Wow, two entries within that many weeks? Yeah, I don't expect that pattern to continue either.
So to ring in the new year, I thought I'd offer up some of the various weapons, armor, gear, and personal items that I've come up with for use with Fantasy Flight Games' Star Wars RPG. I'm also including why I created each item. It's worth noting that I've been working here and there on the meat of this
particular post for a while, deciding what to include and what adjustments might be needed. There are a number of other items that I've created for this game over the years, though the majority of them can be found in my old Ways of the Force fan supplement if you're interested
Armor
Padded Flight Suit
Favored by pilots and spacers across the galaxy, these one-piece protective garments provide limited life support, protecting the wearer from the harsh effects of vacuum as well as lessening some of the adverse effects of high-velocity flying.
Encumbrance: 4
Price: 250 credits
Rarity: 3
Soak Value: 1
Defense Value: 0
Hard Points: 1
Features: When sealed, the wearer can ignore the effects of vacuum or poisonous atmospheric environments for up to 30 minutes.
Why is this a thing? A good friend of mine really likes the snubjock mold of character, even if she doesn't get many opportunities to play that type of character. We both felt it was an oversight that something like the near-ubiquitous Alliance flight suit really didn't get any sort of coverage, and were both dismayed when Stay on Target missed the opportunity to address that. I know that one of the FFG freelancers (Jason Marker I think it was) poo-poo'd the idea of Rebel/Resistance flight suits offering any sort of protection to the wearer, but I think on that point he's full of it. So, I wound up porting over the padded flight suit from WotC's Star Wars RPGs. From what friends in the Rebel Legion have told me, those get-ups are not exactly easy to move around in, thus why this suit has such a high Encumbrance value, as the various tubes and straps are going to hinder one's movement, even if only a little.
Security Uniform
Common ballistic uniform worn by local soldiers, ship security, and law enforcement. Comfortable, but with a blast helmet giving a definite military appearance.
Encumbrance: 2
Price: 250 credits
Rarity: 4
Soak Value: 1
Defense Value: 0
Features: Includes a helmet comlink attachment, and the wearer adds an Advantage to any Coercion or Leadership checks made in which the wearer is presumed to have a position of authority.
Why is this a thing? I don't know about the rest of you, but I've run enough fringe type games where the PCs for some reason or another swipe the uniforms of the local guards. Granted, it's not the same as Han and Luke stealing stormtrooper armor during A New Hope, but its happened enough times I figured that I'd go ahead and come up with something like this, which can function for Imperials, corporate security, and
even royal guardsmen.
Tailored Clothing
Using any number of design aesthetics and distinctive color palettes to catch the eyes of onlookers, these outfits can be found in a plethora of styles and fashions, running the gamut from from the tactfully subtle to outrageously flamboyant, and are well-suited for those occasions when the wearer is wants to make a solid impression on those around them.
Encumbrance: 3
Price: 300 credits
Rarity: 5
Soak Value: 1
Defense Value: 0
Features: Add an Advantage to any successful Charm, Deception, or Negotiation checks the wearer makes when interacting with others and can be seen.
Why is this a thing? So this is pretty much the equivalent of the custom-fitted three-piece suit or tailor-made evening gown, making the wearer look good but without the outrageous price tag that a truly custom designer outfit would command. It's a nice boost for social-focused characters. There are items that do similar for a higher price tag, but I'm not that worried since this counts as armor, and a character can only benefit from one set of armor.
Equipment
Adventurer's Utility Belt
Marketed and sold under a variety of brand names by several different manufacturers to professional scouts, and amateur explorers alike, this style of utility belt contains a number of useful items for dealing with the hazards that one can encounter when out in the less civilized portions of the galaxy. The belt's contents are arrayed in such a way as to not encumber the wearer while also providing a couple of empty pouches for whatever else the wearer might have need of, as well as attachment points on either side for a holster or weapon clip.
Category: Survival
Price: 600 credits
Rarity: 3
Features: Contains the following items: a handheld comlink, an emergency medpac, a glow rod, a condensed tool kit, a personal respirator, a spare energy cell, a roll of mesh tape, a liquid cable dispenser (15 meters) and grappling hook, and one week's supply of food capsules. In addition, this item increases the wearer's Encumbrance Threshold by one.
Why is this a thing? So one item that I always liked from Saga Edition was the utility belt, as it made gear shopping for a lot of my characters very easy; just spend your credits and you've got most of what you need in one place. Most of what's in this item is what's found in the Saga Edition version, sans the power pack aka extra reload. The price is a bit higher than what Saga Edition listed, but that's due to a combination of the cost of what's included and the fact that the belt doesn't add to the character's encumbrance total, which lets them carry a lot more other stuff.
Decorative Jewelry
Consisting of a wide and varied array and styles and made using a combination of semi-precious stones and polished metals, decorative jewelry adds a bit of class to one's appearance without being too overtly ostentatious.
