| Game Master PvP |
Endregaard - Evening 2 - CSA Administrative Building
As Garrett and his allies hop upon speeder bikes, the Sarge calls out to his men, "We need to put that fire out, let the Lieutenant and his comrades track down those thieves!"
Quen, AJTD1, and Gunnar start and begin to bring the speeders to bear, following the transport along its previous seen trajectory.
Round 4 -
Garrett GO!
Caleb
Kaldo & Quen
Gunnar & AJTD1[/ooc]
I will need Pilot checks from Gunnar and Quen.
| AIU-066; "Garrett Liantin" |
"Kaldo, shake him again! His luck'll run out sooner or later!" Garrett yells, his feet still clinging to the metal hull of the transport. He takes a step back and aims the rifle downrange now, towards the Jedi's companions. His eyes narrow as he hones in on the speeder bike's engine, hoping to blow the vehicle out from under them rather than take a shot at the pilot directly. "I hope your friends know how to fly," Garrett says, dropping low to the ground after he sends the blaster bolt downrange towards the others. "Kaldo, now!" As he yells, Garrett's hands cling to the metal surface as well, and he crouches on the transport like a spider.
Attack Roll: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 4d10 + 5 ⇒ (6, 7, 8, 7) + 5 = 33
Acrobatics: 1d20 + 14 ⇒ (13) + 14 = 27
| Kaldo Vantai |
Kaldo shouts even more expletives and tries another variety of piloting tricks to shake the pesky jedi off
Pilot: 1d20 + 12 + 2d6 ⇒ (18) + 12 + (4, 2) = 3634
Spending a force point
| Kaldo Vantai |
My Dex is 10.
Oh, sorry. But still, correct me if I'm wrong, but unless you receive a penalty, shouldn't your mod be +4? (Unless the skill uses only half your jedi class level instead of your character level) :)
| Caleb Rook, Jedi |
Acrobatics: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Seeing as most DCs for Acrobatics checks are 15, that's a full fall-prone if ever I saw it. It DOES occur to me to wonder why it's presumed we're on a solid metal surface, though ... ? Because, y'know - cargo crates.
Swift Action: Recovery #3, moving me up one level on the Damage Track.
Move Action: Stand up from prone. Be prepared to deflect a blaster bolt from the psycho standing stock-still on the back deck and/or strapped-in crates of the skiff. (Yeah, that's it - Garrett got a foot on a railing or the back deck itself.)
I presume that the skiff will be well past where I could catch it with either a 12-square dash + 12-square leap or a voice command. If it is not, let me know. So where am I, surrounding-wise?
There really ain't much you can do with a laden cargo skiff to shake off unwanted passengers - not if you want to keep your cargo in place, anyhow - but rock yourself sharply to the side, toss in a bang on a rock that you might (or might not) have meant to hit, and unwanted passengers just might lose their grip and go tumbling into the dirt.
Ow!
| Game Master PvP |
Endregaard - Evening 2 - CSA Administrative Building
Round 4 -
Quen
Gunnar & AJTD1
Gunnar and Quen are both able to start their respective speeders and begin to race after the transport holding the spice. As you round the building and begin to pursue, the transport starts to hurtle towards the perimeter of the CSA encampment. As there is no fence if the pilot gets into the city he could well lose you!
The Pilot check will not determine the DC to fall off of the Transport but it will determine whether the rate of speed can increase and Kaldo has done that successfully. The increased speed will require another Acrobatics check which you both rolled.
Caleb failed his acrobatic check and fell prone. With a move action to stand Caleb you are no longer prone. Garrett did not and is not prone as he appears to be magnetically sealed onto one of the crates which holds the spice!
Garrett fires his rifle and strikes Garrett's speeder. It begins to smoke but otherwise remains functional. Speeder HP = 12/40
Quen and Gunnar you both can take actions while piloting let me know if you need some book references. At this point, you may want to speed up as the transport is starting to pull away. Within 2 rounds it will clear the perimeter at its current rate of speed. FYI we are now off of the map as it will not be to scale.
AJTD1 your action as well you also see the situation having just come around the building.
| Kaldo Vantai |
Kaldo continues piloting at his current rate, and simply focuses on staying ahead of those speeders.
Going to take the full-round action All-Out Movement, move 4 times my normal speed :)
| Caleb Rook, Jedi |
Swift Action: Recovery #3, moving me up one level on the Damage Track.
Standard Action: Mind Trick. I don't want to get any closer to where-ever this guy is taking me; since Mr. Stick-To-Surfaces is a tough sell on the 'get out of here' side of things, let's work on the guy in the driver's seat.
