OOC Discussion

Feb 11, 2015 5:28 pm
I just realized, while putting my thoughts together for our first scene, that we still haven't settled on:

- The ship's name
- The ship's type

I'm trying to remember the 3 in the core rule book, but I remember the YT-1300 (think Millennium Falcon) and I think the Cargo Master. I'll throw a custom one in the mix to choose from if you want it: the Ghtroc 720. I have stats that I found and reformatted if anyone wants them. In my opinion, the Ghtroc is a better ship than the YT-1300.

It won't come up in our first scene, but it would be nice to know how to refer to the ship.
Feb 11, 2015 6:08 pm
Can we call it the Space Slug? Maybe the Mynock?
Feb 11, 2015 6:52 pm
I like the name Emerald Phoenix for the ship. My vote goes to the Ghtroc 720 for the ship model.
Feb 11, 2015 7:44 pm
I concur with KGIII.
Feb 11, 2015 7:49 pm
The Ghtroc AKA Space Turtle? I'm down!
Feb 11, 2015 8:13 pm
Space turtle? I'm in!
Feb 11, 2015 8:24 pm
I'll just use this to test my character picture.

The Ghtroc 720 looks good, and I'm pretty partial to just calling it The Space Turtle, although I like Emerald Phoenix as well.
Feb 11, 2015 8:42 pm
Tortuga Grande?
Feb 11, 2015 9:06 pm
Emerald Phoenix, but more affectionately known as the Emerald Turtle?
Feb 11, 2015 9:10 pm
Wait is it actually green? Why emerald?
Feb 11, 2015 9:45 pm
How did you get your charact pic there?
Feb 11, 2015 9:46 pm
EldritchFire says:
How did you get your charact pic there?
There is an option to set it in the top right when you edit your character.
Last edited February 11, 2015 9:46 pm
Feb 11, 2015 9:46 pm
Oh, I figured it out. Just couldn't do it from the "Quick Post" at the bottom of the screen.
Feb 11, 2015 10:05 pm
Cool, I'm me. Anyway, I also like the idea of just calling it The Turtle. I'm ok with either option. And I just liked emerald because it's not a color usually associated with the phoenix. It sounded cool and mysterious.
Last edited February 11, 2015 11:48 pm
Feb 12, 2015 7:41 am
I'm ok with a color or an adjective or not. "The turtle" doesn't sound like it'd be the fastest ship in the rim though.
Feb 12, 2015 1:07 pm
I haven't had time to build a custom character sheet for the ship yet, but it's speed 3, handling 0, armor 4, HT 28, HS 18, 5 hardpoints. Did I mention it's called Turtle because it's tough? Also, it's only valued at 98k ... so if you want some aftermarket upgrades, there's still 22k in starting "ship cash" (as I think of it) that you guys could spend on upgrades. I'll try and get that formatted tonight so you guys can plan that out.

When I began drafting the starting post last night I forgot to roll obligation. Congratulations Valoris Khan! You win a -2 penalty to your strain threshold for the duration of our first session. (I'll be splitting the adventure into multiple sessions, so don't worry, it won't take forever.) There may also be someone from your past in this session to make things difficult.
Feb 12, 2015 4:26 pm
Since the majority want the Turtle I'm fine with that. As for upgrades, I'd like to know the ship's purpose... Is the group legit? Smugglers? Combination?
Feb 12, 2015 4:33 pm
A little from column A, a whole lot from column B.
Feb 12, 2015 5:19 pm
From the sounds of it, and the way sandchigger and I did our characters, I see us being a lot like the crew from Leverage. We do illegal things for good reasons.

To answer your questions, jimmylogan, both :p

Also, the "space turtle" is just the common name the Ghtroc is called. I have no problem with Emerald Phoenix. Seeing as how I'm not the pilot—or even a gunner, engineer, or any other crewman—I don't think I should have that much say in what it's called. Callista came on board after the ship was acquired, I think.
Feb 12, 2015 5:19 pm
MORE GUNS! OCC: "I think we need some weapons to keep the TIEs off of us."
Feb 12, 2015 5:59 pm
Well since at present we have zero ship guns, maybe adding one would be a good idea. Though like EldritchFire said, it ain't my ship to name or outfit so I'm good with whatever the piloty types decide to go with.
Feb 12, 2015 6:28 pm
There's a turret with twin linked light lasers. I just haven't had time to type up the ship because my lunch break is short.
Feb 12, 2015 8:22 pm
Well this is actually the first EotE game I ever played, so I'm not that knowledgable as the Pilot. I do think our primary focus should be getting The Turtle armed, since it already is well armored.
Feb 12, 2015 11:13 pm
Here are the full stats for the Ghtroc 720.

Silhouette: 4
Speed: 3
Handling: 0

Defense
Fore: 1
Aft: 1
Armor: 4
Hull Trauma Threshold: 28
System Strain Threshold: 15

Hull Type/Class: Freighter/720
Manufacturer: Ghtroc Industries
Hyperdrive:
Primary: Class 2
Backup: Class 15
Navicomputer: Yes
Sensor Range: Medium
Ship's Complement: One pilot, one co-pilot/engineer
Encumbrance Capacity: 180
Passenger Capacity: 10
Consumables: 2 months
Cost/Rarity: 98,000 credits/5
Customization Hardpoints: 5
Weapons: One Dorsal Turret Mounted Double Light Laser Cannon (Fire Arc All; Damage 5; Critical 3; Range [Close]; Linked 1)
Feb 13, 2015 12:33 am
Can the turret hit anywhere? Or does weapon mounting direction not matter?
Last edited February 13, 2015 12:33 am
Feb 13, 2015 12:45 am
Turret mounting indicates it can swivel around and such.
Feb 13, 2015 4:11 am
But what type of arc does it have? Can it only fire above/below etc. Or is it assumed the gun can hit anywhere regardless of where the turret is.
Feb 13, 2015 12:12 pm
From EotE p. 228 "Fire Arcs" Sidebar:
Quote:
Every ship and vehicle has four fire arcs: forward, aft, port and starboard. Each fire arc covers an area of the ship in a ninety degree arc extending from the center point of the ship. Depending on where on a ship's hull a weapon is located and the manner in which it is mounted, a weapon can cover one or multiple fire arcs. Fixed weapons cover only one fire arc. For example, the laser cannons mounted in the nose of the BTL Y-Wing are fixed forward and can only hit enemies in the forward fire arc. Turret-mounted weapons, such as the turbolasers mounted to the CR90 corvette, can traverse to cover any fire arc required, which is listed as "Fire Arc All" in the weapons description.

Some ships also have Dorsal (top) and Ventral (bottom) fire arcs. Weapons mounted on a ship's dorsal surface cannot hit ventral targets, and ventral-mounted weapons cannot engage threats approaching from the ships dorsal side. For example, the ventral-mounted laser cannon on a YT-1300 medium freighter has a ventral fire arc of All, which means it can engage any threat approaching from below the ship, but must reposition itself to engage enemies coming in from above.
So we can shoot anything coming in from above with the stock loadout. If I'm reading chart 7-17 correctly, adding two more light lasers to the bottom of the ship would cost 11,000 credits and use one of the 5 available hardpoints.
Feb 13, 2015 1:23 pm
Awesome, thanks for the info. We'd probably be good with just the dorsal gun then. Does anyone else have Gunnery? If not we can't really even use the extra gun (Don't people have to be trained in Gunnery just to use Gunnery type weapons?). Anyway Rand's got 22k to deck out the ship still, so go crazy with it. This is gunna be fun.
Feb 13, 2015 2:24 pm
I have no gunnery, but I think anybody can try any skill check unskilled, no?
Feb 13, 2015 2:45 pm
No gunnery means a base dice pool based on agility, with no skill upgrades. That is the "unskilled" pool for any skill, based on attribute only.

Also, everyone roll your force die. If you don't have dice or the dice roller app, use this site and tell me how many filled (dark side) and empty (light side) pips you roll. You guys are lucky, I rolled 2 light side points!
Feb 13, 2015 3:11 pm
RustInPieces says:
No gunnery means a base dice pool based on agility, with no skill upgrades. That is the "unskilled" pool for any skill, based on attribute only.

Also, everyone roll your force die. If you don't have dice or the dice roller app, use this site and tell me how many filled (dark side) and empty (light side) pips you roll. You guys are lucky, I rolled 2 light side points!
We roll 1 die right? I got one dark side.
Feb 13, 2015 3:13 pm
I got double light side woo!
Feb 13, 2015 5:07 pm
sandchigger says:
I got double light side woo!
Ditto! Are you using my dice, sir?
Feb 13, 2015 6:30 pm
So, what are the light/dark side dice at the beginning for?
Feb 13, 2015 6:49 pm
KennyGardnerIII says:
So, what are the light/dark side dice at the beginning for?
Destiny points!
Feb 13, 2015 11:40 pm
KennyGardnerIII says:
So, what are the light/dark side dice at the beginning for?
They give the count of destiny points for the game. Destiny points act like double-sided fate points, where the GM spends dark side points against the PCs and the PCs use the light side points. But unlike a fate point, they aren't consumed. Dark becomes light, and light dark when used. No more than 1 destiny point can be used by the player for a roll, and the same goes for the GM.

Current tally is 2 Dark / 6 Light.
Feb 14, 2015 12:10 am
Okay, I don't like railroads and I'm not going to do that to you guys. To make this game easy to start, I suggest we have light rails for the start of this first session. I'm not responsible for yor character's buy in, either, so I'll need everyone's help to get this rolling. So here are my starting suggestions:

The party will be starting split. The crew of The Turtle (or whatever you guys call it) are probably in the spaceport, and have just touched down. Their cargo better be in smuggling compartments, or shold be legit. I suggest you guys coordinate a bit for some backstory to explain your arrival (you'll know why once I start the thread tonight), your objectives, and what the crew's plans might be. You don't need much in detail, just a rough idea. My interruption will probably come soon, unless you manage to find the other party or a convenient cantina.

