OGGM's Star Wars (Inactive)

Game Master Jeff Przybylo

Destiny Points: 3 Light / 1 Dark


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F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Once they get inside the workshop, lock the doors shut behind them!

Valkyr urges as she primes the charger on her blaster and pads at speed out the door of the comms room.

She quickly finds a place to hide and waits for the duo to enter.


M Human Smuggler (Scoundrel) WT=12; ST=12; RD=0; MD=0; SV=2

"Here we go. We live through this, so many drinks on me. And whatever your poison is, 5." Tok looks to find cover opposite from Val.


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Rae nods at Valkyr as the Selonian begins running out of the room, and quickly sets up a system to auto-lock the door once Thweek and V'rixxt enter.

Use Computers: 2d8 + 2d12 - 2d8 - 1d6 ⇒ (2, 4) + (9, 4) - (2, 6) - (2) = 9 = (6S 1A vs 1F 1T). Net 5 Success.

Satisfied with the failsafe, she dives into Teemo's financial accounts, working rapidly to transfer all of the data to 5's Datapad.

Use Computers: 2d8 + 2d12 - 2d8 - 1d6 ⇒ (6, 3) + (9, 5) - (4, 2) - (2) = 15 = (4S 2A vs 1F 1T). Net 4 Success, 1 Advantage. I'll use the Advantage to give 5 a Boost on his next Use Computer check since we're making swiss cheese of this security system.


LOL, I debated giving you an extra Boost die because you are familiar with this system, but you certainly don't need it!

The door is set: it will shut and not re-open unless Rae unlocks it.

Rae finds more evidence on Teemo's activities regarding Jabba. Turns out, Teemo is active in the ryll spice trade - which you had inkling of from the run-ins on Ryloth - BUT he isn't giving Jabba his cut. That's the sort of thing that gets you very dead when dealing with Jabba.


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Turning things over in her mind, Valkyr considers the 'right' thing to do here, in attacking the unprepared duo entering the room. It takes less than a second for her to determine that not only are they protecting her current target, but they have both personally tried to kill her.

She narrows her eyes and squints down the sights of her blaster rifle at the pair, then depresses the trigger the moment the doors have shut behind them.

blaster (autofire) BBGGYY: 2d6 + 2d8 + 2d12 - 3d8 ⇒ (6, 4) + (8, 1) + (7, 6) - (6, 2, 5) = 19
A,S+A,S+A,A,S+A,A,T,F,T=3S+6A-F-2T=2S+4A

The brightly colored bolts of energy pepper the whole doorway as the Selonian's aim proves true, the gand is covered in smoking holes 2 * 12 damage thanks to autofire!

The complete surprise of her assault freezes them for a moment, allowing Tok to take advantage.

Use the remaining advantage to give Tok a boost die to his attack


Droid Slicer [ WT: 11 | ST: 13 | DEF: 0 R / 0 M | SV: 3 ] Current Strain: 11/13 - Current Wounds 11/11

Any decision, GM, on whether or not I can take terminal access with me at this point or would one of us need to stay behind for greater system control?


Dark Side Point Spent

The two hear the click of Val's claw on the trigger just before she fires. They turn and desperately try to dive for cover, but too late. Thweek takes the first shot in the side, the force throwing him against the door. Vrixx'tt gets the second in the leg, blowing a large hole in his armor.

Thweek to hit

The Kubaz spy draws his blaster pistol and fires a wild shot at Val. Not only does his shot go wide, but the blast blinds Vrixx'tt, throwing off his aim.

Vrixx'tt to hit

The Gand Findsman, however, is no stranger to combat. Unfazed, he uses his quicksling to bring his Goenosian blaster rifle to bear. The wide bore rifle barks, and Valkyr is hit square in the chest! 13 dmg -3 Soak = 9 Wounds!

Ok, Val got a surprise attack off, and they reacted. So ROUND ONE: the order is PC, PC, NPC, PC, NPC, PC. Remember anyone can take any PC slot.

Thweek 4/12 Wounds; Vrixx'tt 6/13 Wounds. Neither is in cover, so just 2P (or 2 Difficulty (+2eD) if you are going to try the dice roller) to hit.

Like the Dice Roller?


XJ7-511 wrote:
Any decision, GM, on whether or not I can take terminal access with me at this point or would one of us need to stay behind for greater system control?

