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Aurin

Star Wars: My Kind of Scum [PbP] Long Arm of the Hutt

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Welcome all to the Episode II of My Kind of Scum! 

The saga so far:

Session Zero - Characters were created and NPCs were developed

Episode 1: Escape from Mos Shuuta - an unlikely group of a fugitives escape the entertainment pits of the foul gangster Teemo the Hutt and flee Tatooine aboard a stolen VCX freighter

 

The rogue's gallery:

GM_Ordon - Lang Shinqo (Mirialan Colonist/Marshal), grizzled ex-lawman with a troubled past (sheet)

Shy Ion - Caizu (Chiss Smuggler/Gambler/Force Sensitive Exile), charming con artist with ‘uncanny luck’ (sheet)

Kymrel - Dro-Kar Zakk (Green Nikto Bounty Hunter/Gadgeteer), ruthless bounty hunter prone to violence (sheet)

Richardbuxton - HM-6T6 "Sixty-Six" (Droid Technician/Mechanic), bulky CEC maintenance and repair droid (sheet)

Trokhed “Trok” Raggera (Dug Explorer/Driver), gruff pilot wanted by the Empire (sheet)

The Queen of Scepters, a run-down VCX-85R tramp freighter (sheet)

 

The obligation table:

01 – 10 - Lang – Frontier Justice

11 – 15 – Lang – A Score to Settle

16 – 30 – Caizu – Betrayal

31 – 40 – Caizu – Favor

41 – 50 – Dro-Kar – Debt

51 – 60 – Dro-Kar – Favor

61 – 70 – HM-6T6 – Bounty

71 – 80 – HM-6T6 – Obsession

 

Edited by Aurin

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The jump that the Queen of Scepters made to light speed has brought the vessel to the edge of the Tatooine system in one piece. Despite the VCX-85R’s dilapidated condition, it seems to hold together through the jump even with the significant damage to the hull that it sustained during the run-in with the TIE Fighters just moments before.

We’re clear from trouble,” Trok, the Dug pilot, shouts over the sound of the loud klaxon wails at a terrible pitch. Just as the Queen exits light speed, the sound of a dozen snorting and growling voices can be heard echoing over the ship’s PA system, adding to the chaotic sounds echoing through the freighter’s corridors. “What is that kriffing sound?” Trok says. After a sniff, the large nostrils on the Dug’s snout flare with disgust. “And what is that kriffing smell?” A rank smell permeates the entire vessel, only partially concealed by Trok’s smoke. “Before we plot a course out of here, we need to deal with this mess.

Several warning alert icons display on the navigational computer’s VDU. “Oh dear, Mistress Caizu, those flashing lights do not appear to be good,” 41-VEX says in its typical, unintentionally grating way as it leans over the Chiss’ shoulder. “Perhaps before you seek further medical attention, you should address the current situation?

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Okay folks! Here we are at the beginning of Episode Two. I need a few things from y'all:

1) Roll destiny pool

2) Follow this thread (new thread, so keep up to date)

3) Update your character folio (for both how you spent your xp from last session, and with your character art)

And here's the Obligation roll to begin the episode:

Obligation for Episode 2: 1d100 22

Ouch, that looks like a double for our favorite Chiss gambler. Also, while I'm looking at this, why does Caizu have 30 obligation?

 

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"Great," Caizu says. "Lovely. Just lovely. Scepters, girl, you're really making me reconsider my first opinion of you." She walks back over to the navigation console and starts tapping on the controls. "Alright, let's see what we've got here..."

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Destiny roll!: 1eF 1 Light Side


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That's... a very good question! I suspect the answer is that I failed to adjust the Betrayal obligation down when I added Favor. Or I was buying XP at first and then decided not to. I know I took credits for Obligation. Time to fix the sheet, anyway.

Also, should I be making a Computers roll here?

Edit: I have no idea how much Obligation I'm supposed to have. I know we started with one fewer player than we now have, and I believe I took +10 for +2500 credits...

 

Edited by The Shy Ion

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Sixty Six had kept itself rather busy during the short hyper jump. It had been a few long decades since it worked on one of these vessels, reacquainting with it was taking a little time. Added to that fact was the previous owners various sub-optimal modifications that impacted the simplicity of repairs.

Just when the Droids simple fault finding programs where piecing the puzzle together the ship dropped out of hyperspace. 

There appears to be some sort of mechanical fault "Captain, are you aware of any faults with our new ship? What is causing that disturbance? And I believe my olfactory sensors detect an interesting mix of compounds."

