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Cheeech

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Everything posted by Cheeech

  1. Sounds interesting. I too could be up for playing in this game
  2. Like a lot of people have said, it depends a lot on how much the party gets split up. It also depends on the size of the party. The larger the party, the more you need to specialise in something to contribute, and the more a generalist/jack of all trades risks being constantly overshadowed. So a 333322 is very viable in a 2-3 person party, but (usually) a really bad choice when you get up to 5+ A few specs seem designed to act as secondary characters, specifically the advocate and marshal. even in a larger group, a 333322 marshal, who uses good cop and bad cop to soften people up before the main social character handles them, while still being fairly effective in combat, might be a worthwhile party member
  3. This could come up in a game I'm running on Saturday (but probably won't). The situation would be the PCs are trying to take out a minor crime boss in her hideout, and if things look bad for her, she'll attempt to flee down the tunnels (which the PCs may or may not already know about). Presumably the PCs will give chase, and any of her remaining lackeys will then give chase to the PCs. I could split the PCs into 2 groups - 1 to hold off the lackeys, and the other to chase the boss. That might work better - only thought of it as I was typing
  4. Thanks whafrog. So the way to run a chase with more than 1 character on each side is to treat everyone on 1 side as a single character? That wouldn't work very well for what I want to do. I might ditch the chase rules, and have number of successes represent distance travelled (measured in range bands). Or I might decide the whole thing's too complicated, and ditch this chase altogether
  5. I understand the chase rules when the PCs are chasing/being chased by 1 NPC - make the appropriate check, and move the PCs towards/away from the NPC, depending on whether they beat the NPC result. But I can't get my head around how chases work when there are multiple PCs chasing/being chased by multiple NPCs (on foot, or in separate ships). everyone makes their check, and then what? How do you work out how to adjust everyone's relative positions? Thanks, Cheech
  6. I do find the standard chase rules confusing when there are 2+ people/ships on each side, so I think some refinement could be useful. Not sure this is the right way to go though
  7. It doesn't increase the silhouette of the ship you've already chosen as you signature vehicle. It increases the maximum silhouette of vehicle you can choose. So by taking the talent, you can choose something like a freighter to be your signature vehicle, instead of being limited to fighters and shuttles
  8. Kallukorus gestures to the Chandra-Fan's rifle. "Take the Chandra-Fan. They'll be better support from the cockpit. I do my best work up-close and personal." The Zabrak grins unsettlingly
  9. Kallu rolls his eyes at the Klatoonian's response. "Yes, your ignorance makes you an expert. Now shall we get moving? The speeder's probably not going anywhere, but the captain's daughter can't wait forever."
  10. Kallu sniggers unkindly at Massan. "You, giving lectures on how to hold a blaster? Best stick to repairing speeders, little man." ooc: funnily enough, charm is not on Kallu's skill list
  11. Well, those boost dice didn't make a blind bit of difference. Shall I take 1 strain for the 1 threat? fear check take 2: 1eP+3eA+2eB+2eD 5 successes, 1 threat
  12. How many boosts do I get from my 3 advantages on the fear check I failed at the start?
  13. Posted. I'll use my advantages to make the leader of the guards view my intervention more favourably.
  14. Seeing the chaos in front of him, Kallukorus decides to take control. "SHUT UP!" he bellows, and all heads turn in surprise to see a fierce Zabrak bearing down on them, his face covered in scars and tattoos. "Most of you are already useless in this situation. Making nuisances of yourselves as well will not go well for you. Now settle down and wait for instructions." Kallu glares down at them for another moment, making sure they are suitably cowed, before turning his attention to his companions and the guards.
  15. Winning a fight against the Krath seems like it would be quite a morale boost. Can we use that to have another go at the fear checks?
  16. Oh, I asked last page whether we could get another check to overcome fear, off the back of a successful combat, and never got an answer. If he does turn out to still be under the influence of fear, he'll need another setback die
  17. Coercion it is then. With the extra advantage for fearsome countenance makes 1 success, 3 advantage coercing the crowd: 1eP+3eA+2eD+1eS 1 success, 2 advantage
  18. Charm is not one of Kallu's strengths. Would a coercion roll be able to cow them into submission?
  19. Kallukorus will take a spear. What are the stats on them? Pretty epic roll to recover strain, of which I had 2. Just realised I forgot to add the fear setback, but it can't really affect the outcome. Off the back of a successful combat, can we make another check to recover from our fear? strain recovery: 1eP+3eA 5 successes, 2 advantage, 1 Triumph
  20. Drask should go for the group we're facing, I think. Kallu's unlikely to do enough damage to finish them off
  21. Kallu scowls when he sees the 6 Krath troopers bearing down on them. The Nikto can obviously handle himself, but the rest of them are unknown quantities. So they may effectively be badly outnumbered, not a position Kallu likes to find himself in. Kallu is unsurprised to see Massan shoot wildly and run away. The Klatoonian is obviously a coward. They'll need his skills to repair the ship though, so they'll need to keep him around. And besides, cowards are easy to manipulate. The Chandra-Fan's deadly accuracy is a pleasant surprise. Seeing 2 enemies taken out of the combat, Kallu joins the fray, much happier about the odds he faces. Drawing his vibroknife from a hidden pocket in his clothing, Kallu moves in, taking advantage of the advancing Krath's focus on Drask to jab straight into the gut of an enemy soldier before they have a chance to respond. Although his armour absorbs most of the blow, Kallu sees the Krath's eyes widen in pain as the blade cuts into his flesh
  22. We really are awesome warriors. At least you hit something Yeah, Kallu's bark is currently rather a lot worse than his bite. His bite will improve, eventually
  23. Kallu will spend a manuver to engage with the closest Krath, a second manuver to draw his stealth vibroknife, and an action to try and stab them with it. 4 dammage, pierce 1. Not very impressive, I know. I'll wait until I know whether that does any damage before posting my IC post. The 1 advantage I'll spend on giving a boost to the next acting player. Stab Krath: 1eP+1eA+2eD 1 success, 1 advantage oops - forgot my setback from fear. I'll roll that now Fear setback: 1eS 0 successes, 1 threat (I should probably have let Drask go next. Thought there were 2 PC slots now. Nevermind) 1 threat cancels out the advantage. So no boost to the next acting player (sorry next acting player!)
  24. What range are they at? I would've said let our heavy hitters (which I think is Dubi and Drask) go first, see if they can whittle them down some. Or if we did want to let the ranged characters go first, that would be Dubi and Massan. Which has the advantage of Massan's character being online now, moving things along a bit. Either seems fine to me. As a mediocre melee character, Kallu will definitely be taking a later slot
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