team uniforms and the hard point question

By amrothe, in Star Wars: Edge of the Empire RPG

Think of it this way. Mass production is completely star wars why build a droid when you can build a trade federation droid army roger roger. Why build one clone when you can build a clone army. Why produce 1 correllean cruiser when you can produce a fleet. Why ship one dose of spice when you can fill a cargo hold. The supply isn't inexhaustible but the more common the resource the easier it is to get.

If you want to make soap sculptures well soap is pretty **** common. If you are a leather worker in the star wars world there are an awful lot of creatures killed for food which give the byproduct of leather. That's what rarity 0 represents. Cow hide wood for arrows very small rocks mud for ceramic ship components. There just is so much of it you never really have to worry. If it makes you feel any better the system won't let you build 71 suits of power armor so easily and getting that much stuff would take an entire campaign and cost hundreds of thousands of credits.

To each their own. I wouldn't allow it. You've essentially taken the equipment challenge portion of the game off the table and reduced it to a spread sheet.

The crafting rules ARE NOT mass productions. Mass production is what you see in the equipment pages. Not the same as that one off custom armor that you had made. And stop trying to convince us. We are not who you have to convince. And you have pretty much turned us off to the idea. Cause how many credits did 71 tries cost?

for reinforced clothing. 710 credits...the time would 53 and a half days. You seem to be forget each attempt is 6 hours.

And since this armor is going to be distinctive as others have mention. The gear is not exactly stealthy. This just screams MMO cheesy. And you sound kind of whiny because we are not on board. I suspect cause you want to rely on us to convince the other GMs. Problem is we are not on board. You gotta convince them on your own.

Edited by Daeglan

I'm not looking to beat a dead taun taun here, but, buying enough of anything, regardless of rarity, that could be used to produce dozens of suits of armor is not lay low behavior. Just because it's a low rarity doesn't mean the Empire doesn't pay attention to transactions of it, it doesn't mean they don't require merchants to report sales of it, it doesn't mean there aren't ordinances capping how much a merchant can sell to some person obviously from 'outta town'. There's always the black market, but all that means is you pay 4 x as much for the stuff and are guaranteed to be finked off to the Empire by some lowlie looking to double dip and max profits. This what I am taking about when I say the whole notion is completely divested from the narrative and the reality of the Star Wars universe. It's not the stats, it's the abuse of the crafting rules, coupled with the narrative divestment I take issue with.

Edited by 2P51

Ghost you gotta understand each player is adding a thing that will give an edge to the players on the specific mission they planned. This includes the armor that looks like clothing.

Not my point. My point is:

How does the rest of your group feel about your gear and crafting plan and how the rules work?

They are the other GMs and it's their judgement you gotta clear. They are the ones that are going to have to make the call if it's OK for you to bypass the game system by banging your head against the wall, and they are the ones that will have to deal with the results. They are the ones that will have to accept the precedence this establishes when you turn your gaze toward the crafting of other things like weapons and gear.

You've got our opinion, and that is that your plan looks numerically possible, but it's implementation is also begging for the GM to poop on it.

So... RPGs are a group participation activity, this one especially. So present your idea to your group, see what they say. Maybe they'll cackle at your brilliant idea, maybe they'll torpedo your exhaust port.

Ghost you gotta understand each player is adding a thing that will give an edge to the players on the specific mission they planned. This includes the armor that looks like clothing.

Not my point. My point is:

How does the rest of your group feel about your gear and crafting plan and how the rules work?

They are the other GMs and it's their judgement you gotta clear. They are the ones that are going to have to make the call if it's OK for you to bypass the game system by banging your head against the wall, and they are the ones that will have to deal with the results. They are the ones that will have to accept the precedence this establishes when you turn your gaze toward the crafting of other things like weapons and gear.

You've got our opinion, and that is that your plan looks numerically possible, but it's implementation is also begging for the GM to poop on it.

So... RPGs are a group participation activity, this one especially. So present your idea to your group, see what they say. Maybe they'll cackle at your brilliant idea, maybe they'll torpedo your exhaust port.

