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Posts posted by SSB_Shadow
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Wowza, hitting all the big ones in one post eh? Bottom line is it works the way it needs to. Every time something gets written down, another source seems to contradict it. So it ends up like the force, better left unexplained.Yeah, I know. I originally wanted to ask, like, 2-3 questions but then I got another, and then another, and another... You get the point. My apologies.
Thank you all for your advices.
MILLANDSON reacted to this -
Some aspects of the hyperspace flights confuses me and I think it's time to ask you people on the forum so that I can better understand them.
How exactly is the travel handled practically?
The movies give the impression that the heroes goes into a straight line toward their destination but that is not true. Do the ship make short stops by planet? If so, are these handled automatically by the ship or does the captain have to re-adjust the angle of his ship to aim toward the next stop? How often do they have to stop or can they just skip a planet if its still straight forward?
How is traffic and checkpoints handled?
Major hyperpace lanes are used as safe paths for starships. But apparently they are not free to use as you please. Are all starships obliged to pay and revise cargo/papers at the custom checkpoint? Do you need a special document to use them? What stops starships from just jumping in a vast space? And with millions of ships going back-and-forth, how is it handled without a mass-collision happening?
How safe is hyperspace really?
I am aware of the dangers of flying into a star faster-than-lightspeed. However by making the jump seem to always be the best method to flee a combat in space. But can enemy track you? How exaclty do pirates and imperials become a threat when people can simply jump to safety?
Can you fly without sublight drives?
My team's ship engine had taken damage and it couldn't move. Can they still go into hyperspace if the hyperdrive is intact? The movies clearly depicts the ship's burner active so I would assume no. For the game, I ruled it was ok to jump (without setback die) but I am curious to know.
How do you stop Hyperspace?
I can only assume there are some kind of roadblocks for starships to reach other planets, or else the Separatists wouldn't have so much trouble reaching the core worlds and vise versa. What exactly hinders these ships to advance through open space?
How far can you go?
Does the hyperdrive use a special fuel or is it infinite? Can a team travel across the entire galaxy without refueling? (Assuming they have food and air lasting months).
Does communications work in hyperspace?
I would assume no but I've seen in the clone wars that CIS Holonet works (between Grievous and Dooku). Can two starships traveling together speak to each other with comlinks while in hyperspace?
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I would like to know the stats for the Hutt. Could you kindly send me a PM?
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I would love to see that list of price but the link the OC provided no longer works. Does anyone still have it somewhere?
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Rule 1...
Dont build NPC's like PC's.
Your NPC needs to be what you need him to be. Every thing else you put up there is meaningless.
Haha, yeah, I know. I admit I am still a bit stuck on the old saga d20 system of building everything from level 1 and up.
All your comments have been read and I will see if I can lower ol' Grievous' power level a bit. Some things I am bit uncertain of. The ranged (heavy) was a normal mistake since I thought his gun was one (looked like a stormtrooper blaster carbine which counts as heavy). His lightsaber skills can also be debated for eternity. Being trained by Dooku would assume Grievous' skills are super good while others say he is just a flailing saber-grunt portrayed in the series. But I agree that since he has so high brawn, he doesn't need that high of skill. Here is a new updated version. Big thanks to you all. This may be good enough Grievous.
General Grievous, version 2
Brawn: 5
Agility: 4
Intellect: 3
Cunning: 3
Willpower: 2
Presence: 3
Soak: 6
Wound: 25
Strain: 22
Skills:
Athletics 4, Coercion 3, Coordination 3, Discipline 1, Leadership 3, Lightsaber 4, Ranged (light) 3, Stealth 3, Vigilance 2, Knowledge (Warfare) 5
Talents:
Adversary 3, Intimidating 2, Heroic Fortitude, Physical Training 1, Shortcut 1, Speaks Binary 2, Swift, Feral Strength 1, Parry 3
Many of the melee talents only worked on Brawl or Melee; not lightsaber. So yeah...
Abilities:
Expendable Assets: Once per session if Grevious fails a Discipline check triggered by a fear or coercion effect, he may immediately sacrifice a single friendly NPC with the droid quality (minion groups count as one) and pass the check with a single success.
Multi-limb combat: When using four identical weapons he may make increase the difficulty of the attack by one, and give the attack the Linked 3 quality.
I really liked these ones. Might change the name of them but for now I keep them as you named them, Ghost.
