
Sho Larn |

Just a reminder, don't forget you're +2 Destiny Bonus to Damage if within 10 squares of Sho, Urirawa, or Call and +1 Destiny Bonus to defenses if within 10 squares of Raal.
Thanks for the reminder! I edited my last post to relfext the Destiny bonus. Also, that would have caused the Rebel that first hit Krassus to miss since he is within 10' of Raal, giving him a 17 Reflex!

Urirawa |

DM Barcas wrote:Don't forget your level bonus, making it 15 damage. The trooper's attack still hit Krassus with a 17, as his unarmored Reflex is 16 plus 1 from destiny.I read it as the Rebel rolled 16 to hit and 17 to damage. My thought was the 16 would miss with the 17 Reflex from Destiny.
Quick check here. Call's dex 16 +3, Soldier +1, Heroic Level +2 = 16 unarmoured and 17 Reflex with Destiny. DM Barcas's post had 16 as roll to hit so Call was missed. Huzzah! Go Destiny!

Urirawa |

Blaster fire. Screams. Hot Plasma. Burning flesh.
The dance of death.
It moves. It breaths. It consumes.
Time slows.
Seconds become eons.
Bodies spin like small asteroids drifting through the void.
For eternity they seem to barely move as they tumble broken to the ground.
Urirawa hears words but they are like muffles heard under water.
All he hears is his heart.
Pound. Pound. Pound.
It beats in time with his legs as he launches forward.
His limbs seem to take forever to move inches.
Yet, before he can realize it he is upon the first Rebel.
He sees the rebel.
For a moment they lock eyes.
One soldier to another soldier.
There is no Rebellion. There is no Empire.
There is only the shared bond of death.
The killer and the prey.
Urirawa felt beauty in that moment.
A strange elegance that could not be described in art. An elegance that could not be put into words.
A perfect moment.
A moment of death.
Standard Action: Charge moving B10, C10, and D10. Powerful charge against the Rebel at E11 with Vibro-Ax used 2H.
Attack 1d20 + 11 ⇒ (2) + 11 = 13
Damage 2d10 + 13 ⇒ (7, 5) + 13 = 25
Force Point 1d6 ⇒ 3
Total attack is 16 which hits the trooper.
Move Action having cleared the trooper. Move E10, F10, G10, H10, and I9.
Reflex is -2 for charge and +1 for Destiny net -1.
Urirawa's Vibro-Ax cuts into the chest of the Rebel as he charges past.
The rebel's eyes widen at the sudden crumbling and bi-section of his rib cage. He tumbles back and to the side into the pit eternity while Urirawa continues forward.
Urirawa charges forward to the next voice that will cry for mercy before plunging into the abyss.

DM Barcas |

Round 1, Initiative Count 9
One of the insurgents (Insurgent 1) sees Raal's silver lightsaber and shouts, "He's a Kensae!" He points his rifle at the Chiss, preparing to open fire, when the insurgent next to him bats it down.
"Tycho needs our help, not another enemy!" He rushes towards their leader, still aflame, and pulls him back towards the corridor. The third insurgent helps him put the flames out, pulling out a medpac as he does so.
Next to Urirawa, a Rebel (Rebel 1) bravely stands his ground and opens fire with his rifle. 1d20 + 5 ⇒ (11) + 5 = 16 It misses by a hair, as if by the strands of destiny. He plants his feet and prepares to fire again, even if it costs him his life.
His comrade (Rebel 4) is more sensible. He takes a shot while stepping backwards from the Wookiee. 1d20 ⇒ 17 It flies towards Urirawa, deadly plasma burning his fur and skin. 3d8 ⇒ (8, 4, 2) = 14 He whoops a bit in exultation as he backpedals to a safer position along the catwalk.
Round 2, Initiative Count 27
The only remaining Rebel who rushed the door from the left side follows the jump trooper's order. He rushes back onto the catwalk, then turns and opens fire on Krassus's position. He switches the rifle onto autofire and sprays blaster shots in his direction with little subtlety. 1d20 ⇒ 10 He also has little accuracy, peppering Krassus and Sho Larn with a few shots, but causing the worst of it to hit the wall to the right of the entrance. 3d8 ⇒ (4, 2, 7) = 13
6 damage to Krassus and Sho Larn unless they have a reaction to lessen it.

