The Dark Academy on Korriban
http://korriban.fallenash.com/

Questions for the GM
http://korriban.fallenash.com/viewtopic.php?f=4&t=28
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Author:  Dapper Dog [ Wed Oct 05, 2016 10:55 am ]
Post subject:  Questions for the GM

If you have questions ask away.

Author:  Shaisha Vreysk [ Wed Oct 05, 2016 3:55 pm ]
Post subject:  Re: Questions for the GM

I'm guessing we don't have to pay for stuff like everyday clothing? Asking since I can't find any mention of clothes apart from Armor in Equipment.

Or are we forced to wear school uniform? :lol:

Author:  Dapper Dog [ Wed Oct 05, 2016 3:59 pm ]
Post subject:  Re: Questions for the GM

You can have cloths, there is a uniform for younger students but at this point in your training you are allowed to wear what you like. Most students tend to wear dark robes or clothing that is dark and aggressive in appearance. Obviously wealthy folks have more and slaves have less, but you have ample clothing.

Author:  Baesal Zyn [ Wed Oct 05, 2016 4:45 pm ]
Post subject:  Re: Questions for the GM

How well known is the technique for making artificial kyber crystals?

Author:  Dapper Dog [ Wed Oct 05, 2016 4:51 pm ]
Post subject:  Re: Questions for the GM

I will have to check but for now the Sith have found a source of red and yellow crystals somewhere.

Author:  Baesal Zyn [ Wed Oct 05, 2016 7:11 pm ]
Post subject:  Re: Questions for the GM

What rules will be used to build the mechanical parts of the lightsaber? I want to get started early!

Author:  Dapper Dog [ Wed Oct 05, 2016 7:13 pm ]
Post subject:  Re: Questions for the GM

Baesal Zyn wrote:
What rules will be used to build the mechanical parts of the lightsaber? I want to get started early!

I will post those in the days to come.

Author:  Shaisha Vreysk [ Wed Oct 05, 2016 7:36 pm ]
Post subject:  Re: Questions for the GM

Dapper Dog wrote:
I will have to check but for now the Sith have found a source of red and yellow crystals somewhere.


Synthetic Crystals is the norm for Sith lightsabers, as the places for lightsaber crystals (like Ilum) have Jedi presence... which the Sith for a long time preferred to avoid.

Author:  Layne Hoshin [ Wed Oct 05, 2016 9:57 pm ]
Post subject:  Re: Questions for the GM

Under the creation rules it says we all have access to the lightsaber skill; but does that mean it functions as a career skill for the purposes of spending xp on it?

Author:  Dapper Dog [ Wed Oct 05, 2016 10:06 pm ]
Post subject:  Re: Questions for the GM

Layne Hoshin wrote:
Under the creation rules it says we all have access to the lightsaber skill; but does that mean it functions as a career skill for the purposes of spending xp on it?

Yes, that is my intent I will make that more clear.

Author:  Moyr Ahaya [ Thu Oct 06, 2016 12:45 am ]
Post subject:  Re: Questions for the GM

Could the Dark Council members be marked where they sit on the philosophical issues from what can be publically gathered? (i.e. who's Radical for instance). Is Malgus not on the Council?

Author:  Dapper Dog [ Thu Oct 06, 2016 12:47 am ]
Post subject:  Re: Questions for the GM

Moyr Ahaya wrote:
Could the Dark Council members be marked where they sit on the philosophical issues from what can be publically gathered? (i.e. who's Radical for instance). Is Malgus not on the Council?

I can do that, I don't think Malgus was a Dark Council member but maybe he was... in this setting he is a respected war leader.

Author:  Khalim Tsaikzu [ Thu Oct 06, 2016 2:56 am ]
Post subject:  Re: Questions for the GM

A couple quick questions:

1. How is Force going to be treated in this setting? Do we still default to using light side results to power Force powers if we're over Morality 30, or are we going to be using dark side results to power Force powers because we're Sith in training?
2. How are Destiny points going to be handled, specifically for individuals using them to upgrade dice or power specialization abilities?