 

Session 2 Destiny: 1eF 2 Light Side
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With the character artwork I had to remove it from the sheet because it was making the page so slow to load on my useless internet connection. The link is still on the sheet at the bottom. If you have a lower resolution version available then I could add that to it.

Edited by Richardbuxton

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"What is going on here?" Dro-Kar grunts as he enters the cockpit. "Where is this awful noise coming from? I presume it's the same place that is stinking up the ship. Could the cargo be some kind of lifestock?" The bukly Nikto tries to get an idea about what's wrong by looking at the numerous blinking lights in the cockpit, but his knowledge of ships is limited. "I'll go check on the cargohold," he says simply. "Whatever is making that noise had better shut up," he says, pulling out his pistol with a look on his face that says he isn't kidding at all. "At least try to shut of the kriffing speakers. Who listens to a bunch of lifestock while in the cockpit?"

Having said all he wants to say, the green-skinned Nikto storms out of the cockpit in search of a cargohold with murderous intent. The fact that they haven't yet secured the ship is not lost on him. They might have a stowaway on board trying to make trouble. He almost wishes this to be the case, since punching or shooting someone will surely make him feel better.

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Here comes the Destiny roll:

Destiny roll: 1eF 2 Light Side
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An auspicious start, no doubt!

Dro-Kar is headed to the cargo hold. If any checks are involved to deal with what he finds, just let me know and I'll roll.

Edited by Kymrel

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All PCs receive a setback die for all actions until the smell is resolved. Caizu, due to her species’ keen senses, receives a second setback die. HM-6T6 and 41-VEX, the two droids, are unaffected by the smell, and don’t receive the setback dice. Additionally, as a result of the awful sounds, and task that requires a measure of concentration becomes more difficult, upgrading all such skill checks by one difficulty.

In the excitement of the escape, the fugitives failed to notice the rotten and rank order that permeates the Queen of Scepters, but is now bearing even more strongly on the sentients’ senses. HM-6T6’s keen olfactory sensors pick up the smell, clearly identifying that some decaying matter is on board the vessel. From what the CEC maintenance droid can surmise, the smell is likely emanating from lounge area on the lower deck.

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@Richardbuxton - if you want to follow the smell, you can make an average perception check (but also take into account the above)

The loud klaxon continues to blare over the sound of deep grunting voices reverberating over the ship’s PA. The resulting cacophony is disorienting. Caizu reviews the four winking red icons displayed on the navigational computer’s user interface - a large flashing red script in the center of the screen reads “low fuel,” a small flashing icon in the shape of a crescent moon or a fang, an irritating and intermittent pop-up in Trandoshan script, and a flashing red icon in the form of a simplified cage.

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@The Shy Ion - what specifically are you trying to do on the navigation console? You'e got a lot of options, including plotting a course someplace, pushing any of the four different flashing lights, attempt to turn off the klaxon, or attempt to turn down/off the sound system. From there I can give you a difficulty, etc.

Blaster pistol in hand, Dro-Kar stalks down the corridors, utilizing his trained vigilance in search of a potential ambush. The short trip leads the Green Nikto into the lower cargo bay of the ship without incident. This cargo hold has been modified by a previous owner from its stock design and houses some of the equipment used by bounty hunters for the restraint and transportation of captives. Several sets of binders hang from the walls, and there are six small cylindrical cell units mounted on tracks for ease of transport. Five of these cells are empty, though one contains the crouched and cramped form of a male Twi’lek. The captive appears old and frail, with pale blue skin and a single long, thin lekku coiling from the right side of his head. Where the left lekku should be is an ugly cauterized stump. At the sound of Dro-Kar’s approach the old man raises his head in alarm, but his expression becomes one of curiosity when he does not see the face of his captor.

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@Kymrel - feel free to propose an action or just simply role play here.

@gm_ordon - let me know what Lang wants to do here, too (and roll destiny when you have a second).

Obligation: I fixed the Obligation table in the original post but the doubles still hit Caizu. I believe since we started with four PCs, you should have 10+10 = 20. Since we rolled the doubles, everyone's strain threshold is reduced by two and Caizu's in particular is reduced by four for this episode. 

 

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  The lawman covered his mouth and nose at the smell and got out of his seat once they made the micro-jump to the edge of the system. "What in tarnation is that smell. I reckoned the ship looked like a piece of garbage, but wasn't expectin' it to actually carry garbage."

   He saw Dro-kar turn and head toward the smell, getting out his gun. He kept his blaster in its holster but followed the large Nikto. He grumbled loudly enough for the Bounty Hunter to hear, "Yeah, let's head toward the rotting smell. Why not?" He rolled his eyes, but continued to follow Dro into the hold, to make sure and watch his back just in case there is trouble aboard.

