Yorick's Edge of the Empire (Inactive)

Game Master YoricksRequiem

Destiny Points: 3 Light / 3 Dark


51 to 100 of 118 << first < prev | 1 | 2 | 3 | next > last >>

Hmm, that would still only produce a tie with the ZH. I don't like the idea of the Doc's votes going in the bin...

We could also do it as a second "round" of voting, everyone just choose one between the YV, ZH, and Wayfarer? It seems like those are far and away the most popular options.


Male

I'd favor a second round of voting, but only between 2 options. There are only 6 of us.


Cathar
SKILLS:
Discipline - 1 [GY] Stealth - 1 [GGY] Negotiation - 2 [GGYY] Charm - 1 [GGGY] Deception -1 [GY] Streetwise - 1 [GY] Leadership [GGGY]
Entrepreneur
VITALS:
Wounds 13/13, Strain 12/12, Soak 4, Claws +1-Crit 3 [GGG], Sound Inv. 2, Rapid Recovery 1

I agree. Those are our popular choices, so we should pick between them. I think I will vote for the ZH.


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

I am good for the ZH as well.


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Hi, "the doc" here. Sorry, I spent the whole day yesterday trying to connect but the site was down. Gonna vote now and answer the GM's questions.

Q&A:

Where have you learned medicine / anatomy?
Basic anatomy was introduced to Hou Wong when he first started learning martial arts with Li Qian. After being left on his own, he has developed such interest and did some research himself on the matter, first learning acupuncture/pressure points stuff and finally delving into proper medicine. Most of it comes from study, just by himself, though sure he could have earned some tips and help as payment for a job (he's a good escort).

Have you had any contact with any of your siblings since your parent’s death? Is there any chance of the mafia going after them if they cannot get the money from you?
Never seen them or heard from them again. About the mafia using them, well, that's up to you (and the mafia), though I guess in that case they could just pick a random person and make me believe him/her a sibling. Oh, my, am I just giving you ideas? :P

What’s your temper like?
The guy's got a good temper, or at least he tries. He likes to be polite and nice, though he knows sometimes these things don't work with thugs. That's why he doesn't earn as much as he should, I guess! Of course, sometimes he snaps, just like everyone.

What do you think about the Jedi?
Jedi? Weren't they legendary martial artists, magicians and healers? Oh, wouldn't it be nice if they weren't just a myth?

Ship voting later, got an appointment just now, sorry.


Technician (modder) Vigilance: GG || Cool: GGG || Wounds: 0 /11 || Strain: 0/13 || Defence ranged: 0; melee: 0 || Soak: 1 || Sheet

I'm happy with either.


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Okay, ships.

I was writing a long text about how easily being hit is in this game, etc, and was about to vote for the ZH-25 against the YV-560.

Then I realised how the vote counting is, and even if I put 3 votes for the ZH-25, as YV-560 would be my second option, this would put the latter 2 votes ahead. Also, when I read it for a second time, I noticed its cannon is linked.

So, since linked cannons help wipe out opposition (and having no opposition is the best way to mitigate damage), I will vote for the YV-560.

But I have a question: do none of the ships have shields? (I have found having good shields is the best way of being "dodgy", and that's why I'll never vote for anything with silouhette bigger than 4).


Hou Wong Xia wrote:

I was writing a long text about how easily being hit is in this game, etc, and was about to vote for the ZH-25 against the YV-560.

Then I realised how the vote counting is, and even if I put 3 votes for the ZH-25, as YV-560 would be my second option, this would put the latter 2 votes ahead.

Yeah - we'll do a second round of voting where everyone just picks one ship between the ZH and YV, since those are the most popular.

Currently:
- Muhax and Tibs say ZH
- Aralli is fine with either

Hou Wong Xia wrote:
But I have a question: do none of the ships have shields? (I have found having good shields is the best way of being "dodgy", and that's why I'll never vote for anything with silouhette bigger than 4).

Ack, I knew I was forgetting something. I'll get those stats when I get home. I foolishly didn't put my PDFs onto dropbox so I don't have access to them at the office. That may well change some votes.