Call Krassus |

Call feels the burns from the blaster fire, but he does not allow himself to be troubled by it. Pain is a feeling best left for when all the hostiles are neutralized. Spinning in place, he lines up the jump trooper currently hovering in midair and aims, switching the rifle from auto to single shot. Breathe in, breathe out, fire. This is my rifle.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage3d10 + 5 ⇒ (4, 1, 10) + 5 = 20
Call's shot hits the release valve on the jet pack, igniting it. It explodes and sends the flying trooper careening into the wall before plummeting downward, his scream echoing up the chamber.
Call nods, satisfied. He steps into the room, next to the scared rebel.

DM Barcas |

I took out the jump trooper at L8, since he was the one damaged by the grenade earlier.
Round 2, Initiative Count 24
Next to Urirawa, one of the troopers (Rebel 5) briefly considers jumping to escape Urirawa's wrath. He runs around the control panel, hoping to escape the other way. He nearly trips over the half-dozen bodies lying on the catwalk.
Following the instructions of the jump trooper, the only remaining Rebel in the doorway (Rebel 6) scrambles away from Krassus, taking a potshot as he runs. 1d20 + 5 ⇒ (11) + 5 = 16 As if the Force is watching out for the half-clone, it whizzes by him by only millimeters.
Next to him, the cautious Rebel (Rebel 7) takes aim at Krassus in the doorway and shoots a single shot from his blaster rifle. 1d20 + 5 ⇒ (1) + 5 = 6 The gun clicks as it jams, a click that will likely echo in his mind for the rest of his life.
Round 2, Initiative Count 20
Dak and Luke stand behind Raal. If fighting breaks out between them and the insurgents, it won't be pretty for anyone.
Round 2, Initiative Count 19
Tycho looks at Raal's lightsaber and coughs weakly. "It's okay. I figured it out back there. I was serious when I said I'd join the Empire, so if you want to shoot them, you'll have to shoot me too." He weakly takes a few steps to Raal's side.
Round 2, Initiative Count 17
The way is clear, just the way a firebat liked it. He shouts at the attacking force, "BURN!" and ignites the air around them. 1d20 + 11 ⇒ (9) + 11 = 20 Krassus, Sho Larn, and the three insurgent troopers are enveloped in flames. 3d6 + 4 ⇒ (5, 2, 2) + 4 = 13 The three of them die in agonizing pain, screaming in horror.
Krassus and Sho Larn, it is an AOE vs Reflex 20. 13 damage, 6 half. Treat your DT as 5 lower for the attack (per Devastating Attack).

Sho Larn |

Sho can do nothing physically to ward off the lethal flamethrower attack. However, his training in the Force kicks in and erects a telekinetic shield around him, protecting him from the brunt of the attack.

Sho Larn |

Sho knows that the Jump Trooper must be stopped or this will be all for naught. Seeing as Celchu knows who and what they are, Sho isn't concerned about him seeing him do what Kensae do best - use the Force!
Sho concentrates on the remaining Jump Trooper and uses his bulk and momentum to fling him across the room and into another Rebel firing on them (Rebel 5).
"Urirawa! Finish that murderer off! shouts Sho as the Jump Trooper slams into the Rebel on the catwalk and sprawls out on the floor near the angry wookiee.
I will use a free action to put my Force Shield back into my suite of available powers.

Urirawa |

Round 2, Int 11, HP 7/38
Urirawa hears the distant words of Sho but sees the Trooper near him is already down.
Instead, he swings his axe at the trooper that had just unloaded into his chest. Urirawa is not pleased at the Rebel and hopes he will understand as Urirawa returns the favour.
Standard Action: Attack Rebel 1 at I7.
Attack trooper 1d20 + 7 ⇒ (15) + 7 = 22
Damage trooper 2d10 + 13 ⇒ (2, 4) + 13 = 19
Move action: Move to J4
Urirawa clears the trooper from his path and rushes around the tractor column to clear any lurking rebels.

Raal |

Sparing the insurgents a glance Raal glares at the rebels aligned against them, waiting for the rain of blaster fire he fears will head for the prince. "Time to make good on your words men! You know the Empire had nothing to do with Alderaan's destruction. You know the rebellion is corrupt! Follow your leader men! Follow him and avenge your homeworld. Follow him and help us off this forsaken station and the empire will reward you." Activate Born Leader, +1 to hit for everyone.

