Star Wars: Chronicles (Inactive)

Game Master DM Xyro

Star Wars: Chronicles is a Star Wars RPG campaign using the Edge of the Empire/Age of Rebellion/Force and Destiny rules from Fantasy Flight Games (https://www.fantasyflightgames.com/en/products/#/universe/star-wars).

The concept of this campaign is episodic (taking place after the Battle of Yavin, during the time of the Episode 4-6 movies), similar to the style of the Star Wars: Rebels television series. The characters will be making a living for themselves any way they can as well as taking the odd job from the Rebel Alliance to further the aims of the Rebellion.


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Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Sergeant 2 barks an order to squad 5 to move to cover and then climbs the ladder to the catwalk.

Squad 5 quickly moves up into cover near the back of the shuttle.

Squad 2 unsure where the grenade came from and seeing a Trandoshan and Sullustan dart across the hangar bay decide to shoot at the blood covered reptile. Their shots miss the Trandoshan but connect with his vibrosword knocking it from his hand. rolled 6 advantage no successes. Squad 2 gains +1 ranged defence (add a black die to all ranged attacks against them until their next turn.

Out of the hall to the rec room runs 4 tie fighter pilots who are heading to the ladder to board their fighter.

Aristi:
You are not bound up, you happened to be flying through the area when the empire boarded and seized the ship you were on (not sure still about your ship). They brought you to his place and detained you with the Verpine. they were about to transfer you somewhere and were transporting you to the hangar bay to be moved when the rebels attacked. The troopers guarding you quickly shoved you aboard the freighter but did little else.
With a click one of the Verpine says, "you were in the wrong place at the wrong time, we however are working for the alliance and Commander Ackbar. What should we do? We dont have any weapons but maybe we can help the alliance fighters. The empire will just kill us anyway."

new map uploaded, top of the 4th round


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

I also used a destiny pool point for the sgt so it swaps back for your use giving you two.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara growls. ...'I knew they were tough, but'... That Sergeant had to die. Prone on the catwalk, she braces the Czerka heavy against a stantion, focusing on the Sergeant.

Auto fire at Short, Aim =2 Successes and 4 Advantage. 12 damage twice for Autofire.

She lets loose a burst that catches the man fully, burning through his armor and sending him spinning off of the catwalk. She smiles. ...'take that, Imp'... Although the irony of that statement is not lost on her...again. The violence of the dying man is enough to distarct the other Imps in the room...it's pretty grim after all...just the way Kara likes it.

1 Adv for Autofire, 2 Adv to give +1 Bk to next shots at her, 1 Adv to recover 1 Strain.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:

Kara growls. ...'I knew they were tough, but'... That Sergeant had to die. Prone on the catwalk, she braces the Czerka heavy against a stantion, focusing on the Sergeant.

Auto fire at Short, Aim =2 Successes and 4 Advantage. 12 damage twice for Autofire.

She lets loose a burst that catches the man fully, burning through his armor and sending him spinning off of the catwalk. She smiles. ...'take that, Imp'... Although the irony of that statement is not lost on her...again. The violence of the dying man is enough to distarct the other Imps in the room...it's pretty grim after all...just the way Kara likes it.

1 Adv for Autofire, 2 Adv to give +1 Bk to next shots at her, 1 Adv to recover 1 Strain.

which sgt are you shooting at?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Number 2, on the catwalk.


Male Bothan Explorer (Trader)/Smuggler (Scoundrel); Wounds 11/11, Strain 14/14, Soak 2, Defense 0, Cool GG, Vigilance GG

DM Xyros:

Aristi stares at the Verpine. "What? Do you mean the Rebellion? Of all the things in the Outer Rim, it just had to be the Rebellion, didn't it? Well, you've got a point, I don't fancy waiting around for the Empire to interrogate me, let's blast out of here. We might even save some of your friends out there. Can anyone here operate a ship's blasters? If so, then find where they are on this ship and get 'em warmed up, there's gotta be something. You and...you..," pointing at two of the Verpine, "Get over to the hatch and be ready to open up. The rest of you, find something useful to do!"