Male

I will vote for the ZH as well, unless the shield information changes my views. I didn't even think to ask if there was shield information for any of the ships.


Yeah it slipped my mind as well.

The ZH-25 has 4 Defensive Zones (1 Fore, 0 Port, 0 Starboard, 1 Aft)
The YV-560 has 2 Defensive Zones (1 Fore, 1 Aft)

And in case anyone is curious about this one - the Wayfarer has 4 Defensive Zones (1 Fore, 1 Port, 1 Starboard, 2 Aft)


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Well, that definitely makes me vote for the YV-560. Though having silouhette 4 you can choose where to be hit, there's a maneuver to cancel that advantage, iirc, so having to protect 4 zones is always worse than having to protect only 2.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

I don't know much about the system, sincerely :$ I'm voting more for flavor and design than anything else.

Questions:

- You escaped your home planet with other survivors, many of whom were killed. Did any of them survive?
>>> Not that Amon is aware of, but very likely. I'd say probably not anyone whose Amon would know, considering it was a planet, but certainly people used other routes after the blockade when down.

- Have you encountered any prejudice because of your mechanical eye?
>>> There's always some prejudice, especially considering the non-mechanical eye is nonworking and covered by leather the entire time. With that said, in the Star Wars universe mechanical enhancements are quite common - unless dealing with an overly purist race, like the True Sith or something on these lines, I believe he'd be fine.

- Establishing yourself as a pilot on Ord Mantell, have you had any run-ins with the Black Sun before?
Ord Mantell has a base for the syndicate and they were quite active there, especially before the Clone Wars. They didn't quite leave the planet on the past two decades and, even if not as open nowadays, they're clearly still there. It's very likely that Amon already had to deal with them, but more than likely it was on a more "streetwise"/"I don't want to know" kind of deal. Amon didn't deal with them in any kind of frequent basis and never did a contract for them (at least that he was aware of).


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

So...:

So...

What if the mafia that was after my old master (and now after myself) is actually the Black Sun? Oh, yes, I know you have thought about this already, for sure, but... I just had to say it! :P


Technician (modder) Vigilance: GG || Cool: GGG || Wounds: 0 /11 || Strain: 0/13 || Defence ranged: 0; melee: 0 || Soak: 1 || Sheet

- Muhax and Tibs say ZH
- Aralli is fine with either
- Hou Wong Xia and Amon for the YV (based on Amon's prior vote)

- Zagulo says ZH unless the shield info has changed his mind.... All down to you Zagulo

I have no knowledge of the system, so don't know how important silhouettes or defensive zones are.


So, some rough explanations then, so that you know what you're voting on.

Silhouette is Size (0-10 where 10 is largest). Being larger generally means being slower and easier to hit. Roughly speaking: Silhouette 0 is smaller than a Human, Silhouette 1 is a Human. 2 is a Speeder (or a Wampa), 3 is a personal fighter like an X-Wing or Tie-Fighter or a large creator like a Rancor. 4-5 are Freighters or Cruisers. Capital ships are 6-7. A Star Destroyer is an 8.

Defensive Zones are the areas of your ships that can be targeted. You are able to "shift" the shields to bump up the defense in a specific area. So for instance, you're running away, you might want to move the shield from the front to the back. The most shielding you can have on any side is 4 total.

So a larger ship has more surface area which means it's easier to hit and has more zones that you need to protect. Hou's desire to take the YV over the ZH is because they have the same amount of "Shield Points" but the ZH has two more zones to protect, which means that you cannot possibly have shielding on every side. This can become difficult if you're fighting multiple ships, because you're limited on how much protection you have.

The other ship stats that are important are:
- Speed and Handling: Ship movement / agility
- Encumbrance: How much cargo you can haul
- Customization Hard Points: How much you can add to the ship

- Hull Trama: The amount of physical damage a ship can endure
- System Strain: The amount of "mental" strain the ship can endure. Such as from pushing it beyond it's breaking point. Environmental hazards, specialised weapons, etc.
- Armor: How much damage the ship soaks up

- Sensors. The range listed is basically Passive Perception. If you are actively using the sensors, they go one band further, but can only be used in one of the four directions at once (Forward/Aft/Port/Starboard). Passive use is 360 degrees.


