Yaimpar be te Bes'uliik prep thread

By P-47 Thunderbolt, in Star Wars: Edge of the Empire Beginner Game

Question regarding workshops:

I intend for both of the crafters to have workshop spaces that can be improved as time goes on. The Shipwright doesn't really need a workshop (though you could consider the engineering deck to be their workshop), but the Outlaw Tech and the Droid (Tech/Specialist) both would need a workspace. I'm picturing the droid-building space being in the main cargo bay because of the greater space requirements (especially once you start building a Basilisk), but what about for the Outlaw Tech? Is the empty space I alluded to agreeable/suitable? Also, how would you want to place/orient a workspace in the main cargo bay?

Also, what are your opinions regarding my splitting up of the Mechanics skills? Are you okay with it? Do you have any objections or suggestions?

38 minutes ago, P-47 Thunderbolt said:

Also, what are your opinions regarding my splitting up of the Mechanics skills? Are you okay with it? Do you have any objections or suggestions?

I'm rereading the idea, but I must be tired, it looks confusing, but I think I see where you are going with it.. I'll look again when I'm not so tired :D

I'll rephrase it for concision, see if that helps. I had my reasoning mixed in with the actual suggestion.

Split Mechanics into 3 parts: Vehicles, Droids, and Devices/Weapons. The Technician career and Engineer career grant these as Career Skills, the specializations each grant one of the above.

Then, each character can pick a secondary focus and get a discount as long as they have fewer ranks in the secondary skill than in their primary skill.

That empty space looks like plenty of room to set up a workbench, weapon racks, tool rack, etc. for the Outlaw Tech. I wouldn't mind referring to that as the 'Armory' since the ship doesn't have one. I also think I'm fine with the division of the mechanics skill. Will there be certain instances of overlap? Such as both the Shipwright and Outlaw Tech being able to repair/modify vehicle weaponry, or the Shipwright and Droid Tech able to work on, say, an astromech slot?

14 minutes ago, ShockHelix said:

Will there be certain instances of overlap? Such as both the Shipwright and Outlaw Tech being able to repair/modify vehicle weaponry, or the Shipwright and Droid Tech able to work on, say, an astromech slot?

I'd adjudicate that as necessary, but it would probably be as simple as just having the PCs assist each other.

Incoming Crafting Spam

Making a basic tool for Outlaw Tech use -

Crafting a Toolkit : 3eA+2eP+2eB 3 successes, 2 advantage
a-s.png a--.png a--.png p-s-a.png p-s.png b-a.png b--.png

Already forgetting dice, 😫

Forgot the Difficulty Dice : 1eD 0 successes
d--.png

And it changed nothing. I'll use Eye for detail to change it to 2s/3a, and take Lessons Learned and Practice makes Perfect.

Now, making a specialist tool for Mechanics (Outlaw Tech) to stick in the Armory -

Crafting a Toolkit : 3eA+2eP+3eB+1eD 3 successes, 6 advantage
a-a.png a-s-a.png a-s-a.png p-a-a.png p-s-a.png b--.png b-a-a.png b--.png d-th-th.png

Eye for Detail to change it to 2s/7a, I'll take the safety features and efficient construction for -

Outlaw Tech Tools - Add automatic 1s/1a to checks with the Mechanics (Outlaw Tech) skill.

Same path again, but this time for general cybernetic tools.

Crafting a Toolkit : 5eA+2eB+1eD 6 successes, 1 advantage
a-s-s.png a-s-a.png a-a.png a-s.png a-s.png b--.png b-s.png d-th.png

Hmmm. Convert a success for 5s/2a. Use the 2a for 2 Practice Makes Perfect.

And now for the Specialist Cyber Tech Tools

Crafting a Toolkit : 5eA+4eB+2eD 1 success
a-a.png a-a.png a--.png a-s.png a--.png b-s.png b--.png b--.png b--.png d-f-th.png d-th.png

. . . Wow. Well, at least it succeeds. I'll use this specialist one to try to 'improve' it, (RAW make a new one.) Got a auto success at least now.

Crafting a Toolkit : 5eA+2eB+2eD 5 successes, 2 advantage
a-s.png a-s.png a-s-a.png a-a-a.png a--.png b-s.png b-s-a.png d--.png d-th-th.png

That's better. Convert to 5s/3A, take Safety features to make

Cyber Tech Tools - Add automatic 1s/1a to checks with the Mechanics (Cyber Tech) skill.

And we'll stick that in the armory as well.

Going to go ahead and craft a Cyber Tech Medpack basic tool

Crafting a Toolkit : 5eA+2eB+1eD 3 successes, 4 advantage
a-a.png a-s-s.png a--.png a-a-a.png a-s-a.png b--.png b-a-a.png d-th-th.png

With the auto 1s/1a and conversion, that makes it 3s/6A. Going to take Lessons Learned twice, and Practice makes perfect twice.

