Read First: Character Creation Discussion

load previous
Nov 28, 2016 3:25 pm
I like that plan Squeeks. I'll have to forgo the big blaster this time around and see if I can't - ahem - acquire one during our travels.
Nov 28, 2016 3:26 pm
Ezeriah says:
Tefmon says:
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.
The Sith do not have access to bacta at all, as it doesn't exist on Akrultos.
Kolto tank, then? Also, if I recall correctly, the fluff for the stimpacks mentions that they contain bacta, and presumably so does every other medical device listed in the book. I'm assuming that our versions don't contain bacta, but have mechanically equal healing ability (Sith alchemy, maybe?).
Last edited November 28, 2016 3:36 pm
Nov 28, 2016 3:30 pm
Given that the speederbike plus hovervan combo seems popular so far, the total cost (assuming the $2800 bike and $3500 van) would be $6300, divided by 6 gives a cost of $1050 per person (assuming an equal split of the costs).

That would likely be our sole group purchase, and would about halve most people's personal requisition funds.
Last edited November 28, 2016 3:37 pm
Nov 28, 2016 3:46 pm
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Nov 28, 2016 3:53 pm
I can do that. Also, I still don't have a lot of personal requirements or requests so I can still put much of my money towards party purchases, like a blaster rifle at least (Sniper Rifle is damn expensive)
Nov 28, 2016 3:56 pm
Dramasailor says:
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Depending on Ezeriah's permissiveness, there are some cheaper long-ranged weapons in some sourcebooks.

For example, from Suns of Fortune:

SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
Nov 28, 2016 3:58 pm
Squeeks1337 says:
Might I then suggest one speeder bike (such as the one with sensors or the weapon) for escort purposes and the simple Passenger Speeder from the Force and Destiny book. The speeder is capable of carrying 4 passengers plus a pilot and is only 3500 credits. It doesn't have much going for it, but if we want to have a way for everyone to be able to travel quickly on land that seems like the most cost effective way.
I'm willing to allow there are a variety of manufacturers and models for speeders, much like the real world automotive industry (again, I like game worlds to be more believable and make sense). As such, I'd be willing to allow the group to purchase a larger SUV type land speeder vehicle, with the stats below:


Expanded Capacity Utility Landspeeder (ECUL)

Silhouette: 2 (the maximum size to store in your ship, by the way; it's not a long bed truck so stays at silhouette 2)
Speed: 2 (it's not any faster or slower than your typical land speeder)
Handling: +/- 0
Shields: None
Armor: None
Hull Trauma Threshold: 6 (it's more durable)
System Strain Threshold: 6 (slightly better hardware built in)

Vehicle Type/Model: Expanded Capacity Utility Landspeeder (ECUL)
Manufacturer: Various Sith Corporations
Sensor Range: Close
Maximum Altitude: 2 meters (6 feet)
Crew: One Pilot
Encumbrance capacity: 15 (5 more than the 'car' version; most of the vehicle's size is to allow more room for passengers)
Passenger Capacity: 7 (it's an ECUL! With the pilot it'll seat 8 altogether)
Price/Rarity: 5000 credits/5
Customization Hard Points: 5 (+1 more than Passenger Landspeeder)
Weapons: None.
Nov 28, 2016 3:59 pm
Tefmon says:
Dramasailor says:
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Depending on Ezeriah's permissiveness, there are some cheaper long-ranged weapons in some sourcebooks.

For example, from Suns of Fortune:

SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
Oooh. I don't have all the additional books, so I missed that one. If that's allowed, I would definitely look at picking one of those up as well as donating to the speeder fund.
Nov 28, 2016 4:05 pm
Dramasailor says:
Oooh. I don't have all the additional books, so I missed that one. If that's allowed, I would definitely look at picking one of those up as well as donating to the speeder fund.
Almost all items in the game (except for ones from the most recent couple of books) are in Oggdude's character generator, which is what I use for searching for potential requisitions. Oggdude's generator has a basic statblock for each item (the one for that blaster I recommended to you was directly copied from the generator), a reference to which page and sourcebook it's from, but it doesn't have the full paragraph item descriptions.
Last edited November 28, 2016 4:06 pm
Nov 28, 2016 4:11 pm
I do like the sound of that speeder. I suppose it's up to the group. Save a little money and get one speeder to haul us all around or go with the two vehicles. I do see a benefit to having two vehicles but two vehicles mean twice the upkeep and repair costs and twice the upgrades. One vehicle is more efficient.
Nov 28, 2016 4:13 pm
Ezeriah says:
Expanded Capacity Utility Landspeeder (ECUL)

Silhouette: 2 (the maximum size to store in your ship, by the way; it's not a long bed truck so stays at silhouette 2)
Speed: 2 (it's not any faster or slower than your typical land speeder)
Handling: +/- 0
Shields: None
Armor: None
Hull Trauma Threshold: 6 (it's more durable)
System Strain Threshold: 6 (slightly better hardware built in)