If it were me I would want to see the die rolls in front of me. And I would make you spend the actual time for each attempt and wouldn't let one have an unlimited supply. Gotta go buy enough to make a suit or 2 spend the time making them make the roles. Then you gotta wait for more supply or go somewhere else. You don't get to just get 71 suits worth of supplies and make 2 months of rolls in one sitting. You know all that time is bound to have someones obligation come up... You are just not considering the logistics of a one man shop trying to turn out 71 suits of armor. then there is the what do you do with those failures? They take up space and are likely not easy to just sell. And they are the failures. not quite what you wanted...

Well as he said, in their game, which is going to be knight level, they are round robin GMing and allowing pre-campaign checks and investment related to group resources based on the adventure each of them has planned.

So the issue comes from the fact everyone will have to settle on what resources each player kicks in that will be carried throughout the campaign, as everyone's adventure will have to account for it.

... They are the ones that will have to accept the precedence this establishes when you turn your gaze toward the crafting of other things like weapons and gear...

This, to me, is the real sticking point. The armor itself isn't game-breaking, it's the precedent that it sets that could ruin things.

If you introduce some strange exo-/xeno-/archaeo-tech gizmo as a one-off, no big deal. But if you try to bend the crafting rules to justify it as game-legal (and therefore reproducible), then you're setting an awful precedent for when a tech-focused character wants to build something really nasty and potentially game-breaking.

Can we circle back to how you're building your dice pool at the start of a Knight-level game with 5 ranks of mechanics....?

So the way the crafting will work in game will mostly take place between arcs. If you want to max something rarity 0 or 1 just spend the credits and you can get 100 rocks or 100 sticks to make arrows or maybe the parts for 100 stimpacks or comlinks fine its low rarity we don't care.

For rarity 2 or more or anything restricted those components have to be bought individually. With appropriate rolls to find the parts and advantage determining number of parts available based on 1 for success plus (6 - (rarity/2) per advantage. ) Eg rarity 2 items you can get 5 parts per advantage rarity 10 you can get 1 part per advantage.

Salvaging items with proper facilities gives 1/2 a part per item or 1/4 if it is combat damaged. (eg two perfectly working disruptor rifles would give you the parts to make one) (four suits of damaged storm trooper armor would give you the parts to make 1 suit)

Templates are not automatically learned and require reverse engineering (destroying the item in process) and a knowledge education check at 1/4 of the rarity rounded up as difficulty or the schematics (a sellable item) or research and a knowledge education check with a difficulty based on 1/2 the rarity of the item rounded up. eg rarity 10 being 5 difficulty. When a player completes the template enough times to make it as simple they can copy down a sellable schematic. Some of the lightsaber mod schematics are going to be huge prizes for them. The research checks for templates take 1 day for every 2 levels of rarity for the item and require library access (suddenly sages are useful).

So lets say down the road the group wants to learn the disruptor rifle template, I mean they probably will be using lightsabers but whatever. They could research the template try and get the restricted parts and then build one. Maybe they could get enough parts for 10 shots at it. And great they pick the four best to use.

No one will be making 71 disrupter rifles.

More likely they are going to research the curved hilt mod or something to help the sabers and then have a hell of a time trying to find the parts and then try and build even 1 of them.

I want the crafting system to be rich complex and powerful and require at the highest level rare components which may become the focus of the campaign. The focus of the prequel was obtaining lightsaber crystals and the arc will likely end with them building their first lightsabers.

If you read the post previous the game is set at knight level + 150xp

Edited by amrothe

Dagelian normally it takes 6 hours yes but its -2 hours per success over 1 minimum of 1 hour. Every single one of those 71 rolls had 3 successes or more meaning it took 71 hours. The cost is 25 credits per attempt. The pregame stuff is complete the part I wanted clarity on was the hard point issue because It is unclear and could come up a lot. As for what happens to the unused items see the rules I listed above every 2 become 1 part for a new attempt.

The stuff I have been posting after is just telling you guys about the game. I am really not concerned if you would personally enjoy playing in it or not.

