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Char's Workshop

Post below what you want char to work on. Please include all relevant information.
1498874006

Edited 1498879682
blaster actuating module  atachment - 500- 180EotE 2 mods for damage  -300 creds if im not  mistaken Filed front sight - an averge mechanics check- atachment  190 EotE -quick draw mod 100 creds -300 creds- pointblank mod and acurate mod for forearmgrip-190 EotE
I'm going to get the Wave special and do the Actuating Module w/ 2 mods for damage at 800. Will also be assisting with the work if it helps any. Jon, I have the gearhead specialization, halves the cost of mods. (So a net of 650 I suppose?)
Mando Styled Laminate: 1,250
I have gearhead as well.   don't worry :).  Base cost for all attachments comes out of your credit pool.  Mod costs will come out of the parts.
Wave Results: 1 Mod for damage (2nd failed) 1 Quick draw mod 1 Accurate Mod (pointblank roll failed) I can reattempt these later for a fresh amount of materials (credits)
R-IG Results: 1 Damage bonus (2nd roll failed)
1498925414

Edited 1498927048
Kes: 1 Suit of Mando themed Laminate armor (Sealable, 4 Enc, 3HP, 2soak).
I'll post later today the timing of when the fruits of Char's labor becomes available.  It takes time to do all of this quality work. We just got the crafting rolls out of the way in Roll20.
THanks again Jerry for taking the time to sit through all of it! :)
Available at the start of session 4 (assuming you are planning to launch the ship in a few hours or in the morning, Char has been working or a while already and prepping the other projects on Port Tooga): Guss' 2 attachments installed (but not the mods yet) R1-G's 1 attachment installed (not not the mod yet) Kes' Mando-styled laminate armor ready  (Hmm, Char may need to do some minor tweaks in places so the armor doesn't pinch.  I wonder if Kes will leave the helmet on or not for the fitting?  And what about that muscular and curvy bodysuit physique under the current armor?  What will Kes do about the armor fitting, I wonder?)   I'm assuming the group's next move is to take Vidra and Tilly to Naboo to meet up with their cousin.  With a class 2 hyperdrive that will take 2 - 4 days depending on the astrogation roll.  Given that you are going to Naboo that is believed to be under tight Imperial control, you may want to explore some assurances on the front end of the trip that you will be allowed to actually land on Naboo.   Assuming Char devotes his attention almost exclusively to crafting: Day 1: Char's armor ready Day 2: Char's weapon ready Day 3: R1-G's successful damage 1 mod installed and Guss' 3 successful mods installed Days 4 - 5: Other armor ready
Jerry H. said: I'm assuming the group's next move is to take Vidra and Tilly to Naboo to meet up with their cousin.  With a class 2 hyperdrive that will take 2 - 4 days depending on the astrogation roll.  Given that you are going to Naboo that is believed to be under tight Imperial control, you may want to explore some assurances on the front end of the trip that you will be allowed to actually land on Naboo.   Should we find out in game or roleplaying on the forum? 
I think rping in the forum for some background info seems appropriate.
I just now created a forum for this kind of thing.
1500078861

Edited 1500085839
A Tailored Armored Jacket (can it be a trench coat aesthetically), 6200 credits, pg 44 far horizons source book soak 2 w/ a bonus advantage on any charm, deception, or negotiation check cause it's fancy. Dont have a lot of cash so i'll need to know how much it will cost also, following loot can be broken down for parts:  6x blaster pistols, 5x combat knife. 3x stun clubs, trailbreaker pole axe
i think the pole axe  was the whiid weapon that devas and kes wanted
Wave said: i think the pole axe  was the whiid weapon that devas and kes wanted It is not. I have the Huntsman Spear.
Nah, like axe was the gamorians thing. Kez has the vibro spear from if tak
retry point blank mod-200 creds  retry damage mod-200 creds should I pay this if so, i dont get what are the parts  for, I dont get the mechanic, what book is  it from?
Wave said: retry point blank mod-200 creds  retry damage mod-200 creds should I pay this if so, i dont get what are the parts  for, I dont get the mechanic, what book is  it from? So to quote the rule book,  the failed modifications cannot be attempted again on that attachment .  In order to get another attempt, we'd have to buy or construct a new attachment, then attempt the mods on the new attachment from scratch. However, these modifications can be attempted in any order, so if you want to provide a priority list on such attempts in the future, I will follow that. Each modification to an attachment follows the following pattern: 1st mod:  3 difficulty mechanics check + 100 credits 2nd mod: 4 difficulty mechanics check + 200 credits 3rd mod: 5 difficulty mechanics check + 300 credits ...   I have a talent that reduces that credit cost by half.  I would suggest that the modifications that you absolutely want to have successfully installed go first.   The way the parts work is that, based on my mechanics roll to deconstruct the junk we've been finding, Jerry assigns a credit value that I add on to my "parts" inventory.  Then, when you guys ask for mods, and don't pay the overhead outright, I can deduct it from my "parts" pool to mod your gear.  This is not a rules mechanic, because there is no hard and fast rule provided in the books for how useful materials scavenged from items are, thus we have worked out a rule to approximate how disassembly would work that won't unnecessarily cramp the flow of the story. 
1500312382

