Star Wars Saga Dawn of Defiance

Game Master JASON RODARTE


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M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Dreams pads along quietly at the back of the party, ensuring both his blaster, and sabre are at hand, but not drawn.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

What are we waiting on? I think we've all agreed to pick up the droid parts and then head to the temple.


OCC: Droid parts already picked up and ship back to its original resting place with Prox now working on extracting information from the droid as well as trying to fix it to make it operational once again.

ArTee is at the controls monitoring sensors if anything appears upon them as well as to defend the ship should any of those scavengers come to the ship and approach.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

I think we were just waiting to make sure everyone is following Waylon.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The droid has been picked up. There has not been a consensus on following Waylon.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I was following, just at the back of the group, as I have higher ground speed, I figured I can get to the front of the group quickly. Thus at the back of the group.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I think we are still waiting for the other 2 group members to indicate that they are following. I think that the Clone is moving houses IRL.


OCC: Meanwhile Prox is blissfully working on the damaged Droid. Aka just letting ya know I still be here ;-)


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

:)


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9
Private Phineas - Piston wrote:
Phineas slings his rifle in these close corridors and draws his blaster pistol following after Waylon.

I posted up back on January 19, as a Scout, I'm probably right behind the Jedi. As a human who can't see in the dark, I'm letting the Jedi take the lead in a situation where probably I'd normally do so.


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Upon landing the ship's sensors detected only a few life forms within the vincinity and the atmosphere is cold with a very high oxygen concentration but also contains traces of toxins requiring those that ventured forth to wear breath masks. [occ]{Note I assume the players took breath masks with them and are using them.}[/ooc]

Upon existing the ship those who are force sensitive feel the presence of the Dark Side which simply grows stronger as they approach the abandoned city.

The city is empty of men, women, and children. Hostile winds whip through the seemingly lifeless streets and between the alleyways of abandoned buildings. Unlike most of the planet, here the unchecked kaluthin has taken over, growing up to 6 to 7 feet tall in some parts of the city. Still the plants fail to mask strewn debris and the occasional decomposing body -- the calling cards of looters and bandits who plundered the city after the unexpected attack almost two years ago.

As the group walks through the discarded remnants of old lives, they notice the empty twin buildings housing the local children's school. To their left, they see faded graffiti on the wall, below a sign that reads "Remembrance Hall". Then a collective chill runs down everyones spines as they make out suspicious red letters that say "Death To The Unfaithful". When they get within about 300 feet of the Academy ruins, they realize that all the kaluthin inside this radius has died off. This area is as dead as the entire planet was perhaps a millennia ago and feel of the Dark Side here is much stronger.

After there encounter with the squibs and ugors, who are basic scavengers, and acquiring the droid they moved on. They soon pass the outer buildings and grounds that surround the Academy proper. The remains of the ciruclar structure are immediately identifiable as Coruscani in design. The majestic white marble tower lies toppled on the ground. Once the group passed the yawning entrance, where the 16-foot-high double doors were ripped from their hinges by someone who valued only their material worth, they find themselves in the entry hall. Even with all the surrrounding devastation, the wonder of this place still remains palpable. The few interior walls still standing are also made of white Seloninan marble, lined with thick veins of silver that form into knots where wall and floor meet. Inlaid cases carved into the entry hall walls are set at about 3 feet off the floor. Less dust-filled spots inside show that their contents were plunder a while ago.

Only some sections of the ground floor remain accessible. Most of the corridors were blocked when the upper floors caved in during the bombardment. The path ahead appears to lead the group either over or under a row of once-dazzling columns at the hall's center, now shattered into pathetic fragments. As the group begins to navigate this obstacle they are suddenly set upon by reptile creatures with the only warning before the assault is a spine-chilling snarl. The group is confronted with horrors wrenched from the realm of darkness. Four giant reptilian, slavering monsters, black as the void and just as soulless, burst from concealment and spring towards them. Encased in their bony skull is a mouth filled with black stiletto like teeth and a charcoal prehensile tongue (earning these beasts their alternative sobriquet of, "Dark Tongues"). Along the back of these creature's 10-foot-long bodies run two rows of sharp spikes, and their four appendages end in huge ebony black claws. These vicious creatures are known to be exotic pets used by crimelords and other beings insane with power.

