Star Wars: Chronicles (Inactive)

Game Master DM Xyro

Star Wars: Chronicles is a Star Wars RPG campaign using the Edge of the Empire/Age of Rebellion/Force and Destiny rules from Fantasy Flight Games (https://www.fantasyflightgames.com/en/products/#/universe/star-wars).

The concept of this campaign is episodic (taking place after the Battle of Yavin, during the time of the Episode 4-6 movies), similar to the style of the Star Wars: Rebels television series. The characters will be making a living for themselves any way they can as well as taking the odd job from the Rebel Alliance to further the aims of the Rebellion.


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Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Great Stuff! Sorry for radio silence, between ending of job and the action scenes there wasn't a lot to do.

As far as I recall, I did use the extra +10 XP from morality in character creation, so I have 35 XP awarded to spend. Woohoo! Now to make some choices...

Great stuff all, really enjoying gaming with you. Thanks for picking this game up, DM Xyro, it is much appreciated.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Jospi Renning wrote:


Yeah, that looks right. Jospi has a bounty on his head as detailed in his background. Experience: 110 (Human, Corellian) + 20 (GM) + 80 (GM) + 10 (Obligation) = 220. The 80 points were detailed as play experience, so I didn't spend any of those on characteristics.

New expenditures (based on play):

Ranged (light) 0-1 = 5 pts.
Skullduggery 1-2 = 10 pts.
Vigilance 1-2 = 10 pts.
Gearhead 2 = 10 pts. (In anticipation of making mechanics checks for the party in adding mods to weapons.)

@DM Xyro - I have a rank in Gearhead; it halves the cost of adding a mod to an attachment. I take a second rank in Gearhead; it also halves the cost of adding a mod to an attachment. Does this mean I reduce the cost by 75%?

the issue is you dont get the 10xp for obligation as it is base obligation all players start with. Everyplayer started with a duty or obligation of 10, this means that you get no bonus xp for this unless you add additional obligation/duty.

Experience: 110 (Human, Corellian) + 20 (GM) + 80 (GM) (Obligation is not awared unless you have over the base) = 210.

Like I said we can add another obligation (favor 10) in your case to cover it and it will be a secret to you until it comes up.

Page 136 EotE "This does not increase with multiple ranks of Gearhead."


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Djebelle Torr wrote:

Great Stuff! Sorry for radio silence, between ending of job and the action scenes there wasn't a lot to do.

As far as I recall, I did use the extra +10 XP from morality in character creation, so I have 35 XP awarded to spend. Woohoo! Now to make some choices...

Great stuff all, really enjoying gaming with you. Thanks for picking this game up, DM Xyro, it is much appreciated.

interesting, I rebuilt everyone's character to learn more about the process and your abilities and I did not see where you would have used that. I have

Experience: 110 (Human) + 20 (GM) + 80 (GM) +10 (Morality Bonus) = 220.
you spent 130(characteristics) + 20(skills) + 24(talents) + 35 (Force powers) = 210

Did I miss something?

As for the combat, Unfortunately I picked up from the prior DM in the beginning of a pretty cool published adventure but it is heavy on the combat/physical skill front. If we make it through it with everyone still wanting more then we will shift to the more Firefly-esque play with intrigue and gunplay. I think Rann and Jospi are somewhat in the same boat you are.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
F. Castor wrote:
Being new to the system, I would naturally appreciate any and all suggestions and advice on how to spend my XP. So, if you have an idea, then by all means, fire away. :-)

I am new to it too, based on what you have seen from the adventure up to this point you may want to add skills/talents that allow you to better enjoy the play. Obviously you want to be true to your character concept but as I stated in the previous post there will be more combat / sneaking / combat avoidance before we switch to a less scripted game.

Consider this a spoiler for everyone: you guys did good killing lots of troopers but in the next few legs it may not be possible to survive by killing, at least not in a loud and overt fashion. Time to be covert is about to happen. Anything a force user can do to mask their team mates or allow them to avoid combat/detection would be good


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara is fine with the sneaky stuff. And thanks for picking this up, I am looking forward to playing the cranky ex-Imp some more!


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Juviest Vood wrote:
Yeah, it's definitely a typo. I'll take Brawl instead. Sorry about the confusion. I'm definitely looking forward to Episode 3.

I dont understand how you would take brawl instead? you were over bought by 15, removing 10 for cool takes you to being at 205 but you only started with 200.

