Read First: Character Creation Discussion

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Nov 29, 2016 2:28 am
Tefmon says:


Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.
Without a lot of thought:

If attacked before your first turn at the start of combat, it is automatically used for the first attack targeting you (use it or potentially lose it is the idea here). Otherwise, you should specify how you want it used, especially if engaged with multiple opponents. The trick is here that you can only do this once per round, whereas Parry/Reflect is only limited by strain. More complicated in a sense. So, picking the ONE target you want to use it against... trickier. You don;t know who is going to attack you.

Ultimately, if I'm in your position, my default would be:

If engaged in melee with one person, or being shot at: use it for the first attack targeting me.

If engaged in melee with multiple people, save it for use against the most dangerous.

So, I think for your Sense defensive upgrade, you'll have to specify or I'll use it for the first attack against you. Unless you can think of something better that is reasonable.
Nov 29, 2016 2:30 am
Tefmon says:
Ezeriah says:
PARRY AND REFLECT IN COMBAT: SIMPLIFIED FOR A PLAY BY POST ENVIRONMENT

As a means of making PbP combat move more smoothly, regarding Parry and Reflect...

In a typical table top game, when hit in combat, but prior to damage soak, you would interject and use Parry or Reflect as an out of turn incidental. However, in PbP, this will, given the nature of the group being full of Parry and Reflect, lead to potentially doubling how long combat takes to resolve (and PbP is already notorious fro taking a bit of time in combat).

So, let's do this: we make Parry and Reflect automatic responses for all of your characters. Simply put, if you have enough strain left to Parry or Reflect, you do, to avoid damage. I take care of it for you, moving things along. This makes sense from a mechanical point of view because you can recover strain from rolling advantage, and its generally easier to recover beyond that. Wounds, however, are more difficult to recover from.

However, given the above, I'll be sensible about it. If your soak would catch all the damage, I'll do what any sensible player would do, and choose not to have your character use Parry or Reflect.

I know it takes a little control out of your hands, but it would be a very rare case when someone took damage before choosing to use Parry or Reflect anyway. I am willing to allow you to create a simple 1-2 line command program as well. For example:

(1)If wounds threshold is at 7/14 and strain threshold is at 6/12, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

This simple program would be listed directly below your Reflect/Parry ratings on your sheet. One program for both talents, to keep things relatively simple.

Also, you could, during your turn in combat, put a new custom program line in that will override your default setting on your character sheet, until you inform me otherwise that it will return to default (another IF/THEN for your Parry Reflect that you customize for the situation at hand). In fact, this will be probably be a big part of the solution for those of you who want to be that specific as a means of avoiding death. Which I can completely appreciate. It's what I would do, given the option.

I don't want you to create some complex web of programming script for me to follow, but I do want to give you control.

Regardless, my aim is to remove the back and forth of "you're hit for 'x' damage" followed by "I use Reflect". This will double the posts required for most attacks, as I wait for player response. This will make combat extraordinarily cumbersome. We're going to avoid this.

So, the plan is a default program on your character sheet, and the ability to set a new program as desired that stays until you say otherwise. If you choose not to set a program on your sheet, I'll simply assume Parry/Reflect whenever possible.

Any thoughts?
Sounds perfectly good to me. The conditionals get rid of the main argument I'd otherwise have against this (wasting all of my Strain when my life isn't really threatened).
Yeah, I like this a lot. Everyone should specify their conditionals under their Parry /Reflect Ratings on their character sheet. Keep it simple.
Nov 29, 2016 2:34 am
Ezeriah says:
Tefmon says:


Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.
Without a lot of thought:

If attacked before your first turn at the start of combat, it is automatically used for the first attack targeting you (use it or potentially lose it is the idea here). Otherwise, you should specify how you want it used, especially if engaged with multiple opponents. The trick is here that you can only do this once per round, whereas Parry/Reflect is only limited by strain. More complicated in a sense. So, picking the ONE target you want to use it against... trickier. You don;t know who is going to attack you.

Ultimately, if I'm in your position, my default would be:

If engaged in melee with one person, or being shot at: use it for the first attack targeting me.

If engaged in melee with multiple people, save it for use against the most dangerous.