Male

Let's go with the YV. I've thought about it, and the shield zone benefits coupled with slightly better handling and long range sensors off-set the additional hull trauma and encumbrance capacity sufficiently to make it worth it.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

The ZH looks more beautiful, to be sincere, but the YV seems functionally what we need at the beginning. Other than trying a bigger ship that would support smaller vehicles within to fight (like the Wayfarer), but I don't think we're on that stage. I like the YV to start :) Well, plus it looks a lot like certain ships you know which.


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Yeah, all these YV and YT ships have a basic structure that looks roughly the same.


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

I'm fine with the YV, now that I know how more of the game system works. I would like to eventually upgrade to a nicer, better ship with an interesting design. Too often I end up on a "We're Not The Millenium Falcon, See How This One Thing Is Different?" ship.


Male

Fortunately, the YV actually looks different, although it's made by the same shipyard. Plus we can work to improve and upgrade it to our tastes.


Sounds like we're all on board with the YV!

Let's give it a name and come to a quick consensus about who owns it / how they came to do so.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

Ok, my vote goes for naming it Serenit-- Just kidding.

Alright - while we can try something like "Onyx Viper", we can also go for names on the Star Wars universe. I came with some:

1 - Avenging Varactyl
2 - Crimson Krayt
3 - Golden Thranta
4 - Tireless Titavian
5 - Nimble Neebray

I like 1 and 2 the most. 2 has a nice ring to it, while 1... Well, I think it makes sense in a "meta-message" type of thing, referring to certain cool events of the past :)


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Serenity. No, wait, no... I've said no before...

The Grease Lightning. Um... bad idea...

Rainbow Warrior. Ok, I get it... I'm not good with names...

So what about The Restless Rogue? Has a nice alliteration, a roguish touch and flees from the already burned animal-themed names...


Male

I'm in favor of avoiding animals. Perhaps the Quasar Jewel or something similar?


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

Out of the animal names, I like the Crimson Krayt, personally. The Quasar Jewel also catches my eye.


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Quasar Jewel sounds good.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

Another one out of the animal kingdom: the Kyber Shade (I don't like much the Quasar Jewel :$)


Technician (modder) Vigilance: GG || Cool: GGG || Wounds: 0 /11 || Strain: 0/13 || Defence ranged: 0; melee: 0 || Soak: 1 || Sheet

Hello kitty..?

Ok, ,so not really. Do we have to go with an animal name? Feels like just trying to be a Millennium Falcon. Not really a huge fan of alliteration either... Although it seems like our tastes might not be all that similar" I way prefer the look of the YV to the ZH, despite the whole pseudo-Falcon thing that the YV series has. Looking around online I think my favourite is the YT-2400. I like the asymmetry.

Anyway,, back to the discussion. So, the YV is an exploration / scientific vessel. What about a name that references its history? - Seems like it'd have been named for its original purpose.

Maybe one of the following (or similar) with a numeric designation?

- Revelation
- Pioneer
- Nomad
- Prospecter


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

Revelation 69-420 Blaze it No Scope?

Seriously though, I actually really like that idea of that theme. Even moreso than the other ones.

I like the Prospector, honestly. I'm really fine with whatever numerical designation. Personally, now that I think about it, I think something ending with 7 would sound pretty good.


1 person marked this as a favorite.
Cathar
SKILLS:
Discipline - 1 [GY] Stealth - 1 [GGY] Negotiation - 2 [GGYY] Charm - 1 [GGGY] Deception -1 [GY] Streetwise - 1 [GY] Leadership [GGGY]
Entrepreneur
VITALS:
Wounds 13/13, Strain 12/12, Soak 4, Claws +1-Crit 3 [GGG], Sound Inv. 2, Rapid Recovery 1

What if it were Queso Jewel? Bought from a retired cheese merchant, or a cheese merchant that upgraded to a bigger and better ship for transporting cheese?

The Restless Queso? Queso Revelation? Nomad con Queso? Prospector of Queso? The Grease Queso? Pioneer of Queso?