I apologize if either of those questions was answered elsewhere and I missed it.

Author:  Dapper Dog [ Thu Oct 06, 2016 3:01 am ]
Post subject:  Re: Questions for the GM

The default for powering Force powers is Darkside for the Sith, if you get all Light pips then you need to flip Destiny points to power them and take strain for the number of Light points they wish to use.

I am debating how to do the Destiny points a huge pool, or assign each player one or two for the session. I have not decided how to do them yet though I will probably only flip Dark Side outside of event threads for my own sanity. Players are free to use Destiny as long as they note that in their roll.

Author:  Dapper Dog [ Thu Oct 06, 2016 3:03 am ]
Post subject:  Re: Questions for the GM

I should add that if a player reaches 70 then they would shift to Light as they have dedicated themselves to living in Peace.

Author:  Shaisha Vreysk [ Thu Oct 06, 2016 5:41 am ]
Post subject:  Re: Questions for the GM

Not that it matters right now (more like me thinking ahead), but is there stats for the Chiss Race in the game, and an Imperial Agent-type career in any of the books?

Author:  Dapper Dog [ Thu Oct 06, 2016 5:44 am ]
Post subject:  Re: Questions for the GM

Shaisha Vreysk wrote:
Not that it matters right now (more like me thinking ahead), but is there stats for the Chiss Race in the game, and an Imperial Agent-type career in any of the books?

Chiss are in an Edge of the Empire sourcebook and as for Imperial Agent probably could manage with Edge of the Empire or Age of Rebellion.

Yeah Age of Rebellion has a Career called Spy.

Author:  Kristal Serasai [ Thu Oct 06, 2016 8:10 am ]
Post subject:  Re: Questions for the GM

Alright, trying to break down and understand using force powers. I think I got it, but I wanna put it all up here and get a nod or a shake of the head to see if I got it right.

So, essentially,

Ex: Acolyte Bob wants to use Sense, having no Force Points he rolls a Force Check which is based off his Force Rating of one. Now, as a Dark Side character, he rolls a 7 which gives him two dark side points which are then turned into Force Points. Using the first on Sense, he now moves to use Force Jump on his next turn. As he already has the Force Point, he manages to perform the action while still keeping one committed to Sense.

Now that he has no Force Points, he needs to roll a Force Check again in order to call upon the force once again. However, because he still has a dice committed to sense his Force Rating is effectively 0 and he cannot roll another Force Check.

However, had he invested into his Force Rating a point and been Force Rating 2, he would have only been lowered to Force Rating 1. So instead of rolling two dice for a Force Check, he would only roll one. Allowing him to possibly gain more force points and call upon the force once again.

Author:  Dapper Dog [ Thu Oct 06, 2016 9:56 am ]
Post subject:  Re: Questions for the GM

Pretty close, when you generate Force points with a Force roll you have to have an available Force die to roll, if it is committed then you can't roll it. So yes, that part is correct you would need a Force Rating of 2 to commit one force and then roll a Force Die that turn.

The part that is incorrect is what happens to unspent Force Powers, they are simply lost. You don't save them until spent. So say you use Sense and generate 2 points and spend 1, the other point is simply lost. You can't bank it.

Author:  Baesal Zyn [ Thu Oct 06, 2016 10:20 am ]
Post subject:  Re: Questions for the GM

A few questions:

Quote:
Creating a Lightsaber is actually not very difficult; the hardest part is finding a suitable crystal to generate the energy blade. The following rules are cribbed from the Game Master’s Kit and adjusted for the game.

Obtain the Materials

The basic materials to make a lightsaber hilt roughly cost about 300 credits and can be easily found in any market. If one is on a budget one can scrounge up the materials from a junk yard or salvaging parts from other technological devices. This would be an Average Streetwise Check to scrounge up the materials. This does not cover the Crystal.


