It's not my Fault
Campaign-level clocks: 2/6 sounds like a force user
- Black Cat and the Death Goddess's Fan Club Insurrection on Mother's station.
quotes
- I don't think the lamp has a stun setting. (Oct 29, 2016)
- checklist shmecklist
- in the abscence of more information, keep running
Players
Player | PC |
---|---|
Chris | Dao |
Ken | Pash |
Will | Dr Caduceus |
Kate | Blackcat |
Lisa | Tarash |
David | Koyi The Pirate (was lost somewhere in time for a while, but got better) |
Justin | Sarenda |
Krate Fang (being a smuggler ship) has two gambit
- 4/4 engines
- jump drive
- hand-tuned mil-spec hyper motivator
- 2/4 hull
- a blaster in every panel, a launcher in every lamp
- shields (house rule: not an Aux.)
- 1/3 comms
- fake transponder codes
- 2/2 weapons
- quad laser
- medium laser?
- 0/3 crew
- 2 upkeep
- ability: power from cargo bay 3
npcs
rebels
- Ms Jocasta, chemist, leader
- Arz (demolitions)
- Barik the artist
- Carm (juicehead)
- Farn
- Phil
hutt goons
- Mok the "specialist" trandoshan
- Mongo, tracker and customs-ship boarding party (trandoshan, played by lisa)
- Bort the eng (Sullustian)
- Siero Chekka, steward, quartermaster, rodian
- Dr Groo'for, Gamorian Psychologist and comms-officer
- Captain Zhar'seca, of the ex-"Granga's Mercy" corvette
pirates of Kzyge
none named
contacts
- Thalu, salvage foreman and MonCal
Setting
Canonicity
If a general truth is in a movie, it's probably canon. (Hyperspace ramming from Last Jedi is not.)
If it's about a hero in a movie, it's probably from a well known vid series on the imperial mental health censor list.
If it's from a comic book, it might be partially true, but the GM's probably twisting it into something barely recognizable.
NPCs
- Mr Moffet's nemesis: Len, black marketer. they stole the bio-scan blocker from him, which he had promised to both a hutt and imperial agency.
- Mr Moffet's friend: Slice, a junkyard owner who gypsys around in his "freighter"
- Blish, the monk ??
- Dread Pirate Blanque Carnage
Will's K8U-c5
Additional Aliases: 41-VEX, KL3-0, C4
Insight | 4 | Prowess | 2 | Resolve | 1 |
---|---|---|---|---|---|
Doctor | 2 | Helm | 1 | Attune | 0 |
Hack | 1 | Scramble | 1 | Command | 1 |
Rig | 2 | Scrap | 0 | Consort | 0 |
Study | 1 | Skulk | 0 | Sway | 0 |
Feats not marked "in review" are accepted.
Performance Enhancement/Overclocking
Inflict level 1 harm on a target to grant them +1d to an Action of your choice for the duration of a job; resisting the harm also removes the bonus.
I think Xander already approved this one. It keeps the intended functionality of the Stim Application in the Fantasy Flight books but removes most of the exploitability; instead of allowing you to boost every attribute for little to no cost for an undefined time period, it gives a maximum of 2/12 skills a boost before it starts taking away dice from other things, makes the target slightly more vulnerable to other forms of harm, and requires Recovery time before it can safely be used again
--Will
Internal Fusion Plant
Never run out of power for self, integrated components, and minor carried gear, unless left active but without resources for at least a year. Spend 1 stress to power/recharge items with significant power requirements. At GM discretion, spend more stress or suffer harm in order to power devices significantly bigger than your own chassis. In addition, produce light and heat (as per a fusion lantern) at will for no cost.
This seems like a major enough part of my long term modifications to VEX's chassis to be counted as an Ability rather than a piece of gear. Spending Stress to produce power has precedent in both the Whisper playbook's Tempest ability and the Mystic playbook's Kinetics ability; this is just a less dramatic droidy version of those.
--Will
Droid Components (in review)
Load limits, at every level, are increased by [3 or 4, need a GM ruling on that]. However, in order to be produced using these slots, an item must previously have been integrated into the droid's chassis. This requires first a long term Study project to design the modification (with clock size determined by GM based on how difficult it would be to integrate the systems) followed by a Rig project to actually install the modification (with clock size determined by GM based on the size of the equipment, power requirements, and how extensively it must be integrated into the droid to function). The design phase may be suspended and restarted without penalty, but if the Rig clock is interrupted, the gear in question is unavailable during any jobs until integration is completed, and the droid suffers the effects of minor Harm due to partial disassembly (this harm is removed immediately when integration of the new component is completed; healing this harm otherwise reverts all progress on the modification).
The root I based this on is the Mule ability in the Cutter playbook, which adds 2 to all load limits to represent a person who has trained enough to wear armor and carry heavy weapons without drawing attention, who carries a great deal of utility equipment for the team, or who can still be effective with heavy enough armament to overencumber most characters. This grants a little more power than that, but comes with significant costs/drawbacks. It replicates the effects of the Utility Belt talent in the old game, and allows droid characters to serve their purpose effectively without actually carrying anything most of the time, and allows a useful mechanical effect from taking the time to modify a droid and integrate salvaged equipment without trying to turn every possible item into a whole special ability in and of itself
--Will
Droid Components -- counter-write up (to discuss)
While I'm thinking about making chassis mods (vehicles/droids) a subsystem, I need to refrain from making such a large hack before we have solid field data -- here's a simplistic stopgap:
(based on bravo rigging blades 104)
- You get 3 free load for gear that has already been integrated into your chassis.
- Integration could be as simple as "one downtime, no roll", or it's a long term project.
- Pausing an install would leave that body part disassembled.
- Narrative Override: A droid that has used up its Load can still pull out integrated tools by paying for a flashback.
- For tools that the narrative already knew was integrated, this is a fixed 1 stress.
- Mule is unavailable if you take this feat.
Design Notes on 'narrative override' rule:
This is actually just a shout-out to what any player can already do, but it's particularly relevant to a droid's integrated functions. Narratively, a bravo could have always chosen to not bring their broadsword today. A droid's integrated functions aren't hot-swappable; if you used up your load before pulling out the light-scalpel, it won't make narrative sense to deny you the scalpel.
droid mod projects
- repulsor drivetrain
to write deflectors
As for the deflector shield, I'd like it to be just the personal scale instance of a new generalized set of rules for how deflector shields work. The basic, passive function is that when they're turned on, you can spend your Special Armor to reduce the level of any Harm inflicted by an energy weapon or a high velocity projectile passing through (but not melee attacks or low speed projectiles). In addition, if the shield is actively monitored and modulated by a character, that character is allowed to Resist such attacks with Insight, reducing their Harm by 2 levels again. This means that just wearing a shield, or having it powered on your ship will probably save you from a surprise attack or a lucky shot, but overwhelming force can still break through and sustained fire will weaken it and expose you. A clever person manning the shields in combat can extend that functionality to take several hits in a row, or stack the effects and reduce Harm by 4 levels once, but doing so is stressful.