Equipment:
Cybernetic body (+1 Soak, +1 Defenses, Atmo seal), 4 Sabers, wrist-mounted grappling hook, Heavy Blaster Pistol, comlink,
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Hmm... interesting inputs. I agree with most of it. Less emphasis on starship abilities and more focus on making him a more realistic foe (and not so cluttered with talents and skills). Those house rules abilities fits him too and solves my dilemma with his multiple-arms thing. I agree with the knowledge skills, although the only "battle of wit" could be during a fleet battle. Then I can just give him a handful of skills in warfare if needed.
And I remember that scene in the cartoon, copperbell, and that pretty much sums up Grievous' main tactic. Although he was trained by Dooku so I wouldn't agree with him being only a blunt instrument but formidable when not fighting Obi-Wan.
But by the way, what is "Parry"? I suspect it's something from Force and Destiny. Unfortunately I don't have the beta book so I don't know exaclty what it does. Can he have it without being Force sensitive?
Also, on his cybernetic things, can he has that cybernetic weapon implant with a grappling hook instead of a blaster pistol? He used something like that in his escape on Ep. 3 after crashing out from the Invisible Hand.
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I am trying to build a character statblock of General Grievous, mostly for fun, but might be used in an alternate future game I'm planning where he survived. Some abilities are missing since I don't know what bonuses a Kaleesh cyborg would get. I haven't chosen a specific career either but mostly built him like one normally would by picking talents.
Another note; I am basing this build on his abilities shown on ep. 3 and the clone wars (both the animated cartoon and the cg), and what I've read on Wookieepedia.
So here's my take on him. I will also add small descriptions on why I chose this way.
General Grievous
Brawn: 6
Agility: 5
Intellect: 4
Cunning: 2
Willpower: 5
Presence: 3
Soak: 6
Wounds: 18
Strain: 15
Naturally he has high Brawn and Agility, being a cyborg and showing high strength and mobility. I am mostly uncertain about the mental and social attributes but I went with high willpower because he doesn't seem easily influenced by the Force. He might be a leader but doesn't seem to have much of a natural high Presence to inspire people like Dooku do, so I put it on a 3; but may lower it to a 2.
Lastlty Cunning could perhaps be higher but most of the associated skills doesn't seem to fit him. Intellect 4 is also debatable but he seem to be somewhat of a "brilliant mind" so that is why I put semi-high on that.
Skills:
Athletics 4, Brawl 3, Coercion 4, Coordination 4, Discipline 2, Leadership 5, Lightsaber 5, Mechanics 3, Melee 4, Knowledge (Outer Rim), Piloting (Planetary) 4, Piloting (Space) 5, Ranged (heavy) 2, Stealth 3, Vigilance 5, Knowledge (Warfare) 6
What Grievous is good at, according to Wookieepedia: fighting, athletic stuff, being intimidating and being a master tactician. He also seem good enough of a pilot to even match up to a Jedi according to Windu, even though that is rarely shown. Then I took some Stealth to portray his ability to vanish and re-appear like in the cartoon. Mechanics since he seem to tweak his starship and himself quite often, although this could be somebody else doing the tweaking on his behalf and thus I could lower it. Then there is his cowardly side, representing his low Discipline. He doesn't show fear to anyone but can decide it might be a good idea to flee if a battle goes sour.
I was thinking on giving him Cool to represent a good ambusher, but let's face it, that guy has no patience or temperance to speak of.
Talents:
Adversary 3, Brilliant Evasion (once per encounter, select 1 opponent and make an oppose Pilot check to stop opponent from attacking you for rounds equal to Agility), Intimidating 2 (may suffer a number of strain to downgrade difficulty of Coercion check equal to number of ranks), Commanding Presence 1 (remove setback die per rank from Leadership and Cool checks), Heroic Fortitude (may spend a Desinty point to ignore effects of critical injuries on Brawn or Agility checks until the end of the encounter), Physical Training 1 (add boost die per rank to Athletics and Resilience checks), Shortcut 1 (during a chase, add boost die per rank to any checks made to catch or escape an opponent), Speaks Binary 2 (when directing NPC droids, may grant them boost die per rank on checks), Swift (do not suffer usual penalties for moving through difficult terrain), + other battle talents
I haven't chosen battle talents because there were a lot and was unsure which to take.
