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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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 stops in front of Djebelle as she dons her suit. "Courage," she says, tapping the young woman's forehead, "isn't here. It's here." The Chiss soldier says, moving her tapping finger to touch Djebelle's heart. Then she turns away and loads on the skimmer with Juviest.


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

Thrask looks over the situation as the two groups start to come together. It seems that Juviest and Kara will be in one boat so he starts striding over to the other.

He looks at the two humans and raises a brow "If I feel any of that spoon bendy s@+! going on around me, I won't hesitate to bite the nearest hand I see moving." he said, the trandoshan knowing little about the force other then the few rumors he had heard about over the years.


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

skimmer 1: Juviest and Kara. Skimmer 2: Jospi, Rann, Djebelle, Thrask. I made your piloting rolls.

You enter the asteriod hoppers, Juviest and Jospi deftly start up the ships and fly them out of the hangar. As your asteroid hoppers glide away from the Verpine transport. Several dozen small- to medium-sized craft float nearby, all of them Verpine. A life boat similar to the one you arrived in is engulfed by one of the larger vessels. You kick in the repulsorlift engines and your hopper leaps away, leaving the gathering Verpine fleet far behind. Approximately an hour into your three hour trip of hugging dense asteroid fields to remain undetected, the lead skimmer, with Juviest and Kara, pick a faint coded transmission. Within seconds the same message is picked up at Jospi's terminal in the second shuttle. The transmission seems to be coming from inside the dense field in your line of travel.


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 works the skimmer's rudimentary com system. '...not my thing really...'

computers roll 3s + 1A


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

Juviest drives the skimmer with utmost relaxation. In fact, he doesn't appear to dodge the asteroid, rather than they simply appear to move out of his way. 3 Success, 2 Adv

Keeping both hands on the stick and eyes on the measuring tools, the Sullustan asks, "What's on the transmission, LT? Who's sending it?", before using a signal, dodging an asteroid, then using the signal again to move to his original trajectory. Despite the obvious danger and situation of the flight, he still somehow makes it look slow and boring.


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 |
Lt. Kara Savyn wrote:
Kara stops in front of Djebelle as she dons her suit. "Courage," she says, tapping the young woman's forehead, "isn't here. It's here." The Chiss soldier says, moving her tapping finger to touch Djebelle's heart. Then she turns away and loads on the skimmer with Juviest.

Kara:
Djebelle's knowledge of her Force powers was triggered - in part - by contact with a fellow Force-sensitive; to some extent, her memories are transmitted still by touch, which is why she avoids it. Kara would certainly get a strong sense of love, loss and anger; the extent to which the door swings the other way and gives Djebelle insight into Kara's memories is up to you.

Djebelle's eyes widen slightly at Kara's proximity, but she nods. "True, that. Thanks hon" She gives a grin in reply, nibbling at a strand of her purple hair as she skips away from the Chiss woman's touch.

She frowns as the transmission comes through. "What do we think? Imperial in origin? How's it sounding to you guys?"


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:

Djebelle:
Feel free to read 'The Journey So Far' on my character page to find out what she might get from Kara. Although Kara will fight hard to mask it.


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

Lt. Kara:
The code is definitely imperial. You are able to break the code. The probe droid has not yet found you or the Verpine fleet. Based on its course it is heading right toward the fleet and will no doubt find it soon.


"It sounds like things are about to get a little more complicated," Rann says with a sigh.


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:

"We have to move quickly." Kara growls over the comm. "There's an Imperial probe droid searching for the Verpine fleet. As far as I can tell, it hasn't found them yet, but it won't be long."

Do I have an idea how long? Makes a difference for a stealth option - how far will we have to go to reach the target and all.


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

it will reach the fleet in less than an hour, too little time to enact the entire plan. you will have to deal with it or let it find the fleet.


