The Tion Cluster Gambit - PvP (Inactive)

Game Master Dennis Harry

Overview the CSA Compound Stand Off

CSA Administrative Building


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Endregaard - Evening 2 - CSA Administrative Building

Round 1 -
Garrett
Caleb
Kaldo & Quen
Sarge & 2 Guards
Gunnar
CSA Guards (5)

Garret is up First!


"Kaldo, gun it and get out of here! It looks like we might have movement," Garrett says, slinking farther back into the cover of the trees. He keeps his rifle trained on the door and his eyes on the scope as he lets the active camouflage in his clothing settle in with the surroundings. "Errin and Rennah, come in; Kaldo's starting up the transport, but we've got movement from the administration building. I'm covering his exit from the tree line, but he'll probably be coming in hot. He's headed your way, so stay in contact; we'll formulate an extraction and regroup once we've outrun them." After that, Garrett shuts off his own communicator and keeps his focus on the door.

"Come on... step outside; make my day," Garrett mumbles quietly, his finger resting slightly on the rifle's trigger.

Stealth: 1d20 + 21 ⇒ (12) + 21 = 33

GM, I've sent you a PM regarding my other actions this turn.


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Suddenly, a sandy-haired chap in plain clothes - not in the uniform of the local CSA mooks - bursts out the door, a lightsaber activating in a sapphire blue snap-hiss as he emerges, moving far faster than a person has any right to do.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Kaldo grits his teeth as the transport begins to rush towards Garrett. As soon as it nears, he slows down just enough for his friend to hop on. He then guns it back towards the rest of the team.


As Caleb emerges from the building, Garrett's face splits into a slight grin, before he sees the lightsaber blade erupt from its hilt. "Oh, sh*t," Garrett mutters, before he eases the sight up towards Caleb's chest and fires. "We've got Jedi," he hisses into the commlink, dropping into the transport. "We're on our way to you; be ready for a fight." With that, he slaps the side of the transport to let Kaldo know he can gun it.

Attack; Readied Action: 1d20 + 13 ⇒ (20) + 13 = 33
Attack; Critical: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 4d10 + 5 ⇒ (3, 6, 1, 8) + 5 = 23
Damage: 4d10 + 5 ⇒ (3, 6, 7, 3) + 5 = 24
Total of 47.

GM, as per our PM that attack should be a confirmed critical; also, due to Dastardly Strike Caleb would drop two steps on the Condition track.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

@#$$@@! Jedi! Kaldo rushes the transporter towards the cover of the trees. Why did you have to provoke him? Now we're all dead meat... Kaldo mutters under his breath.


"If he has any sense, he'll be nursing that wound," Garrett quips, his rifle still aimed downrange. "We're regrouping with the others; they're heading the direction we left from; see if we can wheel around once we're in the open."

Also, DM; when you get back, how fast does this transport move?


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

No offense, but you might ... want to wait for the GM to adjudicate the results of the previous actions? Not to mention the other actions of the rest of our team ... ?


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
Caleb Rook, Jedi wrote:
No offense, but you might ... want to wait for the GM to adjudicate the results of the previous actions? Not to mention the other actions of the rest of our team ... ?

He's following initiative order. Garrett acted (readying an action); you acted (moving, igniting saber, etc.); Garrett's readied action triggered and he shot you; Kaldo acted.

At this point, you could try a Deflect roll (if you can Deflect critical hits, I'm not sure about that), and your guy Quen acts. Then it's the DM's mooks, then your man Gunnar, whose attempt to stop the transport will fail, anyway (as he'd need to hit DC 35 to use Move Object on a Colossal vehicle). Then more guards.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

I misread the difficulty as I wasnt trying to move it but rather stop it from moving, and I never saw a post telling me it was colossal...lol


If you look at the size, it is larger than 4x4 squares; that means by default it is a Colossal object; also, I don't know what you would have used to stop the vehicle. You'd need a Force Power, and Move Object has a limit of Gargantuan without spending a Force Point. Moreover, you need to be within six squares, and can only move it six squares.

