i play it as jb has to think it through when she hears the binary. a bit of translation has to happen in her head. but her skills and force ability made it a reasonable she could manage some semblance of understanding.- maybe by the third movie she will be quite conversant.
I think at best, Winta would have a rudimentary understanding for simple slow conversations in set-piece situations, such as dealing with administration
Last edited by Angrboða; Wed 17/06/2018:55 UTC. Reason: typo
Only other Verpine. But it's something a good Mechanics might be able to do, modify a comlink to communicate with Verpine, but there's no pressing reason to in-game at the moment.
Well it's your choice to make, it's your character and there are no languages in this system.
What is speaking Binary? You might ask.
OK, so in the films, when Artoo beeps and bleeps, Luke can understand exactly what he says. Han Solo can't. Thus, Luke can speak Binary. Han can't.
If we do this with Wookiee. In the films, when Chewie growls and barks, Han can understand exactly what he says. Lando can't. Thus, Han can speak Wookiee, Lando can't.
If you think your character chats with Astromech droids, then they can speak Binary.
I think I will go the Obi-Wan route and "no" Preach doesn't understand binary well. He might gather enough to get obvious things, but he certainly doesn't speak it.
Sanity is somewhat overrated. 2BB-2 is generally happy assuming Organics can't, and using show-and-tell via holoprojector to get the message across to the greatest number in the shortest time.
Sorry for the delay folks, a busy end to the working week here as we prepare for a major Covid response policy change that may or may not come from Gov. Alas, in these times it's not business keeping us busy, but administration and emergency meetings!
So, question ... where are we coming up to in relation to the camp, what is in front of us if we keep going straight et al. Just trying to cement the picture in my mind of where we are coming up from.
Yes - I was wondering what was in front of us too - bare plain? rocky ground with cover? A nd how far do we have to run to reach the others - a turn, couple of turns, or far enough that we will never get there before combat is over?
The camp is in amongst dunes, so there is undulating ground all around, that counts as difficult terrain if you try to cross it on foot, but that also provides high ground and some cover against blaster fire vs anyone down in the camp.
Obviously that doesn't include the swoop bikes, but trying to shoot a junk blaster, one-handed from the back of a flying machine doing 150 mph isn't condusive to accuracy anyway.
Jelly Bean is up in the dunes. The rest of the team are approaching the dunes from the flats.
Here is where the cinematic style comes into play.
Jelly Bean is in the combat zone, at Extreme range from the shooting, she can advance on foot to get into (Medium) range with her blaster pistol. Sand dunes are difficult terrain, so she can either:
1. Take 4 whole rounds to move to Medium range,
Or 2., mount up again and move out in 1 round. Mounted on the Varactyl, she can move to anywhere in the combat zone in 1 round.
The rest of the team aren't in the combat zone at all. So their first round would be spent entering the combat zone. After that, they can move anywhere in the combat zone in 1 round if they stay mounted.
Whilst riding, you can generally move and shoot, or move and take some other action, etc.
Sirra has a blaster with Extreme range, so she could dismount on the edge of the combat zone and snipe.
Jix has a blaster with Long range, so could dismount closer and provide supporting fire. Bear in mind that Auto-fire in particular, is less effective at Long range because she'd be rolling YYGG¬PPPP. But she can snipe instead, for YYGG¬PPP. Both might have Blue and Black dice (from Aiming, for example).
"Thanks, GM, I didn't understand any of that."
OK, no problem. In summary, we can assume you try to stay mounted until you get within range of whatever it is you're trying to do. So don't worry about the rules, just tell us what your character is doing, I won't let you gimp yourself.
OK, I don't like doing combat-computing, Art, but because I love you, I will.
One of the coolest things about Sirra's hunting blaster is it has integrated teleoptics. This means the range difficulties when Sirra shoots it are:
Short = P Medium = PP Long = PP Extreme = PPP
Medium and Long range are the same. If she spends her manoeuvre getting into a nice shooting position (Aiming), she can add a Blue dice to her roll. No Black dice for the heat, because of her clothing, but targets are mostly in cover so that adds a Black dice. So at Extreme range she would be YGGBB¬PPPB. Chance of successful hit is about 60%.
She could suffer 2 Strain to focus on her Aim more intently, for another Blue dice. YGGBBB¬PPPB, 65% chance of success.
However, given the Strus Clan don't even have long range blasters, she could dismount at Long range instead. YGGBB¬PPB. Chance of successful hit is about 70%.
2 Strain, more Aim, one more Blue dice, YGGBBB¬PPB, 75% chance of success.
In this system, a weapon's range is a hard limit (unless you have fancy Talents that allow you to push that limit).
So Art, to summarise, Sirra is best to dismount at Long range and shoot from there. 70-75% is a reasonable shot, and doesn't risk dangerous return fire. The minor downside is the enemies on foot can close with her faster, though it'd still take them multiple whole rounds, during which time they wouldn't be in cover or shooting accurately.
I don't want you guys to bother with the system unless you want to though. I'll interpret your posts and always assume you wouldn't make a faux pas system-wise. I'll always act as a fan of your characters.
At this point in the adventure, I'm told I am to introduce Destiny Points, which I have explained in Rules Clarifications.
You can also track our group Destiny Points in Game Materials.
In that last round I demonstrated one possible use of Destiny Points. I imagined that one of you players had spent a Light Side Destiny Point to invoke a favourable story effect.
The story effect has to make sense in the established fiction and GM has veto, but for example, if it night we've established that Arconan Night Terrors lurk under the sands and can swallow whole landspeeders.
So the player might have spent the Destiny Point to have a massive Nightwatcher Worm burst from a sand dune and snatch of swoop bike out of the air.
But since it's still day-time, the player spending the Destiny Point suggested that Bormo get the drop on some of the Strus Clan Enforcers as they're trying to enter the wreck, stalling them while they're out in the open. From a previous post, we knew that Bormo was inside somewhere, so it fits perfectly.
As the GM, I interpreted this by having Bormo take out 2 members of the Strus Clan Enforcers 1 Minion group.
If you ever want to spend a Destiny Point in this way, flag it in the OOC comments in your game post, explaining your idea. But remember, the more Light Side Destiny Points you flip, the more Dark Side Destiny Points I will have to increase the stakes of your skill checks.
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