Now to make the Cybernetic Implant to improve the Mechanics (Outlaw Tech) skill

Crafting a Cybernetic Implant (Mechanics (Outlaw Tech)) : 5eA+4eB+2eD 4 successes, 4 advantage
a-a-a.png a-a.png a-s-s.png a-a.png a-s-a.png b-a.png b-a.png b-s.png b--.png d-th-th.png d-th.png

1s/1a + Conversion = 4s/6a. 3 advantage for Tailored so there's no check required to install it, and the other advantages don't matter since I'm done with the Cybernetics skill for Naz.

Before I go any further with crafting, can I go ahead and use Naz (the Gank) to make gear for Arde (the Mandalorian) as well, as long as I'm using the credits from the appropriate character? Realistically speaking otherwise I would likely just save the credits to have him make the appropriate gear after the game starts anyway.

Oh, and here are their sheets, WIP of course.

http://swsheets.com/c/wmmpi7d2d-naz-skirata

http://swsheets.com/c/bxpzvd6qi-arde-skirata

Edited by ShockHelix

Okay, sure.

I saw the sheets when I was browsing the site, and noticed that you took out 2 Obligation +10 bonuses on Naz. You can only pick one Obligation bonus, and you can't take on more Obligation than you start with (starting value is 10).

6 minutes ago, P-47 Thunderbolt said:

Okay, sure.

I saw the sheets when I was browsing the site, and noticed that you took out 2 Obligation +10 bonuses on Naz. You can only pick one Obligation bonus, and you can't take on more Obligation than you start with (starting value is 10).

Fixed it, doesn't change anything yet.

It appears that you don't have any ranks in the Cybernetics skill. Am I correct, or am I missing something?

I assume you'd pick that as the secondary Mechanics skill, in which case you get a free rank in it since the 5XP discount reduces the cost to 0.

Just now, P-47 Thunderbolt said:

It appears that you don't have any ranks in the Cybernetics skill. Am I correct, or am I missing something?

I assume you'd pick that as the secondary Mechanics skill, in which case you get a free rank in it since the 5XP discount reduces the cost to 0.

Absolutely, it didn't occur to me that I'd get the rank for free, that's excellent.

1 minute ago, ShockHelix said:

Absolutely, it didn't occur to me that I'd get the rank for free, that's excellent.

Where are you going to denote that? You could use one of the Knowledge skills, like Core Worlds, that he isn't likely to ever put ranks in.

Just put it into the 'Critical Injuries and Conditions' box since barely anything else goes there, and it sort of qualifies as a condition.

Here's what I've set up for the deckplans. I found the full thing and edited it to suit our needs. I don't have the program they used to make it in the first place, so I haven't added anything, but I've shuffled some things around, erased crates, brought the escape pod up to code, etc.

The room with the internal components for the module is now accessible from the deck. The module has 2 entrances: The port-side opens like a hangar door, and the front has a cargo elevator that drops down. If you don't need the hangar door, the droid-building workshop can be placed there. The stalls off to the Starboard side are optional. They could be closed off and used as droid/general storage, or they could be removed entirely and replaced with something else.

ShockHelix, if Naz wants his workshop/armory closed off, I can add a wall and a door (through the magic of copy/pasting :D ), but I figured I'd leave it open for now.

Any suggestions? (also naming, but that can be done IC when you actually acquire the ship, if you would prefer that)

As we progress, I can add/remove/tweak stuff as needed.

https://docs.google.com/presentation/d/1b4NZZlI0oNINByfA85cdaIxyuxNqAc10J3hQiLrKUrM/edit?usp=sharing

Alright, here comes more crafting spam.

Note: Forget we lowered the Int to 4, so I've been rolling incorrectly, going to go ahead and restart that process with the correct rolls.

Holdout Knife Crafting (Bladed Weapon, 10 Cr) for Naz:

Crafting a Knife : 3eP+1eA+2eB+2eD 5 successes, 2 advantage
p-s-s.png p-a-a.png p-s-s.png a-a.png b--.png b-s-a.png d-th.png d-th.png

+0s/2a= 5s/4a. 1x Lessons Learned, 1x Practice Makes Perfect, 1x Lightweight, Result -

Holdout Dagger: Skill (Melee), Damage +1, Crit 3, Range Engaged, Encum 1, HP 1, One-handed.

Holdout Knife Crafting (Bladed Weapon, 10 Cr) for Arde:

Crafting a Knife : 3eP+1eA+3eB+1eD 6 successes, 2 advantage
p-s-s.png p-a-a.png p-s-a.png a-s-a.png b-s.png b-s.png b--.png d-th-th.png

+0s/2a= 6s/4a. 1x Lessons Learned, 1x Practice Makes Perfect, 1x Lightweight, Result -

Holdout Dagger: Skill (Melee), Damage +1, Crit 3, Range Engaged, Encum 1, HP 1, One-handed.

