I would like to know what you all think of the species of star wars suns of fortune are like and if you think of posting their stats for all to see.
star wars suns of fortune species
SPAAAAAAAYCE WEEEEEEEEEEEEASSSELLLLLLSSSSS!!!!!!!!!!!!!!!
Weasels > Hamsters. That's a scientifically-proven fact on these boards now.
Stats:
Brawn 1 (weasels are tiny animals with abysmal constitutions)
Intellect 3 (smarter than most animals)
Cunning 0 (not even a tiny shred of common sense)
Agility 3 (pretty dextrous)
Willpower 1 (they can resist anything but temptation)
Presence 6 (ITS SO FLUFFY!!!!!!!!!!!!)
Edited by MaeloraBut seriously:
Drall: high Int and low Brawn. Bonus to some Knowledge/Education. Small size.
Corellians: As humans but with one free rank in Piloting/Space instead of two non-career skills.
Boring, huh?
Corellians: As humans but with one free rank in Piloting/Space instead of two non-career skills
So, worse than "regular" humans basically?
I'm betting they'll get a rank in pilot (planetary or space) and rank of cool, or maybe charm. And 100 xp.
I would think Corellians will get a rank of Pilot of their choice and then some kind of boost/bonus similar to the Duros racial but pilot related, or maybe a rank of Defensive Driving maybe, or similar.
so corellians are space pilots type?
Corellia is known for having a lot of very good space pilots, and engineers come from there so it wouldn't surprise me.
I want a pet Space Weasel for my character....
Give him a mini re-breather so that he can swim underwater with me. :3
Kinda hoping they copy paste human for corellian. But i suspect they'll be...
100xp
Brawn 2
Intellect 2
Cunning 2
Agility 3 (got to go fast)
Willpower 1 (so hot blooded)
Presence 2
Pilot space 1, skilled jockey
so corellians are space pilots type?
An entire planet of people cosplaying Han Solo, actually.
All claiming to have 'shot first'.
I don't see the point in just including a human variant that has no major differences, so I agree there will be Characteristic changes. That, and some extra boosts to add appeal.
The human variant race is very redundant and doesnt make any sense, but i'm looking forward to everything else.
The human variant race is very redundant and doesnt make any sense, but i'm looking forward to everything else.
You know this without even seeing it?
Edited by KagerYou know this without even seeing it?The human variant race is very redundant and doesnt make any sense, but i'm looking forward to everything else.
A Corellian "Human variant" are humans, right? there is already a "Human" race option in the core rulebook. It doesnt tell us in the core rulebook where those humans are from because that is up to the player to determine when they write the characters backstory. The SOF book hopefully only has a simple write up on what the interests/behaviors are of the average human Corellian, besides that, Id prefer a new race, there are plenty more to choose from.
You know this without even seeing it?The human variant race is very redundant and doesnt make any sense, but i'm looking forward to everything else.
Yah I agree as well, it seems to me the whole pick any two non career skills speaks to the ubiquitous nature of the human race and it's broad adaptation to its numerous environs. I don't think a 'specialized' human variant is all that necessary. A third new non-human race would have been nice. Having said that I'm sure there will be plenty of other good stuff in the book.
Why are Corellians "worse" than a baseline Human? If you want to be a good space pilot, having a rank in Piloting (space) is more valuable to you than two non-career skills that cost extra points to bump up (until you buy a new specialization). It also frees up points/free character creation ranks to be used on a different career skill, keeping your focus where you want it to be instead of spreading it out like baseline Humans.
Granted their stats aren't very exciting, but they'll do I suppose.
If anyone's interested, I made stats for Coruscanti and Naboo;
Coruscanti
Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 xp
Special Abilities: Free rank in Knowledge (Core Worlds) and Knowledge (Xenology). Coruscanti are from the center of galactic civilization, and rub elbows with every sort of alien being imaginable.
Cosmopolitan: Select one skill; that skill permanently becomes a career skill. Coruscanti come from a bewildering number of backgrounds and professions.
Naboo
Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 xp
Special Abilities: Free rank in Cool and Knowledge (Education). Free rank in the Resolve talent. The Naboo are a calm, peaceful people with steadfast morals and an excellent educational system.
Edited by JonahHexI think the main point of contention on having Corellians as a "variant Human" is simply "why do we need variant Humans?"
Until we see Suns of Fortune (only a couple more weeks), none of us can really say whether it's a good idea or a bad idea. It'll all depend on how they're implemented.
On the surface, I agree with the sentiment of "why do we need these?" but I am curious to see the implementation, as it might be a sign of things to come for later sourcebooks. After all, we might be seeing Mandalorians as "variant Humans" in the Dangerous Covenants book.
And if it comes down to it and the GM doesn't like the way variant Humans are presented, that's generally a half page of text that they can ignore out of a 96* page count sourcebook. The descriptive fluff on the variant Humans as a specific culture can still be useful, just as the descriptive fluff for other species is useful.
*based on the page count of Enter the Unknown.
I think the main point of contention on having Corellians as a "variant Human" is simply "why do we need variant Humans?"
Until we see Suns of Fortune (only a couple more weeks), none of us can really say whether it's a good idea or a bad idea. It'll all depend on how they're implemented.
On the surface, I agree with the sentiment of "why do we need these?" but I am curious to see the implementation, as it might be a sign of things to come for later sourcebooks. After all, we might be seeing Mandalorians as "variant Humans" in the Dangerous Covenants book.
And if it comes down to it and the GM doesn't like the way variant Humans are presented, that's generally a half page of text that they can ignore out of a 96* page count sourcebook. The descriptive fluff on the variant Humans as a specific culture can still be useful, just as the descriptive fluff for other species is useful.
*based on the page count of Enter the Unknown.
144 pages... I'm 150% happier now!
Edited by HappyDazeOkay, so potentially half a page out of a 144 page book... yeah, I don't see this as something to get horrifically bent out of shape about until we see the actual game text.
144 pages... I'm 150% happier now!
...seriously? Wow. Sucks that Explorers don't get as many pages, but you won't hear me complaining about Dangerous Covenants being longer than Enter the Unknown. We all waited a really long time for a really short book lol.
Edited by JonahHexWith the WH40K lines they have occasionally listed the wrong page count and left it that way long after the error was discovered. It's probably 144 pages, but I won't be terribly shocked if it's not.
A good deal of it will probably be fluff about setting up interesting combat encounters... which I have absolutely no problem with. I found a lot of the fluff in Enter the Unknown to be kind of basic, but one never stops learning, and the advice was all pretty sound. I particularly enjoyed the bit about horror-movie pacing... it's all advice I've heard before, mind you, but it's still good stuff to read about.
I'm kinda disappointed in the species selection in this book, but as they are what is in that sector they are acceptable. I don't have any problems with their inclusion, I'd just like to see more of the movie (and clone wars cartoon) species, before branching off into the obscure ones. I mean, weasels and hamsters are cool, but if I gotta pick a furry (excluding ewoks), I'd prefer squibs, and would be most elated with Talz or Chadra-Fan.
The branching of the humans has me a bit concerned. Kinda like the breaking out of blaster types. When blaster pistols start having designators beyond sporting, light, heavy (kinda thing), it makes me nervous, because that leads to twinking. Thus far this game has avoided that (for the most part), but the scout book is giving me concern, and I'm dreading the merc book.
Edited by Shamrock