GM Phntm888's Dawn of Defiance

Game Master Phntm888

Abandoned Warehouse


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Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Callum simply sighs as he draws his pistol. It seems like he will be needing it.

Stealth: 1d20 + 3 ⇒ (14) + 3 = 17


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Stealth: 1d20 + 3 ⇒ (6) + 3 = 9


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Jek draws his pistol as will, grinning a bit. Time for a third, he told himself.

stealth: 1d20 + 3 ⇒ (18) + 3 = 21


GM Rolls:

Stormtrooper Perception: 1d20 + 8 ⇒ (18) + 8 = 26
stromtrooper 2 Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Officer Perception: 1d20 + 7 ⇒ (3) + 7 = 10

The group tries to sneak into the hangar, but Winter bumps against a crate with some motivators lying on top of it. One of them falls to the ground with a loud clunk, and the officer and both stormtroopers turn around. One of the stormtroopers sees the rest of you and shouts, "Intruders!"

Initiative:

Jek Init: 1d20 + 8 ⇒ (16) + 8 = 24
Winter: 1d20 + 8 ⇒ (12) + 8 = 20
Callum: 1d20 + 8 ⇒ (12) + 8 = 20
Galatea: 1d20 + 7 ⇒ (1) + 7 = 8
Sebbik: 1d20 + 9 ⇒ (13) + 9 = 22

Stormtroopers: 1d20 + 1 ⇒ (15) + 1 = 16
Officer: 1d20 + 1 ⇒ (12) + 1 = 13
Repulsor Sled: 1d20 + 10 ⇒ (9) + 10 = 19

Initiative Order
Jek
Sebbik
Winter
Callum
???
Stormtroopers
Officer
Galatea

Begin Round 1. Jek, Sebbik, Winter, and Callum are up for Round 1.


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik winces at the clatter even as he is moving toward the nearest cover, and his reflexes are quick enough to allow him to get off a shot before the stormtroopers and their leader can react.

Ranged Blaster Attack: 1d20 + 4 ⇒ (3) + 4 = 7 vs Reflex
Blaster Damage: 3d6 ⇒ (3, 5, 4) = 12 energy

Move 30' to the crates (or shelving unit, whatever that is on the map) that provides cover (I moved my icon on the map) and take a shot at the stormtrooper due west of his position - it looks like he's in short range at 14 squares, so no penalty to attack roll. Dang, not that it really mattered anyway...


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Winter shrugs, moves forward, and opens fire on the Imperial Officer, saying "You should have just closed your eyes and let us pass unmolested, friend".

Attack Roll: 1d20 + 4 ⇒ (10) + 4 = 14
Damage Roll: 2d8 ⇒ (5, 3) = 8


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Jek adopts a wide grin as he pulls back from a crouch, standing at full height, pistol leveled against his free arm, and he pulls the trigger, aiming for one of the stormtroopers.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 3d4 + 0 ⇒ (3, 1, 1) + 0 = 5

Then he quickly dashes back towards cover.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Quickly moving to find some cover, Callum follows the others' example and fires at one of the stormtroopers, though not without at least a semblance of unwillingness. Despite the nature of his enemies the Corellian finds that he does not particularly like shooting first, especially when it is not to merely stun.

Ranged attack (sporting blaster pistol): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (energy): 3d4 ⇒ (4, 2, 4) = 10

Echh... I think something happens when rolling a natural 1 with a pistol? Something with the ammo?


Round 1

Jek adopts a wide grin as he pulls back from a crouch, standing at full height, pistol leveled against his free arm, and he pulls the trigger, aiming for one of the stormtroopers. Unfortunately, the shot is a glancing blast that the stormtroopers armor easily deflects.

Sebbik winces at the clatter even as he is moving toward the nearest cover, and his reflexes are quick enough to allow him to get off a shot before the stormtroopers and their leader can react. His hastily snapped shot goes far wide, impacting the wall of the hangar.