Category: Luxury Items
Price: 500 credits
Rarity: 5
Features: Add an Advantage to any successful Charm or Deception checks the wearer makes when interacting with others and can be seen.
Why is this a thing? This came up during an early EotE campaign I was in, where one of the PCs wanted her Twi'lek Smuggler/Scoundrel to have something that would make her look "extra fancy" and provide a boost on her social skills (namely Charm and Deception). Funny thing was, I cooked up an early version of these about the time I got offered to do playtesting for Desperate Allies, which had the similar Expensive Jewelry item in it. Like a lot of what's in that supplement, I feel the official item is overpriced or what it does, so I don't mind that this item about the same at a fraction of the cost. Plus, it's a fun item for characters from a well-to-do background (or those pretending to be from such) to have without needing to break the bank.
Personal Multitool
Offered
in a bewildering variety of styles and replate with a number of small
yet useful implements, these small devices have proven useful in a pinch
to numerous beings across the galaxy.
Category: Tools
Encumbrance: 1
Price: 100 credits
Rarity: 2
Features:The
user is considered to have the proper tools when performing Mechanics
checks to repair or modify simple devices or when performing Skulduggery
checks to open or disable simple locks.
Why is this a thing?
Because what is a MacGuyver style of character without their ubiquitous
Swiss Army knife? This way, a character with Mechanics and/or
Skulduggery can attempt to do their thing without necessarily having to
lug around a full-blown tool kit. Granted, it's not as good as having
the full-blown proper kit for the job, but it's better than nothing.
That and I wanted to have an option out there for characters to be able
to modify the attachments on their gear without necessarily having to
have access to a full blown tool kit.
Portable Fire Extinguisher
Small and easily portable, these devices are most often used to douse flames, but more than a few creative individuals have used them to create an impromptu if short-lived smokescreen.
Category: Tools
Encumbrance: 1
Price: 50 credits
Rarity: 1
Features: This is a one-use item, and must be replaced after each usage.
Why is this a thing? Because we saw R2-D2 use one to such memorable effect during the Bespin escape in The Empire Strikes Back. It's here in part as a former gaming companion of mine had a huge thing for astromech droids, to the point that any Star Wars game he was in, he'd play an astromech unless the GM went out of their way to disallow it. Also, I figure it's a nice thing for a repair/technical droid to have on them without having to flip a Destiny Point any time they wanted to provide some impromptu concealment for their allies.
Security Kit
Comprised of a special set of tools and devices for the express purpose of bypassing electronic and mechanical security measures, most worlds treat the possession of such a kit as illegal, thus requiring specialized permits to legally carry.
Category: Security
Encumbrance: 2
Price: 750 credits
Rarity: 5(R)
Features: Remove 2 Threat from the results from any Computers or Skulduggery checks made to defeat a mechanical or simple electronic lock.
Why is this a thing? So I came up with this one well before Fly Casual introduced the far cheaper Lockpicking Tools, mostly a less-sophisticated version of the electronic lock breaker that would give sneaky types a bonus to their efforts to get past more conventional locking systems without lugging around a full tool kit. The bonus does seem a bit good at first pass, enough so that I considered limiting the effects to successful skill checks, but I ultimately decided that the higher price tag was enough of a balancing factor.
Weapons
Blastsword
The
preferred weapon of duelists from the remote world of Adumar, the
blastsword is an unusual combination of a standard vibroblade and the
inner workings of a blaster. At the weapon's tip sits an emitter nozzle
which glows and hums audibly when the weapon is activated.
Skill: Melee
Encumbrance: 2
Price: 1200 credits
Rarity: 8
Damage: 6
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Defensive 1, Stun Setting
Why is this a thing?
Okay, on this one I'll cop to it just being silly; it was silly when
introduced in Starfighters of Adumar, it was silly when I wrote the Saga
Edition stats for the Unknown Regions sourcebook, and it's still silly
now. And that's why I like this weapon, which was aptly described by
Wes Janson as "a blaster you hit somebody with," and that one listener
to the Order 66 podcast denounced as sounding like something from a bad
Final Fantasy game. I've yet to see or play a character with this weapon, mostly as the specs that lean themselves towards melee combat lean towards the brutish side of things while the dueling-orientated specs are focused more on using lightsabers than swords.
Double-Barreled Blaster Carbine
A
favored weapon of bounty hunters, enforcers, and those who generally
live on society's fringe, the double-barreled carbine packs a rather
substantial punch for its unassuming size.
Skill: Ranged (Heavy)
Encumbrance: 3
Price: 1200 credits
Rarity: 6(R)
Damage: 8
Range: Medium
Critical: 3
Hard Points: 1
Qualities: Linked 1, Stun Setting
Why is this a thing?