Valoris Khan and Pepra should probably begin at the Thaali Research Institute. They will have been notified that something out of the ordinary has been going on, and that they and Eliasan may need to leave the planet. Pepra has probably been working there the longest on as a research assistant and as covert data security on the project. Valoris has probably been brought on the team recently by Eliasan herself, presumably because of a recent breakthrough. It's a holiday, but you both have been promised a bonus for attendance and collecting a few important items in her lab. She'll arrive just shortly after you both.

Destiny point tally: 8 Light, 2 Dark

Very important:

The starting world is Svivren. Personal weapons are illegal, and violent crimes (of any sort) are punishable by instant, public execution. Valoris will be armed with a stun blaster belonging to the labs. Everyone else will either be leaving their weapons at home, somewhere secure, or trying to conceal carry them.

You have been warned. :D
Feb 14, 2015 12:13 am
I got two empty circles (light side, me thinks!)
Feb 14, 2015 12:40 am
Right so how do we (the ship's crew) know one another and why are we working together?
Feb 14, 2015 12:54 am
Wuc'vulog is a doctor and a face. Might be handy for a crew that sees a lot of danger, or needs someone to interface with the local colour. Alternatively, maybe he's known to the crew for such and is currently involved in sales/negotiations dirt side on behalf of the crew.
Feb 14, 2015 1:11 am
Rexi is a face/grifter. Good for negotiations, infiltration and con jobs.
Feb 14, 2015 3:32 am
Callista is a thief extraordinare! Really, she's extra-ordinary, being Force-sensitive :p

She's not much of a people person, she's better at lying than telling the truth, but can understand people to an almost empathic degree.
Feb 14, 2015 4:03 am
Glen Rand is, plainly put, a fat slob. He is middle aged and by no means attractive - but he is also one hell of a Pilot. He used to be a legit merchant, working for the CIS, but nowadays he is really just an arms smuggler. Lets say that The Turtle is the ship he used as a merchant.

Do we have our ship upgrades decided upon? If not I'll look into it tomorrow morning.

EDIT: Also, do you guys want to say the crew is smuggling weapons to Svivren? Its dangerous but it pays. Are there septic tanks in ships? That would be a good place to hide goods.
Last edited February 14, 2015 4:06 am
Feb 14, 2015 2:23 pm
You can just buy smuggling bays. Poo covered guns are no good for anybody!
Feb 14, 2015 2:51 pm
sandchigger says:
You can just buy smuggling bays. Poo covered guns are no good for anybody!
And they have a lower resale value too. I suggest checking the cost of the smuggling bays. If you guys want to go over that 22k allowance, I will let you—but your ship will have some surprises.
Feb 14, 2015 4:00 pm
Lol, well I'm not too familiar with the ship upgrades so my mind immediatley jumped to sneaky ways to get them undetected. That said, no one is going to check septic tanks for blasters.
Feb 14, 2015 4:03 pm
Shut down all the blaster compactors on the septic tank level!
Feb 14, 2015 4:15 pm
Okay, so we have 22,000 left in our ships allowance and 5 hardpoints to spend it on. I propose the following:

1. Dual Light Laser Cannon turret (dorsal) 11,000 credits, 1 HP
2. Hyperdrive Generator upgrade (reduces Hyperdrive class from 2 to 1) 6,400 credits, 1 HP
3. Smuggling Compartments x2 (converts 50 Encumbrance into hidden compartments) 2,400 credits, 2 HP

That leaves us with 1 HP and 2200 credits, unless RustInPieces wants to charge us that last 2200 for putting the extra lascannons on a turret, the price of which does not appear to be in the EotE book. Which is sorta odd, but hey, what're ya gonna do?
Feb 14, 2015 4:31 pm
Those look like good choices to me.
Feb 14, 2015 4:34 pm
Actually, you guys already have a Linked Dual Light Laser in the Dorsal position included with the ship. Adding one to the Ventral (bottom) will only cost 8,250 and 1 HP, not 11,000. Then you've got 2 turrets top/bottom. (Adding "linked" weapons costs 1/2 price and 0 HP for each addition emplacement; so Linked Dual Light Laser is 1.5 cost and 1HP. Replacing that is 0 HP, but the same cost calculations. Table 7-17 on p271, bottom row.)

However, at this price you might just want to install the Quad Laser Cannon for 8,000 and 1 HP in the ventral position. It's potentially 2x as powerful for the same price (and is Accurate, giving 1 boost die to every attack).

Also, I'd suggest instead of buying 2x smuggling compartments, use the extra storage mod once for 1,000 and will give you the same 50 encumbrance conversion for only 2,200 credits and 1HP instead of 2.

So by my math, that costs 8,000 + 6,400 + 2,200 = 16,600, leaving 5,400 for other upgrades. Aren't I nice? :D
Feb 14, 2015 4:52 pm
Is that extra storage mod still sneaky like a smuggler hold is presumed to be?
Feb 14, 2015 4:54 pm
Qralloq says:
Is that extra storage mod still sneaky like a smuggler hold is presumed to be?
Yes. Basically it's a mod to the smuggler hold itself that adds 25 more encumbrance (can be installed up to twice). So instead of installing a second, you just expand the first.
Feb 14, 2015 4:55 pm
No you're not nice because now I'm out of ideas on which to spend that cash!

(yes, thank you)
Feb 14, 2015 5:04 pm
How about advanced targeting array (4000)? We might need help if we're not all boned up in Gunnery.
Feb 14, 2015 5:06 pm
I don't think anybody has Gunnery except maybe the one character so yeah, that's a good idea.
Feb 14, 2015 5:14 pm
Maybe I should switch Ranged (Light) to Gunnery. That would give me a reason to be dragged around on the back of some intergalactic turtle, too.
Feb 14, 2015 5:15 pm
Qralloq says:
Maybe I should switch Ranged (Light) to Gunnery. That would give me a reason to be dragged around on the back of some intergalactic turtle, too.
I think it has the same cost. If you'd like to do that, go right ahead.
Feb 14, 2015 5:18 pm
Does it make more sense for your charming doctor to have experience with ship to ship combat rather than self defense?
Feb 14, 2015 5:33 pm
It makes sense, I suppose, if he first learned medical skills in the navy, before going private. I'll do that, and add some more to his background.
Feb 14, 2015 5:37 pm
Hooray! Two! Two gunners! Ah Ah Ah!
Feb 14, 2015 6:23 pm
Wait actually I have gunnery. I took an extra 5 obligation specifically to get it and forgot to mark it on the sheet on the website. I have it marked on my real sheet though.
Feb 14, 2015 6:27 pm
mrmrlol says:
Wait actually I have gunnery. I took an extra 5 obligation specifically to get it and forgot to mark it on the sheet on the website. I have it marked on my real sheet though.
And who'll fly the ship? You'll need some forward mounted cannons to fly and shoot at the same time. ;)
Feb 15, 2015 4:16 am
RustInPieces says:
mrmrlol says:
Wait actually I have gunnery. I took an extra 5 obligation specifically to get it and forgot to mark it on the sheet on the website. I have it marked on my real sheet though.
And who'll fly the ship? You'll need some forward mounted cannons to fly and shoot at the same time. ;)
Alright, well we can spend the last of our remaining money on a forward mounted Blaster Cannon (Heavy). That costs a hard point and 5000 credits, leaving us with 400 left if we want anything else. We can also get light Ion Cannon (Light) for the same price if you guys think that would be better.
Feb 15, 2015 2:09 pm
I'm amazed this nonviolent planet let us land our warship!
Feb 15, 2015 6:46 pm
sandchigger says:
I'm amazed this nonviolent planet let us land our warship!
According to Wookipedia, Svivren only outlaws personal weapontry and violent acts, so as long as we don't shoot anything with our ship we should be fine.

Also, who is currently on the ship's crew with me? Want to say that one of us was friends with our client, who hired us to escort them along with some others as extra security?
Feb 15, 2015 6:58 pm
Rexi and Callie could be crewmembers or passengers, using your ship as a mobile ripoff headquarters. Alternately, Rexi could be the ship's link to the greater galactic underworld as he knows people in the black market.
Last edited February 15, 2015 7:20 pm
Feb 15, 2015 7:01 pm
Wuc'vulog is a crewman, gunner/medic/adventurer.
Feb 17, 2015 2:24 pm
For Rexi and Callista, you guys have my approval to steal ~500 credits and a data chit. I'm not going to force any rolls because I don't consider failure on this heist to be hazardous (or likely) to either of you, or the plot. If you guys want to roll, consider the difficulty 2 with no upgrades and difficulty 3 plus 1 setback (for the no violence law) if you try coercion. If you want me involved in running the NPCs for that, I can if you'd like.

I think unloading the ship might be a bigger deal, since you all are smuggling guns onto Svivren.
Feb 17, 2015 2:56 pm
Yeah yeah, we'll get to that. But first we've gotta get this guy's shady dealings off his data chit. Yanno, for leverage later on.
Feb 17, 2015 2:56 pm
Yeah yeah, we'll get to that. But first we've gotta get this guy's shady dealings off his data chit. Yanno, for leverage later on.
Feb 17, 2015 4:59 pm
Hey, I was wondering if the locked case thing in my opening post was okay. It didn't really make sense for Khan to leave his weapon anywhere because he doesn't have a place where he stays, so I thought this would be more likely. He has the rifle with him, but he can't use it unless he gets customs to unlock the case or blows the locks off.
Feb 17, 2015 5:07 pm
sandchigger says:
Yeah yeah, we'll get to that. But first we've gotta get this guy's shady dealings off his data chit. Yanno, for leverage later on.
I just realized you could be trying to steal from the merchant you guys are offloading the guns to. Is that what's up? If so, then yeah lets add some rolls to it.
KennyGardnerIII says:
Hey, I was wondering if the locked case thing in my opening post was okay. It didn't really make sense for Khan to leave his weapon anywhere because he doesn't have a place where he stays, so I thought this would be more likely. He has the rifle with him, but he can't use it unless he gets customs to unlock the case or blows the locks off.
Yes, that's fine. He probably keeps that case either in his locker or in the facility armory. And it probably is partially disassembled.
Feb 17, 2015 6:29 pm
RustInPieces says:

I just realized you could be trying to steal from the merchant you guys are offloading the guns to. Is that what's up? If so, then yeah lets add some rolls to it.
Honestly, I was just making up a job for my character to be on. Give him something fun to do while waiting to pick up the guys they're delivering to the actual plot. If you want to say that the target is someone we were supposed to be delivering to though, I can roll with that. Maybe we'll find out he isn't really as innocent a black market arms dealer as he makes himself look!
Feb 20, 2015 1:22 am
If no one else posts before then, I'll post tomorrow night for your NPC sandchigger and start the ball rolling with the main NPC as well.
Feb 20, 2015 11:24 pm
First, sorry for the delayed reply... Have had a lot going on the last few days...

