Talk:Chapter 2: Amity in Peril

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Hyperspace Discussion

((I just wanted to clear up a few things, and this will probably change Akea's post slightly.

Wookieepedia lists the complement of a Nebulon-B Frigate as 24 starfighters, several Grek-class troop shuttles, and several Katarn-class boarding shuttles. The troop/boarding shuttles do not have hyperdrives (and both characters would know this). Also, both characters know that there are (luck roll 10) 12 B-wing/E2 (which have pilots and gunners) and 12 A-wing fighters assigned to the Amity.

This makes the hyperspace coordinate distribution issue kind of moot but I wanted to share my thoughts on it anyway, in case you still wanted to issue orders to the starfighters with hyperdrives. Berchest would be present on any star chart, and since the starfighters all have nav computers they can plot their own coordinates rather quickly. There is no need for the Nebulon-B to forward them reverse-engineered coordinates unless you were trying to arrive back in some sort of coordinated formation with them.

Allanar's statement to Akea is correct that repairs would be necessary to initiate a jump from that specific console on the bridge. It's certainly not a single point-of-failure for hyperdrive use but it does make it more difficult. It's a console that's tailored for its user plotting courses and displaying starcharts, but like all other systems connects to a larger system that is readily accessible from other points (other consoles, SCOMP links, etc.). It would take more finesse to use, which is what I'll apply Allanar's computer use roll to doing. I'll detail his findings further in my next post.))

Kirkland 03:40, 10 August 2009 (EDT)


((My rationale for wanting to reverse the hyderdrive coordinates was that we'd be guaranteed a clear hyperspace route. If we can instantaneously auto-calculate a clear path with no repairs needed, I'd guess Akea would probably be aware of that, and I'd be altering my plans - it's quicker just to have the ships I'm telling Besh Team to prepare pre-calculate a route and be ready to jump back to the fleet at the drop of a hat. Likewise, I'd instead instruct Allanar to find a working terminal and get ready to jump back to the fleet line; there's no reason to follow that specific path back if we can find another clear one just as easily. My main concern was that other paths have may have been pre-blocked by the enemy or interstellar objects, but if the nav computers can (roughly) instantly find a clear route, there's no need to make the specific backtrack match our path to this point. If what I've said is correct, just confirm that here and I'll alter my in-character post to reflect that ASAP.))

Dan 10:09, 10 August 2009 (EDT)


((Reversing the coordinates is possible and would bypass the nav computer, and Allanar can try it. It would be a Int + Astrogate roll to accomplish. What he's saying is that with the main console for it damaged, it might take more time or be more difficult to do. More details will follow in my next post. The starfighters can create their own route (or use the ship's if it becomes available). There are dangers to both, possible enemy obstructions vs. the use of a manual route.

Remember that the shuttles don't have hyperdrives, so let me know what your orders are for the shuttles, the starfighters, and/or the Leviathan. When you say "prep two shuttles," I want to make sure we're talking about the same thing. The fighters pilots are probably scrambling right now but have not launched yet, awaiting orders from the deck officer that you are speaking to.))

Kirkland 11:20, 10 August 2009 (EDT)

Allanar Pre-battle

Allanar has the feat, Lightning Reflexes which gives him a bonus to join battle rolls. We don't have a system for what sort of bonus it gives him. My thoughts were pretty broad on this ranging from an external bonus of +1 or +2 successes; to a internal bonus of +2 to +4 dice on his roll. What do you guys think on this?

Dan and I are both in favor of adding dice over automatic successes. +2 is too little, as in most cases it would be more advantageous to spend the experience to up Awareness directly if it's not already at 5. I think +4 is fair. Kirkland 21:04, 20 July 2009 (EDT)

Echani Martial Arts: Allanar has the first feat of this which basically gives him a small internal bonus while in combat when facing an opponent he has faced before, or after so many rounds of combat with an opponent. The full description of the feat and system are on the feats page, but it changes slightly with the idea of long ticks for posting combat. I definitely think longer action are necessary for this sort of thing to flow, just curious how we want this to work. In a normal tick situation after 3 actions of combat with an opponent the character gains the bonus, we could stick with that or shorten it to 1 or 2 long tick actions since that would cover the approximate amount of combat original described.

One Long Tick would encompass 3 or more actions, we'll use that. May want to add that to the Echani Martial Arts details. Kirkland 21:04, 20 July 2009 (EDT)

I plan to have Allanar using the combat expertise feat during the start of combat at least, I think the system is worked out pretty well here but wanted to bring it up while I was bringing up the rest. Its pretty set that you can trade in DV for accuracy and the other way around. There is pretty free flowing and I like the ability to do so at will from action to action. It provides no statistical advantage or bonus just a strategic one so I don't think allowing it to be in affect or used every turn is unfair. The DV to accuracy trade is designed to be equal for that reason, but we could make some sort of limit to how often this could be done if you guys wanted.

--FyreFly 18:46, 18 July 2009 (EDT)


I got a chance to look it up, the only penalty for fighting with two weapons is a -1 internal penalty for the off hand weapon. The only advantage is an increase in rate. I changed the ambidexterity feat to eliminate the -1 internal penalty. This makes Two Weapon Fighting semi obsolete, we can just get rid of it or we could make it improve Two Weapon Fighting. Any preferences?

--FyreFly 11:45, 25 July 2009 (EDT)