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EotE Campaign Chat

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Post by Aaron Mon Jan 11, 2016 9:08 pm

What it says on the tin.
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Post by mikey Wed Feb 01, 2017 9:00 pm

OK, gonna try to figure out this CF of a dice system. I guess my first attempt will be on the front sight attachment on my hold-out blaster; there is only one mod available, and it requires an average Mechanics check. I hope I'm doing this right: 5 Ability dice (Intellect 5,) and Mechanics 2 upgrades two of those to Proficiency dice so we now have 3 Ability dice and 2 Proficiency dice, plus 2 Difficulty dice (modding a front sight attachment is an average-difficulty task.) No boosts or setbacks, so here goes - I'm using an online roller, since the roller in the forum doesn't have a d8:

Ability dice = 3d8 = 4, 4, 7
Proficiency dice = 2d12 = 10, 3
Difficulty dice = 2d8 = 5, 1

So, that's 6 successes, three advantages, and one threat; for a sum total of 6 successes and two advantages. So successful mod and I'll leave it to Aaron to see if the net advantages mean anything in this case.
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Post by mikey Wed Feb 01, 2017 9:31 pm

OK, modding the blaster actuating module on my blaster pistol should be the same, except for it being Hard (3x difficulty dice) difficulty. so the first of two available +1 dam mods:
3d8 = 1, 4, 7
2d12 = 2, 4
3d8 (difficulty) = 2, 3, 1

That is, net result of 3 successes, 1 advantage
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Post by mikey Wed Feb 01, 2017 9:36 pm

2nd +1 dam mod:
3d8 = 4, 5, 4
2d12 = 3, 1
3d8 (difficulty) = 1, 5, 6
= 5 successes, 1 threat
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Post by mikey Wed Feb 01, 2017 9:43 pm

First +1 Pierce mod:
3d8 = 4, 2, 1
2d12 = 2, 11
3d8 (diffficulty) = 7, 4, 7 (shit!)

hokay, that's 4 succeses, 3 threats... jack + shit.
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Post by mikey Wed Feb 01, 2017 9:48 pm

2nd +1 Pierce mod:
3d8 = 5, 7, 6
2d12 = 12, 12
3d8 (difficulty) = 5, 2, 3
= 2 failures, 2 advantages
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Post by mikey Wed Feb 01, 2017 9:52 pm

So... modding is all done, reflected in the character sheet. My questions is this: aside from successful checks, that's 2 net Advantages on the hold-out; does this have any effect?
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Post by mikey Tue Feb 07, 2017 12:28 am

Alright, Ch'omak's and Petey's GP scanners have 0.5 km motion sensing range, 1.5 km acoustic/heat/radiation/etc. range, and comm interception range greater than we need.  Is there a roll to make with these things?  There's no skill use noted under the item description.

*EDIT* My char being who he is, of course, I'll be scanning for anything else of value to "requisition," as well.
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Post by mikey Thu Feb 09, 2017 8:16 pm

I'll need a difficulty for Computer skill for reprogramming the droid fighters, and for Stealth skill for sneaking up towards the Gonk droid (if there is anything to sneak up on.)
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Post by mikey Thu Feb 09, 2017 10:28 pm

Hokay, hard task for R4 to reprogram the fighters: Knowledge 5, Computers 2 = 3 ability + 2 proficiency + 3 difficulty
3d8 ability: 5, 7, 5 = 3 advantage, 1 success
2d12 proficiency: 4, 2 = 3 successes
3d8 difficulty: 3, 3, 4 = 4 failures, 1 threat

total = +2 advantages
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Post by mikey Thu Feb 09, 2017 10:34 pm

Easy task for stealthy approach: Ag 3 = 3 ability + 1 difficulty

3d8 ability: 8, 5, 3 = 3 advantage, 1 success
1d8 difficulty: 1 failure

total = +3 advantages
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Post by Tsukiyumi Sat Feb 11, 2017 5:22 pm

Easy task to check the med bay; my Perception skill of 2 and Cunning stat of 2 give me two Proficiency dice, vs 1 difficulty die.

Rolled 2 success, 1 advantage, 1 failure.

Total: 1 success, 1 advantage.
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Post by mikey Tue Feb 14, 2017 7:42 pm

So, about this power droid... is it mobile, in need of repair or programming, or what?
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Post by Aaron Wed Feb 15, 2017 10:14 am

Its functional but stuck in a room because its commlink has failed so it can't open the door.
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Post by mikey Wed Feb 15, 2017 1:05 pm

Aaron wrote:Its functional but stuck in a room because its commlink has failed so it can't open the door.

Laughing

Is the door operable... you know, for someone with arms and hands?
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Post by Aaron Wed Feb 15, 2017 2:07 pm

Lol, yes
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Post by mikey Wed Feb 15, 2017 2:19 pm

OK, I'll post up about finding it and freeing it from its diabolical prison. I'll probably have the R4 give it a droid version of a psych eval/once-over on the old programming... I'll put up a Computer skill roll for him, if successful and if there's to find in that little brain that relates to the boss-man and why we're getting this thing, you can let me know via PM here or instant messenger.
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Post by mikey Wed Feb 15, 2017 3:56 pm

OK, gonna take a shot at stunning one of the mynocks and scattering the rest. Since I'd previously walked right up to them, I'm gonn ago at close range (easy.) Agility 3 and Ranged (Light) means 1 proficiency + 2 ability, +1 difficulty.

proficiency = 1d12 = 7
ability = 2d8 = 6, 8
difficulty = 1d8 = 6
setback (mynock defense = 1; +1 for modification) = 2, 2 (blanks)
total = 1 success, 4 advantages, 1 threat = 1 success, three advantages

I'd say I got the little fucker pretty good. +1 Pierce eliminates the mynock's Soak 1; leaves 9 damage (base 6 +3 modded) +1 crit. for three advantages. Mynock Strain threshold = 1, for 8 remaining... without bothering with the crit, can I assume I stunned the bastard? And that the rest fly off to a slightly different part of the hangar?
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Post by Aaron Wed Feb 15, 2017 8:21 pm

You can.
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Post by mikey Fri Feb 17, 2017 2:47 pm

Dice pool for Perception test: Cunning 4, Perception 1 = 3 ability dice, 1 proficiency die, 1 boost die (racial ability,) 2 difficulty dice (average)

According to that dice roller thingy program Pres had = net 5 success, 1 advantage
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Post by mikey Fri Feb 17, 2017 2:49 pm

Dice pool for Petey's Mechanics test: Intellect 5, Mechancs 2 = 3 ability dice, 2 proficiency dice, 2 difficulty dice (average)

net 4 success, 4 advantage
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Post by Tsukiyumi Mon Feb 20, 2017 4:32 am

Knowledge (Lore) check to see if Fenda recognizes Heinf's outburst as Force-related:

Int 4 and Lore skill of 1 means I get 3 ability dice and 1 advantage die vs a hard (3 difficulty die) check.

Results: 3 advantage, 4 success, 3 threat

Net: 4 success.

I'm going to go ahead and have her draw her blaster.
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