Second, I'd like to roll "real" dice if that's okay. If you as GM want us to use a roller I'll of course do as instructed, but I like rolling dice. :-)

Third, I got 2 light side points.

Fourth, unless you have a house rule doing it, the GM does NOT roll for destiny at the start of a session. If you're house ruling that I missed it - sorry...
Feb 21, 2015 2:30 am
jimmylogan says:
First, sorry for the delayed reply... Have had a lot going on the last few days...
No problem. It's been a busy week for me too. Some PbP games fizzle out early so I was just going to make certain that posts kept going.
jimmylogan says:
Second, I'd like to roll "real" dice if that's okay. If you as GM want us to use a roller I'll of course do as instructed, but I like rolling dice. :-)
Absolutely! If anyone has real dice and want to roll 'em you're more than welcome to do so. I linked to that dice roller because I think we have 2 or 3 players that don't have access to the dice.

Also, if you want just post here if you want real dice rolled for you. I don't keep dice with me, but anytime I'm home I'm willing to roll real dice and give you all the results.
jimmylogan says:
Fourth, unless you have a house rule doing it, the GM does NOT roll for destiny at the start of a session. If you're house ruling that I missed it - sorry...

Third, I got 2 light side points.
My mistake actually. But since you got the same points that I did in my roll, I won't bother changing my tally.

Destiny point tally: 8 Light, 2 Dark
Feb 21, 2015 4:32 am
RustInPieces says:
Absolutely! If anyone has real dice and want to roll 'em you're more than welcome to do so. I linked to that dice roller because I think we have 2 or 3 players that don't have access to the dice.
I understand! I have three full sets and my son does too - we found that's optimal in most situations. I GM "live" Tuesday nights and three sets has been MORE than enough for everything we've done so far there. On roll20.net there is a macro that will do it, so we use that as three of them don't have any, but again I like the "feel" of real dice. :-)
Feb 25, 2015 2:50 am
It's been a really busy day and I can't reply to everyone tonight. I'm going to post what I can for Rexi, Callista, and Valoris and Pepra. I'll follow up with the rest for Wuc'vuloc and Glen tomorrow or Thursday.
Feb 27, 2015 12:01 am
Ok, replies are up. I realized that Rand didn't require a reply directly from me yet. Based mrmrlol's post, though, we're going to be going forward with the assumption that it is Tarr who is their merchant. So I'm going to make things more interesting and require a few rolls--if only to see what kind of chaos it causes. :)
Feb 27, 2015 12:05 am
What kinda roll did you need from me? I remember seeing it but can't find it now.
Feb 27, 2015 1:08 am
A social one like negotiation, deception, etc. How is Rexi trying to distract him, while also informing him that his shipment has arrived?
Feb 27, 2015 2:00 pm
Well he's gonna deny the accusations that they've ripped him off before of course so that'd be deception. Do I need to add any opposition dice or anything to the roll?
Feb 27, 2015 4:22 pm
Having the data pad in hand, what kind of roll do you need from me?
Feb 28, 2015 1:02 am
sandchigger says:
Well he's gonna deny the accusations that they've ripped him off before of course so that'd be deception. Do I need to add any opposition dice or anything to the roll?
Roll against 2 difficulty dice, plus 1 setback die because he was there too. Good luck. :)
jimmylogan says:
Having the data pad in hand, what kind of roll do you need from me?
Well, you're properly equipped so I won't give you setback dice. Given that this is a fairly lucrative target I'm going to make this a hard check (3 difficulty dice), and I'm going to pop a Dark Side point to upgrade that to 1 challenge die and 2 difficulty dice.

Destiny: 9 Light / 1 Dark
Feb 28, 2015 8:01 pm
Tell me if you want me to roll for any skill to look for the Falleen and Imperials.
Feb 28, 2015 8:04 pm
mrmrlol says:
Tell me if you want me to roll for any skill to look for the Falleen and Imperials.
If you're just looking from the ship, no. They're fairly distant from you right now so you have no chance to see them yet.
Mar 3, 2015 4:38 am
3G 2Y 2P 1R - net 2 success and 4 threat
Mar 4, 2015 12:30 am
I'm thinking 2 strain, and not only do you realize that you were spotted by someone else already in the system, but they have a rough fix on your location.

Any suggestions or preferences?
Mar 6, 2015 12:15 am
No - that's fine with me.
Mar 10, 2015 1:29 am
Sorry for the delay. Life has been stressful lately.

Pepra turns up a the full roster of docked ships with their ID and registration/affiliation tags. He also finds the Lambda-class shuttle and can see it on camera, with an armed stormtrooper detail guarding the craft. Pepra can also see the Turtle and probably can see the exchange between Wuc'vulog and the Bothan dockmaster, though it would not have audio he could possibly pick up clues from the lekku and fur ripples--if he's familiar with either species.

There's no clear indication of what ships might be smugglers, but there are a series of unexplained codes listed with each ship. They're likely a system of codes used by the dockmasters and the customs agents to note infractions, reputation, and the like. From comparing codes of recognizable government, Imperial, and a few average merchants Pepra can probably infer that the Turtle, Disaster Master, and Trendline are smuggling vessels of one sort or another.
Mar 10, 2015 12:37 pm
RustInPieces says:

Roll against 2 difficulty dice, plus 1 setback die because he was there too. Good luck. :)
Die roll results of my deception check plus 2 difficulty and a setback are 4 successes, 1 advantage and 2 threats. Total of 4 success and 1 threat.

So he totally buys that WE didn't rob him but that threat means he's gonna be a tough negotiator this time anyway because someone ripped him off recently. Unless you've a better idea.
Mar 10, 2015 10:13 pm
Sounds good to me. He would naturally try to drive a hard bargain.
Mar 10, 2015 11:39 pm
Makes sense to me.

Edit to add: damn. Had I been paying attention to my sheet I could've removed that black die.
Last edited March 10, 2015 11:49 pm
Mar 11, 2015 8:43 pm
Ooh! Alternately, he could say something like "I learned my lesson on Lothal, I've upgraded the security at my villa here!" thus giving the burglar a black die or some guard dogs or something.
Mar 11, 2015 11:01 pm
Just wanted to check in to show that I'm still around. (and did't bail or anything)
Last edited March 11, 2015 11:01 pm
Mar 12, 2015 5:52 am
KennyGardnerIII says:
Just wanted to check in to show that I'm still around. (and did't bail or anything)
I probably should do the same!
Mar 12, 2015 11:26 am
EldritchFire says:
KennyGardnerIII says:
Just wanted to check in to show that I'm still around. (and did't bail or anything)
I probably should do the same!
I'm here too
Mar 12, 2015 11:30 am
I never leave
Mar 12, 2015 11:48 am
No problem guys. Thanks for the check-in. I'm planning to post the merchant's reply tonight, and respond to Jimmy's post whenever he's available.
Mar 12, 2015 1:24 pm
RustInPieces says:
No problem guys. Thanks for the check-in. I'm planning to post the merchant's reply tonight, and respond to Jimmy's post whenever he's available.
+1
Mar 15, 2015 5:13 pm
RustInPieces says:
No problem guys. Thanks for the check-in. I'm planning to post the merchant's reply tonight, and respond to Jimmy's post whenever he's available.
Sorry - thought I had the proper tab open and refreshing, but I didn't - just seeing this.

What do you need me to do?
Mar 15, 2015 6:57 pm
jimmylogan says:
Sorry - thought I had the proper tab open and refreshing, but I didn't - just seeing this.

What do you need me to do?
No problem. I wondered if you missed the reply.
Quote:
Pepra turns up a the full roster of docked ships with their ID and registration/affiliation tags. He also finds the Lambda-class shuttle and can see it on camera, with an armed stormtrooper detail guarding the craft. Pepra can also see the Turtle and probably can see the exchange between Wuc'vulog and the Bothan dockmaster, though it would not have audio he could possibly pick up clues from the lekku and fur ripples--if he's familiar with either species.

There's no clear indication of what ships might be smugglers, but there are a series of unexplained codes listed with each ship. They're likely a system of codes used by the dockmasters and the customs agents to note infractions, reputation, and the like. From comparing codes of recognizable government, Imperial, and a few average merchants Pepra can probably infer that the Turtle, Disaster Master, and Trendline are smuggling vessels of one sort or another.
Mar 15, 2015 6:59 pm
Fun fact, fact fans! You can subscribe to the game forum and it'll email ya when there's a new post.
Mar 16, 2015 11:45 am
Unrelated to the previous fun fact, do I know who the menacing maven is? Could I recognize her with a successful Knowledge: Underworld roll?
Mar 16, 2015 11:59 am
sandchigger says:
Unrelated to the previous fun fact, do I know who the menacing maven is? Could I recognize her with a successful Knowledge: Underworld roll?
If you want to attempt it, sure. Difficulty is 2, no setback dice.
Mar 16, 2015 12:03 pm
RustInPieces says:
sandchigger says:
Unrelated to the previous fun fact, do I know who the menacing maven is? Could I recognize her with a successful Knowledge: Underworld roll?
If you want to attempt it, sure. Difficulty is 2, no setback dice.
1 advantage, 2 threats. Not only does Rexi not recognize her but also he's got a threat for trying to place her face.
Mar 16, 2015 1:52 pm
No - I saw the reply but thought that was prompting someone else... Still not sure what you need me to do. I got the info, I think, that the others were needing too...

Sorry, but maybe I'm lost? LOL
Mar 17, 2015 2:05 am
Ah, ok. Well just like in a Pen and Paper RPG the PCs/NPCs won't know what your character has found till you tell them. The players know OOC, but dependent upon your PC their characters may not receive the full extent of the knowledge. You can rephrase what I've given you, omit something, or say whatever you want. You can also wait and I'll post as the NPC and prompt you for the results.