You can always try to use your datapad to slice in to a system. It just confers an extra Setback die when you do.


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Nice dice roller yes! Will continue rolling here for now though for brevity's sake, then investigate the roller more later!

So I'm not sure what distance we're at, I'm assuming short for 2 difficulty (3 with autofire) yet those two rolled 1 and 2 respectively. Also, Valkyr has RD 1 so wanted to make sure that has been factored in!

There is a loud hiss and the stench of burned fur as Valkyr reacts to the stinging energy bolt slamming in to her, she drags her blaster back on target and aims full at Vrixx'tt

Maneuvers: Aim and take cover (2 stress)
blaster (autofire) BBGGY: 2d6 + 2d8 + 2d12 - 3d8 ⇒ (6, 4) + (2, 7) + (6, 8) - (8, 4, 5) = 16
A,S+A,S,S+A,A,S+A,F+T,T,T=4S+5A-f-3T=3S+2A

Focusing through the pain, Valkyr's aim is true and her blaster sends two bursts in a return volley slamming in to Teemo's henchmen 2 * 13 damage

She crouches down behind a pile of engine parts to give herself some cover.

+1 setback to anyone shooting her

WT 4/13 ST 12/14


Not sure what you mean by 'those two rolled 1 and 2', I see 2 Purple each when I click on the links. And short is 1P, Medium is 2P. The range is Med/2P.

EDIT: Damn, I missed Val's Defense again!

Val's blast echoes through the workshop, the bright light strobing in the closed space. When the eyes clear from the flash, Thweek and Vrixx't are down - and dead. But that short firefight was loud, very loud. There's no sneaking about now...

Need another PC to go.


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

I could use a stimpack whenever anyone wants to help out here... growls Valkyr as she keeps her weapon trained on the door, even though she knows it's locked.


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Let's see what the Battledroid Info is.

Computers (GGGY) vs (PPPB): 3d8 + 1d12 - 3d8 - 1d6 ⇒ (2, 6, 7) + (7) - (3, 5, 6) - (2) = 6 = (3S 3A vs 2F 2T. Net 1 Success, 1 Advantage. I'll give the Advantage to 5 for him to do more hacking stuff if he's going to.

Rae starts thumbing through the Battledroid systems, seeing if she can find a way to activate (or self-destruct) them to cause some more chaos and cover their escape.


The battledroids are not ready by any stretch, but the schematics and other research information is enough to get Teemo in all sorts of trouble if given to the right people.

The security cameras show some stirring in the throne room. It would seem that the firefight in the workshop was heard. Rae can Teemo give orders, and several goons move out of the throne room headed your way.


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Rae curses quietly as she downloads that information as well. Turnings towards the others she calls out. "We've got company coming. If anyone's got a plan for getting us out of here, now would be the time."


M Human Smuggler (Scoundrel) WT=12; ST=12; RD=0; MD=0; SV=2

Tok's eyes go wide at Val's efficiency. He bounds over to the bodies, searching them for equipment or costuming for disguises.


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

With the stink of burnt fur still in her nostrils, Valkyr quickly drags the two bodies to the side, rifling through their pockets for any stims or medpaks, then takes a position in cover again before opening her comlink.

So what's the story? We don't have the resources for an extended firefight, what's next?


Valkyr  wrote:

With the stink of burnt fur still in her nostrils, Valkyr quickly drags the two bodies to the side, rifling through their pockets for any stims or medpaks, then takes a position in cover again before opening her comlink.

So what's the story? We don't have the resources for an extended firefight, what's next?

There were 3 stimpacks in the room, someone grabbed them along with the blasters I thought. I'd suggest using one.


Rae figures it will take 2 minutes for the next group to get here. The cameras show they aren't being particularly cautious, but they aren't running either.


Time, she is a ticking...


Droid Slicer [ WT: 11 | ST: 13 | DEF: 0 R / 0 M | SV: 3 ] Current Strain: 11/13 - Current Wounds 11/11

I grabbed blasters and emergency repair patches because...I am a selfish metal man. So we have evidence at this point, rock solid it would seem, that Teemo is screwing Jabba. Do we need to stay for any reason or are we all on board for running running runnning at this point?


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

"Less than 2 minutes." Rae announces. "Got plenty of intel on Teemo. Should we just run for it?"