My favorite is The Grease Queso, just because a greasy piece of cheese flying through space is my favorite explanation of every Star Wars adventure.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

So, if we really go with the version that Tibs owns the ship and he got it in some sort of gamble, plus Muhax as the Captain... Here's some playful thing I put together :)

Fan fiction because why not?:

Tiberius saw the man unloading the boxes on the nearby shuttle lock. He had just won the ship a few cycles ago, and yet he was already in trouble - with the disappearance of its pilot. Well, he would ask himself, what would he expect of trying to fulfill a contract on Ord Mantell, this criminal nest?

Yet, no matter what, they now needed someone that could get their ship out of that system, and quick - before other problems would arrise. In truth he was well aware it wasn't hard to simply pilot a ship - probably even he would be able to do so - but it was particularly tough to pilot a ship well enough to evade certain problems. And, being in such a densely populated area, finding someone here with proper skills and willing to get a contract in a hurry was probably going to be easier.

He approached the man. With medium grey hair, a dark green coat clearly damaged by the harsh environment and some visible mechanical enhancements connected to his body, that figure clearly wasn't a very promising reference - however, at that cold thin rain night, this was the best Tibs could find.

Hello? - he said, immediately complementing - Are you delivering?

Nothing of value here, man. - the other guy replied with a low voice - And probably stuff belonging to people you don't want to mess with.

He turned around, and Tibs could see his left eye was covered by dense leather straps, while the right eye had like an electronic droid eye apparatus, with a weak green blinking light. Now closer, Tibs could notice the man had some scars, and although appearing much older, probably wasn't that old.

Oh, I'm sorry! Don't worry, I didn't want to startle you. I have no interest on your delivery. My name is Tiberius Carn.

The other grunted before responding - Amon. Amon Toph.

Hi, Amon. - Tibs continued - That is my ship, on dock 37. I'm willing to hire a skilled pilot for a couple contracts. I noticed you drove your transport here for the delivery... Would you happen to know where I could find someone that fits the profile I'm seeking?

Amon beeped a last box, which was immediately taken by a droid to load on the ship, and turned around to look at the other dock. Tibs could see the small green light blinking without exactly a pattern, and could only imagine that strange figure was scanning the ship somehow.

Hm... I can pilot it well, mister Carn. I mean, depending of the credits, of course. And how long.

Well, see... Yes, that's the thing. There will be a good chunk of credits involved as we complete our contracts.

Amon turned his back, preparing to adjust himself back at the transport.

No credits, and you don't even have a co-pilot, since you're hunting for a pilot at the dark cycles of a cold rainy day of our thriving Ord Mantell. It's sounding a lot like you're trying to steal that girl, or maybe you just got the ship on a hand of cards. You know? I just recalled I'm not licensed to pilot that class of ship.

The guy seemed to be smarter than Tibs anticipated - however, the smuggler had some other cards on his sleeve as well.

I guarantee I own it fair and square, mister Toph. - he said, quickly completing - ... And to judge by how fast you were offering your services to pilot it, I'd say you're probably out of deliveries any soon, and dying to get out of our... Thriving planet. I see it as an opportunity for both of us.

The two men stopped and stared at each other for some moments. It was as if they were analyzing themselves - but certainly they were considering their options.

By the Emperor's fists, I do hope you have some good credits aligned for these contracts, captain. - said Amon, smiling as he pulled out a walking cane out of the docked transport.

Oh, I'm not the captain. - said Tibs, smiling back to his "newly hired" pilot, and smartly trying to change the subject as fast as he could... He didn't want to even enter on the subject of Muhax Tos, his... Interestingly unusual... Cathar ship captain. Oh, she certainly was something - But... Can I see your credentials? Er... How...?

Now Tiberius was cursing a bit his forced haste to find someone. This guy was a shady delivery man on Ord Mantell, walking on a cane, dressed almost as an ex-military hobo and, in top of all of it, appeared to have only a single working eye, covered by some strange droid apparatus that seemed to have been looted off an imperial garbage disposal!

