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nem #994739 Tue 07/07/20 17:58 UTC
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Gypsy. You will be attempting a Medicine check to heal a 91 point Critical Injury. This has a Hard difficulty, i.e., 3 Purple dice.

Given you're sliding around on the floor of a Quadjumper, I'll add 1 Black dice to that too.

Now then, as the team's medic you are carrying some equipment that can help you. On p4 of your character sheet it lists an Antishock Blanket, using this reduces the difficulty by 1, so only 2 Purple dice.

Jix also carries some Nullcaine, but that's expensive stuff best reserved for keeping PCs in the fight. It allows the recipient to ignore the effects of a Critical Injury by taking 3 Strain. Very potent.

How bad are the effects of a Critical Injury?

Well, Mhar-li has a 91 point Critical Injury. That means everytime she performs an action, she takes another Wound. That's pretty bad, considering if she exceeds her Wound Treshold, she's KO'ed and takes another Crit Injury, modified by the first, making even worse effects possible.

nem #994797 Wed 08/07/20 13:49 UTC
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Want me to roll or are you doing it? smile

nem #995009 Fri 10/07/20 19:35 UTC
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I'll roll for you, no probs, using the Antishock Blanket.

nem #995052 Sat 11/07/20 10:56 UTC
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In that last round, I rolled the first double Triumph I have ever seen. The chances of seeing one of those on two Yellow dice is 0.7%!

And in typical dice gods fashion, it was rolled by a poxy Minion group that couldn't do anything interesting with a double Triumph anyway.* So I had them upgrade the difficulty of Peach's next check (he'll have at least one Red dice) and "do something vital". In this case, I had one of the swoop bikes drop a passenger onto the roof of the Quadjumper.

Conceivable. This n00b is a Strus Clan Gangster, single Minion, like those you first fought. A relatively puny adversary and certainly not vital... until you put a proton grenade in his hand.

Oh, and for anyone cross-referencing stats in the books, I made a mistake with the rotary blaster cannon. I said it was a Z-6 but actually it's the Z-6's big daddy, the TAU-6. No stats for it in the books afaik, but the VX Sidewinder is a perfect stand-in for description and stats.

*Oh man, if you rolled a double Triumph on a Crafting check you could create a mega-weapon!

Last edited by nemarsde; Sat 11/07/20 11:00 UTC.
nem #995200 Tue 14/07/20 00:20 UTC
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So how suicidal would it be to try to fire the cannon during the fancy maneuver?

nem #995287 Wed 15/07/20 10:34 UTC
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That's fine. The ship goes forward, the plasma bolts go out the back. grin

nem #995291 Wed 15/07/20 12:36 UTC
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I more meant ability to maintain footing and the like.

nem #995293 Wed 15/07/20 12:56 UTC
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I expect it'll be exciting but I'm not planning on spending a Destiny Point to upgrade your check. wink I'm saving those for further down the line.

nem #995498 Sat 18/07/20 10:03 UTC
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Slight delay here peeps. Was out Thursday and Friday, and gaming over Zoom today (with Gypsy and my ftf group), but CFH is very much in my mind. Should get our next resolution post up tonight or tomorrow.

nem #995607 Mon 20/07/20 10:07 UTC
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Sorry about that. Catching up done. I shoud've taken care of this yesterday but over breakfast I started the *ahem* minor task of updating by phpBB3 board. Yeah, you know the story. blush Just about finished by afternoon tea! (This is why I put off updating it for so long!!)

nem #995715 Wed 22/07/20 20:38 UTC
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I'll keep us moving through this action scene, and providing you don't end up as a crater we'll move into the third and final act of The Force Awakens Beginner Game.

After that we'll have the option of continuing with the free second adventure published by FFG, titled A Call For Heroes. cool

Now then, here's where it gets interesting. My plan for this second adventure would be to run it in the same forum, and it should take about the same time to complete, say 6-8 months. (The second adventure picks up immediately where the Beginner Game leaves off.)

