DM Barcas - Star Wars - Agents of the Empire (Inactive)

Game Master Isaac Duplechain

The loyal Kensae, founded by Emperor Anakin Skywalker, attempt to fight a Rebel Alliance intent on shattering the hard-won peace.


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Following Raal's warning, Sho will follow his lead by readying an action to reaching out with the Force to catch and redirect an incoming grenade.

Use the Force skill check=1d20 + 9 ⇒ (19) + 9 = 28


Male Wookiee Soldier 4/ Scout 1

Urirawa chuckles at the idea of flash bangs against Stormtroopers in armour.

Urirawa just checks that his helmet systems are functioning correctly to compensate for sudden glares of light or sound.

The helmet had three-phase sonic filtration, Visual adaption including low-light amplification, and MFTAS or Multi-Frequency Target Acquisition system.

Another touch of a button and the system started to gear up to slightly over pressure the exterior surrounding pressure. Even though the suit was environmentally sealed, the over pressure would help keep out any poisonous substances the Vigo's men might try to pump into Urirawa's air supply or coat his armour.

Urirawa measured the distance in both directions with his head sensors and realized he could charge in either direction if needed.

Urirawa is defensive action for the moment to get a bonus to Reflex until his turn comes up to take an action.


Sorry for the delay. Busy day and a good combat deserves more than a quick post by phone. I'm assuming that the explosives are triggered, not proximity. This is sort of a surprise round, but more along the lines of "executing everyone's readied actions".

The first of the security teams begins moving up the east corridor, the noise of their boots giving them away as they make their advance. The second team moves in simultaneously in the west corridor, preparing for a pincer attack. As the first mercenary on each side passes into the corridor, Krassus opens fire and scorches him. The mercenary pushes himself back against the corner and launches the first of the grenades, throwing it right behind Sho Larn. The Kel Dor Kensae grabs it with the Force and throws it directly back at him. The mercenaries shout in confusion in the east corridor as the grenade returns and explodes in a loud and bright explosion. The mercenary next to the first staggers next to him and shoots off a few rounds at the Imperials. The shots are incredibly wild, but it doesn't take much effort to hit when you're spraying several blaster bolts per second. Raal and Urirawa come under fire, a few shots scorching them. With them covering the east side, the other pair moves up and takes position to provide more firepower.

Mercenary 5's Stun Grenade to AA6 (Sho Larn's 28)
--> Damage 4d6 ⇒ (4, 1, 5, 5) = 15

Mercenary 6 Attacks O4-PT (Autofire) 1d20 ⇒ 4
--> Damage 3d12 ⇒ (11, 5, 6) = 22

Nearly simultaneously, the west team comes up with similar tactics. When the first mercenary throws the stun grenade, Raal likewise catches it and flings it back with the Force. In almost a near-repeat of the scene from the other corridor, the staggered mercenary sticks to the battle plan and fires on the area near Krassus. With the poorly-aimed shots from the stunned mercenary covering their advance, the others move into position on the north side of the corridor intersection. The teams are well-positioned to open up salvos of pinning blaster fire on the Imperials.

Mercenary 1's Stun Grenade to C6 (Raal's 20)
--> Damage 4d6 ⇒ (3, 5, 6, 5) = 19

Mercenary 2 Attacks L3-M5 (Autofire) 1d20 ⇒ 9
--> Damage 3d12 ⇒ (8, 11, 5) = 24

Mercenary 1: 12/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 2: 12/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 3: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 4: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 5: 5/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 6: 14/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 7: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 8: 21/21 hp, Ref 17, Fort 13, Will 10

INITIATIVE
28 Krassus
28 Raal
27 Mercenaries 5-8
19 Urirawa
15 Mercenaries 1-4
10 Sho Larn

6 rounds remaining until the computer finishes the automated hacking procedure.


HP 31/43
Init 28

Krassus feels the brief shock as the blasts hit his armor. He breathes in quickly and as he breathes out, he fires at Merc 1-2.

Autofire! 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 3d10 + 3 ⇒ (3, 10, 3) + 3 = 19


Raal moves to the other side of the corridor, pulling his heavy blaster in the walk. Aiming he squeeses of a shot at nr 6 1d20 + 4 ⇒ (7) + 4 = 11 but hits only the wall.


