Star Wars: The Dark Times (Inactive)

Game Master The Lobster


51 to 100 of 139 << first < prev | 1 | 2 | 3 | next > last >>

They'll protest but are persuadable.Just gotta try and persuade them


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8

Dara's pretty good at holding her breath, so she'd be willing to make the trip without a rebreather if it comes to that.


I'll post tomorrow with details of the flight across the hallway, was waiting to see if anyone would ask the men for a rebreather, but I suppose they will go unpersuaded.

All the skill challenges in this immediate area* can be taken 10, but Dara and Mith will have to take Endurance checks once they can no longer hold their breath in the hallway. Dara, would you rather I roll the 7 checks past your limit and narrate or you roll them yourself?

*= Computer Use to get the other blast doors around us shut, then again to open the emergency doors, Use the Force to begin holding your breath supernaturally for the three Force Sensitive men.


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8

I'll roll them myself.


Waiting for Zel


Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Apologies, just spent basically the whole last week moving. It's been an ordeal beyond what I imagined. It's basically done now, though, so hopefully I can get back to normal.


I posted a reply to Zel in the gameplay thread, but I didn't like it so I deleted it so I could have time to edit and more people could react to the situation at hand before it gets more complicated. It was up for half an hour tho, so if anyone saw it already, just forget about it until it's relevant again, :)


Would like to hear from Dara and have Rod's proposed ethical dilemma discussed before moving on


Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Apparently we need to hit the gym ASAP.


INACTIVE - GAME DIED

Do any of our Jedi wannabes have a master key (lightsaber)?


Male Human Soldier 1 / Jedi 1 | 30/36 HP | Fort 16 Ref 16 Will 14 | Initiative +7 | Perception +9

Probably not? Rod's got the lightsaber in-story but I didn't buy it with starting credits and Rod doesn't have the 1st level Jedi "have lightsaber" feature. More importantly, no one's proficient in lightsabers (except possibly Mith?), so I don't like our chances with that penalty on us. Mith's already got enough prosthetic limbs as it is.


Human (Corellian) Noble 2 | HP 22/22 | Fort 10 Ref 16 Will 11 | Init +7 Perc +5 | 2LSP / 3DSP

Hey, IDK what y’all are talking about, Flan clearly has the strongest noodle arms of the bunch... Somehow.


Human (Corellian) Noble 2 | HP 22/22 | Fort 10 Ref 16 Will 11 | Init +7 Perc +5 | 2LSP / 3DSP

Suffocating/freezing everyone on the bridge is probably decidedly a dark side action; Flan is okay with that, but before she goes ahead and presses the button, OOC is everyone on board with that/do we have any other ideas?


One more makes a majority vote; any other ideas on tricky things to do with the computer access?


Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Only clever idea I can think of would be to do something like lock down the doors to the Moff's personal hangar, either the one leading to it or the door that lets ships fly in and out. That way he can't leave even if he gets there first.


That has merit, certainly worth considering.

Rod and OOM had some good ideas earlier on, monitoring the cameras from a datapad to avoid patrols, distributing the incriminating communiques, wrecking communication lines inside the ship.

Ignore the list of systems I provided earlier, the point basically is that anything you WANT to have access to, you have some control over. You wanna lock every door in the ship except those on your path? Do it. Set a timer for self-destruct? Easy. Set the PA system to play the latest hit single by Max Rebo and the Intergalactic J&#z Wailers on loop? Just gotta upload the file. Send the torture and medical droids walking around assaulting then healing people in tandem? Ouch also thank you


Busy week, will update tomorrow, :)


Zel you lucky duck, you posted that just as I was about to submit a post about y'all being discovered by a lucky Storm Trooper who rolled two nat 19's even with disadvantage. If I had been quicker or you had been slower, somebody could have shot somebody.


1 person marked this as a favorite.
Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Welcome to the Zel Zone? :D


Today was very busy and tomorrow is also shaping up to be very busy, expect a detailed post late Friday or Saturday. Sorry about the inconstant pacing


Busy day today, have a post in the works for y'all's sneaky catwalk climb, I'll leave time for one or two more people to react and then we'll move on.


4 people marked this as a favorite.

A (not to scale and very generalized) map of the room! Including a diagram of the catwalks and a closeup group shot of what Imperial Assault figures I felt best represented us (plus a B1 Battle Droid. There were no OOM class, sorry)


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8

Is it possible to just board the AT-AT immediately after arming the fuel cells?


There is a boarding ramp down, yes.


I'll leave it another day to give the rest of you time to act. No stealth checks needed, the crewmen's hearing check was garbage also they are pointedly avoiding looking in that direction lest they be tempted to put out the fire.


I'll post the results of the AT-AT actions tonight and wait a day further for OOM-93b and Ral to make their posts before botting them.


I will move the fight along tonight.