As for these, Brilliant Evasion portrays how he can become untouchable in space combat, giving him enough time to calculate a hyperspace jump and flee. Heroic Fortitude portrays him that, despite how many limbs he loses in a battle, he can still fight and crawl away. Shortcut is him being good at escaping, and Swift since he's good at mobility over any terrain. I am thinking about either taking Sixth Sense or Superior Reflexes since he seem to be untouchable by blaster shots and can stand up against Jedi, but I'm not sure. He already has a high soak so it might be unecessary. Lastly maybe give him some Commodore talents. Maybe Let's Ride since he seem good to get into an escape ship quickly.
Abilities: ???
As I mentioned I don't know what exactly his Kaleesh species would give him. As for being cybernetic maybe he would get some droid traits but I am not sure exactly what.
Equipment: Cybernetic arms (+1 Brawn), cybernetic legs (+1 agility), a bunch of lightsabers, starfighter Soulless One, wheelbike, blaster rifle Annahilator.
Again, I am uncertain what more he has except for the obvious things.
So what do you think? I am very open to hear your opinions. Feel free to criticise.
Col. Orange reacted to this -
Uhm... okay, thanks for your replies. I will consider about the turret thing. It would be easier to have it already installed once the heroes owns/steals it. But it's a good point to maybe let the engineer get the idea and accomplish it. Heck, she can get creative and install whatever turrets or gadgets on it during the adventure. That gave me some ideas.
Ghostofman reacted to this -
Ah! There it says on the speeder bike: personal scale. If it only makes 1 hp of damage then it isn't so bad, after all. I think I will remove the armor then and keep it at Size 2. But maybe keep it at 6 hull and 7 strain just to make it a bit stronger than Luke's speeder and lasting longer for an adventure that offers few chances of repairs in the wild.
The group consists of five members. A driver, an engineer, a thief, a scientist and a tactician. I wished for the team to have a good landspeeder so the pilot and the mechanic could be prominent in their exploration adventure. I am also trying to plot a chase scene where everyone can contribute outside pilot and combat checks but that is for another topic.
Should this landspeeder also have a light repeating blaster turret?
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Hmm... could you explain more about the durability of the landspeeder? Am I confusing weapon damage scales?
The speeder bike can deal 11 damage and the X-34 has only 4 hull. How exactly can it resist such a shot?
And yeah, the exact landspeeder doesn't have to be so specific. I needed just a durable good armored landspeeder for the party to live in exploring a planet.
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Hello, people. I am trying to re-create the Arrow-23 landspeeder [link].
I am mostly in need of a landspeeder that can survive a chase and a combat. I want the party to have a landspeeder that can act as their trusty ship like the Millenium Falcon, but planetary.
The sorosuub speeder in Edge is very weak and AoR had no landspeeder stats. I haven't tried any real landspeeder combats yet but a normal scout trooper speeder bike with its 11 damage could one-shot it. So I am thinking of giving it more armor and sacrificing some handling, maybe even some speed if 3 is too much. Since it's military, maybe it can be allowed to be a bit strong.Arrow-23 Landspeeder
Silhouette 2 Speed 3 Handling -1
Defense:
Fore 1, Port - , Starboard - , Aft 1Armor 1
Hull threshold: 11
System strain threshold: 6Opinions?
EDIT: I am also confused with weapon and damage. This speeder should have a turret mounted on it but I am not sure what kind or how much damage.
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Since it says "penalties" and does not define what that is it could also go towards whatever upgrades are applied to the pilot check - whether from the normal speed/silhouette calculations, upgrades from the difficult manoeuvres entry (a slightly different take on the whole thing) which could include setback dice. Also, it wouldn't be far fetched, in my opinion, to look at the difficult terrain entry in the personal combat chapter - basically requiring second manoeuvre to move/change range band.
So, what I'm saying is: good question. My suggestion: be creative and think beyond setback dice.

On the other issue, setback dice applied to pilot checks are rarely only from terrain, the vehicle's handling (if negative), enemy actions, critical hits/injuries (if any applies can't be bothered to check) and other such things can also apply setback dice that would require one or more ranks in skilled jokey to ignore. Also skilled jokey applies to both pilot skills, whereas all-terrain driver does not.
Ooooooooh, you are correct! It says all forms of penalties and not necessarily Setback dice. That is actually quite powerful for the land driver.
And yes, I honestly don't know why I didn't think of those other aspects. Now I feel kinda dumb asking this. Well, thank you for your answer.
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I have a question regarding this talent in Enter the Unknown book (and AoE, I think): All-Terrain Driver. Basically it makes it that the driver no longer gets any setback dice for difficult terrain, and I am looking for a clarification.