So, what'll it be? Do you want to have Pepra volunteer the info, or wait till he's prompted?
Mar 17, 2015 3:35 am
Let's wait til he's prompted, so I can get a better feel for it...

EDIT: Thanks! :-)
Last edited March 17, 2015 3:35 am
Mar 20, 2015 1:12 am
For those who want to know where the Tapani sector is, based on the post I'm just finishing right now, you can check Wookiepedia or reference this map. It's one of the best I've ever found and supports searching by CTRL-F like normal documents should. ;) If you find the Rimma Trade route you guys are out in the Quence Sector near its end, and the Tapani Sector is far, far core-ward.

I think 4 weeks is a decent estimate of travel time, but we can retcon that if need be.
Mar 20, 2015 1:14 am
4 weeks plus or minus depending on astrogation rolls.
Mar 20, 2015 1:14 am
Testing the new EotE diceroller....

Edit: Suh-weet!

Rolls

Just testing

1 Success, 3 Advantage, 3 Failure, 1 Threat

Total: 2 Failure, 2 Advantage

Mar 25, 2015 11:01 am
Then what happened?
Mar 25, 2015 12:24 pm
Everything exploded.

Ok, I need some help keeping tab on who intends to post and when. I think EldritchFire needs to post for Calista soon. Probably Rand, Valoris, and Pepra too.

And if Rexi keeps building threats like this he might brush up against danger soon. Perhaps attract Imperial attention right as they're meeting the other crew. ;)
Mar 25, 2015 12:26 pm
I'm ok with that. Complications make for more fun stories.
Mar 25, 2015 2:33 pm
I seemed to have missed the post for Callista. My bad, and fixed.
Mar 25, 2015 7:55 pm
Can we say that the energy drink in the Star Wars university is PooDew?

POO THE DEW! POODEW!
Mar 25, 2015 9:55 pm
sandchigger says:
Can we say that the energy drink in the Star Wars university is PooDew?

POO THE DEW! POODEW!






/em facepalm
Mar 25, 2015 10:05 pm
Poodoo means fodder according to the subtitles. So yanno, do you wanna be a Bantha or a Blandtha? POO THE DEW!
Mar 25, 2015 10:14 pm
I agree with EldritchFire on this one. Also, rolls can now be added to the IC thread.

Kenny, I don't know that you want Valoris to exit before Pepra says what he's found. That could turn into something significant for him.
Mar 25, 2015 10:23 pm
I've got him on an open com. If there's anything signifigant, he'll be able to tell me.
Mar 25, 2015 10:59 pm
Aww mannnnn...
Mar 26, 2015 2:49 am
RustInPieces says:
I agree with EldritchFire on this one
Boom. Shaka. LAKA! I win, sandchigger! Pour some water on that BURN! OH SNAP!

Ok. I'm done. it's bedtime.
P.S. For those who don't know, sandchigger and I are buddies in real life, so he know's I'm just kidding around.
Mar 26, 2015 12:16 pm
I'm only weeping on the inside. And the outside a little. T_T
Apr 2, 2015 1:23 am
Hey - spent a few days out of pocket and in the bed - literally - was pretty sick... Now I'm behind at work and home. I hate to do it, but I have to let some "side projects" go for a spell...
Apr 2, 2015 11:34 am
Not a problem Jimmy. Do you want us to skip you for a bit, or would you like to bow out? Totally up to you, I'm fine with either.
Apr 3, 2015 10:28 pm
EldritchFire, would you please update your in-character post with the appropriate roll for your Force power use? Once you do, I'll get on writing a reply tonight/tomorrow.
Apr 4, 2015 2:07 pm
RustInPieces says:
EldritchFire, would you please update your in-character post with the appropriate roll for your Force power use? Once you do, I'll get on writing a reply tonight/tomorrow.
Done!
Apr 7, 2015 12:32 am
EldritchFire says:
RustInPieces says:
EldritchFire, would you please update your in-character post with the appropriate roll for your Force power use? Once you do, I'll get on writing a reply tonight/tomorrow.
Done!
I think your character sheet lost the force power selections you put on it. I was going to review what bonuses you had on Move, but I'm pretty certain that 2 lightside pips is overkill.

You can turn the camera away. Naturally, if you have a Strength upgrade you can rip the camera off its mount and hurl it away.
Apr 9, 2015 3:56 pm
I have the basic move power as well as one range upgrade, no strength upgrades yet. I'll see if I can (finally) get my character sheet to accept and keep the changes I make. In the meantime, I wrote down all the talents and such I took on my character thread.
Apr 9, 2015 4:24 pm
Qrallog, how do you want to spend your advantages?
Apr 15, 2015 2:18 am
Don't forget the destiny point pool, guys. You've got 9 LP to my 1 DP! That'll make a big difference for Rexi with the Sabacc game, and can make a big difference for you guys too.

Also, I award bonus (blue) dice for clever usage of a situation as well as tricksy thinking.
Apr 15, 2015 4:20 am
I missed the question about advantages, sorry. I would like the thugs, feeling like comrades in arms, to slip up and reveal something about their employer or task.
Apr 21, 2015 8:52 pm
RustInPieces says:
Don't forget the destiny point pool, guys. You've got 9 LP to my 1 DP! That'll make a big difference for Rexi with the Sabacc game, and can make a big difference for you guys too.
But Rexi isn't playing to win. He's playing to keep the mark busy and maybe get some information out of him. If he loses a few hands of Sabacc then whatever he sells out uses the info for (plus whatever his partner can steal) will more than make up for it.
Apr 23, 2015 11:41 pm
I'm going to try and post for 2 more characters tonight, in hope that we can consolidate the action soon. Running with practically every character in their own scene takes additional time for me to write for.

Thanks for being patient everyone. I have been supporting a family member who is struggling with some mental/medical problems. Because I must support this person I have kept this game on the back burner out of necessity. Once we group more characters up things should be a bit easier for me to run.
Apr 24, 2015 1:53 pm
Family comes first, no doubt.
May 3, 2015 12:07 am
I'm hoping mrmrlol stops by shortly. I sent him a PM about the ship's job posting, but I think we lost him. I couldn't think of anything to interact with him on since his character stayed with the ship, and then he stopped responding to PMs too. Mrmrlol, if you're reading this thread—you're up! I apologize for not engaging you better in the game, and promise to do better.

And it's been a month since last contact with Jimmy. He hasn't responded to any recent PMs I sent to check on him.

Should I open up Jimmy's slot for another player, or should we hold onto him a bit longer?
May 3, 2015 2:19 am
How about we ignore them for now, and NPC their characters for the time being. We can move along and maybe integrate them if they return, or replace them if they don't respond in a week?
May 3, 2015 5:43 am
Sounds like the best plan.
May 3, 2015 2:56 pm
Agreed.
May 3, 2015 3:03 pm
Indizzle.
May 3, 2015 6:32 pm
It's a good suggestion. I'm not in any hurry to boot anyone, so I'll give it another week or two. And in the meantime I'll handle them as NPCs. Monday/Tuesday should see a larger post encapsulating the Turtle being hired (and the start of our chase scene) and another encounter in the spaceport, probably plus another smaller one or two for Rexi and Callista. It's taken some consideration, but I think I figured out a good way to put that advantage to use for Callista. (I never wanted that room to be frustrating, but those rolls... yeeesh.)
May 8, 2015 11:38 am
Sorry the second post is late, but there was a bug with the forum last night and I won't have time to finish till tonight.
May 9, 2015 12:59 am
Ok Kenny, apparently I missed a sidebar on chase scenes. Lets just run this as a chase scene rather than as a potential combat. If you did that, you'd risk bringing planetary defense craft, and that'd be a bad thing. I figured I'd write most my comments here, since I'm explaining stats plus how chase mechanics work.

You picked a V-35 Courier which isn't particularly agile, so I'm basing its stats off of the X-34 Landspeeder. That means:

Silhouette 2
Speed 2
Handling 0
Shields 0
Armor 0
Hull Trauma Threshold 4
System Strain Threshold 5

Now to explain chase mechanics.

Your base dice pool is based on Piloting (Planetary), which gives you 3 green dice. Your difficulty is based on half the vehicle's silhouette, and your current speed. The larger number represents the total difficulty dice, and the smaller represents the total number of upgrades. Let me give an example: if your speed is 2, your difficulty is 2 plus 1 upgrade; that means 2 purple turns into 1 purple and 1 red. If you slow down to 1 speed, your difficulty is 1 which upgrades once to 1 red die. That red die is a pretty big risk even with 3 green dice, so you might want to spend a destiny point now and then to upgrade your pool from 3 green to 1 yellow and 2 green dice.

Now, your opponent will have to do the same. Whoever nets more successes can close/gain that many range bands over their opponent. For instance, assuming you get 2 successes over your opponent you can turn a short range into a long range. (Range bands go: engaged -> short -> medium -> long)

Also, I think I wrote that both speeders "rose into the air" when their landspeeders. I'll retcon that when I've got the time, but we'll operate on the assumption that both vehicles are similar landspeeders.

Any questions? Guys, any advice for Kenny/Valoris?
May 9, 2015 3:19 pm
Kenny, I'm going to assume that the speeder is going at speed 1. If you want, you can accelerate to speed 2, which as I explained will increase your difficulty. I'm having Eliasan co-pilot for you, but she didn't have much luck—when she succeeds she'll downgrade the difficulty by 1. Because of the advantage, I'll give you a boost.

So... dice:

Speed 1: 3 green, 1 blue, 1 red
Speed 2: 3 green, 1 blue, 1 red, 1 purple

If you spend a destiny point, you exchange 1 green for a yellow.

At this point, all you need are 2 successes more than the pursuers to knock them to the long range band, then 1 more to lose them. Once you've rolled, you can also spend 1 advantage to give Eliasan a bonus to piloting, and/or 2 advantage to give the pursuers a black die or yourself a blue die on your next check. If you give the enemy a black die, it'll make it harder for them to keep up.

