Star Wars: Jedi Quest OOC thread

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

2 minutes ago, Rakaydos said:

Bacta patches are a thing, you know. We can always "Wand of CLW" this thing.

I know. Korath has a full med kit, but he's not a trained healer. So having an actual Healer (someone with the actual specialization , and the appropriate skills and talents that come with it), would be nice too.

Edited by Tramp Graphics

Why should combat be that much of the game? Are we going to be fighting enough that a dedicated healer is nessisary?

10 minutes ago, Rakaydos said:

Why should combat be that much of the game? Are we going to be fighting enough that a dedicated healer is nessisary?

Good question. We'll find out soon enough. Regardless, having a dedicated medic in any party is always a good thing.

Not if it costs party diversity.

Jarash has a GGGY medicine skill, as good as a typical "Dedicated medic" in a normal game. Have the armorer pick up a point of medicine too, and we'll be above average.

27 minutes ago, Rakaydos said:

Not if it costs party diversity.

Jarash has a GGGY medicine skill, as good as a typical "Dedicated medic" in a normal game. Have the armorer pick up a point of medicine too, and we'll be above average.

Well, that's just it, the majority of the party members so far are all pretty much dedicated fighters . We're not yet a very "diverse" bunch as of yet. This is changing, of course, with Princess's Master character, and Koda. Both of my characters, and Mychal'el, are Guardians , and, mine, in particular, are also both tech-savvy and mechanically inclined. Korath is a Soresu Defender primarily, with the rest of his specs ( Navigator , Artisan , Racer , Sentry ) being dedicated either to piloting, or the lightsaber (both using and crafting), and my starting character is an Armorer . Princess's character, Toruuk, and Mychal'el's starting character, Koda are both Seekers , There are three Bounty Hunters (one turned Jedi). We could definitely use a "Face" and a "Healer" to round out the party.

Now, depending upon which Master character Richard decides to bring in, we'll have a droid Engineer (another techie), or a Consular (Face character). The droid, 6T6, seems to be gearing up to be a a good "all arounder", depending upon what specs Richard adds to it. His other option, Tetchu, being primarily an Arbiter , is a definite Face character. Either one could work. We don't have a Healer .

If you feel one is absolutely nessisary, feel free to change Korath. Dont be forcing the role on other players.

9 minutes ago, Rakaydos said:

If you feel one is absolutely nessisary, feel free to change Korath. Dont be forcing the role on other players.

I'm not forcing anything. I was just making a suggestion based upon the party's current needs.

24 minutes ago, Tramp Graphics said:

I'm not forcing anything. I was just making a suggestion based upon the party's current needs.

I was gonna say, see a need fill a need!

You've got some stimpacks among you, which should suffice for now, but it is nice to have access to proper healing. If you think the party should have one, there's always the option to purchase, program, or construct a medical droid!

5 hours ago, Princess Peekaboo said:

Good thing it can fly too!

2 hours ago, Tramp Graphics said:

Yes, but only relatively short distances, at least according to the text in Stay on Target , and it can't land on solid ground . It needs to land in water . That is the down side of a fully aquatic companion.

"Short distances" is descriptive fluff. The aiwha is a flyer, propelling itself through the air with its wings.

Also, the aiwha is "incapable of operating on land." That is the limit of her capabilities.

I would rule the following regarding aiwha flight:

Aiwhas can land on ground, but doing so requires a Hard Athletics check. Failure is treated as a short fall.

Taking off from the ground requires a Hard Athletics check, or a Daunting check if it has a rider.

So it's not impossible, but inadvisable, for the aiwha to try and land on the ground. It had no legs, and likewise can't slither or propel itself in any meaningful way across the ground.

Edited by awayputurwpn
5 minutes ago, awayputurwpn said:

"Short distances" is descriptive fluff. The aiwha is a flyer, propelling itself through the air with its wings.

Also, the aiwha is "incapable of operating on land." That is the limit of her capabilities.

I would rule the following regarding aiwha flight:

Aiwhas can land on ground, but doing so requires a Hard Athletics check. Failure is treated as a short fall.