UtF: Mind Trick: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25
I believe that exceeds Kaldo's Will defense.
If you can continue to use actions to move up the damage chart, I'm going to do that with my Move action, making that #1 of 3, while remaining ready to swat away (or back) blaster bolts.
In case it's needed: UtF: Deflect: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29
The swaying and the acceleration is tough to handle, but already being prone and with one hand holding on, Caleb looks up at the original theif of the cargo skiff and says in a voice that has just gotta be reasonable, "Turn around and take the skiff back to where you got it from." Oh, yeah, right. Like that's gonna ...
... happen?
| Kaldo Vantai |
lol, mind trick. Nice move :). Only question is:Am In line of sight? I guess that's up to the GM to decide, based on what the ship looks like. Will post my action now, but if I'm not in line of sight, I guess it doesn't happen?
Kaldo smiles Yes sir He immediately turns the skiff around and begins heading in the opposite direction
| Errin Khass |
Not so fast. Mind trick requires line of sight and the ability to communicate. It's doubtful Caleb could see Kaldo in the cab, and he almost certainly could not make himself heard over the roar of an accelerating cargo speeder.
| Caleb Rook, Jedi |
Kaldo and Garrett have been talking to each other the entire time, and not by communicator. Sight is the only possible issue, and 'looking behind you' remains as much a necessity for speeders as it is for cars, or how is Kaldo seeing the speeder bikes catching up to him?
| AIU-066; "Garrett Liantin" |
You could probably see him if you were still standing, but you're currently prone on the back of the transport. The transport is covered in cargo, so I'd say you probably wouldn't have line of sight at this point. Also, I'd imagine that at least transports have things like rear-view mirrors so you don't have to take your eyes off of where you're going, and mirrors don't grant line of sight.
You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did was unacceptable.
Emphasis mine. If you consider the situation, there's no way that wouldn't obviously threaten our lives; we've been getting shot at, and a Jedi has leaped aboard our transport and tried to throw me into a wall, while your compatriots have tossed smoke grenades and began following us on speeder bikes. We're fleeing the scene of open combat; I wouldn't say there's any logical way given the situation that you could argue that wouldn't threaten his life.
| Errin Khass |
Kaldo and Garrett have been talking to each other the entire time, and not by communicator.
Where do you get that idea? Our whole team has been looped in via communicator throughout. Kaldo and Garrett have been talking the entire time, even when they are on opposite sides of the map, or sneaking or while things were exploding. That was not happening by shouting at each other.
| Game Master PvP |
SO not going to argue this one out. If the GM says I couldn't've seen him, I'll not have done it, and I'll do something else.
They have been looped in by Comm the whole time, it appeared they were speaking to one another as if it was not by comm because of the nature of PbP. Sorry for the confusion there Caleb. Use the same rolls for another action.
No Quen, no line of sight on the driver at this time but you do have line of sight on Garrett.
| Quen Pah |
Concentrating on Garrett the Jedi closes his eyes and calls upon the light side of the Force
1d20 + 17 ⇒ (18) + 17 = 35 to activate the Malacia power
// Malacia (standard; 1) •Light Side<BR>+17 vs. Fortitude, target moves -1 step down the condition track takes a -5 penalty to damage threshold
| Caleb Rook, Jedi |
Well, then use it to toss Garrett off the darn skiff and into a passing wall. A 25 hits his Will Save + 5, thereby succeeding even if he manages to get all four limbs mag-clamped onto the skiff/containers.
Damage: 6d6 ⇒ (2, 4, 4, 1, 3, 3) = 17
| Quen Pah |
Not being able to do anything with a poor pilot skills he will stop and see where he might be of help actvating his dampen precence talent for Garrett to forget he was there.
1d20 + 17 ⇒ (4) + 17 = 21 UTF v. Will.
| Game Master PvP |
Endregaard - Evening 2 - CSA Administrative Compound
Round 5 -
Garrett GO!
Caleb
Kaldo & Quen
Gunnar & AJTD1
The transport remains ahead of Gunnar and AJTD1's speeders. It is clear to Garrett though that between the load and the facts that these bikes are built for such endeavors, they will soon catch up...
We are off map ATM, to be clear on positioning, Caleb is still on the transport, Gunnar and AJTD1 are 10 squares behind. Quen is 20 squares behind and fading. By the beginning of Round 6, the stolen transport will be at the perimeter of the compound which has no fence as it is merely patrolled by guards. The perimeter is mainly enforced by the threat of IRD's...
| AIU-066; "Garrett Liantin" |
I know the talent he's using, it's from Force Unleashed Campaign Guide. Unfortunately, it doesn't work on Garrett (not that he would know that) because I'm a droid, and therefore immune to mind-affecting effects.