Vehicle Type/Model: Expanded Capacity Utility Landspeeder (ECUL)
Manufacturer: Various Sith Corporations
Sensor Range: Close
Crew: One Pilot
Encumbrance capacity: 15 (5 more than the 'car' version; most of the vehicle's size is to allow more room for passengers)
Passenger Capacity: 7 (it's an ECUL! With the pilot it'll seat 8 altogether)
Price/Rarity: 5000 credits/5
Customization Hard Points: 5 (+1 more than Passenger Landspeeder)
Weapons: None.
Hmm, buying this instead of the regular hovervan and a speederbike is tempting (buying both the ECUL and a bike is more expensive than I think most of us want to spend). It fits all of us (plus hostages) in one vehicle (so no risk of half of us getting stranded from a bad piloting check or something), and is cheaper than the hovervan and bike combo. I'm good with both options (I rolled well on my requisitions fund, so I'm not too desperate to save cash), so I'll go with whatever the rest of you prefer.
Last edited November 28, 2016 4:15 pm
Nov 28, 2016 4:15 pm
Tefmon says:
Ezeriah says:
Tefmon says:
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.
The Sith do not have access to bacta at all, as it doesn't exist on Akrultos.
Kolto tank, then? Also, if I recall correctly, the fluff for the stimpacks mentions that they contain bacta, and presumably so does every other medical device listed in the book. I'm assuming that our versions don't contain bacta, but have mechanically equal healing ability (Sith alchemy, maybe?).
Let's go with this instead: Akrultos is a harsh world. You unit's medical resources have been gathered from Graveyard ships. And, try as they might, the very few Sith researchers actually interested in learning to heal others have failed to synthesize bacta or kolto, or anything like it. Any healing done on Akrultos is typically done by more mundane medical means or those who possess the force Heal power (which would be very draining for them to use on others, tapping into the light side)

Now that I think about it, acquiring those kinds of bacta/kolto resources would be high on their list, as a means of facilitating the war effort while reducing the enemy's ability to provide medical care to their own troops.
Nov 28, 2016 4:18 pm
For personal acquisitions, I will be picking up the following items beyond what I've had since character creation:

Electrobinoculars (250)
Wilderness Survival Kit (350)
Backpack (50)
Fusion Lantern (250)
Extra Reload x2 (50)
Utility Belt (25)
Personal Transponder (100)
Medpac (400)
Stimpack x5 (125)
Total Cost: 1600 credits
Remaining credits: 926 (350 Restricted)

This is posted for GM approval.
Nov 28, 2016 4:20 pm
Tefmon says:


SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
I'm fine with allowing the SKZ. It's one of the better quality rifles as well, especially given the price.
Nov 28, 2016 4:22 pm
Tefmon says:
snip

Hmm, buying this instead of the regular hovervan and a speederbike is tempting (buying both the ECUL and a bike is more expensive than I think most of us want to spend). It fits all of us (plus hostages) in one vehicle (so no risk of half of us getting stranded from a bad piloting check or something), and is cheaper than the hovervan and bike combo. I'm good with both options (I rolled well on my requisitions fund, so I'm not too desperate to save cash), so I'll go with whatever the rest of you prefer.
Given that option, I vote the single vessel as an option. There's nothing to say that we can't forcibly acquire additional transport on a planet once we land and set up connections. This is a good way to start and would even function long term if necessary.
Nov 28, 2016 4:32 pm
Squeeks1337 says:
For personal acquisitions, I will be picking up the following items beyond what I've had since character creation:

Electrobinoculars (250)
Wilderness Survival Kit (350)
Backpack (50)
Fusion Lantern (250)
Extra Reload x2 (50)
Utility Belt (25)
Personal Transponder (100)
Medpac (400)
Stimpack x5 (125)
Total Cost: 1600 credits
Remaining credits: 926 (350 Restricted)

This is posted for GM approval.
Approved.

We'll also assume that the group's tech and the ship's computers have the frequency for your Personal Transponder. On your character sheet, please specify if it is some type of jewelry, etc. That way, if your hand gets cut off or something we can sensibly move forward as far as the group locating you... dead or alive.
Nov 28, 2016 4:43 pm
Dramasailor says:
Given that option, I vote the single vessel as an option. There's nothing to say that we can't forcibly acquire additional transport on a planet once we land and set up connections. This is a good way to start and would even function long term if necessary.
Unless anyone objects, I'll reserve $834 from my requisitions pool to go towards the ECUL. Stolen transportation is the best transportation, I've always said.
Nov 28, 2016 5:14 pm
Ok, here's my requisitions request, for GM approval. If there's any questions about the function or capabilities any of the gear, just let me know, and I'll copy the relevant item descriptions and statblocks from their respective sourcebook.

