Star Wars: Jedi Quest OOC thread

By Tramp Graphics, in Star Wars: Force and Destiny Beginner Game

2 hours ago, awayputurwpn said:

1. What armor are you wearing?

2. Are there any other items that you're carrying?

3. If you don't know where to start, how about removing the Superior quality from your lightsabers? That's -10,000 credits right there. And depending on your armor, that might be all the changes you need.

4. You are still missing:

  • an explanation of how he came by his training in the ways of the Force (taking two lightsabers from a dead target is interesting, but if that's all there is to it, how did he learn how to wield them, and the Force, just as well as the most accomplished of Jedi Knights?),
  • a description of his Morality & Motivation (all you need is a full sentence in each box to accompany the numbers; just something to define who your character is)
  • and an entry in the "Description" box (what he looks/behaves like, how he carries himself, any prominent scars or weird eye color or missing facial features, etc).

I'll ad the description thing, but I'll reveal it over the course of time.

During the campaign.

Sorry, maa't won't tell me either.??????

31 minutes ago, Tramp Graphics said:

The original character stats can be found Here. And only contain an abridged gear list. I used the original D6 stats primarily because they are actually closer to, and more compatible with the FFG rules, only taking the talents from the later D20 version because D6 didn't use talents. The original D6 sheet is in hard copy form only, so I would have to scan that. As for training sabers, there are some in the dojo, as per the Training Facilities rules from Desperate Allies. They're intended to be used by the apprentices. If you want, I can swap out the Kimber stone in the array with a training emitter (in the form of Kathracite, as stated in the F&D core book page 178) , though it does waste the rolls I rolled on the mods to it when rebuilding him. The reason I liked the Kimber stone, aside from being non-lethal, is the bass damage was the same as the Mephite crystal, and had The concussive feature.

@Tramp Graphics in case you didn't understand, he does want you to do this

@awayputurwpn in case you don't know Tramp well enough to realize this, you're going to have to actually respond to this to get him to drop the Kimberstone for a training emitter/kathracite crystal because he's not going to take the hint unless you do.

46 minutes ago, Rakaydos said:

That's actually a combo the living character already has, because our group interpretation is that Rigger talents DO work on the jetpack. Who doesnt want a fancy paint job on their jetpack? +1 AWESOME dice to social checks, amiright?

Personally, I've always been okay with treating the jetpack as a vehicle for those purposes. With that house rule in place, I suppose you could flavor the neuromachine interface as some sort of cybernetic maneuvering thrusters or somesuch.

What do you guys think about that houserule, allowing jetpacks to benefit from talents & gear that target vehicles?

6 minutes ago, awayputurwpn said:

Personally, I've always been okay with treating the jetpack as a vehicle for those purposes. With that house rule in place, I suppose you could flavor the neuromachine interface as some sort of cybernetic maneuvering thrusters or somesuch.

What do you guys think about that houserule, allowing jetpacks to benefit from talents & gear that target vehicles?

It's up to you, though I prefer to keep such house rules to a minimum especially with inexperienced players who don't know the RAW that well.

Oh, and below is the conversion system I used when converting Korath. Elias then helped me trim down his XP level to his current state:

For Attributes,

Step One: round each result of Step One down to whole dice. For new base Attribute.

Step Two: Convert results from step one to FFG equivalent:

Strength = Brawn,

Dexterity = Agility

Knowledge = Intellect

Perception = Presence

Knowledge + Perception/2 = Willpower

Technical = Cunning

Skills.

Step One subtract pips from each original D6 attribute’s dice

Step Two: add pips from each Attribute to each related skill and round up to next whole die.

Step Three: Subtract result of Step One from Step Two.

Step Four: Divide result from Step Three by three and round up to get new skill value.

Example. A Dexterity of 3D+2 and Lightsaber of 9D+1, add the +2 to the 9D+1 giving you 10D (no further rounding necessary) 10-3=7. 7/3=2.33333 rounded to 3.

Example two: A Strength of 2D+2 and a Stamina of 6D+2, add the +2 pips to the 6D+2 to get 7D+1 rounded to 8D. 8-2=6. 6/3=2.