So, I think for your Sense defensive upgrade, you'll have to specify or I'll use it for the first attack against you. Unless you can think of something better that is reasonable.
I agree that just using it on the first attacker is the most reasonable, but that leaves the possibility that someone shoots me with a dinky light pistol, I upgrade the difficulty, and then someone else shoots me with an assault cannon or something next enemy turn. Part of that is dependent on how 'gamey' you're going to be with enemy initiative, as well.
Nov 29, 2016 4:35 am
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
Nov 29, 2016 5:56 am
Tefmon says:
I agree that just using it on the first attacker is the most reasonable, but that leaves the possibility that someone shoots me with a dinky light pistol, I upgrade the difficulty, and then someone else shoots me with an assault cannon or something next enemy turn.
Well, that could happen in a TT game if you were controlling it anyway. It would depend on how much of a chance you wanted to take on wasting the defensive bonus by saving it in case someone else shot you.

How about we just go with this, since your Sense ability is very different than Parry/Reflect in the fact that Sense requires you to actively turn it on. So, when you do, you'll have to designate what it's for. e.g., "Sense: Control Defense Upgrade: Priorities (1) Heavy Blasters (2) Blaster Rifles (3) Pistols" or something like that. I think that's really the best we can do. Also remember that in combat, your character would choose to use their Sense Defensive upgrade based on what they could see (what you the player are actually aware of). If there's a sniper parked out of your awareness, or someone you haven't spotted for whatever reason, you very likely wouldn't consider saving your defensive bonus for them, as they're outside of your awareness. What I'm saying is that I can't really decide for you on this one.

If you decide to walk around with this Force power committed and on all the time, set up your priorities then. Just like in a TT game, it really is on you to determine what your priorities are for using that power. Otherwise, committing force dice uses your action in structured time (combat); also, remember that uncommitting those dice can only be done at the end of a subsequent turn as an incidental (meaning you can't commit force dice at the start of your turn, whatever the force power, do what you're going to do, and then uncommit them that same turn; you'd have to wait until the end of your next turn to free up your force dice by uncommitting them from your power, which in your case here would be Sense).

For these out of turn defensive type abilities (your Sense: Control Defense, Parry, Reflect, etc) you're going to have to specify your priorities with the 'programs' as outlined before. Again, its the best we can do collectively. Worst case scenario, if I must be the one to decide what you're doing with your Sense Defense priorities, I'll use common sense. E.g., if they're all packing the same heat, might as well use it on the first attack directed at you.

As far as being gamey, I'm not going to try to get you by manipulating things to exploit your character's defenses, if that's what you're suggesting (gamey is kind of vague there). That would really defeat part of my enjoyment for the game, which is a believable Star Wars galaxy. I know some GM's do shifty things behind the scenes to manipulate the game, but I'm not one of them.
Nov 29, 2016 6:02 am
Meribson says:
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
I've yet to post info on it, but players shouldn't confuse the Dark Side with Psychopathy and a need for insatiable senseless violence.

Hopefully you're not planning on going Murder Hobo. That would not be fun. Your choice though.
Nov 29, 2016 6:27 am
Ezeriah says:
Meribson says:
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
I've yet to post info on it, but players shouldn't confuse the Dark Side with Psychopathy and a need for insatiable senseless violence.

Hopefully you're not planning on going Murder Hobo. That would not be fun. Your choice though.
So...read your changed back story. Gruesome. Very much so.

You do know, that even the Sith are not ones to want to be around absolute psycho killer maniacs who revel in wanton corpse mutilation, right? They are still a society and a culture. Some of them are highly refined, even eloquent, well-mannered, even, etc. True, a very common Sith thread is that they allow their passions to fuel them, and they are extremely comfortable in doing whatever it takes to get what they want. Some are cruel, sadistic, sociopathic (insanity with finesse) etc. But... what your character did in your back story...well, there are very, very few Sith like that, just completely broken down in the mind and absolutely psychotic, which is the very crystal clear picture your back story paints.

I'm just making sure you understand the setting and the backdrop of Sith culture. I mean, there are undoubtedly some cruel Sith, but based on what you wrote, Hawke is just bonkers nuts and whacked out.Truly a mental health patient for the finest asylum. Literally insanely dark.

Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
Nov 29, 2016 6:37 am
For these Parry/Reflect/Other Priorities on your character sheets:

Example:

(1)If wounds threshold is at 8/16 and strain threshold is at 7/14, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

Perhaps should read like this: "If wounds threshold is at or above 8/16 and strain threshold is at or above 7/14"

Be specific and clear. I shouldn't have to and won't make assumptions on this stuff.
Nov 29, 2016 7:07 am
Ezeriah says:
mrvain says:
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it
Can you be more specific? What kind of upgrade? Or just better armor?