DM Barcas |

Round 2, Initiative Count 20
Luke stands up straight and takes a few steps backwards, taking his helmet off. He is regaining his footing, but Dak is still watching him for unsteadiness.
Round 2, Initiative Count 19
Tycho sees Luke without a helmet and gasps. "You're Luke Skywalker!" His posture remains calm and nonthreatening towards the Prince.
Round 2, Initiative Count 17
The jump trooper activates his jet pack to regain his footing, landing a few meters away from Krassus on the catwalk. He brings one arm up and releases a jet of fire towards him. It envelops Krassus, Sho Larn, and Raal in a cone of flame. 1d20 + 10 ⇒ (20) + 10 = 30 Tycho pushes Luke out of the way, the inferno scorching his back as he does. 3d6 + 4 ⇒ (6, 3, 1) + 4 = 14 He yells out in anger and hate as he raises his other arm for another flame burst.
The jump trooper is 10/31 hit points, Reflex 18 from -1 CT. The flamethrower damage doesn't crit, but it does automatically hit all 3 targets for 14 damage. Krassus will have to spend a Force Point to stay alive, as the jump trooper's Devastating Assault talent treats his DT as 5 lower.

Call Krassus |

No problem, man. Holiday stress is a special breed of hell.
Krassus sees a brief vision of his future wherein he's burnt to a crisp by the jumptrooper hovering near him. Determined to avert his future doom, he raises his rifle, switches to Autofire and sprays a series of deadly shots at the trooper!
Attack:1d20 + 1 ⇒ (10) + 1 = 11
Damage:3d10 + 5 ⇒ (10, 9, 10) + 5 = 34
The jumptrooper turns his back on Call, attempting to allow his armor to absorb the shots. Unfortunately he forgets that his highly flamable tank of fuel is on his back. WHOOMP! goes the explosion, followed by a long high pitched scream as the trooper falls into the deep abyss. Having completed this mission, Krassus takes two swift actions to begin regaining his second wind!

Urirawa |

Urirawa tends to the tractor beam doing his best to cover his tracks.
Not sure if it is Use Computer or Mechanics but both are +8 1d20 + 8 ⇒ (9) + 8 = 17
It is not Urirawa's best work but he thinks it should be functional and the rebels might not spot the change for a little while. Hopefully, long enough to get the Millenium Falcon into hyperspace.
Urirawa will offer to carry any of the injured that can be carried away.

DM Barcas |

Tycho lets out a bitter little laugh as the the painkiller kicks in. While Krassus bandages him up, he mutters, "I did not think this morning when I woke up that I'd end up joining the Empire and my planet would be destroyed and that Tarkin is a Sith..." He seems a little loopy from the painkillers, but is doing far better than agonizing over his burned skin.
The tractor beam is deceptively simple to disarm for someone with mechanical knowledge. The actual control panel is complex and would require quite some time to deactivate, but the power bypass lever on the back side of the panel is more than sufficient.
A few kilometers through hostile territory with two wounded comrades, then freedom!

Sho Larn |

Tycho lets out a bitter little laugh as the the painkiller kicks in. While Krassus bandages him up, he mutters, "I did not think this morning when I woke up that I'd end up joining the Empire and my planet would be destroyed and that Tarkin is a Sith..." He seems a little loopy from the painkillers, but is doing far better than agonizing over his burned skin.
The tractor beam is deceptively simple to disarm for someone with mechanical knowledge. The actual control panel is complex and would require quite some time to deactivate, but the power bypass lever on the back side of the panel is more than sufficient.
A few kilometers through hostile territory with two wounded comrades, then freedom!
"Celchu, I am very sorry about your comrades. We didn't wish for any more allies to die this day." offers Sho, still a bit melancholy over the sacrifice of his friend Loreck and the troopers before that.
"Let's suit up again in Rebel trooper gear. Crown Prince, your helmet again, if you please."
Sho helps everyone don their gear, now that they have extra. He notifies Han and R2 that the tractor beam is off thanks to Urirawa, and that they are on their way.
Sho leads the way towards the ship, hoping against hope that they make it alive - or at least live long enough to deliver the Crown Prince.

Urirawa |

Urirawa was covered in burns, his fur was matted and smelled like he had been in a sewer. He ached in places that he didn't know he could ache and he still had several kilometers to hike to get off the station.
He hadn't had this bad a time since he had survived 'Hell Week' in the Basice Enviromental Survival Training or BEST course which was the qualifier course to become a Stormtrooper.
Actually, that week had been worse and it was the certain knowledge that he had survived that week that kept Urirawa's legs from turning to jelly and him calling for the bell to quit. Urirawa just wished the Master Sergeant were here so he could spit in the trainer's eyes and tell him that he wasn't quitting because he wouldn't give that person justification to smile.