100(Sullustan) + 20(GM) + 80 (Additionally given) (no obligation as you only have 10) = 200 at at start
Assuming we remove the typo cool skill point
you spent 120(characteristics) + 55(skills) + 30(talents) = 205

200-205 = -5 so you would still be overbought. I am okay with just leaving it as (removing cool) and you can spend up to your 235 xp total, giving you 30 xp to spend.

Do you still want to get tinkerer 1 and save the other 10? You would not get to add the hp to your weapon until you get to a work bench as you are in a life boat right now. You would need the bench to add any mods anyway so you could gain the extra HP at the same time.


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

So given the 40 xp I have since I had 5 xp leftover from character creation...

20xp spent to pick up the Heavy tree (It is a Hired gun tree so hazzah cheaper.)

Rank in Ranged Heavy for 5xp, Purchase of talent Row 1 Columb 2, Row 1, Columb 4 for 5 each. Leaves me with 5xp still. (I'll be holding off till I figure out from there where he will be pushing himself. Right now going deep into the tree is likely, I think the next 100ish xp is gonna be picking up talents in that tree)


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Thrask the Trandoshan wrote:

So given the 40 xp I have since I had 5 xp leftover from character creation...

20xp spent to pick up the Heavy tree (It is a Hired gun tree so hazzah cheaper.)

Rank in Ranged Heavy for 5xp, Purchase of talent Row 1 Columb 2, Row 1, Columb 4 for 5 each. Leaves me with 5xp still. (I'll be holding off till I figure out from there where he will be pushing himself. Right now going deep into the tree is likely, I think the next 100ish xp is gonna be picking up talents in that tree)

sounds good, so barrage and toughened?


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Yep yep, toughened and barrage.


Favor - 10, got it. Good to know about pg. 136. All the expenditures okay?

When and how do you want us to call out mods?


Male Human

Seeing as how Arannis has not really used any Force powers yet, spending XP to improve them seems out of place.

So, I was thinking something along the lines of improving his Coordination and Perception.

Coordination 1 -> Coordination 2: 10 XP

Perception 1 -> Perception 2: 10 XP

That leaves another 15 XP. Interesting choices seem to be:

Knowledge (Core Worlds) 1 (5 XP) and Knowledge (Underworld) 1 (5 XP) (not sure how useful they are though)

Skulduggery 2 (10 XP) (Jospi seems to have it covered for now though, and Arannis does have GGY in it)

Codebreaker (Shadow Talent) (5 XP) -> Grit (Shadow Talent) (10 XP) (mostly to start moving down the tree and for the Grit, as Jospi has the whole computer expert thing covered methinks)

Convincing Demeanor (Force Sensitive Exile Talent) (10 XP) (mostly to start moving down the tree, though it may prove useful and it would not be out of character)

Insight (Force Sensitive Exile Talent) (5 XP) and Discipline 1 (5 XP) (a cheap way to get Discipline as a class skill, and it is a skill that is useful to Force-users; it can wait though, as not much Force use has happened yet))

Or:

I could even grab a Sentinel Specialization for 30 XP (preferably Shien Expert; even though it may seem to make little to no sense at the moment, it appears to have certain Talents that do not need a Lightsaber -such as Defensive Training, Conditioned, Street Smarts, Parry, Toughened- and it would fit Rann's concept as a stealthy and agile character and close combatant, making him more able to contribute in a fight by supporting Thrask in close combat and letting Kara and Juviest mostly take care of ranged combat) and grab something from there (probably Defensive Training or Conditioned). I do admit a certain preference to this route, but if it seems inappropriate or if it is not allowed, one of the former options (i.e. Skills and Talents mentioned above) will do.

Any suggestions? It does seem like a fun system, I do admit, but the whole XP spending for Skills and Talents and Force Powers feels a little overwhelming at first. I mean, Skills are what is mostly used, but Talents appear pretty nifty (I do admit a certain preference to passive ones, as they are less complicated and always on), plus Talent trees eventually improve one's Force Rating and Characteristics. And that is without yet adding Force Powers into the mix (Enhance, Move and Sense are the ones I am most interested in, and maybe Influence; basically, the ones mostly shown in the various movies).


Male Human

As I missed the Edit time window, let me add that Shien Expert would serve to make him more capable in melee combat without a lightsaber (so, Shien Expert in name only for now), while setting the foundation for his eventual lightsaber fighting (well, hopefully anyway, as he does not have a lightsaber crystal at the moment). But, as I said, if it is not allowed, I can use the XP on Skills and Talents from the various options in my previous post (some ideas and suggestions would be greatly appreciated in that case though). :-)


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Jospi Renning wrote:

Favor - 10, got it. Good to know about pg. 136. All the expenditures okay?