The Force Sensitives see even more than what those who are not Force Sensitive as these creatures seem to be drenched in the Dark Side to such a degree that their eyes shine red like a Dark Side lightsaber and they literally glow with darkness with even their drool being black in appearance.

OCC: First I need Perception checks and then I need Initiative checks

Initiative: 1d20 ⇒ 6


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Perception 1d20 + 9 ⇒ (14) + 9 = 23
Initiative 1d20 + 9 ⇒ (3) + 9 = 12


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Initiative: 1d20 + 10 ⇒ (18) + 10 = 28


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Ardan takes a quick glance to make sure that the "guard dogs" are on leashes.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

perception: 1d20 + 10 ⇒ (18) + 10 = 28
Initiative: 1d20 + 10 ⇒ (7) + 10 = 17
If it is needed
UTF: 1d20 + 12 ⇒ (9) + 12 = 21

Looking at the incoming lizards, Dreams draws his pistol, and tries to line up a shot.

These things reek of evil


Keep in mind that these are Large Lizards however while this pic shows them as green they are actually completely black with red eyes.

Further the PCs can get information about them as a Free Action with a successful Knowledge[Life Sciences] check or if they are Force Sensitive Knowledge[Galactic Lore].

Okay Dreamchaser what are you per se doing with Use the Force? And next time please outline what you are doing with it as part of the roll. Thanks.

-------------------------------------

Ardan and Dreamchaser actually notice that these creatures appeared seemingly out of nowhere. Like one second they are not there and next they are there.

Initiative Order:
Ardan
Dreamchaser
Large Lizards
Jace
Piston
Waylon


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9
Prox Simmoss wrote:
https://images3.wikia.nocookie.net/__cb20120714060143/starwars/images/e/e5/ Hsiss-BOS.jpg

Image is not loading for me.


okay I have provided it now as a hyper-link and it loads for me -- however if it still does not work for you then just google "star wars hssiss pic" and look for the green one


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

As I said, if it was needed, due to you stating that the force sensitives could feel the darkside. I was just providing a roll, if you needed it.

Not sure where they came from, but we need to be careful, they are steeped in evil.

Dreams adopts a defensive stance, and looks behind the group to see if there is any coming from that direction.

Are we doing combats with theatre of mind, or maps ?


OCC: Well due to this having changed from where it was supposed to happen to where it is happening there is no official map. However, if needed I can provide a map, otherwise theatre of mind works for me. Oh and if SWSE has flanking bonuses I will use mine as it does not require "positioning" on a map and simply gives a benefit if you out number your opponent as that actually adheres better to the idea since a battle is constantly moving and most folks are going to naturally try to exploit any advantage that they can.

Also if you saw the Initiative Order spoiler, you will see that Ardan and Dreamchaser are up first. Dreamchaser by defensive stance do you mean you are going to start out fighting defensively and are you readying an attack if you get attacked or is your Use the Force your action for this round (see Use the Force spoiler below)?

As for Using the Force keep in mind their are 8 things you can do with Using the Force that do not require you to dip into your Suite of Powers or spend an actual Force Point to use them. I will outline them here, in case anyone is not fully aware of them. With that Dreamchaser I will allow you to let me know if you are doing one of these and if so I will use the roll you made and apply it to that.

Use the Force:
Prequisite: Force Sensitivity

One cannot make Use the Force checks unless they have the Force Sensitivity Feat. Use the Force is a Class Skill for any character with the Force Sensitivity Feat. One can Take-10 on a Use the Force check, but one cannot Take-20.

The following are the primary applications of the Use the Force skill.

Search Your Feelings
As a Full-Round Action, they can make a DC 15 Use the Force check to determine whether an action will yield favorable or unfavorable results to them in the immediate future (10 minutes or less). For example, they can make the check to determine whether destroying a Sith Artifact will have immediate unforeseen repercussions.

The answer does not take into account the long term consequences of a contemplated actions. Using the above example, a successful check would not portend a future encounter with vengeful Darksiders angered by the destruction of the Dark Side artifact. (The GM must assess the immediate consequence of the action, based on what they know about the circumstances).

Sense Force
Prerequisite: Trained Only
They automatically sense Disturbances in the Force. A location that is strong in The Dark Side of The Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As a Full-Round Action, they can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.

