Questions for the GM

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Re: Questions for the GM

Postby Remmington Thalalas » Mon Jun 19, 2017 2:09 pm

How do we figure the cost to craft weapons/armour?
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Re: Questions for the GM

Postby Moyr Ahaya » Mon Jun 19, 2017 4:22 pm

Do synthesized crystals follow the same selling rules .4 base for Negotiation and .7 for Deception? For 4.5k as base price, and 2k base investment this runs dangerously close to below profitability or with shoddy margin, and I wonder if this is intended in this sector of the market. Since the price of crystals is halved, maybe the components too? Also, since this would look a lot like business, how much for protection fees to keep the Hutts at peace with it.

I am trying to work out an economic model that would tell me if it's worth a shot to try to earn this way or not really.
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Re: Questions for the GM

Postby Cole Ormont » Mon Jun 19, 2017 4:24 pm

If I want to investigate further; what rolls/resources would I need?
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Re: Questions for the GM

Postby Dapper Dog » Mon Jun 19, 2017 6:23 pm

Remmington Thalalas wrote:How do we figure the cost to craft weapons/armour?

Case by case for now.
Moyr Ahaya wrote:Do synthesized crystals follow the same selling rules .4 base for Negotiation and .7 for Deception? For 4.5k as base price, and 2k base investment this runs dangerously close to below profitability or with shoddy margin, and I wonder if this is intended in this sector of the market. Since the price of crystals is halved, maybe the components too? Also, since this would look a lot like business, how much for protection fees to keep the Hutts at peace with it.

I am trying to work out an economic model that would tell me if it's worth a shot to try to earn this way or not really.

Imperials are not going into the manufactured crystal market That's a Sith secret.
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Re: Questions for the GM

Postby Ashla Vyliis » Mon Jun 19, 2017 9:07 pm

Niall Organa wrote:He glanced at Ashla. "Would it be possible to find out if Kidaja had any holdings separate from Dango? Generally speaking, but also I'm interested in knowing if the clinic hurt Dango's bottom line, or just Kidaja's."


Difficulty for Lore: Underworld and/or Streetwise for this check? Since, I was Kidaja's former slave, can I get a Boost die for more intimate knowledge?
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Re: Questions for the GM

Postby Dapper Dog » Mon Jun 19, 2017 10:54 pm

Average difficulty, sure get a boost.
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Re: Questions for the GM

Postby Ashla Vyliis » Tue Jun 20, 2017 12:15 am

And the roll was made.
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Re: Questions for the GM

Postby Remmington Thalalas » Tue Jun 20, 2017 2:22 am

Can we do slicing on a holonet chat to prevent people from eavesdropping?

What is the roll for that?
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Re: Questions for the GM

Postby Cole Ormont » Tue Jun 20, 2017 3:37 am

Do my 2 advantages bring me any closer to identifying the compound (assuming it's in Niriti's bloodstream as well)?
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Re: Questions for the GM

Postby Zanebry Varliss » Tue Jun 20, 2017 3:37 pm

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Re: Questions for the GM

Postby Col. Hala Moraal » Tue Jun 20, 2017 4:31 pm

Sorry about this, but private question
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Re: Questions for the GM

Postby Arsele Girard » Tue Jun 20, 2017 6:51 pm

Can neutrals post in the Republic compound?
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Re: Questions for the GM

Postby Ashla Vyliis » Tue Jun 20, 2017 6:52 pm

Arsele Girard wrote:Can neutrals post in the Republic compound?


Yeah. There's a post with Galen (I think) chilling in the Jedi Enclave.
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Re: Questions for the GM

Postby Col. Hala Moraal » Tue Jun 20, 2017 7:19 pm

iFail
Last edited by Col. Hala Moraal on Tue Jun 20, 2017 7:25 pm, edited 1 time in total.
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Re: Questions for the GM

Postby Cole Ormont » Tue Jun 20, 2017 7:21 pm

I'm pretty sure Imperials and Republic aren't permitted in the opposing compounds, but I'm too tired right now to try a look up where I got that impression.
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Re: Questions for the GM

Postby Shaisha Vreysk » Tue Jun 20, 2017 7:22 pm

Cole Ormont wrote:I'm pretty sure Imperials and Republic aren't permitted in the opposing compounds, but I'm too tired right now to try a look up where I got that impression.