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Unless you feel like taking on an entire compound with one slightly singed selonian and a battered heavy blaster, I suggest we scarper with the intel and inform Jabba. He can take care of Teemo, and that will take care of the bounties on our heads.

Valkyr begins backing away from the door back towards the comms room.

So now the issue becomes... how do we get out of here!?

Valkyr looks around for a shuttle, or speeder bikes, anything in the engineering bay that could act as transport.


There are no transports of any kind in the workshop. The cameras show there is a small ship on the landing pad, a KDY Grasshopper. It's a small cargo carrier, usable only in atmosphere. Slow and ungainly, the Grasshopper is a sturdy, short-ranged ship.

The camera also shows there is a gun emplacement on the landing platform, a single heavy turbo-laser, manned by one of Teemo's thugs.


Droid Slicer [ WT: 11 | ST: 13 | DEF: 0 R / 0 M | SV: 3 ] Current Strain: 11/13 - Current Wounds 11/11

Computers v 5P: 2d8 + 2d12 + 1d6 - 5d8 ⇒ (4, 2) + (2, 9) + (1) - (5, 6, 2, 8, 6) = -9 SSSSSAvTTFTFT = 3S 3T

I always feel unsure if I am supposed to take this amount of narrative control...ignore if not?

There is a surface ship. A KDY Grasshopper. Landing Pad...hmm a gun emplacement...

"5" paws at the computer and there is the telltale sound of power shutting down as everything goes dark. Emergency lights flicker on throughout the complex as blast doors can be heard locking open before a loud klaxon sounds...

The route is open, the laser should be powered down but uh...it is certainly now time to run.


XJ7-511 wrote:

[dice=Computers v 5P] 2d8+2d12+1d6-5d8 SSSSSAvTTFTFT = 3S 3T

I always feel unsure if I am supposed to take this amount of narrative control...ignore if not?

There is a surface ship. A KDY Grasshopper. Landing Pad...hmm a gun emplacement...

"5" paws at the computer and there is the telltale sound of power shutting down as everything goes dark. Emergency lights flicker on throughout the complex as blast doors can be heard locking open before a loud klaxon sounds...

The route is open, the laser should be powered down but uh...it is certainly now time to run.

Its absolutely fine to take the narrative control, that's what the narrative dice are all about. The only thing I'd ask is to just add in an ooc how you used the results. For example: 3S to shut power down, and 3T - uhoh, shut ALL the power down, and set an alarm.

And wow, 5P is no mean feat!


M Human Smuggler (Scoundrel) WT=12; ST=12; RD=0; MD=0; SV=2

"Five, you are awesome. You all are! Now let's get out of here ...kinda wanted to kill the slug myself, but odds are Jabba will make him suffer more."


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Valkyr grabs a stim pack and quickly applies it recovering 5 wounds, before hauling her blaster out in front of her once more.

Ok on me, don't fall behind, if we are forced to stop then in all likelihood we're going to die.... right, let's MOVE!!!

she begins jogging down the corridor, blaster held in front, sweeping the area in front of her as she moves.

WT 9/13 ST 12/14


The small emergency lights provide a dim glow that makes navigation of the workshop difficult. Tok bangs a knee on a crate, but that's the only injury as you cross to the door leading to the landing pad. Just as you arrive at the door, the sound of fists hammering metal can be heard behind you, someone has found the door to the workshop locked!

All that stands between you and escape is the door, and the guard on the gun outside...


Droid Slicer [ WT: 11 | ST: 13 | DEF: 0 R / 0 M | SV: 3 ] Current Strain: 11/13 - Current Wounds 11/11

"5" looks over the control panel to the door, I can probably get this open but...what about the blaster on the other side?

Would this be computer or mechanics? I assume that the door is on low power so I don't know if something more mechanically oriented would need to open the door (though I am sure "5" would). If it is more an issue of mechanics he will wave Rae over to handle the door...


Mechanics because the main power is down. 1P + 1R + 1Bk for the darkness. Using another darkside point - pressure is on...


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

I'm shocked you would be concerned about people shooting you when I'm standing right here!

admonishes the Selonian

More importantly the cannon on the other side is likely pointed outwards towards the sky to defend the landing platform and prevent unauthorised landings rather than be pointed in this direction. That's assuming it even has power at the moment! Open the door!!!