Aristi heads for the cockpit. The controls are made for a creature with thicker fingers, Mon Calamari or Quarren he's not sure, but the configuration is pretty standard. He starts warming up the ship as well as any armaments.

Get ship ready to go. if there are guns, then target the catwalk, either by telling the Verpine or if Aristi can do so himself he will. Here is a Charm roll to keep the Verpine onside, and a Gunnery roll to either aid Verpine gunners by positioning the ship or by firing directly:

Charm check

Gunnery check

GM still getting the hang of the dice commands on Orokos so I ended up making a couple Charm checks, it didn't seem to allow me to go back to amend the dice string. Hope that's alright.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:
Number 2, on the catwalk.

ok, he is at medium range, has the adversary ability which upgrades one diff, and auto fire adds a diff. So your total diff should be PPR. using your roll I rolled a PR and got 1F. it all worked out the same either way. except that autofire needs adv to kick off so you dont recover strain.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Aristi:
Always add 2 difficulty dice to every roll which makes it an average challenge, unless of course you know exactly what the difficulty is. I will adjust up or down if needed.
no problem with the dice rolls right now.

The verpine scurry around and start the freighter up in preparation to use the laser cannon. they will fire next round

next PC is up


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

"You alright, Trandoshan?", shouts Juviest as he opens fire on the squad assaulting Thrask, stopping for a moment, then continuing his run.

Fire, Aim, spend Strain for second maneuver.

3S, 2 Adv. Spending one to hit second time.

14 and 11 damage.

Several shots land on the squad in cover, each felling an imperial soldier. "You still counting the points?", he grins darkly as he continues towards the shuttle's entrance.

Strain 8/12

I think someone can use the second advantage for something.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

squad 2 is dead

The Mon Cal freighter starts to come alive also as the indicator lights start flashing and the engines humming.


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask hissed softly as he ran past the Sullustan "Minor wounds won't slow me down." he said softly assuming that he could hear with those big ass ears. He sprinted down the way trying to find the damned door of this stupid ship to stop the bastard from getting away.

Basically running down the side of the ship to try and maximize distance to get into it. Unless I could get a value for the breaking of a front window to fall into the ship before the safety doors shut over the opening...?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

That freighter is our way out of here. If you break into it via a window - something I think would be an impossibility in a starship - you pretty much make it non-spaceworthy.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:
That freighter is our way out of here. If you break into it via a window - something I think would be an impossibility in a starship - you pretty much make it non-spaceworthy.

it would be very very hard to break it and you dont want to. Are you leaving behind the vibro-sword?


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Sargent 1 calls to squad 5, "Sullistan coming your way" giving them the warning needed to be ready for their target. As Juviest starts to exit the smoke cloud, squad 5 is there to greet him with blaster bolts to the chest. ugg, they hit you hard. 12 damage and a critical "Compromised: Increase difficulty of all skill checks by one until the end of the encounter."

The Sargent seeing a blood soaked Trandoashan very close, somewhat blurry but there non the less, fires his heavy blaster striking Thrask squarely in the chest knocking him out and sending him to the ground. As he fired he backed up clumsily out of fear and fell to the ground landing outside the smoke grenades radius. The bad news: he does 15 damage which gives you 8 post soak. I think this takes you to -3 or 26/23 wound. This causes an instant crit at a +20 since you aready have 2 crits. the crit rolled is:At the Brink: The target suffers 1 strain each time he performs an action. You are incapacitated and knocked out and cannot do anything until you get some healing. The good news: along with his five successes came a bunch of threat. Things just got real

Squad 4 grabs cover again and fires on Kara but misses.

Rann, djebelle. posted new map


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Forgive me, but I count down my wounds and strain towards 0. So that would only bring me down to 10/23 so no crit thankfully and should still be standing.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

I actually looked up all your hits and added the last hit twice by mistake. I have you with 18 total wounds. 2x 5 point wounds plus the 8 point wound. That would leave you at 5/23. You are still standing and did not get the third crit.


With almost all the others near the ship Rann makes a run for it, not wanting to become separated and seeing as how they are to leave as soon as possible.

Basically move to where the others are.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Guys, don't forget the stimpacks. At the very least, you can take a maneuver to jab someone with one for a 5-pt Wound heal - on the first one of the day. Thrask could use that right now.


Male Bothan Explorer (Trader)/Smuggler (Scoundrel); Wounds 11/11, Strain 14/14, Soak 2, Defense 0, Cool GG, Vigilance GG

DM Xyros:

How much of the action outside can Aristi see from the cockpit? Can he see Thrask banging outside the ship?

The ship was warming up nicely. Taking the controls Aristi slews it around so that the Verpine can target the guns on the stormtroopers, giving everyone a chance to blast out of here. He opens the ship's intercom to speak to the Verpine stationed at the main hatch, telling them to open it up. "And if you find any blasters laying around, watch out for any stormtroopers trying to board the ship!"


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle cries out in alarm as Juviest falls under the weight of blaster fire; she also realises she's getting isolated from the others. Drawing her - ludicrously - heavy blaster pistol, which barely fits in her hand, she vaults down the ladder and toward the shuttle.

Seeing the sergeant, she hesitates - barely - but opens fire, biting her lip as she does so. She hits him solidly, but that only draws his attention...

Two maneuvers to go down ladder and get in range = 2 strain

Action: fire heavy blaster pistol at Sergeant 1 (I remembered the extra Difficulty Dice)

2 Successes, 3 Threat

Base Damage 7+2 for the extra successes = 9 Damage (I think?)

Not sure what the 3 threat will do, nothing good I suspect!


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

seeing another rebel running and shooting at him, the sergeant leaps to his feet.
you take an extra strain for the threat and he gets a free maneuver to stand up

Aristi:
the cockpit is pointed at the lower left corner and you see Djebelle run by firing at something. you can see activity but cant make out much as it is on the periphery as well as the smoke cloud in the middle of the hangar. the ship is not ready to move yet but the laser is mounted on a top turret so you can rotate it as you want, though you need to be in the turret to use it.

A wave of Verpine come running out of the MonCal freighter grabbing the troopers dropped weapons.

the 4 Tie pilots climb the ladder and sprint toward their fighters.

start of round 5


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

4S, 4T, 1 Triumph
Using the Triumph to activate the dual-fire quality.
15 and 12 damage

Juviest's eyes squint, partly from the pain, partly from rage, as he turns his two heavy blaster pistols towards the squad. The heavy fire takes a heavy toll on the imperials, letting the old Sullustan use the distraction to duck behind the shuttle.

He draws a medkit with a wincing notion, the cover worn and old, and sticks it in the Trandoshan's paws. "You know how to use this, Trandoshan?"

6/12 strain, using the second one to draw the medkit. It's a military issue one, which has enough stimpaks.


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Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

1 Failure, 3 threat

Owch. OK, let's RP that...

The oversized blaster trembles in Djebelle's hand: she's in point-blank range, time to end this.

Bringing her other hand up to the gun, she aims at the sergeant.

And stops.

Freezes.

She can't do this. She can't end a life. Not like this. It's one thing to shoot at people from a distance; another to gun them down right in front of you. Everything in her rebels at the thought.

The gun stays pointed at the sergeant, but its trembling betrays the owner's nerves.

Do it! Pull the trigger! It's you or him...

Tears spill out of her eyes, running down her cheeks. Then it'll have to be her. She can't - won't -

Djebelle slides a look up at Kara, ensconced above. She knows that the tactically sensible thing for the Chiss woman to do is leave her to it and focus on taking down the TIE pilots before they reach their craft.

Her soft brown eyes meet Kara's own glowing red ones:

Help me...


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Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara watches the scene unfold in slow motion below her. Djebelle's hesitation, the Stormtrooper Sergeant turning to face her, blaster out. She can see the turmoil in the woman's face, see the pain of her decision. For a moment, Kara believes Djebelle will let self-preservation kick in, let her finger pull that trigger and save herself. Then she wavers, and the barrel of her blaster dips just so. When she looks up at Kara, the world comes back up to speed...

A squad behind trying to kill her, TIE pilots coming up on her right, and now this...

...'dammit Djebelle'...

Kara doesn't hesitate. She leans out over the edge of the catwalk, making sure to keep the bulk of the metal structure between her and the squad below her. Bracing the big rifle, she squeezes...

Auto fire at Short, Aim

The Czerka barks, rippling fire tearing into the Imp sergeant, killing him instantly. Dropping down to a knee, she whirls towards the oncoming pilots.

1S, 3A. 1A = autofire, so two hits for 11 Wounds each. 2A = extra 1Bk for cover vs squad 4. Sorry, guys, in deep up here so keeping the extra Adv for cover for me.

Kara winces as the blaster fire explodes around her kneeling form. She can barely see the TIE pilots through the smoke and sparks.

...'we're going to have a talk, you and I, Djebelle, when this is over'...

Another shot from the squad below her explodes right under her position.

...'if we live through it'...


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

@ juv. they have cover adding a blk die, 1F. you kill 2 squad memebers. with your threat you turn to move to cover and toss the medpack and slip falling on your chest. Also take a strain.

@djebelle: best role play of a failure ever. with your threat you should fall to your knees weeping and then also end up prone.

@kara, always upgrade one diff die for sgts and officers, it actually rolled a blank also. Autofire takes two advantage, but you kill him with one shot anyway so keep the all 3 adv, 2 for cover and one extra

the sergeant perplexed by the little ones weakness, starts to smile only to get hit from above. He drops to the floor his helmet rolling off and spinning until it comes to rest in front of djebelle's weeping figure.

Squad 4 fires on Kara again but misses adds boost die to tie pilots roll

the Tie pilots, rush Kara, who they believe is suppressed and fire as they get to her hitting her with their light blaster pistols. 8 damage pre soak

Squad 5 fires at juviest missing his prone figure through the smoke cloud.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

2S, 4A
Using 1A to activate the Paired Quality, 2 to Maneuvre and 1 to recover strain.

Falling hard on his chest, Juviest coughs again. I'm getting too old for this..., he thinks as he rolls flat on his back and takes aim at the remaining troopers behind cover.
As the bolts fly, he rolls back behind the shuttle.
Using the two Adv. as a movement.

Leaning on the landing gear, he takes a deep breath, coughing again. Reaching into the open medkit, he takes a small vial labeled 'Cleaning Alcohol' and takes a small sip, passing Thrask a glance. "What. You got to be clear on the insides as well."


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask picked up the medpack on his way to the backside of the ship. He looked around a bit bewildered looking for the enemy but seeing none in the smoke. He growled and nodded at the Sullustan.

He pulled two stimpacks out and jammed one in the small one's side. He threw away the empty and looked for a fresh deep wound and clenched his jaw before jamming the stimpack into it and letting out a roar of pain.

He began to pant and looked about wildly for someone to take the pain out on.

Strain for the extra maneuver for movement. Regular movement for stimming the Sullustan, Action converted to movement for stimpacking self. A tiny bit of RP in there as I always felt it fun to have to find open wounds in Trandoshan's cause of the thick scales.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Aristi:
the laser cannon is ready to fire, the only real targets you can see are the tie pilots


Arannis gives Djebelle a sympathetic look and a smile before once again turning his attention to the remaining Imperials, specifically the ones menacing Kara, and firing a shot.

"At least we seem to be doing well," he quips, "all things considered."

Firing at TIE pilots: 1eB+3eA+2eD 2 successes, 2 threat

Damage 7 (5 + 2).


Male Bothan Explorer (Trader)/Smuggler (Scoundrel); Wounds 11/11, Strain 14/14, Soak 2, Defense 0, Cool GG, Vigilance GG

DM Xyros:

This Mon Cal's environmentals seemed to be set to humid. An indicator illuminated to show that the laser cannon was warmed up and ready, but Aristi barely notices as he stares out of the cockpit. Was that all of the Verpine out there on the deck? Aristi turns to shout across to the gun turret: "Hey. Hey! Is anyone manning that gun? Look, if you're gonna hang around out there, don't be surprised if I leave you behind. Ugh." The Bothan runs down the corridor to the cockpit, loosely straps in and looks for targets. All he can really see are the fighter pilots heading for those TiEs. Yeah, like I'm gonna let that happen, he thinks. Aristi presses the trigger, sending blue bolts at the pilots.