As a Full-Round Action, they can use this ability to actively sense other Force-users out to a range of 100 kilometers. If they succeed on a DC 15 Use the Force check, they know how many Force-users are within range, their approximate distance and direction from them, and whether they have met them before or not.

Another Force-user within range can try to conceal their presence from them by making an opposed Use the Force check. If they equal or exceed the seeker's Use the Force check, the seeker does not sense their presence at all. The seeker can also specify that they are attempting to sense only Force-Users with a Dark Side Score of 1 or higher; success reveals only those Force-users with Dark Side Scores, and not any other Force-Users.

As a Standard Action, they can attempt to use the Sense Force application of this skill to detect a hole in The Force created by one or more Yuuzhan Vong or a Force-Sensitive. They must make a DC 20 Use the Force check; if the check succeeds, they can sense how many Yuuzhan Vong (or masked Force-Sensitives) are within 1 kilometer of their location.

Sense Surroundings
As a Swift Action, they can make a DC 15 Use the Force check to ignore the effects of Cover and Concealment when making Perception checks to detect or observe targets until the start of their next turn. Increase the DC by 5 if this ability is used against targets with Total Cover.

Many Force Powers require that the target be both within Line of Sight and within a certain range. Sense Surroundings can be used to perceive targets despite the presence of Cover such as walls and doors or Concealment such as fog and smoke. By the strictest interpretation of the guidelines, using Sense Surroundings to ignore penalties to Perception checks does not grant Line of Sight; it merely allows one to perceive the target (just as hearing someone coming around the corner does not grant Line of Sight.)

However, in some situations a GM may wish to allow a character to use Sense Surroundings to gain Line of Sight. If a character has the Improved Sense Surroundings Force Technique, the GM can allow a character that has perceived a target to also have Line of Sight to that target, provided that the character used the Sense Surroundings earlier in the character's turn.

They can attempt to use the Sense Surroundings application of this skill to detect Yuuzhan Vong targets (or stealthed Force-Sensitives), but they must be Trained in the skill, and they must succeed in a DC 30 Use the Force check. The effects are otherwise identical to the standard application of Sense Surroundings.

Move Light Object
Prerequisite: Trained Only
As a Move Action, they can telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows them to move an object weighing up to 5 kg a distance of 6 squares in any direction.

As a Standard Action, they can use the object as a projectile weapon, but the DC increases to 15. If their Use the Force check beats the target's Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage. Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of Talents and Feats that interact with ranged attacks.

They can use this application of the skill to catch and move a Thrown Weapon, such as a Grenade, that lands within their reach. The object can weigh no more than 5 kg. They must Ready an Action to catch the object on their turn, before the object is thrown or spend a Force Point to do so preemptively. Moving the object requires a Use the Force check, with a DC equal to the attack roll of the Thrown Weapon.

If they succeed on this check, they catch the object with The Force and can immediately move the object up to 6 squares away from them; otherwise, resolve the attack as normal. If the object they caught is an Explosive, such as a Grenade, it explodes at the end of its movement. They can use the object caught as a projectile weapon, as normal.

You may not use the Move Light Object application of this skill against Yuuzhan Vong Biotech or Biotech Devices, as they are living objects detached from The Force. However, they can use Move Light Object against Biotechnology that has been modified with standard technology (see Biotech Adaptation).

Breath Control
Prequisite: Trained Only
They can use The Force to help them hold their breath for an extended period of time. A successful DC 15 Use the Force check allows them to hold their breath for a number of rounds equal to twice their Constitution score before having to succeed Endurance checks to continue to hold their breath.

Telepathy
As a Standard Action, they can establish a telepathic link with a distant creature. Through the link, they can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence score of 2 or higher, and the distance between them and the target determines the DC (see below). Against an unwilling target, they must make a Use the Force check against the target's Will Defense or the base skill DC, whichever is higher; if the check fails, they cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.

Telepathy cannot be used on Yuuzhan Vong targets, even if they are willing recipients.

... DC ... Telepathy Distance
... 15 .... Same Planet
... 20 .... Same System
... 25 .... Same Region/Quadrant of the Galaxy
... 30 .... Different Region/Quadrant of the Galaxy
... 40 .... Anywhere not blocked by interference (GM's discretion)

Force Trance
Prerequisite: Trained Only
As a Full-Round Action, they can enter a Force Trance with a DC 10 Use the Force check. In this state, they remain fully aware of their surroundings. Each hour they remain in the trance, they regain a number of Hit Points equal to their Character Level. They can emerge from the trance as a Swift Action. If they remain in a Force Trance for 4 consecutive hours, they emerge from the trance fully rested (as though they had rested for 8 hours; see Natural Healing). While they are in a Force Trance, they can go ten times as long as normal without air, food, or water (see the Endurance skill).