2p51 take a look at the crafting system I wrote in the previous post. It may disgust you less when you see that it only works for the most basic items this way. Advanced and powerful items are still hard as hell to get components for and craft.

Imperial customs ships are not going to be looking for people carrying 100 pelts of leather or bolts of silk cloth they will definately be on the lookout for people trying to buy parts to make a ton of disruptor riffles or thermal detonators.

Edited by amrothe

Can we circle back to how you're building your dice pool at the start of a Knight-level game with 5 ranks of mechanics....?

I must admit I too am curious what the dice pool was to begin with in this scenario.

I posted it above but I will repost it.

The crafter has 4 int mechanics 5 1 rank in inventor 1 rank in mental tools and has the assistance of another character. He has a specialists tool for mechanics, which grants him a free success advantage and upgrades his mechanics checks while it is being used. This gives him 5 yellow dice and 3 boost dice and +1 success/advantage. On rolls where he is not reaching the desired result he is putting all of the advantage/triumph into extra boost dice to improve the next roll.

Each crafter and everone has a crafting skill began with 2 difficulty 2 templates completed to simple.

As I said in a previous post it is a knight level + 150 xp so all the standard knight level rules were followed and then 75xp was freely allocatable to skills and 75xp was allocatable to force powers/talents and specs. This is how mechanics got from 3 to 5.

fair call. Its a beast of a mechanic character, a little outside the norm, but i get it. Its neither RAW or RAI but it definitely fits the campaign so enjoy.

Dagelian normally it takes 6 hours yes but its -2 hours per success over 1 minimum of 1 hour. Every single one of those 71 rolls had 3 successes or more meaning it took 71 hours. The cost is 25 credits per attempt. The pregame stuff is complete the part I wanted clarity on was the hard point issue because It is unclear and could come up a lot. As for what happens to the unused items see the rules I listed above every 2 become 1 part for a new attempt.

The stuff I have been posting after is just telling you guys about the game. I am really not concerned if you would personally enjoy playing in it or not.

2p51 take a look at the crafting system I wrote in the previous post. It may disgust you less when you see that it only works for the most basic items this way. Advanced and powerful items are still hard as hell to get components for and craft.

Imperial customs ships are not going to be looking for people carrying 100 pelts of leather or bolts of silk cloth they will definately be on the lookout for people trying to buy parts to make a ton of disruptor riffles or thermal detonators.

yeah you totally sound like an MMO crafter. Only you are completely ignoring the part whare you have to actually go get the stuff. You are just hand waving that away along with handwaving away the time as well. You know. The stuff that actually balances this stuff. And you are acting like we should be proud of you or something. We aren't. I don't think anyone here is going to be impressed with you doing munchkin things. Especially when you failed to follow the rules lik you an not have 5 ranks in a skill at knight level.

And no all the knight level rules were not followed.

As I said in a previous post it is a knight level + 150 xp so all the standard knight level rules were followed and then 75xp was freely allocatable to skills and 75xp was allocatable to force powers/talents and specs. This is how mechanics got from 3 to 5.

That is not following knight level. That is following a house rule. Which is fine. Still not knight level.

Especially when you failed to follow the rules lik you an not have 5 ranks in a skill at knight level.

Wasn't' sure about this, so I checked and can confirm. 3 Ranks is the starting max in any skill at Knight Level. FaD pg 104 in the breakout box.

So the way the crafting will work in game will mostly take place between arcs. If you want to max something rarity 0 or 1 just spend the credits and you can get 100 rocks or 100 sticks to make arrows or maybe the parts for 100 stimpacks or comlinks fine its low rarity we don't care.

Technically you still have to make Negotiation and Streetwise checks to buy the raw materials. Which Daeg hit on. If you're not factoring that in, you're not following the rules. Just because it's a Simple check doesn't mean you won't fail.

For rarity 2 or more or anything restricted those components have to be bought individually. With appropriate rolls to find the parts and advantage determining number of parts available based on 1 for success plus (6 - (rarity/2) per advantage. ) Eg rarity 2 items you can get 5 parts per advantage rarity 10 you can get 1 part per advantage.