Also, I don't need the GM to tell me I hit; you're flat-footed (didn't beat my Stealth roll), so you can't deflect, and I definitely beat your Reflex Defense.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

great thanks, I am an old gamer to a new system to me


No problem! SAGA Edition is, unfortunately, not always the clearest or easiest system to learn; this is often due to the fact that it combines bits and pieces of two very different editions of DnD, as well as throwing in a few of its own rules here and there too.


Endregaard - Evening 2 - CSA Administrative Building

Round 1 -

Caleb - Jedi can make a Deflect roll with a penalty equal to that which they would take on their Perception check to locate the creature if the creature is hidden. Given the map positioning and Garrett's total concealment, that would make a -15. If you fail the shot hits you. Not enough to kill you but a pretty nasty wound.

Garrett, the DC to Move Object would be 35, Garrett is correct as the vehicle is Colossal in size.

Quen used the Force to Detect Force users so his action for the round is complete.

AJTD1 you dropped smoke cannisters so Caleb's lightsaber would not be seen base wide, your action will be last in the round.

Garrett, the speed of the vehicle is 16 squares so it would be right below you at the moment.

Caleb and Garrett both see the speeder race to the area near the now burning building and pause.

The CSA Sergeant yells out, "Blast that speeder!"

All of the CSA security do just that.

DM PvP ONLY:
Speeder - Speed 16 squares - HP=54/60 DR=10. Fort to hit 16. CSA #1 Rifle Attack 1d20 + 6 ⇒ (2) + 6 = 8. 3d8 ⇒ (7, 4, 3) = 14.
CSA #2 Rifle Attack 1d20 + 6 ⇒ (14) + 6 = 20. 3d8 ⇒ (2, 5, 1) = 8.
CSA #3 Rifle Attack 1d20 + 6 ⇒ (18) + 6 = 24. 3d8 ⇒ (7, 4, 1) = 12.
CSA #4 Rifle Attack 1d20 + 6 ⇒ (15) + 6 = 21. 3d8 ⇒ (3, 6, 5) = 14.
CSA #5 Rifle Attack 1d20 + 6 ⇒ (9) + 6 = 15. 3d8 ⇒ (5, 1, 8) = 14.
CSA #6 Rifle Attack 1d20 + 6 ⇒ (5) + 6 = 11. 3d8 ⇒ (7, 8, 1) = 16.
CSA #7 Rifle Attack 1d20 + 6 ⇒ (6) + 6 = 12. 3d8 ⇒ (8, 7, 4) = 19.

Blaster rifle fire scorches the side of the transport but the armor of the vehicle absorbs most of the damage.

At that moment, the smoke cannister obscures a great deal of the area from the sight of Garrett and of those near the door (Caleb, Garrett, the Sarge and his 2 guards as well as AJTD1) to the area where the speeder has flown to!

Round 2 -
Garrett
Caleb
Kaldo & Quen
Sarge & 2 Guards
Gunnar
CSA Guards (5)
AJTD1

Garret is up First! You no longer have line of sight on anyone but those not within the smoke by the door.


So, if I'm looking at this right, the only people I can see are the guards in front of the smoke cloud? If that's correct, I'll just shoot one of them in the face.

"Kaldo, get us out of here!" Garrett says, taking a moment to aim at one of the guards not obscured by the cloud of smoke. While jostled by his drop from the tree, Garrett still squints through his rifle's sights and takes a shot, and he drops down behind the crates and other cargo on the transport after firing. "Of course we've got f*cking Jedi; didn't think to bring anything to deal with them... unless you count Rennah."

Attack Roll: 1d20 + 15 ⇒ (7) + 15 = 22
Damage Roll: 4d10 + 5 ⇒ (1, 8, 7, 1) + 5 = 22


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The counselor exits the building, beginning to concentrate on the Force to use it to defend himself and his compansions.