Winter shrugs, moves forward, and opens fire on the Imperial Officer, saying "You should have just closed your eyes and let us pass unmolested, friend". His blaster carbine shots are accurate, catching the Officer in the arm.

Quickly moving to find some cover, Callum follows the others' example and fires at one of the stormtroopers, though not without at least a semblance of unwillingness. Despite the nature of his enemies the Corellian finds that he does not particularly like shooting first, especially when it is not to merely stun. He pulls the trigger, and his pistol beeps, its power pack depleted. Move action to reload, Callum.

GM Rolls:

Stormtrooper 1 vs Winter: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Stormtrooper 2 vs Winter: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17

Repulsor sled: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 3d10 ⇒ (6, 1, 6) = 13

The Officer immediately runs for cover, shouting, "Shoot these criminals in the name of the Empire!"

The two stormtroopers fire at Winter, though neither is able to hit the mercenary. Roaring out of one of the storage rooms comes another stormtrooper on a repulsor sled. He swings around in a flanking motion and fires the sled's blaster cannon at Jek. Despite his cover, the powerful blast still burns him. Jek, take 13 damage.

Initiative Order
Jek
Sebbik
Winter
Callum
Repulsor Sled
Stormtroopers
Officer
Galatea

The party is up! Galatea can take her round 1 action, everyone else round 2.

Tracking:

Officer - 9/17

Jek - 6/19


Female Niemoidian Noble 2/ Jedi 1

Galatea takes what cover there is behind the object in front of her (I am not sure what that is) takes her blaster carbine out and fires at the Stormtrooper that is closer to the "top" of the map.

To Hit: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 3d8 ⇒ (3, 1, 6) = 10


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

The blaster cannon on the repulsor sled seems like a dangerous weapon the the Duros, and Sebbik swings his aim to fire at that target instead.

Ranged Blaster Attack: 1d20 + 4 ⇒ (1) + 4 = 5 vs Reflex (Repulsor Sled)
Blaster Damage: 3d6 ⇒ (1, 2, 5) = 8 energy

This presumes I can shoot at the sled over the cover that is protecting me - not sure how 'high' the cover is. If that shot isn't possible, take another shot at the stormtrooper dead ahead. UGH! That's the second '1' on this board I've rolled in the last 15 minutes...


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

As the sled comes roaring out, Winter shouts "Dibs!" and then run and jumps onto the back.

Let me know if I need to make some kind of roll.


Um...well, there's a stormtrooper on the back of it who's gonna need to be knocked off first, Winter. Also, it's a double move to get there. Map is at the top.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"Tsk..."

Callum takes an energy cell out of his utility belt and quickly reloads his pistol. "So uncivilized," he mutters to himself as he fires again. "And worse even, so unreliable..."

Ranged attack (sporting blaster pistol): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (energy): 3d4 ⇒ (2, 1, 4) = 7

...seriously?


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

I saw that it was a double move, so let me do this instead (since I didn't know about the stormtrooper in my way:

Winter moves forward and then shoots at the trooper riding on the back of the Repulsor Sled.

Attack Roll: 1d20 + 4 ⇒ (19) + 4 = 23
Damage Roll: 2d8 ⇒ (2, 2) = 4


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Blast, Jek cursed as he saw that his bolt didn't connect, then again he cursed Kriffing sithspit! As the burn from the blast got to him. He winced in pain, clenching his teeth. That one was going to leave a few marks. He'd think of a better story for them, later.

He reached out from his cover and, with a quick glance to his assailant, as spiteful as he was, pulled the trigger and hoped for a better result. I don't know about any of you, He began, "But I've shot at more imps today than I've ever planned to.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21

Damage: 3d4 ⇒ (4, 4, 1) = 9


End Round 1

Galatea takes what cover there is behind the object in front of her, takes her blaster carbine out and fires at a Stormtrooper. Her shot goes far wide.