Don't worry, boss man mister Carn. I'm the best goddamn pilot you're going to get around here with all of your virtual credits-when-we-complete-the-contracts. - Amon said, interrupting Tiberius, and already moving towards the ship.

You can call me Tibs, and I prefer... Business partner. You know. - said Tibs, speeding up to catch up with the strange man as they approached his ship's lock.

Business partner, alright. Call me Amon, then. How's the girl called? - said Amon.

Well, the previous owners used to call it the Centennial Eagle. We will most certainly change it.

Yeah, it sounds familiar. Previous owners, huh? Bantha balls, I hope you really didn't steal it.

Tibs laughed as he tapped Amon's shoulders.

Welcome aboard, Amon. Let's rush out of this godforsaken rock!


Male

Prospector is pretty good, too. I would be down for a theme on research and exploration. Good thinking, Aralli :).


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

How does the different types of dice (on the skills) work? Can someone give me a quick rundown of the system?


Technician (modder) Vigilance: GG || Cool: GGG || Wounds: 0 /11 || Strain: 0/13 || Defence ranged: 0; melee: 0 || Soak: 1 || Sheet

Prospector VII ... ?


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

I like Prospector VII. I think that is a good name. That or XXVII. That is because I like how Prospector Twenty-Seven sounds. We can generally call her "Prospector" or "The Ol' Gal" :D


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Here is a short video about the Narrative Dice System.

In case you prefer written info, let's explain it briefly here.

FFG Narrative Dice System

When you roll, your dice split between 2 different dice pools: I can't remember the proper names, so let's just call it the Good Dice Pool and the Bad Dice Pool. The Good Dice Pool is composed of the dice you roll due to your skills, abilities and other things that add up to you trying to success in whatever you're doing. The Bad Dice Pool, on the other hand, represents all the odds against you, be it your opponents skills or just the environment. You roll them all together and this tells you how good or bad you're doing it. Now let's take a closer look at them.

The Good Dice:

Good dice are:

Ability Dice: These are green d8s (and thus usally represented as a G). Ability Dice can be upgraded to...

Proficiency Dice: Yellow d12s, usually shortened as Y. Together with Ability dice, these two usually come from how good you are (i.e. your skills or talents that add up to the task). If a Proficiency Die is upgraded, just add another Ability Die to the pool.

Boost Dice: Light Blue d6s, shortened B. These are usually added due to external help or circumstances, like favorable weather, aiming or someone willing to buy your lies, though some talents also add B sometimes. Boost Dice cannot be upgraded.

All these dice together are rolled, and each of them can add one of two different resources, which are:

Successes: Successes tell you hhow good you've done it. The more successes, the better - you either do more damage or do the task faster or cleaner.

Advantages: This is what makes it all different. Advantages don't state if you make it or not, but rather how many things you make or, sometimes, how good. It can be a bit confusing, specially since you can use advantages even when you fail (no successes but a lot of advantages, happens a lot when you least need it :P), so let's see with some examples.

Example 1: You roll to determine if the cantina barman can tell you where to find these bountyhunters you're looking for. You end up with 1 success and 1 advantage. As you succeeded, he tells you the info, and then you (or the GM, or both), thanks to the advantage, notice that he is hiding something else (related or not, but possibly important to the adventure.

Example 2: Time to fire some blasters, b¡/ch! You carefully aim at the stormtroopers and end up with 0 successes and 2 advantages. You and your GM determine that, even though your shot was a miss, the trooper had to force himself to avoid it and is now out of balance, adding some negatives to his next roll.

Some examples of Good Dice Pools would be: YYG (two yellow, 1 green), YYYB (three yellow, one blue), etc.

I hope this makes it more or less clear. If you check the Campaign Info tab, the nice GM has copied there a chart with things you can achieve in combat with different amount of advantages.

But not everything is happy and rainbow-coloured. In every dice pool, you also must roll...

The Bad Dice:

Difficulty Dice: These are purple d8s (represented as P) and come from the inherent difficulty of the task at hand. They can be upgraded to...