... this is totally your own house rule...

Salvaging items with proper facilities gives 1/2 a part per item or 1/4 if it is combat damaged. (eg two perfectly working disruptor rifles would give you the parts to make one) (four suits of damaged storm trooper armor would give you the parts to make 1 suit)

Also your own rule. Not to mention kinda wonky.

Templates are not automatically learned and require reverse engineering (destroying the item in process) and a knowledge education check at 1/4 of the rarity rounded up as difficulty or the schematics (a sellable item) or research and a knowledge education check with a difficulty based on 1/2 the rarity of the item rounded up. eg rarity 10 being 5 difficulty. When a player completes the template enough times to make it as simple they can copy down a sellable schematic. Some of the lightsaber mod schematics are going to be huge prizes for them. The research checks for templates take 1 day for every 2 levels of rarity for the item and require library access (suddenly sages are useful).

Game gives you free reign to sort this out, so ok. But this does sound like the kind of thing that needs to be done with the group, otherwise what's to stop you from just going "oh yeah, totally learned that schematic"

So lets say down the road the group wants to learn the disruptor rifle template,

Also your own house rule. Disruptor rifles aren't an option to craft. Just an "energy rifle" which you then tune to try and get close.

I want the crafting system to be rich complex and powerful and require at the highest level rare components which may become the focus of the campaign. The focus of the prequel was obtaining lightsaber crystals and the arc will likely end with them building their first lightsabers.

That's great for you, but again... does the group agree? You're making a lot of house rules, which is the prerogative when you're the GM.... but you said yourself you're just A GM, not THE GM. If you are going to round-robin it's a really excrementy thing to go making house rules. You really need to follow RAW, roll in the open, and work with your group, which you've either said you aren't or have actively avoided discussing.

Broken record time: Check with your playgroup and make sure everyone is on the same page about everything. You don't want to go to Session 1 and end up being the twerp that has to have his character redone from scratch because he didn't follow the same rules as everyone else. Especially if you're also the guy that's taking the rules to the breaking point as it is.

Look dude, we're trying to give ya the benefit of the doubt here, but it's sounding more and more like you're going munchkin and trying to get the forums on your side as a kind of backup when one of the other group members call you on your bantha poodoo. But, We've been there, we've done that. Every GM worth his weight in spice will tell ya they've had a guy that dumped everything into Skill Focus Use The Force, or showed up with extra Force Points even though they weren't force sensitive, or tried to use a Hutt Floater as a Rascal Scooter because they saw it has a retractable 30 Damage auto-fire cannon on it. It's not going work. Go see your group, explain your plan, make sure you're following the rules and, if you want a house rule, they agree with it. Otherwise... bring an extra blank character sheet.

Edited by Ghostofman

Have you guys actually played MMOS? In everquest and world of warcraft you would make an item and that was it. It never got better there weren't any bonuses or anything. I mean yeah you could enchant it but a steel longsword was the same as every othe steel longsword. This game has a lot more variety. And the best items in mmos took raid components to craft and were really rare and hard to get. I remember crafting the hand of ragnaros and oh my god weeks and weeks of raiding to get the drops to finally make it. In everquest crafting your epic weapon was an insane task that required so much raiding and traveling it was insane and the bard epic was awesome and worth it finishing it was a major acomplishment.

I just get the feeling that you have never actually played an MMO ;)

Also to ghost yes I typed out the agreed upon house rules for this particular campaign (disruptor rifle is a custom template) the books let you make custom templates. We have custom templates for crafting mods too etc. They exist but have to be learned. The specific rules on parts and templates don't exist so we made them up. The reason crafting rules are so important is because the focus of the game is recovering and preserving lost jedi/force lore. eg most of the force items and jedi stuff doesn't exist and the players will be working on learning the templates and crafting this stuff on their own. This game is set 10 years before a new hope. Its not a game about fighting the empire its about acknowledging that you lost and trying to hold on to and preserve what knowledge you can as the empire is going around finishing off what remains of the force users and jedi that escaped order 66.

