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Everything posted by Rabobankrider
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
*Also makes gm note of @Jedi Ronin's dissent and trying to mislead fellow padawans* 😛 -
Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
I think I've overcomplicated the situation here, I'm going to try and clarify a little: The current situation is you've all snuck into the hanger without being spotted, the ship is at short range and the door to the control room is at medium range. The hanger entrance is still shut, as is the hanger exit. As you guys seem to be leaning towards blagging your way onto the ship the best bet is to have someone sneak to open the hanger entrance door and then act as if you guys came in that way to fool the guards. To open the door it's a stealth check for a single person, easy stealth with a boost and a setback. @Bellona I believe you were leaning towards doing this. To try and convince the guards that you did come in this way, it's a group check, average difficulty with a boost dice. You can choose between boost or deception, depending on how you want to narrate it. I had suggested that it be a group check so that the attempt isn't brought down by one faliure, having said that I am ok with you guys doing individual checks if you prefer in the future. I have added up the total checks, and the final result is 0s12a, which basically translates to 3 triumphs overall. With that amount of advantage I am happy to say that this will count overall as a success based on that conversion. So! I just need someone to do that easy stealth with boost and setback to open the door and you guys will have pulled off the first part of your plan. The guards won't peg that you don't belong with you guys 'walking in', but you will still need to convince them to release the ship to you if that's the route you want to take. Whoever wants to do the stealth check feel free to take the lead in the ic and I will sort the guards response. I hope that clears everything up, sorry for the confusion! -
@rocketrobie2, sure thing. There's enough broken statue that you can make any silhouette up to silhouette 2. You can move and aim in a turn but it will cost you 2 strain. Both the horde and the figure are currently at medium range, so both can be targeted if you want. Also just so you are aware, force upgrades stack, so for example if you have two range upgrades, they can be used for one force pip instead of 2.
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
To clarify, you can choose to make a group check, either a stealth or deception check. Both checks have a boost dice. You will need a net of 5 successes to pass the check, either having you guys sneak two the door, or act as if you walked through it. Everyone rolls their individual roll, and then the totals are added up. So ultimately it will be 5 checks, either 5 stealth or 5 deception -
Pit Combat: @Jedi Ronin 4s4a @rocketrobie2 3s3a Unknown Being: soak-, -/- wounds, -/- strain adversary 3 1s3a1t @Shlambate Statue Horde: soak 3, 25/25 wounds, 5/5 men 1s @Xcapobl @P-47 Thunderbolt 0s @rocketrobie2, you're up! @Jedi Ronin, unfortunately I believe defensive stance is a spec specific move, however you could put the plinth between you and the enemy, that would add a setback dice to combat attacks against you.
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
@Shlambate, I will allow that for the smooth talker talent but it will put @Edgehawk at the front of the group if confronted, and everyone will still need to make the check as this is to see if the group can pull off acting as if they came in that way. -
Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
@Bellona, I'll say the average stealth with the boost and setback will get the door open. A group check of an average deception with a boost or stealth with a boost will convince the guards you came in that way. If you pull that off I'll say that based on the logic you posited this will add 2 boost dice to any following social checks in trying to get the ship out of here. -
Sorry for the delay all. @Jedi Ronin you've seen hundreds, if not thousands of that statue up above you, so it wouldn't be meta to assume your enemies here are 'endless'. The difficulty of the check is correct as you state above, however, as you are moving the figure and not lobbing something at them, it will need a discipline check first to allow the check proceed. If you succeed the check then it will be a move check as you describe. The difficulty of the check is 4eC+1eD. The destiny points is correct. The rest of the squad as they are sticking together will arrive at the next area in the next round of combat. I am going to pre-emptively ask everyone to please roll a vigilance check for initiative for that.
