Star Wars: Chronicles (Inactive)

Game Master DM Xyro

Star Wars: Chronicles is a Star Wars RPG campaign using the Edge of the Empire/Age of Rebellion/Force and Destiny rules from Fantasy Flight Games (https://www.fantasyflightgames.com/en/products/#/universe/star-wars).

The concept of this campaign is episodic (taking place after the Battle of Yavin, during the time of the Episode 4-6 movies), similar to the style of the Star Wars: Rebels television series. The characters will be making a living for themselves any way they can as well as taking the odd job from the Rebel Alliance to further the aims of the Rebellion.


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Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask thinks for a second. "Do we have a crate or anything we might be able to smuggle him in, I could carry such a thing fairly easily and be able to bring him aboard secretly."


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara turns around quickly. "We aren't putting the Admiral in a crate, dammit. We're in rebel base for crying out loud." Her frustration at these amateurs was apparent.

"You and you," to Thrask and Juviest, "we will all three escort the Admiral to the Kessel's Folly. I have point. Get him aboard, then perform a thorough sweep to make sure no one is stowed away."

"You, CorSec, make sure we have no transponders or other tracking devices on board. While we're here flapping our gums, the infiltrator may have already put something on the Folly.

"Rann, Djebelle, I know you - do what you do," with a pointed look at Djebelle, "see if you can find anything out from anyone who wants to get too near."

To Admiral Ackbar she says, "Sir. Can we monitor all comms traffic from this base, +10/-2." Realizing she slipped into ImpSec jargon, she sighs. "Sir, we need to know all of the communications to and from this base from a period two hours prior to our arrival up to ten hours after we leave."

"Alright, we have ten mikes...ten minutes...before the Folly takes off."

She pauses. No one moves.

"MOVE IT PEOPLE! This op just went live. There are Imps in the sector!"


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

"I will not be stuffed in a crate!" says Ackbar unhappily.
He activates the comm and calls his team back into the command center.
"I need to get my team to gather the data and prep the prototypes"

Suskafoo, the two Verpine, and Pollard return to the command center ready for orders. Notably missing is Glek.

Commander Ackbar noticing Glek's absence asks Pollard "Where is Glek now?"
Looking around Pollard also realizes his absence and a worried look draws over his face, "I saw him heading toward the hangar bay"

A glance at the security camera screens shows an empty hangar bay, no sign of Glek or the Kessel's Folly.

yes always roll 2 difficulty dice unless you know it should be more or less (like combat and you know you are at long range, etc)


As Arannis moves to join Djebelle and do as Kara has instructed, he realizes he has just been given an order. And not only that, he is actually starting to follow it.

"What just happened...?" The question is directed as much towards himself as it is towards Djebelle. Shaking his head with an amused expression on his face, he moves a little closer to the young woman, so that only she can hear his next words.

"By all means, do what you do. And I will do what I can do. But keep in mind, a pebble such as this can cause quite the ripple."

'Well,' he thinks with the mental equivalent of a roll of his eyes, 'that was appropriately cryptic. Were he here to hear it, Jon would have certainly approved.'

And then he notices the security screens. And more importantly that both Glek and their ship are missing. His response is a soft sigh. "Figures."


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

"Dammit! Kara curses.

'the ops go wrong, why do they ALWAYS go wrong? Just once, dammit, just once, can it go according to plan?'

"Admiral, how much time does your team need? The base has been compromised. We encountered TIE fighters in the asteroid belt as we came in. That means there's a bigger ship, or ships, in the area." She takes a slow look around at the group now in the bay. "That means there is a strike force enroute. We are now on a very short clock. Believe me, I know what I'm talking about."

"We need those prototypes launched asap. We also need another transport, what do you have? Get it prepped...sir!'


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Why would you not gene-lock your ship... Probably because many people pilot the same one. Teamwork has its drawbacks., thinks Juviest, not accustomed to working in a team.