A reminder to everyone: be as thorough as you can when posting ideas as it will require less back and forth via PbP, helping move things along a little more efficiently.
Better armour sorry

Concealing Robes 150cr (currently purchased) upgrade to Padded Armour 500cr = 350cr required
Take 150cr from my leftover starting cash and 200cr from my legal cquisitions

Padded Armour (EotE p185)
Encumbrance: 2
Rarity: 1
Price: 500
Soak: 2
Defense: 0
Ezeriah says:
cclrbrts30 says:
Secondary options for Krosus would be to upgrade the critical rating and weapon damage of his light saber. This would cost about 300 credits.
...........

After your free mod, then your mods will cost credits and be increasingly difficult to attempt (each attempt costing money). A failed mod attempt means that you cannot try to make that mod again (see Lightsaber construction rules). Rather than roll for the attempts to mod your saber yourself, after initial construction, you may pay 5 times as much to pay some other force using expert tinkerer to mod yours for you, guaranteeing success.
This is a great idea I hadn't thought of this. I would like to purchase a 2nd damage upgrade from 500cr if that is OK.

i guess that would mean

Weapons
Lightsaber:
Range: Engaged
Damage: 8 (1 x free upgrade + 1 x 500cr upgrade)
Critical Rating: 2
Specials: Breach, Sunder, Immune to Sunder
Hard Points: Used 2/Remaining 3
Encumbrance Value:1

Between that and the credits put toward the armour upgrade that would use up my Legal Acquisitions. As far as Illegal Acquisitions, I am happy to pool it if it helps us get something cool. If there is anything left over I can take a closer look, but I am afraid my lack of knowledge of the game and limited access to books isn't helping here.
Nov 29, 2016 7:09 am
Ezeriah says:


Dark Side Emotional Strengths and Weaknesses
Pick the one that most defines your character.
Hatred for Tashal. This is something that his family and their friends had already begun to notice about him when he was young, that there was something not quite right about him. The training of his Sith master has fostered this flame.
Nov 29, 2016 12:49 pm
mrvain says:
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it

Concealing Robes 150cr (currently purchased) upgrade to Padded Armour 500cr = 350cr required
Take 150cr from my leftover starting cash and 200cr from my legal cquisitions

Padded Armour (EotE p185)
Encumbrance: 2
Rarity: 1
Price: 500
Soak: 2
Defense: 0

I would like to purchase a 2nd damage upgrade from 500cr if that is OK.

i guess that would mean

Weapons
Lightsaber:
Range: Engaged
Damage: 8 (1 x free upgrade + 1 x 500cr upgrade)
Critical Rating: 2
Specials: Breach, Sunder, Immune to Sunder
Hard Points: Used 2/Remaining 3
Encumbrance Value:1

Between that and the credits put toward the armour upgrade that would use up my Legal Acquisitions. As far as Illegal Acquisitions, I am happy to pool it if it helps us get something cool. If there is anything left over I can take a closer look, but I am afraid my lack of knowledge of the game and limited access to books isn't helping here.
Upgrading the saber and exchanging your robes for the padded armor is fine.
Nov 29, 2016 3:44 pm
Ezeriah says:
Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
Having slept on it and read your response, I have dialed back on the amount of instability that Hawke has. While I'll still have instances during gameplay where he hears his parents, they aren't driving him into berzerker rages anymore. He probably still has a bit of a reputation though, I kept everything up to making his former classmate eat his own eyeballs.
Nov 29, 2016 4:42 pm
Meribson says:
Ezeriah says:
Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
He probably still has a bit of a reputation though, I kept everything up to making his former classmate eat his own eyeballs.
Um, yeah. Just a bit. Either way, it's your character. Play him how you want.
Nov 29, 2016 7:19 pm
During this mission prep acquisition phase, if you trust others in the group to spend the credits wisely, say so; it seems that this might be the case with some of you. Keep in mind that those more involved in the group prep work are waiting to hear on you as well, even if perhaps you're not as involved. Part of this process includes (1) determining available credits and (2) deciding what to buy with them. If the planning type players in the group can work together with more concrete numbers, it'll be easier to to get things done, and they won't have to wonder about the yay's and nays as much.

I know that the ECUL is supported by some of you for transportation; those of you who haven't weighed in should do so. Also, the idea was posited that perhaps one more 'big ticket' item could be purchase in the neighborhood of 2000 credits, with the essential idea being 'give as much as you can' for the group's benefit. However, each of you as individuals can do as you like, to be clear. Give nothing or give it all, your choice.