The thing you guys most seem to have a problem with is the rarity 0 and 1 items not having a check. By raw you would roll a simple check per item. So if you want 10 stimpacks you would need to make 10 checks. Sorry this makes no sense in actual play. You go to a drugstore and you buy 10 stimpacks. If your GM is feeling like rollplaying he may make you roll a simple check to find the drugstore. How often do you really make your players roll for rarity 0 and 1 stuff? I can kind of imagine your players at a junk yard saying to the toydarian do you have a screw? (rolls yes) Okay how about 2 screws (rolls yes) okay how about 3 screws (rolls yes) and eventually your players just tells you to go screw. You act like common items are sacred treasures and you can't possibly get a lot of them, yet think of every crappy cakewalk you've ever done where all you do is transport a ton of common items. People sell small cheap items in bulk.

Please be assured none of these house rules are game breaking it just helps us better reflect the story we want to tell.

I get the distinct feeling that several of you would not enjoy a game focused around discovering lost knowledge and jediesque templates for items and crafting them and working to preserve that knowledge. Its not the typical game its kind of offbeat. Not even lightsabers to start with. Not many people like starting the game from the perspective that they lost and dealing with that loss in a way that still allows thier lives to have meaning.

For fun Custom Disruptor Rifle Template Difficulty 5 (upgraded twice until first successful build)

Cost 2500 R Rarity 8

Damage 10 Crit 2 Vicious 3 Range Medium Cumbersome 2 HP 4 encumberance 5 (may not take stun, autofire or blast qualities)

(crit qualities as per eote core)

success with 6 adv will make a standard disruptor rifle as per the book as opposed to the 15 adv it would take to build the disruptor rifle from the heavy energy rifle template.

Edited by amrothe

Have you guys actually played MMOS? In everquest and world of warcraft you would make an item and that was it. It never got better there weren't any bonuses or anything. I mean yeah you could enchant it but a steel longsword was the same as every othe steel longsword. This game has a lot more variety. And the best items in mmos took raid components to craft and were really rare and hard to get. I remember crafting the hand of ragnaros and oh my god weeks and weeks of raiding to get the drops to finally make it. In everquest crafting your epic weapon was an insane task that required so much raiding and traveling it was insane and the bard epic was awesome and worth it finishing it was a major acomplishment.

I just get the feeling that you have never actually played an MMO ;)

Also to ghost yes I typed out the agreed upon house rules for this particular campaign (disruptor rifle is a custom template) the books let you make custom templates. We have custom templates for crafting mods too etc. They exist but have to be learned. The specific rules on parts and templates don't exist so we made them up. The reason crafting rules are so important is because the focus of the game is recovering and preserving lost jedi/force lore. eg most of the force items and jedi stuff doesn't exist and the players will be working on learning the templates and crafting this stuff on their own. This game is set 10 years before a new hope. Its not a game about fighting the empire its about acknowledging that you lost and trying to hold on to and preserve what knowledge you can as the empire is going around finishing off what remains of the force users and jedi that escaped order 66.

The thing you guys most seem to have a problem with is the rarity 0 and 1 items not having a check. By raw you would roll a simple check per item. So if you want 10 stimpacks you would need to make 10 checks. Sorry this makes no sense in actual play. You go to a drugstore and you buy 10 stimpacks. If your GM is feeling like rollplaying he may make you roll a simple check to find the drugstore. How often do you really make your players roll for rarity 0 and 1 stuff? I can kind of imagine your players at a junk yard saying to the toydarian do you have a screw? (rolls yes) Okay how about 2 screws (rolls yes) okay how about 3 screws (rolls yes) and eventually your players just tells you to go screw. You act like common items are sacred treasures and you can't possibly get a lot of them, yet think of every crappy cakewalk you've ever done where all you do is transport a ton of common items. People sell small cheap items in bulk.

Please be assured none of these house rules are game breaking it just helps us better reflect the story we want to tell.