Destiny: 8 light / 2 dark
May 10, 2015 8:54 pm
Is there any advantage to accelerating if it increases the difficulty?
May 10, 2015 10:53 pm
KennyGardnerIII says:
Is there any advantage to accelerating if it increases the difficulty?
The faster you go, the quicker you can get away. WIth the chase rules, you change your range band by 1 for a successful roll, +1 for each point of speed faster you are going than your opponent.
May 10, 2015 11:20 pm
EldritchFire says:
KennyGardnerIII says:
Is there any advantage to accelerating if it increases the difficulty?
The faster you go, the quicker you can get away. WIth the chase rules, you change your range band by 1 for a successful roll, +1 for each point of speed faster you are going than your opponent.
Correct. And that's also why I'm having Eliasan Co-pilot—if her rolls succeed you only get 2 purple dice instead of 1 purple and 1 red. This is called "downgrading a check", which will swap reds for purples, then eventually remove purples when no reds are left. She didn't succeed, but I gave you a boost (the 1 blue die bonus) which isn't as good as a downgrade, but is better than nothing.
May 12, 2015 12:22 am
Now I'm kicking myself. I just realized we're going to need a fully statted Turtle based on all our discussed modifications, and I forgot to return and build a full sheet. I have the original sheet, but now I've got to review and type all the changes up. 😨
May 16, 2015 2:06 pm
Just so you don't miss it, Qrallog I posted an encounter for you.

And we're off the rails, folks, so if you want to make things more interesting feel free to do so. You can probably assume that you'll receive a recall signal from Rand, and that once Callista escapes you'll have to help the other half of the team.
May 16, 2015 2:27 pm
I had missed that. I've posted a response.
May 16, 2015 3:59 pm
RustInPieces says:
Just so you don't miss it, Qrallog I posted an encounter for you.

And we're off the rails, folks, so if you want to make things more interesting feel free to do so. You can probably assume that you'll receive a recall signal from Rand, and that once Callista escapes you'll have to help the other half of the team.
Is there anything else you need me to roll for? Or can Callista safely escape with her ill-gotten goods? I'd hate to make an "I escaped somehow" post only to find I needed to sneak past the guard again or something.
May 16, 2015 4:11 pm
Well, it's reasonable to say the guard will be moving around again. Plus, she spilled the credits on the floor—but it's up to you if you want her to clean them up. I think we can narratively resolve this without dice. Make your decisions and feel free to move on. If you want to roll for it, I'll come up with opposition.

Qrallog, difficulty for charm/negotiation is 1 red 2 purple.
May 29, 2015 1:10 am
This coming week will be very busy after Wednesday. I'll try to fit any posts in before then, otherwise they'll have to wait till Monday 6/8.

I'm thinking about opening up mrmrlol and jimmylogan's slots now, as discussed, and see if we can recruit some new players. I'll probably do that tomorrow evening.
May 29, 2015 1:22 pm
Opening up the two slots sounds good to me.
May 29, 2015 2:06 pm
Sounds good, sir.
May 29, 2015 2:10 pm
Sounds like a plan, Stan!
May 31, 2015 3:48 am
Looks like we're all in agreement.
Jun 5, 2015 4:25 pm
If you're waiting on Khan's next move, he's just gunna pull into the starport and take a look around.
Jun 12, 2015 6:29 pm
What's the plan to bring us in?

I'm reading the backstory so I can catch up.
Jun 12, 2015 10:11 pm
Good question. It's been a busy 2 week period for me, in fact I just returned from a friend's wedding this afternoon, so I haven't had much time to ponder it. I really don't feel like retconning you guys in, but here are some ideas.

Kenny, AKA Valoris, is about to come into some trouble at the same time the Imperials are locking down the 'port. I figure that a slicer could probably appropriate some expedited launch codes, so your Gank wouldn't have a hard time convincing the crew to let him/her on. And an archaeologist who can pilot the ship would come in handy when Rand has a heart attack (our pilot had a heart condition as part of his obligation). So I'm thinking, lets cause a lot of chaos in short order and all y'all can sort out exactly what terms you join under. But it shouldn't be hard to explain beyond just a reason to be in the spaceport and realize it's time to get out of dodge.
Jun 14, 2015 7:00 pm
Thrakazog, your character is approved. Please just note the current/spent XP. I'm assuming your extra obligation went toward credits, because cybernetics is expensive.
Jun 15, 2015 1:37 pm
RustInPieces says:
Thrakazog, your character is approved. Please just note the current/spent XP. I'm assuming your extra obligation went toward credits, because cybernetics is expensive.
Thanks!
Yeah, I took an extra 5 obligation and took that as +1000CR. I forgot that Gank PCs could only start with 2 cyber implants so the 5000 for implants that Ganks come with covered that. I used the extra 1000 for tools and weapons.
Jun 17, 2015 1:23 am
I'm running short on time tonight, so I'm going to try and deal with the posts on Thursday night instead.

In the meantime, I noticed that the dice roller once again has a bug and doesn't count Triumph as a success. Thrakazog, if you total up your first roll yourself you'll notice that you got "2 Advantage, 1 Triumph" plus "4 Success" for the following one. So I'm going to say that while you didn't exactly peg it as a smuggling vessel, you find the Turtle as a very likely candidate and overhear through some of the security comms that they're trying to leave very soon. And with 4 successes, I'm going to say you've got some very legitimate-looking merchant departure codes for the Turtle that are backdated before the Imperial announcement. I'll probably recap that in my post Thursday night.
Jun 17, 2015 2:06 pm
Oh, thanks for noticing that. That's what I get for trusting an online dice roller.
Jun 23, 2015 7:16 pm
Two things:

1.) I was thinking it might be fun to happen in on the fight between Valoris and the Imperial, if that's cool with Kenny.
2.) I'd like to use the advantage I scored with my last two rolls to regain some of my strain.
Jun 25, 2015 5:36 am
I'd be down.
Jun 25, 2015 11:21 am
I'm cool with that Thrakazog. Roll your initiative!

I almost feel sorry for the Imp....
Jun 25, 2015 10:40 pm
Okay, I deleted the "obligometer" thread and put it into a spreadsheet so I can more easily adjust values and have it recalculate the scores. Future obligation rolls will be secret. ;) And there's a new thread dedicated to the Turtle's statistics; I put in the upgrades we discussed. I updated the General Info thread as well. I didn't realize how far I'd gotten behind in paperwork.
Jun 29, 2015 6:49 pm
I was in Denmark for the last week (I falsely believed traveling wouldn't stop me from posting form time to time.. it did!), but I'm back now. I have also been waiting for this little scuffle to resolve and for an opportunity to incorporate Mado. Ostensibly he's in the area of The Turtle, my hope is that in the resolution of the scuffle I'll find a window :)
Jun 30, 2015 12:17 am
Welcome back, Candi. I didn't travel nearly as far, but it was a busy weekend for me. I was planning to ask you if you needed anything set up for your entry tonight, so this works out perfectly.

This combat won't last long no matter which way it goes. I'm downright impressed at how the first shot landed! If this keeps up, we'll have to name him and bring him back.

Anyone want to come up with an idea for the threat against the NPC? I'm open for suggestions. ;)
Jun 30, 2015 3:01 pm
There are the thugs in the same bay as the Turtle. Perhaps Candi could run afoul of them, or get caught in a scuffle between them and some newcomers. The Turtle might look like a tempting place to hide from that. Wuc'vulog, after tucking Rand away, would be waiting for the others to return.
Jun 30, 2015 4:08 pm
Denmark must be lovely. I went to Norway once. Loved it.

As far as the Imperial's threat...maybe he dropped his comlink during the scuffle without noticing?

Edit: And while I'm at it. Since I go after the Imperial, I'm not quite sure what I'll do yet, depending on how it goes, I'll either pull my blaster or pull a wrench out of my toolkit...
Last edited June 30, 2015 4:16 pm
Jun 30, 2015 4:49 pm
Good idea Qralloq, Mado can see the scuffle and duck into The Turtle to hide :) Clean and simple. I'll post it later.
Jul 2, 2015 7:37 pm
Quote:
Wuc'vulong: "Unless you're a pilot on the run from Imperial troops and looking for a quick job and a ride off this rock, you're about to get, umm, wrenched."
This made me exhale forcefully through my nose. Good job.
Jul 3, 2015 12:33 am
Kenny, I was just about to reply when I spotted a mistake with your dice pool. Instead of upgrading the difficulty, you upgraded your character's base dice pool incorrectly. Please edit your post and roll again with this dice pool: G G Y R

Upgrading the base dice pool works kinda like this:

G G Y -> G Y Y
Y Y Y -> G Y Y Y

And works similarly for difficulty:

P P R -> P R R
R R R -> P R R R
Jul 3, 2015 3:34 am
So I don't add dice, I just upgrade? Cuz I have the 3 brawn (3 green) and 1 brawl (1 yellow).
Jul 3, 2015 12:55 pm
Correct. It's a replacement system, not an addition system. You roll better dice, not more dice. Though I think you add an extra Green if your skill exceeds your stat. So if you have Brawn 2 and Brawl 3 you roll two yellow and a green. I think.
Jul 3, 2015 1:09 pm
Yeah, the bigger number between characteristic/skill is the total number of green dice, then you exchange an green dice for yellow dice equal to the smaller number. When upgrading, you either exchange green/purple for yellow/red, or if you have all yellow/red add another green/purple to the pool—till you've exhausted the number of upgrades. Downgrading checks is the same but in reverse.
Jul 3, 2015 3:51 pm
Does the trooper's armor have any ranged defense or do they just add soak? I can't remember.
I'm ok with going second. I'm also ok with running away. :)
Last edited July 3, 2015 3:51 pm
Jul 3, 2015 4:13 pm
The Trooper's armor provides soak only. These are just basic mooks to chase you guys off. ;)
Jul 6, 2015 2:04 pm
So is there anything around that I might be able to shoot that would block the Stormtroopers from getting to us? Something explode-y like some fuel cells lying around or a disgruntled Ronto or an archway in disrepair that is just waiting to fall on the heads of some unlucky stormtroopers?
Also, what does the Destiny Pool look like right now?
Jul 6, 2015 6:02 pm
Thrak, just so you ain't freaking out thinking I'm trying to take on the whole Imperial Army, Khan's goal is to kill the officer and book it from the troopers.
Jul 6, 2015 6:19 pm
I'd imagine that if you roll enough advantages there definitely will be, Thrak.
Jul 6, 2015 6:39 pm
Seven is mediocre at best in combat(and he knows it), which is part of the reason he left his family/pack. As a player, I'm totally cool with what you are doing, but Seven is definitely freaking out in a "why did I ever leave home?" -kind of way. In combat, a fair fight is the last thing he wants. He would prefer to have the upper hand in some way.

