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Dakkar98

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About Dakkar98

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  • Birthday 01/27/1972

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  1. If it's not too hard to put it in there as an option, some Gm's may use it. I know I certainly would.
  2. If you buy an attachment and put it in a weapon or armor, the value of the item is increased by the attachment. If you sell it without removing the attachment, you get more for it. By extension, if you build an item with an attachment built in, it should logically increase the value of the item. In my mind, because it is integrated and can't be removed, it would also increase the cost of repairing that item should it become damaged. that is not easily calculated if the item doesn't reflect it's increased value. If you go in and modify a companion droid and give it armor or an armor implant cybernetic enhancement, neither increase it's soak or defense.
  3. Oggdude, I've noticed a couple of issues with the crafting. When you use 2 Triumphs to duplicate a droid you crafted, the program only adds one to the companion screen, not 2 or more. Sure, you can just copy it and rename it. But, the option to give you a gear version of the item (that you can then sell) also only gives you one regardless of how many you actually created. You listed that this has been corrected. The value of integrated attachments should add to the sale value of an item you create. Just because you don't have to pay for the integrated attachment doesn't mean that the attachment doesn't add to the value of the item. Crafted items and droids really should show a material cost (which can be reduced with the Efficient Construction) separate from it's price (actual value). Its price should not be modified by efficient construction and should include any integrated attachments. In Cyphers and Masks, Reflec Adaptive skin has an option for 2 add 1 boost to all stealth checks, in the program it is 2 add 2 boost to all stealth checks. Also, there is no way to equip armor or armor implants to companion droids.
  4. I am currently running this adventure and I have run into an issue. My PC's are about to do the whole Slave revolt part of the adventure and there is a section that is just not covered: Excerpt from page 71: "The PCs can secure as many as one hundred slaves. but they must procure a means or transporting them back to Xorrn. Captain Rerlow could help, but waiting for him exhausts four hours Alternatively, if the slave revolt liberated any Aurore-class freighters (see Zygerrian Air Support on page 88). the PCs could make good use of such a starship." I was going to come up with a way to do it as a separate battle, but a friend suggested that I do it as a target of opportunity mission within the battle itself. How has anyone else handled this? Also, if you go the slaver route it states that "Success means the prince devotes two slaver ships crewed with eight royal guards and two-hundred slaves each. escorted by four HH-87 Starhoppers to Foundry Four's defense. Each additional net success adds a further twenty slaves per ship. and 3 Advantages or Triumph adds another crewed slaver ship and two escorts. The group of slaves is comprises mainly Twi'lek laborers. but Advantage can be used to persuade Molec to include more combat-worthy slaves, such as Talz. With 2 Advantages, Molec may even include some Mandalorian prisoners. Couple of questions here: 1. An page 88, the stats for the ships say that they can carry 100 slaves, I assume in the worst possible conditions, how are they going to get the offered 200 slaves per each ship, plus 20 additional per additional success into the ship? At first I thought that they double the numbers to reflect the 2 ships worth of crew and slaves, but the crew complement is technically 10 and they only listed 8 Guards. 2. If there are Talz and Mandalorian slaves to be offered, aren't there Talz and Mandalorian Slaves to be liberated as well? I would appreciate any thoughts that the community has to share. Thanks, Dakkar98
  5. The HWK 290 was created by wizards of the coast. And yes it is absolutely a mistake and absolutely to good to be true Kyle Katarn's Moldy Crow was never a freighter it was a CEC VT-1300 Heavy Fighter. There are 2 seats in the cockpit. The door at the rear of the cockpit leads to the airlock/ladder well that lets you access the top hatch. There might be an equipment locker in there but that is it there is no cargo bay because beyond that the body of the ship is reduced less that half the height of the cockpit area. Even FF's miniature for it is about the same length as a Y-wing and the body is just as thin. there is no room for cargo at all much less the additional passengers beyond the crew. https://www.google.com/imgres?imgurl=https%3A%2F%2Fculttvman.com%2Fmain%2Fwp-content%2Fuploads%2F2011%2F12%2FgdMoldyCrow12.jpg&imgrefurl=https%3A%2F%2Fculttvman.com%2Fmain%2Fgino-dykstras-moldy-crow%2F&docid=oDl0m_qitqyZrM&tbnid=W_hDyTTdbi5DwM%3A&vet=10ahUKEwiKv9LCrrflAhVQTd8KHWbgCtsQMwiMASgsMCw..i&w=800&h=600&bih=937&biw=1920&q=star wars moldy crow&ved=0ahUKEwiKv9LCrrflAhVQTd8KHWbgCtsQMwiMASgsMCw&iact=mrc&uact=8