Challenge Dice: Red d12s, usually transcribed as R. They imply an increased difficulty in whatever task due to special conditions like a very perceptive guard or a super dodgy martial artist. If they're upgraded, add a Difficulty Die to the pool.

Setback Dice: Black d6s. Note that they're written as B, but that is not usually a problem (as you might think, since Blue Dice use the same notation) since they go into different pools (so you'll probably see a pool like YYGBB PRB and know what each B means). They're usued when adverse circumstances make your task more difficult, like strong winds, darkness or shooting someone on cover.

So, what do you "get" from these dice? Here we go:

Failures: Also called "tangas" in my usual playgroup (due to the symbol xD). They directly cancel successes. If you end up with 0 or less successes, you fail (there's no inherent penalty for netting more failures than successes, in theory, but fear the GM, you know...).

Threats: Or "soccer balls". They cancel Advantages. If you end up with net Threats, these can be used against you just like Advantages could have helped you. One more time, let's see some examples:

Example 1: You're infiltrating Jabba's database to check for the location of one of his kessel warehouses. Your roll results are 2 Successes, 1 Advantage, 1 Failure and 4 Threats. Successes and Failures cancel each other, so you end up with 1 net Success. Yay! Advantages and Threats also cancel each other, and this means you also got 3 Threats. The GM determines that, even though you got the info you needed, the system has detected the intrusion and rang the alarm.

Example 2: Time for the troopers to shoot back. The GM rolls and ends up with 1 Success, 2 Failures and 2 Threats. Failures cancel Successes and the reslut means the shot is far from landing (as any good trooper would). The 2 Threats aren't cancelled by anything, and the player determines that the shot has forced the PC to move for cover, thus giving him an extra free maneuver right now.

Triumphs and Despairs:
There are two more things in the dice: the Triumph and the Despair. These are very uncommon successes or failures and, even though one is the counterpart of the other, they are never cancelled (so you can end up with 2 Triumphs and 1 Despair and you'd have to suck on the Dispair no matter what). Apart from giving you a Success (for a Triumph) or a Failure (for a Despair), they represent special things that can't be achieved any other way, like having someone fall to the ground or running out of ammo, adding a special feature to your ship on top of repairing it or permanently upgrading an acquaintance to a closer friendship. On the negative side, you could end up in the ground yourself, break the shield system while repairing the hyperdrive or forcing a contact too much and making him tell the Empire about your business.

And this is more or less all to it. The Force Die has a different mechanism, but since no one is a Force user I thought explaining it would add up more mess to it - we'll see it when is due. It seems a bit complicated at first, but I swear is very, very easy to play with and adds a touch of narrative very appealing to many players. As the game advances, you'll quickly learn how to form the dice pools and how to read them.


Male

I like Prospector VII, as well.

So, who owns her? Did Tiberius win her in a Sabaac game? Did Muhax purchase the ship in order to facilitate his business?

Zagulo would not have sliced ownership records for a ship unless he wanted to give it to the Hutts to clear his gambling debts. Given said debts, any ship he won playing Sabaac would immediately be given to the Hutts for the same purpose.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

I'm onboard with these names (pun intended!).

I like the version of Tibs owning the ship, because I feel it better splits the roles - hence why I used it on the small RP I wrote above. I hope you guys didn't mind my little spoilered RP.

@Hou: Thanks a ton for the explanation! How will we roll such die here? What are the faces of the die? For example, I roll 1d12 and 3d8 for my Space Piloting thing. Let's say for this situation I get one additional d6 boost die.

1d12 + 3d8 + 1d6 ⇒ (9) + (7, 6, 1) + (4) = 27

Let's say what the difficulty is 2 challenge dice and no difficulty or setback dice.

2d12 ⇒ (4, 2) = 6

How do I know what the deuce happened on this situation? :) Plus, what if we meet Jedi or Sith - what are these special dice they roll? Lol


I included a conversion chart in the Campaign Info, as well as how I'd prefer rolls to be handled. I didn't bring it up yet, but now's as good a time as any.

