Part 1 OOC
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EDIT: Fantastic start lol
Rolls
Destiny
1 Black Force Point
Edit: As expected, for Jack.
Rolls
Destiny points
1 Black Force Point
Edit: WOOT!!! I am the chosen one who brings balance to the FORCE!
Rolls
destiny (please be kind)
2 White Force Points
Rolls
- Gandalf
1 Black Force Point
Edit: seems about right ;)
Rolls
Destiny
1 Black Force Point
I'll start us off this evening. If there's anything else you want to establish, you have about an hour and a half from this post to do it.
And remember,

So 5.1 :)
Rolls
Initiative (Vigilance)
4 Success, 1 Advantage
Total: 4 Success, 1 Advantage
Rolls
Initiative (Vigilance)
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Rolls
Initiative
1 Success
Total: 1 Success
I'd also recommend you go first once initiative order is set.
I was just excited.
Rolls
Initiative
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Rolls
NPC initiative
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
NPC initiative
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
NPC initiative
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
NPC initiative
2 Success
Total: 2 Success
NPC initiative
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
NPC initiative
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
I was just excited.
Rolls
Initiative
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
Sorry for the Serenity reference.
Sure. Take a blue die to next attack on that target.
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
I'm going to unlock the game thread so the first PC can go. For those new to the game, you decide as a group who uses each PC slot each round. It doesn't actually matter what you personally rolled.
fire one of the turret cannons (you have two)
co-pilot
boost shields
manual repairs
fire discipline (analyze tactics at one of the engineering stations)
scan the enemy
spoof missiles
In addition, I'd like to offer the suggestion that the pilot act first, and then someone with skills better suited to the situation at hand (hopefully not gunnery, but likely) go in the next slot. Regardless, I'm happy to wait my turn until it makes the most sense for the crew.
Edit: "Happy to wait" is just an expression. I'm champing at the bit! :)
Also super excited to get started :-D
Pilot Only: No
Silhouette: Any
Speed: Any
This action is an attempt to mitigate some of the stress caused to a vehicle's systems through combat or accident. Using this action, any Player Character who makes a successful Mechanics check recovers one point of system strain. The difficulty of the check is determined by the strain the ship is currently suffering. Damage control can be attempted as many times as needed to reduce a ship's system strain to ero (with the caveat that a single character can still only perform one action per turn, of course).
There's more, for repairing Hull Trauma, but we will need our system strain for this fight, it looks like.
The difficulty of the Mechanics check, right now, would be 2, because we are exceeding half of our System Strain Threshold. If we are below half, it's only 1 difficulty.
Happy to wait if there is a better course of action.
So feel free to shoot back if you think that's our best course of action. Hell, if you hit em hard enough, maybe they'll listen later in the round when I bark at them.
I'm looking up options for what to do with my Triumph.
options include: (p. 236 in EoE)
force the target ship to veer off
upgrade the difficulty of their next piloting or gunnery check
upgrade an allied character's piloting, gunnery, computers, or mechanics check
do something vital to turn the tide of battle
choose to inflict a critical hit
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
DP: 5 dark 2 light
The only reason I've been editing posts is to keep things moving smoothly; my preference would always be for you to roll your own dice!
EDIT: Derp, disregard, we already did that. I need to pay better attention.
Either Ada or Jack should go after Doc, since they are our means of positioning and fighting back currently.
In my opinion anyway.
Either Ada or Jack should go after Doc, since they are our means of positioning and fighting back currently.
In my opinion anyway.
I'm happy to go in one of the last two slots every round unless something crops up which requires some fast talking.
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
Destiny Points: 5 dark 2 light
The problem with that is that the enemy has Gained the Advantage. Someone that has succeeded on the Gain the Advantage Action ignores all penalties for his own and his opponent's Evasive Maneuvers, and they get to target us on whichever side they like (which is going to be the side that we've diverted all of the shields away from), so really we'd only be penalizing ourselves by doing Evasive Maneuvers now.
Ada can cancel out their Gain the Advantage by attempting the same check, but one difficulty higher (and you'd also have to spend your maneuver to bump up the speed by 1, if we are indeed at a 3). If you succeed, they lose that benefit and we have it. And if they want to take it back, it'll be yet another difficulty higher. If you succeed on gaining the advantage, you can then take strain and system strain to do evasive maneuvers if you'd like, since it won't penalize our gunners at that time.
Mostly explaining this for anyone that doesn't know. I can't remember exactly how familiar everyone is with the system.
EDIT: The difficulty, btw, I believe will be a 3. It's normally 2 if you're going the same speed, then +1 since we're countering them.
Plug me in wherever. Hacking enemy weapons isn't a booked action, so it might be wasted anyways. Sure would be nice if that ship couldn't shoot at us any more.
