Hi there,
I am looking for some ideas for the difficulties of the skill checks within the range bands of a black hole and which "spending [symbols]"-table should I use/modifier for this case?
Hi there,
I am looking for some ideas for the difficulties of the skill checks within the range bands of a black hole and which "spending [symbols]"-table should I use/modifier for this case?
If they are within range bands of a black hole you say 'Can I see everyone's characters' . The you put the sheets into your notebook, close the notebook and say 'So, what are we playing next week?'
If they are within range bands of a black hole you say 'Can I see everyone's characters' . The you put the sheets into your notebook, close the notebook and say 'So, what are we playing next week?'
This is Star Wars. RL (astro)physics don't necessarily work that way in a galaxy far, far away.
There's no table for setting Difficulty so you'll just have to eyeball that. The hazards table suggests 3+ Setback for "foolhardy" moves.
The AoR GM kit adventure had it as a timed event.
The party has about an hour and a half to escape the ship before it drifted into the black hole. Which normally wouldn't be a problem but the ship was overrun by enemies.
If they are within range bands of a black hole you say 'Can I see everyone's characters' . The you put the sheets into your notebook, close the notebook and say 'So, what are we playing next week?'
This is Star Wars. RL (astro)physics don't necessarily work that way in a galaxy far, far away.
Not the near orbit around singularity, maybe some parsecs away in which currents the gravity are still strong but not fatal.
You could treat it like a tractor beam weapon. Varying distances are like being "attacked" by a tractor beam of varying strengths. Light, Medium, and Heavy tractor beam weapons have difficulties of 2, 4, and 6. So, start at 1 difficulty vs. Pilot skill. Each success moves you away, but each uncancelled failure moves you closer? Threats cause strain. Past 6 difficulty and you start upgrading with despairs causing damage to the ship.
Example: A scientific base is in danger of being consumed by the small black hole the researchers errantly created. The PCs must get within 2 difficulty of the black hole to toss out the anti-gravity module created by the scientists in order to make the hole collapse. The Pilot maneuvers to within the 2 difficulty range as the Cargo Handler readies to toss the module out a cargo airlock. It'll take 2 rounds and thus 2 rolls by the Pilot vs. 2 difficulty. A net failure increases the difficulty for the next check by the # of failures as the ship gets pulled closer to the hole. Yes, it could quickly get out of hand as the Cargo Handler suddenly discovers the anti-gravity module is not powering up.
Edited by SturnYou could treat it like a tractor beam weapon. Varying distances are like being "attacked" by a tractor beam of varying strengths. Light, Medium, and Heavy tractor beam weapons have difficulties of 2, 4, and 6. So, start at 1 difficulty vs. Pilot skill. Each success moves you away, but each uncancelled failure moves you closer? Threats cause strain. Past 6 difficulty and you start upgrading with despairs causing damage to the ship.
ER: 1 purple, LR = 2 purple, MR = 4 purple, SR= 6 purple and CR= 5 purple 1 red?
What are you using it for?
What are you using it for?
For an encounter within the Maw.
It's the encounter or it's just there during the encounter?
I think during the encounter
Then I'd say you're just adding setbacks to all piloting and astrogation checks for being in it's prsence. Maybe an upgrade if you want a chance for a despair result. Difficulty is just whatever it is for the given check normallyvwith those additions.
Edited by 2P51Then I'd say you're just adding setbacks to all piloting and astrogation checks for being in it's prsence. Maybe an upgrade if you want a chance for a despair result. Difficulty is just whatever it is for the given check normallyvwith those additions.
I second the Setbacks for Piloting. Astrogating close to a black hole, or through a cluster of them, is definitely at least a little Desperate.
This is Star Wars. RL (astro)physics don't necessarily work that way in a galaxy far, far away.If they are within range bands of a black hole you say 'Can I see everyone's characters' . The you put the sheets into your notebook, close the notebook and say 'So, what are we playing next week?'
And this does not necessarily apply to real world blackholes either, especially as the range bands are not fixed length nor are black holes fixed size, furthermore usually when referring to a blackhole, you refer everything beyond the event horizon and not just the singularity itself.
Anyway back to star wars, Between one and four setback dice everything sounds fine. Furthermore piloting itself is clearly in difficulty terrain so you use the sil/2 + speed difficulty. The maw itself is referenced a few times for navigational hazards btw, so it is literally one of the examples given for setback dice.
One of the nice things about gravitation is that it is a very constant thing. One of the not so good things in this case is that gravitation is reducing by inverse square of distance, which leads to the problem that there might be very different gravitational forces on different parts of your ship and thus it becomes very unintuitive to fly in such a close distance to a strong gravitational source. And than there is the issue that those celestial objects are not static, moving themselves and interact with each others, which leads to changing space-time configuration. The maw is not a fun place to navigate through ^-^