  He looked around to see what could be causing the smell, while still trying to keep his nose buried in his sleeve.

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OOC: I wasn't sure if I am able to see what Dro-kar does, so i'll wait to post in response to the Twi'lek and cannisters.

Character Lang
Campaign My Kind of Scum
Description Destiny pool rol
Results 1eF: 2 Dark Side [1eF=DS/DS]
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Dro-Kar stops in the doorway for a moment, looking at the Twi'lek prisoner. And it clearly is a prisoner. Finally he notices Lang trying to see past him into the room. He steps closer to the cage and holsters his pistol. "Seems there is a prisoner here. What do you think we should do with him?" Dro-Kar asks Lang. "We need to know why he was held. Perhaps there is a bounty on him. But perhaps we should get him out of there. He doesn't look like much. He can't hope to defeat us. So we might as well let him out. And get him to talk."

The Nikto waits for Lang to get the cage open and the Twi'lek talking. No need to frighten the little guy by talking to him. Little people tend to be afraid of him. Lang seems mostly harmless.

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@The Shy Ion @gm_ordon @Richardbuxton - ping ping! Let's try to get back on the two posts a week cadence with me moving the action along on Tuesdays and Fridays. 

- HM needs a perception check

- Caizu needs to decide what kind of computers check she is attempting 

- Lang can emote and feel free to propose a social skill check

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Caizu is trying to figure out what's causing the alarm. Shutting it down without knowing that could easily be counterproductive, after all.

Edit: Obligation mystery solved! I managed to mess up her XP total, so the reason for the extra eluded me—she bought her extra XP with extra obligation, the results of both are on the sheet, but her total XP was 10 lower than it should have been. Which explains why I vaguely recall a conversation between us as to whether I was allowed to take so much extra Obligation...

She should have 25, not 30, but not 20. I fixed her XP total and adjusted Favor down by 5.

Edited edit: I forgot to take her spec into account. I... somehow messed this up really badly. She has more XP spent than she should have had. Gimme a sec to figure this out.

Yet another edit: What the frack, me. Don't do the math for buying a stat from 2 to 4 when she bought it from 1 to 3. I believe what she currently has on her sheet should be correct. I need to go hunting through her skills to be sure.

Final edit: I believe the skills are fine. I also gave her 4 extra strain she will not be removing to avoid adjusting the strain threshold and then forgetting it's not supposed to be that low.

Edited by The Shy Ion

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Hmm, what a curious smell The large Droid thought to itself as it traced it through the corridors. The loud screeching began to wear on 66 though,  turning down the sensitivity of its audio receivers helped a little, but that noise just kept going on an on.

Into its com the ships mechanic informed the cockpit "The complex mix of organic compounds spread throughout the ship would appear to be emanating from the ships lounge on the lower level, I am looking into it"

With that it presses the button to open the door into the lounge.

 

Perception where is that smell coming from?: 1eA+1eP+1eD+1eC 2 successes, 2 threat
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The towering droid maneuvers the cramped halls of the Queen of Scepters and enters the lounge located at the fore of the lower deck. The lounge is a fairly spacious area all things considered, approximately ten feet by fifteen feet. The smell is even more putrid this close to the source, overwhelming HM-6T6’s olfactory sensors. The stench, in part, is appears to be caused by Trex’s eating habits. The Trandoshan’s diet of mostly raw hunks of flesh, with the seating area and a dejarik board covered in gobbets of rotten meat and rancid fat. After a few minutes of searching, HM is able to locate the true source of the smell. The worst stench is omitting from a section of the floor of the hold. Using its hydraulic lifting pincers, the CEC droid removes a piece of decking to reveal a small smuggling compartment and within, there are six Wookie pelts. The pelts have only been partially cured and give off a nauseating stench.

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@Richardbuxton - your move on what you want to do from here.

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@The Shy Ion - it's an easy computers check. Don't forget the setbacks due to the smell and the upgraded check due to all the noise!

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Sixty Six would likely look to seal the smuggling compartment by welding it shut after making sure it will be air tight. Otherwise he can throw them out the air lock. The disturbing nature of his find isn't such a problem for him since he has little attachment to sentients, although he has probably known a Wookiee or three in his time

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Caizu taps at the console for a few brief moments, then smacks it and steps away, holding a hand up to her nose. "Ktah! How am I supposed to get anything done when this place smells like a rotting Hutt?" She makes a sharp gesture and stomps towards the door. "If you can tolerate the ship smelling like rancid meat, fine, but I'm going to find a breath mask."

Computers check: 2eA+1eP+1eC+2eS 1 failure, 1 advantage


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I am using that advantage to hopefully be successful in my quest for a breath mask?

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@Richardbuxton - welding the compartment closed is an easy mechanics check, though it runs the risk of permanently damaging the smuggling compartment. If HM-6T6 would rather throw it out the airlock, that would be a few minutes of time as well as an average computers check.

Ushering the Chiss towards the door, 41-VEX says, “Yes, yes. Perhaps that is a good idea. As a droid, I sometimes fail to recall how frail you organic species are when it comes to senses such as sound or smell. So frail!” On the lower deck, there is a small, cramped compartment that was converted some time ago into a makeshift medical bay, though the station is little more than a chair and a cabinet with remnants of medical supplies. After a little rummaging, Caizu is able to salvage a disposable rebreather and, luckily for her, it appears to have a single charge left, which should last her around thirty minutes.

While we’re down here, I may as well administer some medical attention…

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@The Shy Ion - go ahead and roll the medicine check. VEX has 4 int and 2 ranks in medicine.

 

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@gm_ordon @Kymrel @Richardbuxton @The Shy Ion - hey folks! It's Friday. Let's not let this week slip away - would love to get a set of posts done today / weekend. We need a decision and a check from HM, we need an action and decision (w/o the setbacks due to the smell) + a medicine check for Caizu, and a proposed social check for Lang. Kymrel, understand that you are waiting for Lang to act!

 

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Down in the hold the discussion continues over what should be done with this prisoner. Suddenly the groups large Droid companion clanks through an internal door carrying some bloody and absolutely disgusting fury pelts.

"These appear to be the source of the unfortunate odour, allow me four minutes of time to relocate them to the exterior of the ship"

With that he turns a corner towards the airlock and strides in, closing the door behind him. From the other side of the doors the nearby crew hear him start tapping on the computer in there. It seems he is trying to override the safety mechanism to allow the external door to open. Although it's taking far longer than the quoted 4 minutes the air filtration system seems to be finally scrubbing the stench from the air.

 

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Computers in the Airlock: 1eA+1eP+2eD 0 successes, 1 Triumph
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So 66 is still in the airlock with the pelts, but the stench is stuck in there. I'm spending the Triumph to have the ships filters start bringing the smell under control.

Edited by Richardbuxton

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Lang looked over the elder Twi'lek and agreed with the Nikto's assessment. But sometimes looks can be deceiving and he took no chances and watched the blue skinned alien with a practiced careful eye. He opened the cage and let the man out. "Don't ya worry about that Trandoshan feller. He aint gonna bother ya anymore. We've seen to that. You can relax a bit, we aint bounty hunters. What do we call ya?"  He watched the Twi'lek's reaction to gauge how much information to get out of him or what to ask next, his question was just to get the man talking. He wanted to ask why he was being kept prisoner, but first he needed to get him to let get more comfortable with his situation so they could find out why he's here.

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I guess that would be charm to get him to open up.. what is the difficulty. I have 3A for charm.

Edited by gm_ordon
corrected wrong word - both = bother

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Dro-Kar looks at Lang with a look the lawman found hard to read. "I am a bounty hunter, Lang," he says, before looking at the Twi'lek. "But I'm not after you. Not after anybody at the moment. So we're good. If you don't try something funny we will get along fine. Especially if you tell us a bit about why you are here. And if you know how to stop those awful noises, that's even better," the broad Nikto tells the former prisoner.

When 66 passes by with disgusting wookiee-pelts even Dro-Kar feels like gagging. "I hope that's droid for 'I'm going to space this disgusting filth'. If not, please space this disgusting filth. And do something about that noise. Where is it coming from? I thought the ship was transporting livestock. But there are no animals here. Only a Twi'lek. And he isn't making those noises. If he was, I'd probably have shot him by now."

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I don't know if any of this would count as unskilled assistance to Lang's charm check or give him a setback. Dro-kar is not a people person...

 

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Caizu shakes her head at the medical droid's attempts. "You're not great under pressure, are you?" she says. "Don't worry, Vex, you'll learn. But not right now, and not practicing on me." She makes sure her breath mask is fully secure and starts walking back out of the room. "I'm going to see what's holding up the resident tough guys. Maybe they've found what's causing the alarm."

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@gm_ordon - go ahead and roll the charm check with the Kymrel assist! Don't forget the penalties related to the sound (but not the smell, as the droid has already taken care of that).

I'll get a post up tomorrow! Sorry for the delay, folks.

 

Edited by Aurin

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