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

"On it!" Rae remarks, moving towards the door.

My Mechanics ability lets me ignore a Black Die, so I'll do that.

Mechanics (GGYY) vs PR: 2d8 + 2d12 - 1d8 - 1d12 ⇒ (5, 1) + (9, 5) - (3) - (11) = 6 = (3S 2A vs 2F 2T. Net 1 Success. Damn, that was close.)

After a few seconds, she grumbles. "Bit hard to see... Alright, think I got it. Here goes!"


The door slides open, and the brilliance of the twin suns of Tatooine blinds you as you go from the darkness to BRIGHT sunlight. You can see the Grasshopper ahead, 100 meters or so along the gantry to the platform. On the near edge of the platform, a gun emplacement sits, the gun slumped down in the 'power off' configuration.

A very surprised thug is standing at the door, reaching out to push the button again...

He's at Engaged Range, and you have +2 Bk for the sudden change in brightness.

With a curse, he goes for his blaster.


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F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Eyes blinking furiously to adjust to the change in light levels, Valkyr brings up her blaster and triggers a salvo of bolts at the guard...

Maneuver: Aim
blaster (autofire) BBGGYY: 2d6 + 2d8 + 2d12 - 2d6 - 1d8 ⇒ (4, 1) + (2, 6) + (12, 5) - (1, 4) - (3) = 22
S+A,blank,S,A,TRI,2S,blank,F,2F=S+2A+TRI

Despite the snap shot, Valkyr's trained mind and razor sharp reflexes leave her weapon pointed dead on, point blank, and the burst of bolts tears through the unfortunate guard, who hadn't even time to raise his own weapon ...doing 11 damage...twice...

Even as the thug's body tumbles to the ground, Val scoops up his blaster and kicks the manual override lever on the big gun's rotary platform.

Get to the 'hopper!!! she shouts at the others /CovertPredatorReference :P

The lithe selonian grabs the blaster turret and strains, and it begins to rotate in place, rotary bearings squealing with displeasure. Once the weapon is pointing back at the workshop doors, she places an appreciative hand on the oversize barrel.

It's a shame our time together is so short, I'd have loved to have gotten to know you better... she strokes the weapon fondly, before grabbing hold of the aiming handles and wrestling the weapon to point at the stonework of the palace above the open door.

You might not be powered, but you do have one shot left in your capacitors...

Glancing backwards to ensure everyone else is out of range, she holds her breath and pulls the trigger. There is a sensation of pressure, then the crackling sizzle of ozone as a gigantic bolt of emerald energy blazes forth from the gun emplacement, hammering in to the palace wall and causing the outside to crack with a ear-shattering BOOM!!!. Almost as if moving in slow motion, the shattered stone sloughs off the roof and cascades in an avalanche down across the doorway, blocking any chance of pursuit through the doors.

Valkyr nods in satisfaction even as she gets coated in a wave of stone dust, turning and sprinting towards the ship and praying that Rae has had time to warm it up for an immediate getaway.


And that, my friends, is how you use a Triumph!

Next!

PS: bonus points for the Arnold ref!!!


Next


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Oh right I'm the only one with Inter-atmosphere flying and mine isn't very good, either.

Mechanics (GGYY) vs 3P: 2d8 + 2d12 - 3d8 ⇒ (5, 6) + (10, 1) - (2, 6, 6) = 8 = (4A 0S vs 1F 2T). Net 1F 2A.

Rae hops into the ship and starts flipping switches, trying to get the ship ready to fly. With a curse, she slams a panel. "Damned decrepit thing. 5, take over here, I'm going to try to get us off the ground."

Spending the 2A to give "5" a boost there.

Pilot (GY): 1d8 + 1d12 - 3d8 ⇒ (7) + (1) - (5, 1, 5) = -3 = (SA vs 2T). Net 1S, 1T.

Flipping switches and jerking the controls roughly, she whips her head back towards the others, her lekku flying across her face. "Hold onto something, this is going to be a rough exit."


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Val sprints for the ramp as it closes, leaping up and grabbing hold of the hydraulic strut as the ancient shuttle shutters to life. She crouches down, bracing herself and aiming back at the palace. She grinds her teeth slightly, impatient to be off.


Tok? '5'?