Endregaard - Evening 2 - CSA Administrative Building

Round 1 -

The Force is certainly with the Jedi as Garrett's shot is deflected away perhaps a hair away from his neck!

Round 2

Correct Garrett, you can only see the guards in front of the smoke now.

Your shot brings down yet another CSA guard as you drop onto the transport.

Quen as you step outside of the building, your vision is obscured by the smoke cannister that AJTD1 just released.

You all hear the sound of another shot fired and the grunt of yet another CSA security man take a shot.

Caleb:
You can charge through the smoke as you have surge activated and either: (1) attack the transport or (2) leap onto the transport.

Round 2 Remaining Characters to Act -
Caleb
Kaldo
Sarge & 2 Guards
Gunnar
CSA Guards (4)
AJTD1


GM, Caleb's original roll didn't take into account a -15 penalty from concealment, so his actual total would be 25, not 40. That would make my shot a confirmed critical, not a miss.


Garrett & Caleb:
AIU-066; "Garrett Liantin" wrote:
GM, Caleb's original roll didn't take into account a -15 penalty from concealment, so his actual total would be 25, not 40. That would make my shot a confirmed critical, not a miss.

I house rule a 20 as an auto success and a 1 as an auto fail in d20 games. However, as you both received 20's on your rolls I'll need to think this one through! Either way, Caleb is still active this round and either at 0 or -2 on the condition track.


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
AIU-066; "Garrett Liantin" wrote:
GM, Caleb's original roll didn't take into account a -15 penalty from concealment, so his actual total would be 25, not 40. That would make my shot a confirmed critical, not a miss.

Did someone erase a post, or is there some super-secret thread where folks are posting rolls? Because I don't see where Caleb even rolled for Deflect, let alone rolled a 40 (or 25, as the case may be). Not to mention, how is a 40 even possible, as his Use the Force modifier is only +15?

Since we're getting into PvP, I know I'd appreciate it if rolls were done in the open, in the common thread. It makes it easier for everyone to follow along, and go through and review the rules as we go along. Personally, I'm pretty rusty on the particulars of Saga edition, but I've been able to get back up to speed and avoid some errors by reviewing actions as others take them.


Errin:
Errin Khass wrote:
Because I don't see where Caleb even rolled for Deflect, let alone rolled a 40 (or 25, as the case may be). Not to mention, how is a 40 even possible, as his Use the Force modifier is only +15?

The roll was made in the Jedi thread before we fully transitioned into the PvP thread. A force point was spent to increase that roll by 5.


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Regarding Rolls and Actions:
Like the sniper shot I was deflecting, the initial roll was put together in the previous thread. While I'm not new to RP or Star Wars RP, I am new to this specific SW system. While I believe that my 'Sense Surroundings' roll would have removed any bonus or penalty from Concealment, I may be completely wrong on that; I'm going by the GM's adjudication.

Since we aren't actually unaware that there's a sniper out there, just the specific location, I don't _think_ Caleb was flat-footed; I also (personally) don't think Caleb's at-least-twice-as-fast-as-ordinary movement would have even enabled anyone set up to shoot 'the first guy out the door' to hit him, as he would have been well past where he was expected to be when the trigger finger twitched. Unfortunately, I can't find any such rules in my entirely unsearchable copy of the SAGA edition, so that too is up in the air.

I'm also not sure whether or not the distance to the skiff at the time of my action had been within my 12 squares of movement; if it had been, it would have had a passenger, because just standing next to it would have been bloody stupid. :P

So honestly, I'm waiting for the results of the rest of my actions. I don't think my attempt to move the guy (Caldo?) would have succeeded, but ...


Regarding Rolls and Actions:
Actually, the sniper shot was rolled in this thread; I just sent a PM saying I had a readied action to shoot. In SW lore, droids (usually) can't be sensed by the Force unless the Jedi is trained to detect things like Yuuzhan Vong that leave a gap in the Force, so therefore Sense Surroundings shouldn't realistically apply. Even if it did, that only accounts for -10 of the total -15 penalty that wasn't initially applied to your roll; you were further than 10 squares away, meaning that you take a -5 regardless. Also, even without any of that, I rolled a 33 against a 27.

