points in an explorer career can get the talent while someone with 400 can't.

The once per game session is a horrible mechanic too, some people play 2 hours, some play 8, some have many fights in a session, some have just 1. Not only will this ability play differently for different groups, it will play differently for the same group at different times, but there isn't really any control the GM can put on it like a "must rest" mechanic has.

Why is it dumb that your characters initial choice of career (what should help define them) has an ability that makes the choice more meaningful? If these signature abilities are available to every person who has a specialty from said career, it hardly makes them signature, don't you think? While I know this is a game, I don't understand the mentality where a CHOICE shouldn't matter. If I choose to do something there is a consequence, whether good or bad, but it is there.

The way careers are set up in this game is a way to define what your character did before they show up 'on screen' or before the player take control. It is a form of background that has some mechanical value, but apart from starting skills, it currently has no effect other than to show you where your character came from. By adding a high ranking talent tree linked to a particular career, you create a value to your choice, assuming you are the type that NEEDS a mechanical reason to take a particular career.

As to the using the ability once per game, well, that I can understand a bit more, but a longer game means you have to be really sure when to make that CHOICE to use it (or not to) and deal with the consequences.

Why is it dumb that your characters initial choice of career (what should help define them) has an ability that makes the choice more meaningful?

You worked at McDonalds in high school, sorry, you can't become a good doctor, your signature ability will always be the patty flip.

It is a remarkably stupid mechanic. As I pointed out. Someone with 400 points in explorer can't take it but someone with 40 can. Stupid. Add on top that you can't switch careers, Luke will ALWAYS be a moisture farmer, he can NEVER be a top Jedi, sorry kid, you didn't go t the Jedi Academy when you were young.

Edited by Union

It is a remarkably stupid mechanic. As I pointed out. Someone with 400 points in explorer can't take it but someone with 40 can. Stupid. Add on top that you can't switch careers, Luke will ALWAYS be a moisture farmer, he can NEVER be a top Jedi, sorry kid, you didn't go t the Jedi Academy when you were young.

What does xp expenditure have to do with it? These signature abilities are there to enhance their parent careers, not the specs within each career. Which is why they are not tied to certain specs. Your example is extreme too. 400/40? the only difference between taking career specs and non-career specs is 10 XP. talents don't cost anymore. So this sounds more like someone upset that they can not cherry-pick or power-game the signature abilities they want because they are tied to careers rather than any valid reason.

As to Luke, one could say that since his base career of being an Explorer (Fringer) would make the signature ability of Sudden Discovery well suited to him. Being that he had to search out and rediscover information on the Jedi rebuild the Jedi order from what was basically nothing, he had a rather good knack for finding the right things.