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Re: GM Questions

Postby Oddyn Vizsla » Tue Jun 19, 2018 1:34 pm

Now that there is combat in the chase, can I shorten the distance with a manouvre? If not, is it an option to shoot long-tagged weapon with telescopic sight at extreme? I admit this kind of combat is a bit complicated to strategise and I don't fully understand my options.
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Re: GM Questions

Postby Dapper Dog » Tue Jun 19, 2018 1:37 pm

You are still in Chase, they should choose the shoot and run option.

You can only shorten the distance by beating the athletics check they make, but the range change comes at the end of the round so this round you can shoot but you are at Extreme... assuming your weapon can even shoot that far.
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Re: GM Questions

Postby Oddyn Vizsla » Tue Jun 19, 2018 1:43 pm

In other words, as it doesn't, I can do nothing until I come to the distance where they go first and shoot me before I can do anything? Wish I had realised it before, I rolled Athletics with the assumption I can be at long to shoot.
Mandalorian | Clan Vizsla | Hired Gun | Heavy | Scarred | Left Cyberarm | Beard of Wonder | Former Pit Fighter | Vindicator | Rockstar | Mad Dog | Man o' War | Shriek-Hawk Tattoo | Neutral

VX Sidewinder (Telescopic Optics, Electronic Sighting) | Paired Vamblades | Mandalorian Armor (Repulsorlift, Kiirium, Superior) | Thermal Cloak | Spare Clip | Stims
Wounds: 19 | Strain: 12 | Soak: 8 (9 vs. Fire/Blasters) | Defence: 1


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Re: GM Questions

Postby Dapper Dog » Tue Jun 19, 2018 1:46 pm

Oddyn Vizsla wrote:In other words, as it doesn't, I can do nothing until I come to the distance where they go first and shoot me before I can do anything? Wish I had realised it before, I rolled Athletics with the assumption I can be at long to shoot.

As stated before, range changes come at the end of the round.
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Re: GM Questions

Postby Oddyn Vizsla » Tue Jun 19, 2018 1:51 pm

Do I have a normal round now, during which I can stim and or seek cover, as a variant of shoot and run?
Mandalorian | Clan Vizsla | Hired Gun | Heavy | Scarred | Left Cyberarm | Beard of Wonder | Former Pit Fighter | Vindicator | Rockstar | Mad Dog | Man o' War | Shriek-Hawk Tattoo | Neutral

VX Sidewinder (Telescopic Optics, Electronic Sighting) | Paired Vamblades | Mandalorian Armor (Repulsorlift, Kiirium, Superior) | Thermal Cloak | Spare Clip | Stims
Wounds: 19 | Strain: 12 | Soak: 8 (9 vs. Fire/Blasters) | Defence: 1


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Re: GM Questions

Postby Dapper Dog » Tue Jun 19, 2018 1:59 pm

Oddyn Vizsla wrote:Do I have a normal round now, during which I can stim and or seek cover, as a variant of shoot and run?

You can stim instead of shoot, if you rolled the increased difficulty for shot on the run.
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Re: GM Questions

Postby Oddyn Vizsla » Tue Jun 19, 2018 2:02 pm

I have. Twice as per manouvre or just once per special rules?
Mandalorian | Clan Vizsla | Hired Gun | Heavy | Scarred | Left Cyberarm | Beard of Wonder | Former Pit Fighter | Vindicator | Rockstar | Mad Dog | Man o' War | Shriek-Hawk Tattoo | Neutral

VX Sidewinder (Telescopic Optics, Electronic Sighting) | Paired Vamblades | Mandalorian Armor (Repulsorlift, Kiirium, Superior) | Thermal Cloak | Spare Clip | Stims
Wounds: 19 | Strain: 12 | Soak: 8 (9 vs. Fire/Blasters) | Defence: 1


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Re: GM Questions

Postby Dapper Dog » Tue Jun 19, 2018 2:04 pm

Oddyn Vizsla wrote:I have. Twice as per manouvre or just once per special rules?

Just once.
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Re: GM Questions

Postby Aran Enfas » Tue Jun 19, 2018 8:40 pm

Difficulty on lore?

viewtopic.php?f=50&t=771#p16080

Spooky lightsaber lore: 2eA 1 success, 2 advantage
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Re: GM Questions

Postby Aran Enfas » Wed Jun 20, 2018 2:39 am

How does assisting work when it's the Mechanics check to mod a lightsaber? Exactly the same, only a boost, no never?
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Re: GM Questions

Postby Tethys Carrack » Wed Jun 20, 2018 2:43 am

Re: Jungle plague...