Taking off from the ground requires a Hard Athletics check, or a Daunting check if it has a rider.

So it's not impossible, but inadvisable, for the aiwha to try and land on the ground. It had no legs, and likewise can't slither or propel itself in any meaningful way across the ground.

My concern, based upon real life cetaceans, is the possibility that it could potentially suffocate under its own weight if beached like that.

1 minute ago, Tramp Graphics said:

My concern, based upon real life cetaceans, is the possibility that it could potentially suffocate under its own weight if beached like that.

She's powerful enough to casually lift the thing with the force and launch it back into the air.

8 minutes ago, Rakaydos said:

She's powerful enough to casually lift the thing with the force and launch it back into the air.

Touche

Wow it's hard to build these hero characters. Here's my rough outline on xp:

Hero Level, 17-1800xp:
300xp Mechanic talents
30xp Cyber Tech talents
70xp Scientist talents
300xp Vanguard talents
200xp Fringer talents
150xp for all additional specs.
1050xp + 650xp for skills

It has a very broad capacity, a little in social, but a lot of utility skills and then it's a walking tank.

Crafting could take a while, I'm thinking a few things:

Cyber Arms for Brawn, one integrated with an exceptional custom shield (Defence and Deflection). The other integrated with tools.

Cyber brain, just because!

Reinforced Chassis aka heavy custom armour for extra Soak

Probably some tough as nails brass knuckles and a pistol to boot but really he is mostly there to defend others.

There's an absolutely insane number of talents going on, and some really great skills to choose from with a wide breadth of utility, but it's not a face outside of Negotiations.

Does anyone have suggestions on tools Sixty Six would likely have collected over the years? He will be rolling a pool of APPPPBB before anything else is added (and has 1 rank of Eye for Detail), do I:

1. go with a set of Specialist Tools from Special Modifications and hope to get enough Advantage/Triumph on the Crafting check to get the Safety Features but probably won't get 2 Triumph for Supreme Craftsmanship. At 400 cr I won't be attempting too many of those.

2. Go for the Simple Tool option instead, bill it as his Cybernetic Maintenance Kit, which is only 50cr and therefore can try a lot more for the Supreme Craftsmanship option.

3. Buy an off the shelf set of tools, but I'm unaware of ones that always add Boost dice.

Im not going to munchkin this, 66 will only use 1 set of tools at a time. Perhaps the Simple Tools are in his hands for general mechanics checks whilst the Specialist tools are in the workshop for Cybernetic Crafting. He actually calls it "Returning myself to factory standard" unaware that he far surpassed the quality of a factory standard HM chassis decades ago!

@awayputurwpn The Cybernetics Crafting in Special Modifications don't include an option for increasing Intellect, only Brawn and Agility. Shall I just purchase a standard Brain Implant? Or will you allow 66 to craft his own using the Cybernetic Appendage template?

Also do you count each arm and each leg as separate Cybernetics? Therefore 1 Arm, 2 legs and a Brain would be 4 of his 6 Cybernetics?

I love the Rivet Gun in SM too, but in line with the constant tinkering 66 does I'll try Crafting something similar using the Solid Projectile Pistol template, forgoing the downgrade to Mechanics when repairing Vehicle Criticals.

So I'm looking at Crafting the following:

Specialist Tools (with safety features), Simple Tool (with Supreme Craftsmanship), 1 Arm, 2 Legs, Brain(or just purchasing one off the shelf), Shield (minimum Defence 2 Deflection 2), Fist weapons, Solid Projectile Pistol, Combat Armour plating.

The Cybernetics are half priced thanks to the Cyberneticist talent, making all that worth roughly 16-17000. The last few thousand ill throw into some thematic gear.

I just had a thought, I think I'll swap out Scientist for Artisan as it seems more in line with 66. I give up a rank of Inventor but end up with 7 ranks of Solid Repairs and 4 ranks of Fine Tuning!!! Talk about being a ship mechanic.