Example three: A Mechanical of 2D and a Space Transports of 2D+1. 2D+1 rounds up to 3D. 3-2=1. 1/3=.3333 rounded up to 1.

Example four: a Perception of 3D+1 and Command of 6D. 3D+1 rounds to 3D. Add +1 pip to 6D= 6D+1, rounded to 7D. 7-2=5. 5/3=1.666667, rounded to 2.

Force Skills and Force Powers:

Step One: add base dice (not including pips) from all three Force Skills together

Step Two Multiply the result from Step One by three

Step Three: Add all +1s and +2s from all three Force Skills.

Step Four: Add the result from Step Three to the result from Step Two.

Step Five: Multiply result of Step Four by ten, this is he total XP available for Force Powers and their Upgrades.

Step Six Convert D6 Force Powers to their FFG equivalents.

Step Seven: divide up XP among new Force powers and upgrades.

For example: Ulic Qel-Droma has Control of 3D+1, Sense of 2D+2 and Alter of 3D and eleven Force Powers in his Force Power list., some of which don’t have FFG equivalents, others convert to Force Talents.

Adding 3D=2D=3D= 8D 8x3=24. 1+2=3, 24+3= 27. 27x10=270; giving him 270 total XP divided among his various Force Powers and their upgrades.

Edited by Tramp Graphics
49 minutes ago, Rakaydos said:

For the rest of the list... my group is big fans of "You cant bring your heavy weapons into the casino/wedding reception/imperial headquarters... oops, something went down, roll init" situations, and my wish list reflects that. If we are going to stay out of high class areas, I suppose I can thin out my wardrobe.

I also missed the fact that you seem to have the Superior attachment on pretty much every item :) So that's like 30k more credits, lol.

Yeah, let's start thinning things out to get towards that ballpark target of 18k, and keep that wish list handy. Keep in mind the option to increase your Obligation to get more credits. Since we're in the middle of a game, and seeing as you're the only character with Obligation, I'll also allow you keep increasing it (from a base value of 20) to get more gear: +10 Debt Obligation for +2,500 credit value in gear. You can even go above 100—just know that if you do, you won't be able to spend XP until you bring it down below your threshold, and it's possible that certain entities might be a little overzealous in calling in their debts from time to time.

I'll work on that. And I might tweak my XP while I'm at it, though I'll stay at 1500 total.

Just now, Rakaydos said:

I'll work on that. And I might tweak my XP while I'm at it, though I'll stay at 1500 total.

Thanks Rak. I appreciate it!

1 hour ago, Tramp Graphics said:

If you want, I can swap out the Kimber stone in the array with a training emitter (in the form of Kathracite, as stated in the F&D core book page 178), though it does waste the rolls I rolled on the mods to it when rebuilding him. The reason I liked the Kimber stone, aside from being non-lethal, is the bass damage was the same as the Mephite crystal, and had The concussive feature.

Let's do that for now. Regarding the modification rolls, is there any gear you own that has unmodded attachments?

Yeah, Concussive is a pretty powerful trait, and the Kimber Stone lightsaber is one of the few concussive weapons that isn't also Slow-Firing :)

...I have a problem- My living character Jarash already has more than 18000c between his main rifle, his laminate with SES, and his jetpack. And that's not even getting into his sidearm, OR the neurolink itself.

1 minute ago, awayputurwpn said:

Let's do that for now. Regarding the modification rolls, is there any gear you own that has unmodded attachments?

Yeah, Concussive is a pretty powerful trait, and the Kimber Stone lightsaber is one of the few concussive weapons that isn't also Slow-Firing :)

Just the eight droid brains on the ship—Autopilot, Astrogation, and six Gunners (one for each weapon system). Korath doesn't have any other weapons, and Concealing robes don't have hard points.

1 hour ago, Matt Skywalker said:

I'll ad the description thing, but I'll reveal it over the course of time.

During the campaign.

Sorry, maa't won't tell me either.??????

Go ahead and PM me the details regarding Maa't's background & motivation.

