PBP Alt Univ: Clone Wars: Misc

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

: 1eA+2eP+2eD+3eB 2 successes
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: 1eA+2eP+2eD+3eB 1 success, 3 advantage, 1 Triumph
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Ok i’m done, not rolling anymore. Total spent on saber: 400 creds. I am going to use the ine wif 3 advantage and a triumph.

3 advantage to get crossguard, triumpg for finely layed emitter, its a standard saber hilt.

Can i proceed to the armour now? I’ll buy reinforced clothing and do till i get 7 extra boost die(so total 10 boost die cse im using mechanic skill plus the inventor rank 2 and rank 1 mental tools).

Edited by Von3679
24 minutes ago, Von3679 said:

: 1eA+2eP+2eD+3eB 2 successes
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: 1eA+2eP+2eD+3eB 1 success, 3 advantage, 1 Triumph
a--.png p-tr.png p-a.png d-th.png d-f-f.png b-a-a.png b-s.png b-s-a.png

Ok i’m done, not rolling anymore. Total spent on saber: 400 creds. I am going to use the ine wif 3 advantage and a triumph.

3 advantage to get crossguard, triumpg for finely layed emitter, its a standard saber hilt.

Can i proceed to the armour now? I’ll buy reinforced clothing and do till i get 7 extra boost die(so total 10 boost die cse im using mechanic skill plus the inventor rank 2 and rank 1 mental tools).

7 total, @Bellona was wrong about it being 7 extra vs 7 total.

Ah ok. So i just need 4 advantage then. Will buy 1 reinforced clothing now fr 25creds then roll.

I realised i forgot to put the manipulate force dice into the saber roll but i wont add it its fine, i’ll add it for this clothing ine though, using mechanic skill.

: 1eA+2eP+2eD+3eB+4eF 2 successes, 5 advantage, 2 Light Side, 4 Dark Side
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First roll(commiter 4 force die but it doesnt rlly matter.).

So i hv 5 advantage, converting 4 to boost

And gonna buy a deflective armour.

: 1eA+2eP+2eD+7eB+4eF 1 success, 5 advantage, 4 Dark Side
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My roll for the deflective armour, total 525 creds spent on armour. Should o reroll?

Hmmm... i think i’m gonna reroll. Using 2 advantage for lesson difficulty, 3 for boost.

Total creds spent on armour(reforging the deflective): 525+250=775

: 1eA+2eP+1eD+6eB+4eF 1 success, 4 advantage, 2 Light Side, 2 Dark Side
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Can i convert 2 ls pips to a triumph?

then i’ll take the extra hp(wif 3 advantage), vacuum sealed(last advantage), extra ranged(not sire if ranged or melee better) defense wif the triumph.

Edited by Von3679
15 hours ago, EliasWindrider said:

@Von3679 are you going to craft armor to?

https://star-wars-rpg-ffg.fandom.com/wiki/Armour_Crafting?mobile-app=false

If so...

Make a bunch of reinforced clothing, use practice makes perfect until you build up 7 (no more than 7 boost dice), then make one attempt on reflective armor... you want extra melee defense, extra ranged defense and customizable and extra soak. Since you're mandalorian I imagine you had a mandalorian armorer providing advice/supervising so on that 1 role you get to apply valuable facts for a free triumph which also counts as a succes.

What that'd get you is soak 2, defense 2, enc 2, armor with 2 hp... which is only 1 hp better than modded armor inserts in clothing.

As a jedi character you have access to a jedi artisan who can add 2 hp each to 2 items, 1 should be armor the other should be a lightsaber (because your character is mandalorian)

I forgot about this when rolling, but so i have another triumph, adding to maybe melee defense.

So from the roll, i have +1hp, vacuum sealed, +1 melee and raged defense.

Using tinkerer to add 1hp ro armour.

jedi artisan help gives it another 2 hp, so my armour now had 5hp.

Total cost: 500+250(for reforge)=750 creds.

I’ll add 2 hp to my saber too frm the artisan so it has 7hp.

