Star Wars - The Covenant of Shadows
Game Master
Camris
Six people find themselves deep in the outer rim with nothing but blank memories, looted clothing, a stolen ship and more questions than all put together.
I'm hearing a Michael Weston voiceover in my head as I'm staring at this heavily armed complication that just rolled in.
"When you're on an Op and the tables unexpectedly turn on your team, the key is to remain calm. A good distraction can help them regain their footing and escape with their lives. And nothing says 'distraction' like blowing up the military grade speeder parked at the front door."
Jeriko gave me an idea. I would like to catch the mouse droid, flip it on it's back and open it, cut off it's voice and then place a remote thermal detonator inside it, erase it's memory of encountering Juce and then send it back on it's merry way please.
Anyone else want to weigh in on what they'd like to see upgraded?
Here's what I was thinking:
Standard Upgrade: ₹50k I assume this includes a new hyperdrive - didn't see it on the list.
Shields x2: ₹20k (Adds +50 to SR)
Avionics x2: ₹10k (Adds +2 to all listed skills)
Laminate armor: ₹10k (Adds +40 to hp and +1 to Fort)
Extra Laser Cannon x1: ₹10k ( Adds +1 to Atk and +4d10 to dmg)
Juce: Yeah, I can see that.
You will need to make a straight Grapple check vs it's Ref defense 15 to flip it.
Then you'll need to make a Use Computer to seize control/reprogram it.
Then you'll need to make a Mechanics check to fit and arm the thermal detonator properly.
You know you'll have less than a minute to accomplish all that before Security gets nervous and sends a hunter/killer droid down the access way to make sure people like you aren't doing something nefarious.
.
So, what's the verdict on retroactive gear shopping, at this point?
.
We've been on hiatus for a while now, and I've wanted to re-equip, but I didn't want to slow down the action.
.
I wanted to try to purchase the following:
I can't find my core rule book for some reason - how do Destiny Points work with skill checks? I know in combat they can grant you an auto-crit, turn a crit that hits you into a normal hit, and turn a normal hit that hits you into a miss, but I don't recall what they do with skills.
Can I use one to auto-succeed at a skill or does it add like a +20 to the roll? I'm totally blanking on how they work in this regard.
Jerrn, with our 10 days of down time, might you have used them to create your own personal lightsaber from scratch? If so, your new saber could be attached to Desh's blaster and your old one turned in to Motta as part of our ruse.
Camris, what do you think about Destiny Points and Skill checks? Could I use a Destiny Point as if rolling a Natural 20 on the Mechanics checks to bypass this sweet speeder's security lock? (Because a Natural 20 is the minimum I'd need to succeed =P)
If not, could I take 20 in trying to bypass it? I'm presuming we have more than 2 minutes at this point before Juce starts exploding things and the poodoo hits the vaporator.
i'm a little sketchy on the play here. Should i be trying to get the credits and get out with the three of us intact? Or am I trying to grease this slug?
Greasing the slug is obviously my preference, but I don't want to be hasty.
I figure Juce is on his way to the vault, Ocean 11 / mission impossible style, placing smoke bombs for creating confusion on the way out and placing some high yield explosives in the vault as a thank you and have a nice day.
Banis is masquerading as a waiter sorta like Lando did in Han's rescue, maybe he's on his way to aid Juce somehow to get the cash?
Maybe we're using farmboy to have the hutt send someone down to get the cash and that's Juce's way in?
Jeriko is lookout/getaway driver.
Desh and Six are the masquerading bounty hunters Leia/Chewbaca style, I guess when the shooting starts they'll have the drop on the goons with Jerrn as the hidden ace?
(Sorry if I'm giving myself the coolest role but that's the way I'm reading the situation so far. Please, throw me a curve ball.)
The plan is not to kill Motta; at least not yet. The plan is to get him to go to the office to get the money for Jerrn, which will involve turning off security, which will allow Juce to advance...
Spend Destiny Point to bypass security in military speeder.
Position military speeder and other speeders at the predetermined location for full party escape.
Leave a sloppy, beat-up, junky looking speeder (if available, one lacking an engine) with a note on the steering console right where the Mandalorians parked their military grade one.
I feel now the same way I felt whenever an episode of 24 would come to an end back during its first season. The paneled view, a ticking clock, and a brutal cliff-hanger. Loving it.
So, what are the specks for the armor? Is it hiding any goodies, upgrades or hidden weapons? (If you could hear my voice right now you'd hear a very suggestive tone right now ;P)
Can I get a refresher on the plan here? Were we just trying to make our way to the Hutt to get some answers from him? Are we after the armor? Are we after something else?
I'm a little lost, but I feel we're at the moment of opportunity in the Hutt's little trophy room.
Plan? I dunno about you guys, but my plan is simple.
1) Steal this sweet military speeder.
2) Prepare other, less sweet speeders for you fools to also escape in.
3) Laugh at mandos when they come out of Motta's and find a chassis w/ no engine sitting where the sweet military speeder they used to own had been parked.
4) Laugh more.
5) Escape onto the Second Chance by the skin of our teeth after a glorious high speed chase/gun fight.
The plan is primarily to liberate Juce's father's armor. Secondary is getting some loot, and maybe mess Motta up if convenient.
Juce:
Your fellows can see the armor on the stand, but not necessarily that you're in it. You ARE able to contact Desh and Six on your ecrypted channel, but not Jeriko, Baniss or Bolt.
The armor you put on had several interesting modules on it you don't understand, but there was no time to investigate or connect to your electronic control system.
If you seriously want to activate one of them, you can spend a standard action to fiddle with it and try to get it to work. There's no telling what it does before you activate it though.