When and how do you want us to call out mods?

Looks good. As for the mods it will require workbench, tools, and die rolls. You can think through it but it cant be done in the life boat. If you are talking about rolling for mods found in the box, we can do that whenever but it will still require the stuff above to add to the weapon. The group may want to discuss what mods they wish to try for and plan it out.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Going to add:

Stealth 1: GGGY =10 pts for non-class skill
Coordination 1: GGGY =10 pts for non-class skill
Durable Talent - reduces Crit rolls by 10 = 10 pts second row Talent

That leaves me with 5 pts from the 35 I had. Think I will go for Armor Master next time, but added to Stealth and Coord based on GM Xyro's spoiler advice.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Alright, sorry about that. I'll re- post Juviest on 235 XP.

May pick up stealth as well.

Also, to avoid all the confusion next time, I'll add the career skill in bold on my CSheet.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
F. Castor wrote:
As I missed the Edit time window, let me add that Shien Expert would serve to make him more capable in melee combat without a lightsaber (so, Shien Expert in name only for now), while setting the foundation for his eventual lightsaber fighting (well, hopefully anyway, as he does not have a lightsaber crystal at the moment). But, as I said, if it is not allowed, I can use the XP on Skills and Talents from the various options in my previous post (some ideas and suggestions would be greatly appreciated in that case though). :-)

Either route is fine with me. I assumed you will eventually get access to a lightsaber. I have not figured out when or how but we can work that out if that is the route you want to take.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:

Going to add:

Stealth 1: GGGY =10 pts for non-class skill
Coordination 1: GGGY =10 pts for non-class skill
Durable Talent - reduces Crit rolls by 10 = 10 pts second row Talent

That leaves me with 5 pts from the 35 I had. Think I will go for Armor Master next time, but added to Stealth and Coord based on GM Xyro's spoiler advice.

you actually have 40 pts to spend as you had 5 left over from creation.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:
DM Xyro wrote:
Lt. Kara Savyn wrote:

Going to add:

Stealth 1: GGGY =10 pts for non-class skill
Coordination 1: GGGY =10 pts for non-class skill
Durable Talent - reduces Crit rolls by 10 = 10 pts second row Talent

That leaves me with 5 pts from the 35 I had. Think I will go for Armor Master next time, but added to Stealth and Coord based on GM Xyro's spoiler advice.

you actually have 40 pts to spend as you had 5 left over from creation.

Better yet, will hold onto the 10 extra as Armor Master will cost 15.


Male Human
DM Xyro wrote:
F. Castor wrote:
As I missed the Edit time window, let me add that Shien Expert would serve to make him more capable in melee combat without a lightsaber (so, Shien Expert in name only for now), while setting the foundation for his eventual lightsaber fighting (well, hopefully anyway, as he does not have a lightsaber crystal at the moment). But, as I said, if it is not allowed, I can use the XP on Skills and Talents from the various options in my previous post (some ideas and suggestions would be greatly appreciated in that case though). :-)
Either route is fine with me. I assumed you will eventually get access to a lightsaber. I have not figured out when or how but we can work that out if that is the route you want to take.

Well, since it is does make for an easy enough decision and helps me with trying to figure out what to spend my XP on, I will take the Shien Expert specialization for 30 XP and then grab the Conditioned talent for 5 XP. This way I have the foundations for my "Jedi" build and can start investing in skills and talents and Force powers from now on, plus the Conditioned talent does give Athletics and Coordination a bit of a boost (or removes a setback rather).

As for the lightsaber and access to it, just to make matters a little simpler, Arannis is actually carrying around a lightsaber. Basically, he has the components of a curved lightsaber hilt along with a mod (Defensive +1) in his utility belt and does spend some time now and then assembling and disassembling it for practice. He does not, however, have a lightsaber crystal (check his backstory for a few more details on that). :-)


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
F. Castor wrote:
DM Xyro wrote:
F. Castor wrote:
As I missed the Edit time window, let me add that Shien Expert would serve to make him more capable in melee combat without a lightsaber (so, Shien Expert in name only for now), while setting the foundation for his eventual lightsaber fighting (well, hopefully anyway, as he does not have a lightsaber crystal at the moment). But, as I said, if it is not allowed, I can use the XP on Skills and Talents from the various options in my previous post (some ideas and suggestions would be greatly appreciated in that case though). :-)
Either route is fine with me. I assumed you will eventually get access to a lightsaber. I have not figured out when or how but we can work that out if that is the route you want to take.

