Star Wars: The Dark Times

Game Master The Lobster


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

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

[dice=Hit Points]1d8+1+1

Yay! Taking a risk paid off...this time at least.

EDIT: Wait, that would only be +9 HP. I only get the one +1 for CON.


A risk is worth it sometimes, but remember, for all future level ups, you'll roll for Dara.

That being said, I've personally had good luck with that. My character on the boards Sara Burke has never rolled less than a 7 for HP in 13 level ups. With 14 levels of Fighter, she has 160-ish HP.


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

On character progression:

Alright, let's get this first Jedi level!
Jedi 1
Class feat: Weapon Proficiency (Lightsabers)
New class feature: Lightsaber
New talent: Deflect
Hit points: That +0 CON isn't inspiring confidence, gonna play it safe and not roll. +6 HP
New class defense bonus: +1 Will
+1 BAB

Sidenote, I haven't picked out a background for Rod so could I do that now? Side-sidenote, I'm thinking that I'd give Rod the Ithor planet of origin background. Since I only gave Rod that 14 in intelligence so I could have Ithorese for RP purposes and the Ithor background provides the language, I was wondering if I could swap that 14 in INT with another ability score, say CHA?

Still deciding on equipment.


Yes and yes.


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

Since I'm on d6 hit die for the foreseeable future, and +0 CON, I think I'll just take the half plus one for my level ups.

Scoundrel 2
+4 Hit Points
+1 BAB
+1 to all defenses
+1 to skills, including Perception and Initiative
Bonus Feat: Quick Draw

I'll take a look at gear and all that later.


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

Alright! Looking at what's here, I've decided on the following.

OOM-93b will take a level in Soldier, as behooves a battle droid. Another consideration was taking another one in Noble and picking up Skill Focus: Persuasion, but Ral already got that - and I think it befits an actual noble a little more than it does a clanker with delusions of grandeur. (And I'll probably still pick it up later, since Distracting Droid is by far the most flavourful feat I've seen available to me!)

Rolling for HP, since I'm a daredevil like that:

HP!: 1d10 ⇒ 10
+1 BAB
+1 to Ref and Wil Defense, +3 to Fort Defense
+1 to skills.
Bonus Feat: Armor Proficiency: Medium
Bonus Talent: Targeting Package

Gear: 4000.

Two Questions:
- Now, technically a Restricted Locomotion System (Flying) would be a total of 3,880 for OOM, and a standard Jet Pack is just 900 (Just putting this out there for you guys). So, if we could flavour it so that the restraining chip has restrained the 'commando' capabilities of OOM as well, and it's always had it in it's legs/backpack? If now, would a SR 5 Shield Capacitor be possible?

- the Independent Droid Prestige Class requires Use Computers, which was something I wasn't aware before I started playing, even though that was definitely the first thing in my sights. Could I change Knowledge(Life Science) to Use Computer, and keep OOM's interest to plant life non-mechanical?


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

Okay, think I'm ready to make a run at selecting new gear.

-BARC Speeder, Used (1550cr): Cheap and effective transport for two of the party. Big blasters on it too. I think this could plausibly be on the AT-AT with us. It's a clone war model, but the timeline of the phasing out is vague and Baldwin did have a nostalgic streak. Otherwise I imagine it'd be found wherever Ral's bike is.

-Thinsuit (900cr): 1 hour of breathable air is probably gonna come in handy on this aquatic planet.

-Retractable Stock (100cr): Going to throw this on Rod's rifle. That way he can one-hand it and use the lightsaber in the other hand.

-Surgery Kit (1000cr): Not dying is good.

-8-2A Medical Bundle (200cr): ^Didn't have enough for a full medical kit but it'll do.

-Camouflage Poncho x 2 (125cr x 2): +5 to stealth is pretty useful and hopefully a poncho will make the stormtrooper armor harder to identify at a glance. I had a 125 credits left over so I just picked up an extra one for one of you guys. Since no one is trained in stealth I figure we'll need all the help we can get to stay covert.


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

Noble 2

HP +4
BAB +1
+1 all defenses
+1 all skills
Bonus Feat: Armor Proficiency (Light)

I'll take a look at gear in a moment.