8 hours ago, Von3679 said:

I forgot about this when rolling, but so i have another triumph, adding to maybe melee defense.

So from the roll, i have +1hp, vacuum sealed, +1 melee and raged defense.

Using tinkerer to add 1hp ro armour.

jedi artisan help gives it another 2 hp, so my armour now had 5hp.

Total cost: 500+250(for reforge)=750 creds.

I’ll add 2 hp to my saber too frm the artisan so it has 7hp.

If you don't get all the upgrades I listed, the armor inserts are as good or better than the reflective armor.... white pips only add success or advantage.

Sealable means you can an add an attachment to make it vacuum sealed. But an alchemically crafted protective amulet can let you breath underwater in space, prevents the burn (continuing fire damage) quality etc. And doesn't take any hp.

Btw have you decided whether you wanted a energy buckler or portable plasma shield? The portable plasma shield is an argument attachment that takes 2 hp. The energy buckler counts as a weapon that can run out of power with despair and maybe threat.

Im not sure whether i shd go buckler or shield. What’s the diff gameplay wise?

@Von3679

The buckler after mods grants 1 defense (both melee and ranged), can be used a a weapon via the melee skill with the concussive 1 quality (spend 2 advantage or 1 triumph from the melee attack and the opponent loses their action the next turn, they still get maneuvers), any despair (e M g. When you make a lightsaber attack) can cause it to run out of power to the end of the encounter, you wear it on your wrist like a watch and it has something like 2 or 3 encumbrance, so basically you "always" have a reasonably effective weapon on hand (e.g. if you're separated from your lightsaber for some reason)

A portable plasma shield is an armor attachment, so typically won't take up encumbrance but it does take up hp that could be be spent on other armor attachments. It can't be e used as a weapon (the devs suggested that it be allowed to be used as an improvised weapon which means it can break with despair or enough threat if you use it as a weapon). It generally doesn't stop working on a despair (unless you attack with it). It grants 1 melee defense but has 5 potential mods (2 to increase melee defense by 1 each, 3 to increase ranged defense by 1 each), but without certain talents no attachment can be modified more than 3 times.

The base difficulty to mod an attachment is 3 purple and the difficulty increases by 1 with each successful mod the difficulty increases by 1. Difficulties greater than 5 are "impossible" which means you have to flip a destiny point to attempt it as a difficulty 5, and since there is a significant risk of something going wrong at least one of the dice will be red. If you roll a despair the entire attachment breaks, becomes nonfunctional. That generally means you can't mod an attachment more than 3 times (without spending a dp and risking breaking it). There is a talent in the shipwright tree and a couple of others that decreases the difficulty by 1 making a 4th mod possible, and the improved secrets of the jedi talent with 5 ranks of lore let's you get 3 extra mods on lightsaber attachments (e.g. crystals).

Your build has improved armor master, which means if you have armor with soak 2 you get an extra point of defense which with modded armor inserts can bring you to 3 defense. With just 1 more defense (which you can get from the energy buckler) that brings you to 4 defense which is the maximum allowed by RAW (as per the errata), so the extra defense that can potentially be granted by the portable plasma shield doesn't help you. Also since you already had 4 defense you wouldn't benefit from the defensive training talent while the energy buckler is active. And if the energy buckler was off you'd only benefit from 1 rank of defensive training (so you should ditch 2 rank of defensive training from the niman disciple spec, and save yourself a little xp)

Edited by EliasWindrider

@Bellona @Von3679 @jhh3 @RuusMarev @MrTInce

Here's a tip related to armor/lightsabers/etc regarding the 2 free hp from the jedi artisan in oggdude's generator

Go to GM grants, give yourself the intuitive improvements talent, go back to equipment, you will now be able to add the 2 hp to the armor/lightsaber, then you can go back to GM Grant's and remove the intuitive improvements talent.

