This entry was posted on Thursday, March 14th, 2013 at 7:32 am	and tagged with adventure, Edge of the Empire, play-by-post, rpg, Star Wars, starship, tabletop games and posted in Play-by-Plus.	You can follow any responses to this entry through the RSS 2.0 feed.
“…of course”…Ko, flying calmly and smoothly in empty space, responds to the tie fighter hail: “Why hello there scout, this be here the Galactic J U G Band, piloting our trusty ship The Scarlet Boregards. You boys wouldn’t happen to be music fans, now would cha?” Just then, Ko hits play on his ever present cockpit music player. The backwater synth-JUG band music blares out through space, momentarily deafening everyone in the cockpit and those listening….
2 successes, 1 triumph, 2 advantage. woot woot!
If I need to roll a charm/deceit check as well, lemme know.
My intent here was to have multiple avenues of escape from the star system, but on a more fundamental level than that.
1). Be clever and talk your way out. Remember, Ko’Shak took a pretty nasty hit to the head, so his Cunning (which governs Deceit) is down to 1.
2). Outrun/Outmaneuver the TIE Fighters, taking one of three paths out of the system. The easiest path favors a poor Pilot and a fragile ship, whereas a more dangerous path requires more difficult Pilot checks and more ship damage on bad failures.
3). Stand and fight 8 starfighters.
Right, I figured those were the options. I’m not stopping the ship to chat, so we’re moving in the least “caught red handed” manner. So I’m initially going to try and deflect their interest, so we can be on our way.
Yeah, hook us up with a Deceit check vs. a Naval Officer’s Discipline. Roll 1 Ability, 1 Proficiency, 1 Difficulty, 2 Challenge, and I’ll grant you a Boost for the music.
that blow to the head really should be an advantage if I’m trying to sound dumb ;) And I have deceit 2.
Two successes and two threat are the result.
I’m quite aware of Ko’Shak’s stats. He has Cunning 1 and Deceit 2; meaning he rolls two base dice, upgraded once.
Oh, do skill ranks cap based on attributes? Remind me to find a Bacta Tank SOON. Sorry for the delay, had some evil lab mice which needed to be sac’d. Which they now have been.
Three net successes and two threat.
Here’s hoping dem boys like COUNTRY MUSIC!
The higher of skill rank or attribute is your base number of dice, and the lower number is the amount of upgrades.
Bril’s going to move to one of the ship’s guns in the meantime, signalling to Dex to do the same.
The TIE Fighter’s engines boost to maximum speed, screaming towards the Lucky Hand, and the starfighter groups charge up weapon and begin flanking maneuvers.
Ah! I see the source of the confusion.
Skill ranks upgrade the checks of Characteristics when using them for specified actions. So in this case, Ko’Shak’s Cunning of 1 is upgrade twice; 1 Cunning upgraded once would be a single yellow, upgraded twice is a yellow and a green. Another way to look at it is to take a number of green Ability Dice equal to the larger of either Characteristic or Skill Rank, and then upgrade a number of those dice to yellow Proficiency equal to the smaller number. Again, 2 base dice (for the skill), upgraded once for the Characteristic.
In any case: whoa! That is a lucky roll!
“Well, guess you boys don’t seem to fancy our style of play. Too bad. We’ll be playing the Daystar Casino next month if you boys ever get some R&R!”. With that, Ko and Tyfor modify course to exactly follow the imperials command, and away they go, blasting into hyperspace as Lita puts the engine back into proper order.
Yeah, I was a bit surprised myself. Didn’t expect to net five successes over those two re-rolls. Rather be lucky than good, right?
Two success, two advantage vs the easy difficulty.
Lita shakes a little as she looks at the caked blood on her arm. Is this really worth it? she thinks to herself as she makes her way to the engine room, absorbing the news of the TIEs. She’d already started the hyperdrive software so it would be warmed up when she needed it.
Right now though? As the Lucky Hand, er… Scarlet Boregards exits the nebula and no longer needs the extra sensory array, Lita quickly reattaches wires and reroutes tubing so the pilot(s) have an easier time maneuvering.