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
Ok, it seems you guys are leaning towards bluffing your way into the ship. Bare in mind if you simply appear in the hanger questions will be raised, so you may want to risk opening the door to do so. If anyone wants to take the lead approaching the guards feel free to post it, anyone wanting to stealth to the door it's an average stealth with a boost and a setback. If you want to stealth elsewhere let me know and I'll tell you the check. -
Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
If @Edgehawk wants they can have their character crawl through the vents now you guys have cleared the way. Alternately you can sneak to open the door to let them in but that will almost certainly trigger a confrontation. The hanger door can be blown open or opened by the hanger controls. Bare in mind if the senate find out it's the jedi behind the theft, things like blasting the hanger door may have them a little annoyed with you. The loading ramp to the ship itself is currently open and at medium range, but the largest cluster of people including the civilians is near by. Sneaking aboard is very difficult but not impossible. Combat is also possible f you want, but may have the same repercussions as mentioned above. Ultimately, it is down to whether you guys want to go loud and fast, quiet and careful, or use some excessive charm to bluff you way past. -
Pit Combat: @Jedi Ronin 4s4a @rocketrobie2 3s3a Unknown Being: soak-, -/- wounds, -/- strain adversary 3 1s3a1t Statue Horde: soak 3, 25/25 wounds, 5/5 men 1s @P-47 Thunderbolt and @Edgehawk, you will be able to arrive next turn, @Shlambate, as the navigators are falling behind you, you'll either need to stick with them to not get lost, or try the survival check to navigate yourself. @Xcapobl, if you're sticking with @Edgehawk you don't need to do a check as they're arriving next turn. @pyciloo if you're following the others I'll need the athletics check from you. @Jedi Ronin, the horde is in between you and the figure, however you can still target them with the force. If you want to move them it will require a vs discipline check. You can also throw the plinth at them with 1 setback, or attack the horde. Let me know which and I'll let you know the difficulty.
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
@Bellona, the door to the hanger is just behind you at short range, the viewport of the hanger control is on the opposite side of the hanger at medium range. There is a door set in the wall at ground level near by, this is probably the access point. Usually it would be 3-5 civilians manning a place like that, but there's a chance they've already evacuated or may have less anyway as this hanger is locked down. -
@P-47 Thunderbolt, I should have clarified, I had made the assumption you guys would want to be heading in the direction of the rumbling. I've probably jumped ahead a little there as @Shlambate and presumably @Xcapobl are checking on the captives. If anyone wants to rush in the direction of the tremors they felt, the athletics check will still apply, if you want to hang back in the main room your are more than welcome to. If anyone is running without @P-47 Thunderbolt or @Edgehawk however you will need to make the survival check as well to navigate. @pyciloo, ic @Edgehawk is the sergeant, however you all still have full agency to act as you want. Unless it's against a direct order or something like that I don't anticipate there being issues with that, currently everyone has worked really well together You are also more than welcome to set the grenades up as explosive to blow up the orb, though you would not the loss of that green mist inside. It'd be an easy mechanics check to rig the grenades to blow on a short timer. @Shlambate, it's just an easy medicine check with a setback to check vitals. Are you checking a survivor you grabbed from the alcoves or one who just got drained?
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You can have the same colour as another legion, but just a different shade should resolve the issue. @P-47 Thunderbolt, the survival check is for the group so you can pick your way through the tunnels with only a few mistakes, causing the 1 strain suffered. The athletics check will be per character, so unless you stick together some may arrive before others. Also anyone without a weapon can grab a droid blaster rifle, carrying standard blaster rifle stats.