Wow, long post, sorry!

1 hour ago, Richardbuxton said:

Does anyone have suggestions on tools Sixty Six would likely have collected over the years? He will be rolling a pool of APPPPBB before anything else is added (and has 1 rank of Eye for Detail), do I:

1. go with a set of Specialist Tools from Special Modifications and hope to get enough Advantage/Triumph on the Crafting check to get the Safety Features but probably won't get 2 Triumph for Supreme Craftsmanship. At 400 cr I won't be attempting too many of those.

2. Go for the Simple Tool option instead, bill it as his Cybernetic Maintenance Kit, which is only 50cr and therefore can try a lot more for the Supreme Craftsmanship option.

3. Buy an off the shelf set of tools, but I'm unaware of ones that always add Boost dice.

Im not going to munchkin this, 66 will only use 1 set of tools at a time. Perhaps the Simple Tools are in his hands for general mechanics checks whilst the Specialist tools are in the workshop for Cybernetic Crafting. He actually calls it "Returning myself to factory standard" unaware that he far surpassed the quality of a factory standard HM chassis decades ago!

@awayputurwpn The Cybernetics Crafting in Special Modifications don't include an option for increasing Intellect, only Brawn and Agility. Shall I just purchase a standard Brain Implant? Or will you allow 66 to craft his own using the Cybernetic Appendage template?

Also do you count each arm and each leg as separate Cybernetics? Therefore 1 Arm, 2 legs and a Brain would be 4 of his 6 Cybernetics?

I love the Rivet Gun in SM too, but in line with the constant tinkering 66 does I'll try Crafting something similar using the Solid Projectile Pistol template, forgoing the downgrade to Mechanics when repairing Vehicle Criticals.

So I'm looking at Crafting the following:

Specialist Tools (with safety features), Simple Tool (with Supreme Craftsmanship), 1 Arm, 2 Legs, Brain(or just purchasing one off the shelf), Shield (minimum Defence 2 Deflection 2), Fist weapons, Solid Projectile Pistol, Combat Armour plating.

The Cybernetics are half priced thanks to the Cyberneticist talent, making all that worth roughly 16-17000 . The last few thousand ill throw into some thematic gear.

I just had a thought, I think I'll swap out Scientist for Artisan as it seems more in line with 66. I give up a rank of Inventor but end up with 7 ranks of Solid Repairs and 4 ranks of Fine Tuning!!! Talk about being a ship mechanic.

Wow, long post, sorry!

If this is supposed to be an advancement of your existing character, shouldn't he have the same career?

3 minutes ago, Tramp Graphics said:

If this is supposed to be an advancement of your existing character, shouldn't he have the same career?

Yes, yes it should. I used an old version of the Droid and edited it, all the skills match Engineer, I just hadn't changed the text box.

5 minutes ago, Richardbuxton said:

Yes, yes it should. I used an old version of the Droid and edited it, all the skills match Engineer, I just hadn't changed the text box.

Ah. Quick question for you, since you helped me in converting the Jedi Star. Elias mentioned that the Jedi Star can't have six Gunner droid brains (one for each weapon system) Can you confirm this?

Edited by Tramp Graphics
23 minutes ago, Tramp Graphics said:

Ah. Quick question for you, since you helped me in converting the Jedi Star. Elias mentioned that the Jedi Star can't have six Gunner droid brains. Can you confirm this?

There's definitely a RAW limit of 1 of any attachment per vehicle, so Elias is correct.

If you want more complex Droid automation you would be far better getting some tech experts to put together a few groups of Monotask Droids with Combat directives.

35 minutes ago, Tramp Graphics said:

Ah. Quick question for you, since you helped me in converting the Jedi Star. Elias mentioned that the Jedi Star can't have six Gunner droid brains (one for each weapon system) Can you confirm this?

What I said is it was against RAW, not that you couldn't have it. And I provided an email from Sam Stewart saying it was against RAW.

I'm comfortable using houserules, you said you wanted to avoid them which was why I brought it up.