Well, since it is does make for an easy enough decision and helps me with trying to figure out what to spend my XP on, I will take the Shien Expert specialization for 30 XP and then grab the Conditioned talent for 5 XP. This way I have the foundations for my "Jedi" build and can start investing in skills and talents and Force powers from now on, plus the Conditioned talent does give Athletics and Coordination a bit of a boost (or removes a setback rather).

As for the lightsaber and access to it, just to make matters a little simpler, Arannis is actually carrying around a lightsaber. Basically, he has the components of a curved lightsaber hilt along with a mod (Defensive +1) in his utility belt and does spend some time now and then assembling and disassembling it for practice. He does not, however, have a lightsaber crystal (check his backstory for a few more details on that). :-)

sounds good, I have read everyone's back story and have already started thinking of way to give you access to a crystal.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

If everyone can get their characters finished we will start the game play again on Monday.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

I'm ready.


Male Human

Finished here as well.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

yep, I think just waiting on Djebelle and Juviest. We can start to go forward some if they are not ready by Monday.


Male Human

Hmm... After reading up on it at the FFG forums, I am a little confused, though at first it seemed fairly simple to me (which is why I used up credits to purchase the Curved Hilt attachment along with the Defensive +1 mod).

The Defensive Training talent does the following:

"When the character wields a Lightsaber weapon,
Melee weapon, or Brawl weapon, that weapon gains
ranks in the Defensive item quality equal to the character’s
ranks in Defensive Training (this replaces any
ranks in Defensive the weapon already has)."

The Curved Hilt attachment can have a Defensive +1 mod installed in it.

Do these stack?

A lightsaber does not have the Defensive quality unless either it has a Lorrdian Gemstone as its crystal (a Lorrdian Gemstone has the Defensive 1 quality, thus granting it to its lightsaber) or its wielder has the Defensive Training talent (in this case, the lightsaber gets the Defensive X quality, where X is the number of Defensive Training ranks, and the Defensive Training talent replaces the Lorrdian Gemstone's Defensive 1 quality if that crystal is also present). So, in either of the two cases, adding a Curved Hilt attachment with the Defensive +1 mod would improve the lightsaber's Defensive quality by 1, right?

Far as I can tell, the Defensive Training talent replaces the Lorrdian Gemstone's Defensive 1 quality, sure. But the Curved Hilt's Defensive +1 mod is added to the lightsaber's Defensive quality regardless of what that quality is gained from.

Is this making sense?

The main question being: If I get one rank of the Defensive Training talent (costs 5 XP, part of the Shien Expert tree), thus granting the lightsaber the Defensive 1 quality, does that get improved by the Curved Hilt's Defensive +1 mod? Methinks yes, but I think asking now is better than asking later.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Let me read up on it. My first reaction would be that it does not stack based on your text from defensive training, but I will dig deeper and let you know before Monday.

Has anyone gotten a copy of the FaD core rulebook yet?


Male Human

That is why I am confused.

And here is a relevant thread at the FFG forums (in the end they seem to conclude that Defensive +1 mods improve a weapon's Defensive quality regardless of whether that quality is derived by a talent, such as Defensive Training, or an attachment, such as the Lorrdian Gemstone).

Click me.

Let us say you have a basic lightsaber with a Lorrdian Gemstone powering it (no Defensive Training talent). That lightsaber has the Defensive 1 quality courtesy of the Lorrdian Gemstone. Attaching a Curved Hilt with a Defensive +1 mod to it improves its quality to Defensive 2. This much I have found to be how it works.

Now, let us consider a basic lightsaber with one rank of the Defensive Training talent (no Lorrdian Gemstone; instead it is powered by any other crystal). This lightsaber too has the Defensive 1 quality courtesy of the Defensive Training talent this time. By the same logic as before, attaching a Curved Hilt with a Defensive +1 mod to it improves its quality to Defensive 2.

And finally, let us say you have the Defensive Training talent and wield a basic lightsaber powered by a Lorrdian Gemstone. In this case, the Defensive Training's Defensive quality replaces the Lorrdian Gemstone's Defensive quality, ending up in a basic lightsaber with the Defensive 1 quality. And attaching a Curved Hilt with a Defensive +1 mod to it should improve the quality to Defensive 2.