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Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
Haha, but rules of tv, you are correct. @Shlambate you'd also recognise the ship as the one you took to Fornost, presumable repaired by the workers there before being sent to Corouscant. The threat will have you miss something here, but you currently see 5 security guards carrying truncheons and pistols, 4 security droids with rifles and a team of 5 engineers and pilots, and another five of the loader droids, effectively civilians. -
Reach of the Empire OOC
Rabobankrider replied to Edgehawk's topic in Star Wars: Age of Rebellion Beginner Game
I'm back! @Edgehawk, sorry but can I get a quick update on what I've missed? -
Smashing the rock holds that trap the captives with the butts of their rifles or even their bare hands, the three clones set to work freeing the lower levels of the room. It is hard going but working together they are able to free about five of the captives. Each time they do the cables connected to their wrist flicker and lose their glow. Looking towards the centre of the room they see the orb begin to lose some of its lustre, the green smoke swirling inside slowly begins to thin a little. Deep below the ground, the jedi hear a significant rumble up above them, dust and small chunks of rubble dropping out of the darkness. The heavy green vines flicker and fall dark for a short moment before relighting. The haggard figure before them looks up, a flicker of fear running over its face. "No, no! Too soon!" it gurgles as it shuffles back into the shadows. "It's not time, they're stealing from her! This must do, I will fix it, I will fix everything!" From the dark a ferocious burst of green lightning leaps up, reaching far further than the jedi can see. As it does it highlights the hundreds of statue set into the walls that Vinteer had not yet seen. They can also see littering the floor what looked like dozens of desiccated corpses, ruined machinery from mining and general rubbish and waste. The lightning strikes at the statues, many of them crumbling under the impact. Looking at the source of the power they can see the figure, arms outstretched as they release this eldritch power. The hands and most of their arms are burnt black by the lightning and it looks to be in incredible pain as the display finally ends. Doubling over for a moment the leering face looks back up at the jedi before being swallowed by darkness. "It's not enough, too many stolen, but it will have to do. With jedi, I will replenish everything I have lost, you two will feed them well, just as they other did". As it finishes speaking there is the sounds of cracking and crunching from above, almost like the sound of bones breaking, snapping in dry heat. From above a sickly green glow can be seen, coming from the remaining statues as they begin to splinter at their joints. From there light the same colour as the vines can be seen to glow through. As this happens these humanoid creations begin to move, one row after the other. The lower rows step forward and begin to fall through the air, landing on the ground with a loud crunch. Some crumble into little more than rubble, but not all. Those that don't break stand upright, holding swords, shield and spears. Some that are damaged move forwards with only their hands, even with missing limbs. Their motions are sharp and unnatural, almost like a poorly controlled mannequins. This was certainly unlike anything that the jedi had seen before. Back in the main room, the clones see a troubling development. The orb in the centre of the room flairs brightly, almost blindingly so. The strange vines do the same, and they see the remaining captives twitch and flail in their bonds, their voices twisted in an unnatural scream that comes out as one voice. Despite their best efforts, beyond those they have already saved their is nothing that the unit can do other than watch in horror. When it is over, the vines have lost their colour and the orb is a glassy black, empty of whatever it held. Something was happening, somewhere in this pyramid.