With the Beginner Game, I made minimum adaptations, mainly to fit our characters (not the pre-gens) and meta plot (Ghidrah). Your characters were roughly on par with the pre-gens in terms of power level and equipment, and the difficulty ratings and enemies were all exactly as in the module.

With the second adventure, I want to adapt it more heavily. I want to bump up your characters to "knight level", which is considered 150 post-creation XP, along with appropriately beefed up equipment.

There will be a story explanation for this, so don't worry about that. What you might worry about is that I want to make the second adventure hard. whip The Beginner Game as written is pretty easy. Plenty of opportunities to screw up, but screws up aren't so harsh. They don't want new players feeling down because of a dice roll; the whole thing is more about learning the game.

Gypsy and I play FFG's Star Wars with our regular tabletop group. Mechanically, our characters have never come close to dying. Here on DreamLyrics, in the second adventure, I want to push that envelope.

That will mean enemies will be more skilled, better equipped, and whereas critters have so far been scenery, they might just try to eat your face. Story-wise, the stakes will be racheted up.

Does that sound appealing to you?

If it does, and you'd like to continue, I'll need a rough idea of how to spend an extra 120 XP (you've already had 30) on your character. I don't need specifics, more an inkling of what aspect you'd like to develop.

Last edited by nemarsde; Wed 22/07/20 20:46 UTC.
nem #995720 Wed 22/07/20 22:38 UTC
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I amvery much interested. Do you want the ideas here or in a PM?

nem #995721 Wed 22/07/20 23:28 UTC
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Works for me

nem #995726 Thu 23/07/20 05:55 UTC
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works for me too

nem #995727 Thu 23/07/20 06:04 UTC
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It would helpful to know how much of that increase it would take to improve any of the existing skills or talents are going to cost and what benefit would be gained ...

nem #995731 Thu 23/07/20 09:27 UTC
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Pandemonium. Here or PM for ideas is fine. If you post them here, you might inspire someone else too. smile

Angr. It's beyond the scope of this game to go into all the costs of Skill Rank, Talent and Force Power upgrades, alas. Skill Ranks in particular depend on the base characteristic, whether you have it as a career skill, etc., and how much bang for your buck you want.

You could all answer these questions, frex:

1. Is there an aspect of your character you want to improve? A niche you want to fill out more, become more expert in? Or would you rather have all-round improvements/raise your standard?

2. If you know the system, do you want a specific Force Power (if applicable), Talent or Skill Rank?

3. Art and Phoenix Prime, do you want to get into lightsabers (expensive, will consume most of your upgrade. Sort of like D&D Multiclassing)?

4. Gypsy and KenSeg, do you want to become Force-Sensitive (expensive, will consume most of your upgrade. Sort of like D&D Multiclassing)?


nem #995732 Thu 23/07/20 09:59 UTC
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Ok - ta

for the other players then: in my pm I have suggested a split for the xp:

about ½ for niman disciple driving down the tree to reach the +1 to a characteristic box
about ¼ for each of Winta's starting force powers influence and move

nem #995733 Thu 23/07/20 10:30 UTC
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I've searched for some resources for you.

Here's a Reddit explanation of how much Skill Ranks cost.

https://www.reddit.com/r/swrpg/comments/466w6a/the_cost_of_buying_skill_ranks/

For J.B., Preach, Sirra and Winta, here are your Talent Trees (browse for your Specialisation):

https://drive.google.com/open?id=1tHHoJ0s7CpI_i3BTSKKu6yv8owVf3izP

For Jix, your Soldier-Medic Talent Tree is in here:

https://drive.google.com/open?id=1wBtbWVvesYXtJbxHy3ZRq6xsBpLIL4fI

For 2BB-2 and Amos, your Technician-Slicer and Colonist-Marshall Talents Trees are in here:

https://drive.google.com/open?id=1ziz5Bw54bXlc7VcY_lcqboKkEWucsCyJ

For Amos or Jix, if you want to become a Force-Sensitive Emergent, the Talent Tree is in here:

https://drive.google.com/file/d/1ydTaC72y8xmZqTPpwGBn1xSeYTjNxf3M/view

Force Powers are here:

https://drive.google.com/file/d/1072NopNB5qPCevihna9cXCxy7sqRpHEb/view

XP cost is written in the corner of each Talent.

rub DO NOT WORRY ABOUT LEARNING THE SYSTEM IF YOU DON'T WANT TO.

