Read First: Character Creation Discussion
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Rolls
Pocket change - (1d100)
(26) = 26
Rolls
Pocket Changes - (1d100)
(69) = 69
This comes to a total cost of $1400 without the general scanner ($500 for infrabinoculars w/ electrosensors, $300 for six sets of climbing gear, $350 for a wilderness survival gear, $100 for an emergence medpack, $150 for a fusion lantern), or $1900 with the general scanner. Split six ways (assuming everyone thinks that this equipment is a worthwile purchase), it comes to either $233 or $317 per person, depending on whether we go with the scanner nor not.
Rolls
Negotiation with Smooth Talker
1 Success, 6 Advantage
Total: 1 Success, 6 Advantage
New information has been added covering dice rolls. If you're read through this before, beyond the dice rolls post, I'd like to remind you, do not describe the results of your actions. Don't assume how NCP's or PC's react, what your skill check accomplished, etc. Leave that to me.
Everyone please read the Posting: Content, Format, and Etiquette and post, acknowledging that you've read and understand them. It will help ensure a smooth transition the narrative and game mechanics.
I know there are some nice additions in the source books, but some of it is a little, or a lot, over the top. I'll take a look at them and let you know. But I'm inclined to not have you guys running around looking through walls.
Moving forward, to be clear, don't assume that everything in all the source books is good to go. Some of it I like, some of it I don't. Run it by me first.
Also, on a more generous note, before you go spending credits on gear, Sith Military Logistics is inclined to help out, and, as is in real life, sometimes quartermasters are more favorable to those they like... or fear. And sometimes quartermasters are easily deceived into giving out more supplies as well. Also, salvage skills may prove useful as well. Less than legal means of getting resources is another avenue.
Everyone make a social skill check of their choice, don't add any difficulty dice. Everyone should also add Leadership, Negotiation, Streetwise, and Mechanics checks as well, reflecting your character's additional pull within the Sith Military, and various efforts during Conquest preparations to acquire more resources via multiple means of doing so.
For Example:
Rolls
Deception
3 Success, 4 Advantage
Total: 3 Success, 4 Advantage
Leadership
2 Success
Total: 2 Success
Negotation
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Streetwise
4 Success, 2 Advantage
Total: 4 Success, 2 Advantage
Mechanics
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Rolls
Leadership
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Mechanics
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
Charm
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Streetwise
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Coercion
Deception
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage