Zaleos Buerlon |
Roger that...
Boost: 1d6 ⇒ 6 1 Advantage.
Difficulty: 1d8 ⇒ 2 Failure.
Challenge: 1d12 ⇒ 6 Threat.
He will add another Boost die for another character Stealth check.
EDIT: Never mind...the Threat cancels out the Advantage, so just one Failure here, which means he failed but was able to help the others out.
Arana Niss |
Ok let me know if I mess anything up :)
Stealth Rolls
Ability : 1d8 ⇒ 7 Success+Advantage
Ability : 1d8 ⇒ 8 Advantagex2
Ability : 1d8 ⇒ 5 Advantage
Ability : 1d8 ⇒ 3 Success
Boost : 1d6 ⇒ 3 Success
Boost : 1d6 ⇒ 5 Advantagex2
Difficulty : 1d8 ⇒ 1 Blank
Challenge: 1d12 ⇒ 10 Threat x2
3 Successes
6 Advantages ( Add a boost to Karval, Janitor and Damien's stealth rolls)
2 Threat
Arana moves with utmost silence, helping to drag the pilot's bodies into the shadows.
Trooper A-337, "Janitor" |
Hoo boy. Moment of truth.
Stealth Dice: 1d8 + 2d12 ⇒ (8) + (4, 3) = 15
Two Advantages and three Successes. Not bad.
Boost Dice: 2d6 ⇒ (3, 5) = 8
Another Success and two more Advantages here.
Difficulty Dice: 1d8 + 1d12 ⇒ (7) + (1) = 8
Two Threats and a Blank.
So, Threats cancel Advantages? That means I've got a total of 4 Successes and 2 Advantages. I'll slap another boost on Karval's Stealth.
Janitor moves with trained precision and deadly silence, catching the body so it doesn't make a sound, and lifting it just off the ground so the boots don't drag. His skill and ease are almost eerie.
Darius Lucien |
Tell me if this looks right. I haven't posted the sheet yet, but the Stealth Skill is YYGGBBB.
Stealth Rolls
Ability: 1d8 ⇒ 7 Success+Advantage
Ability: 1d8 ⇒ 2 Success
Ability: 1d12 ⇒ 11 Advantage x 2
Ability: 1d12 ⇒ 8 Success+Advantage
Boost: 1d6 ⇒ 4 Success+Advantage
Boost: 1d6 ⇒ 6 Advantage
Boost: 1d6 ⇒ 6 Advantage
Boost: 1d6 ⇒ 2 Blank
Boost: 1d6 ⇒ 5 Advantage x 2
Difficulty: 1d8 ⇒ 6 Threat
Challenge: 1d12 ⇒ 7 Threat
Totals:
Success: 4
Advantage (Reduced by 2 for Threats): 7
I'm not sure what to do with the advantages in this scenario? Can I add setbacks to the enemies coming to investigate? Or can I use it to heal some of the damage I had? (Not sure how to carry that forward.)
Darius pulls the bloody man in to the darkness, while adjusting items in the area to hinder the approaching enemies' ability to observe the group.
Karval de Longinous |
The lithe form of the gladiator keeps to the shadows. Their ephemeral form clings to him and the folds of his billowing silken shirt.
Agility & Stealth + Boost: 2d12 + 1d8 + 3d6 ⇒ (9, 11) + (7) + (3, 3, 4) = 37
Difficulty: 1d12 + 1d8 ⇒ (8) + (1) = 9
So that's: Success+Adv, 2Adv, Sucess+Adv, 2Success, Success+Adv _ Failure & Threat + Blank. Hence, $ Successes & 4 Advantages to help Zaleos Succeed
Having spend many years in his Hutt run homeworld, Karval is used to hiding in the shadows of alleyways and helps his more naive friend Zaleos to slide away - whilst letting Darius hide the evidence of the scuffle.
Shanosuke |
In this case 2 advantages can be spent to add a blue die to anyone's stealth check, even if they have already rolled. Basically, it is like seeing someone else not do so well at hiding and using your extra "skill" to assist them. In this case I added a couple of Blue die to Zalieo's roll and he succeeded at hiding.
You all manage to find decent hiding spots and hide the bodies as well this result is a far cry from your results with the D20 system hehe You lie and wait and soon four more rebels appear. Two more pilots and two common soldiers. They are only armed with blaster pistols.
You have the advantage to ambush them. If you choose to attack them you will be rolling Cool for your initiative. The number of successes on these are the only results that matter, advantages yield no benefit except to break ties.
Because you are well prepared, you will gain 2 boost die(D6) on your Cool check.
Mind you, you can stay hidden and see if they move on.
If your ready to attack then roll cool and I will show you the turn order.
Karval de Longinous |
From the folds of the shadows, amongst the detritus of the city - that's meandered it's way into the alleyway, Karval thinks. 'Well there's the final two pilots, we'd need... but is this the most opportune time? No time like the present...since the Empress is relying on us.'
He motions across the way to the others, "We go?" His eyes seem to say.
Trooper A-337, "Janitor" |
Janitor nods and sets himself to burst out and attack, having already slid his knife back into its sheath.
Cool: 1d8 + 1d12 ⇒ (5) + (10) = 15
Uh, 3 Advantages... So that sets my result toward the end of the initiative order, I guess.
Darius Lucien |
Really? Another incapacitate mission... What does he think they will do when they wake up? Go home and sleep it off? Darius thinks to himself.
Knowing he isn't carrying a stun weapon, Darius pulls out his vibrodagger and places it between his teeth, just in case.
He calmly readies for the pounce, but waits to see what the others have done before moving.
Cool: 2d8 ⇒ (7, 7) = 14
2 Successes and 2 Advantages. Also, if I understood correctly, anyone can fill anyone else's initiative slot. Darius will wait to go last to try to tackle/stab anyone who is left standing after the others make their move.
Karval de Longinous |
SHuffling back on the balls of his feet, Karval focuses his mind on the job at hand. His thick hand slips to the hilt of his blade and reverses the grip, thus ensuring the pommel be the weapon of choice.
Cool: 1d12 + 2d8 + 2d6 ⇒ (2) + (1, 1) + (2, 4) = 10
Which is 2 successes & an advantage! (from those rolls :O)
Shanosuke |
Okay, this combat consists of two Rival type opponents and a group of minions. The minions are really weak and act as a group. Rivals are independent minions with a higher wound threshold and their own skills.
The two rebel soldiers are minions and count as one entity when attacking or being attacked.
The two pilots are both rivals and act independently from one another.
The order is:
Player
Player
Opponent
Opponent
Player
Player
Player
Opponent
Any two players who wish to act do so. I will post possible actions in the Campaign info.
EDIT: They are at short range and you get a boost to your attacks if you take the two slots before they go
Trooper A-337, "Janitor" |
Janitor springs forward and launches a powerful haymaker at the nearest pilot. Manuever to move to engaged range, followed by an action to attack.
Attack: 1d8 + 2d12 + 1d6 ⇒ (3) + (3, 4) + (4) = 14 Success, Success, 2 Successes, Success+Advantage
Difficulties: 2d8 ⇒ (1, 6) = 7 Blank, Threat
Total: 5 Successes, Advantage and Threat cancel out. Is that a critical, since the critical rating on unarmed attacks is a 5 (I would guess that's how it works)?
His fist connects against the pilot's jaw with a crunch.
Shanosuke |
Janitor clubs one of the pilots hard in the face. The man staggers but quickly regains composure.
Arana lances out at the second pilot effectively stunning the man and dropping him to the ground.
The two rebel troopers draw pistols and fire at Arana and miss, however, their concentrated fire makes it harder for Arana to retaliate. Arana you take a Setback on your next skill check.
The still conscious pilot lunges foolishly at Janitor with a wide punch, though the blow connects, it does no harm to Janitor Your soak ate all 4 damage However, the sudden force of the blow cause Janitor to lose balance making it harder for him to perform Janitor:You take a setback on your next action
One pilot is unconscious. The rest of you may carry out your turns now.
Darius Lucien |
Darius sets his blaster to stun while shaking his head at Janitor.
