Edge of Darkness OOC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

Well that thieving little droid...!

Just kidding. Thanks for the help! If you want to appropriate the 50 for the cause, feel free. I have other attachment I want to mod, but those can wait.

Here is the roll, only just managed to stop me rolling 3 difficulty dice, the "Quicktrigger" actually has a special rule lowering the difficulty of mechanics checks. Knew I bought that one for a reason ;)

Mechanics for accurate attachment on custom grip: 1eA+3eP+2eB+2eD 1 success, 6 advantage
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Wow. That was a little too close to a fail for comfort!
Can we use the huge number of advantages for something, CC?

Special Modifications includes tables with extensive lists of potential ways to spend advantage. If you've got the book, you can have a look at those (it's in the crafting section, but I'd say they're cross-compatible).

I've been through the tables, they seem to fit better when actually crafting stuff, rather than modding. Don't mistake me, I wouldn't mind spending 4 advantages to get Auto-fire or Accurate, or three to get Ensnare or Pierce (to mention just a few), but that sounds unbelievably unbalanced when we are only working on a mod.

Perhaps we could spend the advantages to get a boost or two next time we try to mod the weapon since N-97 has become very familiar with it?

If you want you could spend the advantages to waive the cost of the next mod, and roll for it now. That could cover four, with the other two to add a Boost.

Sounds like a plan. I'll try for the Accurate mod on the Electronic Sight system:

Mechanics for accurate attachment on ESS: 1eA+3eP+3eB+2eD 1 success, 3 advantage, 1 Triumph
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Hello a new problem, here's a triumph for us to worry about :huh:

Same again? Or would you like a different option?

Works for me...

Mechanics for DMG +1 mod on blaster actuating module: 1eA+3eP+3eB+2eD 4 successes, 4 advantage
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This thing is a perpetual motion machine...
I'll throw the four advantages on the second DMG mod, no boost this time though...
Mechanics for DMG +1 mod #2 on blaster actuating module: 1eA+3eP+2eB+3eD 2 successes, 2 advantage
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Ah, finally this strange series of rolls is done...
If the boost can add a boost to the next mech check on the pistol that would be cool...

I've looked back over your rolls, which should have increased in difficulty once each time. You should have been rolling six Difficulty dice on your last (fourth) roll under RAW, even with the Quicktrigger's rule. I'm sorry to say this, but you'll need to reroll them.

No, it's different attachments. One mod for custom grip, another for EES, so both are average (should be hard, but reduced by one for this weapon. The first one for the BAM is also average, the second hard.

As per p 192 in F&D (since I have that beside me): "Each additional mod installed in an attachment beyond the first increases the difficulty of the mechanics check by one..."

My mistake, sorry. I thought it was all on the custom grip! I'll go back to letting my players look after themselves...

No worries. It really was just my intention to get one mod installed. Then a bunch of dice happened :wacko:

Nice rolls, if anyone needs something specific crafted let me know. I put the summary of crafting rules in my dropbox here.

Since he is a droid he doesn't need to sleep, so he can likely do the crafting overnight. One of his first projects will be a Specialist Tool (from Table 3-12 SM:84) to make a welding tool to help with repair checks. Otherwise just clear what you want to have him make with CC (and if the supplies are available, some have rarity) and then when he has time will make it. Other good items are grenades, specialized gear, attachments, armor (if he has time), bola's (for ensnaring enemies) as they are often are cheaper than buying them.

CC: I am basically offering small things for N97 to do (such as the crafting, helping out the villagers, etc) as filler while the larger story is getting ready to be advanced. Don't let it slow down what you want to do, and just let me know if there are too many things.

Sounds like a plan. If you can assemble 400 credits worth of gear, or come up with an alternate solution for securing materials, you can go ahead.

Hey guys. Been quiet after vacation and catching up on work. I'm back now, and will spend my XP in the next day or so.

Used 20 of the 30 XP for Toughened.

In addition, I thought Doctor Cohlen was in charge of the Cell now, not Lieutenant Braxus.

She is, but for the past few days she's been either travelling or operating on those wounded from the warehouse who made it this far, so she's ceded the administrative and military coordination duties temporarily to Braxus. It's sort of a job-share at this point.

I still need to decide what I'll spend my xp on. Oh and to roll my Conflict. I'll do that over the next day or so.

Okay, so I'm buying the first rank of the Feral Strength talent (15 xp) and a rank of Melee skill (15 xp). I'm good to go.

I still need to decide what I'll spend my xp on. Oh and to roll my Conflict. I'll do that over the next day or so.

If you could get it done sooner rather than later, we can get back to the story.

I still need to decide what I'll spend my xp on. Oh and to roll my Conflict. I'll do that over the next day or so.

If you could get it done sooner rather than later, we can get back to the story.

What would be a good Lore skill to buy for this adventure? I was thinking of buying a rank or two in one of the lore skills and picking up some of the Analyst talents that helped out with those skills.

Warfare tends to be useful in a Rebel campaign...

Warfare tends to be useful in a Rebel campaign...

That's what I was leaning towards. That or Underworld. But wasn't sure.

Either of those, or Lore, depending on what you want to do and what you think you might come up against.

Knowledge: Warefare 0 to 1: 5

Talent - Researcher: 5

Talent - Valuble Facts: 10

Talent -Street Smarts: 5

Talent - Codebreaker - 5


Conflict: 1d10 3


So Morality drops by 2

Excellent, that's everyone. I'll move things on this evening.

Hey, I just realized, this game is now just over one year old! That's a very nice accomplishment for both ColonelCommissar and the two players who have been here from the start.

Oh, one question. Do you have any statistics for the Arrow-25 airspeeders?

Hey, I just realized, this game is now just over one year old! That's a very nice accomplishment for both ColonelCommissar and the two players who have been here from the start.

Oh, one question. Do you have any statistics for the Arrow-25 airspeeders?

It is? Man, I never noticed, but that does actually make sense.

I'll put up a 'character sheet' on SWSheets tomorrow. It's one for your whole group, with a couple of small mods.