  6. I would suggest the brawny character take a Spec (or 3) that possesses ranks in True Aim. When they Aim, in addition to the boost, they also upgrade their checks a number of times equal to their ranks in True Aim. Deadly accuracy also adds damage equal to you ranks in the skill to damage for the first shot each round.
  7. I am currently running this adventure and that was the impression I got as well. You could very well say that the students were hiding somewhere, but without the instructor alive to direct you there they wouldn't likely be found before they froze to death. One member of the party having lived on the moon of Pantora as part of her backstory, could speak Talz and challenged the chieftain to a duel for the prisoners. He hit her once and nearly killed her. She hit him back and did more that the 10 points of damage required to make a social check to get him to back down.
  8. Oggdude, I've noticed a couple of issues with the crafting. When you use 2 Triumphs to duplicate a droid you crafted, the program only adds one to the companion screen, not 2 or more. Sure, you can just copy it and rename it. But, the option to give you a gear version of the item (that you can then sell) also only gives you one regardless of how many you actually created. The value of integrated attachments should add to the sale value of an item you create. Just because you don't have to pay for the integrated attachment doesn't mean that the attachment doesn't add to the value of the item. Crafted items and droids should show a material cost (which can be reduced with the Efficient Construction) separate from it's price (actual value). Its price should not be modified by efficient construction and should include any integrated attachments. In Cyphers and Masks, Reflec Adaptive skin has an option for 2 add 1 boost to all stealth checks, in the program it is 2 add 2 boost to all stealth checks. Also, there is no way to equip armor or armor implants to companion droids.
  9. I have corrected the issue on my machine. I copied and pasted everything that I had typed up to a word file (which also allowed me to spell check it). Then, I manually deleted everything from the skill descriptions in all my data files (default and custom data). I typed "test" under astrogation in the default folder to see if it would appear. Saved it and checked, nothing appeared. I then did the same thing under under one of my custom folders, and it showed up. So, summary of issue is that descriptions for the Skills that are put in the Default folder do not show up for some reason. If you leave the default folder unchanged and put it in a custom folder they will show up.
  10. I have this same issue. The descriptions worked for a while. When Age of Rebellion added in Knowledge (Warfare), OCD me expanded on the descriptions a friend had typed in for all the other skills. After that, the descriptions stopped working for all but 8 of the skills. Someone suggested exporting or backing up the dataset, deleting and reinstalling the program, then re-importing the data set. I am paranoid to do such things as one of my users (possibly me), keeps wiping out swaths of data that we have input over the years.
  11. My gaming group just broke 1500 XP, and they are still going strong.
  12. The Base Guard Shoto Hilt gets the following on it's base line without having to spend advantages or triumphs. Guard Shoto Encumbrance 1, HP 3, price 700, rarity 7, Defensive 1, Deflection 2, Unwieldy 4. The Base Temple Guard Hilt gets the following on it's base line without having to spend advantages or triumphs. Temple Guard Lightsaber Pike Encumbrance 2, HP 4, price 2,000, rarity 9, Defensive 1, Linked 1, Stun 4, Unwieldy 3. None of the base templates match either of those. Cal Alsen Beyond the Rim page 26 and Liers Ossnan Beyond the Rim page 70 (doesn't have specific stats but is still a named NPC). The racers in the Jewel of Yavin are Detailed on pages 45-47. You covered some of them but not all.
  13. I wanted to re-post this, because it appeared to get lost without being addressed.
  14. Hey Oggy, GM Grants for Specializations appear to have been broken in the latest release. My gaming group and I noticed a few things that seem to have been overlooked in previous releases. The lightsaber crafting templates from Keeping the Peace for the Temple Guard Lightsaber Pike and the Guard Shoto. From Beyond the Rim, there where two ISB Supervisors, Cal Alsen and Liers Ossnan. You only included one of them in the adversaries in the GM Tools From The Jewel of Yavin, some of the racers were missing from the list of adversaries in the GM Tools. Really loving the vehicle crafting, but I think that if you are customizing an existing craft that it should include the original value of the craft in the total. If you pay 30,000 credits for a cloud car and pay additional credits to rebuild the engines and the hull, its final value should be higher than the original, not less. Looking forward to the next release and eventually what you mentioned below. Thanks, and keep up the great work!
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