Would a mechanics check not be logical if you salvage the parts? I understand Streetwise would be of use id you try to find a black market seller but salvaging fall under the mechanics skill

Quote:
Creating the Hilt

Just because the parts are easy to come by does not mean one can just sap together a hilt. Proper knowledge is needed; this can be taught or found in a holocron. With the proper knowledge creating a hilt requires an Average Mechanics or Knowledge Lore check. Without this guidance the difficulty rises to Daunting for the check. The base time is 6 hours or about 3 time slots.


Daunting is a little harsh, no? The hilt is a simple device and even the corebook says that no check are required once you get the proper components. Jedi are supposed to build their lightsaber alone and the difficult part of getting light saber as always been getting the crystal. No?

And I would suppose that the proper knowledge is included in the curriculum

Quote:
A successful roll on this check creates a Lightsaber hilt, each Success beyond the first reduces the time to create by 1 hour up to a minimum of 2 hours to create the Lightsaber hilt. A failure means that one has failed to create a hilt after six hours of work.

Any Advantage rolled can be used to reduce the cost by 25 credits per Advantage. They can also be used to decrease the Encumbrance of the Lightsaber by one if they get three Advantage. A Triumph on this roll can be used to increase Hardpoints by per Triumph.

Any Threat rolled increase the cost by 25 credits per Threat rolled. If three Threat are rolled then the Encumbrance is increased by 1. If a Despair is rolled then the Hardpoints on the Hilt are decreased by 1 per Despair.


So you have to find the materials and still need to pay for everyting?
Quote:
Benefit for Building a Hilt

The first attachment, including the Crystal, can have one Mod installed for free without making a roll but this still counts towards the total mods that can be installed on the Attachment.

Once done the player should have a basic hilt as listed on Page 177 of Force and Destiny.


Great for the attachements but why the crystal?

Author:  Dapper Dog [ Thu Oct 06, 2016 10:27 am ]
Post subject:  Re: Questions for the GM

You can mod the Crystal, so that is why I mention it.

I would allow Mechanics check to salvage materials, keep in mind I cribbed the rules from the standard setting which has people living under the shadow of the Empire and Lightsabers are nearly forgotten. Daunting is totally fine as the knowledge is very specialized and yes the Sith Academy covers Lightsaber construction so this is a moot point for the students. The extra cost from the Threat is essentially you used up more parts than you anticipated because of reasons which increases the cost probably more salvaging or scrounging for parts with another roll.

It's a little clunky I know.

Author:  Baesal Zyn [ Thu Oct 06, 2016 10:30 am ]
Post subject:  Re: Questions for the GM

Also:
Quote:
The default for players when using their Force Powers will be as Dark Side users as that is the way the Sith train their students. This means that to use Light side pips on a roll they need to flip a Destiny point and then suffer strain equal to the amount of Light pips they wish to use. This will generate conflict equal to the amount of strain suffered.

If a character can reach 70 Morality or higher they will use the Light side for powering the Force.


Will dark side still generate conflict? Because if yes both the the use of light and dark will make you lose morality. If no then we will become angels real fast.

Author:  Dapper Dog [ Thu Oct 06, 2016 10:37 am ]
Post subject:  Re: Questions for the GM

For now it will be only Light, if this needs to be adjusted I can make changes.

Author:  Baesal Zyn [ Thu Oct 06, 2016 10:48 am ]
Post subject:  Re: Questions for the GM

So light side gives us conflict and potential morality drop?

And the use of darkside does not generate conflict and thus might result in morality gain?

Author:  Dapper Dog [ Thu Oct 06, 2016 10:51 am ]
Post subject:  Re: Questions for the GM

Baesal Zyn wrote:
So light side gives us conflict and potential morality drop?

And the use of darkside does not generate conflict and thus might result in morality gain?

The way I am playing it is that using the Light will cause Conflict, let me think on the rest I will post this weekend how Conflict will be resolved.

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