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+3eB+2eD 3 successes, 9 advantage
p-a-a.png p-s-a.png p-a-a.png a-a-a.png b-s-a.png b-s.png b-a-a.png d-th.png d--.png

+0s/+2a = 3s/11a. Wow. Okay. 4x Lessons Learned, 3x Practice Makes Perfect, Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Beskar'gam Crafting (Segmented Armor, 2,500 Cr) for Naz -

Crafting Beskar'gam : 3eP+1eA+5eB 7 successes, 6 advantage, 1 Triumph
p-s-a.png p-tr.png p-s-s.png a-s.png b--.png b-a-a.png b-s.png b-s-a.png b-a-a.png

+0s/2a=7s8a1t. I'll use the Triumph for Armor Schematic, then the 8 Advantage for 1x Efficient Construction, 4x Lightweight, and 1x Sealable, for a Result -

Beskar'gam: Rarity 6, +2 Soak, +1 Defense, 2 Encum, 4 HP, Sealable.

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+2eB+3eD 3 successes, 1 threat
p-s-a.png p-s.png p-s-s.png a-a.png b--.png b-s.png d-f.png d-th-th.png d-f-th.png

+0s/2a= 3s/1a. 1x Practice Makes Perfect. Almost had to pause to see what the threat did lol. Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+3eB+3eD 6 successes
p-a.png p-s-a.png p-s-s.png a-s.png b-s.png b-s.png b--.png d-th.png d--.png d-th.png

+0s/2a = 6s/2a. 1x Lessons Learned, Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+2eB+2eD 4 successes, 3 advantage
p-s-a.png p-a-a.png p-s-s.png a-s.png b-a.png b-s.png d-f.png d-th.png

+0s/2a = 4s/5a. 1x Schematic, 1x Practice Makes Perfect. Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+3eB+2eD 4 successes, 5 advantage
p-a-a.png p-s-a.png p-s-s.png a-a.png b-a-a.png b-s-a.png b--.png d-th-th.png d--.png

+0s/2a= 4s/7a. 1x Schematic, 1x Lessons Learned, 1x Practice Makes Perfect, Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+3eB 6 successes, 6 advantage
p-s-a.png p-s-s.png p-s.png a-s.png b-a-a.png b-s-a.png b-a-a.png

+0s/2a=6s/8a. 1x Schematic, 4x Practice Makes Perfect. Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+6eB 6 successes, 6 advantage
p-s-a.png p-a-a.png p-s-s.png a-s.png b--.png b--.png b-a.png b--.png b-s-a.png b-s-a.png

+0s/2a=6s/8a. 2x Lessons Learned, 4x Practice Makes Perfect. Result -

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Beskar'gam Crafting (Segmented Armor, 2,500 Cr) for Arde -

Crafting Beskar'gam : 3eP+1eA+6eB+1eD 0 successes, 10 advantage
p-a-a.png p-a-a.png p-a-a.png a-s.png b-s-a.png b--.png b--.png b--.png b-a-a.png b-a.png d-f-f.png

+1s/1a=1s/11a. Thank goodness for that Outlaw Tech Workbench.

1x Extra Soak, 2x Extra Hard Point, 1x Sealable, Result -

Arde's Beskar'gam - Rarity 6, +3 Soak, +1 Defense, 6 Encum, 6 HP, Sealable

Going to take a break here while I figure out what I want for Arde's Beskad.

48 minutes ago, P-47 Thunderbolt said:

ShockHelix, if Naz wants his workshop/armory closed off, I can add a wall and a door (through the magic of copy/pasting :D ), but I figured I'd leave it open for now.

He's fine with having it open. I expect, at least for Arde, we'll be storing weapons in there we aren't immediately using, so he sees it more as just a workspace and not a personal/private area.

I think you should probably just stick with the base Beskad stats, as it's sort of an anomaly.

I'm actually re-thinking the price on the Armor, since you were crafting it instead of getting the regular armor. I might not change anything, but I need some more information.

What is the base price of Segmented Armor?

4 minutes ago, P-47 Thunderbolt said:

I'm actually re-thinking the price on the Armor, since you were crafting it instead of getting the regular armor. I might not change anything, but I need some more information.

What is the base price of Segmented Armor?

2,500 Cr. That's why I went with trying to craft the Segmented Armor instead of the Augmentative, since it matches up with the value you gave, where as Augmentative gives an extra +1 defense and 2 extra HP for 4,500 Cr.

Edited by ShockHelix

Okay. That's alright then.

And yet even more crafting spam

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+2eB 3 successes, 2 advantage
p-s-a.png p-s.png p-s.png a--.png b-a.png b--.png

+0s/2a=3s/4a. 4x Practice Makes Perfect.