As for you not being where I expected, isn't that a little presumptuous? That is, after all, the point of attack rolls. There are no rules stating that Surge increases your Reflex defense, and while you are moving faster than normal its not as if you've gone into hyperspeed; other objects move as fast or faster. By that logic, none of the CSA guards should be able to hit the transport because it has a speed of 16 squares.

Finally, I think it's only fair that in a case where both of us auto-succeed that whomever would have won if it was NOT an auto-success succeeds. In this case, that would be me; with the penalties to his Deflect roll, Caleb would have a 25 versus my own roll of 33, with 27 as a confirmation roll. If it were not two natural 20s, I would succeed in this scenario; why should it matter now?


M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

Regarding Rolls and Actions:
If the transport was juiced up and moved as fast as a speeder bike or swoop, then yeah, I'd expect them to miss it; it's moving a lot faster than 'how fast we know a transport normally goes.' That the Surge rules don't take this into effect is (IMO) kind of stupid, but that's what the rules are.

My points aren't meant to be presumptuous; my central point is 'I don't know the system so I'm relying utterly on the GM'. I know thematics, and cinematics, and good stories; I don't know how all that got translated into the system, so I do what Skeeve playing Dragon Poker in MythAdventures does - lay out my cards, sit back, and let everyone else figure out what happened.

Because I don't know. (And also because I'm not the GM.) I don't mind having lost; losing means you actually have something at risk. (Everyone loses in the first and/or second act; that's what makes a third-act victory complete. ;) ) I just want to know what the heck is going on, including the resolution of all my actions.

Fact of the matter is, I've never thought the Imperial Knights and the Jedi are all that different in philosophy, only in application - and, really, our goals aren't all that different. But that'd require a discussion between the two of our teams ...


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
Caleb Rook, Jedi wrote:
I'm also not sure whether or not the distance to the skiff at the time of my action had been within my 12 squares of movement

P. 158 - Diagonal movement costs 2 squares. Based on the transport's previous location on the map, you were quite a bit more than 12 squares away.

Also, Garrett, while checking on the RAW regarding natural 20s, I noticed that you don't have to roll to confirm crits in SWSE. It's just an automatic hit and double damage.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

I'l just post my action now, but adjudicate it once Caleb posts his:

Safely beyond the treeline, Kaldo pauses and takes stock of the situation. He turns on his comlink. Should we simply retreat, or wait to see what happens between the jedi and the guards?


Hey GM, is everything okay? We haven't heard from you in a while, just want to make sure nothing's wrong.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

he is posting in other games so I assume yes


AIU-066; "Garrett Liantin" wrote:
Hey GM, is everything okay? We haven't heard from you in a while, just want to make sure nothing's wrong.

I posted in the Discussion Thread yesterday. Will update once Caleb goes. PMing him now.

EDIT: Sorry folks, I opened the Discussion Thread but it seems some of you missed that! We should be getting underway again tonight...


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Yah, my mistake - posting in a couple hours.


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Sorry for the delay - still have to look up every single step of everything, and even then hope I'm doing it right. :P :)

Aaand -- Action!!:

Well, since there was this:
Use the Force: Deflect: 1d20 + 15 ⇒ (20) + 15 = 35
... and this:
Star Wars Saga Edition, Regaining Force Powers, p.96 wrote:
If you roll a natural 20 on a Use the Force check, you regain all spent Force powers at the end of your turn.

... it means my use of Surge has returned. So I'll use Surge again, because 10/11 squares is a wee bit out of my normal-6-square range.

Swift Action:
Use the Force: Surge: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
Ooo, to the max just barely!!

Move Action: Git On Over There!!
+6 Squares to speed.

Move Action: Jump On Board!!
Jump: 1d20 + 4 - 2 + 30 ⇒ (4) + 4 - 2 + 30 = 36
That'll long-jump up to (1.5m/square, +3 per square) 12 squares, or 18m; or clear 36/12 = 3m vertically.

And then be prepared to deflect and reflect blaster bolts!!

A flash of light comes at him as he leaps from the door; the roguish fellow makes a perfect spin and flick of the scintillating blue lightsaber, but by the time the blade is in line of the blaster bolt, the thing is already inside his guard. He stumbles in pain for a moment as his hip is clipped by the bolt, but despite the shot he continues to move, arcing to chase down the floater with all their medicine. (Well, probably not all, but let's face it, it's a big chunk of goods.)

Reaching out to the Force, he lets it flow through himself, springing after the skiff; its pause to pick up the sniper gives him the opportunity to leap forward and onto it. "Mind if we talk about this?" he asks mildly, though his 'saber is still active, held in the classic cross-body defensive stance.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Heads up, won't be able to post tomorrow! Dm bot me if it comes to that :)


Round 2

Garrett, even though your turn is up, I'll allow you a spoken response.

Kaldo, unaware of what is taking place on top of the transport moves the vehicle along to getaway!

Garrett & Caleb, make Acrobatics checks DC 15 to remain standing on the transport, if you roll less than a 10, you will fall off of the moving vehicle.

The Sergeant turns back to Gunnar, "Sir should we pursue on the speeder bikes or do you wish to do so with your..." As the smoke begins to clear he sees Caleb is gone. "Where the hell did he go?" The sarge and his men look around puzzled at the absence of Caleb.

Gunnar is up!


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Keep On Keepin' On:
Acrobatics: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12

Well, bugger. Fall down, but not off.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

stay here and treat the wounded if oissiblr and fall back into protective defensive positions and call for back up deployment quick reactionary forces. Reinforce all forward positions and all critical infrastructure.

Gunnar will dash to a speeder and give chase


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Just warning you that I will not be able to post for the next 2 days.


Round 2

Gunnar leaps onto a speeder to give chase. You will begin to move next round as this round mounting and engaging the vehicle would take the round.

CSA:
#1 Rifle Attack 1d20 + 6 ⇒ (3) + 6 = 9. 3d8 ⇒ (8, 5, 6) = 19.
CSA #2 Rifle Attack 1d20 + 6 ⇒ (20) + 6 = 26. 3d8 ⇒ (3, 5, 4) = 12.
CSA #3 Rifle Attack 1d20 + 6 ⇒ (8) + 6 = 14. 3d8 ⇒ (1, 4, 1) = 6.
CSA #4 Rifle Attack 1d20 + 6 ⇒ (1) + 6 = 7. 3d8 ⇒ (4, 6, 6) = 16.
Speeder HP 48/60.

Some of the remaining CSA men take shots at the rapidly moving transport. A few of the bolts manage to his, one with incredible efficiency but the armor of the transport is just too string for blaster rifles to take down.

"Sarge, one of 'em has a lightsaber!" yells out the CSA man.

AJTD1 you are up and then we will head to Round 3 which should I trust have a bit less confusion!


The driod throws two more smoke grenades to create an obstacle to sighting in a sniper rifle....

"Now move."

He heads through the smoke towards the craft....

I literally just found this thread....not sure how I missed it!


As the transport lurches into action, Garrett doesn't seem to take any action to steady himself; instead, a loud thunk emits from beneath his feet, which emit a light buzzing noise as the transport moves forward. One foot comes off the transport with a clack as he steps towards the Jedi, raising the butt of his rifle over his head. "Sorry, I'm in a bit of a hurry," he replies to Caleb's question, before violently bashing him in the stomach to try and roll him off of the transport and onto the ground, leaving him behind. "We've got to get out of here; they'll be on their speeders soon." Garrett emits a small groan as one of them tosses a few more smoke grenades, but keeps his rifle trained in that direction regardless.

Attack Roll: 1d20 + 12 ⇒ (11) + 12 = 23
Force Point: 2d6 ⇒ (4, 4) = 8
Total of 27.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Am I able to feel anything on the other side of the smoke screen in the Force?