Yes, it's from the Legacy comic book series, but it's essentially a
sawed-off double-barreled shotgun that fires blaster bolts. The version
of the weapon that appeared in Saga Edition's Legacy Era Campaign Guide
gave it what in FFG's system amounts to the Blast quality, but there's
already enough Ranged (Heavy) blasters that offer up the Blast quality.
That, and with it being double-barreled, using the Linked quality made
more sense, even if it does make this weapon a lot more dangerous in a
fight, thus why it has the restricted tag next to the price.
Electroshock Prod
Usually attached to droids, the probe emits a brief electrical discharge capable of shorting out a computer terminal or security lock.
Skill: Ranged (Light)
Encumbrance: 1
Price: 100 credits
Rarity: 2
Damage: 5
Range: Short
Critical: n/a
Hard Points: 1
Qualities:Disorient 1, Stun Damage
Why is this a thing? So this kinda initially came from the old KOTOR video games, with the idea that your astromech companion could use small blasters to assist in combat, but was largely codified by Chopper, the cantankerous astromech from Star Wars Rebels. It's a low-powered weapon that lets droid PCs, especially if they're playing some variety of astromech, be able to make ranged attacks without having to pick up full-blown blaster weapons (assuming they care about that sort of thing).
Fighting Pike
Typically
made of either fire-hardened wood or well-crafted metal, the fighting
pike is a preferred weapon for itinerent monks, being not only innocuous
in appearance, but surprisingly effective in the hands of a skilled
wielder.
Skill: Melee
Encumbrance: 3
Price: 1000 credits
Rarity: 3
Damage: +3
Range: Engaged
Critical:4
Hard Points:2
Qualities: Defensive 1, Disorient 2, Knockdown, Superior
Why is this a thing?
Because there really isn't anything that covers Chirrit's staff from
Rogue One, not even in the Dawn of Rebellion supplement where they
introduced the Force Adherent universal spec, which is pretty much "You
want to play a warrior monk like Donny Yen's character? Here you go!" I
suppose there's the gaffi stick from the EotE core rulebook, or the
heavy staff from TFA Beginner Box, but both of those feel lacking. The
price feels a little low for having the Superior quality baked in, but
given ho much of a general disadvantage most melee weapon users are at
in this game compared to ranged weapons or to lightsabers, I'm not too
concerned about it.
Sporting Blaster Rifle
A favored weapon
of bounty hunters, enforcers, and those who generally live on society's
fringe, the double-barreled carbine packs a rather substantial punch for
its unassuming size..
Skill: Ranged (Heavy)
Encumbrance: 4
Price: 800 credits
Rarity: 5
Damage: 8
Range: Long
Critical: 3
Hard Points:2
Qualities: Accurate 1, Stun Setting
Why is this a thing?
This was something I came up with in the early days of the system,
wanting something that sat between rifles and carbines but not being
quite so military in nature; as the name suggests it's a sporting weapon
that civilians could carry around without getting into too much
trouble.
Tapani Lightfoil
Although
the first lightfoils were creations of the Sith operating in the Tapani
Sector, during the time of the Empire a sub-culture of young nobles
known as “Saber Rakes” have taken to wielding modern recreations of the
lightfoil. Although not as potent a weapon as a lightsaber, the Tapani
lightfoil is still a dangerous weapon; a sure sign that one is dealing
with an experienced Saber Rake is the presence of a cybernetic
prosthesis, often earned as the result of being on the losing end of a
lightfoil duel. A Saber Rake without such a prosthesis is either a
novice duelist or a very skilled swordsman.
Skill: Lighsaber
Encumbrance: 1
Price: 4500 credits
Rarity: 8(R)
Damage: 5
Range: Engaged
Critical: 2
Hard Points: 1
Qualities: Accurate 1, Defensive 1, Pierce 2
Features:
A Despair result from any combat check made using this weapon can be
spent to have it short out and deactivate after the combat check has
been resolved. The weapon may be reactivated as an incidental, but not
until after the last initiative slot during the following round If this
weapon is used with the Parry or Reflect talents, the attacker can
spend a Triumph to trigger the same effect on the weapon.
Why is this a thing?
So one of my favorite settings from the WEG era was the Tapani Expanse,
as detailed in the Lords of the Expanse boxed set, with the lightfoil
being such a fun weapon in concept, providing a means to have lightsaber
duels without necessarily bringing in lightsabers or even Jedi for that
matter. I've had versions of this in the past, and often struggled
with getting the right balance between it being useful in a fight while
still retaining it's quirky nature but keeping it from being as potent
as a proper lightsaber. I ultimately decided to just employ the effects
of refined cortosis weapons from the F&D core rulebook to mimic the
Tapani lightfoil's unreliability, and from the handful of test combats
I've run, it does seem to work without requiring a bunch of extra rolls.
No comments:
Post a Comment