Droid Slicer [ WT: 11 | ST: 13 | DEF: 0 R / 0 M | SV: 3 ] Current Strain: 11/13 - Current Wounds 11/11

Sorry folks. More illness. More family issues. This season has not been kind...

"5" makes his way to the ship and does his best to start trying to make the thing "go"...

Mechanics! (Now with BOOST!): 1d6 + 1d8 + 1d6 - 3d8 ⇒ (3) + (2) + (6) - (2, 8, 1) = 0 SSA v FfT = 1S

Honestly Rae I'm not sure what I can do here. I suppose if I think back to that time on the slave ship when you told me to use the hydrospanner as an arc bridge to the capicitor core that same tactic might work here...

The bright roar of systems and engines whirring online come to life. Ah...I think I did it...I mean honestly you did it but I think I capably helped!


M Human Smuggler (Scoundrel) WT=12; ST=12; RD=0; MD=0; SV=2

"Let's roll! Er, or float?"


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

As the ship judders in to the air, Valkyr stands from her crouch and slams the hatch controls, bracing herself on the wall of the tight corridor as the platform closes behind her.

Let's get this piece of drek back to the spaceport so we can burn fuel and get off this dustball!


The Grasshopper leaps into the air, spraying dust and debris from the destroyed wall all around the landing pad. A quick 180 degree rotation as you lift off, and you roar off into the bright sky under the twin suns.

Who is flying? Make an Easy Pilot (Planetary) roll. Then where to? You are in the Mos Shuuta spaceport, but the Krayt Fang is back on Geonosia. The Vex twins brought you here on their ship.


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Pilot (GY) vs P: 1d8 + 1d12 - 1d8 ⇒ (8) + (6) - (2) = 12 = (3A vs 1F). Net 3 Advantage, 1 Failure. I hate this ship. What bad things are happening with my inability to fly?)


The Grashopper dips low over Mos Shuuta before Rae can get control of it. The left wing tip shears off the top of a moisture evaporator on the roof of the cantina where this all started. She struggles to get the bulky vehicle airborne enough...

Another roll. Add +2B for your advantages.


Twi'lek Mechaic [ WT: 11 | ST: 13/13 | DEF: 0 R / 0 M | SV: 2 | Ship Strain: 0 ]

Pilot (GYBB) vs P: 1d8 + 1d12 + 2d6 - 1d8 ⇒ (4) + (2) + (1, 3) - (3) = 7 = (4S vs 2F. Net 2S.)

Rae wrenches the controls roughly as the ship starts to dip back down towards the planet. "The hell you do." She grumbles, flipping switches and compensating to straighten it out. Shouting over her shoulder, she tries to steady the ship. "Alright, I think we're through the worst of it."


The Grasshopper blasts away from Mos Shuuta, just barely missing hitting the wall. No sooner does Rae make her statement, but an alarm starts beeping.

Never say that, lol! Computers roll vs Easy (1P)


F Selonian Bounty Hunter (Assassin) WT 13 ST 14 RD 1 MD 1 SV 3
skills:
Athletics - GY Brawl - GY Coordination - BGGGY Perception - GY Ranged (Heavy) - GGYY Skulduggery - GY Stealth - BGGGY Vigilance - GGY

Eyes rolling, Valkyr grabs hold of a support strut with one hand, letting her blaster swing on its sling as she uses the other to delicately tap a claw on the cracked screen of the cargo bay computer.

Computers GG v P: 2d8 - 1d8 ⇒ (7, 3) - (6) = 4
S+A,S,T = 2S

Staring in disbelief the Selonian taps in a few commands, and a massive juddering noise is heard throughout the ship, threatening to make it come apart at the seams. Reaching down to her ComLink she thumbs it to wide broadcast so the rest of the group can hear her.

So... this crate doesn't have landing gear sensors, they don't deploy or retract automatically... so I just did it manually, or possibly jettisoned them, not being a slicer I don't really know but at least the ship should be easier to fly now...

Nearly there Valkyr, everything just needs to hold together for a little while longer...

Rae! Any chance we can tight beam that info to Jabba from here, just in case we don't make it back to the twins!?


Val's check on the alarm shows that among other things, there is an incoming message! Urgent priority, from Teemo himself!


M Human Smuggler (Scoundrel) WT=12; ST=12; RD=0; MD=0; SV=2

"Oh, this is perfect! Let's hear it!"

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