Read First: Character Creation Discussion

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Nov 24, 2016 7:57 pm
Ezeriah says:
Regarding Lexi, she can't manipulate ship precise/fine controls yet. That would require that bottom rank in the tree, allowing manipulation as if it was your hands doing the work. I'd allow that you could pull some levers, though.
Yup. It's one of the first things she'll be spending her earned XP on (provided she is still alive). I appreciate the ability to do some lever manipulation.
Nov 24, 2016 8:57 pm
For those that haven't, roll in this thread for pocket change, 1d100.
Nov 24, 2016 8:59 pm
Here goes nothing.

Rolls

Pocket Change - (1d100)

(47) = 47

Nov 24, 2016 9:10 pm
Here we go

Rolls

Pocket Change - (1d100)

(11) = 11

Nov 24, 2016 9:11 pm
Ouch, 11 credits. That's not even a single stimpack.
Nov 24, 2016 10:16 pm
Pocket change roll to go with my mountain of credits. :)

Rolls

Pocket change - (1d100)

(26) = 26

Nov 24, 2016 10:34 pm
No whammies, no whammies, no whammies.....

Rolls

Pocket Changes - (1d100)

(69) = 69

Nov 24, 2016 10:35 pm
Hey, one of us actually rolled above average.
Nov 25, 2016 12:17 am
Here we go

Rolls

Pocket change - (1d100)

(31) = 31

Nov 25, 2016 3:10 pm
BTW everyone. If there is anything that you feel needs to be on the ship that we don't already have, some essential gear for instance, let me know and I will see if I can bankroll the squad, given that I started with a lot of extra money. (Most of it went to a security droid for myself, but I will certainly lend it to the group for the purpose of guarding my stuf...er the ship.)
Nov 25, 2016 3:27 pm
Squeeks1337 says:
BTW everyone. If there is anything that you feel needs to be on the ship that we don't already have, some essential gear for instance, let me know and I will see if I can bankroll the squad, given that I started with a lot of extra money. (Most of it went to a security droid for myself, but I will certainly lend it to the group for the purpose of guarding my stuf...er the ship.)
Grenades and stimpacks are always useful, and run out fairly quickly. Some survival gear, climbing gear, physicians' kits, disguise kits, fusion lamps, infra/electro/macrobinoculors, and other utility gear could come in handy, as well.
Nov 25, 2016 3:44 pm
Okay, so here's what I'm thinking. An emergency medpac instead of a physician's kit as no one is trained enough in medicine to justify the knowledge necessary to use one. Plus a collection of 10 extra stimpacks for emergency use on the ship. Some climbing gear, one fusion lantern and a wilderness survival kit ought to handle most of our wilderness situations. A pair of electrobinoculars should help with surveillance. I also have a tool kit I previously purchased for droid maintenance that can be used on the ship as well. In total you will all owe me...1500 credits.
Nov 25, 2016 4:32 pm
Squeeks1337 says:
Okay, so here's what I'm thinking. An emergency medpac instead of a physician's kit as no one is trained enough in medicine to justify the knowledge necessary to use one. Plus a collection of 10 extra stimpacks for emergency use on the ship. Some climbing gear, one fusion lantern and a wilderness survival kit ought to handle most of our wilderness situations. A pair of electrobinoculars should help with surveillance. I also have a tool kit I previously purchased for droid maintenance that can be used on the ship as well. In total you will all owe me...1500 credits.
Ok, I have a counteroffer for you. Drop the 10 stimpacks (most of us already have a couple in our personal inventory), use the $250 to upgrade the electobinoculars to infrabinoculars with long-range sensors (costs $500 instead of $250; can see through up to 2 meters of wall in addition to electrobinoculars' normal effects; from Endless Vigil), don't charge us for your tool kit (Hawke has Mental Tools), and maybe add a general scanner (for $500) if you have enough starting money left.

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.
Last edited November 25, 2016 4:34 pm
Nov 25, 2016 5:39 pm
Just to be clear, I'm not actually expecting to be paid back, just trying to throw some in-characterization to the post. While I agree that the infrabinoculars would be a better purchase, I'm a little hesistant to give up on the stimpacks since we could go through the personal stashes of stimpacks very quickly. While I see why you might think that we'd need 6 sets of climbing gear, most of the stuff included in the gear is something we could expect a lead climber might have and everyone can follow after. We'd only need 6 if we were all planning on climbing separately. Might have to ask the GM if we could get a group climbing kit that has all the stuff in the climbing kit with a few extra attachments. With the adjusted price of the climbing gear, I could spring for those infrabinoculars then.
Nov 25, 2016 5:42 pm
Lissewa will make a Negotiation Skill Check with her Smooth Talker Ability.

Rolls

Negotiation with Smooth Talker

1 Success, 6 Advantage

Total: 1 Success, 6 Advantage

Nov 25, 2016 5:47 pm
ON POSTING FORMAT

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.
Nov 25, 2016 5:53 pm
Hold up a moment on those infrabinoculars and gear.

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

Nov 25, 2016 6:31 pm
Since I did Negotiation, I'll go ahead and do a Charm check for my social skill.

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

Nov 25, 2016 6:57 pm
Squeeks1337 says:
Since I did Negotiation, I'll go ahead and do a Charm check for my social skill.
Go ahead and add a Negotiation roll specifically for this resource gathering check. I'm not sure what your prior Negotiation roll was for (fun as part of the process with other players?). Perhaps an actual Negotiation roll? Considering that...
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