Edit: If I may suggest. You might want to spend your advantage to give me a boost die or the stormtroopers a setback die. Maybe one of your shots hit a wall and the dust & debris is making them an easier target or whatever.
Last edited July 6, 2015 6:43 pm
Jul 7, 2015 12:05 am
Destiny: 6 Light / 4 Dark

Seven, Khan, and Eliasan are in one of the oversized corridors of the spaceport between the hub areas and the individual docking bays. So your characters are simply trying to get to the Turtle, and you're caught up in the mix of troopers searching the bays. There are crates, conduits, lights, and maybe a random droid in your local area. If you shoot a conduit (Easy difficulty) I'll grant an environmental setback die to the troopers for trouble with visibility. The same goes for lights. However, if you get enough advantage/success I'll consider it that you hit a power conduit on the ceiling near the troopers.

Actually, since Seven is decent at mechanics... how about taking an abandoned load lifter and setting its powercells to overload—then pushing it at the troops. Make an Average (2P) mechanics check and I'll consider it successful.
Jul 7, 2015 2:56 am
Ooo. I like the idea of creating a runaway load lifter.
Jul 13, 2015 5:51 am
Khan's just gunna get the doc settled in if we're taking off, so I'm good to move on.
Jul 14, 2015 12:04 am
Not a problem, Kenny. Since we've brought the groups together, I wanted to give some time for the guys who haven't posted in awhile to post again and reintegrate with the group. Besides, the doctor arrived with a wounded bodyguard and gank for companions? I'd suspect there'll be questions.

Anything to add to the IC thread, especially for EldritchFire and Sandchigger? I know you both, or at least one of you, are still lurking in the corners.
Jul 14, 2015 2:56 pm
Once Callista got what she went in for she would have just headed back to the ship, awaiting the rest of the crew.
Jul 14, 2015 5:52 pm
Same. Rexi would be either in his quarters or the common area, going over the score with Callista.
Jul 15, 2015 2:48 am
Oh, we're definitely in the commons showing off our haul!
Jul 17, 2015 2:03 pm
So, can i just shoot the guy at the minigun or do i have to roll initiative? I'm looking to charge the troopers, killing as many as i can before i get to Pepra and drag him to the ship.
Jul 17, 2015 4:54 pm
Nope, anyone who wants to engage in combat will need to roll initiative. Also, you're wounded and up against 3 troopers and a sergeant. You can try to rescue Pepra but I'll only give you 2 rounds before your 30 seconds is up. His body is at medium range from the ship, so you need to double move (take 2 strain) to reach him in 1 turn. But then you'll need to fight off at least a couple troopers, pick him up... and double move back to the ship without dying.

Good luck! This engagement won't be as easy, except for the ship's guns insta-killing troopers for you. But even then... Wuc'vulog can only shoot 1 at a time.
Jul 17, 2015 5:07 pm
Challenge accepted!
Jul 17, 2015 6:10 pm
I'll have to review the rules tonight, but you may have to pick him up as your main action on the second round. This'll definitely be cutting it close.
Jul 17, 2015 7:29 pm
RustInPieces says:
Nope, anyone who wants to engage in combat will need to roll initiative. Also, you're wounded and up against 3 troopers and a sergeant. You can try to rescue Pepra but I'll only give you 2 rounds before your 30 seconds is up. His body is at medium range from the ship, so you need to double move (take 2 strain) to reach him in 1 turn. But then you'll need to fight off at least a couple troopers, pick him up... and double move back to the ship without dying.

Good luck! This engagement won't be as easy, except for the ship's guns insta-killing troopers for you. But even then... Wuc'vulog can only shoot 1 at a time.
You don't need to take 2 strain if you want to double move: you can exchange your action for a second maneuver for free. You only take the two strain if you want two maneuvers and an action.

Although Wuc'vulog can only shoot one target at a time, the group of troopers are a minion squad, yes? That's only one target by the rules.
Jul 17, 2015 8:06 pm
That sounds right. If they are minions then you have the minions as one target and the sergeant as a second target.
Jul 17, 2015 8:24 pm
Minion squad.... are those the guys on fire?
Jul 17, 2015 8:47 pm
True, but there's also no obligation to run them as minions. I haven't decided if I run the normal troops as a minion group, or as individuals. It's backfiring on me, but I didn't realize Khan would go to Pepra's rescue.
Jul 17, 2015 9:52 pm
Hence my not-so-subtle Leroy Jenkins reference.
I usually play the impulsive PC so it's nice to be the cautious one for a change.
On the plus side, if things really go pear-shaped, Khan might get some really cool cybernetics when we patch him back together!
Jul 17, 2015 10:23 pm
Initiative is Vigilance this time because you all were caught off guard. So that'll add an extra green die to yours, Kenny.
Jul 18, 2015 12:53 am
I have 2 willpower, but I don't have any ranks in Vigilance, is there a penalty?
Jul 18, 2015 1:23 am
Nope, no penalty. That's one of the things I like about EotE's dice system, unskilled is green dice only.
Jul 18, 2015 2:57 am
So are we at 7/3 for light and dark side points?
Any setbacks or upgrades on difficulty? I'd like to go last before Khan.
Jul 18, 2015 7:27 am
I'll go last, I think Wuc'vulog should start us off.
Jul 18, 2015 11:21 am
Thrakazog says:
So are we at 7/3 for light and dark side points?
Any setbacks or upgrades on difficulty? I'd like to go last before Khan.
Correct on destiny. No setbacks because it's open terrain in the landing bay, and the troopers haven't prepared for return fire.
Jul 18, 2015 2:14 pm
If Wuc fires off the ventral turret first, hopefully he'll hit something and maybe scare them away. Better yet, you guys will know for sure to stay out of the line of fire, heh.
Jul 19, 2015 12:50 am
Okay, initiative lineup is:

- Wuc'vulog
- Callista
- Thrakazog
- Valoris
- NPCs

Unless Rexi wants to join in on the action?
Jul 20, 2015 3:51 pm
I'm fine with that order
Jul 20, 2015 4:02 pm
All right, I guess that I'm up.
Jul 20, 2015 4:19 pm
o.O Two advantage. Wuc'vulog is hoping for the stormtroopers to duck for cover long enough to give the rescue some breathing room for their retrieval of Pepra.
Jul 20, 2015 4:24 pm
I'll do the math when I get home tonight, but I think only the sergeant will survive that.
Jul 20, 2015 5:29 pm
**cough, cough**planetaryscaledamage**cough**
Jul 20, 2015 5:44 pm
Yeah, except the sergeant isn't part of the minion group... which is totally decimated by everything I know. But I still want to total it up, just because it'll be so overkill.
Jul 20, 2015 5:53 pm
Oh my bad. I'm an idiot who can't read. I thought he was targeting the Sergeant.
I was gonna switch sides if he soaked 70 points of damage. :)
Jul 20, 2015 6:08 pm
Actually, I never said where the sergeant was in relation to the others. My mistake. Qralloq, is my assumption correct that you shot at the mooks?
Jul 20, 2015 6:58 pm
Yup, I thinking about going for the mooks but recognize that my description was vague.
Jul 21, 2015 1:18 am
Nah, I understood what you planned till Thrakazog questioned it, because then I questioned it (just in case). Better to ask than misunderstand.

Irony: you forgot to add the blue die from Accurate. I can only wonder if you'd have gotten an extra success...

Edit: Qrallog your advantage is basically pointless since you totally murderized those guys. What else would you like to spend 2 advantage on? You can give the sergeant a setback die, the next 1-2 characters a boost, etc.
Jul 21, 2015 1:53 am
I am a chaos magnet. :)
Jul 21, 2015 3:16 am
I like the setback die for Sgt. Badluck. It's hard to get a good shot off with the smell of burning mooks in the eyes.
Jul 22, 2015 2:10 pm
Next up: Callista. The sergeant has partial cover so add 1 setback die to your roll.
Jul 24, 2015 12:11 am
Callista actually doesn't have a weapon that can reach the sergeant (her blaster pistol is short ranged), so if someone with a bigger gun wants to go next feel free!

Callista is going to wait until the coast is clear, then run out and help drag Pepra back to the ship.
Jul 24, 2015 5:44 pm
Alright, my weapon has medium range so I'll take a shot. I'll be aiming and flipping a Destiny point too.
Jul 24, 2015 8:32 pm
It seems that Seven and Khan are having difficulties here, no doubt intimidated by the prospect of a quad laser haircut. Wuc'vulog rarely shoots his friends in the back. Wait, are we all friends? 8)
Jul 24, 2015 8:57 pm
I'm a lover, not a fighter :P
We have 6 destiny point left, I would suggest we use them early and often. It keeps things interesting.
Jul 25, 2015 9:04 pm
Well, two firsts in one post: a critical hit, and a character is incapacitated. Yowch! At least Khan got to look heroic. :D

Back to the top: PC, PC, PC, NPC. You can keep initiative order or change it up as you all see fit. Might want to strategize ... I forgot but this guy is also an Adversary, so upgrade one of those purples to a red.
Jul 25, 2015 10:47 pm
I would have Wuc go first again while the two of us run out and drag in the bodies.
Jul 25, 2015 11:02 pm
Hope I don't fumble, heh. Should I add a Red to my roll then?
Jul 25, 2015 11:06 pm
Yup. He has good cover (3 setback) and 1 red. So that's 1r 1p 3blk for your dice pool.