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Frag Grenade Crafting (Grenade, 35 Cr) for Naz -

Crafting a Grenade : 3eP+1eA+6eB 8 successes, 9 advantage
p-s-s.png p-s-a.png p-s-s.png a-a.png b-s-a.png b--.png b-s-a.png b-s-a.png b-a-a.png b-a-a.png

+0s/2a=8s/11a. 3x Lessons Learned. 5x Practice Makes Perfect.

Standard Frag Grenade: Ranged (Light), Damage 8, Crit 4, Range Short, Encum 1, 0 HP, Blast 6, Limited Ammo 1

Beskad Crafting (Vibro-weapon, 200 Cr) for Arde -

Crafting a Beskad : 3eP+1eA+7eB 4 successes, 7 advantage, 1 Triumph
p-a-a.png p-tr.png p-s.png a-a.png b--.png b-s.png b-a.png b--.png b-s-a.png b-a-a.png b--.png

+0s/2a=4s/9a/1t. I'll use the Triumph for Sunder Quality, 8x Advantage for Vicious 4x, and the last advantage for Lightweight, making the Result -

Arde's Durasteel Beskad - Melee, Dam +1, Crit 2, Range Engaged, Encum 1, HP 3, Vicious 5, Pierce 2, Sunder.

I'll pay the 8000 Cr for the Cortosis Forging Attachment once he has the Cr for it, to represent him replacing the blade with Beskar and making it a true Beskad.

Also going to have Naz 'install' a Mono-Molecular Edge attachment, and try to make the modifications.

First Pierce Mod -

Attachment Mod : 3eP+1eA+2eB+3eD 4 successes, 2 advantage, 1 Triumph
p-s-a.png p-s-a.png p-tr.png a--.png b-a-a.png b-s-a.png d-th.png d-th.png d-th.png

Second Pierce Mod -

Attachment Mod : 3eP+1eA+2eB+4eD 4 successes, 1 Triumph
p-s-a.png p-a-a.png p-tr.png a-s-s.png b-s.png b--.png d-f.png d--.png d-th.png d-th-th.png

And then for Modifications of the Integrated Holsters.

Innate Quick Draw -

Inetgrated Holsters Mods : 3eP+1eA+2eB+3eD 4 successes, 3 threat, 1 Triumph
p-a.png p-s-s.png p-tr.png a-a.png b-s.png b--.png d-th-th.png d-th.png d-th-th.png

+1 Weapon

Inetgrated Holsters Mods : 3eP+1eA+2eB+4eD 5 successes
p-s-a.png p-s-a.png p-s-a.png a-s.png b-s.png b-a.png d-th.png d-th.png d-th.png d-th.png

2nd +1 Weapon

Inetgrated Holsters Mods : 3eP+1eA+2eB+5eD 3 successes, 1 Triumph
p-s-s.png p-tr.png p-s-a.png a-s.png b-s-a.png b--.png d--.png d--.png d-f-th.png d-th.png d-f-f.png

Don't see any mention of Threat doing anything when installing mods, so I believe everything works out.

2 hours ago, P-47 Thunderbolt said:

Here's what I've set up for the deckplans. I found the full thing and edited it to suit our needs. I don't have the program they used to make it in the first place, so I haven't added anything, but I've shuffled some things around, erased crates, brought the escape pod up to code, etc.

The room with the internal components for the module is now accessible from the deck. The module has 2 entrances: The port-side opens like a hangar door, and the front has a cargo elevator that drops down. If you don't need the hangar door, the droid-building workshop can be placed there. The stalls off to the Starboard side are optional. They could be closed off and used as droid/general storage, or they could be removed entirely and replaced with something else.

ShockHelix, if Naz wants his workshop/armory closed off, I can add a wall and a door (through the magic of copy/pasting :D ), but I figured I'd leave it open for now.

Any suggestions? (also naming, but that can be done IC when you actually acquire the ship, if you would prefer that)

As we progress, I can add/remove/tweak stuff as needed.

https://docs.google.com/presentation/d/1b4NZZlI0oNINByfA85cdaIxyuxNqAc10J3hQiLrKUrM/edit?usp=sharing

How many ships/vehicles will we be able to fit in there as we acquire them?

2 minutes ago, ShockHelix said:

How many ships/vehicles will we be able to fit in there as we acquire them?

I'd have to adjudicate it on a case-by-case basis, but probably 2 starfighter/starfighter analogs and several speeder bikes.

As far as Threat, it'd just be strain, so I'm not going to bother with it. In the future, however, I may come up with something clever depending on the situation.

Remember to scale the cost of the mods.

Oh, would we be able to use crafting to make the micro rockets? The explosive variant of the micro rocket from ND is almost the exact same as the grenade template from SM (1 less damage, 2 less crit)