![]() ![]() Seems like if that organization was, I don’t know, THE EMPIRE that could be a bit over-powered. Bad Press allows you to make a Deception check once a session to decrease the wound threshold of members of an organization. Towards the bottom of the tree there are interesting talents to influence NPCs. They have a talent called Positive Spin which increases Duty by 1 per rank, allowing the party to “advance” more quickly in the ranks of the rebels. To the core skills add another Charm, another Deception, Knowledge (Warfare) and Perception. Propagandist has some interesting possibilities. ![]() Seems like a great addition to any rebel cell. The analyst is likely the character with their face buried in a terminal during a firefight that your more martial characters are buying time for. If you wanted to be a bit more well-rounded, you could buy in to the recruit spec from the core book and hold your own in a fight. The consumate skill-monkey and researcher, this could make a really fun droid character to play. To the main skills, Analyst adds Computers, Knowledge (Education), Knowledge (Warfare) and Perception. I think these skills have their place, but this is Star Wars! This spec just doesn’t do much for me.Īnalyst has the most initial appeal to me. I don’t feel like this would be the strongest choice, unless your campaign was mostly diplomatic missions. This spec is mostly about seeing through deceptions while crafting your own. This is definitely the bad cop, in a good-cop bad-cop style deal. All Diplomats start with their choice of Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Leadership, and Negotiation.Īdvocate adds Coercion, another Deception, another Negotiation, and Vigilance. Several of the talents from the Advocate’s tree in particular modify another character’s roll. Something that jumped out at me about these options are they seem to play 2nd fiddle to a main “face” character. This book details the Advocate, Analyst, and Propagandist. From the core Age book we have Ambassador, Agitator, and Quartermaster. This book adds the standard 3 specializations to Diplomat. They also start with a rank in deception. The Gossam could be cool, since they are silhouette 0. No great special ability to speak of: start with a rank in deception or negotiation. Seems like a strange choice for a rebel, but if you’re looking for a challenge, you could go this route. The text for the Neimoidians pretty much says good luck playing one, since most have bad memories of the Trade Federation during the clone wars. That has some cool story implications, and could be really fun for either an investigation or negotiation mission. The Caamasi have an interesting ability, in that they can (once per session) create a Memnis or perfectly recall certain events that can be shared with other Caamasi or a force-sensitive character. The new races are Caamasi (weird fuzzy bird-like species from a world nearly annihilated by the empire), Neimoidians (Trade Federation! Boo!), and Gossam (silhouette-0 bug looking guys). I’ll wait to review F&D after I run it once or twice, but I’ve now had time to read over the Sourcebook for Diplomats and have a few thoughts I’d like to share.įirst off, let’s get to what this book adds to the game. #Age of rebellion desperate allies freeI picked up Desperate Allies on Free RPG day at our Friendly Local Gaming Store (which was a blast!) as well as the Force and Destiny Beginner Box. ![]()
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