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I have a few questions
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noctum_carpe
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PostPosted: Tue Nov 27, 2007 4:31 am    Post subject: Reply with quote

According to cracken rebel field guide it does but you need a few energypacks, i guess demolitions is the skill to be used.
Dont remeber but someone might.
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Eiren
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PostPosted: Tue Nov 27, 2007 8:30 am    Post subject: Reply with quote

This is going from memory, and it's been a long time so take this with a grain of salt as the info may not be so accurate, but...

I seem to recall all you needed to do to turn the power packs into explosives was to remove some sort of safety mechanism (I wanna say it was a pin that screwed into the power pack to keep the energy stabilized) and then set the packs to overload. I don't recall exactly how to set them to overload or what the difficulties were though.

I also seem to recall the power packs worked very similarily to detonite cubes (i.e. for each power pack you get 1D explosives damage so 5 power packs set to overload together would yield a 5D damage blast).

I don't recall the exact blast radius of the explosion but I seem to recall that the power packs were more useful as demolitions explosives and not very feasible as a grenade type weapon. I think the blast radius wasn't very large and the amount of power packs needed to produce a decent explosion was around 4-6 of them, which made them bulky and unwieldy to throw effectively.

I may be wrong, but this is going off of memory as best I can. Hope it helps!
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ifurin
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PostPosted: Tue Nov 27, 2007 8:44 am    Post subject: Reply with quote

a bomb can be created from several powerpacks. (skipping in game tech details)
Components: several powerpacks, tape
Scale: character
Skill Code:
Build: technology
Use: grenades
Building difficulty: easy
Range:
Short:3m-7m
Med: 8m-20m
Long: 21m-40m
Damage:
point blank: 1-2m
1D per power pack
short: 3-4m
-1D from point blank
med: 5-6m
-2D from point blank
long: 7-10m
-3D from point blank
-------------------------
the gm should secretly roll 1 die. the result is the number of rounds until the explosion. if the bomb creation roll fails then the bomb goes off in his hands.
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noctum_carpe
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PostPosted: Tue Nov 27, 2007 8:49 am    Post subject: Reply with quote

Thanks:) I knew it was somrthing like that.
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Matthias777
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PostPosted: Tue Nov 27, 2007 9:49 am    Post subject: Reply with quote

The component removed is the overload sturm dowel. The instructions say to remove the overload sturm dowel from each power pack, but to me it seems you'd only need to remove one since they're all strapped together (usually). Simply removing that component will cause it to overload---there's no "overload" setting on a power pack. Wink The max you can do is either 5 or 6 (I'll check when I get home from work); any more than that and the number of power packs beginning to overload in close proximity causes practically immediate detonation (not good).
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Matthias777
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PostPosted: Tue Nov 27, 2007 5:45 pm    Post subject: Reply with quote

5 power packs is the max.
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Samp
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PostPosted: Thu Nov 29, 2007 12:33 am    Post subject: Reply with quote

wow, thanks for the help. I will maybe put this on a handout and let them do it for now on. It does not seem too powerful, and it will give them something to do with the extra packs they do not use Smile
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Matthias777
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PostPosted: Thu Nov 29, 2007 9:56 am    Post subject: Reply with quote

Glad to have helped. Very Happy
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scott2978
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PostPosted: Sun Dec 02, 2007 6:05 am    Post subject: Reply with quote

One thing you could do about the Jedi Characters is to let them find a damaged holocron. You can make it work like this:

1) The holocron is damaged and only sporadically gives up certain random bits of knowledge. Putting all the pieces together is extremely difficult and time consuming study work, because the knowledge given is (perhaps only seemingly!) random.

2) After several game sessions, a "random" bit of knowledge is let out that the Holocron can be repaired! This can set the characters off on a grand quest to get the necessarry parts to fix it, or to find someone who knows how, or both. Perhaps this quest allows the Empire to find out that they have a holocron, and it turns into a race, escape, or fugitive type scenario. So many ideas...

3) Perhaps the holocron is so badly damaged that it can only be partially repaired. The knowledge it gives out can be put into the correct order for easier learning, but only a small fraction of the overall knowledge is still available. Further repair attempts may result in total loss.

Or you can do all 3!

I guess my point is that you can use the Holocron without it being a grand quest reward or something, and you can limit what the characters can learn, even down to the exact Force powers if you want. I would suggest that you talk to the players out of game and see what they want.


Also about the La Forge player. If he really is trying to take advantage of you, that's a rare thing in my experience. Mostly it's an experienced roleplayer that's trying all the tricks in the book to make it through the adventure in one piece, and coming up with the best ideas he can.