I get the distinct feeling that several of you would not enjoy a game focused around discovering lost knowledge and jediesque templates for items and crafting them and working to preserve that knowledge. Its not the typical game its kind of offbeat. Not even lightsabers to start with. Not many people like starting the game from the perspective that they lost and dealing with that loss in a way that still allows thier lives to have meaning.

yes I have an no it was not just make the item. You had to go farm the materials. And no it was not just a steel sword. And that is it I am not reading anything more from you. As you are clearly a munchkin trying to get us to join your munchkin games. EVERYONE has said no. SO give it up.

No amount of multi paragraphs is going to get us to agree with you.

Edited by Daeglan

Have you guys actually played MMOS? In everquest and world of warcraft you would make an item and that was it. It never got better there weren't any bonuses or anything. I mean yeah you could enchant it but a steel longsword was the same as every othe steel longsword. This game has a lot more variety. And the best items in mmos took raid components to craft and were really rare and hard to get. I remember crafting the hand of ragnaros and oh my god weeks and weeks of raiding to get the drops to finally make it. In everquest crafting your epic weapon was an insane task that required so much raiding and traveling it was insane and the bard epic was awesome and worth it finishing it was a major acomplishment.

I just get the feeling that you have never actually played an MMO ;)

Also to ghost yes I typed out the agreed upon house rules for this particular campaign (disruptor rifle is a custom template) the books let you make custom templates. We have custom templates for crafting mods too etc. They exist but have to be learned. The specific rules on parts and templates don't exist so we made them up. The reason crafting rules are so important is because the focus of the game is recovering and preserving lost jedi/force lore. eg most of the force items and jedi stuff doesn't exist and the players will be working on learning the templates and crafting this stuff on their own. This game is set 10 years before a new hope. Its not a game about fighting the empire its about acknowledging that you lost and trying to hold on to and preserve what knowledge you can as the empire is going around finishing off what remains of the force users and jedi that escaped order 66.

The thing you guys most seem to have a problem with is the rarity 0 and 1 items not having a check. By raw you would roll a simple check per item. So if you want 10 stimpacks you would need to make 10 checks. Sorry this makes no sense in actual play. You go to a drugstore and you buy 10 stimpacks. If your GM is feeling like rollplaying he may make you roll a simple check to find the drugstore. How often do you really make your players roll for rarity 0 and 1 stuff? I can kind of imagine your players at a junk yard saying to the toydarian do you have a screw? (rolls yes) Okay how about 2 screws (rolls yes) okay how about 3 screws (rolls yes) and eventually your players just tells you to go screw. You act like common items are sacred treasures and you can't possibly get a lot of them, yet think of every crappy cakewalk you've ever done where all you do is transport a ton of common items. People sell small cheap items in bulk.

Please be assured none of these house rules are game breaking it just helps us better reflect the story we want to tell.

I get the distinct feeling that several of you would not enjoy a game focused around discovering lost knowledge and jediesque templates for items and crafting them and working to preserve that knowledge. Its not the typical game its kind of offbeat. Not even lightsabers to start with. Not many people like starting the game from the perspective that they lost and dealing with that loss in a way that still allows thier lives to have meaning.

Is it doable? Probably.

Is it within the spirit of the rules? Probably not.

Would it fit most campaigns? Unlikely.

Does it fit your campaign? Hell yes.

Will others on this forum agree with your groups approach? Doubt it.

Will it be fun? Yep, this game is amazing!

We gave the RAW answer to your original question, enjoy your game. But don't expect everyone to think it's an incredible feat you have performed and have everyone jumping out of their skin to follow suit. As you said it's fitting for your game, but wouldn't fit my favourite story.

Be welcome to take part here but be aware everyone here assumes no house rules and answers as such.

Nod I should have made a simple post just about the Hard point stacking and a seperate post about the campaign later.

I came up with the idea after thinking about the destruction of the library of alexandria and how much knowledge was lost and the heroic scholars who protected as much of that knowledge as they could. I also drew inspiration from watching monuments men as well. My feeling is that 10 years before a new hope most people expected the fledgling rebellion to fail and the empire to win and last a long time. So preparing for a long dark age felt very dramatic to me.

I am a huge fan of lost causes. I think sometimes thats why I type on message boards ;)

Edited by amrothe

I just get the feeling that you have never actually played an MMO ;)

And I get the feeling you haven't played that many of them.