Round 1, Initiative 27

One of the mercenaries in the east corridor shouts out, "Open fire!" The four mercenaries begin rotating sets of blaster fire, hoping to pin the Imperials down. Their blasts are regular but poorly aimed, simply attempting to wear them down with brute force.

Mercenary 5 Autofire Q3-R4 1d20 ⇒ 13
-->Damage 3d12 ⇒ (7, 9, 11) = 27
Mercenary 6 Autofire Q3-R4 1d20 ⇒ 14
-->Damage 3d12 ⇒ (3, 2, 10) = 15
Mercenary 7 Autofire N4-O5 1d20 + 2 ⇒ (16) + 2 = 18
-->Damage 3d12 ⇒ (10, 12, 10) = 32
Mercenary 8 Autofire N4-O5 1d20 + 2 ⇒ (4) + 2 = 6
-->Damage 3d12 ⇒ (6, 4, 8) = 18

Each the Imperials but Krassus is peppered with shots. Urirawa barely dodges a bolt that would surely be fatal, taking it on his armor instead. The group needs cover or to slim down their opponents.

Mercenary 5: 5/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 6: 14/21 hp, Ref 17, Fort 13, Will 10, -2 CT
Mercenary 7: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 8: 21/21 hp, Ref 17, Fort 13, Will 10


Sho's shields take the brunt of the first blast full on, weakening from the excess, reducing their effectiveness and power. The second shot, coming in milliseconds later, absorb all they can and they fade into nothingness.

Take 13 from the first shot. SR 10 reduces damage to 3 and reduce SR to 5. Take 7 from the second shot. SR 5 reduces damage to 2 and shields are depleted. Total damage taken = 5.

HP: 31/42


Male Wookiee Soldier 4/ Scout 1

Here's my track on HP. Threshold 18.
Merc 6 Autofire O4-P5 Miss so 11 dam so 34/45 HP
Merc 7 Autofire O4-P5 Bare Miss do to defensive so 16 dam so 18/45 HP
Merc 8 Autofire O4-P5 Miss so 9 dam so 9/45 HP
Ouch, let's not do this again.

I was hoping between the reflected grenades and the charges set to blow that we wouldn't be getting this pasting. Oh, well, so much for plans. You fight the battle that you're in not the one that you want.

Urirawa realizes that he'll be needing to draw a new suit of storm trooper armour after this mission. He again feels the wrath of heavy fire on his armour.

The taste of blood in his mouth and the fear of his friends being over whelmed as they take fire from both directions sends him into a rage.

charge at Merc 4:

Swift Action to Use Tough as Nails to take a Second Wind that recovers 12 hp (Con which is greater than 1/4 HP). 21/45 HP.

Move Action to I4

Standard Action to Charge using Powerful Charge to D3 and attacking Merc 4. Raging (free action) because I'd rather go down fighting.

Ryyk blade on Merc 4 with Powerful Charge +4 and Dreadful Raging +4 1d20 + 16 ⇒ (8) + 16 = 24

Damage 2H Ryyk blade on Merc 4 with Powerful Charge +1 and Dreadful Raging +4 2d10 + 16 ⇒ (4, 6) + 16 = 26

Fresh energy flows into his sinews as he forgets his pain and suffering.

He focuses on one goal and that is to reach his target.

It is a battle to a punch line. Can he get there before the trooper fires?

He stretches all his power into the moment and delivers a hammering spear with the point of the Ryyk blade. The strength of the enraged wookiee spears the blade up through the crushed ribs and through the man's heart.


Round 1, Initiative 15

Mercenary 1 Stun Grenade to O3-R5 1d20 + 5 ⇒ (16) + 5 = 21 (Raal, Sho Larn)
-->Damage 4d6 ⇒ (2, 4, 3, 1) = 10
Mercenary 2 Autofire to Q3-R4 1d20 ⇒ 12 (Raal, Sho Larn)
-->Damage 3d12 ⇒ (8, 8, 9) = 25
Mercenary 3 Attacks Urirawa 1d20 + 8 ⇒ (14) + 8 = 22
-->Damage 3d12 + 1 ⇒ (3, 1, 3) + 1 = 8

As Urirawa tears one of the guards in half, the others maintain their focus on pinning the others down. Focusing on the Kensae, one throws a another grenade that bursts with noise and kinetic energy. Following on its heels, his partner continues to blast away with little regard for accuracy. The remaining mercenary, standing next to Urirawa, raises his rifle to his shoulder and fires at the raging Wookiee. The blast hits him, turning another part of armor into useless slag but protecting him from the worst of it.