: 1eA+2eP+2eD+3eB+4eF 3 successes, 4 advantage, 3 Light Side, 2 Dark Side
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Roll for reinforced clothing. It suceeds, so now i’ll add armour inserts. Do i have to do any other roll for it? Including modding jt after that for the extra defense?

Oh i just realised even wif armour inserts, it will only have 1 hp... 😕 hmm. I kinda want it to have more hp in case i wanna mod like enhanced optic suite etc... or is that seperate from the reinforced clothing?

4 hours ago, Von3679 said:

Oh i just realised even wif armour inserts, it will only have 1 hp... 😕 hmm. I kinda want it to have more hp in case i wanna mod like enhanced optic suite etc... or is that seperate from the reinforced clothing?

6 hours ago, EliasWindrider said:

@Bellona @Von3679 @jhh3 @RuusMarev @MrTInce

Here's a tip related to armor /lightsabers/etc regarding the 2 free hp from the jedi artisan in oggdude's generator

Go to GM grants, give yourself the intuitive improvements talent, go back to equipment, you will now be able to add the 2 hp to the armor/lightsaber, then you can go back to GM Grant's and remove the intuitive improvements talent.

There are also talents like I think tinkerer which I believer armorer grants

4 hours ago, Von3679 said:

: 1eA+2eP+2eD+3eB+4eF 3 successes, 4 advantage, 3 Light Side, 2 Dark Side
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Roll for reinforced clothing. It suceeds, so now i’ll add armour inserts. Do i have to do any other roll for it? Including modding jt after that for the extra defense?

As I have said many times you need to mod it to increase the defense and soak the difficulty is 3 purple for the first mechanics check an 4 purple for the second mechanics check

8 hours ago, EliasWindrider said:

The base difficulty to mod an attachment is 3 purple and the difficulty increases by 1 with each successful mod the difficulty increases by 1. Difficulties greater than 5 are "impossible" which means you have to flip a destiny point to attempt it as a difficulty 5, and since there is a significant risk of something going wrong at least one of the dice will be red. If you roll a despair the entire attachment breaks, becomes nonfunctional. That generally means you can't mod an attachment more than 3 times (without spending a dp and risking breaking it). There is a talent in the shipwright tree and a couple of others that decreases the difficulty by 1 making a 4th mod possible, and the improved secrets of the jedi talent with 5 ranks of lore let's you get 3 extra mods on lightsaber attachments (e.g. crystals).

Man I need sleep.

Edited by EliasWindrider

Sorry what i meant was do i need to roll for the attachment itself? I know that i need to roll for the modding.

and my bad, i forgot about tinkerer and the artisan, so the armour will have 4 hp.

Bought the armour insert. This is the roll for the defense +1 mod:

: 1eA+2eP+3eD+3eB+4eF 2 successes, 1 advantage, 2 Light Side, 4 Dark Side
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Roll for soak+1 mod:

: 1eA+2eP+4eD+3eB+4eF 2 successes, 3 Light Side, 2 Dark Side
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Converting all ls pips to advantages, if that even matters lol.

And im truly sorry for disturbing you.

Edited by Von3679

Speaking of lightsabers is Ker'see able to get another one, or at least a crystal?

2 hours ago, MrTInce said:

Speaking of lightsabers is Ker'see able to get another one, or at least a crystal?

No crystal yet but you could build an empty hilt.

Could I scrap one of the sniper rifles for the parts?

2 hours ago, MrTInce said:

Could I scrap one of the sniper rifles for the parts?

You could always talk to Spanner and go through his scrap pile... Corran Horn made a lightsaber with a section of speeder bike handle/throttle assembly in I, Jedi. :)

9 hours ago, MrTInce said:

Could I scrap one of the sniper rifles for the parts?

6 hours ago, RuusMarev said:

You could always talk to Spanner and go through his scrap pile... Corran Horn made a lightsaber with a section of speeder bike handle/throttle assembly in I, Jedi. 🙂

Let's go with @RuusMarev 's suggestion... I'd like to make Spanner more of recurring character, give him more dialogue.

Would he have parts to make a training emitter?