Place Other in Force Trance
Prequisite: Trained Only
As a Full-Round Action, they can place an adjacent willing ally that they touch into a Force Trance with a DC 15 Use the Force check. In this state, the target ally rests as though in a deep coma and is considered Helpless.

Each hour the target remains in the Force Trance, the target regains a number of Hit Points equal to its Character Level. They can bring an adjacent ally they touch out of a Force Trance as a Swift Action, but the target cannot otherwise come out of the Force Trance on their own will. If the target remains in the Force Trance for 4 consecutive hours, the target emerges from the Force Trance fully rested (as though the target had rested for 8 hours; see Natural Healing).

While the target ally is in a Force Trance, it can go ten times as long as normal without air, food, or water (see the Endurance skill). Unwilling targets cannot be placed in a Force Trance but an unconscious target is considered willing.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

My intent is to fight defensively right off the start, and will sense surroundings.


Dreamchaser reaches out with the Force to perceive his surroundings and feels he has a clear picture of everything and the only creatures are his comrades and the four large black four-legged lizards bearing down on them. Dreamchaser drops into a defensive posture ready to meet any attack that might be forth coming.

Combat Relative Positions:

.......... B1 ....... B2
B3 ...............................B4
............ J ........ P
..........D .... A ......W

B1 seems to be looking at on Jace
B2 seems to be looking at on Piston
B3 seems to be looking at on Dreamchaser
B4 seems to be looking at on Waylon

OCC: Okay has Dreamchaser drawn and readied his Lightsaber or some other weapon or is he currently not appearing hostile?


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Lightsaber in left hand, not ignited, Blaster in right hand. (Climbing gun. Can never spell assention)


OCC: Thanks for that Dreamchaser that helps now just need input from Ardan as the rest are all flat-footed.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Ardan pulls his slim, sporting blaster pistol, hoping that he doesn't have to use it.

From the delivery I'm guessing these guard dogs aren't just barking at us on chains, but actually on the loose, so I presume I'm gonna have to shoot 'em?


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Great, I just realized these might be guard dogs, and here I am as a cat. :b


And sadly kitty there are no nearby trees ;-)

Also Ardan are you taking a readied action if so please outline what that readied action is, or I will just assume if they come forward you plan to shoot one of them.

Such a shame no one is thinking of taking a Free Action to make a Knowledge[Galatic Lore] or Knowledge[Life Sciences] check. *hint hint* ;-)


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I don't have either of the skills.


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Oh yes you do -- here are the following skills that can be used untrained which means everyone has half their level rounded down plus their attribute bonus. Trained skills simply gives one a +5 to the check and allows for a higher result.

Untrained Skills:

Acrobatics (Dex)
Climb (Str)
Deception (Cha)
Endurance (Con)
Gather Information (Cha)
Initiative (Dex)
Jump (Str)
Knowledge[ ] (Int)
Mechanics (Int)
Perception (Wis)
Persuasion (Cha)
Pilot (Dex)
Ride (Dex)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Treat Injury (Wis)
Use Computer (Int)
Use Force (Cha)
Trained Only Skills:

Mechanics (Int)
This thus means you can make a raw Knowledge check and I will apply it to the most appropriate category that will give the most information of course I also apply the rule if you are not trained the best result you can get is a 10 or common ability.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Knowledge Galactic Lore 1d20 + 9 ⇒ (15) + 9 = 24


Phineas Knowledge:
First and foremost Phineas is currently surprised and cannot share anything he knows until his initiative round where it is a Free Action to say something of about one sentence long.

That being said, Phineas recognizes these creatures as Hssiss extremely dangerous predators due to their poisonous bite and claw attacks that if inflicted most victims eventually die horrible long and excruiciating deaths, assuming they do not go completely insane and inflict massive carnage before they are finally put down.

Phineas has never heard that there is a cure for this affliction thus a single bite or a scratch from one of these creatures is a horrible agonizing death provided one survives the attacks and does not simply become a meal by one of these creatures.