Really, is that the most effective way to take out a pilot with a helmet on?
Darius takes aim at the pilot Janitor is engage with and hopes to drop him.
Attack Ranged Light (Stun): 3d12 + 1d8 ⇒ (11, 2, 4) + (8) = 25
Difficulty: 1d8 ⇒ 6
Boost for Aiming: 1d6 ⇒ 5
3 Successes and 5 Advantages after removing one Advantage for a Threat.
Darius also has deadly accuracy and point blank. Not sure if those come in to play since he is stunning. He also has quick strike, so it would have made sense for him to go earlier... learning.
Shanosuke |
Zaleos attemps to drop the troopers and is able to put one down but the other takes cover in the confusion. Your threat results have allowed the remaining rebel trooper to take cover adding two setback die to any attacks aimed at him.
Darius fires at the pilot Janitor punch and takes him down with a solid stun shot.
Including the superior quality of your blaster, you have 6 advantages to spend. See your options in campaign info
Darius Lucien |
"Right, but what about when they wake up and tell their superiors that they were attacked in the streets and their flight suits were stolen?" Darius inquires wondering if anyone else has thought ahead.
Darius Lucien |
Darius moves the bodies, strips all of them of their clothes, equipment, or anything else of value. He throws away anything not of value in a nearby trash receptacle. He binds their hands and feet, and gags them.
"Perhaps, this will slow them down," he says during the process.
Karval de Longinous |
"Yep, hopefully. If you get their boots too." he looks down at the floor of the alley with some disdain. "I wouldn't want to walk down this with bare feet and a ringing head."
After a quick check of them for alcohol to pour upon the victims - who've just left the tavern - to hamper more of their credibility. "So we find another alley and get changed quickly...?"
Darius Lucien |
Darius suits up, looking for any call signs that the group can use to properly identify themselves.
After this, Darius says "We should enter the facility separately, as these pilots were divided up. They may have no reason to be together and we don't want to raise any alarm."
Karval de Longinous |
"Good idea Darius. Although we should not separate too far - if questioned the bar closed or there was a disturbance so we left." He looks around the group; "Hence, Zaleos and Janitor do you want to split up with me? Whilst Janitor and Arana go in as a pair. So each of us has a 'wingman' - which shouldn't be too unusual."
Trooper A-337, "Janitor" |
Yep, sounds fine to me. Not quite sure what I'd roll for this if anything, though.
Janitor nods and glances to Zaleos for confirmation of the plan. "Right. Now, let's see if we're looking ship-shape..." The trooper begins to go over each person in turn, checking that everything's secured properly, any labels or tags are in the right place, and otherwise ensuring they all look the part. He does a brief demonstration of how to hold a helmet properly when awaiting the call to the front lines, and double-checks their weapons and gear to make sure it doesn't look too outlandish. "Of course, these are the Rebs we're talking about, so a few minor discrepancies shouldn't matter too much. They're nowhere near as organized as the Empire."
Shanosuke |
Okay everyone needs to make me one of the following checks:
Charm, Deception, Discipline, Cool, or Stealth.
Charm is opposed by 1 Difficulty (Purple D8) and 1 Challenge (Red D12)
Deception is opposed by 3 Difficulty (Purple D8)
Discipline and Cool are both opposed by 2 Difficulty (Purple D8)
Stealth is opposed by 2 Difficulty (Purple D8) and 1 Challenge Die (Red d12)
On all checks you all get two "Upgrades" on whatever check you chose to make. You also get 2 Boost die (Blue D6) to your rolls.
UPGRADE = You turn your Green D8s into Yellow D12s. If you don't have any green D8s then you can add one.
Is everything understood.
Oh and this is narrative so when you pick the skill you wish to use, describe the scene,
Charm and Deception: would be acting familiar with the guards and drawing their attention away from certain details through clever falsehoods or vague truths.
Discipline and Cool: These are attempts to simply act nature weather by being stern and at attention or simply acting like you belong here and don't have a care in the world.
Stealth: This is more for those players who are better at agility. You are simply trying to avoid the guard's eyes and trying simple not to stand out.
Now go, let's see if you all get through.