Juviest nods at the commando commanding and turns to the Admiral. "Admiral, lead us to the ship we'll be taking. I'll take the rear guard."[b]

As soon as the doors are opened and the team is heading towards the transport, he draws his blasters and mutters, [b]"Just hope nobody thinks we're taking the Admiral hostage..."


So, should I go ahead and conduct those scans for tracking devices on the Kessel's Folly?" Jospi asks of the blue-skinned woman giving her an almost lewd wink as he grins at her.

"You know, I could still plot a route and send your freighter to the Pothor system. It wouldn't take much to remotely shut off the overrides and let it jump to hyperspace amidst the asteroids. Should be a spectacularly short trip." He adds optimistically.

http://orokos.com/roll/302619


Just a heads up, but that link sends me to the Campaign Info tab.


Arannis Crane wrote:
Just a heads up, but that link sends me to the Campaign Info tab.

Yeah, that's because the poster is a moron.

Negative roll


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle blinks innocently at Rann; she has no intention of giving a reply to any comment that cryptic.

She's about to teasingly say as much, when it becomes clear that Glek is missing - along with their ship. Her mood changes immediately "###########! son of a ####!" At least half the anger is directed at herself: people stuff is her responsibility. She should have... well, too late now.

"Kara's right, Admiral. It's not just us who need to escape: this entire base has to be evacuated before the Imperials get here. You know what they'll do once they arrive. Get your people to shred any data you don't want to fall into their hands, and then get out of here."

Seeing everyone standing around, she changes her demeanour rapidly. "Come on now, MOVE!" Suddenly she doesn't look quite so friendly.

Coercion check 1 Success, 1 Threat (Plausible Deniability lets me remove 1 Setback Die)

@Jospi - so that combined roll gives you 0 success, 4 advantage, is that right?


Djebelle Torr wrote:
@Jospi - so that combined roll gives you 0 success, 4 advantage, is that right?

Yep


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Warning sirens scream throughout the asteroid complex. Then a voice booms from the command center com unit. "Hangar bay to Commander Ackbar! Sir, an unidentified craft is approaching this asteroid. It's closing fast, and it doesn't respond to our signals. Wait. . . it's an Imperial assault shuttle! Repeat, an Imperial. . ."

Two explosions rock the base, showering dust and small rocks upon you. The screens monitoring the asteroid's interior flash white and flick off. Ackbar turns to Pollard and says, "There's no way we can hold out against an attack. We just don't have enough soldiers. Give the evacuation signal."

Pollard complies, shouting into his com unit, "Emergency evacuation! All personnel immediately report to the life boat bay. This is no drill!" The base shudders as the assault shuttle continues its bombardment. With each explosion, the lights flicker ominously.

Ackbar then turns to you. "If I don't retrieve the two-man B-wing configuration files from this computer, then everything we've worked for will be lost. I need some time!"


"My question may sound, oh, a little silly to those with a bit more military training than me," Rann quips, "so, to pretty much everyone present, but how are we supposed to do that from here?"

Despite the apparent lightheartedness in his tone, he is somewhat worried that there is little they can do with an assault shuttle bombarding them from space. Thus, his question is a sincere one, even if it sounds a little flippant.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle looks gratefully at Rann: she was about to ask exactly the same question, but with rather more panic in her voice.

She's not good with violence; her skills are very much in the avoidance thereof. She looks in mute appeal at Kara.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Ackbar tuns and a answers, "Delay those stormtroopers!"

"I have not used a blaster in awhile but I will help." says Pollard and Suskafoo agrees.
Pollard continues, "I know the access codes to all the blast doors, each of them are 18 inches thick, constructed of enhanced titanium. It'll take those stormtroopers quite a while to cut through one of them. I will stay here and operate them on your command."

Pollard moves to a data station and calls up a holo display of the base.

Base holo-image
you are in room 2, 5 is the landing bay you arrived at, 3 is a communications room.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

efficient as always...