Edited 1500312690
Ohyeah21 said: A Tailored Armored Jacket (can it be a trench coat aesthetically), 6200 credits, pg 44 far horizons source book soak 2 w/ a bonus advantage on any charm, deception, or negotiation check cause it's fancy. Dont have a lot of cash so i'll need to know how much it will cost ANSWER: Let's stick with 6,200 credits.  It's fine if you want it to be a trench coat instead, but I'd say switch charm out for coercion because to me even a fancy looking trench coat's look signals the potential for hidden/dangerous things under the coat and looking tough.  (Hmmm, just thought that you may be thinking of crafting this instead of buying because of it being listed in this forum (duh to me).  Make that 4,700 if crafting.) also, following loot can be broken down for parts:  6x blaster pistols, 5x combat knife. 3x stun clubs, trailbreaker pole axe ANSWER: If breaking down into parts assume 500 credits for the 6 blaster pistols, 25 credits for 5 combat knives, 125 credits for 3 stun clubs, 75 credits for 1 trailbreaker pole axe.  If it is credits you are seeking rather than parts, try selling them.
I think I'm going to hold off, sell that loot. And bank it in ship treasury. also I believe i have enough credits for rocket boots from no desintigration.  Do i know on station if there's a place to acquire those? Like a cool gear vendor or something? additional question. If I purchase those, would char be able to upgrade them to be able to fly longer even though there isn't an actual attachment for it?
Ohyeah21 said: I think I'm going to hold off, sell that loot. And bank it in ship treasury. also I believe i have enough credits for rocket boots from no desintigration.  Do i know on station if there's a place to acquire those? Like a cool gear vendor or something? additional question. If I purchase those, would char be able to upgrade them to be able to fly longer even though there isn't an actual attachment for it? Hold off on the loot question, I'm working on Jerry with developing a system for disassembly that should at least put it on par with selling for raw  credits.
Jon if Char needs help with disassembly Kurtis would be glad to help, since we use to work in a machine shop together
Perdu would ask Char to make and install a Electronic Sighting System with an Accurate 1 Mod to one of his blasters during our travel to Omwat. Also, he would ask if you can make a Blaster Actuating Module (2 Damage +1), Magnetic Weapon Tether, and a Shadowsheath for the other blaster.
I can, and I should have the parts.   Please post the Rarity, is it restricted, and Book Cost is for each attachment.  Making the modifications are done as listed a few posts up.
Electronic Sighting System and Blaster Actuating Module/ Rarity 4 / Cost 500 Magnetic Weapon Tether / Rarity 2 / Cost 250 Shadowsheath / Rarity 5 (R) / Cost 1500
What book is the shadowsheath in?  I don't see it listed in my version of OggDude.
Shadowsheath: Force and Destiny Core Rulebook, Page 194
Ah, it's and attachment rather than gear.  Seeing as though you were on Port Tooga and had time to look for one or the parts for one to be made prior to the station being attacked, I'm good with this.
I'll go ahead and roll it all up in roll20 then.
And Done. All rolls succeeded except one roll which was the 2nd pierce on the blaster actuating module.  If Jerry lets me I'll take a direct hit to morality to "buy the successes" with darkside pips since this is between sessions and I can't roll conflict/spend destiny. Jerry will tell you when the crafting of each item is done (and applyable to your weapon), also total cost of items is 1675 credits worth of things so you'll have to deduct that from your credits.
If you want to take the conflict I'm okay with that provided you (and the group) are okay starting next session immediately spending a destiny point and taking the strain. If the players start the session with no LS destiny points the first one will need to be converted immediately upon receiving.  As far as when the items will be ready and available to use, if Char spends a day and a half of his available waking time working on the items while you guys travel through hyperspace to Omwat, they will definitely be ready and available to use by the time you exit hyperspace.
I'll take that hit for Perdu, if everyone else is good with it.  I will spend the necessary time during the voyage.  As a side note, how long is the trip going to take Jerry?
Pretty sure I said three and a half days thanks to Garn's good astrogation roll on a class 2 hyperdrive.
Cool!  Just wanted to be sure in case anyone else has modification /crafting requests.
I did not request the Pierce Mods on the Blaster Actuating Module, so you can disregard if you want. Of course if you would have done it anyway then I will go with whatever you decide.
I would just do all the mods at once :) mods are also fairly cheap.