So here's an example, assuming that you, Amon, are doing a piloting check. You have 3d8 for your Agility, and 1d12 for being trained 1 rank in Piloting (Space). Let's also assume you have a 1 Boost Die for the sake of the demo. Maybe the other ship hasn't spotted you yet and you're trying to get away before they do. Maybe you're blocked by an Asteroid, whatever.

Let's also say, for the sake of the demo, that they're better a slightly pilot than you are. They have 2d8 from Agility and also have 2d12 from them having 2 ranks in Piloting.

Piloting (Space):

Skill Pool: 1d6 + 3d8 + 1d12 ⇒ (3) + (2, 7, 5) + (4) = 21 (5 Success & 2 Advantage)
So here you have 1 Succcess from the Boost Die (3), 2 Success and 2 Advantage from your Ability Dice (2, 7, 5), and 2 Success from your Proficiency Dice (4)
Difficulty Pool: 2d8 + 2d12 ⇒ (6, 6) + (8, 8) = 28 (2 Failure and 4 Threat)
On the difficulty side you have 2 Threat from their Difficulty Dice (6, 6), and 2 Threat and 2 Failure from their Challenge Dice (8, 8)

(Net 3 Success, 2 Threat)
Success and Failure cancel each other, and Advantage and Threat cancel each other. So, 5 Success - 2 Failure = 3 Success. 4 Threat - 2 Advantage = 2 Threat.

So, you do the thing (in this case piloting away from them), and you do it well, but you'll probably have been noticed. The enemies will spend their Threat. If you'd gotten more Advantage than Threat, you'd be able to spend that.

Does that help clear things up a bit? We'll certainly take the first several rolls slow.

[EDIT] Oh, Force Dice. As a Force User you'd roll a number of Force Dice equal to your Force Rating. These do not use Success or Failure but generate your resources. Light side results generate force points, dark sides generate none. A Force User can CHOOSE to use the Dark Side points as resources, and will get consequences for doing so. There is a morality mechanic that controls their potential succumbing to the dark side.


Cathar
SKILLS:
Discipline - 1 [GY] Stealth - 1 [GGY] Negotiation - 2 [GGYY] Charm - 1 [GGGY] Deception -1 [GY] Streetwise - 1 [GY] Leadership [GGGY]
Entrepreneur
VITALS:
Wounds 13/13, Strain 12/12, Soak 4, Claws +1-Crit 3 [GGG], Sound Inv. 2, Rapid Recovery 1

I like the name, the name is fine. And I'm perfectly fine with Tibs owning the ship.


Male

I'm fine with Tibs owning the ship, too.

Yoricks, I know in Pathfinder GMs usually like to have Initiative and such easily referenced in the line under your alias name. What information do you want for this game?


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

Yay! I own a Ship that I totally won in a LEGITIMATE FASHION >.>. Prospector VII is ready to go.

@Zagulo - If I remember correctly, Vigilance is used for initiative when you're not expecting a fight. Cool is used for initiative for when you're ambushing people.


HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

Let's just say that the Force works in mysterious ways ;)


Technician (modder) Vigilance: GG || Cool: GGG || Wounds: 0 /11 || Strain: 0/13 || Defence ranged: 0; melee: 0 || Soak: 1 || Sheet

I've filled in most of the profile for Aralli (just a few details to add when i have access to the books). Ive added a more complete physical description and a description of her pet Cam droid "QT-3P14" (Q-T or 'cutie' for short):

Description:

Aralli is a 21 year-old female Twi-lek. She stands at 5'10", has a slight build, blue skin and green eyes and is very attractive, but for the burn scars that run across the lower right hand side of her jaw and her right lek. Aralli wears a green leather jacket over a simple brown tunic, tight black pants and long leather boots. At her hip she carries a blaster pistol with her combat knife hidden beneath her jacket and always carries her tools on a bandolier. Over her forehead Aralli wears a simple metal band.

QT-3P14:
:
QT is a standard cam droid, he is coloured a light-red with a hemispherical body that has semi-circular stabilising fins on each side and below which hangs a spherical unit that bears three cameras. QT's personality is similar to a puppy's and he constantly circles and explores his surroundings but dislikes being too far from Aralli, sometimes getting in the way of what she's doing.