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

"Back in my day, even speeders had blasters on them...", mutters Juviest, signaling and moving towards the probe. "I wonder if this tub has enough armor to withstand it if I ram it. Otherwise, you gotta put on your spacesuit and shoot it down, LT.", he says, quickly putting on his suit's mask on, just in case.

Flying not so casual. 1Success, 1 advantage.


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:

We already have our suits on - we're in space...

"Roger that. Get me close." Quickly, she works the skimmer's computer to locate the signal source.

computers roll 3S

"Got it. Here." She sends the coordinates to Juviest and the others.


DM Xyro wrote:

Jurfel leads you to a small docking bay in another part of the transport. Waiting are six cubes of detonite, three timers, space suits , and four asteroid hoppers. The hoppers have 4 seats each and are small unarmed Verpine shuttles.

Jurfel explains, "I know the look small but these short-range repulsorlift craft are ideal for traveling through asteroid fields, but cannot operate in deep space. They have been covered with a sensor-reflective material that should confuse Imperial scanning equipment. Is there anything else I can supply before you set out?"

Juviest, I was going off of the space suits supplied here. In retrospect, GM Xyro never said the shuttles were exposed...my bad.


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

No harm done, just asked in Discussion to make sure everything was ok. I hope bigger SW fans than me weren't offended by the 'space bus'. I still want to ram the probe with it, though, unless you can go out and shoot it. :)


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

whats the plan?


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

Juviest grunts, then puts his hand on his chin. "Hm... Now, this could be just madman rambles, but how about we try to get a small piece of asteroid, attach ourselves to it, then use that to break the probe? Means that the Verpine got more time, because the imps are thinking the probe got destroyed by an asteroid, giving us dashing heroes more time. Crazy enough to work?", all the while drawing closer, trying to avoid the sensor sweeps. "Run it by me, I think I can just pull it off."


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 whistles. "Sure, why not?"

What is the Difficulty for jamming the probe droid's comms? Just before impact so it doesn't report a skimmer towing a space rock. And do we have someone better than I am at Computers? I have 3G, that's it.


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

Jospi is the computers guy, I can roll for him if he does not respond when the plan goes off. he has YYYG. How are you attaching the rock to the skimmer?


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

Jospi pulls his shuttle aside Juviest and a shuttle size asteroid. He exits the shuttle and attaches the tether allowing Juviest's shuttle to pull the rock. 5 successes used on light point Jospi re enters his shuttle and begins the jamming sequence. 1 success

begin your roadrunner thrust maneuver


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

Yeehaw.

"Seems good to me. Engaging the target.", he mutters over the comm, initiating thrusters.


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:

This is one of the crazier things Kara's been involved with. 'And that's saying something.' she thinks as she watches Juviest do his stuff.


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

As you approach the probe, it seems at first to not notice you then with surprise, if a droid can show surprise. It does not know what to do or how to react. Jospi calls out the it is trying to send a transmission but it is jammed, for now.

so Juv, you would start with 3 green and 2 yellow dice vs 3 purple and one black. Skilled Jockey would remove the black die. If you, and the group, decide to spend a destiny point then you would convert one green die to a yellow leaving you with 3Y,2G,3P for your pool. Unless I am typing faster than I am thinking.


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

The droid, seeing you heading right for tries to dodge to the right only then noticing the asteroid directly behind you. Never being programmed for having to dodge an asteroid being towed by a ship it hesitates for a second. Long enough for Juviest to swing the shuttle sending the rock headlong into the droid. At first the droid only seems to be swept up by the rock and pushed along with it, until it finds itself sandwiched between the rock and a hard place, a second and much larger asteroid. The droid ceases to exist with a pop and sparks.

The rest of the trip is uneventful, several times you become aware of TIEs searching the asteroid field but you are not in any danger of being discovered.

As the asteroid, on which the research station is built, comes into view you decide to land on a small moonlet orbiting nearby as it appears to be the perfect vantage point to observe the station.

