Questions for the GM

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Re: Questions for the GM

Postby Alysele Cortess » Fri Jun 02, 2017 5:40 am

Restriction: Mandalorian Humans cannot begin play as Jedi or Sith


Does this mean they cannot be Force Sensitive at all, or specifically not Jedi or Sith trained?
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 6:10 am

They can be Force Sensitive just not Jedi or Sith trained to start.
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Re: Questions for the GM

Postby Xierreau » Fri Jun 02, 2017 6:31 am

I know on some ship write up crew is larger then passenger and the 1 man ship has a crew of 1 passenger of 0 if I remember correctly. As such I always took crew 2 passenger 6 to mean capacity 8.

Edit : this scout ship does say crew 1 passenger 1 for a total of 1 or 2 depending on ruling

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Re: Questions for the GM

Postby Xierreau » Fri Jun 02, 2017 9:51 am


Travel to the Makeb System takes 4 hours and the difficulty is Average.
Travel to Singularity TY-564 takes 4 hours and the difficulty is Hard.
Travel to the Koros System is 6 hours and the difficulty is Average.
Travel to the Kintan System is 2 hours and the difficulty is Easy.

Remember these times are for a x1 hyperdrive, so if you have a x3 hyperdrive triple the times, so travel to Makeb would take 12 hours at a standard roll. Now if you choose to roll you have the possibility of arriving faster or even landing on target so when you arrive you are in orbit of the target planet.


Galaxy Mapper

Activation: Passive
Ranked: Yes
Trees: Fringer, Pilot
Description:
Remover a Setback Die (Black Die) per rank of Galaxy Mapper from all Astrogation checks. In addition, Astrogation checks take 50% less time. This does not increase with multiple ranks of Galaxy Mapper.



I want to make sure I understand this talent correctly. With this talent and a ×3 drive base time to Makeb would be 6 hours before roll modifications?

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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 9:56 am

It's a bit unclear so as a ruling we can say that you add both together so crew is what you need to fly the ship safely and then passengers is the extra folks. So the Freighter can carry 8 safely while the scout ship can have 2.

That should hopefully be consistent.
Xierreau wrote:

Travel to the Makeb System takes 4 hours and the difficulty is Average.
Travel to Singularity TY-564 takes 4 hours and the difficulty is Hard.
Travel to the Koros System is 6 hours and the difficulty is Average.
Travel to the Kintan System is 2 hours and the difficulty is Easy.

Remember these times are for a x1 hyperdrive, so if you have a x3 hyperdrive triple the times, so travel to Makeb would take 12 hours at a standard roll. Now if you choose to roll you have the possibility of arriving faster or even landing on target so when you arrive you are in orbit of the target planet.


Galaxy Mapper

Activation: Passive
Ranked: Yes
Trees: Fringer, Pilot
Description:
Remover a Setback Die (Black Die) per rank of Galaxy Mapper from all Astrogation checks. In addition, Astrogation checks take 50% less time. This does not increase with multiple ranks of Galaxy Mapper.



I want to make sure I understand this talent correctly. With this talent and a ×3 drive base time to Makeb would be 6 hours before roll modifications?

I think that is fine, makes that talent very nice for getting around.
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Re: Questions for the GM

Postby Moyr Ahaya » Fri Jun 02, 2017 11:15 am

Obligation questions are popular!

May I break down the 10 for money into two 5 with different fluff, or this 10 has to be single target/single type?
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Re: Questions for the GM

Postby Galen Sol » Fri Jun 02, 2017 12:17 pm

How long has Vatou had the orphanage?
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 12:24 pm

Moyr Ahaya wrote:Obligation questions are popular!

May I break down the 10 for money into two 5 with different fluff, or this 10 has to be single target/single type?

If you mean the Obligation you can turn that 10 into two different 5 point Obligations if you want.

You get the money but you have Obligation 5 for something and Obligation 5 for something else is fine.
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Re: Questions for the GM

Postby Moyr Ahaya » Fri Jun 02, 2017 12:28 pm

Coolie!

And is it possible to have two types of obligation to a single target? Like Favour and Responsibility to my master, each worth 5.
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 12:29 pm

Moyr Ahaya wrote:Coolie!

And is it possible to have two types of obligation to a single target? Like Favour and Responsibility to my master, each worth 5.

It'd be easier to just have one big Obligation to your Master than two separate ones for my sanity.
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Re: Questions for the GM

Postby Ashla Vyliis » Fri Jun 02, 2017 2:53 pm

Bounties: Are kill bounties OK for Jedi without accruing Conflict as long as the person is a legitimately terrible person?
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 2:57 pm

Ashla Vyliis wrote:Bounties: Are kill bounties OK for Jedi without accruing Conflict as long as the person is a legitimately terrible person?