DM Barcas |

Two Kensae, three soldiers, a Prince, and an insurgent make quite the unusual group heading to freedom. Here and there, they see a few pockets of Rebel soldiers, but none of them give so much as a second glance to them. The kilometers pass slowly because of their injured party members. Solo and R2 give periodic updates as to what route to take to avoid the checkpoints that some of the Rebels set up against the insurgency.
They are nearly at the docking bay to board the Falcon, walking in a wide corridor that looks as if it was the site of a pitched battle, when they hear a familiar voice coming towards them. That clipped, almost exaggerated Coruscanti accent is impossible to mistake: Tarkin. He is accompanied by another voice, one you recognize from earlier. Darth Starkiller, the man who killed Kensae Master Pukol DeWry and captured Crown Prince Luke Skywalker, is walking alongside Tarkin.
Luke is first to notice. He pulls Dak, who is still supporting his weight, to the side into the bulkheads. He whispers to the others, "We can't face him, not in this condition. We need to hide!" Looking around, he hits the button for the nearest door. It beeps negatively, not allowing them entry. Luke scrambles towards a large pile of boxes that appears to be a makeshift barricade and beckons the others towards him. With luck, Tarkin and Starkiller won't even notice them behind the boxes amidst the chaos of the corridor.

Sho Larn |

Sho will usher everyone into the space near the Crown Prince.
"If we hurry we can pull those boxes behind us and box us in."
If the boxes are light enough, we'll move them. If they weigh too much, I will use the Force to move them into place. We will have to squeeze into the space as there are more people than spaces.

Urirawa |

Urirawa responds to Sho's statement and tests to see that he can move the box near him is able to be moved. He tries to make it look like he is a regular soldier moving a box because he has been ordered by someone else to do it.
It wasn't hard to act.
People might think Stormtroopers spent most of their time standing in parade squares or leaping from landing craft into the heat of battle.
The truth was that they spent most of their time moving boxes and cleaning floors and toilets.
Most people had droids do those types of tasks but not the stormtroopers. You can't spend years fighting the clankers and then trust them to clean your house. Many clone troopers had to work hard not to pull a blaster and pop a droid when one of them came around a corner too fast.
Urirawa knew of a few older cloners that bought droids just so they could take their frustrations out on them.
Nope, it was all do it yourself attitude in the stormtroopers.
Str 20 for Moving Box at F3 to J6 and then moving Urirawa into the 'hole'.

Raal |

Hearing Tarkin's and Darth Starkiller's voices sends brief memories through Raal's mind, images of fighting through Tantive IV, of comrades falling to rebel hands, of blaster fire and lightsabers humming. Master DeWry's face as Raal held in his arms as he passed from this world.
Unclenching his hand after the moment of memorie Raal swiftly ducks behind the boxes, crouching down with his lightsaber in his hand he starts a breathing tecunique to lower his pressance in the force, hiding.

Call Krassus |

Seeing the others stepping into the hiding spot, Krassus realizes that they will need a backup plan. He steps in front of the boxes, slouches like a Rebel, and holds his rifle in a loose grip.
DM:
Call will also take his two frag grenades and casually place them in his left hand pocket. He'll hook the pins in his left hand, ready to pull if needed. The Prince must live, everyone else is expendable.

DM Barcas |

The hasty barricade is quickly converted to a hiding place for the Imperials. Tarkin and Starkiller are walking with some speed. Tarkin yells orders to the Rebels to get to better locations. They scatter at his order, leaving the corridor nearly deserted.
The seven of them hold their breath as the villains come near. Tarkin is speaking to Starkiller as they stride down the wide corridor. "I don't care what your master wants. This is my station now. It will be I who chooses its targets, not you."
Starkiller stops walking. He looks at Tarkin, fire in his eyes. He growls to the traitor. "Do not forget who arranged your position. It is not your place to make these decisions." He takes a few steps more, nearly past them, but stops again and is quiet.

Sho Larn |

Sho holds deathly still - willing the Force to allow them all safe passage. He is, however, pragmatic and is prepared to sacrifice himself to see that the Crown Prince reaches the safety of Han's ship.
'I hope your sacrifice was not in vain Loreck...' thinks the kensae to himself.
Sho waits to see what happens next with Starkiller and Tarkin.