Correct. Posting is disabled in the Republic Compound for Imperial characters, and I imagine the same the other way around too.
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Re: Questions for the GM

Postby Nekoinu » Tue Jun 20, 2017 7:23 pm

Col. Hala Moraal wrote:I think Imperials could too? It's technically listed as Open.

Open means that you can have an unlimited amount of threads in the same timeslot. Limited means that only one per timeslot.
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Re: Questions for the GM

Postby Remmington Thalalas » Wed Jun 21, 2017 1:10 am

Are there medical facilities in the Republic and Imperial compounds?
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Re: Questions for the GM

Postby Adrianaa Morindel » Wed Jun 21, 2017 1:51 am

What would the difficulty be to slice a republic system (from the inside) and reassign an SIS agent off of a case?

What would the difficulty be to slice the same system to then erase or rewrite a criminals history?
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Re: Questions for the GM

Postby Shaisha Vreysk » Wed Jun 21, 2017 2:15 am

Just a general question about the Saber Throw-talent since I'm having a hard time understanding it (a year into this game, and the system still confuses me lol):

Saber Throw (Force Talent)
The character may take the Saber Throw action, making a Lightsaber combat check as a Ranged Attack at one target within medium range, adding (Force Die) no greater than his Force Rating to the check. The character must spend (Dark/Light pip) and succeed on the check to hit his target: he may spend (Dark/Light pip) to have his weapon return to his hand after resolving the attack.


So, if I understand this correctly, you roll a Force die with your Lightsaber-roll, and if you produce Dark/Light pip (depending on who you are), you succeed on making the throw.
Then comes the confusing part for me, do you need to then produce a second Dark/Light pip to have the weapon return to your hand, in addition to the one used to making the attack in the first place?
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Re: Questions for the GM

Postby Adrianaa Morindel » Wed Jun 21, 2017 2:18 am

What would the roll need to be to find a Data Breaker? It's Rarity 6, and then since Nar Shaddaa is on a major trading lane, that's -1 rarity, and I have the Know Somebody talent, (going to buy it legally) which would lower it by another -1 to a total rarity of 4.

Also, I would like to use the Negotiation skill to talk the price down. Baseline is 1,000. Negotiation states it is an opposed Negotiation vs Cool or Negotiation. How will that work?
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Re: Questions for the GM

Postby Dapper Dog » Wed Jun 21, 2017 8:09 am

For something like guessing a Hard check and the Negotiation would be 2 Challenge and a 1 Difficulty die.
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Re: Questions for the GM

Postby Dapper Dog » Wed Jun 21, 2017 8:10 am

Adrianaa Morindel wrote:What would the difficulty be to slice a republic system (from the inside) and reassign an SIS agent off of a case?

What would the difficulty be to slice the same system to then erase or rewrite a criminals history?

Daunting for both.

With 2 Challenge die and 2 Difficulty Die, this is a very secure Intelligence system. SIS isnt going to let anyone who isn't SIS into their stuff.
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Re: Questions for the GM

Postby Dapper Dog » Wed Jun 21, 2017 8:11 am

Remmington Thalalas wrote:Are there medical facilities in the Republic and Imperial compounds?

Yes.
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Re: Questions for the GM

Postby Dapper Dog » Wed Jun 21, 2017 8:12 am

Shaisha Vreysk wrote:Just a general question about the Saber Throw-talent since I'm having a hard time understanding it (a year into this game, and the system still confuses me lol):

Saber Throw (Force Talent)
The character may take the Saber Throw action, making a Lightsaber combat check as a Ranged Attack at one target within medium range, adding (Force Die) no greater than his Force Rating to the check. The character must spend (Dark/Light pip) and succeed on the check to hit his target: he may spend (Dark/Light pip) to have his weapon return to his hand after resolving the attack.


So, if I understand this correctly, you roll a Force die with your Lightsaber-roll, and if you produce Dark/Light pip (depending on who you are), you succeed on making the throw.
Then comes the confusing part for me, do you need to then produce a second Dark/Light pip to have the weapon return to your hand, in addition to the one used to making the attack in the first place?

1 to Force point to make the throw and another to have it return to their hand, so 2 if you want to boomerang your weapon.
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