GM, I'm going to need take some liberties here, assuming Kara saw a choke-point between here and the bay where the shuttle is going to land in the bay. One that we can hold for a few rounds to give Ackbar some time.

"How much time, sir?" Kara barks. "You have half that. Anyone here a slicer? Help the Admiral. This just got real, everyone." She unlimbers her blaster rifle, looking around at the group. "Here's the plan. Juviest you and I will hold the T-intersection we saw on the way here. Thrask your job is to crush any troopers that get to us...or through us. Ever hunt Imperials? Now's your chance. The rest of you get the Admiral to whatever escape ship we have. Hit us up on the comms when you move."

Starting out down the hall, she stops and turns back for a moment. "I don't have to tell you all that whatever your affiliations in this war, we're all Rebels now. Fight like your life depends on it, because it does." Kara turns off at a run to the intersection. Once there she gathers as many crates and boxes as she can to create cover for her and Juviest, Thrask, and herself. She then sets her blaster rifle into position and makes sure all her gear is secure. Lastly, she pulls her combat knife and checks the edge. Sharp as always. She shows a vicious smile to the other two.

"Let's rock."

So, trying hold the one passage (and door) from the bay (where I assume the assault boat is landing) from behind hard cover. Should give +1 or +2 Bk dice to any shots against us. The idea is they have to get through us to get the rest of the base.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Ninja'd! I can't pull up the map at work, here is an amended plan.

Kara listens to Pollard speak of the blast doors. "Fantastic. Stay on the comms Pollard, We will engage, then fall back to the first set of doors. One of us will give the word to close them behind us. We will hit and move, keeping them guessing."


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Idea is the same, cover, etc. But with the doors, we won't have to hold out as long I think. Need to see the map...


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:

efficient as always...

GM, I'm going to need take some liberties here, assuming Kara saw a choke-point between here and the bay where the shuttle is going to land in the bay. One that we can hold for a few rounds to give Ackbar some time.

yep, going tactical will always need a little give/take. the t intersection is where room 5 (hangar bay) exits to the hall leading from 6 to room 3. you are leaving room 2 and can make it to room 5 by going through room 3 or 4 in 2 rounds. Pollard points out that the blast door to room 6 from the hangar bay is broken. Think doors are blast doors, thin doors are standard and the one broken one looks ajar. time to read up on combat...

I can send you the map via another method if you want it, just let me know

As Kara finishes speaking the bombardment also stops.

this begins a new episode so all x times per session abilities are reset. Also we are in a round by round order now as timing is important. no init needed yet.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

No rush. Will look when I get home. You have the idea, and everyone still needs to post.


"Well," Arannis concludes with a smile as he looks from Ackbar to Kara, hands tucked in his pockets, "that does make much more sense."

Turning then to Djebelle and Jospi, he adds, "So, we escort the Admiral, meaning that basically we run. Now that? That I have done before, time and again in fact."

Would someone remind me what has happened to Jan'Tar Shen and Kellen Tantar again? I am a little vague on their whereabouts and relevant details.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Arannis Crane wrote:


Would someone remind me what has happened to Jan'Tar Shen and Kellen Tantar again? I am a little vague on their whereabouts and relevant details.

Jan was probably somewhere in the station and Kellen may have been on the Kessel's folly. At this point you would not know where they are and they are not reachable via comms. They may or may not pop back up in the future but probably not.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Juviest nods, and begins helping with the crates. Hah. Never knew that time in the warehouse would've came in handy... After a sizeable cover is made, he takes a satchel from behind his back, and opens it, revealing syringes, plaster and additional gear. "Help yourselves if you need."

Let me just re-read the combat rules.

"You're the boss, Chiss. I take the ones on the left, you take the ones on the right." He then fixes his hat, and holsters his blasters. Drawing his flask, he nudges it at the others, grunting, "One for the road?", then shrugs and downs the contents. Lastly, he lights up his half-smoked cigar and puffs a big cloud of pungent smoke.