(I'm not sure I would even have time to now, it's so bizarre.) Just answer those questions in my previous post in whatever way you can, and it will give me some direction.

Last edited by nemarsde; Thu 23/07/20 10:33 UTC.
nem #995742 Thu 23/07/20 14:10 UTC
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1: Is there an aspect of your character you want to improve? A niche you want to fill out more, become more expert in? Or would you rather have all-round improvements/raise your standard?

Close in combat.

2. If you know the system, do you want a specific Force Power (if applicable), Talent or Skill Rank?

Force powers would be ones applicable to hr general niche, possibly something acrobatic, like the flipping and such.

3. Art and Phoenix Prime, do you want to get into lightsabers (expensive, will consume most of your upgrade. Sort of like D&D Multiclassing)?

I might, is there room for that and one force power? Otherwise likely the force power and other improvements. Again, it would likely be something acrobatic.in other words, you said ‘most’ - what is left over otherwise? Like up one skill point? Nothing?

Last edited by Art in the Blood; Thu 23/07/20 23:07 UTC.
nem #995749 Thu 23/07/20 18:37 UTC
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If we improve a skill are we adding a rank? ie are we turning a green dice yellow, or are we adding an extra green dice?

I think it is a green dice becomes yellow - but I just wanted to check.

Last edited by Angrboða; Thu 23/07/20 19:04 UTC.
nem #995766 Fri 24/07/20 08:29 UTC
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Angr. When you buy a Skill Rank, you convert the next Green to Yellow, until you run out of Green (your base characteristic) and then you keep adding Green.

Art. Probably not enough points to do anything useful after implementing lightsaber, so I would probably buff Force Powers, probably Enhance, and Melee Skill Ranks. Sirra already has 1 Skill Rank in it. A good vibroblade is as good at critting as a lightsaber, even if it doesn't have the insane armour penetration. And vibroblades come in all shapes and sizes too.

nem #995767 Fri 24/07/20 09:32 UTC
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I am uncertain as to which direction to take 2BB-2. For very broad strokes I suppose a ‘more of the same’ approach.

nem #995768 Fri 24/07/20 10:14 UTC
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Then probably largely enhancement with perhaps a bit more of a concentration on close in and update force powers.

nem #995776 Fri 24/07/20 14:31 UTC
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i am looking at the time passage in terms of character advancement.

when we finish with this mission, as it is synced with the events of the ROS movie- the First Order will be defeated, but not wiped out- plenty of bad guys to clean up across the Galaxy. But Leia will have passed into the Force nad Rey ends up on Tatooine(future unknown).

We are receiving a four fold advancement in terms of points- in order to make us Knights- I would imagine that there is some passage of time...

as I am the type of player that is focused on the story more than anything else, i just want to get a feel for that so I can develop the narrative of events in that passage of time.

I will relay my advancement ideas to you in PM

(and scrolling down the list the only thing I saw that remotely looked like JBs skill tree was starfighter ace- i have some concerns there- again... in PM)

nem #995787 Fri 24/07/20 15:56 UTC
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Originally Posted by nemarsde

You could all answer these questions, frex:

1. Is there an aspect of your character you want to improve? A niche you want to fill out more, become more expert in? Or would you rather have all-round improvements/raise your standard?

2. If you know the system, do you want a specific Force Power (if applicable), Talent or Skill Rank?



1. Continue along the path of Soresu Defender.

2. I suspect it is too far away but Protect/Unleash sounds quite up his alley. Though several other powers would certainly fit well from Endure, Enhance, etc...

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