Round 2

"Blast," Jek cursed as he saw that his bolt didn't connect, then again he cursed, "Kriffing sithspit!" As the burn from the blast got to him. He winced in pain, clenching his teeth. That one was going to leave a few marks. He'd think of a better story for them, later. He reached out from his cover and, with a quick glance to his assailant, as spiteful as he was, pulled the trigger and hoped for a better result. "I don't know about any of you," He began, "But I've shot at more imps today than I've ever planned to." His shot connects, taking out the stormtrooper on the back of the repulsor sled.

The blaster cannon on the repulsor sled seems like a dangerous weapon the the Duros, and Sebbik swings his aim to fire at that target instead. However, since Jek took the stromtrooper out, he turns his attention to one of the other two stormtroopers. Unfortunately, his power pack ran out of charge as he pulled the trigger.

As the sled comes roaring out, Winter shouts "Dibs!" and then run and jumps onto the back after Jek takes out the stormtrooper on top. I used the d20 roll (19) for your Jump check - next round, you can start using it. I'll post statistics at the bottom of this post.

"Tsk..."

Callum takes an energy cell out of his utility belt and quickly reloads his pistol. "So uncivilized," he mutters to himself as he fires again. "And worse even, so unreliable..." Unfortuantely, this power pack, too, is out of energy.

GM Rolls:

Stormtrooper 1 vs Galatea: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17

Stormtrooper 2 vs Callum: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Officer vs Winter: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 3d6 ⇒ (5, 6, 2) = 13

The stormtroopers no longer able to see Winter, shift their aim to Galatea and Callum. Fortunately, both are missed by the stormtroopers blasts.

Winter is not so lucky atop the repulsor sled. The officer, seeing him hop onto it, pulls out his blaster pistol and fires at the mercenary. His shot catches Winter right in the shoulder. 13 damage

Initiative Order
Jek
Sebbik
Winter
Callum
Repulsor Sled
Stormtroopers
Officer
Galatea

The party is up. Galatea end of round 2, everyone else for beginning of round 3.

Tracking:

Officer - 9/17

Jek - 6/19
Winter - 20/33

Repulsor Sled:

Aratech 64-Y Swift 3 Repulsor Sled
Large ground vehicle (speeder)
Init +10; Senses Perception +8
----------------------------------------------------------------------
Defenses Ref 14 (flat-footed 11), Fort 13; +1 armor
hp 32; DR 5; Threshold 18
----------------------------------------------------------------------
Speed 12 squares (max. velocity 800 km/h)
Ranged medium blaster cannon +7 or drop net +7
Fighting Space 2x2; Cover none
Base Atk +1; Grp +9
Atk Options autofire (medium blaster cannon), drop net
----------------------------------------------------------------------
Abilities Str 16, Dex 16, Con —, Int 14
Skills Initiative +7, Mechanics +2, Perception +7, Pilot +7
----------------------------------------------------------------------
Crew 1 (Winter); Passengers none
Cargo 4 kg; Consumables 1 day; Carried Craft none
Payload 1 drop net
Availability Military; Cost 8,000 (1,800 used)

Drop Net — When you fire this weapon, make an attack roll against all targets in a 2-square-by-2-square area within 12 squares. If you exceed a target’s Reflex Defense, that target is grabbed (–2 penalty on attack rolls) for 1 round.

Medium blaster cannon (pilot)
Atk +3 (-2 autofire), Dmg 3d10
----------------------------------------------------------------------
Drop net (pilot)
Atk +3, Dmg 6d10 ion (grapple +9)

These stats have been updated to reflect your skills and base attack bonus.


Female Niemoidian Noble 2/ Jedi 1

Galatea quickly reviews the strategic situation, concluding she had selected the right proceedure last round and fires her blaster carbine at the Stormtrooper that is closer to the "top" of the map, exclaiming "Take this, running imperial lap dog of fascism!"

To Hit: 1d20 + 2 ⇒ (6) + 2 = 8

Damage: 3d8 ⇒ (8, 8, 1) = 17


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

"Bantha fodder." Sebbik growls as he drops the heavier blaster pistol and draws his familiar, smaller one. The Duros takes aim at the stormtrooper without cover and fires off a shot.

Ranged Sporting Blaster Attack: 1d20 + 4 ⇒ (9) + 4 = 13 vs Reflex
Sporting Blaster Damage: 3d4 ⇒ (1, 2, 3) = 6 energy

Damn, well drop the blaster, draw his secondary weapon and fire at the stormtrooper standing out in the open. Nice move to take that sled, Winter!


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"Well, hello to you too friend!" says Winter as the officer fires on him. He then raises his blaster, extends the stock...and shoots at the pilot.

Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10
Damage Roll: 3d8 ⇒ (7, 6, 3) = 16


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Once again Callum ejects the glitched and spent energy cell from his blaster and proceeds to replace it with a full one before firing.

Ranged attack (sporting blaster pistol): 1d20 + 3 ⇒ (7) + 3 = 10
Damage (energy): 3d4 ⇒ (2, 2, 3) = 7

I think I will be keeping the two empty energy cells to recharge them once I get the chance by the way.


Winter, Jek took out the hoversled pilot. You are on the hoversled. It is yours. Would you like to use the blaster cannon instead of your rifle?


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Hah! Jek exclaimed as his shot hit the mark. He loosed himself from cover and swung his blaster to aim towards the officer, giving him a victor's smile as he pulled the trigger. This was what I missed from my years of service, he thought.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 3d4 + 0 ⇒ (1, 4, 2) + 0 = 7


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Yes. Sorry, I was thinking the Officer was also on the sled.


End Round 2

Galatea quickly reviews the strategic situation, concluding she had selected the right proceedure last round and fires her blaster carbine at the Stormtrooper that is closer to the "top" of the map, exclaiming "Take this, running imperial lap dog of fascism!" Her blaster carbine again misses the mark.

Round 1

"Hah!" Jek exclaimed as his shot hit the mark. He loosed himself from cover and swung his blaster to aim towards the officer, giving him a victor's smile as he pulled the trigger. This was what I missed from my years of service, he thought. His blaster shots hit the Officer's cover, but he was unable to connect with the man himself.

"Bantha fodder." Sebbik growls as he drops the heavier blaster pistol and draws his familiar, smaller one. The Duros takes aim at the stormtrooper without cover and fires off a shot. The stormtrooper takes a glancing blow on his armor, but it doesn't appeared to have had any effect.

"Well, hello to you too friend!" says Winter as the officer fires on him. He then turns the repulsor sled, fires up the blaster cannon...and shoots at the man.

Blaster Cannon damage: 3d10 ⇒ (1, 6, 7) = 14

Though the officer's cover protects him from the worst of it, the force of the explosion, still burns him somewhat.

Once again Callum ejects the glitched and spent energy cell from his blaster and proceeds to replace it with a full one before firing. This power pack has charge, but his shot goes wide.

GM Rolls:

Stormtrooper 1 Autofire vs Galatea: 1d20 - 3 + 1 ⇒ (14) - 3 + 1 = 12
Damage: 3d8 ⇒ (1, 8, 2) = 11
Stormtrooper 2 Autofire vs Callum: 1d20 - 3 + 1 ⇒ (5) - 3 + 1 = 3
Damage: 3d8 ⇒ (3, 1, 4) = 8
Officer vs Winter: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

One of the stormtroopers says, "Switch to autofire." He then proceeds to shower Galatea with blaster bolts from his carbine. Galatea, 5 damage[/oocc]

The other does the same, and showers Callum with blaster bolts as well. [ooc]Callum, 4 damage, he missed your Reflex Defense, so Evasion applies.

The officer, seeing his two stormtroopers firing on Callum and Galatea, says, "No, you fools, get the one on the repulsor sled!" He fires on Winter again, but misses.

Initiative Order
Jek
Sebbik
Winter
Callum
Repulsor Sled
Stormtroopers
Officer
Galatea

The party is up. Galatea end of round 3, everyone else for beginning of round 4.

Tracking:

Officer - 2/17

Jek - 6/19
Winter - 20/33


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Callum breathes a sigh of relief as, between the stormtrooper's inaccuracy and his own reflexes, he finds himself weathering the hail of blaster fire unscathed. It is only natural that the Corellian wants to return the favor. So, he aims his blaster at the one who tried to shoot him and pulls the trigger... only to have it glitch on him as its energy cell dies out. Again. He rolls his eyes. Hard.

Round 4

Ranged attack (sporting blaster pistol): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (energy): 3d4 ⇒ (4, 1, 2) = 7

...

Are there small objects that can be thrown at a stormtrooper with a Use the Force (Move Light Object) check?


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik continues to take shots at the stormtrooper in the open.

Ranged Sporting Blaster Attack: 1d20 + 4 ⇒ (3) + 4 = 7 vs Reflex
Sporting Blaster Damage: 3d4 ⇒ (3, 3, 2) = 8 energy

I'm telling you, the dice on this board are jinxed! :p


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"I was wondering what I was going to have to do to get some attention around here. You get to die last!" Winter says to the stormtrooper with some common sense. He turns the sled and opens up with the cannon on the one shooting at Galatea.

Attack Roll: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 3d10 ⇒ (8, 10, 7) = 25 Toast!


Female Niemoidian Noble 2/ Jedi 1

"Ugh. I am hit but will be fine, eventually. Let's do this and get out of here."exclaims Galatea, inspecting her burns and realising they are not too bad.


Combat's not over yet, Galatea. Still one stormtrooper and the Officer left.


Female Niemoidian Noble 2/ Jedi 1

Galatea fires at the stormtrooper.

To Hit: 1d20 + 2 ⇒ (6) + 2 = 8

Damage: 3d8 ⇒ (4, 5, 2) = 11

Oops. My mistake. Galatea needs glasses based on current events.


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Jek curses himself out for missing his shot, when he had so perfectly, and purposefully, set himself up for a dashing, swashbuckling moment. The show must go on, he thought, bracing his pistol against the flat of his arm and firing again at the officer.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 3d4 ⇒ (2, 3, 3) = 8

I would have thought that these stormtroopers would have been a tad more... precise, Jek said, at the same time minding the burns he had from a blaster shot that came too close.


End Round 3

Galatea fires at the stormtrooper. She unfortunately misses the target again.

Round 4

Jek curses himself out for missing his shot, when he had so perfectly, and purposefully, set himself up for a dashing, swashbuckling moment. The show must go on, he thought, bracing his pistol against the flat of his arm and firing again at the officer. His aim is true, and the blaster bolt catches the officer in the head, downing him. "I would have thought that these stormtroopers would have been a tad more... precise," Jek said, at the same time minding the burns he had from a blaster shot that came too close.

Sebbik continues to take shots at the stormtrooper in the open. His blasts go wide.

"I was wondering what I was going to have to do to get some attention around here. You get to die last!" Winter says to the stormtrooper with some common sense. He turns the sled and opens up with the cannon on the one shooting at Galatea. The blast engulfs the stormtrooper, leaving him blackened and burnt.

Callum breathes a sigh of relief as, between the stormtrooper's inaccuracy and his own reflexes, he finds himself weathering the hail of blaster fire unscathed. It is only natural that the Corellian wants to return the favor. So, he aims his blaster at the one who tried to shoot him and pulls the trigger... only to have it glitch on him as its energy cell dies out. Again. He rolls his eyes. Hard.

Callum, there are various tools that might be useful. You'll need to make an attack versus his Reflex defense. Since they aren't designed to be weapons, they will take improvised weapon penalties. They will deal 1d6 damage.

GM Rolls:

Stormtrooper vs Callum, Autofire: 1d20 - 3 ⇒ (7) - 3 = 4

The remaining stormtrooper sprays blaster bolts in the general direction of the group, but they all fly overhead.

Tracking:

Officer - -6/17
Stormtrooper 2 - -19/6

Jek - 6/19
Winter - 20/33
Galatea - 17/22


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Generally a calm and easy-going person, Callum cannot help but feel frustrated at his apparent bad luck or lack of skill with the blaster. Given how three separate energy cells malfunctioned though, he leans towards the former.