5 minutes ago, Rakaydos said:

...I have a problem- My living character Jarash already has more than 18000c between his main rifle, his laminate with SES, and his jetpack. And that's not even getting into his sidearm, OR the neurolink itself.

Which is the main rifle?

13 minutes ago, Tramp Graphics said:

Just the eight droid brains on the ship—Autopilot, Astrogation, and six Gunners (one for each weapon system). Korath doesn't have any other weapons, and Concealing robes don't have hard points.

How about you add 1 free modification to seven of the droid brains—your choice—as a consolation?

43 minutes ago, awayputurwpn said:

How about you add 1 free modification to seven of the droid brains—your choice—as a consolation?

Well, the only mods available for droid brans are two +1 green die mods each to their dedicated skills (Piloting, Astrogation, Gunnery respectively). Oh, the currently unmodified Briefing room attachment from page 58 of Lead by Example (built into the library) also has 2 +1 to Leadership mods available. And the Security Measures ( Special Modifications page 67) also has two slots open for Add 1 Setback die to Computer and Skullduggery checks to gain unauthorized access mods.

Edited by Tramp Graphics

2 hours ago, Tramp Graphics said:

It's up to you, though I prefer to keep such house rules to a minimum especially with inexperienced players who don't know the RAW that well.

2 hours ago, Tramp Graphics said:

Just the eight droid brains on the ship—Autopilot, Astrogation, and six Gunners (one for each weapon system). Korath doesn't have any other weapons, and Concealing robes don't have hard points.

You do know that RAW says that you can only have one attachment of a particular type, and that includes gunnery Droid brains, per ship or piece of equipment don't you?

BTW the one gunnery Droid brain can fire any ONE of the ship's weapons per turn

And in case you're wondering if the gunnery Droid brain might be an exception to that rule I submitted that specific question to the help page about it and the answer I got back from the devs was no, a gunnery Droid brain is not an excepton to the one attachment of a particular type per shop or piece of equipment rule.

Edited by EliasWindrider
48 minutes ago, EliasWindrider said:

You do know that RAW says that you can only have one attachment of a particular type, and that includes gunnery Droid brains, per ship or piece of equipment don't you?

Actually, that's not 100% true , It depends upon the systems being added. Fir example, you can have multiple weapons of the same type attached to a ship as independent weapon systems; just as a capital ship can have multiple weapon batteries, each of the same type, but assigned to different arcs , e ach of which is a different weapon system . I vetted this through more than one person. There are six independent weapon systems on a YZ-900: a Dorsal heavy twin last canon system, a ventral heavy twin laser canon system, a part twin laser cannon system, a starboard twin laser canon system, a fore concussion missile system, and an aft concussion missile system. Each system fires independently . And a single gunner droid brain can only control a single weapon system at a time, even if it were connected to more than one. With six weapons systems, which often have to all fire within any given round, a single droid brain can't do that. And since the droid brains are designed to replace individual crew members, in order to potentially allow a single individual to operate a large vessel that typically requires a larger crew, it stands to reason that they can each be added to specific systems on a given ship.

Edited by Tramp Graphics
2 hours ago, awayputurwpn said:

Thanks Rak. I appreciate it!

I'm sorry, but running the numbers, I'd have to push my obligation up to nearly a hundred just to get the equipment Jarash already has in the GCW era. You've made every reasonable accomidation for me, but this character simply has too many resources to be used in this game. I'll have to make a different character.

Legacy character options:

Clone wars era Bothan Jedi tinkerer with an obsession with how the living and cosmic Force interact (Living, but campaign is up front about there being no obligation for us to survive order 66) (310 XP, plus 40 years of growth)

Old Republic sith abomination (secretly trained in the mysteries) who was part of a group who were tricked into being frozen in time until... (play by post died before we found out IC, but the plan was to play in the GCW era- this could easilly be changed to the TFA era) (405 XP, but 35,000c, mostly of cybernetics to reflect my abomination-ness, and Talisman of Iron Fists(houseruled to not work with worn armor))

Other legacy characters have even less reason to party with jedi, but I can make a new character for this scenerio.