Scott's Rules of Roleplaying Etiquette Rule #37: Always let the players attempt something that sounds reasonable.

By "reasonable" I mean anything that might be technically possible, however unlikely.

Also, I NEVER tell a player "You can't do that" Of course he's going to give you an attitude, you just crapped all over his "great idea".

Instead of trying to control him, let him go. Allow him to try anything that doesn't ruin the game. Make him face the consequences of failure. If his friends are in the trash compactor, if he tries to rewire his chronometer (ie: his wristwatch) into a computer interface for controlling the compactor escape hatch, let him know that if he fails the hatch might get permanently fused shut... (!)

On the other hand if he tries to hot wire the garbage disposal in the mess hall to create a diversion, why not let him? As long as it won't "break the game" I'd let him attempt whatever he wants. He will feel more useful and like his character is the way he wants him to be, and he will be happy. And trust me, if your players are happy, YOU will be happy!

Always remember Scott's Rules of Roleplaying Etiquette Rule # 36: You are not the player's adversary!

Scott2978
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Samp
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PostPosted: Fri Jan 04, 2008 3:42 am    Post subject: Reply with quote

A few games later I think a lot of these issues were worked out just with a little more experience.

What I ended up doing to get the players trained in the force is create a NPC named Tyran. Tyran was originally female, but I did not feel comfortable playing a female (different name too BTW)

He has 3D control. He says he was taught by a Jedi while growing up. He was able to learn a large amount before the Jedi was discovered and killed. Tyran became rogue for a short time and did something he does not talk about to the other players, and later joined the Rebels. He earned himself a nice little dark side point for his deeds prior to joining the Rebels.

Tyran became a spy for the Rebels and worked on the Empire planet (that I made) called Alitair. The players had to break him out after bounty hunters captured him after a Imperial crackdown.

The players were able to learn 1D in control and concentrate for 10 cp and 10 days of training.


Oh, I have a question. One of the players said that in order to self learn you need to have 3D in a force attribute. From the book I assume you only need to learn the first 1D, then you can learn the rest without a teacher, but it costs double the cp and a huge amount of time. Either way I was going to let them train the rest without a trainer (at least until Tyran can help again or I come up with another teacher).

Oh, and if your wondering why Tyran was not discovered by his use of the force, well, thats a secret.
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Xynar
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PostPosted: Fri Jan 04, 2008 12:14 pm    Post subject: Reply with quote

You can't self learn powers. I allow a player to increase their Force skills just like any other skill, through usage. Now a player can teach after they have 3D in that skill. But I never allow players to teach each other unless there is a distinct master and learner.
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Golbez
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PostPosted: Fri Jan 04, 2008 12:19 pm    Post subject: Reply with quote

I agree, with a few exceptions.

A MASSIVE roll on the PC's part while using a force power can manifest some insight where they have a chance to learn a new power, yes, only a chance and after a massive roll. So, unlikely.

A Teacher can be a person, place, or thing for my PC's. This includes force sensitive planets or places, Holicrons, scrolls, tomes, other writings, and of course force sensitives willing to teach the secrets of the universe.

Or they could go by a copy of "using the force for dummeis."
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Xynar
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PostPosted: Fri Jan 04, 2008 12:22 pm    Post subject: Reply with quote

Golbez wrote:
Or they could go by a copy of "using the force for dummeis."


I had a player find a workbook similar to what a first grader has for math or spelling to be able to learn the basics and a couple of powers.
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Revenant
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PostPosted: Fri Jan 04, 2008 6:48 pm    Post subject: Reply with quote

Xynar wrote:
You can't self learn powers.


I was under the impression that if you had a master then you may learn a new Force Power with every pip increase, without a master however it cost you 5 CP.
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garhkal
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PostPosted: Fri Jan 04, 2008 7:52 pm    Post subject: Reply with quote

Samp wrote:

He has 3D control. He says he was taught by a Jedi while growing up. He was able to learn a large amount before the Jedi was discovered and killed.


Large amount of knowledge with only 3d control, no sense or alter?? Strange.

Quote:

The players were able to learn 1D in control and concentrate for 10 cp and 10 days of training.


Shouldn't that be longer?? I though the initial learning of force powers was longer than the increasing..

Quote:
Oh, I have a question. One of the players said that in order to self learn you need to have 3D in a force attribute.


I though it was 5d.

Quote:
I was under the impression that if you had a master then you may learn a new Force Power with every pip increase, without a master however it cost you 5 CP.


Agreed. Each pip learned, gets a new power, with master. Each pip increased on own gets no power..
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