The various corebooks all list a "hazmat suit" under the possible models of "adverse environment gear" in the armor section (e.g. p. 178 in the Force corebook). That's not technically "vaccuum sealed" (which is a separate mod for hard plate armors), but would it do the trick?

Also wondering about respirators, though I understand completely if you'd rather keep the exact means of disease transmission handwavey. :)
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Re: GM Questions

Postby Tra Kize » Wed Jun 20, 2018 3:28 am

I have to ask, does the antitox breath mask help against the disease in either of it's forms? Not that I am planning on running around disease land with Tra's elderly constitution.
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Re: GM Questions

Postby Lyseil Panteer » Wed Jun 20, 2018 3:42 am

Tethys Carrack wrote:Re: Jungle plague...

The various corebooks all list a "hazmat suit" under the possible models of "adverse environment gear" in the armor section (e.g. p. 178 in the Force corebook). That's not technically "vaccuum sealed" (which is a separate mod for hard plate armors), but would it do the trick?



Seconding the question about adverse environment gear. :)
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Re: GM Questions

Postby Jax Dolross » Wed Jun 20, 2018 4:16 am

Can Baes mod a weapon for Jax if she was already crafting a thing in this thread viewtopic.php?f=48&t=826
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Re: GM Questions

Postby Dapper Dog » Wed Jun 20, 2018 5:15 am

Aran Enfas wrote:How does assisting work when it's the Mechanics check to mod a lightsaber? Exactly the same, only a boost, no never?

Lightsaber modding should be a solo affair.
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Re: GM Questions

Postby Dapper Dog » Wed Jun 20, 2018 5:16 am

Jax Dolross wrote:Can Baes mod a weapon for Jax if she was already crafting a thing in this thread viewtopic.php?f=48&t=826

Yes, that is fine.
Tra Kize wrote:I have to ask, does the antitox breath mask help against the disease in either of it's forms? Not that I am planning on running around disease land with Tra's elderly constitution.

Sure it will help.
Tethys Carrack wrote:Re: Jungle plague...

The various corebooks all list a "hazmat suit" under the possible models of "adverse environment gear" in the armor section (e.g. p. 178 in the Force corebook). That's not technically "vaccuum sealed" (which is a separate mod for hard plate armors), but would it do the trick?

Also wondering about respirators, though I understand completely if you'd rather keep the exact means of disease transmission handwavey. :)

Hazmat suit would work as well, if you have one. Combat will probably easily destroy it though.

Respirator would grant a boost die for sure.
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Re: GM Questions

Postby Garth Wayne » Wed Jun 20, 2018 6:24 am

Can we use Contribution to requisition "XXX credits of parts" for an attachment that may be more expensive than our current allowance?
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Re: GM Questions

Postby Dapper Dog » Wed Jun 20, 2018 6:27 am

Yep up to 500 credits of parts as one of your contribution choices.
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Re: GM Questions

Postby Chase » Wed Jun 20, 2018 6:43 am

Contribution:

To Confirm, up to what Rarity(not restricted) may an Item be?
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Re: GM Questions

Postby Dapper Dog » Wed Jun 20, 2018 6:44 am

Should be 8 if I recall.
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Re: GM Questions

Postby Chase » Wed Jun 20, 2018 6:47 am

Just in case I needed to word that better.

When we hit Contri 1, we can take up to Rarity 8?
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Re: GM Questions

Postby Illyria Acaran » Wed Jun 20, 2018 6:48 am

Session 3 Improved Positive Spin: Destiny flip and counterflip. Boost from Durasay, lector's outfit: 3eP+1eA+2eB+1eC+1eD 0 successes, 4 advantage
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Re: GM Questions

Postby Dapper Dog » Wed Jun 20, 2018 7:00 am

Increase trust by .2 due to Advantage.
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Re: GM Questions

Postby Zanebry Varliss » Wed Jun 20, 2018 7:21 am

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Re: GM Questions

Postby Zanebry Varliss » Wed Jun 20, 2018 10:20 am

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Gear: Audh'reh (blaster pistol), Izze'belle (blaster pistol), Noth (vibroknife, hidden), Hat Jacket, Gloves, stims, utility belt, secure comm link

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