He has also heard that the can use their tongues to snare their opponents and pull them into their mouthes where death is most certain.

OCC: I trust that folks if they are not supposed to see this will not meta game and have their character know this even if the player reads this. ;)


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

I wasn't joking when I said above that Ardan was checking first to see if they were leashed. I don't want to shoot someone's pet if they are actually leashed and just kept around to frighten people, I only want to shoot if they're actually loose and about to eat our faces.


OCC: Well sorry I thought it was fairly obvious that they are not chained in anyway. Still they did just appear seemingly out of no where before doing anything. Not sure what you want to make of that. Granted they only just appeared just a few seconds ago and there is no telling what they are per se planning to do after having appeared. Ardan and Dreamchaser were just aware enough to notice them and quick enough to react before they are able to do more than just appear out of nothingness.

Although if Ardan were to Use the Force in a Swift Action sort of way he might learn more about the situation than he currently knows or if even he made a Free Action Knowledge check that might impart some information to him. There is a reason you folks have various skills and even if you do not have them there is a reason for them regardless ;-)

If it helps any it took me a bit to understand what you are facing as well and making sure they adhere to what they are supposed to be versus what they were portrayed to be via the module. So yeah brace yourselves for a possible challenge. Cannot say it will be a challenge but it will be interesting for me to see how this unfolds but yeah this is not going to be easy if I am gauging this encounter correctly.

I will await your response Ardan before posting my update.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Great! I assume these are some kind of Dark Side illusion, but Ardan shoots anyway. :)

Sporting blaster attack: 1d20 + 6 ⇒ (3) + 6 = 9

Ardan fumbles with his holster and finally clears it with his slender gun, firing a blast that misses wildly.


One of the large black lizards {B2} lets out an extremely loud bellowing scream that washes over and reverberates through everyone shaking them to their cores and causing fear to well up within them.

Dark Side Fear:
Everyone is restricted on their next Action be it this round for Dream, Piston, Jace, and Waylon or next round for Ardan to a single Swift Action unless they can counter the Dark Side Fear that has just overwhelmed them.

Note Dreamchaser's actions since held are affected immediately reducing him to a single Swift Action this round and thus allows him to act next round normally.

Meanwhile two of other three {B3, B4} shoot out their rather long tongues towards Dreamchaser and Waylon. The one attacking Waylon does not manage to hit but the one attacking Dreamchaser hits and yanks him from where he was to where the creature is and it takes a nasty bite {11 Dmg} of him however the dark viscuous saliva does not seem to effect Dreamchaser. This dispels Ardan's thought that these are mere mental illusions as a mental illusion does not move a physical body in that manner.

The other black lizard {B1} just shakes its head as if trying to shake something off or out of its own head.

OCC: Okay PCs are up, only a Single Swift Action for Piston, Jace, Waylon, and Ardan and a Swift Action for Dreamchaser followed by a normal action and he is standing right next to one of these large black lizards which looks very much like it wants rip him to shreds and eat him.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Phineas blurts out, "Sirs! These creatures are, Hssiss extremely dangerous predators due to their poisonous bite and claw attacks, try to not engage in close quarters!"

Question, why would we not have Normal Actions? Phineas has been walking the entire scene with his blaster rifle up and ready to fire.

Swift Action - Activate Commanding Presence. Until the end of the encounter, all your opponents within 6 squares of you take a -2 penalty to their Will Defense. This is a Mind-Affecting Fear effect.

Standard Action if Applicable:

Phineas fires his blaster rifle.

Blaster Rifle Attack on B2 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
Blaster Rifle Damage 3d8 + 3 + 1 ⇒ (8, 2, 5) + 3 + 1 = 19

Note the following Talent - (Weapon Specialist) Devastating Attack (Rifles) [Successful attack treat damage threshold as 5 points lower]


Question, why would we not have Normal Actions?:
Due to the following effect implemented by B2 "lets out an extremely loud bellowing scream that washes over and reverberates through everyone shaking them to their cores and causing fear to well up within them."

Fear: One summons the Dark Side to instill fear in their enemies. Make a Use the Force check if the result equals or exceeds the Will Defense of the target(s), the target(s) are affected as determined by the results of the User the Force check. If successful one can spend a Force Point to impose the result on all targets within 12 squares and within line of sight and impose a -2 penalty on all the Defenses of all the targets until the end of ones next turn.