Mercenary 1: 12/21 hp, Ref 15, Fort 11, Will 8, (-2 CT)
Mercenary 2: 12/21 hp, Ref 15, Fort 11, Will 8, (-2 CT)
Mercenary 3: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 4: DEAD


Male Wookiee Soldier 4/ Scout 1

Yeah, Urirawa has back 11 hp! for 32/45 hp.

Drat, Urirawa just lost 8 again for 24/45 hp. Well, that is better than I was; so, Yeah!


I'm up but on the road. Will update tonight.


Sho is peppered by the bolts and blasts from the security forces. His Force defenses were depleted moments ago by the barrage of attacks directed at him and he is rocked by the damage inflicted.

Sho yells in pain!

Grenade - not stunned or unconscious. -5 HP. Half damage from autofire attack. -12 HP. -17 HP total. No change to condition track.

HP: 14/42

Sho pulls from his reserve and takes a second to catch his breath.

Second Wind taken as a swift action. +10 HP.

HP: 24/42

He knows he can't just stand here but he must act. The quickest way would be a grenade or the thermal detonator. He quickly decides which.

Attack roll=1d20 ⇒ 15. If I can Use the Force to pull one a grenade pin on the two troopers to the east (opposite Urirawa), I will do that. If not, I will toss the thermal detonator and try to catch them all in the blast. If I can't get them all, I will toss it at the uninjured troopers in the NE. Let me know which I can do. I am +6 on ranged attacks and +9 on use the Force.

Sho then moves to the nearest doorway and takes cover.


24 is good for such a precise application. You pull the grenade pins. I'll leave it up to you to describe.


Sho reaches out with the Force. Unlike his usual applications of brute Force and overwhelming power, this requires a delicate touch. Sho tries to shape the Force like a hand and reaches out, both mentally and physically. His four tapered fingers reach out and then close into a fist. His mind "feels" the pin on the security troopers belt and pulls. The troopers follow the pin as it floats gently into the corridor. They exchange a glance and scream, "Oh, sh@@t!, as they realize what the pin belongs to.

A fraction of a second later, there is a blossoming explosion of heat and shrapnel. The blast tosses the two surprised agents like dolls against the bulkhead, both crumpled into a lifeless mass.

Damage from grenade=4d6 ⇒ (4, 6, 3, 6) = 19

This was directed at Mercenary 7 & 8, on my end. I moved to M6 and took cover in the doorway.


As soon as Sho finishes, I'll have this waiting:

Call smiles at the grouping of mercs around the corridors. Clearly their superior officers didn't bang the idea of avoiding clumping into their heads nearly enough during basic. Oh well, their loss of limb.

Action: Trigger the explosives.
Second Action: Laugh like a jackal.


East Corridor 5d6 ⇒ (3, 4, 1, 3, 5) = 16
West Corridor 5d6 ⇒ (6, 6, 3, 1, 6) = 22

The explosion is overwhelmingly loud, almost seeming as if the whole building will come down on their heads. With the smoke clearing, both corridors are a tangle of twisted metal and body parts. Alarms ring out throughout the skyhook as automatic chemical sprayers attempt to sputter their contents on in the ruined area. Of the eight members of two teams, only three remains alive, with two clinging to life. They appear poised to scramble away and regroup.

Mercenary 3: 21/21 hp, Ref 17, Fort 13, Will 10
Mercenary 7: 2/21 hp, Ref 16, Fort 12, Will 9 (-1 CT)
Mercenary 8: 2/21 hp, Ref 16, Fort 12, Will 9 (-1 CT)


I've got Raal at 7hp. -2 CT

Surprised by the barage of fire Raal barely manages to dodge the worst of it, chucking a stun grenade down the corridor AA 3 - AB 2 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15, 4d6 ⇒ (1, 2, 4, 2) = 9 he hugs the wall, hoping to make himself as small a target as he can.


