Star Wars: Revan's War OOC

By Rabobankrider, in Star Wars: Force and Destiny Beginner Game

@Edgehawk Can I Lightsaber you? Or would you not like to be OHKO'ed?

55 minutes ago, Shlambate said:

@Edgehawk Can I Lightsaber you? Or would you not like to be OHKO'ed?

Go nuts! He’s a droid.

18 minutes ago, Edgehawk said:

Go nuts! He’s a droid.

Any Defense?

9 minutes ago, Shlambate said:

Any Defense?

Not until he retrieves his staff (next round, not this one).

What does "OHKO" mean in this context?

42 minutes ago, Bellona said:

What does "OHKO" mean in this context?

Zoroku is built as a Saber monkey ie Do lots of damage with lasersword, further more I am building him to be a one punch man.

So ... it means "One Hand Knock Out" or something like that?

Just now, Bellona said:

So ... it means "One Hand Knock Out" or something like that?

One Hit Knock Out

@Edgehawk How much HP do you have?

Lightsaber check: 1eP+3eA+1eB+2eD 2 successes, 3 advantage
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I can do anywhere from 13-16 since I have to activate Falling Avalanche before I swing, What brings you down?

Edited by Shlambate
14 minutes ago, Shlambate said:

@Edgehawk How much HP do you have?

Lightsaber check: 1eP+3eA+1eB+2eD 2 successes, 3 advantage
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I can do anywhere from 13-16 since I have to activate Falling Avalanche before I swing, What brings you down?

According to the peek which I took at Kai's character sheet on SWSheets, his WT is 15 ... and he might have only 1 or 2 Strain remaining before he does the droid equivalent of passing out (assuming that he's counting up the wounds/strain taken).

4 minutes ago, Bellona said:

According to the peek which I took at Kai's character sheet on SWSheets, his WT is 15 ... and he might have only 1 or 2 Strain remaining before he does the droid equivalent of passing out (assuming that he's counting up the wounds/strain taken).

I think I need t0 go 1 over for KO? @Rabobankrider

4 hours ago, Shlambate said:

I think I need t0 go 1 over for KO? @Rabobankrider

If you deal 16 Wounds, that will take me 1 past threshold.

9 minutes ago, Edgehawk said:

If you deal 16 Wounds, that will take me 1 past threshold.

Ok! That takes us out of combat for the time being. Congrats everyone, and you can all roll discipline to recover strain. @Edgehawk, you are going to need to roll a d100 for your critical injury, +10 for any other ones you have.

At this point I am going to declare the session complete, and you have all earnt 15xp for your troubles. As an additional, as you guys are about to go to war and are now proving yourself to the republic, you all get 6 duty! I will also need you to choose your form to duty so that it can be taken into account during future sessions.

Now, we are going to enter into a period of downtime so you guys can take some time to do what you want to with your characters (@Shlambate, I will take this chance to remind you that you had some unfinished business regarding your father, and you have your lightsaber to repair).

Unfortunately @SithArissa, you will be limited to actions in the temple due to your guard unless you try to sneak away. @Edgehawk I'm afraid you will need this time to be repaired and have your programming checked.

@Jedi Ronin, @MarkusKruber and @Mikeyfett7, as you guys are planning to join us you will be able to add the xp during your character builds, but not the duty as the characters haven't proved themselves yet.

@Rabobankrider my intention is for oola to leave the order, through offical means or not, and I'll be dropping out as well.

@Rabobankrider We roll conflict?

Also I believe they need me to get into a position to be able to learn about the republics navy.

Where can I repair it?

@SithArissa sad to see you go. Again.

@Rabobankrider

How do we obtain credits to improve gear, etc.? (Particularly since Jedi don't normally stop to loot bodies during combat.) Do we get a monthly/quarterly/whatever stipend from the Order?

If we want to acquire new basic Force powers (as opposed to simply improving them), would we still be able to do so with the Mentor discount (-5 XP to a minimum of 5 XP) at the Coruscant Temple?

If "yes", then on a slightly more meta-game level will this be our last chance to do so?

Narratively, Armatta wants to study/refresh some lightsabre forms, such as Shien, Soresu, and Niman (no trees yet, just laying the groundwork for possibly acquiring them later). I assume that the groundwork is already in place for Knight (a career tree) and Artisan (it's similar to Armorer), both of which she can't afford yet.

Also, she would like either to obtain or craft her own training 'sabre. Being disarmed during combat like that has left an impression, and a back-up training 'sabre would be the cheapest back-up weapon (plus it does Stun damage). Again, credits are needed for that.

At some point (when she can afford it and has privacy from nosy Temple inhabitants), she will take another stab at crafting a Protective Amulet.

13 hours ago, Rabobankrider said:

@Edgehawk, you are going to need to roll a d100 for your critical injury, +10 for any other ones you have.

Crit: 1d100 30 Discouraging Wound (flip DP to Dark)

My 15xp are already committed to Improved Freerunning, so that talent is now paid in full.

