Bolt |
** spoiler omitted **
And yes, I did change the ship a little. This is a ship class I had deck plans for. Those of you who remember the old Space Opera game may remember it.
Sorry for the delay. I think I left him behind, his dying words were telling me to take the ship as my own.
Darth Camris |
A little background you would know that the others don't.
More than a year ago, the media noticed a large number of Jedi disappearing without a trace, then people saw Jedi being murdered publicly by invisible assailants.
The Sith were immediately suspected, but no credible claims were ever made; at that point their empire had fragmented and the Darth Lords were more interested in fighting each other than making an attack.
About a year ago, all the remaining Jedi up and disappeared. Probably fled into hiding.
The media hype has faded now, but still speculation runs rampant.
Jeriko |
Jeriko is good at lying (he can reroll his deception checks) and piloting things and passably ok at sneaking and computery things.
I'm thinking perhaps face and/or get-away-driver?
His focus in deception might make him a good inside man too if we had time for it - like Lando as one of the guards in Jabba's palace.
I suspect Desh would excel at blunt intrustment, we could just point him at something and watch the destruction unfold =P
Desh |
So sorry for my absence, guys. The last few weeks turned a bit more brutal at work and home than I'd expected. A mini-busy season popped up on my team's shooting schedule, and we're preparing for a second little baby (due in late June/early july).
I'm still here, though, and will try to get a useful post into the game thread today.
And yes... Desh = Blunt Instrument.
Jeriko |
Hey team, I'm going to be away for most of the upcoming week/weekend at a conference and I'm not sure if I'll have internet access. If I do, I'll check in, but if not and our plan comes together, feel free to DMPC Jeriko.
I won't be leaving until Tuesday night and should be back some unnaturally early hour Sunday morning.
Jeriko |
Gaming? No, but the buddy who came along with me is the one I'm running the solo Star Wars campaign with I'd mentioned a while back. So we played that in the hotel room.
Had a great trip though. And, in light of how awesome the conference was, I just can't articulate how bummed I am to be back in NJ (conference was in Orlando, Florida) and at my day job. Blech.
Jeriko |
As I understand it, our plan is basically (basically, HA!) thus:
The Plan
1) Lie to the Exchange about turning in Jerrn for the 1,000,000 credit (one miiiiiiillion credits!) bounty
2) Determine where a mysterious figure we heard on an intercepted transmission is going to meet the Hutt's men to deliver Juce's Grandpappy's Armor
3) Tell the Exchange to meet us at the aforementioned location from #2 above for turning in the bounty on Jerrn
4) Hopefully watch as the Exchange and the Hutt's goons blast each other to bits
5) Swoop in and clean up the leftovers, rescue the armor, screw over all the people currently trying to waste us on this blasted miserable rock.
What we have so far
the location from whence the mysterious figured contacted the Hutt in the transmission we intercepted. (Docking Bay 71)
What we still need
1) determine who the schlub with the armor is
2) where he/she/it is planning on meeting the Hutt's goons
3) when said meeting is going to take place
4) convincingly deceive the Exchange with that information
5) develop a bold plan for how we want to ruin everyone's day who shows up at that place and time (other than us of course).
Juce Koran |
On the too-do list is also several days worth of fixing The Yellow Cab. We've got the creds for it I believe from the captains safe so maybe the first order of business is to fix the old girl up and gather information, laying low for a few days. [/2cp]
Edit; btw, I love the idea of pulling a Return of the Jedi.
Desh |
That's a good idea. Will the double-cross gig wait on us? Or is there an existing meeting we're trying to take advantage of.
I'd love to be able to get the ship up and running (at least to some extent). Having defenses and some guns operable on the off-chance that someone trails us back here would be smart.
Lightsaber-smugging = WIN. It could easily be doctored to look like a piece of someone's gun, I would think. Just want to doctor it up on whoever will be "escorting" our "captive".