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Despite hanging on with one hand, Caleb deflects the swinging rifle butt with a perfectly-timed but apparently-wild swing of the radiant sapphire bar. Knowing full well that the rifle-equipped droid is a) most likely his attacker, b) immune to mind tricks, and c) his current greatest problem, the Jedi says firmly, "Sorry, you're not the droid I'm looking for," and with another gesture of his lightsaber tries to telekinetically pick the droid up and send him off the skiff in turn - by preference into the wall of a passing building.

Dices and Actionses:
First up, as a Reaction:
UtF: Block: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33

Yay, another natural 20! All my Force powers return at the end of the round. Next, Standard Action:
UtF: Move Object: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
That ... just barely exceeds the 19 Will Def of 'Garrett', but I don't know what the magnetic system will do for him there. For what it's worth, a 20 DC can move a Large object. But just in case the damage roll is needed:
Move Object Damage: 4d6 ⇒ (3, 4, 1, 4) = 12

Move Action:
Here's where possibilities somewhat diverge.
If standing up in SAGA Edition does not provoke an AoO - which it doesn't highlight that it does, like it does for several other things - then stand up - or rather, 'get to one knee, with one hand still keeping me aboard', with the intention being Caleb bit having that -5 to attack / Garrett not having that +5 to his attack. If it does, and Garrett is still there, use a swift action (#1) to recover; if Garrett has gone the way of the flying brick (i.e. off the skiff), stand up as described above.

Swift Action:
Recover. That's #1 if Garrett is off the skiff, #2 if he's still on.

Aaand ... I think that's everything ... ?


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Would I be able to hear whats going on above me?

If so:

Kaldo grabs the joystick Or steering wheel, or whatever) and wrenches it hard to the side, in an attempt to shake Caleb off.
Pilot check, if needed: 1d20 + 12 ⇒ (15) + 12 = 27
Gritting his teeth, and hoping it worked, Kaldo looks back behind him, hoping that he doesn't see the remnants of a droid smashes against a building.

If not, Kaldo just keeps on driving faster


Human Male Scoundrel 1/Jedi 7; HP 36/83; FP 9/9; Dmg TH 20; Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21; Init +12; Per +11; UtF +15

Hey, Stop That!!:
A save to not go falling off the side, then:[/ooc]
Acrobatics: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30

Holy cats. I NEVER roll this well IRL.

A curse comes from the human hanging on with one hand as the skiff goes slaloming back and forth, but despite a clang as he hits the side, the counter-swerve to try to shake him off only serves to swing him back up into place. "Hey, watch where you're driving this thing!!"


"I spent hours repairing that skiff and now what?"

DM: Do we see some vehicles to pursue with?


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Kaldo lets out a string of colorful language. He turns on his comm, and attempts to communicate with Garrett. Garrett! Garrett! Damn it! He switches to Rennah and ErrinI need some help here!.


Round 3

Garrett attempts to knock the fallen Jedi off of the transport. However, Caleb easily deflects the butt of the rifle.

Caleb then attempts to use the force to remove Garrett, his attempt also ending in failure!

Kaldo begins to swerve the transport but he cannot shake that pesky Jedi!

Quen Your Action! If you want to spend it by continuing concentrating on the Force let me know. You can see that AJDT1 and Gunnar have run to the speeder bikes to pursue and there is 1 left!

Remaining Round 3 Actions

Sarge & 2 Guards
Gunnar
CSA Guards (4)
AJTD1


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Is there a way I can attack Garrett with like s force slam or something?


Quen Pah wrote:
Is there a way I can attack Garrett with like s force slam or something?

No, he is on the other side of the building and not within line of sight at the moment. Plus AJTD1 just threw out more smoke to obscure the sight of the local CSA. From a speeder if you follow you can try once you catch up!


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

He will run towards the speeder get on and start the chase.


The droid hops on a speeder and goes in pursuit...

Pilot 1d20 + 16 ⇒ (8) + 16 = 24

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