The research station rotates slowly before you. Several airlocks and repulsor-beam units are visible, haphazardly spaced across the asteroid in typical Verpine fashion. As the asteroid turns, two hangars come into view. The first, obviously a target of the Empire's attack, is in shambles. Frayed wires and other debris float freely within the shattered confines, drifting lazily into space through the now-dead force field. A blackened ship lies twisted against one wall. Five Imperial techs in full vacuum suits move about the hangar's semi-darkness, apparently surveying the damage.
The second hangar is well-lit and undamaged. Dozens of stormtroopers stand guard while unarmored technicians load boxes on an abnormally large Imperial shuttle. A second ship, a Mon Calamari freighter, sits unattended in the corner.


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 nods in approval at Juviest's piloting. "Nice trick."

-------------------------------------------

"That freighter is our way out of here." Kara says, observing the station. "But we need a way in. Maybe that wrecked hangar bay..." She turns to Djebelle and Rann. "What are the chances you two can cloud the vision of those techs, or something, to let us get through there?"


"I may be good at moving about relatively unseen when I want to, Kara," Arannis replies with a soft chuckle, "but I am not that good. And, may I add, I am also not magic."

I am not sure Rann has really divulged his being a Force user, though he has been a bit cryptic about such things. Still, Kara is a smart woman. ;-)


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

Juviest smirks at Kara as she gives him the compliment. "You learn a couple when you've been around as long as I have." Resuming back to flying casual, he turns on his comm. "Tech-people! Do we know if the probe saw us or not? It'd be good to know.", as he pats his pocket reflexively for a cigar. Pudu...Plus, I'm in space...

-------

"Just thinking the same thing about that freighter, LT. I think we should go through the damaged one, though I don't think we can land in it without being seen. CorSec? I'm thinking landing these tubs just above the hangar. Afterwards, we drop, free-float, in the hangar, move between the debris, should be easy enough to sneak in, the things give cover. When we find what we came here for, we'll wing it. Or, come up with a plan.", he relegates in a deep staccato. "Anyone here with two left feet who can't sneak if their life depended on them?"


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 smiles at Juviest "That was something I've not seen before! Nicely done."

She thinks about Kara's request, frowning deeply and nibbling at a lock of her purple hair. "No. I can't conceal us all. Not from that many. But get me close to their leader and I can convince him of pretty much anything. For about a minute. How's that?"

Her power is developing, she knows. Her connection to the Force deepens by the day. If she wanted to, she could probably persuade the Techs to unsuit, which in hard vacuum would kill them in less than a minute.

Ha. But if she does that in cold blood, she might as well put on a black mask and develop asthma...


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:

Back.

Kara thinks for a moment. "Perfect." She says to Djebelle. "All we need to to do is convince him to take the team elsewhere...maybe to a far end of the hangar...so we can sneak in the other end."

Kara nodded to Rann. She still wasn't sure about him, but she had seen the interaction between him and Djebelle, and those things usually weren't coincidences...

"Juviest. Good idea. We just need to get Djebelle close enough to...do her thing. I can run cover for her, or maybe Thrask if he can sneak at all."


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 |

Where stealth is impossible, boldness may prevail. Djebelle hopes.

Adopting as haughty a demeanour as possible, she rushes in on the space hopper, directly toward the techs. "Hey! You there! Who's your boss? This is your lucky day - you get to prevent war between the Imperium and the Hutts. Your idiots crippled Sambar Hutt's pleasure barge with your fireworks display - he's drifting out there without power, and he's getting closer and closer to the asteroid field, and getting more and more enraged. So, you better be as good as your Commander says you are," she sneers. "And don't bother trying to get through to your boss - they're trying to explain right now to your Emperor exactly why the Hutts are about to side with the Rebellion, OK? Galaxy help us if you fail."

Her tone is brash, confident, exactly as if she worked for the most notorious criminal family in the Galaxy. She's just grateful that her spacesuit hides the sheen of sweat on her face. Hoping like mad that her colleagues will cotton on, she points at the spacehopper. "We've programmed them to take you straight there; we're staying as good faith, right, to assure you won't just be shot soon as you've finished, yeah? So you better be good, cos it's my life riding on this too! Now GO!"

By the Galaxy, she is good at this; she's been talking her way out of trouble since she could walk, practically. She shudders briefly at long-suppressed memories.

Force Power check to Influence

2 Light, 1 Dark - using one Light side to force an opposed Discipline check

Opposed Discipline check to Influence leader

1 success, 1 threat. This is opposed: if I win, he believes me for 5 minutes

I get to add one Light side to my Deception check, either success or advantage, as I choose

Deceptioncheck

3 success, 1 threat - using the Light side point to give me 1 advantage, which negates the threat

All in all, not bad rolls! Hope that the successes in Deception make the Jedi mind trick more believable...


Arannis sighs as he remains hidden as best he can. The young woman can certainly talk. His light blaster pistol already in hand, he nevertheless hopes he does not have to use it, not with Djebelle where she is. Still, she does seem to be doing quite nicely indeed.

Stealth [2 Successes, 1 Advantage]

Using the 1 Advantage to add a Boost die to the next allied character's skill check.


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

Thrask sits patiently inside the tin can counting the seconds as they go by. He waits for the call that they others don't want to have to send out ready to do his part if need be. He knew when it came to stealth it would be easier for a rancor to tip toe through a base then himself cause he just wasn't that kind of person.


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 sits patiently, listening to Djebelle harangue the techs over the comm channel. '...not bad, hopefully that tech section leader isn't a former military man. usually those tech-types can be intimidated. if not...' She fingers the handle of her combat knife. '...best give peace a chance...' Kara grins to her herself.


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

As the hopper arrives the techs look up not sure who would be landing at this dock. As Djebelle emerges one of the techs steps forward to speak. After getting the full story he looks around nervously and says while pointing at one of the techs, "Right, lets go. You stay here and keep working." He and three others board the hopper while Jospi and Thrask emerge. During the commotion of loading/unloading Rann slips out and takes position behind a partially destroyed crate behind the remaining tech. Just before the door to the hopper closes the leader sticks his head out and says to the remaining tech, "Oh, and call it in to command."


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:

"Jam the comms," Kara says to Jospi in the communicator, "make it look like damage from the fight, or space junk, whatever..."


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

you and Juv are the only ones still in a hopper, Jospi is on foot.


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:

I thought he had gear to do that anyway. Not that we've heard from him.


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

do you want to roll for him to jam? I guess we need to look for another replacement or two


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 |

Yay! It worked! Ahem, I mean 'do not underestimate the power of the Force'... Also, someone was supposed to reprogram the shuttle to send the techs on a wild goose chase.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Djebelle Torr wrote:
Yay! It worked! Ahem, I mean 'do not underestimate the power of the Force'... Also, someone was supposed to reprogram the shuttle to send the techs on a wild goose chase.

Yeah I assumed that happened with Jospi on board the hopper that left.


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

"On it, LT.", mutters Juviest as his hands reach over to the board computer. "Pudu...", he speaks slowly as he attempts to connect to the computer.

Computers, 0S, 1Adv

"Can't do it that fast... I think I stopped this one, but I'm not sure, and nothing prevents them to try it again any moment...", says Juviest, putting on his helmet once more. "I'm coming over to get you."

Juviest leaps off of the hopper, making his way down towards the bay. "Give me the go and I'll start dropping them.", as he float down, attempting to hide behind the flying debris.

Stealth, 5S 2Threat Juviest quickly identifies a piece of debris flying towards the hangar and hides behind it quickly, landing close, but out of sight to the party and the technician. "Alright, how do we play this?", he asks, his pistols drawn, crouching behind a torn away piece of a wing.