Garrett drops to the ground with a thud as Caleb throws him off of the moving speeder, before crouching in the dirt with his rifle still aimed towards the transport. "If that's the way we're gonna play it, then..." the droid says, placing the crosshairs of his rifle over the Jedi's head. Ducking down again into the foliage and underbrush, he takes a deep breath and holds it before firing at the man still riding on the back of the skiff. "Errin, he should be in your sights. Take the shot," he says, before he pulls the trigger and sends a blast careening towards Caleb yet again. He watches with annoyance as the speeders continue after them, but they could be picked off later if necessary.
Stealth: 1d20 + 19 ⇒ (13) + 19 = 32
Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 4d10 + 5 ⇒ (10, 5, 2, 9) + 5 = 31
Caleb would again take a -15 penalty on his Deflect roll, as that would realistically be the penalty he is taking; I am once again presumably under total concealment as we are still in the forest, and I am more than ten squares away by my count. Correct me if I am wrong on any of those factors.
In addition, Errin mentioned a while ago in the Gameplay thread that she readied an action to shoot at Caleb as soon as she could get a bead on him, in a spoilered action. Did that action transpire? If it did, assuming both attacks hit, he would be somewhere in the realm of -40 damage, which I believe kills Caleb outright as the attack deals more damage than his damage threshold. Errin rolled all of this, along with a Perception check, within a spoiler in our main gameplay thread. It's a couple posts up from the bottom on the current page.
| Errin Khass |
The post Garrett referenced is here. Let me know when my readied action triggers and I join the regular initiative order in this thread. With Caleb down I'll be targeting the next closest pursuer on my turn.
| Game Master PvP |
There is no forest foliage here, it is clear land so no cover, Caleb would have a Deflect opportunity against Garrett's shot.
Errin is very far away from the action as she is in a building withing town which is not close to the location of the speeder ATM.
Caleb, make your deflect roll as at this point, you would assume that Garret would continue to shoot at you I would imagine!
| Caleb Rook, Jedi |
Actually, no - I'd assumed it'd take him longer than a couple of seconds to a) hit a building or whatever I threw him into, b) stop moving, c) recover from the hit (if he recovered at all), d) get up, and e) line up and take a shot. Since this is all heroic stuff, apparently he can do all that, while I can't seem to barely do anything. I mean, I COULD simply state that since apparently he's still moving in my Force Grip, I use a Standard Action to bounce him around (which means he couldn't do anything) while I climb around and into the cab, but I said I threw him off, so hey.
I'd kind of rather not make the roll, because of the above expectation; I'd been playing nice because I want everyone to enjoy the game, I don't generally like PVP, I definitely don't know the system well enough to be able to make any decent arguments, which means I'm going to lose pretty much every debate available. (Like not being able to see or hear someone who is no more than a couple meters away, in a speeder cab that probably still has the windows open, etc. etc., but that's past.) So honestly, Caleb would have turned his lightsaber off.
However, as requested:
Deflect, UtF: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30
| Game Master PvP |
Endregaard - Evening 2 - CSA Administrative Compound
Garrett hits the ground in the clearing around the compound and rolls into a kneeling position. Caleb's eyes narrow as the man seems to have suffered little ill effect from the fall, almost as if... At that moment a blast from the thieves' rifle comes towards him.
Caleb Deflects the blaster bolt from Garrett's rifle just in the nick of time.
Round 5 -
Caleb GO!
Kaldo & Quen
Gunnar & AJTD1
Gunnar and AJTD1 note that the transport is still moving at top speed, you will need a VERY high Pilot check to catch it before it exits the compound, unles of course the CSA has some otehr way to stop it.
Quen, you will be able to encounter Garrett this round if you wish as you are moving slower than everyone else and he is no longer moving having been thrown off of the transport.
FYI, I have found a player who will sub for AJTD1 for now he will step in immediately.
| Caleb Rook, Jedi |
Move Action: Climb into the cab.
Standard Action: Mind Trick. I don't want to get any closer to where-ever this guy is taking me. DC 21.
UTF: Mind Trick: 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
The swaying and the acceleration is tough to handle, but already being prone and with one hand holding on, Caleb looks up at the original theif of the cargo skiff and says in a voice that has just gotta be reasonable, "Turn around and take the skiff back to where you got it from." Oh, yeah, right. Like that's gonna ...
... happen?
| Kaldo Vantai |
Yep
Kaldo slowly puts his hands up, reaches into his jacket, and pulls out a small badge. On it is the galactic alliance logo. Switching off his comms, he says Hello there