"Never had this big a shootout with Imperial troopers. Though, doubt they're as tough to take down as Trandoshans. That laminate armor's pretty, but its not that tough.", he mutters, his voice deepened by the fumes.


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask snorts as orders are being pounded out by the blue female human. When they make it to the room adjacent to the landing bay he notices the broken door.

How is this thing jammed/broken. Are we looking at it's only half open, wide open, or something strange? If it is wide open, Thrask is gonna try and half close it. I believe most blast doors half a top triangle and bottom triangle yeah? If that's the case, he's gonna try and use pure brute strength (Which should be either a flat brawn check or athletics) to pull the top triangle down in place giving the troopers less room to maneuver. If it's a left and right config, then he's gonna do the same action to pull the left into place and put his bulky butt behind it to hold action behind it and stab/grab any trooper who walks through it. Just lemme know the rolls as it's probably more difficult then standard.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Ok. Question: What room is our escape area? Room 1? That is an importnat point. If Thrask is going to hold the door to 6, we will set up our barricade in the 4-6-5 intersection.

Kara nods at the big Transdoshan's plan. "Good spot for you, big fella." will draw fire away from me... To Juviest she talks at a quick clip while they set up their barricade.

"We will take the first shots from behind the blast doors leading to the hangar, then fall back to here. We can't risk getting cut off, so we will fall back again to the commo room when the time is right. Pollard. Keep the blast door from your location into the comms room open, lock the other unless told."

stormtroopers...tough but single-minded. they like their assault...just have to hit and keep moving...


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

since most of you are at the hangar bay (5)
The hangar bay has tall ceilings but narrow walls. This large, near-empty room has a control tower mounted to one wall, and two smashed asteroid hoppers parked to one side. Two exits lead out of the immediate area. The blast doors between the hangar and the rec area are warped by the Imperial's initial bombardment and they cannot be closed.

The doors are beyond moving by brute strength as they are warped due to explosion.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

12 is the life boat bay


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Thrask runs up against the door frames and tries to hide his bulk so that he can at least get the first stormtrooper by surprise. He looks back to the rest of the group.

"We better have someone securing us something better then a life boat if we are getting off this rock. Personally, I'd rather push through the storm troopers with a group of us. Snag up one of their boats and meet the others with Ackbar at a pre-determined location. Anyone game for going in?" he asked as he pulled out his Vibrosword and Ryk Blade.


"I can be of some help here at the terminal. Admiral, do you require assistance retrieving those files? Are there other files of importance that I can retrieve while you get those schematics? If nothing else, I can set some surprises for the imps when they try to access the mainframe." The Corellian offers as he pulls out a rather more sophisticated electronics package from his gear and begins to access the computer terminal.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Juviest gives a rare smile at Thrask. "I like the way you think, but I think we need to be on the Admiral at all times. Chiss, how many does an assault shuttle fit? Talking assault crew, not pilots and whatnot." Then again, not every pilot's a wimp. He then puffs out a massive smoke ring and continues. "Pollard. Keep an eye on the life-boats. Could they find a way to flank us from there?"


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

There's an issue with our positions here. As I see the map there are two exits from the hangar. One with a good blast door, one with a broken door. I didn't have us all at the broken door, just Thrask because he wanted to do something different and try and close it. Juviest and I were going to start at the working door.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

actually lets roll inititive so i can make sure everyone gets to do something and not get left behind.

assuming Kara and Juviest still go to the working door and Thrask to the broken one:

As Kara and Juviest reach the main hangar bay exit they see the shuttle hovering just outisde the hangar and a boarding tube extended into the bay. There is no movement outside the tube but it appears that disembarkation is imminent.