Edited by Edgehawk

@SithArissa, fair enough, if you want to re-join let me know.

@Shlambate, yeah. Everyone please roll a d10 for conflict, I have kept a tally on page 1 of the ooc thread.

Due to the mission the navy is going to be plunged into a fair amount of chaos, though you can certainly contact one of the admirals you met during the interviews. The temple would have numerous workshops for working on lightsabers, armour etc.

@Bellona, good question, I forgot to mention that. All jedi currently have 500 credits to cover costs during missions where your title isn't enough. However at republic military bases and jedi temples you can access medical centres and repair stations for free. You have also earnt 1,000 credits worth of parts that can be used on weapon and/or armour attachments. You can also save them for later for more valuable attachments. Lightsaber crystals however are going to be quest items so you won't be able to buy them. Parts can also be used on making a training sabre. You can use the mentor bonus for force powers if you go back to meet your master at the temple. This will also give you a chance for an rp encounter. You may have other chances depending on if you visit other temples during your adventures and such. You can try to create a protective amulet, but it will take time to do so, so you may not have enough time to do everything.

Conflict: 1d10-2 2

@Rabobankrider I’ll have him fix his lightsaber first. Let me narrate him going to do that.

On 3/3/2020 at 2:37 AM, Rabobankrider said:

@Bellona, good question, I forgot to mention that. All jedi currently have 500 credits to cover costs during missions where your title isn't enough. However at republic military bases and jedi temples you can access medical centres and repair stations for free. You have also earnt 1,000 credits worth of parts that can be used on weapon and/or armour attachments. You can also save them for later for more valuable attachments. Lightsaber crystals however are going to be quest items so you won't be able to buy them. Parts can also be used on making a training sabre. You can use the mentor bonus for force powers if you go back to meet your master at the temple. This will also give you a chance for an rp encounter. You may have other chances depending on if you visit other temples during your adventures and such. You can try to create a protective amulet, but it will take time to do so, so you may not have enough time to do everything.

Thank you for the answers.

I'll add a "virtual" 1,500 credits to my character. (By virtual I mean that I understand that it's mostly credit for parts, etc..) I'll probably investigate armour-crafting possibilities, but will have to save up some more for that.

Definitely interested in trying again for a Protective Amulet. Her last attempt failed and only managed to re-coup 50% of the construction cost.

If we're interested in specific lightsabre crystals, then would you like to know which ones for story-/quest-planning purposes?

Mentor ... Armatta's master (Seltash) is based out of a system somewhere on the Outer Rim (or historical equivalent thereof) due to being that area's local Jedi Watchman. Armatta's reason for being on Coruscant was to hand-deliver an important report from Seltash to the Coruscant Temple. (What was in it? Was it to the Master of Shadows, the High Council, or some other person/instance? I have no idea, but she has already completed that task.) Maybe he (Master Seltash) expects her to stay at the Coruscant Temple for a period, for special coursework or Trial-preparations, or to train with someone specific. I intentionally left all that open/vague, so that there would be fewer problems shoehorning her into the pre-existing narrative. Do you have any preferences?

E.T.A.

Maybe Armatta will just "lay the groundwork" for learning new Force powers with some training at the Temple. She won't actually succeed yet in replicating their effects herself, but at least she has some exercises to practise until she can afford to buy the powers with XP.

At this point, she'll focus more on the crafting.

Edited by Bellona
Follow-up thoughts.

Armatta's Conflict roll (vs. no Conflict gained during this past session):

Conflict roll post-session (storming the Admiralty Building, Adm. Karath): 1d10 9

... Previous Morality = 50, Current Morality = 59.

I'll go with the wild assumption that during the downtime we are healed of any Wounds and/or Strain that we might have taken this past "session". :)

E.T.A.: Heal power activation in spoiler

Heal power ...

Heal power on self: 2eF 2 Light Side, 1 Dark Side
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Total Force pips used: 1 LS. Heal basic power activation (1 LS pip).

Result: 3 damage (3 Intellect from basic Heal) = 3 Wounds healed.

That reduces her Wound count to 0/14.

Normally I would mention how many stimpacks/Heals she has used so far that day, but since it's downtime I suspect that it doesn't matter.

Edited by Bellona
Heal power dice roll

XP spent to improve Armatta's Manipulate power (Endless Vigil) ...

Control: Item Damage upgrade (5 XP)

Control: Mechanics upgrade (10 XP)

Crafting w. Mechanics skill and Manipulate power ...

1. Tool Kit: Success. Tool Kit has Encumbrance 3 (Lightweight) and automatically adds +1 Advantage to Mechanics checks (Safety Features). Time = 1 hour. Cost = 50 credits.

2. Slicer Gear: Failure. Reclaimed 50% of cost (Efficient Construction). Bonuses to next Mechanics-based crafting (Lessons Learned; 5x Practice Makes Perfect). Time = 2 hours. Cost = 25 credits.