Basically, to make matters simpler, I am not interested in ever using a Lorrdian Gemstone even if I do happen to find one. It is the interaction between the Defensive Training talent and the Defensive X quality it grants (where X is equal to the number of the talent's ranks; the Shien Expert tree has only one rank in it) and the Curved Hilt's Defensive +1 mod. Because since I am looking to grab the Defensive Training talent (as it works with not only Lightsabers, but Brawl and Melee weapons as well), having a Curved Hilt and Defensive +1 mod is more or less a waste if they do not stack (at least the mod is, as the Curved Hilt has a rather nifty quality by itself).

...in which case I can gift the mod to whoever wants it. :-)

Seeing the +1, I always thought of it as being added to whatever Defensive rank the weapon inherently has, either due to a talent or an attachment or by default. If that is not the case, the + symbol makes things a bit more confusing than they should be.

Sigh...


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |
DM Xyro wrote:

interesting, I rebuilt everyone's character to learn more about the process and your abilities and I did not see where you would have used that. I have

Experience: 110 (Human) + 20 (GM) + 80 (GM) +10 (Morality Bonus) = 220.
you spent 130(characteristics) + 20(skills) + 24(talents) + 35 (Force powers) = 210

Did I miss something?

No - looks like I did! New to this game system, so probably slipped through somewhere. Well spotted, thanks - I can always use a bit more XP!

DM Xyro wrote:
As for the combat, Unfortunately I picked up from the prior DM in the beginning of a pretty cool published adventure but it is heavy on the combat/physical skill front. If we make it through it with everyone still wanting more then we will shift to the more Firefly-esque play with intrigue and gunplay. I think Rann and Jospi are somewhat in the same boat you are.

No problem! Once I get a lightsaber (assuming that's a possibility!) I'll be much more capable in melee... :-)

DM Xyro wrote:
yep, I think just waiting on Djebelle and Juviest. We can start to go forward some if they are not ready by Monday.

I'll be ready this weekend - sorry for delay, things slightly chaotic at the moment!

DM Xyro wrote:
Has anyone gotten a copy of the FaD core rulebook yet?

I've still only got the Beta version, which is what I'm working on.


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

I haven't purchased it yet but will be likely in the next...hopefully two weeks when I make the purchase? I've been working/playing off of the beta.

I played a Shien Expert in the campaign I just finished with my table group. When we looked over the rules and everything we had the same question.

At the time (About..6 months ago) we found that the ruling meant that it gives a passive +1 to the your defensive stat. Now while it doesn't ever specifically state that it stacks with anything else, weapons and armor modify that stat... Given that, we went with the process that it was designed around the idea that you can't take it away by being disarmed or stripped of gear.

So the overall ruling we gave is that it does stack but it's not something that can be taken away due to it being something your body was trained around but can never be taken away.

Of course you as a GM can make a different ruling as it was unclear at the time. (My thoughts are as with every other talent that adds a blue or black die...or takes such away can stack with other talents and gear related setup then that was the intent.)


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

OK, spending XP as follows:

10 XP - Nobody's Fool Talent

15 XP - Plausible Deniability Talent (now 2 ranks in this Talent)

5 XP - Range upgrade to Influence Force Power

15 XP - Control upgrade to Influence Force Power

That accounts for the 35 XP now won, plus the missing 10 XP identified by the DM.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
F. Castor wrote:

That is why I am confused.

And here is a relevant thread at the FFG forums (in the end they seem to conclude that Defensive +1 mods improve a weapon's Defensive quality regardless of whether that quality is derived by a talent, such as Defensive Training, or an attachment, such as the Lorrdian Gemstone).

Click me.

Let us say you have a basic lightsaber with a Lorrdian Gemstone powering it (no Defensive Training talent). That lightsaber has the Defensive 1 quality courtesy of the Lorrdian Gemstone. Attaching a Curved Hilt with a Defensive +1 mod to it improves its quality to Defensive 2. This much I have found to be how it works.

Now, let us consider a basic lightsaber with one rank of the Defensive Training talent (no Lorrdian Gemstone; instead it is powered by any other crystal). This lightsaber too has the Defensive 1 quality courtesy of the Defensive Training talent this time. By the same logic as before, attaching a Curved Hilt with a Defensive +1 mod to it improves its quality to Defensive 2.

And finally, let us say you have the Defensive Training talent and wield a basic lightsaber powered by a Lorrdian Gemstone. In this case, the Defensive Training's Defensive quality replaces the Lorrdian Gemstone's Defensive quality, ending up in a basic lightsaber with the Defensive 1 quality. And attaching a Curved Hilt with a Defensive +1 mod to it should improve the quality to Defensive 2.