OOM-93b wrote:
- the Independent Droid Prestige Class requires Use Computers, which was something I wasn't aware before I started playing, even though that was definitely the first thing in my sights. Could I change Knowledge(Life Science) to Use Computer, and keep OOM's interest to plant life non-mechanical?

I've already okayed minor changes, and will continue to for anybody else for this level up only. You may change your skill proficiency, OOM.

OOM-93b wrote:

Two Questions:

- Now, technically a Restricted Locomotion System (Flying) would be a total of 3,880 for OOM, and a standard Jet Pack is just 900 (Just putting this out there for you guys). So, if we could flavour it so that the restraining chip has restrained the 'commando' capabilities of OOM as well, and it's always had it in it's legs/backpack?

I'm not sure if droid improvements would count as equipment, but other people are buying vehicles they don't yet have access to and I'm fine with that, so, sure, you can have a fly speed, eventually. But it would be "unlocked" at roughly the same time as the other two vehicles. Call it, idk, damage to your frame or s/t.

Lastly, yes, that's a good explanation, but it brings up a good point. You still have the restraining bolt on, and it'll remain on until you can convince the rest of the party to remove it. Once you can get it removed and also get the damage to the backpack or legs repaired (i.e., when the other vehicles are found), the fly speed'll kick in, tho I'm not sure yet whether to give you the Exclusive or Limited Restriction.


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I'll be dealing these out more frequently in the next adventure, but for this first dungeon I wanted to hold off for the end. Everyone receives a base pool of 2 SP (side points). Whether they are Light or Dark Side Points is pretty cosmetic at this time and can be decided by you.

As a reminder these can be spent at any time to roll with advantage (roll two, take the better), spent to impose disadvantage on an enemy's roll (roll two, take the worse), or slightly alter the surroundings (e.g., there's a conveniently placed stepladder right there, so we can all hop the wall easier).

On top of those first 2 SP, I am awarding additional points for exceptional roleplay and moral decisions.

Alphabetically

Dara receives 2 SP for excellent roleplay in re her family drama. However, in remaining impartial in each major moral decision, she misses out on more points. Also, is this music?

Flan receives 3 DSP for valuing personal safety above all else and repeatedly advocating violent actions by proxy.

OOM-93b receives 3 DSP for much the same reason, as well as excellent use of humor without trivializing the severity of the situation.

Ral receives 2 LSP and 1 DSP, moral but pragmatic.

Rod receives 3 LSP for valuing the lives of others in all moments.

Zel receives 2 LSP and 1 DSP for similar reasons to Ral.


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

Here's my equipment picks:

Utility Belt (500cr)
Frag Grenade x2 (400cr)
Blaster Rifle (BlasTech E-11) (1000cr)
Targeting Scope (Standard) (100cr)
Security Kit (750cr)
Survival Knife (100cr)
Flight Suit (1000cr)
Survival Knife (100cr)
Power Packs x2 (50cr)

Total: 4000cr

Also, just to check - our starting equipment that was initially confiscated. Did we recover it, or is it lost?


Everything that I asked y'all to write down is on the AT-AT, yes. Like with the weapons at the armory, it's generic versions of those things, but still p worthwhile.

I'll tabulate the gear gathered over the course of the dungeon and post it later. Also, like two months ago? I sent Zel a PM in response to his attempt to find info on Baldwin and Hawkins, and unless he doesn't want me to disperse the information, I'll post those same bios here alongside the loot.


Male Human (Onderonian) Noble 2 | 16/22 HP | Fort 12 Ref 14 Will 15 | Initiative +7 | Perception +7 | Force Points 6/6

Note the purchase of the vehicle is largely because of the "spend it or lose it" clause. There just isn't enough expensive gear to make up to my Wealth level right now, so I had to go looking for something that would be useful and worth a good chunk of change.

I am absolutely fine with it being "somewhere else that we will get to later," I just didn't want to actually have money (and by extension, a Talent pick) go to waste.


I'm down to give them out now, but y'all are marooned in the middle of the ocean and the vehicle deploy part of the walker is the big ol door on its side, i.e., underwater. That being said, the bikes could still totally be inside the AT-AT, and if you can keep the walker in one piece, you keep the bikes, otherwise you'd just find the same bikes in like, different colors later on.