"There is no such thing as luck," he mutters softly, remembering something he had heard long ago. And then he tries something else, something he has not tried in a while. And a wrench lying forgotten on a stack of crates starts to move. And then it falls, albeit almost impossibly fast.

Round 5

Use the Force (Move Light Object): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (bludgeoning): 1d6 ⇒ 6

Hmm... According to the Use the Force skill description, the check needs to succeed against DC 15 to use an object as a projectile. It is the check itself that needs to also beat the target's Reflex Defense, in which case it hits and deal 1d6 points of bludgeoning damage. If you want me to roll a ranged attack with an improvised weapon separately though, I will.


I don't have my books with me, and I didn't when I typed that, so I'll take your word for it. GO with what you typed.


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"I am a man of my word, friend." says Winter as he rotates the sled and opens fire on the last combatant, the stormtrooper:

Attack Roll: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Roll: 3d10 ⇒ (2, 10, 7) = 19


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik shifts targets and fires at the remaining stormtrooper, hoping that they can finish this before the others return.

Ranged Sporting Blaster Attack: 1d20 + 4 ⇒ (19) + 4 = 23 vs Reflex
Sporting Blaster Damage: 3d4 ⇒ (1, 4, 3) = 8 energy


Sebbik's blaster shot and Winter's blaster cannon finish off the remaining storm trooper, leaving him a charred wreck. Combat over.

As the sounds of battle fade from the docking bay, you realize that you likely have a limited amount of time before additional Imperial troops arrive. Fortunately, being in a docking bay means that your exit craft can land here - if you comm Maya and let her know you have the cargo.

Don't forget Switch's Corellian ale!


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik holsters his sporting blaster and picks up the heavy blaster carried by the stormtrooper, since that one seems to have a full power pack. The Duros starts looking for the cargo - first the one that Maya told them about and then Switch's Corellian ale. "We should call Maya and umm... have her pilot meet us soon. We can take the uh... the repulsor sled too." He suggests.

Perception Check DRR: 1d20 + 7 ⇒ (16) + 7 = 23

I presume the info on the data pad we were given by Maya and Switch will help us find the cargo?


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Do I have time to take the blaster cannon with me? Can I? Huh huh? =P


Yes, you have the information you need to combat Maya, as well as the location of the cargo - both Maya's and Switch's.

Winter: You do not have the time or facilities to detach the blaster cannon. However, you can take the repulsor sled with you - there is nothing stopping you.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Callum takes a moment to stare at his depleted blaster with a mixture of annoyance and disdain before holstering it. The weapon certainly did not prove particularly useful. Affording it one last sigh, he turns to the others.

"Well, that was...," he starts before glancing at the burnt body of the last stormtrooper and then continuing, ...decidedly not fun. So, unless we really want to keep facing stormtroopers -more will be coming soon enough, I am sure- let us just make ourselves scarce, yes? And quickly?"


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"Someone should call for our ride then." says Winter, who then moves the sled into position near the cargo that the group had been contracted to deliver. "Load her up!"


While Winter goes to hook the cargo up to the sled, Sebbik contacts Maya that you have retrieved the cargo. She thanks you, and tells you your ride will arrive momentarily.

Winter, as he's hooking up the cargo, discovers that it is a carbonite block with a person frozen in it! You don't know who this person is, but whoever they are, it must have been important for them to be frozen in carbonite for transport.

You also easily locate Switch's crate of Corellian Ale and grab that as well.

30 seconds later, as you hear the sounds of stormtroopers moving towards the docking bay, a Baudo-class Star Yacht with the name Banshee on the hull drifts into the docking bay, lowering the ramp as it sets down. A female voice from a loudspeaker says, "Let's go! Maya said you needed transport, so get onboard!"

Once you are all on board, the ramp closes and the ship blasts out of the docking bay, just as a squad of stormtroopers comes in and starts shooting at it. Clear of Sel Zonn station, you feel the hull shudder as the ship blasts into hyperspace.