Male Wookiee Soldier 4/ Scout 1

Half damage from Raal's stun grenade should still be enough to leave Mercs 7&8 sleeping. Urirawa is thus next up as Mercs 5 to 8 are down.

Urirawa fresh from spearing the first merc to get in his way, rips his father's Ryyk blade from the man's dying body and brings it down upon the next merc as Urirawa continues forward.

attack Merc 3:

Move action to move the one square closer (need two squares to do a charge).

Standard action to attack Merc 3 while Raging round 2

Attack on Merc 3 with Dreadful Rage +4 1d20 + 12 ⇒ (7) + 12 = 19

Damage on Merc 3 with Dreadful Rage +4 2d10 + 15 ⇒ (7, 3) + 15 = 25

Urirawa still feels sting of the Mercs blaster fired point blank at his storm trooper armour.

The merc feels nothing at all as the Ryyk blade hits just below woman's chin. Her head cocks sideways as she drops instantly with her spinal chord fractured from the strength of the impact.

Urirawa continues to heave as his lungs painfully take in air but his one thought is that Call has beat him again and put down four opponents to his mere two.


With the two teams dead or incapacitated and the main corridor blocked with detonite, the Imperial team has a bit of time to check the data stream and make a plan. The program has deactivated the defenses on Jolo Gandaar's office on the top floor, as well as identified the location of the biotoxin eight levels above their current position. The defense teams are scattered, trying to find a way around the shattered corridors.

Urirawa transfers the control to his mobile computer, allowing them to move and work with the computer system at the same time.


Call rises to his feet, keeping his rifle trained on the corridors. "I love me the explosives!"


His armor and clothing still smoking from the scorching delivered by the security teams Raal detatches himself from the wall. "Medic. I need a medic." he says barely staying on his feet.


Raal wrote:
His armor and clothing still smoking from the scorching delivered by the security teams Raal detatches himself from the wall. "Medic. I need a medic." he says barely staying on his feet.

"Aye sir, on it!"

Treat Injury: 1d20 + 7 ⇒ (18) + 7 = 25 plus FP 2/6 1d6 ⇒ 3 That's 13 plus level back for you.


Cheers mate. His burns relieved a bit by Call's treatment Raal breaths a bit easyer HP 23/33. "Let's head for the elevator. We need to keep moving before they figure out a way past the debris. Search the troopers for grenades or security passes first."

Raal follows his own orders and heads to the troopers he took out with the stun grenade, taking any obvious grenades or security passes of them.


Male Wookiee Soldier 4/ Scout 1

Finish battle 24/45 hp and still have a second wind but can't use it till the next encounter since I used tough as nails this encounter. Currently post rage for -1 CT

Urirawa flips the lid of his portable computer to have a vid screen on the outside. He then sets the system to relay on a secure channel to his helmet optics the information displayed on the video screen.

'ttyk u ghhyk'

Shyriiwook:

'Cheiftan [Vigo] or plague jars [canisters of biological poison]?'


Call Krassus wrote:
Raal wrote:
His armor and clothing still smoking from the scorching delivered by the security teams Raal detatches himself from the wall. "Medic. I need a medic." he says barely staying on his feet.

"Aye sir, on it!"

Treat Injury: 1d20+7 plus FP 2/6 1d6 That's 13 plus level back for you.

Sho looks to Raal being healed. "I could use some ministrations as well Trooper Call."


"Yes sir! Perhaps I should train in the medical arts as well when our mission is completed?"

Treat Injury: 1d20 + 7 ⇒ (14) + 7 = 21 plus FP 3/6 1d6 ⇒ 5
11 back plus your level!


The computer readout is on display inside Urirawa's helmet, showing him an overlay of the building's blueprint. The teams are re-routing around the blocked corridor, leaving the Imperials a small window to head up to the lift without further resistance. If they are to make it, they need to move quickly and without hesitation.


Male Wookiee Soldier 4/ Scout 1

Urirawa makes his choice.

'ghhyk'

Urirawa selects the bio-toxin vault that is eight levels up and sets the system to guide him and the group to their first destination.


Urirawa wrote:

Urirawa makes his choice.

'ghhyk'

Urirawa selects the bio-toxin vault that is eight levels up and sets the system to guide him and the group to their first destination.

Sho accepts the slapped patch of medicine and stimulants. He winces in pain but is thankful.