I know y'all are still getting your bearings IC, so feel free to continue roleplaying for a while longer (like to the end of the week at the latest, I feel).

I haven't finished tabulating the loot you gathered on the Deception yet, but do remember that y'all have all of Stephen and Flarb's belongings (may they rest in peace), including their two rebreathers. While not strictly necessary, that'll probably be relevant on this water planet.

Also I think we're still waiting on purchases from Zel and Flan.


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

So to clarify, we have access to our original gear list plus 4k credits of new gear?


Yes


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

Sorry! I put together my picks and then forgot to ever post them. I mostly tried to grab potentially useful stuff that nobody else really has and that would reasonably be in an AT-AT.

Spoiler:

Combat Jumpsuit (1500)
Pocket Scrambler x2 (800)
Water Extractor (400)
Flash Suppressor/Silencer (400)
Aquata Breather (350)
Tool Kit (250)
Snap Baton (100)
Proximity Flare x2 (100)
Power Pack x2 (50)
Net (25)
Syntherope (20)
Mesh Tape (5)
Total 4000


First, the info about the Imperial officers Zel pulled from the computers ages ago that I PM'd to him:

Gossip:
GRAND MOFF RAELIN BALDWIN:

Baldwin began his military service aboard the ISD Deception six months into the reign of the Empire. You found no records of the man before that point. He proved a worthy member of the bridge crew for two years, receiving several commendations and three offers for promotion. He refused each, citing a desire to see battle and know it intimately before commanding anyone.

Baldwin transferred into the Imperial Infantry. He enlisted as a Storm Trooper and shot up through the ranks. Eventually he led several large ground campaigns as a General in the Imperial Assault Armor Division. His skill as an AT-AT pilot and fierce command of the battlefield earned him respect and notice, and a return to the Imperial Navy.

After only these five years of military service, Raelin Baldwin was granted an Admiralcy. He volunteered himself again and again for unpopular missions, laying siege on rebelling planets in the Outer Rim. Each one was taken in a final and glorious land invasion after months of blockade and seizure or destruction of local production facilities. The reports remind you eerily of Mon Cala's situation.

And behind it all, he had always been politicking, garnering support and connections, friendships, until finally, he was given governorship over the planets he conquered, ruling as Moff. The final promotion to Grand Moff came three years ago, and he has proven hated by his subjects and beloved by the soldiers under his command.

He has often been criticized for being sentimental, being too friendly with his inferiors and placing too much trust in the hands of women and nonhumans. Several examples of each are cited: most prominently, retiring 'his' AT-AT only to purchase it from the Empire, cultivating the cult of personality surrounding him, and a full list of female and nonhuman officers on his payroll. Only one nonhuman officer has been assigned to a starship: Mith. The rest work for his office in Coruscant.

His paranoia, though apparent to you, has not made it into the document.

CAPTAIN SARAH GRACE HAWKINS:

Hawkins is Captain of Baldwin's flagship, ISD Rapacity. As such, she ranks over every other Captain in his fleet and commands them with brutal efficiency, timing some operations down to the second.

In a military almost entirely composed of men, Sarah Grace has succeeded despite countless attempts to dissuade her. She nonetheless served faithfully for six years before being transferred into the Moff's command. It was he who saw her potential and groomed her specifically for command.

The rest is dry and boring.

DECEPTION LOOT:

Utility belt x2
frag grenade x2
med pac x7
blaster x6
stun baton x2
emergency trauma kit
extinguisher x5
blaster pistol w/ improved accuracy
datapad x2 (Zel's/Flarb's pornographic datapad, one from the armory)
glowrod x6
comlink x4
dataspike
1350cr

Finally, to reveal the mystery items in Stephen and Flarb's synthweave bag:

The aforementioned pornographic datapad (features three full years of adult publications, including several programs featuring Mermeia)
Rebreather x2
Fossilized Hutt Gallstone (worth 3000cr to a collector)
Marked Sabacc Deck
Serrated Vibrodagger (1d3 damage, 1 bleed damage, triples on crit)
12 cartons of death sticks
1 synthweave bag


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

All right, apologies for the delay. Life's been a little tough lately. Anyway, here's the list of stuff for Zel. There are like 40 credits left over, but it doesn't matter too much.