Fire at the pilots. Aristi puts the ship in neutral or whatever it is before leaving cockpit to keep the ship under control while he's with the gun.
Gunnery, firing at TIE pilots: 3eA + 2eS: 2 successes, 1 advantage, 1 failure

Is it a medium laser cannon? If so, then I think the damage is 7 (6 + 1 success).


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Right on, who's up?


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

me, i will post this afternoon. I have to go dig out of the snow right now.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:
DM Xyro wrote:
me, i will post this afternoon. I have to go dig out of the snow right now.

Ooh. Sorry to hear that. Take your time, no rush on the game!


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Rann's shot drops one of the tie pilots sending him off the edge of the catwalk onto the floor below, however his shots also forced Kara to press herself deeper into the catwalk floor to keep from getting hit. Rann's 2 threat give Kara a blk die on her next action

At that moment the turret of the freighter starts shooting at the TIE pilots vaporizing the remaining pilots in a bright flash.

Aristi:
wow that did some damage, a couple of things: 1. you rolled black dice (setback) for some reason. I am guessing you did that by mistake and meant to do difficulty dice (purple). I rolled them for you getting 2 failure so you end up with 1 success and 1 advantage. 2. i just read that vehicle weapons do 10x the listed damage to characters. you can communicate with the others if you want via some loud speaker or something.

The verpine around the freighter, now with weapons, duck when the turret goes off and are not sure what to do next as they dont see any imperials.

start of the sixth round, the grenade starts to dissipate. Only one setback die to fire through it this round and it will be gone next round.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

"sonova...!" Kara swears as the cannon blasts the catwalk. She tries to press herself deeper into the grate of the structure. '...small target, small target...'

She reaches into her belt and pulls out a stimpack. Jamming into her leg with a hiss of pain, she rolls over to take stock in the situation.

Take a maneuver to draw a stim, then an action to apply it. +5 Wounds.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

The stormtrooper Sergeant's broken, battle-scorched helmet rolls to a stop at Djebelle's feet. She looks at it. She looks up at Kara, hurt and bleeding. She looks back at the Verpine, armed and eager but directionless.

Something clicks.

Drawing on her Force powers, she augments herself, giving a swagger and confidence to her voice she surely doesn't feel right now.

"You there! Get your damn sorry asses over here RIGHT the FRAG now!!!!" She points angrily at the stormtrooper squads 4 and 5. "See them? Shoot them! Get it? Got it? Good! Now go save my friend up there. NOW!!!!"

Leadership plus Force Power check

4 success, 1 Advantage, 2 Light side. Using Influence (control) power to give myself 1 additional Success, and 1 extra Advantage = 5 Success, 2 Advantage

Kara, take the Advantage - you need it, hon


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask charged up the loading ramp, his free hand hitting the commlink "[b]Anyone see a vibrosword, pick it up for me.[b]" he said as he entered the ship and let out a beastial roar.

Attempting to terrify Squiddy


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

The Quarren lets out a squeal and sprays ink on the controls of the ship.

Squad 4 drops prone and fires on Kara bolts striking around an on her. 11 damage pre soak.

Squad 5 seeing thrask charge by onto the ship pepper him with blaster fire. also 11 damage pre soak.

The verpine, emboldened by the speech and seeing Kara being hit, run forward and fire on squad 4 sending one of the members falling off the catwalk. they are right in front of Djebelle will do map at end of the round. Aristi, rann, and juv are up


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Juviest leans out from the corner and takes aim at the remainder of squad 5, gritting his teeth as he sees Thrask take another volley of shots.

5S for 16 damage.

A couple of fierce shots land in the midst of the ranks, as he looks upstairs to see Kara get hit by another volley. "Stay down, LT! Cavalry's coming!", he shouts.

If the squad is dead, Juviest will move into the shuttle.


Male Bothan Explorer (Trader)/Smuggler (Scoundrel); Wounds 11/11, Strain 14/14, Soak 2, Defense 0, Cool GG, Vigilance GG

DM Xyro:

Oops, yes rolled the wrong dice I think. I've got it now for next time though. Remind me not to get on the wrong side of a ship's cannon!

