Suns of Fortune hopes.

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

I was just wondering what others hope will be included in Suns of Fortune. For me lots of ships, I'm particularly hoping for the Interceptor class Frigate (A common pirate craft that's a rebuilt and armed Corellian Bulk Freighter.) I would also love to see some Corellian manufactured fighter models like the LAF-250, and HLAF-500 models plus the CC-7700 and CC-9600 Frigates (Though I could see good reasons to save those for Age of Rebellion if the makers decide to include them at all.) and maybe an official class name and stats for the Corellian Frigate class which had some members that were rebuilt as ramships in the Corellian Trilogy novels.

Might be interesting to see the Cotellian-engineered Star Destroyer mentioned in the Essential Guide to Warfare (supposedly what Han meant by "big Corellian ships"), but that might be of limited usefulness.

I'm immensely looking forward to the modular encounters, which will fit perfectly into my open concept campaign I'll be starting shortly.

I wouldn't mind seeing a few more of the Corellian light transports, particularly as options for a starting group of PCs (i.e. have a price tag of 120,000 credits or less). Enter the Unknown offers a couple more options on that front, but the EU has a plethora of CEC transports to draw from.

I was just wondering what others hope will be included in Suns of Fortune.

SPACE WEEEEASELS!!!!!!!!

I'm immensely looking forward to the modular encounters, which will fit perfectly into my open concept campaign I'll be starting shortly.

Oh, and this too!

I wouldn't mind seeing a few more of the Corellian light transports, particularly as options for a starting group of PCs (i.e. have a price tag of 120,000 credits or less). Enter the Unknown offers a couple more options on that front, but the EU has a plethora of CEC transports to draw from.

I wouldn't mind seeing more of their transports too but I just don't want everything but their transports and corvettes to be ignored. I don't think there have ever been official RPG stats for any CEC warships bigger then corvettes (200 meters or longer in Star Wars.) despite one of the first capital ships mentioned in the movies being a larger Corellian design. And the D6 system had stats for a couple of GCW era Corellian fighters but Saga left those out as well. I get CEC is well known for its Light Transports, Bulk Freighters, and Corvettes but they do manufacture other ships, and I'm hoping the staff working on Suns of Fortune remembers that.

I am really just hoping that it was words.

And punctuation.

I wouldn't mind seeing a few more of the Corellian light transports, particularly as options for a starting group of PCs (i.e. have a price tag of 120,000 credits or less). Enter the Unknown offers a couple more options on that front, but the EU has a plethora of CEC transports to draw from.

Given the abstract nature of the ship stats, it should just take putting a new name on the same design and swapping out a few things, like weapons and then you're done. The rest is fluff about the vehicle which exists already from other sources. Plenty of ships to choose from via The Holonet (http://holonet.swrpgnetwork.com/).

I wouldn't mind seeing a few more of the Corellian light transports, particularly as options for a starting group of PCs (i.e. have a price tag of 120,000 credits or less). Enter the Unknown offers a couple more options on that front, but the EU has a plethora of CEC transports to draw from.

Given the abstract nature of the ship stats, it should just take putting a new name on the same design and swapping out a few things, like weapons and then you're done. The rest is fluff about the vehicle which exists already from other sources. Plenty of ships to choose from via The Holonet (http://holonet.swrpgnetwork.com/).

If all I wanted were homebrew stats, I've written up plenty already for the GSA, including a number of Corellian and non-Corellian designs.

But some GMs prefer to stick with the officially published material. Thus, the more ship type that FFG publishes that have a price tag of 120,000 credits or less, the better as it cuts down on the propensity of GMs to just shrug and say "well, guess I'll give them a YT-1300 to start with since a Firespray's too small and the Wayfarer's too much of a cargo boat."

Donovan: "...some GMs prefer to stick with the officially published material."

Besides, more officially published "PC-starter" ships means more models to work from in statting ones that haven't seen print yet, or original designs if that's your taste.

By the way, I haven't been able to get the "quote" button on these forums to work for a couple of weeks, and I can't paste copied text either. I can see that others aren't having this problem; anyone have any idea what's going on?

Edited by Mr. Flibble

I would prefer all the ship data in its own specific book(s)..even if they re-released it with some space specific encounters.; with stuff like smuggler and astrogation challenges etc

By the way, I haven't been able to get the "quote" button on these forums to work for a couple of weeks, and I can't paste copied text either. I can see that others aren't having this problem; anyone have any idea what's going on?

It's a horrible ballsed-up update from Microsoft Explorer.

I switched to Chrome (it's free); that fixes the issue.