Waiting on Zel. We'll be out of combat soon, folks, :)


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8
The Lobster Master wrote:
We'll be out of combat soon, folks, :)

The way I read that, it sounded pretty ominous... :P


Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Looks like I forgot to post in here. Apologies, there's been some stuff going on IRL that I've been trying to balance, and it's taken some time to do so. Hopefully I can get a post up tomorrow and keep things rolling.

But yeah, sorry about that. I am still here and still interested in playing, just recalibrating.


Male Human Soldier 1 / Jedi 1 | 30/36 HP | Fort 16 Ref 16 Will 14 | Initiative +7 | Perception +9
Dara Foss wrote:
The way I read that, it sounded pretty ominous... :P

Destroyers fire, everybody dies?

By the way, did we forget to loot that fancy improved accuracy blaster pistol from the engineers? I checked the IC and it doesn't look like anyone took it.


For the sake of expediency, we can assume Mith has it at the moment.


INACTIVE - GAME DIED

Sooo I am legit stumped for any exits from this scenario.


Male Human Soldier 1 / Jedi 1 | 30/36 HP | Fort 16 Ref 16 Will 14 | Initiative +7 | Perception +9

The Walker is airtight, right?

I was thinking that once we had everyone aboard we could just drive it out the hanger doors and take our chances in space. We have comlinks to call for help with and Force Trances to conserve air. It's not much to go off, but we probably won't die.

I'm open to other ideas if anyone has any.


The walker is airtight, yes. Also I was not tryna withhold loot via the Mith has the fancy blaster then he exploded thing. SOMEone has it, we can work that out later


Male Mon Calamari Scoundrel 2 | 16/22 HP | Fort 12 Ref 17 Will 13 | Initiative +9 | Perception +11

Hiding in the walker and hoping for a miracle is about all I got at this point. Zel fully expects to die, and I don't have any other great ideas.


Human (Corellian) Noble 2 | HP 22/22 | Fort 10 Ref 16 Will 11 | Init +7 Perc +5 | 2LSP / 3DSP

OOC, the starship is crashing and I'm thinking we can wait until the last second so we're as close as possible and then jump out onto Mon Cala? Like just ride it out until we can shoot a hole in the ship and jump out. And then, y'know, hopefully the walker will have emergency life-preservers under the seats.


INACTIVE - GAME DIED

Woo?


Just wanna get ahead of this; y'all can walk out of the hangar, but you won't really be able to wait for the Deception to sink lower into the atmosphere. It's do or die time.


So the plan seems to be blow the hangar door, walk the AT-AT into an orbital drop?


Male Human Soldier 1 / Jedi 1 | 30/36 HP | Fort 16 Ref 16 Will 14 | Initiative +7 | Perception +9

Maybe not an orbital drop necessarily, but the plan is definitely jumping out those hanger doors in the AT-AT. I figure once we're out the doors, there's not a whole lot we'll be able to do to control where the walker goes.


Everyone reaches Level 2! Aboard the AT-AT is any equipment you want up to a total of 4,000 credits each; Nobles with Wealth talent can find equipment up to the sum of both numbers. In this instance, any money not spent is considered lost. Special RP awards will be doled out in Discussion over the next few days as I reread the thread.

I will also tally up all equipment gained over the adventure thus far for easy viewing.


INACTIVE - GAME DIED

GM, do I get the Wealth value for just level 2, or for level 1 + level 2 (since we started with nothing, I got no Wealth value at level 1)?


I think both is fair, but I'll allow you to bank level 1 if you want/need. Some back alley funds that the Empire didn't know you had access to when they seized the rest of your belongings.


INACTIVE - GAME DIED

Noble 2
+4 hit points
Bonus feat: Skill Focus: Persuasion

Wealth value: cr 19,000 (5k 1st level + 10k 2nd level + 4k found gear)
"Found" gear:

Standard datapad (cr 1,000)

Electrobinoculars (cr 1,000)

Mobquet Quickfire speeder bike (cr 14,000) -> GM, this might be in a garage or other location that we have to get to, since it's unlikely to be loaded on the walker

Banked: cr 3,000


Droid(4°) Noble 1/Soldier 1 | 28/28 HP | Fort 13 Ref 18 Will 13 | Initiative +10 | Perception +2

Yay!

I'm definitely back online. I'll think about how to proceed for my level 2, and I'll post the upgrade tomorrow. Alongside a sarcastic comment from OOM about his situation improving sideways.


INACTIVE - GAME DIED

Welcome back OOM!


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8

I can't recall if we discussed this previously, and I couldn't find it mentioned in the threads, but how do we handle HP? Do we roll or take a set amount?


Half+1+CON, or roll+CON but no backsies, that'll be your progression forever.


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8

Scout 2
Bonus Feat: Stay Up
BAB +1

I feel like taking a risk. I'll roll for HP

Hit Points: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

I'll sort out my new equipment tomorrow after work.

51 to 100 of 139 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Star Wars: The Dark Times Discussion All Messageboards

Want to post a reply? Sign in.