In general no, the intent is to kill before you even get there. You are literally doing pre-meditated murder even if they are Hitler that is bad.

Jedi kill but they don't usually intend to do so. A kill bounty is always conflict for a normal force user.
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Re: Questions for the GM

Postby Alysele Cortess » Fri Jun 02, 2017 2:58 pm

What if we try to bring a murder bounty in alive? Will they be killed, us cheated out of our money, or will the bounty not come in easy?
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 2:59 pm

Hussar wrote:What if we try to bring a murder bounty in alive? Will they be killed, us cheated out of our money, or will the bounty not come in easy?

Have to turn it in to find out.
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Re: Questions for the GM

Postby Nekoinu » Fri Jun 02, 2017 3:29 pm

Galen Sol wrote:How long has Vatou had the orphanage?

I'm placing it between 2-4 years. Haven't decided on a specific number.
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Re: Questions for the GM

Postby Baesal Zyn » Fri Jun 02, 2017 4:57 pm

Concerning the new ruling on defensive properties not being available for the off-hand...does'nt that utterly negate the use of shields?
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Re: Questions for the GM

Postby Dapper Dog » Fri Jun 02, 2017 4:59 pm

Baesal Zyn wrote:Concerning the new ruling on defensive properties not being available for the off-hand...does'nt that utterly negate the use of shields?

If you use the shield as a weapon then yes, if you use it as a defensive tool then no. This applies to a Defensive weapon in the offhand, if both weapons have Defensive or Deflection you take the better of the two, both weapons do not stack.
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Re: Questions for the GM

Postby Zeno Deathwright » Sat Jun 03, 2017 2:51 am

So, I wield a shoto in each hand. The off hand shoto has defensive +1. I can:

Two-weapon fighting: get no defensive bonus from the off hand weapon, potentially activate second weapon for extra damage, increase difficulty of attack.

One-weapon: get defensive bonus from off hand weapon, cannot activate second weapon for extra damage, normal difficulty of attack.

And if I have defensive +1 on main hand, defensive +2 off-hand:

Two-weapon fighting: get no defensive bonus from the off hand weapon, get +1 defensive from main hand, potentially activate second weapon for extra damage, increase difficulty of attack.

One-weapon: get defensive bonus from off-hand because it's higher but not main hand, cannot activate second weapon for extra damage, normal difficulty of attack.


Defensive/deflection stacks with armor defense (melee/ranged as appropriate)?
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Re: Questions for the GM

Postby Dapper Dog » Sat Jun 03, 2017 9:38 am

If you attack with both normal two weapon fighting, if you decide to use the weapon in the off-hand defensively you make a normal attack at normal melee difficulty but suffer 1 setback, equal to the defense it gives you.

In the latter example same thing but the setback for attacking with one weapon and using it defensively is 2 setback dice on the attack and you make a normal attack as you are not two weapon fighting, or attacking with both weapons.

Weapon stacks with Armor, in general this will be the primary weapon used to attack unless you use this option and then it it is the higher of the two weapons.
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Re: Questions for the GM

Postby Yslane Tssilla » Sat Jun 03, 2017 11:17 am

Question....under the skills part what do you want listed and how do you want it broken down? Total Ranks or separate out bought ranks and free ranks? Or do we need to list the actual dice pool? @_@

And do we need to list all skills even if we have no ranks, just career skills even if no ranks, or just skills with ranks?

....sorry if this is a dumb question or I missed a comment on that. :oops:
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Re: Questions for the GM

Postby Dapper Dog » Sat Jun 03, 2017 11:37 am

You can just list the skills that you have ranks in, and mark those skills that are part of your class specs. I should post an example later.
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Re: Questions for the GM

Postby Aphr Ahaya » Sat Jun 03, 2017 12:33 pm

Regarding force characters - can force sensitive characters feel that another is force sensitive - as in will there be a more unusual/odd feeling around those who have a force rating of 1? How will this be handled ingame?
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Re: Questions for the GM

Postby Dapper Dog » Sat Jun 03, 2017 12:55 pm

It's hand wavey, experienced force users like Jedi and Sith will probably notice the untrained much easier than an untrained user will notice them but the Force brings people together so... I would say that if you meet another Force sensitive you probably feel something odd about them.

Now some people learn techniques to hide the abilities, but that is highly uncommon.
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Re: Questions for the GM

Postby Alysele Cortess » Sat Jun 03, 2017 1:12 pm

Would Sense help with identifying Sensitives?
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Re: Questions for the GM

Postby Dapper Dog » Sat Jun 03, 2017 1:14 pm

Hussar wrote:Would Sense help with identifying Sensitives?

It would be very effective yes.
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