
Por Kandino |

Looks like we are pending the following three to join in character-
The Archlich-- Miraluka Padawan
Branding Opportunity- tech wiz kid
Spazmodeus- ??
Let me know if you need any help character creation-wise, and once you have a firm concept go ahead and do the in character introduction even as we hammer out the statistical details on the way.

Por Kandino |

I'll push forward tonight whether people have checked in or not.

Qot La'Jal |

Archlich here with my "occult padawan" (actually, one of the few survivors of the Luka Sene). Still working some last details on her, but the basic stuff is already in the profile :)

Sl'P St'Reme |

Is it too late to add a stun pistol to my inventory, I has more than enough credits? For some reason, I was under the impression blasters came with a stun setting in Star Wars, but someone has clarified that for me...

Por Kandino |

So- remember there is a wild die; let's use the convention that the first d6 in your roll is the wild die--
If it's a 6 you get to roll another die and add it to your total (roll it separate the way I did) and if THAT'S a 6 you keep going.
If it's a 1 though you lose your highest die and it out of the pool.
Init is team initiative-- using the highest perception, so Qot's 5d6 sets your whole team's initiative-- unless someone says otherwise I will assume you always choose to go first (you can also choose to go last- but rare situations is that better).

Por Kandino |

So it's Con actually, not persuasion.
Persuasion is meant for when you aren't lyingor aren't entirely lying at least-- you CAN use persuasion in place of Con, but if your persuasion is "effectively a low level con" it bumps the difficulty one.
I see that Qot has 5d in both though, so it doesn't matter here- you obviously just roll con instead.
(It can come up if someone has dice in the Persuasion skill but not con that they are better off taking the +1 difficulty penalty and rolling more dice)

Por Kandino |

Sorry guys- I'm buried after work today and our wonderful rural internet doesn't work in bad weather so I was delayed last night; was able to update some games and I'll still try to keep things rolling- but I'm on the road from tomorrow till the 28th, so apologies in advance and worst case we will pick everything back up the 29th.
I understand most people are traveling during this time as well.

Por Kandino |

So-
Combat Sense: it takes one action to activate, then it lasts for 10 rounds without requiring being "kept up". It adds +2d to all attacks and defense. It's Moderate to activate +3/opponent so you're looking for 13-18 here to activate, but if there were a lot of opponents it would keep getting more difficult.
(It also pulls you out of initiative to where you choose, which would default the rest of the party to the next highest Perception for init.)
(Also- those +2 stack, so if you activated this when you were already using Lightsaber combat you'd add your force to lightsaber attacks AND this +2)
Danger Sense: It also takes one to activate this power, then it is "kept up" which gives -1 to rolls, but you get to know the round before someone attacks-- seems to be more for when you are unsure if combat is happening than IN combat, like anticipating an ambush, or a stare down.

Por Kandino |

And, I'm back- hopefully we can get back into the swing for an about 1/day posting rate, I'll do my best to keep up my part.
Sorry, was on the road for the past week there for Christmas-- happy holidays to everyone!

Sl'P St'Reme |

This thing is being weird, the link list shows my latest post, but I can not get it to populate in the game play thread.
EDIT: Took a little longer than usual, but it is there now. Move along, nothing to see here...

Por Kandino |

Yeah- and I actually had posted that like two days ago and it got ate by the aether monster. . . sorry about that.

Por Kandino |

The imprisoned father narrative I didn't catch in the background before- that's too good a hook to not make it be part of a bigger adventure to resolve.

Por Kandino |

I'm back in now; haven't seen anyone else back yet here specifically, but most of my other games are getting rolling again- sorry for the delay here.
I'm understanding that the plan is to take Qot as a fake prisoner with the others in scout trooper armor or imperial uniform- correct?
Who is carrying the explosive charges that the Duke gave you?
I'll post an update assuming that's the plan if I don't hear otherwise tonight.

Sl'P St'Reme |

I'm back in now; haven't seen anyone else back yet here specifically, but most of my other games are getting rolling again- sorry for the delay here.
I'm understanding that the plan is to take Qot as a fake prisoner with the others in scout trooper armor or imperial uniform- correct?
Who is carrying the explosive charges that the Duke gave you?
I'll post an update assuming that's the plan if I don't hear otherwise tonight.
This is correct, will address the explosives issue in character.

Por Kandino |

Reminder-- when you are taking multiple actions the penalty applies to ALL skill rolls for that round- so two shots is -1d to both.
Drawing a weapon IS an action but does not require a roll- so to draw a weapon and attack is -1d to the attack.
To draw a weapon, and take two shots is 3 actions so -2d to both shots.
I know we're all re-figuring out these rules, so just clarifying as we go! I had to look up about drawing weapons.

Por Kandino |

Hrm. . . yeah- typically you would declare it with your actions.
Dodge does apply to all attacks of that same type made against you that round it appears-- I'm going to have to dig a bit more for an answer on what to do if you decide you want/need to react after already acting.

Qot La'Jal |

Maybe dodging affects the rolls on the round after?
Also: was Qot able to do that "Combat Sense" thing? I'm still learning the system (or relearning, maybe) so anything helps.