Suggestion: use the Brace maneuver to remove 1 setback, and spend a destiny point to upgrade your attack to 2y. On triumph I'll say that you obliterate him and the cover completely. With a few advantage, I'll say that you chase him out so the others can get him.
Jul 26, 2015 12:46 am
Maybe even take some strain to throw in an Aim maneuver too.
Jul 26, 2015 7:29 pm
Two successful combat rolls in a row? Expect less from me from now one, heh.
Jul 31, 2015 9:12 pm
I got my F&D book today! Sooooo excited!
Aug 14, 2015 8:47 pm
So, are we just gonna fly out of here or do we have to do something first?
Aug 14, 2015 9:20 pm
I'm going to feed the hamsters so this thing will fly faster. :)
Aug 14, 2015 10:12 pm
Well, assuming you guys fly to the scanning point and don't put up a fuss, you might just get out with a navigation check. However, you'll be awfully close to a cruiser...

I've been trying to give folks time to roleplay a bit, but if everyone wants to jump out then let your preference be known.
Aug 15, 2015 11:38 pm
Let's jump out. We can spend time together in hyperspace ^_^
Aug 16, 2015 3:15 am
Yay! Hi ho hi ho it's off to space we go.
Aug 16, 2015 3:19 am
I'm wondering if Seven should try to build Khan a new arm from spare parts lying about the ship... Hmmm.
Aug 16, 2015 6:28 am
I like cybernetics. Robo-arm sounds great.
Aug 17, 2015 10:44 pm
Alrighty, I'll try to move us off to the cruiser so we can jump out. The most likely path the Turtle will take is down the Rimma Trade Route. The nearest planets close to the trade route are Bpfassh and Praesitlyn. If anyone else has suggestions, let me know. What's your preference guys? IMO, difficulty will be the same ... unless you want to go faster.

https://www.dropbox.com/s/jtl51ckolxugw2f/nearest-rimma.png?dl=1

On a side-note, as is usual about this time of year we hold scheduling meetings to discuss our end-of-year project/work schedule. As a web developer something very annoying happens: everyone who forgot about their project and went on vacation, without leaving a someone in charge of it, will want their project to begin ASAP and be completed by the end of this year. Each year it has been busier than the last—when I started it was just 1 large-scale project that I had to complete by end-of-year. Last year it was 2 large projects that launched simultaneously. This year, I'm certain that we've got 3 lined up plus the chance to add 2 more projects. (These projects are at a scale which usually take months of work apiece.) This is shaping up for epic-scale workload, and I'm hoping not to lose my sanity by the holidays.

I don't know what I'll do around late November as crunch time hits, but I may need to hand off the GM reins to someone else. We might be able to finish this year ... but "best laid plans" and Finagle's Law says it isn't likely. I don't mind that at all. I just don't want to feel like I'm going to let everyone down come the end of the year. To that end, I'm going to try to outline my ideas for the rest of the adventure. That way if I really need the help I won't be dumping a disorganized mess on any volunteers.
Aug 18, 2015 9:26 am
Khan's going to refer back to his previous statement and let the crew decide where their ship is going. All that matters to him is that we're there for the conference on time.
Aug 18, 2015 1:51 pm
Mado's just a pilot at this stage. He's happy to be off that rock, and sees his job as taking the ship to where those kind enough to let him fly it want it taken.
Aug 18, 2015 2:50 pm
I've posted a side mission to Bpfaash. However, I'm entirely confused about who are long term crew and who aren't, haha. We had some back and forth, but not sure that we finalized.

Wuc'vulog is a crewman of the Turtle, doctor and gunner.
Rexi and Callie are either a crewmembers or passengers, but not sure what was decided.
Glen was the pilot, but he is NPC'd.
Valoris and Pepra, I never really got it straight if they were working for Eliasan only, or were Turtlers first.
Mado and Seven are new obviously.
Last edited August 18, 2015 5:32 pm
Aug 18, 2015 5:22 pm
I am a new guy working as a bodyguard for Eliasan. She's the one who contacted the Turtle about a ride. Pepra was an employee at Eliasan's lab if I remember correctly (though he's also been NPCed as well). This is why I was confused about Calista saying she's always telling Khan to not be so brash.
Aug 19, 2015 3:13 am
Seven is along for the ride at this point. He's been dying to be a part of a crew so he'll probably agree to just about anything.
Aug 19, 2015 6:51 pm
I figured that Callista was already a member of the crew. Helping out with small things here and there, when her skills would be appropriate.
Aug 19, 2015 9:20 pm
Khan isn't though. He's never met anyone until just now.
Aug 19, 2015 9:21 pm
That was actually the first time he ever spoke to Callista, unless they knew each other before now through some merc market type stuff. Actually, Let's go with that. That sounds like it'd be cool to work out.
Aug 20, 2015 1:16 am
KennyGardnerIII says:
That was actually the first time he ever spoke to Callista, unless they knew each other before now through some merc market type stuff. Actually, Let's go with that. That sounds like it'd be cool to work out.
I'm cool with that. They've worked together at least once before, I'd wager. Brawn and stealth go together well sometimes ^_^
Aug 22, 2015 9:38 pm
I had to look it up, but it is an easy astrogation check to plot the hyperspace jump. The jump will take 18 hours till arrival. I'll post the scene for scanning the turtle shortly.
Aug 23, 2015 12:04 am
Mado has 3 Int and no training in Astrogation, so if someone else is better at this they should do the check (why take risks when you don't have to).
Aug 29, 2015 2:11 pm
Well, Seven has 4 Int but no training either. I though Rexi had training, but I was wrong. So either of you make the check and we'll jump to hyperspace.
Aug 29, 2015 2:26 pm
Done. Hopefully I did the roll correctly :)
Sep 6, 2015 4:02 am
Int+Med = 4+2, +1 wounds healed from Surgeon Talent. Let me know if there any complications or assets to the roll.
Sep 6, 2015 7:07 pm
Difficulty is equal to the Crit Rating, which is 3. No complications. You have 1 asset, a spray applicator commonly used for bacta; if you're successful, I'll allow for a Resilience check much like for bacta/long-term care with a boost. Also, Wuc'vulog won't know it, but it contains her experimental bacta replacement. Thematically, you'd use it after closing the wound to help it heal faster.

Eliasan's success grants you 1 boost die in your check. So 3 difficulty dice, 1 boost in addition to your normal pool.
Sep 7, 2015 6:34 pm
I don't think I read the rules closely enough the other day. However, I'm going rule that if the Medicine check for treating a critical hit is equal to or greater than a check for healing that person and you succeed, the critical is removed and the PC is healed (as normal); upon failure, the PC only recovers 1 wound (plus any talent bonuses) and can recover strain for each advantage rolled.
Sep 18, 2015 1:00 am
Should we hop forward to Bpfassh? It doesn't look like you guys are much into the chit-chat.
Sep 18, 2015 1:40 am
am i conscious? i thought i was still out from surgery.
Sep 18, 2015 1:46 am
Assume that Wuc'vulog administered a stimulant to bring you out of the anesthesia.
Sep 18, 2015 2:01 am
New complication, addicted to death sticks.
Sep 18, 2015 5:40 pm
"You don't want to sell me death sticks."
Sep 18, 2015 5:52 pm
"I don't want to sell you death sticks."
Sep 26, 2015 9:01 pm
I'm starting to hit the limits of my experience as a GM.

I need help with you guys interacting with one another. I can keep posting to propel the story forward, but I feel that puts me rather than you players into the spotlight. At this point you guys are safe in hyperspace and have time to establish yourselves in character. All the obligatory GM-stuff is complete, and we can move on whenever y'all are ready.

What do you guys want to do?
Sep 26, 2015 9:50 pm
Is sandchigger still playing? I may have missed a post.

Anyway, I'll start the ball rolling...
Sep 26, 2015 10:01 pm
Generally, as a GM, I let players interact for as long as they seem to be, and when things slow down, I push the primary plot along. If players start interacting unexpectedly, I slow the plot down and let them build relationships. Every group is different. Some will spend a whole session (4 or 5 pages in PbF) bantering and getting characters engaged. Others won't post a thing if there isn't a GM-established conflict to deal with. In general, and in PbF in particular, I find it best to focus (as a GM) on propelling the plot forward. When things slow down, move them along. Use rich NPCs to show players that they can (if they're comfortable) elaborate on their character and interact outside the primary narrative. Beyond that, notice when things are slow and move the plot forward otherwise the game can fizzle out and fade away.

In this case, I'd say lets move the plot along.
Oct 3, 2015 2:23 pm
Okay everyone, my plan is to start a new IC thread for part 1.1 which begins on Bpfassh since that seems to be our destination. To that end: everyone mark 20 xp, you can level up your characters and buy new talents/specializations now if you wish. Please post character changes in the character creation subforum so I can review them, but don't think that I'm demanding approval rights. (Do what you want, I just need to know what changed.)
Oct 3, 2015 2:37 pm
Thank you.
Oct 3, 2015 2:43 pm
You guys earned it. We dealt with quite a lot over this last "arc". I tallied a bit from memory: a heist, a distraction/scam, hacking a planetary government's spaceport, hacking launch control, not just one but two firefights with Imperials, a chase, and even got/healed our first critical. That's quite a lot in my book.

I'm planning to give out XP more regularly from here on out.
Oct 3, 2015 3:24 pm
Sorry I've been out! Real life has gotten in the way. I'll be able to mix it up again tomorrow or Monday.
Oct 21, 2015 11:37 am
I haven't had time to reread the section on spending force points yet, but I should have enough time to review it tonight. I think if you spend dark side pips that something happens. I just don't recall what off the top of my head.
Oct 21, 2015 12:34 pm
I had wondered for what purpose there was a L/D difference.
Oct 22, 2015 1:36 am
Okay, I just realized while reading the rules that we haven't rolled for destiny points yet. Everyone roll 1 force die (white) and we'll tally up the destiny pool!

Sidebar: in EotE, only light side pips can be used to activate powers freely. However, you can choose to tap the dark side pips by flipping an equal number of destiny points, and taking an equal amount of stress, to how many dark side pips you want to tap. So, unless you want to spend destiny points and stress to activate your Sense power, Mado is out of luck at the moment. Or, I'll have something interfere story-wise.
Oct 22, 2015 7:14 am
Well, I'll see how the Destiny pool looks then... Also, I don't think we can add a roll in this thread.
Oct 22, 2015 1:01 pm
Strange, I don't remember disabling that. You can roll now.
Oct 22, 2015 1:10 pm
Rolling for Destiny pool

Rolls

Destiny roll

1 Black Force Point

Oct 22, 2015 1:34 pm
For DESTINY!