3 minutes ago, Rakaydos said:

I'm sorry, but running the numbers, I'd have to push my obligation up to nearly a hundred just to get the equipment Jarash already has in the GCW era. You've made every reasonable accomidation for me, but this character simply has too many resources to be used in this game. I'll have to make a different character.

Legacy character options:

Clone wars era Bothan Jedi tinkerer with an obsession with how the living and cosmic Force interact (Living, but campaign is up front about there being no obligation for us to survive order 66) (310 XP, plus 40 years of growth)

Old Republic sith abomination (secretly trained in the mysteries) who was part of a group who were tricked into being frozen in time until... (play by post died before we found out IC, but the plan was to play in the GCW era- this could easilly be changed to the TFA era) (405 XP, but 35,000c, mostly of cybernetics to reflect my abomination-ness, and Talisman of Iron Fists(houseruled to not work with worn armor))

Other legacy characters have even less reason to party with jedi, but I can make a new character for this scenerio.

You know, it stands to reason that he wouldn't necessarily have all of the same equipment 30 years later that he had during the war against the Empire. Much of it would have worn out, and while some might have been replaced, not necessarily all of it would.

Edited by Tramp Graphics
Just now, Tramp Graphics said:

You know, it stands to reason that he wouldn't necessarily have all of the same equipment 30 years later that he had during the war against the Empire.

How many gun nuts do you know?

Just now, Rakaydos said:

How many gun nuts do you know?

Enough. I was in the Army. However, since these are being used in combat, breakage is going to occur, and you wouldn't necessarily be able to afford to replace said piece of equipment. My suggestion is pick the most important ones and sacrifice the rest, as having been destroyed in battle. Replace them as you can afford to.

1 minute ago, Tramp Graphics said:

Enough. I was in the Army. However, since these are being used in combat, breakage is going to occur, and you wouldn't necessarily be able to afford to replace said piece of equipment. My suggestion is pick the most important ones and sacrifice the rest, as having been destroyed in battle. Replace them as you can afford to.

Er... this IS "just the important ones"

Just now, Rakaydos said:

Er... this IS "just the important ones"

:lol: :lol: :lol: ROFLMAO!!!!!! :lol: :lol: :lol:

Seriously, though, you don't need multiple fully modded suits of battle armor, for instance. And you don't need to have five different rifles. Even the most avid "gun nut" has their specific favorite. And some of that armor doesn't make sense for your specific specializations anyway. An Assassin really wouldn't be wearing power armor, nor would a skip tracer or cop. That's the equipment of heavy combat troopers. And that alone would cut a huge amount of cost off your build. IMO, I'd keep the Heavy blaster rifle, the Boonta pistol, and the knife, as far as weapons go. and stick with the tailored suit. It fits the specializations more, IMO.

Besides, your character is already actively chasing down the bad guy to captured Korath. He can't just vanish into thin air.

Just now, Tramp Graphics said:

:lol: :lol: :lol: ROFLMAO!!!!!! :lol: :lol: :lol:

Seriously, though, you don't need multiple fully modded suits of battle armor, for instance. And you don't need to have five different rifles. Even the most avid "gun nut" has their specific favorite. And some of that armor doesn't make sense for your specific specializations anyway. An Assassin really wouldn't be wearing power armor, nor would a skip tracer or cop. That's the equipment of heavy combat troopers. And that alone would cut a huge amount of cost off your build. IMO, I'd keep the Heavy blaster rifle, the Boonta pistol, and the knife, as far as weapons go. and stick with the tailored suit. It fits the specializations more, IMO.

Besides, your character is already actively chasing down the bad guy to captured Korath. He can't just vanish into thin air.

I ran out of money with just 1 modded rifle, 1 armor (laminate, with Strenth assisting system), and a jet pack. Going into debt to my eyebrows gives me my modded pistol and the ability to control my jetpack with my mind.

37 minutes ago, Rakaydos said:

How many gun nuts do you know?

Have you played Mass Effect 2?