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Pit Combat: @Jedi Ronin 4s4a @rocketrobie2 3s3a Unknown Being: soak-, -/- wounds, -/- strain adversary 3 1s3a1t Statue Horde: soak 3, 25/25 wounds, 5/5 men 1s @Jedi Ronin, you're up! Currently all enemies are at medium range, with the statues moving between you and the corpse figure. You can see most of their room seems to be some kind of cave, strewn with rubbish and what looks like remains as well as old mining equipment. You also no if you choose to try to escape that their must be some kind of way in and out that Vinteer used. @Edgehawk, @Shlambate, @P-47 Thunderbolt, @Xcapobl and @pyciloo, if the rest of you want to push further into the temple, an average survival check will help you navigate, and a hard athletics can have your arrive at the next location this round of initiative. @P-47 Thunderbolt and @pyciloo, you're able to smash the restraints and rescue about five of the clones or civilians before my post comes into action. You can choose among yourself if you want to prioritise soldiers, gungans and ithorians, or a mix. @Shlambate, for Slugger this is mostly gut feeling, but you do remember some of the older clones telling 'ghost stories' back on Kamino. Stories of sinister cults and witches who could suck the very soul out of your body. This place with its religious motif, sacrificial rooms and strange undead creatures certainly match those stories. To Slugger it feels like this place is stealing the very soul, or force or something out of these captives, leaving them empty shells. Perhaps that's how they're transformed after. The orb must be some kind of storage or transformer for this process. @Jedi Ronin and @rocketrobie2, I don't think it spoils anything to warn you that I am intending on using phalanx rules for your upcoming combat. I know that it is designed for droids, but I think it fits the scene here well. For anyone without the clone splat books, the rules are as follows: A phalanx; or horde for this combat, will for the most part be treated as a standard unit of minions, however when they lose units they remain at full effectiveness. If the pc's defeat the number of enemies at the front of the unit, the horde loses its manoeuvre, if they defeat double or spend an triumph then the horde moves one manoeuvre back. As this has a melee focus, if the horde moves to engaged range and the pc's don't destroy the front row on their turn, they will be overrun. Thus means they are acting as if in difficult terrain and the horde gets a second attack against them. In the mean time, I am going to say that you guys can choose your battalions colours. Most units use a single colour but some rare cases may use 2-3. I will ask that you avoid anything too obvious as mimicking established units, eg the blue of the 501st or the orange of the 212th. This'll be decided by rule of majority so, the most chosen colour etc will be the final choice. Currently no one other than Gunslinger has any markings on their armour, and Gunslinger's are only the sergeants markings. This time period is around the transition time from standardised colours to unit patterns, so you will be able to take on your colours next session. Assuming you survive that it.
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Star Wars: Revan's War IC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
As Armatta drops onto the floor of the hanger, the blare of the sirens outside is lessened a little. Even still they drown out most other things, red lights flashing overhead adding to the already tense scene. From here she could easily see the ship filling the centre of the hanger. It was a large hammerhead design popular among many of the jedi order. In fact it looked like the same model that Armatta and other padawans had travelled to Ilum on. It looked like it had received recent repairs with new well polished panels sitting alongside bent or scarred metalwork. Unlike most jedi vessels, this one had been fitted with gun turrets. The dorsal turret looked like a medium laser cannon while the ventral was most likely an ion cannon. The ships nameplate looks like it had been replaced, but left blank for the time being. Inside the hanger Armatta can see a number of 'organic' security personnel, as well as a small number of droids. Some looked like standard loader droids while there was at least a couple of security droids. A small number of engineers and pilots are clustered together, sat on a set of crates as they watch the warning lights nervously. Overlooking the hanger the jedi can see a long class window, most likely for the control room to the hanger. Although the jedi had unlocked the mag-clamps stopping the ship taking off, the hanger door was sealed, keeping the rood of the hanger shut above the ship. -
Star Wars: Revan's War OOC
Rabobankrider replied to Rabobankrider's topic in Star Wars: Force and Destiny Beginner Game
@Shlambate, conditioned would have been relevant as it would narrate as you being able to exert more strength without alerting people to the noise etc. @Bellona, the only thing you are missing is clearance to remove this ship from the impound hanger, yes. As it was the senate who ordered that you ae right in saying getting permission would be extremely difficult. @Mikeyfett7, I probably should have re-rolled destiny points with the turnover on players, however I will say that you guys are very close to the end of the session, probably after getting off Corouscant I will reset destiny points, award xp etc. @Bellona, I'm happy to say that with the advantage on your check there are crates/barrels near the vent so you guys can drop into good cover. From where you guys are and average stealth with a boost and setback will reach the control panel by the door to open it. As you're inside there's no check to open the door. However your characters would know the door opening will pretty effectively blow your cover as the guards inside will see. If you want to look for some more specifics on guard numbers, the area around you etc an average perception will provide some more information. Also, with the exception of Zoroku we have a completely different crew from the start of the game, so I'm going to let you guys choose the name of your ship. Something to think about going through this.