Jeriko |
Lightsaber-smugging = WIN. It could easily be doctored to look like a piece of someone's gun, I would think. Just want to doctor it up on whoever will be "escorting" our "captive".
I love it! Maybe one of our whirlwind master mechanics could fashion it to look like a targeting scope for someone's (maybe Six's?) rifle?
And if all this stuff goes down on a pair of skiffs/jachts out in the Jundland wastes, I would totally be ok with that!
Darth Camris |
Sorry guys, I've been going round and round putting a detailed heist plot together and I think now I'v overcomplicated things.
I really like some of your suggestions; I'll put somthing basic together tonight and see what you think.
Did you want to reveal the hidden gun cabinet and/or safe to the rest of your scurvy crew?
Darth Camris |
I really like this players plan/response idea. Let's do that.
The over plot that I had in mind was--
Phase 1: The entry,
Jeriko turns Jerrn "The last Jedi" in to the Hutt lord, obviously in revenge against the Exchange, he is escorted by a motley assortment of bounty hunters (the rest of you).
Phase 2;
There is a locked elevator shaft down to the vaults, Gomorrean crew guarding the top, combat robots guarding the bottom. The electronic key to it is hung around the Hutt's neck. (Steal it? Copy it? Trick the Hutt?)
Plus traps and alarms that may need to be hacked or cut from a utility shaft next to the Security control room.
Juce Koran has the advantage of knowing the layout completely.
And of cours Phase 3; the escape.
A running speeder bike battle down the race track, or use your ship after you fix it up and get out of the solar system?
What do you say?
Jeriko |
Hmmm, this is different than what I had expected, but I like it.
Originally, I thought we were trying to figure out when and where the guy (who we presume has the armor) was going to meet with Motta's goons to exchange the armor for credits.
Then, we were going to lie to the Exchange to meet us at that same place at that same time with information that would make the Exchange think the dude with the armor was us. (Hopefully vague language like "do you have the package" would let each side misunderstand one another for a little while)
When one party inevitably sours and blaster bolts start flying, we'd make off with the armor.
The more I think about what Camris has though, the more I like that idea.
---------------------
Phase 1: Infiltration
Idea: Depending on how much time we have (weeks while repairing the Yellow Truck?), we could have someone get into the estate ahead of us as a mole. (kind of like Lando in RotJ)
Once the rest of the team is ready, we can show up at Motta's place like Camris suggests, ostensibly to offer Jerrn up for a bounty.
Complication: Jerrn is taken to one location/floor for holding, the armor is somewhere else, and then Motta keeps the party overnight as a show of hospitality in a 3rd location. The group then has to split to get both Jerrn and the armor out.
Phase 2: The Rescue(s)
Idea: Team A goes for Jerrn, Team B goes for the armor. I'm thinking one of them could go like Luke and Han rescuing Leia from Cell Block 1138. Getting into and out of the vault the armor is kept in could be as Camris describes above. Hard to acquire key, hard to bypass defenses, perhaps a trap or two.
Complication: ... things could go alarmingly similar to Luke and Han rescuing Leia from Cell Block 1138 =\
Phase 3: The Escape!
Idea: Definitely a speeder chase. What about through a large construction area somewhere near Motta's palace? Maybe a docking bay he's having constructed or even a new luxury yacht that's being built on-site.
Complication: sharp turns, lots of obstacles, construction droids present and working, rapid pursuit, being shot at, all kinds of good stuff!
Desh |
I generally like both proposal. Don't guess I have all that much to add. Splitting the party could be a headache for Camris, but if he's fine with it, then I'm fine with it. We have the manpower (and comm's lets us coordinate fairly well).
I'm intrigued by the necessity of getting the Hutt's key. Kind of offers us the opportunity to pull a Michael Weston/Burn Notice style opp. For once letting our face man (do we have a face man? Jeriko? Baniss?) carry the brunt of the load while the rest of us play support.
Again, sorry for the general absence. I've been having a hard time balancing my pbp time against everything else. I'm back from vacation, though, so I'm going to try to be more available (at least daily).