So,... what's the next step? Work out how we all ended up on the same ship or into the game?


Prospector VII it is! I love that name. And I think you all have chosen a great ship.

Aralli K'Shein wrote:
So,... what's the next step? Work out how we all ended up on the same ship or into the game?

We can work out how you came together ahead of time if you'd like to, or we could let that play out organically as sort of relationships develop. I don't mind either way. It's up to you guys if this is any of your first times working with the others, or how long you have been together, etc. We can leave it as vague or detail it as much as any of you like. And like I said, it's about a year prior, so there's lots of rooms for things to develop and change between modules.

I'll probably shoot for getting the first gameplay post up tomorrow? I want to read through everything in the Discussion thread so far, throw up a quick synopsis, and make sure that nothing is missing. I also want to get the ship and maps and stuff added to the Campaign Info. If I don't have the Gameplay thread started tomorrow, it'll definitely be Friday.

Zagulo Maresh wrote:
Yoricks, I know in Pathfinder GMs usually like to have Initiative and such easily referenced in the line under your alias name. What information do you want for this game?

Good question! I think what Tibs has right now is perfect: Both Initiatives, Wounds/Strain, Defense/Soak. And a link to the actual sheet.


Male Undine (Mostly Human) Spiritualist (Drowned Channeler) 7

So here I wrote some paragraphs of RP that would say how Amon came to pilot the Prospector VII :) Like I mentioned before, not sure if Tibs is cool with it. My story also assumed that Tibs had got the ship already and somehow "lost" its previous pilot, and that Muhax was already captain of it.


Vigilance: YG Cool: GG Wounds: 0/12 Strain: 6/12 Defense: Ranged 1/Melee 1 Soak: 3 Smuggler Scoundrel

I'm fine with that bit of backstory with Amon, Tibs is the kind of guy to go out and find all the people necessary for the job and then just kind of sit back and watch the thing be profitable.


Male

Okay, got the stuff needed for the stat line.

As far as Zagulo coming onto the crew, I see two possibilities. Both ideas revolve around Tibs or Muhax having hired Zagulo as a slicer for a job or two before he joined the crew. The first is that after a couple of jobs, Zagulo mentions he'd basically grown up on and around starships. That, coupled with the Duros species reputation as pilots and hyperspace route pioneers, caused Tibs to decide to hire Zagulo on full-time as a copilot. The other is that Tibs or Muhax got the crew hired for the Black Sun job and needed a slicer, so he contacted Zagulo, who joined the crew on a full-time basis afterwards.

Which of those sounds appealing, if either?


Cathar
SKILLS:
Discipline - 1 [GY] Stealth - 1 [GGY] Negotiation - 2 [GGYY] Charm - 1 [GGGY] Deception -1 [GY] Streetwise - 1 [GY] Leadership [GGGY]
Entrepreneur
VITALS:
Wounds 13/13, Strain 12/12, Soak 4, Claws +1-Crit 3 [GGG], Sound Inv. 2, Rapid Recovery 1

I love the idea of organic beginnings, and Muhax would hire everyone as what they wished to be called. I believe it will work itself out if we begin, just to see how our characters react to one another.

Though Tibs can do all the hiring and that's what we can start with, really.


1 person marked this as a favorite.
Storyweaver 10

I forgot to mention earlier, but if you're doing an unprompted roll and you're not sure, let's assume Average difficulty (2d8). If you think it's more or less but aren't sure how much, don't be afraid to ask. I'm hoping it'll speed things up a bit for more "common" things. And I think you'll also get a good benchmark for the difficulty of things after a few encounters, which may also help with predictions.

I'm mostly trying to keep the sense of randomness and danger, without making checks take twice as long. Ordinarily in Edge of the Empire when around a table, it's "I want to do x", "k the difficulty is y". And combat in PBP tends to take long enough without that kind of back and forth with every roll.

In circumstances where there are things that are sort of "predetermined" to exist, I'll try to do the standard [.spoiler=DC 2 Success] kind of thing.

51 to 100 of 118 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Yorick's Edge of the Empire Discussion All Messageboards

Want to post a reply? Sign in.