The Sector Plexus Protocol (Inactive)

Game Master Therenger

Red Barren Maps


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Frosthamar Map

Honey:
You have the strong sense that you've been here before. Well, not here, but places very much like it. The gypsy feel of the merchant bazaar, with its myriad baubles, foodstuffs, common goods, and interesting treasures, is as natural a setting as Honey can conceive of. Naturally, there are urchins and vagrants and old men and women milling about and mixing in and out between the quasi-legitimate vendors of all things which may be useful to sustain life on this planet, albeit to an extremely modest degree.

The story by the old man raises your alarm. Why approach you here instead of waiting near the Port? 2000 credits is an astounding sum to throw around casually, especially in an opening proposal to heavily armed offworlders.

You scan the interior room and notice two more obvious exits into darkened spaces. You can't be certain, but the bulges under their loose clothing worn by the other locals could be hidden weapons.

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

"Yeah, sure, Greff," Mal agrees. "Scouting a place yer gonna steal from is always a good idea. Just so long as we get back in time to roll over that Buzik guy. I figure by hook or by crook I should be able to get some kind of scan-pass off him, yeah?"

Perception: 3d6 ⇒ (4, 6, 2) = 12
Streetwise: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Streetwise Wild die!: 1d6 ⇒ 4 = 17

"Well, Ryloth is very nice. Especially this time of year. And I haven't even been here that long and I can understand the need to get out," Mal says, looking the whole 'money' part, but knowing he's a bit short on the 'provide a spaceship' part.


Frosthamar Map

Mal, go ahead and read Honey's spoiler. Any other actions from the group?


GM Therenger wrote:
Mal, go ahead and read Honey's spoiler. Any other actions from the group?

Not from me, do I need to roll anything for my scouting trip?


perception: 3d6 ⇒ (6, 2, 4) = 12
streetwise: 3d6 ⇒ (6, 6, 3) = 15


Greff Kondo wrote:

Retconning momentarily.

"Alright, I'll just cause a distraction while you're doing your little thing, Mal, you care to join me after your shopping trip? I'll go scout out the warehouse. "

So what exactly is the plan? Honey gets a job as tech support to get access and hack them, and the rest of us work on stealing from the warehouse (with most getting jobs to infiltrate and me and mal distracting?). Just double checking.

Mal was going to gambling, I was going to the bazaar, and I think we were both going to get decks... since this isn't sabbac, which I have some skill at, its a who knows if Mal gets the card by skill/luck, or just beats the man down for it.

Not sure why you want to steal from the warehouse... seems that best course it so convince the Imps that this is crap, and get it sold to the Rebellion.

Maybe just be arm candy for Mal, so if **** hits the fan he has some firepower. :)


Female Human-Cyborg

Honey frowned under her faceplate, and noticed the subtle indications of recognition in at least Mal, if not others. She looked to him to see what he had in mind to deal with these apparent "refugees."


Rel Arden wrote:

Not sure why you want to steal from the warehouse... seems that best course it so convince the Imps that this is crap, and get it sold to the Rebellion.

Maybe just be arm candy for Mal, so if **** hits the fan he has some firepower. :)[/ooc]

Oh my bad, I thought Honey was just going to hack into their systems and disable everything after we stole everything, I forgot about that part :P (I'm fine with either way, guess this is why I asked my question in the first place)


Frosthamar Map

Rel, you may read Honey's spoiler. Greff, assuming you are with the larger group, go ahead and roll Streetwise and Perception.

Looking for actions from everyone except Honey.


Tavin considered their options as he ate. While he certainly knew how to use a blaster, he didn't seem as skilled as some of the others. Gathering information and getting someone inside seemed more natural to him. As they walked to the marketplace, being back outside in the dust reminded him that they needed some masks if they were going to be here for a few days. He wasn't really interested in permanently carrying a keepsake of his visit to this dustbowl in his lungs.