A few minutes later, a fairly attractive middle-aged woman comes back to where you are and says, "Welcome aboard the Banshee. I'm her captain, Sirana O'Keefe."


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik settles into a chair and takes a deep breath as his hands start to shake, and the Duros closes his eyes to meditate and calm himself. Though he did what he had to do in the moment, he has never killed anyone before - stormtrooper or not. Though Sebbik knows in his heart that the Empire is evil for their terrible and violent actions against not only the Jedi, but also his own people and those of other non-human sentient species, his own actions are difficult to parse in his order-driven mind. Hacking computers to gain information on the whereabouts of his parents and evading the notice of the Empire he has grown accustomed to over the past year or so. But this...

His thoughts are interrupted as the captain enters, and Sebbik nods. "That was uh... close. I am Sebbik. Do uh... do you know who that man in the carbonite is? That umm... that was a bit of a shock to see. Never uh... never seen that before myself."


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Jek reached for his side and groaned in pain, only slightly exaggerating it. 'If I have a morning, later, this will leave a mark, then,' He said. "I don't know, I'm getting pretty good at this 'shooting the guy in white' kind of thing. I would have made a great battle droid." Jek teased, even as he followed the group away from the scene of the crime.

Stepping onto the Banshee, Jek lets his smile slide from slightly nervous to relieved. "You're a lifesaver," He said to the Sirana, an easy grin on his face, "Quite a ship this is, He said. Glad to be in hyperspace again."


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"Thank you for your hospitality. I'll do my best not to abuse it. Where are we storing the popcicle?" Winter indicates the carbonite freezee.


Female Niemoidian Noble 2/ Jedi 1

Galatea is looking a little gingerly at her wounds, concluding that they hurt but are not too serious. She replies to the captain's introduction with "Glad to meet you Captain O'Keefe, you are a lifesaver. Is there anyone here with medical training? It is not too bad but I did get shot."


Captain O'Keefe shrugs in response to Sebbik's question. "I don't know who or what it is - I'm just transport. Still, must have been important to freeze himself in carbonite."

To Jek, she smiles and says, "Yeah, the Banshee is quite the ship. I've made a few special modifications to her so she feels a bit more unique - and has a few extra tricks."

"Store the block in the main cargo hold - I'll show you where it is." Captain O'Keefe leads you to a cargo area you can clamp it down, along with your repulsor sled.

Looking at Galatea, she says, "If you're wounded, I've got some basic medical supplies. I'm not much of a doctor, though, so if one of you has any medical training, you might be better suited to patching her up than I am."

"Make yourselves comfortable - nothing wrong with a little R&R after a shootout."

The trip to Alderaan passes uneventfully. You are able to heal your wounds, and thanks to the miracle of bacta patches, there isn't even any scarring. Everyone is back to full HP.

Once you arrive, Captain O'Keefe transmits a landing request, and she enters the planet's atmosphere. Flying over the surface, you see beautiful mountain views and lush forests, rolling hills and beautiful grasslands. Alderaan is clearly a beautiful planet, an idyllic paradise.

Anyone in the cockpit:

You hear Captain O'Keefe on the comm says, "This the Banshee, requesting clearance to land at the Royal Palace."

A moment later, a voice responds, "Confirmed, you have clearance. Safe landing."

Captain O'Keefe smoothly brings the Banshee in for a landing and lowers the boarding ramp. Disembarking, you are met by a contingent of Alderaanian Royal Guard who escort you into the palace and take you to the Grand Hall - an ornately decorated chamber where the royalty of Alderaan holds court. One of the guardsmen asks you to wait on the Senator's arrival, and servants offer you refreshments.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"Well, I have to say, this is quite the change of pace," Callum finally breaks the silence, looking at the palace they have found themselves in. "From shooting at stormtroopers -badly, in my case- to this place. And all because of some guy in a block of carbonite."

By the way, was there a recharging station on the ship for Callum to recharge his depleted energy cells?

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