Does this make the pilot completely immune for setbacks no matter how rough it is? Maybe obvious answer to that but then I'm wondering what point does Skilled Jockey talent have after that? (That talent reduces a setback die for pilot checks per rank).
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Thanks for your answers. I got a new question about ki (and not maintenance):
If I decide to make a Level 2 Technique (which requires to have minimum 40 MK), give it its bonuses, and then take two disadvantages to lower it below the minimum MK, would it still count as a Level 2 Technique or be reduced to a Level 1?
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In our group we have a balanced team ranging of ki users and magicians, and occasionally summoner. But the one sticking out from the group is the lone member who doesn't accumulate, doesn't spend zeon or ki points, and seem to dominate the battlefield with his seemingly endless powers whose sole weakness is the dreaded Fumble roll. This is the Psychic user of the group.
Although I have a bit of a hard time to balance the psychic player into the game, I am not primarily here to discuss about that. But yes, I may mention it once or twice. But what I want to know is the lore and the depth of the Psychic disciplines. It must be one of the least developed traits of Anima. I am not necessarily saying it is better or worse than ki or magic but that it has so shallow information that it feels it was put in there at the last minute. Its rules are not as complex as its counterparts and frankly is the easiest to spend points in.
The Ki users gain their strength from their souls that they can learn to use through teachers and that has been researched by many, such as the ancient masters of Varja or the members of Tol Rauko (and many more). Magic is even deeper and I can't say straight from my mind where magic comes from but it has probably the deepest lore of them all. That leaves us at Psychic, which is basically just "a power that comes from a few individual who may or may not have a more evolved brain and can influence things with the power of their mind". The end.
I want to know more about it. That is my generic question.
Fluff questions are as followed:
What causes people to get psychic powers? Where does the strength come from? Can they keep developing it? Can they learn new tricks? Do they need teachers? Scrolls of magic texts? Training? Naturally gifted? Does it exist any form of cults somewhere in Gaïa that practices psychic? Who and what do they do? What makes them different than magic and ki from a fluff perspective?Game term questions:
What is the main difference between magic and psychic? Is it the limitation of powers and the lack of room to develop own powers? How does one combat a psychic who can toss "spells" every round without exhausting anything? Has anyone put more development into the psychic rules to make it on par with the ki and magic in terms of depth? What are its strengths and weaknesses?My ultimate goal is to get material to make a player's character more interesting. As it is now, he was born a psychic and will never become more impressive than that because the GM (me) doesn't know what he can study, where to find it, and how to find secrets about it, etc. These may be too many questions but I am mostly interested in broad answers to fill in rather than answer everything one-by-one.
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Ooh! I did NOT know that! Very handy! But does the ki the next round (during a maintained technique) need to be accumulated first (beforehand or have enough ki acc. to maintain) or is it immediately depleted from the normal Ki Point reserve?
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That is true. Just one final question: what is it about Maintenance?
What is the main difference between using maintenance and not? In game terms, what is the advantage of having maintenance on? Will energy rays keep blasting a certain area for a round? What if he is interrupted somehow? And what kind of techniques can be maintained or what cannot? What is the difference between a normal teleport and a maintained teleport?
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Raybras said:
SSB_Shadow said:
I have a technique that can make me transport instantaneously and get Block +50, and is also maintainable. I got a few questions my player is asking me about which I cannot give good answers. The technique costs 4 Agility and 5 Dexterity (or 7 agi and 8 dex if maintained).
1. How much ki do I pay during the two rounds?
2. How many times can I "blink away" from attacks in a round if it is maintained?
3. Do I have to pay extra ki everytime I try to Block with the technique or is the maintained technique free during the first round (and second use)?
4. If any, what penalties will I get? Will the +50 Block remain or decrease? Is the additional defense rule applied?
First of all, the Technique will always have a base cost of 7 agi and 8 dex, even if he doesnt want to maintain it.
1. i have a hard time understanding this question, which two rounds are you speaking of?
2. the way this technique is made, only a single block will get +50 and only once will you be able to teleport per round
3. You do not pay extra ki every time you block, you pay the maintenance cost at the start of every round you wish to keep it active. The round you first use it, the maintenance cost is already paid for.
4. Additional Defense rules still applies, as i said in #2 only a single block will get +50 for the round, so it will not remain or decrease.