By the way, I haven't been able to get the "quote" button on these forums to work for a couple of weeks, and I can't paste copied text either. I can see that others aren't having this problem; anyone have any idea what's going on?

It's a horrible ballsed-up update from Microsoft Explorer.

I switched to Chrome (it's free); that fixes the issue.

There is a reason why that PoS browser is referred to as Internet Exploder.

I'm looking forward to the culture and setting more than I am ship stats. I know there are plenty of resources out there already, but I am interested to see FFGs' take, especially since they have chosen to include new Corellian human stats. I can see them offering specific starting ranks or a starting talent rank, but what about the fluff text? What makes a Corellian just that much different to play than any other human? Neat.

I am a sucker for published materials, and statting out my own stuff always makes me feel a little unsure, so this book will give GMs like me a great well to draw from.

I want my HWK-290. Love that ship. Really the modular encounters seem like the most useful. What I want, what I really really want, is that this book is the first of many useful sector books. Hoping for a hutt space book next. Lots of spice running.

Edited by That Blasted Samophlange

I wish they'd surprise us with the new Smuggler specializations but I know that's probably another book, but that would be my hope.

Totally looking forward to the Modular Encounters. I already worked the sample swoop race one into an adventure, and it was a huge hit.

Space weasels and hamsters. It's all that matters.

I thought they were space weasels and space otters?

As previously posted, a Smuggler splat book is likely, but the post got me thinking about what they COULD offer. What about existing career specs themed to a Corellian state of mind? If they're doing Corellian Humans, why not Corellian career specs? One each in a theme?

A smuggler, trader, politico, fringer, scholar, mechanic, outlaw tech... Off the top of my head, all of these could be easily given a bit of context flare. Subbing in slightly different talents/variations on talents to set them apart.

2P51 is right when he says that smuggler specs will be in another book, but a small handful of spec offerings in each "system setting" book could really add some funk to the mix.

How would you alter a mechanic, etc. to suit the Corellian system?

That is a dangerous path, can selonians take these correllian specialties? If no then I want a space weasel talent tree. Or a Duros one. My wookie trader should be able to take the hired gun signature ability.

Where will the line be drawn? I would say have a section how corellians treat certain careers, new motivations and obligations, but no new talent trees.

If you make too many variants, one will end up being a superior choice. Why take the core book when I can take a corellian pilot talent tree?

Really, this type of book should have more use as a gm and setting guide, the career books should be the purview of the players and their options.

How would you alter a mechanic, etc. to suit the Corellian system?

Truthfully, I really wouldn't, and would leave such things to narrative/role-playing rather than forcing a mechanical change. A large part of a Corellian mindset is based upon the character's personality and backstory, which in turn influences what skills they focus on during and after character creation. It also sets a dangerous precedent if a rule is introduced that says "if you're from System X, you can get these perks," as you begin to run into having to create similar rules for other planetary systems. After all, a Smuggler/Pilot that grew up in and around Nar Shaddaa is going to have a very different "cultural mindset" than a Smuggler/Pilot that grew up in and around the Corellian system, so why should the Corellian get to tweak their specialization and not the other guy?

While I'm curious to see how variant Humans are handled, I'm not entirely sold on the concept of them really being necessary to the game.

I'm expecting correlians get the ability called: correllian neck trick: once per session you can spend a destiny point to unnaturally jerk out of the way of a blaster bolt fired at engaged range.

Really though, I'm expecting correlians will just get to choose between a rank ofnpilot space of planetary and possibly a boost die on fear checks or something to that effect.

The thing I'm mostly looking forward to is the modular encounters. It sounds a bit like how I run games already, but seeing it laid out in a mechanical form will be incredibly useful.

I'm not wild about "Correllian" being a playable "race," but I'd be willing to accept it so long as they don't have different attributes. I could understand if they had a different starting ability from the base human stats ("can start with an extra specialization") but as to what that would be I have no idea.

All that said, why not a Universal Specialization for each race? Still has to be purchased into, but it could be used to expand upon natural abilities and cultural identities. Some players may want to be very "corellian" while others left soon after they were born and don't want to be bothered. Just keep it simple, and don't make one for every race/career combination.

Actually, the more I think about it the more I like that idea rather than a separate race for corellian humans. I always shy away from racial variants. I think it has the possibility to open into a serious amount of real world racism. After all, if Corellian humans are physiologically different from other humans, what does that say about our real world variants? But cultural differences that could be purchased by any race that was raised in the culture? Much better.

Okay, ignore the first part. Lets suggest new Uni Specs based on planetary culture or backgrounds. We could model them off of the Rebel Training Uni Spec from the Beta Update.

- Sorry about the stream of consciousness, but it all seemed applicable to the thought.