Edited by EliasWindrider
On 8/12/2017 at 1:06 PM, Tramp Graphics said:

We could definitely use a "Face" and a "Healer" to round out the party.

The Performer specialisation is the first thing on my wishlist for Koda. I can't wait to play him more and get him some XP so he can contribute to the team. I have hopes that he will be a wonderful face someday.

Or is that just wishful thinking on my part?

Edited by Mychal'el

OK, I just finished editing the Jedi Star to get it within RAW.

4 hours ago, Tramp Graphics said:

OK, I just finished editing the Jedi Star to get it within RAW.

Personal opinion, I wouldn't call any *home brew* ship "within RAW" but YMMV, I also don't think being within raw should be a strict requirement, your GM not RAW has the final say on what's allowed in the game.

19 hours ago, Richardbuxton said:

@awayputurwpn The Cybernetics Crafting in Special Modifications don't include an option for increasing Intellect, only Brawn and Agility. Shall I just purchase a standard Brain Implant? Or will you allow 66 to craft his own using the Cybernetic Appendage template?

Also do you count each arm and each leg as separate Cybernetics? Therefore 1 Arm, 2 legs and a Brain would be 4 of his 6 Cybernetics?

For the brain implant, the lack of a crafting options it would seem to be a balance issue. So you can't make a crazy good brain implant and then use it to make more crazy good stuff :) I would say you can purchase a regular brain implant, and stick to the official options for the appendages.

Each +1 counts as its own cybernetic slot. So the cost paid and the cybernetic slot taken up is per cybernetic attachment, whether that attachment consists of 1 limb or 2.

So im finalizing ToRuuk, but am looking for an alternative specializations instead of Sage. It has only minimal talents for Xenology and maybe the Xp could be used somewhere else.

I have Pathfinder, Hermit, Hunter and Seer so far. I've looked at Beast rider but not interested in the Spur talent (my poor Doggo!) What other specializations could someone recommend? With high Force rating (7 currently) are there others talents that I could benefit from? I'm using force rating on Survival, Xenology, and Ranged Heavy.

I bought a lot of Force Abilities; Influence, Sense, Move, Foresee, Farsight, and Enhance. They provide alot of abilities that add Force Rating. Are there any I'm missing??

24 minutes ago, Princess Peekaboo said:

So im finalizing ToRuuk, but am looking for an alternative specializations instead of Sage. It has only minimal talents for Xenology and maybe the Xp could be used somewhere else.

I have Pathfinder, Hermit, Hunter and Seer so far. I've looked at Beast rider but not interested in the Spur talent (my poor Doggo!) What other specializations could someone recommend? With high Force rating (7 currently) are there others talents that I could benefit from? I'm using force rating on Survival, Xenology, and Ranged Heavy.

I bought a lot of Force Abilities; Influence, Sense, Move, Foresee, Farsight, and Enhance. They provide alot of abilities that add Force Rating. Are there any I'm missing??

Personally, I would stick with Sage in order to broaden your skill set and talent set out a bit, rather than "putting your eggs all in one basket" so to speak. Also, Force powers don't add Force rating, the use Force Rating to power them. Thus, with an FR of 7, you'd roll seven Force Dice to power any Force power you use, and then spend the Force Points rolled to activate the power and any upgrades. Light Side Points (the white pips) are the standard, unless you're a Dark Sider. For a Light Side character to use Dark Side pips it requires the use of a Destiny Point, causes strain and earns you Conflict equal to the number of DSPs you used. In this regard, Force Powers and Force Talents work the same. The difference between Force Talents and Force Powers is that, as a rule, Force Talents tend to be more "subconscious" uses of the Force, adding to your natural abilities, whereas Force Powers tend to be conscious and deliberate uses that often go beyond anything a person could otherwise accomplish. From a game mechanics perspective, Force Talents aren't upgraded. They have one specific way in which they can be used, whereas Force Powers have a number of distinct upgrades that the character can learn to broaden how the power is used, how strong of an effect it has, how far it can effect, how long its effects last, and how many individuals it affects.