3. Slicer Gear (second attempt): Success. Slicer Gear has Encumbrance 3 (Lightweight), +3 Setbacks to find when on her person (3x Compact), and automatically adds +1 Advantage to Computers checks (Safety Features). Bonuses to future Mechanics-based crafting (Lessons Learned and 2x Practice Makes Perfect).* Time = 1 hour. Cost = 50 credits.

*Applied to the crafting of a Standard Lightsabre Hilt the next day.

That's 4 hours and 125 credits of crafting so far.

Armatta is not finished (I'm assuming that we'll get more than half a day of downtime), but I - the player - am finished due to a desperate need for sleep. More crafting to follow, when I wake up again. :)

ETA: I just realised that I'd forgotten to add Inventor 1 to the various dice rolls (either adds +1 Boost or removes -1 Setback when crafting/modding), so I went back and rolled that extra die for them all. It didn't make much of a difference, although the knock-on effects from the project #3 results did improve.

The relevant dice rolls and details are in the spoiler below.

1: Tool Kit ...

Craft a Tool Kit w. Mechanics skill + Manipulate power: 3eP+1eD+2eF 2 successes, 1 advantage, 1 Triumph, 2 Dark Side
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Forgot to add +1 Boost (Inventor 1) to Tool Kit crafting: 1eB 0 successes
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Final result (declining to use DS pips): 2 Successes, 1 Advantage, 1 Triumph.

Success. Extra Success used to reduce time from 2 hours to 1 hour. 1 Advantage used to reduce item's Encumbrance from 4 to 3 (Lightweight). 1 Triumph used to add automatic +1 Advantage to Mechanics checks using this Tool Kit (Safety Features). Cost = 50 credits.

2: Slicer Gear ...

Craft Slicer Gear w. Mechanics skill + Manipulate power, using own Tool Kit (+1 Adv.): 3eP+1eD+2eF 2 failures, 6 advantage, 2 Light Side, 1 Dark Side
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Forgot to add +1 Boost (Inventor 1) to Slicer Gear crafting: 1eB 1 success
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Final result (declining to use DS pip, +2 Advantages from 2 LS pips, +1 Advantage from own Tool Kit): 1 Failure, 9 Advantages.

Failure. Time = 2 hours. 3 Advantages used to reclaim 50% of cost (Efficient Construction). 2 Advantages used to reduce difficulty of next crafting check by 1 (Lessons Learned). 5 Advantages used to add +5 Boosts to next attempt (5x Practice Makes Perfect). Cost = 25 credits.

3: Slicer Gear (second attempt) ...

Craft Slicer Gear w. Mechanics skill + Manipulate power, own Tool Kit (+1 Adv.), Boosts/Difficulty reduction from previous attempt: 3eP+5eB+2eF 6 successes, 6 advantage, 1 Triumph, 2 Light Side, 1 Dark Side
p-tr.pngp-s-s.pngp-s-a.pngb--.pngb-a-a.pngb-s-a.pngb-s.pngb-a-a.pngf-ds.pngf-ls-ls.png

Forgot to add +1 Boost (Inventor 1) to Slicer Gear crafting (second attempt): 1eB 0 successes, 2 advantage
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Final result (declining to use DS pip, +2 Advantages from 2 LS pips, +1 Advantage from own Tool Kit): 6 Successes, 11 Advantages, 1 Triumph.

Slicer Gear (second try): Success. Extra Successes used to reduce time from 2 hours to 1 hour. 1 Advantage used to reduce item's Encumbrance from 4 to 3 (Lightweight). 6 Advantages used to add +3 Setbacks to checks by others to find Slicer Gear on Armatta's person (Compact x3). 1 Triumph used to add automatic +1 Advantage to Mechanics checks using this set of Slicer Gear (Safety Features). 2 Advantages used to add +2 Boosts to next crafting check that uses Mechanics (2x Practice Makes Perfect).* 2 Advantages used to reduce the Difficulty of the next crafting check by 1 (Lessons Learned)* ... I'm assuming that it should be a crafting check using Mechanics, not Alchemy Crafting or the like. Cost = 50 credits.

*Applied to the crafting of a Standard Lightsabre Hilt the next day.

4: Datapad ...

Craft Datapad w. Mechanics skill + Manipulate power, own Tool Kit (+1 Adv.), Boosts from previous crafting: 3eP+1eD+2eB+2eF 3 successes, 2 advantage, 1 Triumph, 4 Dark Side
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D'oh. I just realised that there's no point in crafting a datapad - particularly if using Oggdude's program which believes that the starting Encumbrance for such a crafted item is 4 instead of 1 when crafting (which then forces me to spend too many Advantages to bring it back down to 1 just so that it's portable enough again to include in the character sheet's inventory). I blame lack of sleep for not noticing that detail right away. :(

Edited by Bellona
Clarity - I hope! Then realised that I'd forgotten Inventor 1.

@Rabobankrider I took the liberty to make a Family name for one of the ruling families of the Ascendancy on my own feel free to make up the rest.