Thrask, taking the shortest route to the broken door passes through the (These spoilers are for anyone to read, used for cleanliness.)

living quarters (4):
Most of this area is open barracks, set up for communal living as the Verpine prefer. Several smaller rooms have been set up against the back wall for Ackbar and his team.
and
Rec Area (6):
This common room contains tables and chairs, a food dispenser, and a holo-chess game.
and will not arrive at the door for another round. These spoilers are for anyone to read, used for cleanliness.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Ok, this should be a Simple (+0P) check vs Cool Skill...because we are aware of combat. (Core rules P.199 Cool vs Vigilance sidebar)

Initiative

I have 2S. The number of Successes determines the Initiative order, with Advantages being the tie-breaker. Each PC slot is a generic PC slot, to be taken in any order we wish, and doesn't have to be the same each round.

I might make a suggestion to roll the Initiative yourself, GM Xyro, otherwise we may wait a week just to start combat. I will edit my profile so you can see both Cool and Vigilance, that way its easy to reference just from the main gameplay page.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:


I might make a suggestion to roll the Initiative yourself, GM Xyro,.

suggestion taken. Init order will be P,P,P,GM,P,P,P,GM,Ackbar and staff. P=player - you, GM=Me


Initiative - Cool [1 Success, 2 Advantages]


Male Trandoshan Hired Gun (Marauder/Heavy) Wounds 3/23 Strain 7/11 Soak 7 Defense 2 Deflection 0

Hazzah, one less roll I have to make. Question, by the time I get to the broken blast doors and give a quick peek around it...is there still no sign of troopers disembarking?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

So I guess we wait for them to come out of the tube...

Kara locks in down the sight of the Czerka heavy blaster rifle, finger caressing the trigger oh-so-slightly as she waits for the stormtroopers to disembark from the assault tube.

first two get it in the face... The irony that she is now doing to the Imps what she did to the Rebels - for the Rebels - is not lost on her.

Aim +1B; Auto-fire +1P; Med range +2P Total GGYYB vs PPP

Autofire at Med

3S 1T = 13 damage

As the first trooper enters her sights, she strokes the trigger, the heavy blaster spitting death. She curses as the the weapon skews slightly, not catching more than the first Imp, and this 'miss' gives the second trooper time to duck. +1Bk on my next shot?


Apparently, I cannot access the dice rolling site from work. I am happy with the last player slot in initiative as I am awaiting Admiral Ackbar's response before acting anyway.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Juviest grunts with approval as Kara stands ready to fire at some unlucky Imperial pointman. He checks his pockets for his two extra reloads and stands ready behind the crates, hands on his hips. "Exhilarating, isn't it?", he says with a grin.

As soon as the assault tube begins spewing out Imperials, he lets out some smoke, flaps back his coat, draws his pistols, draws a bead and fires a shot rapidly at a the leftmost trooper.

1 Success, 4 Advantage Taking the second shot and 1 Ranged Defense until the end of the turn. @GM, it's not entirely clear whether or not the second hit can have a different target or not. How would you rule that in the future? For now I'd go with 'no'.

2 hits, for 12 and 9 damage

As a storm trooper begins to run for cover, he's cut down by a blaster shot, the Renegade pistol leaving holes big enough for a heavy blaster rifle. "One down. Keep them coming!" he shouts, as he shoots the injured Imperial again, as he tries to reach his blaster rifle. No point in using the stun setting, I guess.

As the rest open fire, he ducks down behind the crates, years of experience teaching him when to keep his head down.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

So I did that wrong, 1 Threat should be a loss of Strain most likely, TWO Threat is an additional +1Bk.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Jospi Renning wrote:
"I can be of some help here at the terminal. Admiral, do you require assistance retrieving those files? Are there other files of importance that I can retrieve while you get those schematics? If nothing else, I can set some surprises for the imps when they try to access the mainframe." The Corellian offers as he pulls out a rather more sophisticated electronics package from his gear and begins to access the computer terminal.

Ackbar glances over and replies, "All I need is time but a trap for the imperials who try to access this later would be a nice surprise."


