Edge of Darkness OOC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

I've updated the first post of this thread with the Duty chart. I'll address Sarone's questions in the IC thread at the start of the next chapter, but for now I think it's fair for plot reasons to reveal that the signal is going directly to you, and that the other parts will be explained in due time.

Cool.

Also, I noticed that we are getting high in the page/post count. Should we start a second thread for both the OoC and the IC before we begin the next episode?

I don't know what the policy FFG has for threads and their lengths.

The thread for OggDude's chargen program has something like 300 pages. I think we're good for now! :D

The thread for OggDude's chargen program has something like 300 pages. I think we're good for now! :D

First Thought: Sweet, we're good!

Second Thought: Eew, Three-Hundred pages? I wouldn't want to torture some archive-diving monkey with that.

Well the OOC thread isn't something people are as likely to dive through as the IC thread, which I'm going to begin novelising as soon as my workload for school drops down next week. And by novelising I mean copy/pasting everything you guys put in the IC thread into Word and changing the tense to the past. It should make it easier for latecomers to pick up on what's going on.

Well the OOC thread isn't something people are as likely to dive through as the IC thread, which I'm going to begin novelising as soon as my workload for school drops down next week. And by novelising I mean copy/pasting everything you guys put in the IC thread into Word and changing the tense to the past. It should make it easier for latecomers to pick up on what's going on.

Go for two versions, then.

One with all the snark and comments from the OOC, the other a sanitized version that FFG/Disney would buy off you.

We'll have a footnoted edition. The Director's Cut, if you will.

And I don't think Disney will buy it off me. I just think that Season 3 of Rebels will be oddly familiar...

Congratulations guys, that's a wrap on Episode 2 - The Morning After! You each gain 10xp, with Geoff and Rax gaining an extra 5xp for their special work at Issan getting an extra 2xp for his footage. You also each get 5 Duty, with Toco gaining an extra 5 for his Sabotage Duty. I'll wait to see what you're all dropping your xp on and then move things on.

putting my 5 duty into both of my duties gets them respectively to 5 in each (one from 3 up to 5, the other from 2 upto 5)

15XP isnt enough for me to get another specialisation yet. so i will bank that.

also, bringing in possible house rules here, would i be able to possibly get the Slicer tree for a little cheaper, as, well, i am a computer.... ?

Hmm...now there's an interesting one. I think we should open that up to debate, since I don't want to favour one player over others. If you can provide some examples of how other characters could get another specialisation cheaper for certain reasons, or another persuasive argument, I'll accept it.

I've updated the Duty roster on the front page completely now. That Contribution rank is in sight!

Hmm...now there's an interesting one. I think we should open that up to debate, since I don't want to favour one player over others. If you can provide some examples of how other characters could get another specialisation cheaper for certain reasons, or another persuasive argument, I'll accept it.

I've updated the Duty roster on the front page completely now. That Contribution rank is in sight!

hmm... never god with persuading... -_-

I purchased the talent True Aim for Toco and updated his duty on SW Sheets.

Oh, and do we want to maybe stash the remaining 2 charges? I know we can return them to base, but maybe we want to start a cache of equipment for a rainy (and cast out to the cold) day.

Hmm...now there's an interesting one. I think we should open that up to debate, since I don't want to favour one player over others. If you can provide some examples of how other characters could get another specialisation cheaper for certain reasons, or another persuasive argument, I'll accept it.

I've updated the Duty roster on the front page completely now. That Contribution rank is in sight!

hmm... never god with persuading... -_-

If I may?

The question here that should be what specializations seem to fit naturally together. The biggest one there is looking at the other Corebooks (EotE and FaD) for specializations that seem to jive together.

For example (my apologies for using Geoff): The Colonist: Doctor and the Soldier: Medic both seem to be at odds with each other. One seems to be designed for the city while the other is designed for the battlefield. The Doctor is more book smarts while the Medic is more street smarts. Likewise, using our campaign as an example, Geoff has not been the best at being in a firefight. Only once someone gets injured does Geoff shine, and the MCE might have been a good situation to go for (or not, depending on how everything goes). However, those differences and the situation are just superficial.