Spoiler:

4000 credits

Combat Jumpsuit (1500)
Hold-Out Blaster Pistol (300)
Energy Cell x3 (30)
Holster (Concealed) (50)
Pocket Scrambler (400)
Targeting Scope (Standard) (100)
Electrobinoculars (1000)
Power Pack x2 (50)
Water Extractor (400)
Camouflage Poncho (125)
Mesh Tape (5)


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Unless someone posts and changes the current heading, I'll be moving the game forward in the morning assuming that Zel surfaces and waits for morning/help to explore the ocean floor, OOM-93b works on the raft all night, that Rod works on building a ramp to bring the speeders onto the deck of your ship. If anyone else wants to do anything in particular over the evening, please let me know.


Caught up in hurricane prep, will be able to post more around Tuesday/Wednesday. Sorry for the slow speed, all.


I have successfully evacuated, should get a post up tomorrow. Still hoping to see a good morning IC post from Zel, Ral and OOM; if it's relevant before I post, you may post assuming Dara is successful at jiggering a rudder/engine using the two speeder bikes.


Male Human (Onderonian) Noble 2 | 16/22 HP | Fort 12 Ref 14 Will 15 | Initiative +7 | Perception +7 | Force Points 6/6

I’m stuck out of town after a terrible convention experience. I’ll catch up when able.


Sorry to hear that Ral, take your time jumping in.

A bit of bad news; my laptop broke coming back from evac, so posting is gonna be harder (as it was this week) but it's still gonna happen. Please bear with me and forgive any misspellings or formatting errors while i work to fix it.

Also, just an additional assurance, I am very committed to this game and don't wanna see it die. Because we went a week of silence could I get a quick headcount on everyone, make sure everyone's accounted for?


Male Human (Onderonian) Noble 2 | 16/22 HP | Fort 12 Ref 14 Will 15 | Initiative +7 | Perception +7 | Force Points 6/6

Still here.


Scout 2 | HP 28/34 |Fort 14, Ref 15, Will 14 | Init +7 | Perc +8
The Lobster Master wrote:

Sorry to hear that Ral, take your time jumping in.

A bit of bad news; my laptop broke coming back from evac, so posting is gonna be harder (as it was this week) but it's still gonna happen. Please bear with me and forgive any misspellings or formatting errors while i work to fix it.

Also, just an additional assurance, I am very committed to this game and don't wanna see it die. Because we went a week of silence could I get a quick headcount on everyone, make sure everyone's accounted for?

I'm still here.

Also, I'm very sorry to hear about your misfortunes. I hope things normalize soon for you, and not just for the game's sake.


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

Still here!


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

Checking in. Dealing with pretty severe depression but still here.


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

Present!


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

Roger, roger.


Very gratified to see we haven't lost anyone; Zel, that's tough and I understand, thank you for being here.

What's the group consensus for action? Is anyone going to go down into the water to look for landmarks or people? Are y'all just gonna blindly book it, put some distance between y'all and Zel's spooky feelings/the fisherman signal's brief description of a giant beast? There are other options (for one, y'all could try and triangulate the fisherman's signal, I suppose, find them or broadcast to them), but really I'm asking if y'all are staying where you are for the moment or while someone submerges to try to navigate or if y'all are just choosing a direction and set sail.


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

So, it seems like we're gonna need directions to get to civilization, so that means asking the fishermen or the pirate radio operation. We could maybe try triangulating the fishermen's signal and following them home if we wanted to stay stealthy (assuming the big fish doesn't eat them or something).

I'm for contacting and/or finding the fishermen. They seem like they're the closest and easiest to get into contact with. Plus I wanna see what's up with this sea monster they're apperently after.


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Computer is getting fixed, so I should ideally have a post up by the weekend!


We are back! Thanks all for your patience.


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Thought I posted here, sorry to see that I hadn't. These past two weeks I've been gone helping the in laws move up north, back and ready now; will post in the next couple days. Thanks as ever for the patience.


Great! Glad to see this game isn't dead!


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

Hey all, I’m sorry for my absence here. The last few weeks have been hard on my wife and I and the holidays are keeping us busy now too. I’m still here though and still invested, gonna really try to find time to catch up in the next week or so.


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

No worries! Take your time, and have some lovely holidays.

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