1 & 2. On page 99, at the last paragraph of the topic "Technique Maintenance" it says that: "an extended technique only allows a character to reuse that technique once per turn…", which I translate as you could use the Teleport Block an additional time in your round (two times). This brings me to question 1; if I pay a maintenance ki for the first Teleport Block when an enemy attacks me the first time, do I pay again (and at what cost?) when a second enemy attacks me?
3. Gotcha.
4. And gotcha.
I am starting to wondering if this technique really is worth having maintenance on.

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I have a technique that can make me transport instantaneously and get Block +50, and is also maintainable. I got a few questions my player is asking me about which I cannot give good answers. The technique costs 4 Agility and 5 Dexterity (or 7 agi and 8 dex if maintained).
1. How much ki do I pay during the two rounds?
2. How many times can I "blink away" from attacks in a round if it is maintained?
3. Do I have to pay extra ki everytime I try to Block with the technique or is the maintained technique free during the first round (and second use)?
4. If any, what penalties will I get? Will the +50 Block remain or decrease? Is the additional defense rule applied?
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You are right. I just find this man… pretty violent to be someone who calculates everything. I read something about him accepting Samael into his territory but punished several of their members in cold blood. And the whole thing I meant is that, yeah, he wouldn't win anything big from it. But maybe as a form to teach Gaul a lesson to not get in his way. You may say Lucanor isn't vengeful but he seem to have no problem making points through violence. But yeah, if it he had already anticipated the Alliance hijacking his ship then it would seem smarter to proceed normally and go with the flow in order to gain something from it.
Anyway, I like your idea and I think I could work out something with that. But just a quick question: what's a Lost Logia? Is it within the Togarini chapter of the Beyond the Dreams book or within some kind of Organization info (in same book)?
EDIT: ALSO, if Togarini are holding the passangers of the Lady, what would their final goal be with that? To prove something? To hold them hostage? Kill them all? Just wondering because I believe the players would no doubt try to save them as well (not only their fellow lost members).
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F3nr1s said:
Second: I wouldn't think that Lucanor would sponsors an attack against Togarini for PR. Lucanor held open all possibilities. He hasn't sworn his loyality to the empress, also he isn't a member of the azur alliance (after 3 invations). As long as he doesn't side to anyone, he has a real good position (if the azur alliance attacks him, he could use the empire or kusisthan to help him etc.). But if he attacks OR sponsors an attack against togarini, it would be an attack against the azur alliance (an group of armored people must travel through bellafonte (which would nearly a hostile act against the azur alliance) or the must travel through the empire, which would be a hostile act against the empire OR he had sided with the empire). It doesn't matter, Lucanor would get in a bad position.
Well, not OPENLY attack them. I am not saying Lucanor would do this in anyone's favor but his own. The Zeppelin's invention and launch was sponsored by him so it would be natural he was responsible of it (he is the one claiming the genuis of it) If it broke or got robbed, it would surely put a taint on his perfect streak of successes. If his agent told him that Togarini troopers were trying to steal the ship it would only be fair to expose this treachery to the world in order to undermine the Azur Alliance in a non-violent way as a payback. Alternatively, he could perhaps withhold this information and use it to blackmail the Alliance higher ups for a futural favor. I can't see why he would let them go unpunished after trying to ruin him.
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Very good answers. Will give me much to think about.
Just wanted to say that in my game, the Lady's flight was a pioneering event of new technology, and was the first of its kind. This is how I intepretted it in the story of the adventure. But if it was not, then it's my fault, and it would require Lucanor some good plan and action to solve this dilemma.
And yes, I can agree how people may still travel even after an accident. However, this is a new technology no-one has ever seen before. Common people may believe that if it doesn't work, it most likely never will. Heck, in real-life, the tragedy of Hindenburg put the blimp business out of commision. The disaster of the Concorde, the world's fastest passanger airship, made its existance numbered as the wave of fear led to its commercial demise (and the 9/11 incident didn't help its recovery).
Anyway, I am still a bit unsure how to proceed. It seems the easiest solution would be that the lost hero members had been found and captured by the Marques of Cavalcanti and are held captive in a secret temple somewhere in the island. A bit bland, in my opinion, but that's a possibility. A vague idea that I have is to let Lucanor contact the hero party and stage some kind of a rescue operation to find the missing noblemen from the Lady in some kind of way to regain public favor through heroism. At least, that could be his explanation (maybe it could be sort of a way to undermine The Azur Alliance by casting the blame of its disappearance on them). But I dunno. It's difficult to think like Gaïa's ultimate genuis.