DM Barcas |

Crammed in the small space behind the boxes, the small band holds onto the hope that Starkiller will not notice them. They make not a sound, not even a breath.
From deeper in the space comes a voice that is very familiar and completely unexpected. He will see you. He is a natural predator. It is a matter of time and you must be prepared. The group whirls to see Kensae Master Pukol DeWry standing behind them, surrounded by a glowing nimbus of light. The shock amongst the group is universal. I am glad to see you again, but there is no time right now for visitations. I will hold Starkiller at bay while you escape with Captain Solo. I have seen many futures now that I am one with the Force. The future holds many challenges for each of you. Each of you has a part to play. Escape as one. Fight as one. May the Force be yours.
With a sudden crash, the boxes come tumbling down with the Force. Starkiller shouts in hateful exultation, "You are mine!" He throws the boxes down with ease. He smiles, a hateful expression on his cold face.
PC INITIATIVE
Call Krassus 1d20 + 9 ⇒ (2) + 9 = 11
Dak Calgar 1d20 + 9 ⇒ (20) + 9 = 29
Raal 1d20 + 8 ⇒ (8) + 8 = 16
Sho Larn 1d20 + 9 ⇒ (19) + 9 = 28
Urirawa 1d20 + 2 ⇒ (10) + 2 = 12
Pukol DeWry appears between Starkiller and the group. Go! This slave of the Dark Side will not harm you.
Okay, we are going to do something akin to a skill challenge. If you view the map, you'll see that it is something of an obstacle course right now.
When you move forward, you will have to fulfill certain skill checks to continue at certain points. If you fail this check by less than 5, your turn ends. If you fail by more than 5, you'll accrue some sort of negative consequence. Anyone who has successfully beaten a certain skill check can stay on it as a full-round action to do a special assist that gives +5 instead of +2 to everyone else who attempts it until your next round.
The mental challenges (Knowledge, Perception, etc) will determine which physical challenges you can choose to take. Everyone will do them when they pass the purple lines.
Alternately, you can use your standard action to lay down cover fire to slow Starkiller down (more than DeWry already is). You can use Force powers if they'll help. Whatever you do, I'll roll with it and we'll make it work as long as it makes some sort of sense.
If you have any questions, bring them to the OOC thread.

Sho Larn |

Sho moves with the speed born of desperation and training. He bursts through the boxes, flinging them back at Tarkin, seeing that they don't seem to affect Starkiller in the least. He will trust in the Force to handle that abomination. Sho's goal is to clear a path for the injured.
"Move out and don't look back! That means you trooper!" shouts Sho to the team then focusing in on Call who seems intent on exacting revenge. Revenge will be escaping with the plans of the Death Star and the Crown Prince. Anything else will be utterly useless. Those plans will destroy the space station and anyone on board, including Starkiller and Tarkin. That was the big picture. That was the goal. Nay, that was Sho's duty. Duty above all else. Duty with honor.
Standard Action to Move Object. Move action towards the ship.

DM Barcas |

Starkiller and Tarkin disappear in the explosion. A Force barrier visibly appears between them and the fleeing Imperials. Starkiller screams a bellow of pure rage. The entire corridor begins to shake as he lashes out with the Force.
The group begins to run, coming to a set of boxes that nearly blocks the way.

Raal |

Recovering from the sight of his master's force spirit at the turmoil in the the force as the corridor seems to shrink and explode at the same time Raal hustles down the corridor shouting; "GO! GO! GO!" echoing Sho's commands.
Knowledge Tactics: 1d20 + 7 ⇒ (12) + 7 = 19
Eyeing the boxes in his way his mind is quick to prosess the obstacle in his path, glancing back he sumarizes what he sees; "Agile to the left. Strong head right!"

Urirawa |

Round 1
Tactics 1d20 + 3 ⇒ (6) + 3 = 9
Urirawa growls bitterly that Call was getting the fun of blasting Tarkin. Urirawa knew that Sho was right, they needed to move and get the Prince off the Freedom Station.
Urirawa steps back briefly to grab the Prince and put him over his shoulders. Urirawa was surprised to find the Prince, even in Rebel armour didn't way nearly as much as he had always imagined. It was strange how Urirawa had always thought of the Emperor and the Prince as being larger than a Wookiee only to find the Prince was barely a boy.
Urirawa turned and sprinted following Raal's direction. Urirawa didn't expect much in the way of problems with the boxes after growing up leaping from branches and climbing trees.

DM Barcas |

Urirawa, carrying Luke, bounds towards the pile of boxes to the right. His incredible Wookiee strength and climbing skill will come in handy when arriving at the boxes.
Make a DC 15 Jump check for the first set of boxes, then a DC 15 Climb check for the second. If you succeed by 5 or more, take an extra move action.
Raal and Sho Larn arrive at the narrow corridor of boxes stacked high, intent on weaving through them without losing speed.
Make a DC 15 Acrobatics check to pass through the boxes.
Dak shouts back at Krassus. "Come on!" He scrambles to follow Raal and Sho Larn to the left.

Sho Larn |

Sho clears his mind and falls into his training, recalling the times when his Master Tyvokka would challenge him physically. 'The Force is strong, but only as strong and agile as the body using it.' Sho calls upon the agility borne of a Wookiee trainer.
Sho barely clears the boxes, but clear them he certainly does!