Getting rid of the career aspects and comparing skills and talents, the differences seem less so. The Doctor gets Cool and Knowledge: Education while the Medic gets Knowledge: Xenology and Vigilance, both specs get Medicine and Resilience. In full honesty, the difference in skills aren't so different when usefulness is brought in. The different skills are equally useful and also share some cross training ability.

Besides the standardized trifecta (Grit, Toughened, and Dedication), both specializations share a number of talents. Bacta Specialist, Surgeon, and Supreme Stim Application are standardized passive talents, while the Active Talents share six of the 15+ XP talents.

Lastly, look at real world: there usually isn't that much of difference between doctors and medics beyond timing being a factor. In game, it can also be used as a way to let those who have access to the other Core Books use them. Or encourage to get them.

Oh, and do we want to maybe stash the remaining 2 charges? I know we can return them to base, but maybe we want to start a cache of equipment for a rainy (and cast out to the cold) day.

Unknown. I was thinking turning in one and claim the other was used but defective. But I'm not too thrilled with the idea of having a loose piece of demo gear lying around. Unless someone wants to carry it on them everywhere we go.

Which reminds me, who has at least a utility belt and load bearing gear? That will help increase your encumbrance by at least four points.

Edited by Sarone

Duty Roll: 1d100 63

Geoff's Duty is triggered for this episode.

Ok, first things first, I'm going to go for a Computers check to verify the signal. It might take time, but there's something fishy about not having a call sign before the mission.

What's the difficulty for the computer check? In addition, can CT assist with the check?

It's a Daunting (DDDD) check due to this being a secure signal, but CT can provide skilled or unskilled assistance.

It's a Daunting (DDDD) check due to this being a secure signal, but CT can provide skilled or unskilled assistance.

Ok, my apologies to TitchFender for not asking permission first, but in the interest of time...

I'm going to go ahead with the roll to verify the signal first with skilled assistance from CT. That is Intellect Four from Geoff and Computer Two from CT with a Difficulty Four.

Anything else I should be aware of?

I'd say that CT's onboard systems give you a Boost to the roll, but otherwise that's all right.

I'd say that CT's onboard systems give you a Boost to the roll, but otherwise that's all right.

Ok, first part of the roll is set up.

Comms Check: 2eA+2eP+4eD 3 successes, 4 threat

a--.pnga-s-s.pngp-s.pngp-s-s.pngd-th.pngd-th.pngd-f-th.pngd-f-th.png

Didn't roll a boost dice, so I'll add that now.

Boost for Comm Check: 1eB 0 successes, 1 advantage

b-a.png

For a total of 3 Successes and 3 Threat.

Yeah, that's the problem with tight beam communications. Great for directed comms because someone has to be in the middle of the path to receive information. Bad because anyone in the middle of the path will get everything.

I'll make a post in the IC soon enough.

Edited by Sarone

now i know i may be nit-picking here. and i understand that people want to carry the story along...

but

sometimes people may have something else in mind for their 'turn'.

so basically i am asking that we dont do this, "in the interest of time" anymore. we are PC's for a reason! and we may want to do something else... true it may be unlikely that we do but when we see (me especially) others saying that we are doing a certain action (other than the GM saying we are) it sucks... :/

now i know i may be nit-picking here. and i understand that people want to carry the story along...

but

sometimes people may have something else in mind for their 'turn'.

so basically i am asking that we dont do this, "in the interest of time" anymore. we are PC's for a reason! and we may want to do something else... true it may be unlikely that we do but when we see (me especially) others saying that we are doing a certain action (other than the GM saying we are) it sucks... :/

It's understandable.

I apologize and I am sorry.

If it's ok, I will give you a one time " I need Geoff's help, no questions asked" in return.

Edited by Sarone

haha, its cool i do understand that sometimes it happens. all i ask is that if you want to 'play' my char for a post, then please ask first.

thanks for understanding :D

Well I'm glad peace has been established in the realm over this one. Do we have a consensus on the way forward then?

I'm down for checking out the safe house.

Well I'm glad peace has been established in the realm over this one. Do we have a consensus on the way forward then?

I believe the general consensus is that we are willing to check out the old safe house. However, we it sees we all want to head back to base and ensure it still stands.

In that case if someone could post narratively I can move things on.