I guess I would need the Action for a Athletics or Coordination Skill Test. I do not even know if thats enough.
Oh okay. I think our GM should be back soon at any rate so we can get things going again!
I guess I would need the Action for a Athletics or Coordination Skill Test. I do not even know if thats enough.
Oh okay. I think our GM should be back soon at any rate so we can get things going again!
I guess I would need the Action for a Athletics or Coordination Skill Test. I do not even know if thats enough.
I like that plan. I've outlined your options in the IC thread.
There's three NPC slots that have to be activated before any PC can declare an action, correct?
Yes there are. I'm just looking for the time to post them atm
At some point I'd like to look for a computer port that T9 can plug into.
Don't worry, they do exist somewhere in the building
I havr the impression that you still do not upgrade my enemies difficulty- I have still sense with control upgrade active
Edit: never mind got already attacked this round. Play by post sometimes is confusing
Edited by WulieThat's what I was forgetting. Sorry, I'm terrible at remembering who's doing what. My humble and sincere apologies
Does anyone have emergency repair patches for T9? Or a tool kit? T9 is definitely going to need some repairs.
T9 has a toolkit but other than that no
Have to remember to put Emergency Repair Patchs on the to buy list for the future then. Ashrym can help with the once per encounter repair checks when we get to a feasible time for that since T9 has a toolkit. Ashrym doesn't have mechanics skill, but his Intellect is solid and might work better than T9's roll with some yellows since Ash wouldn't have additional penalty that T9 would suffer from self-work. We'll figure that out when we get there.
Eh, we're all learning what works!
Also, sorry for my less-than-stellar posting record. I'm trying to respond as fast as possible. I'm thinking about ways to make this more efficient.
Hey, I just made a Chart listing wounds and strain for quick reference.
I hope that's ok
Player Character Soak Wound T/C Strain T/C Critical Injuries Defense R/M Boost Dice, … Other
FeBommel Marcelus Vaerson 5 13/07 14/04 - 0/1 1 Setback Die on next turn Dodge (1)
awayputurwpn Rast Artayu 5 14/00 12/03 - 1/1 3 Stimpacks administered -
Revanchist7 T9-M4 3 13/10 13/00 - 1/1 Defensive Slicing (1)
Wulie Vohr Yondu 6 14/00 13/00 Dis. Wound 0/0 Parry (2), Durable (1)
Korro Zal Rion Asharr 4 15/04 16/00 Minor Knick 0/0 1 Setback Die on next check, 1 Stimpack administered Dodge (1), Defensive Stance (1), Resolve (1)
Kesh Ashrym Karm 4 12/00 12/00 - 1/1 -
allenowen Dag Dibrimi 4 13/07 13/00 Harmstrung 0/0 1 Stimpack administered Side Step (1)
Round ?
I'm going to edit the post to keep the chart up-to-date.
Please tell me if you see any mistakes.
Another question:
Vohr got hit, but he suffered no damage because of soak. Nevertheless, he suffered a critical hit. I always thought that someone can only take a critical hit if he suffers at least 1 damage more than his soak?
At least according to the text in my German EotE-Corebook. But that could be a translation error...
Edited by FeBommelThanks FeBommel! I'd already forgotten about that Boost die ![]()
Having taken an - admittedly brief - look at the rules I can't see anything saying there must be at least one point of unsaved damage for a crit to occur.
At this point we're waiting for Korro Zal to take his turn before we can move on.
Just out of curiousity, are there any pointers for my GMing? I'll admit I created a slightly clunky opening scenario but I've taken that one to heart in terms of learning what to improve.
I think you're an excellent GM!
Concerning the critical hits: Just open your GM Screen and look at the Chart for Advantage and Triumph usage in battle (should be somewhere in the corebook as well). In the German GM Screen it says translated back into English: 1 Triumph or X Advantage: The target suffers a critical injury, if the attack was successful and the damage exceeds the soak by at least 1.
I just stumbled across it yesterday when I sat down with my GM Screen and I noticed that Vohr suffered a critical injury when I went through the posts to make the chart, so I was surprised as well. I didn't know either.
Well ok then. Vohr's crit is removed! (cue fanfare of trumpets)
Praise the force!
Looks like it was a very good idea to spend 5XP each for a rank in Knowledge (Rules) and Fasttalking-the-GM for FeBommel ;-)
Quick Question: How long do Inspiring Rhetoric's Boost Dice last? According to the CRB, they last for 3 rounds (3 ranks in leadership). 3 of my character's rounds or 3 of the affected character's rounds?
I'd say three of the affected character's rounds
thanks!
IC thread updated with some slight corrections due to my forgetting some fairly major rules!
@GM, how much damage does the last attack do?
@all: Any ideas for the Despair? Weapon malfunction? Loss of communication? Or something else?
I updated the last post. I spent the despair to have Vohr drop his lightsaber.