"They will regroup and in stronger numbers. If we are to move, let's move now! Trooper Urirawa, lead us since you know where we are going. Trooper Call, keep us protected."

Sho then falls into step behind the wookiee.


Making steady progress, the Imperials advance to the lift. Urirawa's readout alerts him that the research labs have been evacuated and automated defense systems activated. The image of the automated defense appears before him: a FLTCH-Series Battle Droid, a large bipedal droid equipped with a massive rocket launcher and enormous grappling claws. Uriawa's helmet also displays the current readout of the secure lab area. The blueprint readout shows the droid directly between them and their target.


Male Wookiee Soldier 4/ Scout 1

'yyu ggh frttrrkii viiyyk uuRu ji'

Shyriiwook:

'Fruit Pods [grenades] from the door or do we rush into battle? I don't want to get in the way of Call's Mighty Bow [heavy blaster] by rushing forward.'


Assuming someone transelates for Raal.

"That could work." Raal hesitates. "I have an Ion Grenade wich could take out some of it's systems. Although I'm certain it will take more to put it down."


Looking at the layout of the room, Sho suggests a mix between Trooper Urirawa's plans.

"That droid looks positively lethal. I suggest we rush in and fan out, taking cover where we can. This will allow us to flank it and spread our fields of fire. Any chance you can pull up the specs on that droid? Does it have shields or armor? What weapons is it using?"


Call pats his rifle lovingly. "Sirs, I've got a brand new grenade launcher waiting to be used. I'm also loaded for ion grenades. A couple to soften up the big clanker ought to work."


Call Krassus wrote:
Call pats his rifle lovingly. "Sirs, I've got a brand new grenade launcher waiting to be used. I'm also loaded for ion grenades. A couple to soften up the big clanker ought to work."

"Perfect. Suggestions on a plan then, other than open the door and shoot? I suggest we split two left and two right so we are not bunched together."


Male Wookiee Soldier 4/ Scout 1

Use Computer:

Attempting Use Computer to gather information on the droid and its capabilities. Looking in Ackbar's Guide to War Droids. This is a computer check so taking 10 and getting a bonus from Friendly or Helpful computer system. That should give me 10 +8 +2 = at least 20.

Urirawa types some keys on his portable computer and checks his standard Imperial Reference Library. He looks in Ackbar's Guide to War Droids.

'uuRu iy httyuk'

Shyriiwook:

'Call, could I have a fruit pod [grenade] to throw?'


Call pulls out an ion grenade and a frag grenade and hands them to Urirawa.


Urirawa pulls up the droid specs without much difficulty. The FLTCH-Series are commonly used by mercenaries and criminal syndicates, frequently as an intimidation tool. Capable of laying down both heavy fire and powerful grenades, it is extremely dangerous. It has little by way of defenses other than its natural size and strength, as well as quadanium battle armor, but it is equipped with an anti-ionization device that can reboot it after an ion attack. Its preferred tactics involve laying down a missile barrage and moving in with its blaster rifle, then grabbing its foes and rending them to pieces.

32 hp, Ref 19, Fort 22, Will 14,
Indomitable talent, Devastating Attack (Rifle) talent
claw attack +13 (1d6+8), heavy blaster rifle +10 (3d10+2), missile launcher +9 (6d6+2)


"Do we have enough grenades for two barages? If we see it go out and back in, can we barrage it again? I only have the one grenade myself."


Clambering into the lift, the readout display informs the Imperials that the mercenary guards are having difficulty getting to their position, stymied by the hacking program's efforts. The powerful magnetic lift takes them up the eight levels before slowing to a halt. The lift doors are ready to open at Urirawa's command.

Patching into the surveillance cameras, the squad can see the FLTCH-Series war droid about 15 meters from the entrance, its guns trained motionlessly on the door. In its active state, the droid cannot be ordered to stand down remotely as a failsafe measure.

Set up your readied standard actions. The droid surely has one as well.

Map


DM Barcas wrote:

Clambering into the lift, the readout display informs the Imperials that the mercenary guards are having difficulty getting to their position, stymied by the hacking program's efforts. The powerful magnetic lift takes them up the eight levels before slowing to a halt. The lift doors are ready to open at Urirawa's command.