Plug me in wherever. Hacking enemy weapons isn't a booked action, so it might be wasted anyways. Sure would be nice if that ship couldn't shoot at us any more.
@metagamegate, you successfully hacked the weapons on your last turn...you need to choose which one was disabled. There are, unfortunately, a multitude of choices.
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
Destiny Points: 5 dark 2 light
And remember...you get a boost die added to your attack.
1 PC
2 NPC
3 PC
4-6 NPC
7-8 PC
9-10 NPC
11-12 PC
Destiny Points: 5 dark 2 light
Well done!
Could roll either and then Marithyme can correct it if it turns out to be the other one.
While on planet I don't mind helping doing some leg work if folks want to roll my computering for me? I have 3 INT and 2 Computers and a regular ole slicer deck. No talents that would help that out. My first priority is getting a lil info on those dudes that attacked us. We have I think the ship name and captain. (I will pre roll for that now)
Rolls
Digging up anything on the networks about the ship and captain to figure who they were and why they
4 Success, 1 Advantage, 1 Threat
Total: 4 Success
I'm happy to move on from this conversation and get the job done too. Savi isn't trying to be difficult, just make a point.
Bit stuck for what check I should be making for checking the cargo, the description for Medpac states it contains a "diagnostic computer and mediscanner" so I was going to use that to scan the crates (specifically looking for lifesigns or anything that would be detrimental to our continued lifesigns!) but not sure if it would be a Medicine check or Computers?????
If it's any consolation you made me nervous about how the crew would/will react. (Please don't leave me on Dantooine!)
If it's any consolation you made me nervous about how the crew would/will react. (Please don't leave me on Dantooine!)
Not that this matters, cause there's still no success either.
Maybe he doesn't figure out what's in the crates, but learns something interesting about the crates themselves? They're being tracked, or they're meant to hold a certain type of thing.
Also, should we have rolled Cool checks after that encounter to recover strain? I forgot to ask.
I'm pretty sure it's a Cool check.
That said, I'm genuinely wondering if Savi is somewhat redundant. We have a pilot, slicer, medic, muscle, and two faces. Admittedly, he is the first character I've made for this setting and I may have inadvertently gimped the group a bit by making a guy who is a little too far out of his element to be helpful to the group. I was aiming for interesting and didn't pay enough attention to utility and setting.
With that in mind I'd love to know what you guys think I should do. I'm happy to retool into a more useful spec if our GM is willing and if it will help the group. Savi might technically be a good negotiator, but I question whether he is needed. Jack seems to interact better with the type of people we will be dealing, and outside of those few interactions, Savi doesn't bring much else.
Maybe a stealthy, infiltrator type character with more rounded skills could bring more to the sabacc table?
I'd appreciate any thoughts or feedback.
PS. Great game so far Mari!!
Also P.S. : Echoing the great game comments by the others, I'm having a blast :)
I think Savi being out of his element is a facet of his character that makes him especially likable. I'm excited to see if Savi ends up being changed by his environment, or if he somehow forces his environment to accommodate his style.
However, none of that matters if you aren't having fun with the character. If Jack's stepped on Savi's toes, we can certainly fix that, either in-character, or simply by me as a player giving you more room to handle negotiations. By no means would either be a problem!
In short, I agree with mcneils5 that it's too early to tell. I predict Jack will get put in his place more than once while Savi's social skills will shine.
It's my first character in this system and I was a little worried I had put one together that was heavy on flavor and light on utility. I'm enjoying playing Savi and am happy to continue doing so. I just wanted to make sure my enjoyment wasn't going to hinder the group in the long run. Silly perhaps, but I had to ask to be sure.
Thanks for the feedback.
I know from experience though that playing a character that you are not feeling is no fun. So feel free to alter him if you have a more fun idea. With GM's permission of course. So do what you must my friend.
Just some silly second guessing and self doubt. It's all good!
The next session will begin with Thessa's return.
If worse comes to worst, Jack has 3 Agility and 1 rank in Piloting (Space). Since Gunslinger is a Smuggler specialization I can branch out into Pilot eventually, too.
There is something to be said for not risking the great dynamic we have going too.
As for EXP spending, as a group would you guys think I should go with a rank in ranged heavy or a rank in mechanics. I want to cover both eventually, but dont have enough for a full rank in each. What do you think will help us more for the next session? I will probably be grabbing a rank in gunnery as well. That way I help in space as a gunner in earnest.
I'd say it depends where you want to focus your character, Doc's rocking a 2g1y check for Mechanics at the moment so it's not like we're not covered on that front (I was thinking to take Doc in a direction of either Cyber or Droid tech spec's in future so I'll be working on my mechanics skill later on anyway) if you wanted to bring the pain a bit more :)
I've spent 10 xp on a second rank of Surgeon and I'm saving the other 5 for later :)