A lucky shot takes out the TIE pilots. Aristi cringes. That's not going to do me any favours, he thinks. I guess I'm committed now. He slings the turret around, and targets the other ship, intending to disable it to spoil chances of pursuit. He's not quite sure what he should be shooting at, however, and his shots are wild.

Gunnery, firing at shuttle: 3eA + 2eD: 1 success, 1 advantage, 1 failure, 3 threats Ooh, that can't be good...


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Juviest shots take out 2 of the remaining squad members leaving one standing. Juv you are still prone, for the future

Aristi:
I have not told you this but inside the shuttle are the b wing prototypes. The goal of this mission is to recover the schematics of the the b-wings but that was before anyone knew they were actually flight ready. The Verpine know that they are flight ready and you would have seen them as part of your forced tour of the cargo hold. Based on this information and some comments to you by the Verpine before the battle you would know that the rebels would want to ideally take possession of the b-wings. If they cannot do that then they would want them utterly destroyed.
All that being said, do you want a mulligan (redo) of your action to blast the shuttle?

pending a response from Aristi, I will DMPC Rann if he is unable to get online


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Thrask:
As you enter the shuttle you notice it is a very odd layout and 2 star fighters are inside the cavernous hold. The fighters look similar to the plans that Ackbar was after.


With only one Imperial left standing from the squad Juviet shot at, Arannis takes another shot, hoping to end this particular part of the fight so that they are able to finally make their escape.

Firing at Squad 5: 1eB+3eA+2eD 2 successes, 1 advantage

Damage is 7 (5 + 2).


Male Bothan Explorer (Trader)/Smuggler (Scoundrel); Wounds 11/11, Strain 14/14, Soak 2, Defense 0, Cool GG, Vigilance GG

DM Xyro:

Ah well, that might change things then. If I were to make a complete redo, I would instead move the freighter to block the shuttle's departure.

Aristide is just about to blast the shuttle when he remembers the Verpine saying there were.some fighters onboard. He pounds the controls but, thinking quickly, he runs once more down the corridor and back to the cockpit. He slides the ship around to keep the shuttle from taking off. Meanwhile the Bothan thumbs the external comma and checks that the main hatch is still open: "Anyone planning on getting ought of here? Well let's go, because I'm not planning on sticking around!" The ship is just hovering a couple feet off the ground

DM, is Aristi's gear on the freighter or elsewhere in the station?


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask seeing the Quarren's reaction to his roar would continue on by saying loudly. "I will offer you two choices Quarren....A quick death by the scorekeeper's honor...or if you prefer the cowardly choice, imprisonment, IF you stand up from that console and surrender. Or, I will tear apart with my claws eating you alive over the next month."

Little roleplay to play off of the intimidation success. Also, I screwed up the message earlier to Arannis about the weapon. Thrask asked on comm if someone would pick up his blade.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Who's up?


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

me, will post later today. Busy morning.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Rann takes out the remaining member of squad 5.

The Mon Cal freighter hovers and slides itself behind the shuttle blocking its escape. "Anyone planning on getting ought of here? Well let's go, because I'm not planning on sticking around!" comes from the freighter's comm system.

we will assume that Rann got Thraks's sword. Smoke is gone. Top of the seventh round.

The quarren stands up and faces Thrask, he looks like as if he is about to say something. He shrugs his shoulders and fires his blaster striking thrask. 9 damage pre soak

2 PCs are up. will post the map shortly

Aristi:
lets assume your gear is onboard the freighter


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara slings her blaster rifle, rolling over to the edge of catwalk. She slips her legs over the side, and hanging on for a second, drops off to the floor.

Athletics

She lands with a roll, taking stock of the situation. With the Mon Cal freighter almost on top of her, she takes care to not get in the way.


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Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask takes the bolt to the chest, smoke pouring out of the hole and a grin shows on his face. "My favorite answer..." he says, the voice tailing off into a hiss as he drops his blade and charges the fool before slamming a clawed hand on his throat.

Choking a squid

He began to squeeze slowly, watching as the light starts to slowly dim.

Base damage is five, plus one for the claws, plus three for the successes, plus two for ranks in feral strength equals a whopping 11 strain minus soak.

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