| Trooper A-337, "Janitor" |
Much as I'd love to try and steal the Millenium Falcon, it seems like a very--VERY--risky idea. Not to mention I feel like Han Solo's the kind of guy who'd booby trap it.
| Darius Lucien |
My character would be just fine with trying to steal the Millennium Falcon. He also would have been just fine letting this place be destroyed from space and suffering civilian casualties. Those are probably some of the reasons Darius isn't in charge.
| Trooper A-337, "Janitor" |
Personally I'm unsure of what to do. Janitor isn't much help until he's actually in a fight, and his personality isn't the leading type who's going to try and fast-talk past these guys or anything.
| Zaleos Buerlon |
Darius, remember we did jam the hanger so the rebels cannot send any ships from there to shoot us down. Once we get aboard, then we should be able to get away.
I was waiting for Arana here to use her Force ability here to hopefully distract some of the guards before we ambush them. But if it won't work then, yeah lets roll some dice here, he he.
| Arana Niss |
I've been trying to figure out what to do as well.... Arana's force powers are much more underpowered in this system (could be I just haven't figured out how to use them effectively), plus she's failed the last two time she's tried...so she's not feeling too confident in her ability to use the Force right now....
Lets go all Star Wars, blasters blazing on these guys.... ;D
| Shanosuke |
"Analysis Paralysis". Be confident guys. This system is surprisingly more player friendly and makes it really hard for players to die.
@Arana: It is true the Force in this system is somewhat nerfed but that is how it is supposed to be. Honestly I thought Arana had too much power before. Still, for the Force to actually be effective, you should have a force rating of two before you take powers. You had enough XP to do that. Were you aware that to be good at Force you needed a rating of 2?
| Arana Niss |
"Analysis Paralysis". Be confident guys. This system is surprisingly more player friendly and makes it really hard for players to die.
@Arana: It is true the Force in this system is somewhat nerfed but that is how it is supposed to be. Honestly I thought Arana had too much power before. Still, for the Force to actually be effective, you should have a force rating of two before you take powers. You had enough XP to do that. Were you aware that to be good at Force you needed a rating of 2?
Nope, had no idea...all part of learning a new system I guess. She'll get there eventually :)
| Shanosuke |
WOOO! I finally have internet again. Sorry about that. AT&T Let me down so I had to switch to another service. Now I am up and running again.
Now, We are entering combat. This one should be an easy one. We will get a taste of both ground and space rules with this little run.
1st. Initiative.
Initiative is place by Slots as opposed to who goes when.
Example using your results the initiative looks like this:
1. Player
2. Player
3. Enemy
4. Player
5. PLayer
6. Enemy
7. Enemy
8. PLayer
9. Enemy
Any player can take a player slot regardless of who rolled the highest and same for enemies. This also means as you kill off enemies they remove slots from the bottom of the order.
Also, a note on NPC classifications. There are three class of NPC
Minion:
This is the simple easy to kill foot soldiers having health ranging from as little as 3 to 6 making them really easy to kill. Their advantage is numbers.
Minions operate in groups ranging from 2 to 6 troopers. These groups act as one unit, taking only one turn, and taking only one action for the whole group no matter how many are in the group.
A minion group gets stronger the more numbers they have and to reflect this, their skills increase the more of them there are. Also, Minion groups HP is measured as one. So a group of five minions each having 5 HP has a total of 25 HP for the group and every five net damage dealt kills a minion in the group.
Rival
This NPC is a tougher independent minion. Still not as good as a player character can be, Rivals are meant to be unique but still not too challenging an NPC.
Rivals have better skills, more HP and can act independently of a group. They can't, however, voluntarily suffer strain to use talents and the like.
Nemesis
This is the most dangerous type of NPC. They have the full capacity of a Player character with the exception that they are likely to have more experience. As such they may have skills and abilities the players have not yet touched on. Player should approach a Nemesis with caution as one may be stronger than an entire party.
Additional combat guidelines in the Campaign info Thread.
| Trooper A-337, "Janitor" |
I was about to post my actions when I realized I should check on a couple things.
Firstly, I'm guessing my talent that adds to Critical Injury results will only ever apply when I deal a critical hit, which is triggered by getting a number of Advantages on my roll determined by my weapon.
However, I have another talent that lets me "use a maneuver to gain the benefits of aiming and upgrade the combat check by 1." I know how aiming works since you put it in the campaign info tab, but what would the upgrade do?
| Shanosuke |
There are four Terms when calculating your dice pool for a skill
Increase, Upgrade, Boost, and Setback
Increase/Decrease
When an ability says "Increase" or "Decrease" it means to add or remove dice from the pool. This does not include black and blue dice.
Upgrade/Downgrade
When an talent or situation require a skill or difficulty to be upgraded or downgraded, it means to turn one of the D8s in the roll into a D12. Green to yellow, purple to red. Downgrading is the opposite reducing D12s to D8s.
If you cannot upgrade or downgrade, you use Increase or Decrease instead.
Boost and Setback
These represent variables in situations that can either help or hurt a skill check being made. Boosts are added when conditions for a check are favorable, alternatively Setback are added when situations are unfavorable.
The GM ultimately makes the call on these.
| Darius Lucien |
I found this reference sheet, if it will help anyone.
I think I roll a d100 and add 20 then look at the chart. GM, I'm sure you'll correct me if I'm wrong.
| Shanosuke |
Stimpacks or medicine checks.
Medicine can only be attempted once per encounter
Stimpacks can restore instantly but become less effective the more they are used.
1st application heals 5
2nd heals 4
3rd heals 3
They reset the next day.
The shuttle has 12 stims available.
| Shanosuke |
ATTENTION!
I have possession of the Force & Destiny Beta. I will be implementing a few rules from this book to assist with the current setting.
For anyone seeking to further there Force skills and such, you need to seek out a master in game in order to gain the option to take trees and powers from this book.
Only what is available in Edge of the Empire or Age of Rebellion can be selected without training.
So get out there and find yourselves a master.
| Darius Lucien |
ATTENTION!
I have possession of the Force & Destiny Beta. I will be implementing a few rules from this book to assist with the current setting.
For anyone seeking to further there Force skills and such, you need to seek out a master in game in order to gain the option to take trees and powers from this book.
Only what is available in Edge of the Empire or Age of Rebellion can be selected without training.
So get out there and find yourselves a master.
Is that for everyone?