Again, I tried to explain what Juviest thinks that happened, and not put anything in stone, and thinking that he may have blocked the next transmission doesn't mean that he did. As for the stealth, I tried to land away from the party, since they're jedi-bobblygooking the technician, and a new random alien appearing may be detrimental to that.


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:
do you want to roll for him to jam? I guess we need to look for another replacement or two

This is a good case where you should roll for Jospi when it comes up, that way you can move it along. I can find one replacement for sure if we want one.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:
DM Xyro wrote:
do you want to roll for him to jam? I guess we need to look for another replacement or two
This is a good case where you should roll for Jospi when it comes up, that way you can move it along. I can find one replacement for sure if we want one.

I hate always rolling for the PCs but I will DM PC him until we can find a replacement.


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

you are unable to block his transmission but you do introduce enough static that he is unable to fully communicate, whatever that means... Looks like you may have bought some time.
the tech shakes his head and seems to tap on the side of his helmet trying to figure out why his comms are acting odd. He does not notice the Sullustan drop down behind him into cover.


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

Juviest grunts quietly over the comms. "My knees aren't made for sneaking...", before taking careful aim at the remaining technician. "I can probably take him out when you're out of sight."

The Sullustan begins drawing a bead on the lone technician, switching his pistol to stun.

If nobody disagrees with his course of action.

As the hopper departs, head engineer in tow, Juviest takes a shot at the lone techician, still fidgeting with his comms.

4Success, 1Threat, for 15 Strain Damage.

As the stun ray reaches the technician, he drops on the ground unconcious, twitching a bit. There goes the nerve damage... We may need him dead soon, but right now, it's fine by me.

Making his way through the hangar, he stops next to the body, trying to take his comms. Don't know if I should use mechanics or computers, trying to patch the comms through mine or take the comm without taking the guy's helmet off.

Computers, 1Fail, 2Adv
Mechanics, 1 Success

"Come on...", he mutters again. "How's Sanbar Hutt's posse handling on the hopper?", he asks, a small grin appearing on his face.


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 follows after Juviest's shot takes out the technician. She gives a quick nod to the Sullustan and motions the others to follow. Now to find the main generator...

So do we need one more? Waiting on a yes or no. I would ask him to build a tech/pilot type. Or we could spend some xp to develop ourselves. Let me know.


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

Thrask looks around a bit as he exits the craft once the coast was clear. He hissed softly as he began to fall in line, he hated this kind of work as if the mission went well then he had nothing to do. But it rarely went well. He grinned a bit at the thought before shaking his head and continuing on trying to be as silent as he could.


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 |

I think we're ok, as long as we have me, you, Rann, Thrask and Juviest that's a pretty good mix of outlooks and abilities.

Djebelle silently breathes a relieved - if gleeful - word of thanks as the techs fall for her lies. Her hair is slick with sweat inside her spacesuit, sticking annoyingly to her brow. She shakes her head. She'll deal with it later.

The girl winces as Juviest's shot drops the tech. She had a feeling that was coming, but still... she wonders what sort of person he was. Wrong place, wrong time, and suddenly it's over for him. Doing her best to dismiss the thoughts, she follows the others. Time to let someone else take the lead. She got them this far, but that's the limit of her expertise on these sorts of missions.


"That went well. Good job, Belle," Arannis says softly to the young woman as he moves alongside the rest of them, pistol back in its holster.

"I could scout ahead a little if you want," he proposes, though he does wait for Kara's go ahead if he is to do so. She seems to be in her element more than any of them.

I do not really mind another PC, especially if it is someone you know OGGM. The more the merrier. :-P But carrying on as we are is fine by me as well. What can I say, I am flexible... :-)


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

the tech slumps to the floor unconscious or worse. The only thing between you and the inside of the station is an airlock with a security key pad. average computers roll to open, someone can roll for Jospi or use their own skill. If you know someone to replace him I am good with that. not sure I want to open up a recruitment thread again.

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