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Cheeech

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Everything posted by Cheeech

  1. Kallukorus' Initiative with 1 setback for fear Initiative: 1eP+3eA+1eS 3 successes, 1 advantage
  2. Our techy is frequently the most important member of our group. But I do find that some other roles (like the sneaky stuff or the wilderness stuff) only really come into play pretty infrequently.
  3. Making our way to the spaceport still seems like the most sensible way forward to me. And if we found an abandoned speeder on the way, so much the better. Unless you're specifically asking how to get us more involved with this family. In which case I guess, once they get rid of their things, there could be enough space for us to go with them on the speeder
  4. Kallukorus sighs impatiently as he watches Massan helping the family. Privately, he agrees with Drask, and would happily have taken the speeder by force or by threat. But he knows they'll need Massan's expertise soon enough, and so, for now, is willing to keep him onside. "Yes, very good. As my Klatoonian friend says you'd best get going as quick as you can, if you want to make good your escape. And we'd best get going as quick as we can, too, if we want to find an unoccupied speeder, and get back with the medicine in time to save the captain's daughter". Although he cares little for the captain's daughter, Kallu judges it the best way to motivate a bleeding heart such as Massan, and hurry them on their way "We wish you well on your journey, but must now take our leave to continue ours."
  5. Ok cool. I'll not edit my IC post then, as it still more or less fits (in spite of my previous misunderstanding)
  6. So what parts do we need, and where's the nearest place we're likely to find them?
  7. Ok - I feel like the plan is to ditch parts hunting, and try and steal a speeder or speeders to escape on, and hope we can cannibalise those to fix the ship (does everyone agree?) Are there any speeders around, or are we near anywhere likely to have speeders (such as the spaceport)?
  8. Ok - we could probably do with a bit more detail about where we are, and what's around us then. Do you want a perception check? Or some kind of local knowledge check (I don't know if Naboo is core worlds or outer rim)?
  9. Kallukorus listens to his travelling companions bickering, and knows Massan is right about one thing - if they don't escape quickly, it will be too late. Though each approach has its merits, he knows they can't afford to waste time arguing about it, so he attempts to take charge. "Fighting the Krath right now would draw heat we don't need, and we don't have the pilots to man a bunch of bikes anyway. We'll head towards the spaceport, and take the first vehicle big enough to take us and the supplies. Now move! We can't afford to waste any more time." Kallu stares at the Nikto as he shepards the group towards the spaceport, hoping he can be pressured into backing down and going along with them. He looks the most dangerous member of their group, and he knows they'll need him along if they do run into trouble
  10. Kallukorus curses the Krath under his breath. They've already run him off one world, and he seethes at the indignity of being run off another. He volunteered for this task to win favour with the captain, and in the hopes of accelerating his passage offworld. But aerial bombardment is a new experience for him, and he hates how powerless it makes him feel, flinching involuntarily when a strafing run takes a chaos ship nearby. He prefers to meet his enemies face-to-face, where he can stare them down and make his intimidating presence work for him. But how do you intimidate a spaceship? The sooner they can get what they need and get out of here, the better.
  11. So what do our characters know about the Krath?
  12. 2 lightside on the destiny pool, and a slightly embarrassing fail with 3 advantage on the fear check, which should have been an easy check for him. I guess Kallu is particularly wary of the Krath, after seeing them defeat the crime family he used to work for http://orokos.com/roll/427851 Fear check: 3eA+1eP+2eD 2 failures, 3 advantage
  13. Kallukorus is good to go. Does anyone want to add in a backstory-link to him (it's fine if not)? He's a career criminal, so could have worked with any of you who've been doing illegal work to pay their way
  14. The gaffi stick seems like a good staff to start with. It's what the Tusken raiders use in the films. 100 credits, brawn+2 damage, crit 3, defensive 1, disorient 3. And for ranged, are you thinking of a slugthrower rifle or pistol?
  15. Edited Kallukorus' backgorund to fit the scenario
  16. Two main reasons for my comment. First, having a PC that is a Hutt changes the dynamic in the group and how NPCs react to the group. Let's just say Hutts have a massive reputation and even if a single Hutt is different from the steriotype he will always be tarred with the same brush as the rest of them by the majority of NPCs we run into. Don't think a starving citizen is going to come to a group including a Hutt to look for help. The second reason is I really like Massan, and I would never be able to play that character in a group including a Hutt. Like a large portion of the Klatooanian population he is a former slave of a Hutt. Add to that the fact that his main emotional weakness is fear and it is obvious to me that he would never choose to be around a Hutt if he could possibly avoid it Ok. That's all fair enough. I actually think the larger than life image of the Hutts is pretty well suited to a spec like politico, but I wouldn't want to play anything that would get in the way of anyone else's concept. I've gone with the enforcer anyway, but if I'd gone with the politico I'm sure I could have found another species to run with. I'm not sure what constitutes reasonable here.The main things I'd by looking to acquire for my enforcer as the game went on would be A monomolecular edge and a shadowsheath for my stealth vibroknife A vibroaxe, and then a monomolecular edge and a balanced hilt for it Some decent armour, and then presumably some attachments for that. So I'd be happy to get any of those things as a reward
  17. Here's the swsheet for the enforcer http://swsheets.com/c/q52knu3ee-kallukorus-zato
  18. Does look like the enforcer's the better fit, then. Built this character sheet for a game that never got off the ground. Background will need to be changed, but skills/stats/equipment should work fine as is
  19. Oh, please, pretty please, no Hutts? I was leaning towards the enforcer already, but what's your beef with Hutts? The enforcer would be focused on coercion and streetwise, with talk the talk and loom giving them extra uses. Secondary skills in survival and melee. He'd be a local criminal throwing in with the Republic because it suited him. The politico would be all the social skills, with a particular focus on coercion and leadership, as it has in combat uses for them. I do not, as of yet, have a background for him
  20. Quick note - my enforcer or politico will be pretty into coercion, so there'd likely be quite a bit of overlap with an aggressor or warden (coercion and streetwise for the Zabrak enforcer, which I'm leaning towards, or coercion and other social skills for the Hutt politico)
  21. I'd be interested in playing in this game. I feel like I'm playing loads of Jedi/force sensitives atm, so I'd steer away from that in this game. I'd probably play a Zabrak enforcer or Hutt politico. Whichever was the better fit
  22. I love this idea, but as mem0ri says, it needs a lot more work to really function smoothly, especially a detailed, standardised set of adventure modules. If it does get to that stage, I would definitely talk to some people about getting a group set up in Glasgow. I know at least half a dozen people with experience GMing it here, so I think it could get off the ground
  23. I also play in this game. I actually think the standard force and destiny initiative rules are well suited to pbp. As any player can take any PC slot, whoever's available at the start of the combat can take the early slots, and people who come on later can take the later ones. As an aside, I sometimes find this initiative system annoying in a face to face game, as it can slow things down as the players discuss who should take which slot. But the flexibility of it I think speeds up pbp
  24. I'd say Nexus of Power is more useful for the GM, with a bunch of interesting force related locations for you to set adventures in. And Savage Spirits is more useful for players, with the new specialisations, force power etc.
  25. If you know you definitely want to be force sensitive, I'd go for shadow. It does most of the same things as going thief, exile, but is a lot more efficient xp-wise. As Richard said, you can even go into thief later, if you really want to specialise, or branch out into something else entirely, if your character develops in a different direction
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