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Our group have just finished the adventure published in the GM Toolkit book called Shadows within Dreams. They have saved Corvinus from the darkness and have become heroes. This is normally an initiation adventure for a lvl 1-group but I had it modified for lvl 4s. A lot of its material was changed depending on how the group roleplayed, which is pretty normal to happen.
Anyway, I have some questions about the epilogue. Following stuff contains massive SPOILERS so if you are a player intending to play this game, do not ruin your experience by reading the following.
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1A. What really happened to the zeppelin called the Lady and its passangers? The epilogue text speaks about a conversation between an agent aboard and (obviously) Lucanor Giovanni and how the agent had planted some device inside the ship prior to its disappearance. Does someone have a true conclusion on what happened or, at the very best, a good guess? I need some kind of guidelines because I am not really sure what Mr. Giovanni could possible achieve by doing that.
1B. If the disappearance of the Lady got to the public ears, how the heck could Lucanor possibly start a zeppelin airline business two months later when the absolute first flight resulted in catastrophe? I can't think of any kind of reasons why anyone would dare fly with its ships if the virgin flight of its first ship never arrived to its destination and a hundred noblemen was never heard from again.
2. Last year, we ended our last Anima session with the team crashing and awakening at Corvinus' shore. The game got into a halt due to university and the players got separated. We only recently this summer could gather to play and proceed from where we ended but now we missed a few players that couldn't make it. I simply said that their remaining friends had also vanished along with the zeppelin and the passangers. THIS is why I need some concrete answers on where they could possible have gone to. The Wake? Lucanor's secret hangar ship? Taken by pirates? Teleported somewhere else in the world?
The players are going to return the next session so it would be helpful to know where exactly they are. I guess they could have ended up at another part of the island and were captured, or this could turn into a massive rescue mission into The Wake to save them. I need pointers and/or ideas.3. What is Seline Luna's situation now? Is she stuck on the human realm? Can she move freely between there and to the Wake? And what about Malekith? Can't he simply emerge and start a new fight with her at the island?
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One of my players decided to make a new character. When I got my sample of Those who walked amongst us he was intrigued to see there was a vampire-like nephelim that was playable. Since he is an active World of Darkness player he has a few opinions on how a vampire should do and what he can do. The description of them is very vague, implying that they are thought to be vampires but are necessarily not so.
The main question is: how does it reflect to Anima? Let's assume I am speaking about the Nephilim and not the pure form.
1. First and foremost: how does a Vetala find nourishment? A typical vampire bites a neck and sucks blood. The Vetala doesn't particularly state that they actually do this: only that they need blood. Can they use fangs?
2. In the act of feeding, what happens to the victim? Will it die? If not, will it remember the attack? Are the bite marks visible after the attack? In a civilized area this would cause mass hysteria and make the Vetala's work harder and almost unplayable. (This is assuming the Vetala nethelim has no magic training in order to use illusions and stuff).
3. Can drunk blood infect the Vetala if it contains disease?
4. Does any form of blood work? Can they consume blood from animals, too? Supernatural beings that bleeds green blood? Can a mere fish sate their thirst?

Power of Slicing
in Star Wars: Edge of the Empire RPG
Posted · Edited by SSB_Shadow
Hey all.
I got a player who is playing a slicer/pilot. We've been playing since Saga edition and there was so little love for slicers so the player got happy they finally got a bigger role and class with FFG's rpg.
So I was thinking about the limitations of using slicing methods. Since the Star Wars galaxy has a futuristic technology level than our own it's sometimes difficult to know what is or isn't possible.
In our last game, the players needed access into the Senate building. So the slicer tried to hack in from within their parked starship in a docking bay on Coruscant (but first hacking into another ship nearby so if they would be caught, that ship would be traced instead).
Since I figured it would be pretty much impossible to do that, I set the difficulty at 4 red dice and 1 purple. The slicer succeeded. With this entry, they changed the schedule for droid maintenance for a droid they wished to get from in there and they would then have one other player disguise as a technician worker and steal it.
So my questions are these:
1: Would it be possible to do this kind of hacking so far away from the senate house? I know I should've given some setback die for not having a direct access to it but such an intrusion might have required personal infiltration.
2: Did I set the difficulty too high? It's rare to even naturally add a challenge die for a difficulty check without using a Destiny point but my reasoning is that such an intrusion would yield a lot of trouble if they were caught.