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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 6:12 pm 
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Does getting healed up at the infirmary take up a timeslot?

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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 6:13 pm 
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Layne Hoshin wrote:
Does getting healed up at the infirmary take up a timeslot?

Yes.

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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 6:19 pm 
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Dapper Dog wrote:
Layne Hoshin wrote:
Does getting healed up at the infirmary take up a timeslot?

Yes.


Thanks, and the roll to have the droids heal you has no difficulty dice? I just roll the two profiency with a boost die?

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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 6:24 pm 
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Average difficulty since over half wounds, each success heals a wound.

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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 7:31 pm 
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Do we need to roll for our 'pocket money' at the beginning of this session?

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 Post subject: Re: Questions for the GM
PostPosted: Fri Oct 14, 2016 7:35 pm 
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Yeah go for it.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 1:38 am 
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When I roll for something, I should wait for you to interpret my rolls? or I can post it and then you say what the roll mean?

I can interpret the succeses or failures, but the threats and advantages, I don't know how to apply them to the post that I will make.

This is in Lord Zash event.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 3:46 am 
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Rumun Gol wrote:
When I roll for something, I should wait for you to interpret my rolls? or I can post it and then you say what the roll mean?

I can interpret the succeses or failures, but the threats and advantages, I don't know how to apply them to the post that I will make.

This is in Lord Zash event.

Feel free to interpret the Threat or advantage in that event and most rolls, basically advantage should give you some small bump while threat is a setback, maybe you climb the hill but you scrap your arms up, that would be success with a threat.

You failed to crack the code but you did get the security ID, so not a complete lost, failure with advantage.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 6:59 am 
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Sylvain Torsin wrote:
Do we need to roll for our 'pocket money' at the beginning of this session?


I don't know what this is.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:02 am 
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Zeno Deathwright wrote:
Sylvain Torsin wrote:
Do we need to roll for our 'pocket money' at the beginning of this session?


I don't know what this is.

Roll 1d100 and you get that many credits.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:19 am 
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Does everyone get that? I assume that is a Talent or something.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:20 am 
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Everyone gets it.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:27 am 
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Where is that covered? I must have missed it.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:29 am 
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Remmington Thalalas wrote:
Where is that covered? I must have missed it.

Page 107 under Starting Gear.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 7:37 am 
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Ah, there it is. I missed that. Thanks!

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 12:37 pm 
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When do we get commlinks? Prior to the desert crossing are after? What's their effective range?

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 12:47 pm 
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Moyr Ahaya wrote:
When do we get commlinks? Prior to the desert crossing are after? What's their effective range?

Prior to your journey, so they can laugh at you when you call for help.

Range is planetary, so anyone where on world. They are just normal comm links so really like the movies the range is who knows. The Empire monitors all traffic though.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 9:00 pm 
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Ok noob question here.

When we want to use a force power we should roll a force dice to see what points we generate. If they are darkside we could use them without problem. If they are light side we discard them, unless we want to really use them. If that is the case we need to use a destiny point and we take strain damage.

is this correct?

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"Only the force can free us from the chains that bind us"
I'm blue da ba dee dabba da ♪...
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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 9:00 pm 
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Bingo.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 9:02 pm 
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Rumun Gol wrote:
Ok noob question here.

When we want to use a force power we should roll a force dice to see what points we generate. If they are darkside we could use them without problem. If they are light side we discard them, unless we want to really use them. If that is the case we need to use a destiny point and we take strain damage.

is this correct?

Correct.

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 10:49 pm 
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So we are limey to 2 destiny expenditures per day?

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 Post subject: Re: Questions for the GM
PostPosted: Sat Oct 15, 2016 10:53 pm 
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You can spend more you should be at a good amount of Destiny.

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 Post subject: Re: Questions for the GM
PostPosted: Sun Oct 16, 2016 12:40 pm 
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If we want to learn a brand new Force Power, can we just buy it, or do we need to talk to someone who has it, or a instructor?

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 Post subject: Re: Questions for the GM
PostPosted: Sun Oct 16, 2016 12:44 pm 
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Xevine Distraacht wrote:
If we want to learn a brand new Force Power, can we just buy it, or do we need to talk to someone who has it, or a instructor?

You can totally manifest new abilities.

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 Post subject: Re: Questions for the GM
PostPosted: Sun Oct 16, 2016 5:22 pm 
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for future reference; are there any limits on the use of skills like Cool? Like, once per timeslot to reduce strain? Only immediately after receiving strain? What? Don't want to make any assumptions.

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