Either way, at this point everyone should really be exact about what they are giving to the group fund, if anything. It'll make the process move better, knowing what is available will allow for better decision making and resolution to this phase of group prep.
Nov 29, 2016 7:39 pm
Ezeriah says:
For these Parry/Reflect/Other Priorities on your character sheets:

Example:

(1)If wounds threshold is at 8/16 and strain threshold is at 7/14, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

Perhaps should read like this: "If wounds threshold is at or above 8/16 and strain threshold is at or above 7/14"

Be specific and clear. I shouldn't have to and won't make assumptions on this stuff.
As a reminder, if you like, create a list of priorities detailing how you would like Parry/Reflect/Other Abilities to be used when attacked.

An excellent example from Tefmon below: WT = Wound Threshold / ST = Strain Threshold

Parry Rating (Ranks + 2): 3
Reflect Rating (Ranks + 2): 3

If Wounds from hit would cause a Critical injury, block
Else if current Strain is less than or equal to half of ST, block
Else if current Wounds are greater than or equal to half of WT and Strain from blocking would not result in unconsciousness, block
Else, don't block



For those of you doing creating Defensive Priorities for Parry/Reflect/Other:

I will round up per usual math when terms like 'half' are used for your parameters. Understandably, 'half' is a sensible term to use given that Wound and Strain thresholds can change, depending on Duty and Obligation session rolls.


For those of you who are not specifying priorities list for your Parry/Reflect/Other:

You will always use Parry / Reflect, until you have too much strain to do so.
You will use any other defensive abilities (if available) on the first attack that targets you each round.
Nov 29, 2016 8:29 pm
I'm taking another look over your character sheets now, adding notes as needed. I'm not doing a final check, just a quick cursory one of your gear. Some of you may have already noted your mods in a way that works for you, which is fine, but you still need to fill out the mod section I created today as requested on your sheet. This way there will be a uniform place to look for such info, rather than figuring out everyone's style of detailing mods.

We're not there yet, but as we approach the narrative part of the game (the story!), please make sure your characters are finished, checking the details. Make sure the XP adds up, the credits add up in relation to the gear you possess, that your gear has any necessary details written in the inventory, Duty/Obligation/Morality are attended to, Encumbrance, etc.

When finished, your character sheets should have everything we need to know about your character on them, allowing us to play without reference books if needed. This will also help me avoid looking things up in the book, which would be greatly appreciated, and there's absolutely no good reason not to include pertinent details on your character sheet for your convenience and mine.
Nov 29, 2016 9:19 pm
We'll begin the story next Monday, giving us a nice start with a full active gaming session (Monday-Thursday) to launch your mission as part of the Sith Conquest of the Galaxy! I'll post the opening to our story as soon as possible, after 12:00 PM GMT that Monday.

As such, all characters and group outfitting should be completed by then, preferably at the day before.
Nov 29, 2016 10:23 pm
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
Nov 29, 2016 10:25 pm
Meribson says:
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
This is a great question. Have we been drilling together as a team, are we relatively new/unknown to each other or is that up to us to tell the story before we get rolling. ;)
Nov 29, 2016 10:52 pm
Meribson says:
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
Your PC's may have seen each other in passing on occasion, all of you still being Sith who have masters at the Arcology (going with the idea that all of you have separate masters as it works better). Your characters are servants to your masters, who are part of the Sith Military. Beyond that, your group was put together approximately a month before your launch. FYI, there are many groups like yours, as it is a huge galaxy. I'll flesh out the military details beyond that prior to launch.

For the convenience of the planning committee (there seem to be a few who are very interested in logistics), everyone please post the specific amount you are donating in this thread. The ECUL transportation would cost everyone $834 credits as part of their commitment to the cause. Beyond that, the rest is up to you, but I know that there has been mention of another group purchase if possible.

Also, something to keep in mind because it makes a lot of sense: use it or lose it. The Sith do not use the standard galactic currency and banking system. What this means is that your Sith credits are absolutely worthless beyond the Veil. Again, use it or lose it.

However, Sith Militart Command knows you'll need credits and has granted a small amount to each unit like yours to help them make their way and at least have something. The credits will come from years of scouring the starship Graveyard around Akrultos. However, there isn't that much to go around. As such, your group, as a whole, after spending all your SITH credits, will be granted Galactic Standard Credits.
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