Por Kandino |

I think because she would be at -2 dice for 3 actions she wouldn't be able to effectively activate it that same round.
Yeah- I was thinking something like that, an undeclared dodge could count as part of your next round action, but you'd effectively have to decide how many other actions you were taking next round to eat the full penalty then.

Sl'P St'Reme |

I think I found the right spot for the dodge attempts (copy and paste from page 79): Reaction Skills. When a character gets attacked, he can react by trying to get out of the way: the most common reaction skills are acrobatics, dodge, melee parry and brawling parry. A character can wait until he’s attacked to use a reaction skill. The character can use up any remaining actions for a reaction or have the reaction be an extra action, accepting the higher multiple action penalty for the rest of the round. The reaction skill roll is in effect for the rest of the round and replaces the original difficulty number. (Even if the difficulty number was higher – sometimes characters “zig” when they should have “zagged.”)
(Reaction skills are only used in combat. See Chapter Five, “Combat & Injuries,” for a complete explanation.)
So, by the book, each series of actions allow for everyone to take their first action before moving to the next one and so on until everyone's declared actions are exhausted or they run out of dice because of reactions. May I recommend that we continue to declare our total number of actions and roll dice as if no reactions take place, and adjust by removing the last die rolled when they do as a time saving measure to prevent combat from dragging out. All of our data will be here on the boards to reference as needed and it should not be too long to reference by round since everything except reactions will be in the same post for each round.
For example, my character fired two shots, so the first one happens before the troopers can act, but the second happens after they take their first action (or only action if they are not taking more than one). They can still declare a reaction from our initial actions, they just get the effects immediately before they start their rolls. Then, should my character have been "hit", I could declare a dodge reaction and lose the last die rolled from my second attack (using the uniform last die since we are using the uniform first die as our wild die).
For Milady in her current situation, she only fired the one time, so she can use the reaction with one less die as a reaction and hope to be missed by at least one trooper because doing so will not hamper her resistance roll at all.
Advantage here will always go to who gets to act first...

Por Kandino |

Apologies for not having the slides in my profile there!
Hope everyone is enjoying this so far as we get into the swing of the system and everything.

Sl'P St'Reme |

Fear not, I have been behind the eight ball for the last month studying for an exam, but I finally took it today and it is behind me. I will now have more time to put into looking things up instead of blindly asking questions.

Por Kandino |

Pinging to hopefully flag this and see if Qot/Braxton are here-- I know this week has knocked people out with power and stuff.

Por Kandino |

Sorry guys I got my second dose of the vaccine yesterday and I am in and out of being able to focus on stuff since then, I know I haven't gotten every game updated.

Miladγ |

So to be clear, Milady explicitly doesn't have the droid chip installed that makes her value life of any kind. I would still say she is a good person, but she is pragmatic and willing to murder (imo, as are most people in Star Wars, frankly)
Her take on the situation is that these soldiers have seen their faces, have seen the lightsaber, and are unflinchingly loyal to the Empire; if we tell them to run, they won't desert but will report what we generally looked like (three humans, one Duros, vague descriptions of us, perhaps our names), and put us in immediate danger. If we lock them in a cell, they will do the same but even harder.
Since we can't blow the facility with the Storm Troopers inside, what she would like to do is strip them, lock them in a cell with the dead bodies, let all the prisoners out, and blow the Storm Trooper cell up by staging the explosion to be the area ABOVE the troopers and placing their blaster power packs in the cell with them, also in the plastic explosives, to amplify the explosion.
I was surprised I faced pushback from the concept of killing Storm Troopers which is why I bring this idea up out of character, as it is grim and gruesome, and if we as a group are not willing, I don't want to be the singular, only voice saying "firing squad."

Por Kandino |

Yes- and it's only force sensitive characters who might face consequences for an act like that- the way the game defines it, executions after the battle are definitely of the dark side.
And even barring that- if the resistance on this planet garners a reputation for killing the prisoners, you would expect opponents to quickly learn and fight to the death, knowing any offer of mercy was false--
Of course, that's a totally legitimate route to go.
The Dread Pirate Roberts never leaves any survivors, after all.

Sl'P St'Reme |

Except those who tell the tales...
It is a quandary since we took our helmets off. Does Qot have any mind tricks that can be used? Here are all options as I can think of them regardless of consequences:
Milady's plan
release the imperials (especially if mind trick is on the table)
turn the imperials over to the prisoners for justice
take the imperials as prisoners to our employer
remaining team members, what say you?
Is there enough explosive to destroy the area of cells?

Qot La'Jal |

Qot is still not going to agree with the executions, even to the point of defending their lives. Even if there wasn’t a mechanical issue for her if she was to allow it (Which I didn’t know!) it would still be absolutely out of character!
Can we strip them of armors and weapons, take them to any non-habited class M planet or moon around, and release them there? They’d likely never be found, at least not any soon, especially since no one really would be looking for them (they’d be assumed dead, probably).

Sl'P St'Reme |

Qot is still not going to agree with the executions, even to the point of defending their lives. Even if there wasn’t a mechanical issue for her if she was to allow it (Which I didn’t know!) it would still be absolutely out of character!
Can we strip them of armors and weapons, take them to any non-habited class M planet or moon around, and release them there? They’d likely never be found, at least not any soon, especially since no one really would be looking for them (they’d be assumed dead, probably).
Part of our scenario has us locked on the planet with no way off at the moment.