The behavior you described fits some, but not all. Take Lord of the Rings Online, where you have the chance to fail or the chance to get a critical success with a crafting check, which leads to "grinding" where you craft an item over and over (selling or scrapping unwanted results) until you get what you want. Your only limitation is how many materials you have on hand (or can afford to buy from the auction house) and how much time you have to spend watching your little character go through the same animation over and over again at the forge.

Other games like Tera Online let you randomly shuffle around stats on gear by using scrolls. You do that over and over again until you get what you want.

The idea of grinding, of doing something repeatedly until you get a successful result is very much MMO player behavior. Maybe not for crafters in EQ or WoW, but in many other games that I guess you haven't played, that's how it works.

That's not how crafting in this game is supposed to work. The "RP" of "RPG" should mean something. You can play how you want of course, but it does seem to go against the spirit of a narrative game.

Or Dark Age of Camelot, 2% chance each time for a Masterpiece !

Personally I think we hit these issues pretty much because of the uncapped Practice Makes Perfect. If that was capped the system would be much less exploitable.

Err... for this uniform idea just ignore the crafting rules! Make something up, skip the rolls and house-ruling madness, keep it simple. It's usually better. The complexity should come when the game has started, if you desire said complexity (some of us do.) This makes it more rewarding I'd say.

So: You want to have a uniform and something unique for the players (later to be replaced by looting obviously). Give it Soak 1, defence 1, enc 3 with 4 hp. Perhaps slap on an auto-advantage for an appropriate skill check - I'd give it to the same skill for everyone, like coercion or negotiation or charm or something. Perhaps increase soak to 2.

As for the question concerning stacking HP from various results, why not? If you produce enough triumphs for an integral attachment at no cred cost (you can get more of these it seems, as long as roll a large bunch of triumphs), and produce the right amount of fsps to get 1 or 2 extra HP from intuitive improvements. Go for it.

I'm not against the idea of tricking out reinforced clothing. i've made similar, but less extreme posts myself, and gotten similar but less extreme responses... I followed the RAW in keeping the peace, without bringing in intuitive, a knight level demolitionist with 3 in cunning and 3 ranks in survival, or 2 in intelligence and 3 in mechanics (to also make a bog standard blaster pistol at half price)

But like other people posting here, I am going to strongly recommend that you get the approval of your Co GM's before you show up at the first session and your Co GM's may want you to roll in front of them. To facilitate this I am willing to provide you with various percentile tables (for reducing the difficulty of schematic to simple) and the Matlab source code should anyone at your table care to inspect it. And I can add force dice to the pool for extra hard points. But i would recommend against *requiring* that successful armor have the extra hard points, because you will require a lot fewer roles that way. Also you way want to ease up on the 2 triumph requirement to get superior armor attachemt for free and do an it either has that or extra hard points so it can be added later.

While I am of the opinion that reinforced clothing blends in, if beings are wearing matching outfits... i think that would attract attention make them stand out in a crowd.

But seriously talk to your CO GMS and get their buy in first. I am willing to make percentile tables if you think that would help though.

Guilty I haven't played MMOS in a long time and I am kinda happy about it. The WOW system is definately what I am going for with gathering rare templates to make the items then gathering rare components to make the force stuff.

Our group gifts for each arc are secret in general we know what they do but not the specifics.

From me the playerse know that in our hideout is a crafting workshop that has some things to improve crafting and the armor and reclaim materials.

One player has access to a secure holonet college library and access to libraries on many core worlds and is expected to document their findings.

One player has access to the fledgling rebel alliance and is able to obtain weapons and gear in exchange for assistance and information.

One player has access and support of a large mining consortium and can get rentals of different vessels and support in exhange for mining surveys and negotiating lucrative trade contracts for them.

Mechanically we expect these group gifts to drive the story forward in each arc without being so unbalanced as to destroy the game.

I am starting with the initial arc being the hopefully successful escape and crafting of their lightsabers and fully accessing the holocron.

Edited by amrothe