Basically, to make matters simpler, I am not interested in ever using a Lorrdian Gemstone even if I do happen to find one. It is the interaction between the Defensive Training talent and the Defensive X quality it grants (where X is equal to the number of the talent's ranks; the Shien Expert tree has only one rank in it) and the Curved Hilt's Defensive +1 mod. Because since I am looking to grab the Defensive Training talent (as it works with not only Lightsabers, but Brawl and Melee weapons as well), having a...

Ok lets use it as it replaces/ or does not stack with anything granted by the base weapon or attachment that adjust the base weapon, such as the L crystal which says it adds qualities. anything that adds a + mod can stack. so technically a L crystal with the extra mod options would stack but the base mod would not.

We can see how it plays out and if it ends up being overpowered we can adjust from there. If FaD core rules alter anything from the beta we will also adjust if needed.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

@Caster, what did you decide on for you build?

@juviest, did you decide on your xp purchases? We are about to get started again.


Male Human

Oh, I thought I posted it already. I went with the Shien Expert specialization for 30 XP and its Conditioned talent for 5 XP.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

that is what i figured, I was just verifying.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Alright.

XP expenditure so far. 225/235:

Career Skills:

Brawl
Ranged(Heavy)

Ranged(Light)
Piloting(Space)
Piloting(Planetary)
Mechanics

XP Spent on Skills: 55

25 Ranged(Light) to 3
10 Piloting(Space) to 2
10 Piloting(Planetary) to 2
10 Mechanics to 2

Talents:

Toughened 1 5
Armor Master 10
Jury Rigged 15
Tinkerer 20

I'll keep the 10.

Ah. Juviest isn't trying to be an ass, he's just not terribly aware on the subject of Jedi, the force, and, well, a lot of things.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Juviest Vood wrote:

Alright.

** spoiler omitted **

I'll keep the 10.

Ah. Juviest isn't trying to be an ass, he's just not terribly aware on the subject of Jedi, the force, and, well, a lot of things.

Build is good, as mentioned before to get the actually hard point will require tools and a work bench, which you guys will be around soon enough.

dont take it personally, you are playing your character and Kara is playing hers. Party tension adds to the grit of the game as long as it does not get out of hand and make people not enjoy it.


Male Human

Oh, yes. Let me just +1 DM Xyro's words. So, no worries, Juviest. :-)


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

No worries, Kara can be a cold, quiet queen 'B' - until combat breaks out, then she's all in-charge.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

That's OK, Djebelle chatters enough for any three other people - and she's hard to offend :-)


My apologies for my absence. I was in the hospital last week with an unexpected surgery and only just returned to work last night where I found that Paizo is now a blocked site. I will try to keep up with this game as the posting rate is more relaxed than most games. It may be tomorrow before I can get caught up. Please bear with me.


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Male Human

Browsing about in the FFG forums, I found a guy that has made Specialization trees and Force powers PDF handouts for EotE, AoR and FaD (the recently released finished core rulebook, not the beta). You may find them handy.

Click me to find them and take a look.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

How big is an asteroid hopper? Is it something like the flying speeders from Episode V, with essentially fighter jet space for the crew or more of a flying space van (Please, don't butcher me for the analogy)?

I apologise, just thought that it something like a small cargo vessel to go around asteroids, thus having space and internal atmosphere.


Male Human

Winnebago Eagle 5!


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

if you look at the map you will see two of them on the right side. I would say they are not much bigger than a land speeder.


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Lol I got nothing for Thrask to do. It's just like....I'm stuck in a box.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Hm. Could I use the two repair patches to attach one to the asteroid, one to the ship's docking latches, so that we can fly towards the probe, then use the latch to release the asteroid?


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

sure, using seat belts from inside the skimmer as a tether. I am going to say it will be a hard mechanics check with one setback die for improvised parts and one for working in a spacesuit under abnormal conditions. I would suggest that Jospi also do this activity as he has the best mechanic skill. Lets also say to actually hit the probe would be a hard piloting(sp) roll with one setback for pulling an ungainly rock behind you.

do one of you want to roll for Jospi since he may still be out of contact?

And dont forget destiny points.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Use the Destiny points to upgrade the rolls, Use two if necessary: one for the Mechanics, and one for the Piloting. Let's not miss. Everyone know how they work?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

<sigh> It would seem we have fallen flat...

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