Patching into the surveillance cameras, the squad can see the FLTCH-Series war droid about 15 meters from the entrance, its guns trained motionlessly on the door. In its active state, the droid cannot be ordered to stand down remotely as a failsafe measure.

Set up your readied standard actions. The droid surely has one as well.

Map

Sho readies by calming his mind and breathing out slowly.

His plan is to intercept any missile from the droid as it is fired and directing it at the floor directly under the droid's feet. The blast should serve to damage the droid and possibly cause it to crash downn through the floor.

Ready action to Move Object. 1d20 + 9 ⇒ (17) + 9 = 26. This will get any Huge object. I will expend a Force point if necessary. Damage for Move Object, if appropriate, is 6d6 ⇒ (3, 2, 3, 4, 1, 4) = 17


Call will move apart from the others by at least 15 feet, and ready an ion grenade to fire on the droid as soon as the target is viable.

Initiative: 1d20 + 9 ⇒ (3) + 9 = 12

Ion Grenade! 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 4d6 + 1 ⇒ (5, 2, 3, 5) + 1 = 16


Male Wookiee Soldier 4/ Scout 1

Toss ion grenade and move:

Urirawa's action will be to toss the ion grenade as a standard action and move.

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Toss Grenade: 1d20 + 4 ⇒ (19) + 4 = 23

Ion Grenade Damage: 4d6 ⇒ (5, 6, 6, 2) = 19

Urirawa notes the location of the droid in his computer and composes and image in his mind of where he will need to toss the grenade to get it on target.

Urirawa then sets the computer to do a count down to open the door on a ten second count down to give him time to get the grenade ready and the computer stored.

When the count down gets to five he holds up his left paw and starts to curl digits so everyone is ready to react as a unit when the count down gets to zero and the doors open.


Raal primes the ion grenade, ready to toss it as soon as the doors open. 1d20 + 4 ⇒ (10) + 4 = 14, 4d6 + 2 ⇒ (4, 1, 6, 3) + 2 = 16

initiative 1d20 + 8 ⇒ (7) + 8 = 15


Initiative 1d20 + 6 ⇒ (18) + 6 = 24

FLTCH-Series: Rocket Launcher vs. B10 1d20 + 9 ⇒ (7) + 9 = 16
--> Damage
6d6 + 2 ⇒ (2, 6, 6, 3, 4, 6) + 2 = 29

As the doors open, the droid launches a rocket at them. Sho Larn catches it with the Force and flings it back, its detonation blossoming only a few meters from the droid. As the others flood from the lift, the flashes and electric snap of ion grenades flood the room. While they are not direct hits, they are sufficient to overpower its damaged circuitry. The droid falls to the floor, deactivated.

Looks like that was a bit too easy.


Never underestimate the power of 4 men armed with ion grenades!


Call Krassus wrote:
Never underestimate the power of 4 men armed with ion grenades!

Not to mention time to prepare PLUS access to schematics of the opponent with details on tactics.


Sho joins the others in the room with the now defunct droid.

Like all officers, Sho begins barking orders.

"Trooper Krassus, defensive position. Guard all other entrance positions."

"Trooper Urirawa - Can you secure the turbolift? Where to next?"

"Lt. Raal - can you make sure that droid doesn't get back up?

Once the questions are asked and the orders are given, Sho will reach out with the Force, attempting to sense the presence of anything nearby.

Use the Force skill check to Sense Surroundings=1d20 + 9 ⇒ (11) + 9 = 20


With the droid laying motionless and inactive on the floor, the research lab is open in front of the Imperial squad. Dozens of clear tubes hold specimens in greenish liquids. Close examination of the specimens shows them to be mutated animals in various states of what appears to be devolution. Large spikes and cruel barbs adorn the creatures, their bodies thrashing somewhat involuntarily. A central command console is the only other thing in the room.


Male Wookiee Soldier 4/ Scout 1

Urirawa uses the computer to access the labs logs and inventory to locate the bio-toxin that they were sent to find.

If it is inside of a locked safe or vault then Urirawa will start to use his Security Kit to break the security.

lab work:

Use Computer with taking 10 to locate the information of the toxin's location in the lab. 10 +8 skill +2 equipment from Friendly system = 20

Mechanics with Security Kit to break security system / Disable Device. 1d20 + 8 ⇒ (6) + 8 = 14

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