And thus due to the level of success it obtained the following were the results: The target(s) take only one Swift Action on their next turn. Now while everyone has a -2 penalty most of you are not going have it affect you and therefore to make it simple I am just applying it if it actually comes into play.

So yes these ARE Dark Side creatures that use Dark Side Powers and such. Which is within the basic guidelines. Further they are quite cunning but still do not understand how to use technological items and the other kinds of things that an Intelligence 3 versus Wisdom over 10 would allow one to use. This is to say they are still very animal like in their thinking in many ways but are intelligent enough to tap into and use the Dark Side of the Force.

That is to say these are quite dangerous opponents and I have done a little pre-planning of their tactics based on what they can sense and what I think they would do under most situations. They might not have been the best tactics (or smartest tactics to use on this group) but I felt it was tactics that they would feel comfortable with using under most circumstances with a slight modification due to the nature of this group.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Ah, that indeed makes sense!


OCC: Phineas I did a little editing of my previous post so you might want to check it again for the changes. Oh and most interesting using Fear against Fear -- kind of like fighting Fire with Fire


OCC: Just as an update I will move things forward by Saturday evening, hopefully everyone will have been able to post by then.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

Waylon activates his lightsaber.

I will just activate an item.


OCC: Okay that just leaves Dreamchaser and Jace who is an NPC that no one has volunteered to ghost for me in combat

Hey Phineas how would you like to maybe temporarily play a non-Force Sensitive (your character) and a Force Sensitive (Jace) when in combat. I would handle the rest of Jace's role playing chores.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Dreams ignites his Sabre and screams back at the Hissis


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

I can run Jace. Is there a character sheet for Jace?


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9

Jace Concorkill Character Sheet

I am good with running Jace OR having Waylon run Jace.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 3/4 ; HP 67/67

Since Jace uses a lightsaber instead of a gun he probably just activates his lightsaber. If Phineas is interested in running Jace so he could have some jedi fun as well that works.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

I posed a question in discussion, just wondering on the answer


OCC: Recap and update of what occurred with Dreamchaser as he is the only one where something significant occurred during Round 1.

After Dreamchaser ignites his ligthsaber and screams back at the Hssiss a different Hssiss shoots out its long tongue {2 squares} and it wraps around Dreamchaser and violently yanks him towards that Hssiss and into its mouth where it takes a nasty bite {11 Dmg} into him. However the dark viscuous saliva does not seem to effect Dreamchaser as of yet.

Dreamchaser currently has the Grabbed Condition and if he wants to negate this Grabbed Condition he must use a Standard Action to make a Grapple check DC 29 in order to get free or do something else equally applicable that would negate the Condition.. Note: If Dreamchaser is not able to get free from the Hssiss that has him in its mouth and that Hssiss is then able to act, it will get to go to town {aka Full-Round Attack} on Dreamchaser which might not be all that pretty.

Grabbed Condition:
Until one breaks the Grab, a Grabbed creature takes a -2 penalty on Attack rolls unless it uses a Natural Weapon or a Light Weapon. Additionally, one cannot Move until it breaks the Grab. Breaking the Grab is a Standard Action, that requires a Grapple check versus the Grapple Defense of the one that is implementing the Grab.

Note another person next to the Grabbed character may also attempt to break the Grab and free the individual currently Grabbed or apply the Aid Another bonus to the grabbed character's attempt to break the Grab.

OCC: Okay it is Ardan and Dreamchaser Round 2 Actions, Ardan is restricted to only a Swift Action while Dreamchaser can act normally albeit for one who has the Grabbed Condition that is.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Dreamchasers yell of defiance turns into a snarl of anger as another Hssiss grabs him and pulls him off balance.

Well, this isn't good. If I don't get rid of it, I think it will seriously mangle me. Plus I got to get my arm looked at.

Dropping the pistol that was in his trapped hand, he reaches deep within himself.

LET GO OF ME YOU MISS BEGOTTON CUR
He gathers the power within himself forcing the tongue off his arm, and forcing the Hssiss's mouth off the arm.

He then releases his power in a concentrated blast
UTF: 1d20 + 12 ⇒ (15) + 12 = 27

Free action use the force(Dark) Break Grab; UFT force thrust - Dark side to get the power. Unsure if it beats the threshold for driving it away.

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