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Thrask the Trandoshan wrote:
Hazzah, one less roll I have to make. Question, by the time I get to the broken blast doors and give a quick peek around it...is there still no sign of troopers disembarking?

you are in essense one round behind Kara and Juviest. Lets say the get to their location at the end of round 2 you would arrive at your location at the end of round 3. We are starting round 3 right now with Kara and Juviest firing/readying the action to fire if anyone comes down the ramp. you would get there, if you act in the third init slot right before anyone could come down the ramp but would have no actions left this round. make sense? Also since no one else has responded, you will take int slot 3.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Lt. Kara Savyn wrote:
So I did that wrong, 1 Threat should be a loss of Strain most likely, TWO Threat is an additional +1Bk.

one strain or lose your cover as you slip to control the weapon. I am fine with strain.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Juviest Vood wrote:

@GM, it's not entirely clear whether or not the second hit can have a different target or not. How would you rule that in the future? For now I'd go with 'no'.

in my reading of the text it says "Finally, he determines his target" which implies a single target to me. I would be willing to allow a second target that is very close to the primary target but it would add a diff dice. up to you in the future.


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Round 3
As Thrask reaches the broken blast doors, a group of 5 storm troopers appear in the boarding tube and run into the hangar bay. As the first trooper enters Kara's sights, she strokes the trigger, the heavy blaster spitting death. She curses as the the weapon skews slightly, not catching more than the first Imp, and this 'miss' gives the second trooper time to duck.
As a second storm trooper begins to run for cover, he's cut down by a blaster shot, the Renegade pistol leaving holes big enough for a heavy blaster rifle. "One down. Keep them coming!" he shouts, as he shoots the injured Imperial again, as he tries to reach his blaster rifle. No point in using the stun setting, I guess.

The remaining troopers, seeing Juviest last, stop and fire their blaster rifles, striking him with a jolt. 12 damage -5 soak = 7 damage inflicted. This took in account your cover and ranged defense.

2 troopers are down for good, Kara and Juviest are in cover. Thrask has arrived to see the doors are not movable and watch his mates start combat and Juviest take a hit. Djbelle, Rann, and Jospi your moves.


Alongside Djebelle and Jospi, Arannis accompanies Ackbar to the life boat bay. "Let us leave the fighting to those that really like it, not to mention are pretty good at it," he quips on the way, "and just focus on getting you to relative safety."

Far as I can tell, not much to do for the time being other than move alongside Ackbar and the rest and basically keep him safe until we reach our destination.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle nods; frowning, she reaches down her top and pulls out various bits of shiny tech, which she assembles into a modular holdout blaster pistol. It's sleek, it's chrome and matt black metal, it looks great with her accessories - but it's pretty useless for combat.

It's the sort of gun that you keep in order to wave around when necessary and make a point; it's not the sort of gun that you have if you actually, you know, want to shoot someone.

The purple-haired girl clutches it in one fist and does her best to look fierce; she hopes nobody will notice her hand is shaking.


"No need to grip it so tightly," Rann says softly, taking care not to have anyone other than Djebelle hear him. "Relax your hand a little and the shaking will lessen." He has his own light blaster pistol in his hand; they may be running away from the fighting behind them, but there is always a chance of running into a fight in front of them.


Sullustan Bounty Hunter/Gadgeteer Wounds 1/14 Strain 10/12 Defense 0 SV 5

Juviest grits his teeth as the blaster shot, grunting as he hunkers down into cover. "Bastards.", he mutters as he fires two shots at the incoming imperials, barely missing the two targets in front of him. 1 Adv.

Reaching for his opened medical box, he grabs a stimpack and jabs it in his leg with a trained motion. "And here I thought stormtroopers had the reputation of not being able to hit anything.", he grunts, taking another draw of his cigar.

Taking 1 strain to make the second maneuvre which is injecting himself, first one being grabbing it. Using advantage to regain 1 strain back. Wounds 10/12


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Ackbar is working frantically at the data station to get the plans offloaded. On the security monitors you can see a second set of storm troopers come down the boarding ramp and move into cover.

round 4 has begun. I have Juviest's action above, waiting on Thrask and Kara.

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