First, can I 'unbuy' some of the equipment that I purchased with my original $500, and put that towards my unrestricted requisitions pool? If so, I'll unbuy my ASP-9 "Vrelt" Autopistol ($150) and Concealing Robes ($150) for a total of $300 more unrestricted cash. If not, I'll adjust my requisition purchases accordingly (although I would not have bought my original equipment if I knew that I'd be getting these requisition funds).

Unrestricted: ($1584 spent)
Expanded Capacity Utility Landspeeder [Group Purchase] ($834, Custom)
Holographic Costume ($750, Desperate Allies)
Encumbrance: 2
Rarity: 8
Price: 750
Melee Def: 1
Ranged Def: 1
When unpowered, the holographic suit is a slightly glossy, unremarkable, form-fitting suit. A small control panel on the inside left sleeve activates numerous miniaturized holoprojectors, sheathing the wearer in a convincing facsimile of one of several preselected outfits. The holographic costume does not hide nor alter the appearance of the wearer, but it does enable the wearer to switch between any of ten preloaded outfits with a simple flick of the controls. The recorder built into the suit enables a user to overwrite preloaded outfits with new designs, a process that takes roughly ten minutes.
To record new outfit, a character must make an Easy (◆) Computers check while in possession of a garment to be recorded, or a Daunting (◆◆◆◆) Computers check to create a facsimile of a garment that is not on hand.

Restricted: ($1000 spent)
Arakyd Industries ACP Repeater Gun ($1000, Lords of Nal Hutta)
Encumbrance: 3
Hard Points: 1
Rarity: 6
Price: 1,000
Damage: 7
Range: Medium
Critical: ωωω
Skill: Ranged - Heavy
Qualities: Auto Fire, Stun Setting

Leftover cash: $166 (Restricted, if it matters)
Nov 28, 2016 5:35 pm
Tefmon says:
Ok, here's my requisitions request, for GM approval. If there's any questions about the function or capabilities any of the gear, just let me know, and I'll copy the relevant item descriptions and statblocks from their respective sourcebook.

First, can I 'unbuy' some of the equipment that I purchased with my original $500, and put that towards my unrestricted requisitions pool? If so, I'll unbuy my ASP-9 "Vrelt" Autopistol ($150) and Concealing Robes ($150) for a total of $300 more unrestricted cash. If not, I'll adjust my requisition purchases accordingly (although I would not have bought my original equipment if I knew that I'd be getting these requisition funds).

Unrestricted: ($1584 spent)
Expanded Capacity Utility Landspeeder [Group Purchase] ($834, Custom)
Holographic Costume ($750, Desperate Allies)
Encumbrance: 2
Rarity: 8
Price: 750
Melee Def: 1
Ranged Def: 1
When unpowered, the holographic suit is a slightly glossy, unremarkable, form-fitting suit. A small control panel on the inside left sleeve activates numerous miniaturized holoprojectors, sheathing the wearer in a convincing facsimile of one of several preselected outfits. The holographic costume does not hide nor alter the appearance of the wearer, but it does enable the wearer to switch between any of ten preloaded outfits with a simple flick of the controls. The recorder built into the suit enables a user to overwrite preloaded outfits with new designs, a process that takes roughly ten minutes.
To record new outfit, a character must make an Easy (◆) Computers check while in possession of a garment to be recorded, or a Daunting (◆◆◆◆) Computers check to create a facsimile of a garment that is not on hand.

Restricted: ($1000 spent)
Arakyd Industries ACP Repeater Gun ($1000, Lords of Nal Hutta)
Encumbrance: 3
Hard Points: 1
Rarity: 6
Price: 1,000
Damage: 7
Range: Medium
Critical: ωωω
Skill: Ranged - Heavy
Qualities: Auto Fire, Stun Setting

Leftover cash: $166 (Restricted, if it matters)
Approved.

Although common sense suggests 'no' to an extent on selling gear back or 'unbuying', I don't want to do the math that might ensue as a result of changes many of you might make. I will check the math, but I don't want it to get too complicated with exchanges and such. We'll just pretend you found a good pawnbroker.
Nov 28, 2016 5:38 pm
Ezeriah says:
Although common sense suggests 'no' to an extent on selling gear back or 'unbuying', I don't want to do the math that might ensue as a result of changes many of you might make. I will check the math, but I don't want it to get too complicated with exchanges and such. We'll just pretend you found a good pawnbroker.
When I said 'unbuying', I was thinking of having retroactively never bought said equipment in the first place (because we're still in the character creation phase), and having saved the $300 credits. Just selling the gear back at full price works for me too, as the result is effectively identical.
load next

You do not have permission to post in this thread.