Rolls

Destiny

2 White Force Points

Oct 22, 2015 2:26 pm
i have a date with DESTINY!

Rolls

1 Black Force Point

Oct 22, 2015 6:03 pm
Come on...big money big money!!!

Rolls

You are my Density!!

1 Black Force Point

Oct 22, 2015 9:52 pm
Soooooo much dark side.
Oct 22, 2015 10:04 pm
Yeah c'mon people. I wanted to not feel guilty burning a Destiny to use Sense.
Oct 22, 2015 10:05 pm
"Strike me down with all of your hatred and your journey towards the dark side will be complete!"
Oct 22, 2015 10:09 pm
I think I can hear our GM's maniacal laughter from my house.
Oct 22, 2015 10:24 pm
Heh, this'll be good. Candi, you wanna spend that last light-side point for me? 😉

Also, I realized that I rolled obligation and forgot to write it down, or even post it here. So here's another obligation roll...

Edit: that roll landed right on Callista Firin (Criminal). Since EldritchFire hasn't checked in, guess I better PM him before settling on that.

Rolls

Obligatometer - (1d100)

(42) = 42

Oct 27, 2015 1:01 am
Here's what you know as a player. Only Wuc'vulog currently knows the full details, IIRC. (1, 2)

You're searching for an experimental, antique proton pump used in the first disruptor prototype. It was large and overly powerful and wanted by someone for study. The interested party is unknown, but represented by an immaculately dressed devaronian named Max. The proton pump was believed lost till a private collection on Bpfassh was broken into, and the pump was stolen. The collection's owner is reputed to be linked to a criminal organization like Black Sun. The reward for this proton pump is said to be 40,000Cr or more.

You have several options to track down the proton pump. You could use Lore to research/recall the origins of the disruptor rifle and its early prototype. You could use Underworld to try and research who actually had the private collection that was pilfered, and who they're affiliated with. You could use Streetwise to try and intuit how you could approach said being for info, or to try and get a feel for the word on the street. You could also use Computers to try and find reports, and research what happened (electronically) and see if there are any traces there.

This will not be fast or without risk. This'll take you guys making a pretty coordinated effort, using your skills to try and find anything so you can find out who stole the pump, and where they've gone. If/when you guys succeed you can grant a boost to your compatriots' checks, which'll probably be necessary.

How do you guys want to approach this situation?

As an aside, I haven't had a response from EldritchFire yet, including from emailing him. We may need to drop him and Sandchigger, which puts us without our thief and without our scoundrel. :/
Oct 27, 2015 1:38 am
So are we going to look for the chemicals first or the proton pump?
Oct 27, 2015 1:40 am
The hardest difficulty for the chemicals is 2 purple for the chemicals. You can pretty easily scare those up.
Oct 27, 2015 1:43 am
You could bump those up up to reds so we can flip those destiny points!
Oct 29, 2015 1:40 am
I heard back from EldritchFire, and he's out. I'll check with Sandchigger too, but as they're friends I figure he's out too.
Oct 29, 2015 1:47 am
No dark side cookies for him!
Nov 24, 2015 10:02 am
Rusted had mentioned on page to that the difficulty of such a check was 2 purple I think:

http://gamersplane.com/forums/thread/1102/?p=30508#p30508
Nov 26, 2015 4:22 pm
Thanks!. I'll edit my post now.

Happy Thanksgiving everyone!
Nov 30, 2015 6:18 pm
Forgot about this over the holiday. I hope everyone who celebrated, enjoyed their Thanksgiving.

Well, with 1 advantage I really don't know what to give you. How about a boost to a streetwise check to find an infochant? That sounds like it'd be a good idea, and I'd give it probably 1 purple die for difficulty.
Dec 4, 2015 12:07 pm
In the interest of keeping things going forward, I've taken up that check (hopefully that's ok).
Dec 8, 2015 2:20 am
Thanks Candi!
Jan 5, 2016 2:40 pm
When and how is strain recovered? I have Balance, which lets me recover strain equal to the LP on a force dice roll at the end of an encounter, but what counts as the 'end of an encounter'? Would we have recovered strain after the chem restocking?
Jan 6, 2016 11:23 pm
I had to research this and I found the answe on pg 220 in the EotE core rules:
Quote:
Recovering from strain is easy. Taking a moment to catch your breath, eating a good meal, or relaxing with friends are ways a PC might recover strain.

At the end of each encounter, each player may make a simple discipline or cool check. Each success recovers one strain. Furthermore, a good night's rest generally recovers all strain.
That's slightly trimmed and paraphrased. According to how the GM section deals with campaign planning, etc, it looks like encounters are just scenes. So that'd mean an encounter is a specific scene within the session. Doesn't fully translate to PbP but I get the idea.

Because your in the bar, the encounter will likely end once you negotiate with the infochant.
Jan 7, 2016 4:24 pm
Cool. I guess I'll need you to let us know when a 'scene' change happens :)
Feb 2, 2016 2:05 pm
Sorry for the delay in posting, folks. I was preparing for an IRL session 0 that happened Saturday, then that night I started coming down with flu-like symptoms. I'm doing a lot better now, but still not quite up to par. I hope to have a post for you soon.

Candi and Qralloq, please roll 1 purple die for short range so I can tally up final successes.
Feb 2, 2016 2:16 pm
Hope you're feeling better. I added the purple die to my post.
Feb 2, 2016 3:03 pm
Likewise.
Feb 6, 2016 11:16 pm
I'm feeling a good bit better now. You guys have a lot of advantage to work out, please decide how you want to spend it (see my post for final tallies) and then we'll move into the initiative order.
Feb 6, 2016 11:37 pm
I'd be happy to defer to Mado to dole out or use the advantage, as its his scene if you will.
Feb 21, 2016 2:01 am
I guess by everyone else not posting that I should go first?
Feb 21, 2016 2:06 am
Yeah that works. Mado is just going to dive for cover/make for the exit. Best defense is offence and all.. Unless you don't plan to shoot...
Feb 21, 2016 4:10 pm
I think you going first and finishing off the droid is the best approach anyway - any other threats haven't emerged, and so Mado wasting the first init to shoot the wall again and hide seems less useful than just cleaning the clock of the one active threat.
Feb 21, 2016 5:10 pm
Khan went, so NPC is up me thinks.
Feb 21, 2016 8:56 pm
Khan, what would you like to do with your 3 advances? You could establish something about the scene, or provide boost dice for the other PCs, or a setback die for the droid.
Feb 22, 2016 1:37 am
Can I say I blew up something in the room to block off security from deeper in the hall?
Feb 22, 2016 2:11 am
I think blocking off security completely would be more of a Triumph. But I would allow something like blasting the controls on a door to slow them down, knocking out the lights to grant a universal setback die, or something of that nature.
Feb 22, 2016 3:14 am
Accidentally blowing up door controls sounds ok
Mar 4, 2016 2:51 pm
Soooooo, should I go? I was thinking Mado should try to escape first and go from there.
Mar 4, 2016 3:10 pm
As the remaining bots aren't targetable yet... maybe I should go first? I'm unlikely to escape the net, mind you.
Mar 5, 2016 1:57 pm
Do that. On my turn it'll let me start shooting droids, something Khan was pretty good at back in the day.
Mar 5, 2016 3:20 pm
4 threat!? Dude!
Mar 5, 2016 4:05 pm
Qralloq says:
4 threat!? Dude!
No failure! :P
Mar 5, 2016 9:07 pm
I'll have something for you folks tonight. I'm still debating, but I'm thinking about a setback die ... and the door opening a few inches. Of course, anyone with a knife could probably free Mado in a turn. :P
Mar 6, 2016 3:21 pm
If Wuc'vulog wanted to help free Mado before we're overrun by droids, perhaps by shooting some of the netting away, what would you want me to roll?
Mar 6, 2016 3:44 pm
Qralloq says:
If Wuc'vulog wanted to help free Mado before we're overrun by droids, perhaps by shooting some of the netting away, what would you want me to roll?
"Why are you pointing the blaster at me!?"
Last edited March 6, 2016 3:45 pm
Mar 6, 2016 6:04 pm
Uhhhhhh, wow. I wasn't expecting that idea. I'll let you flip a destiny point to declare that you have a utility knife, and simply take 1 standard action to free him. Otherwise....

I think ranged light, 2 purple, 1 setback from Mado's turn and 1 more from the distracting environment. And I'll probably spend a destiny point to upgrade one of those purple to a red.
Mar 21, 2016 4:30 pm
We've all been neglecting this game, it seems. I think Mado is up?
Mar 21, 2016 4:39 pm
Are we?! Looks like we're back at the top of the order (this free flow initiative order, while cool, definitely catches me off guard more than it should). Shall I go first again? (or is it locked in place once we fill it out the first round?)
Mar 21, 2016 11:51 pm
I don't know what happened, but it looks like I completely missed that Kenny had posted. Weird. That, or I was just too busy to deal with it and forgot.

The freeform turn order throws me off on these forums, in person it goes a bit faster I think.

And no, turn order isn't fixed. Everyone gets a chance to pick who goes when during the turn, but can completely change that up in subsequent turns. I like it, because you can make someone doing something critical go first and get that done, before the big bad shoots them.
Apr 22, 2016 10:36 pm
Hey guys, I'm sorry but I don't have the time to give to running this game any longer. So I'm going to declare it officially ended, unless one of you would rather take it up than let it end. I apologize for going a month without saying anything, but I haven't even had the time to lurk.
Apr 22, 2016 10:55 pm
Thanks for the update, RustInPieces. It was great to explore the FFG Star Wars game with you. Learned tons and enjoyed the adventure.
Apr 23, 2016 11:48 am
See you around. Thanks for the good time.
Apr 25, 2016 12:04 pm
You're welcome guys. Sorry it couldn't run for longer. If I get a little extra time, I'll try and play in a game here.
Apr 30, 2016 1:43 pm
It was a blast! Thanks for teh game :)

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