Mechanics check to flip-flop the sensors/maneuvering modification. Lita’s Mechanics is (4/2), and when we did this earlier, it was an easy check upgraded once due to the threat on the knowledge check. Is that what we’re looking at now?
Er… but if Lita gets updated with the coordinates, she’ll drop what she’s doing with the sensors/maneuvering and slam through the Astrogation (4/1), burning a Destiny to hit the successes asap.
Heck yeah! Roll us a Astrogation check against an Easy (only one purple die) Difficulty.
BTW, switching the ship’s components requires a power-down, so that kind of major change is typically done between heists.
Lita’s eyes widen and her ears stand up as she listens over the comms to Ko’Shak sweet-talk the TIEs. Most impressive. She unceremoniously tosses the hydrospanner into her hammock and swings out the control panel for the hyperdrive.
Her good paw slides over the hyperdrive interface, inputting the detailed information she’s receiving from the cockpit. “Almost there, guys…” she murmurs as the equations, grids, and tables scroll swiftly down the screen.
Two greens and two yellows (the 4/1 Astrogation with a Destiny upgrade) against the one purple gives an almost identical roll to Ko’Shak’s: two success, two advantage.
That’s not really necessary. You guys plot the hyperspace course with all due diligence, satisfying the wary Imperial guards and disappear from view, safely away from the carnage of the Galactic Civil War. Coded transmissions are sent to the Lucky Hand, and after a few days travel you are able to deliver upon all of your commitments to reap the promised rewards.
Ship & Crew page updated. Congratulations! Great success!
Interestingly, the exact same Destiny Point spread as when we started.
Ko’Shak and Lita now have a one chance each to heal their Critical Injuries during the down-time with a Resilience check. Ko’Shak makes a 4 die Difficulty check, Lita is opposed by only a single purple die. Lita’s Critical Injury doesn’t have any lasting effect, but just the fact that it is unhealed would make any further Critical Injuries more likely to be lethal.
haha, like my brawn of one is going to do much…roll summary is two failures. Also assuming I roll this BEFORE the xp, which I guess will smartly be put into Brawn.
Time to get me to a bacta tank and good medical droid!
Actually, yeah, you can make the roll after XP expenditure; but!
One can almost never increase Characteristics after character creation. Hence my strong emphasis on maxing those out as much as possible during chargen.
Crew all gain 20 XP.
Theoretically he could purchase an attribute rank of two with 20xp, though, couldn’t he? Not necessarily the best use of the points, but possible.
NO ONE MAY PURCHASE INCREASES TO CHARACTERISTICS AFTER CHARACTER GENERATION.
Though ko’Shak (and whomever else) can buy Ranks in Resilience. Although in Ko’s case, he’d be buying that at a premium since it is not a class skill for him.
Ha! Ok, so unless Karlo’s goo has any healing properties, Lita’s Resilience check is a net failure and advantage.
And for the chatter about increasing Characteristics? It’d be 25xp for the Dedication Talent, in addition to the prerequisite talents to get there.
Yes, bingo: the Dedicated Talent is the only way to increase Characteristics after character generation, and it requires a fuckton of XP to even qualify for.
So what I’m doing next, guys!
Like I’ve mentioned before privately via email, the PbP format just isn’t jiving with my personality too well. What I would like to at least try out is what I call Play-by-Plus! With the recent Google+ tools that have been put out integrating Edge of the Empire dice rolling into hangouts, this just seems like, dare I say it, our Destiny.
About once a month, I will announce the next session. I’ll be taking reservations for the first 5 players who want to join in, and the number of previous sessions played counting against each person so as to promote more accessibility. We’ll play a game at a time and date specified by me. Everyone will have consistent characters and the actions of one heist will translate to the starting conditions of the next.
Once assembled, the new Crew will then choose/build their character with the XP carried over from all previous Heists and able to select from a variety of different opportunities for profit from multiple discovered Heists, the details of which determined by the previous Crews’ Underworld/Streetwise checks. The constant thread will be the Lucky Hand. It will effectively have a Crew of hundreds, various scoundrels who pop in and out of the story to fit our schedules.
So what’s our final pay out? If we’re breaking after each session it’ll help to just split it evenly out.
The profits of this heist break out to 680 credits to five different characters, plus 3 credits chump change to “the ship”.