Streetwise: 3d6 + 1d6 ⇒ (4, 3, 1) + (6) = 14
Perception: 1d6 + 1d6 ⇒ (1) + (5) = 6

When approached by the old man, he looks around at the group wondering who was supposed to do the talking. He scanned his fuzzy memory, trying to remember.


Greff wants to buy a better mask, and maybe some armor.

Streetwise: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11

Perception: 2d6 + 1d6 ⇒ (2, 2) + (4) = 8

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

Mal keeps thinking out loud while looking about the shack, trying to work it out to a win-win. "Of course there would be contingencies to watch out for. Like if we...were...to...." His wandering eye and his still space-sleep fogged brain only now started peicing together the parts of the puzzle. 'Oh no. Curse me for a fool. Only a wool-headed teenager would've taken this long to see it. Fish in a bucket.'

His casual pacing suddenly shifts, but subtly so. Those that know him, have worked with him, see his loose steps suddenly stop and become practiced. When he stops walking it looks randomly so, to observers who've never seen him before, but it's not. His motion goes from quick to slow to stopped, like an artillery piece unlimbering for action.

His hand doesn't go to his gun. It doesn't need to. The gun may as well already be in his hand. They just don't know it yet.

"Well, we'll have t' think it over. Me an' mine will head on back and see how long it'll take to have our boat ready to get skyward.

You know how it is. It's best to take precautions. Just so long as everyone stays, y'know, _frosty_, no-one gets hurt.

I hope we have an understanding."

He starts backing toward the door.


Frosthamar Map

Tavin and Greff:
You have the strong sense that you've been here before. Well, not here, but places very much like it. The gypsy feel of the merchant bazaar, with its myriad baubles, foodstuffs, common goods, and interesting treasures, is as natural a setting as Honey can conceive of. Naturally, there are urchins and vagrants and old men and women milling about and mixing in and out between the quasi-legitimate vendors of all things which may be useful to sustain life on this planet, albeit to an extremely modest degree.

The old man bristles at Mal's apparent lack of interest. "We have to get off this rock, I tell you! What, is our money not good enough for you pirates? Bah! If you won't let us buy passage on your ship, we'll just have to take it for ourselves!"

The young men stand and begin to reach under their cloaks, but they stop when another woman runs into the alley, a look of rage across her face. She gives your party a wary shake of the head and then levels a finger at the old man.

"Desaraek, you fool! You'll bring ruin to us all!" the woman shouts.

The old man sneers back at her. "Martya, this is Family business. You stay out of it!"

"The Family agreed, Desaraek. We have a common enemy. Have you forgotten?"

"I agreed to nothing, and The Family takes care of its own first!" Desaraek spits in obvious disgust. "Kill them!" he orders the others. "And kill her too!" He points at Martya and then runs into the back room before the shooting starts.

Two new slides added to the Maps - you're already positioned. Be advised there's two levels to this encounter.

Initiative:
Party Init: 2d6 + 1d6 ⇒ (5, 4) + (1) = 10
Family Init: 2d6 ⇒ (5, 4) = 9

Well that's unlucky. A one on the wild die negates the five, so the enemy goes first. I will start the first round of combat in the morning.


Frosthamar Map

Round 1 - 1st Action

In a flurry of action that feels practiced but also desperate, the young thugs in the bazaar converge on your position, blasters blazing!

I color-coded all the bad guys. Although I dislike the loss of the Star Wars aesthetic, I'll refer to them by color in gameplay. It's a necessary tradeoff.

As Gray runs down the stairs from the second level, Purple flips over the table in front of him to provide cover for both of them. Blue girl does the same, while the rest train their blaster pistols and fire.
1/2 Cover Bonus: 2d6 ⇒ (5, 4) = 9 We'll use the center of the Difficulty Number range as your base too-hit, by weapon range, so 3, 8, 13, etc. Add 9 to that number if you're shooting through cover. Notice there are tables in front of you as well.

Yellow shoots at Rel: 3d6 ⇒ (1, 5, 2) = 8 Blaster Pistol Dmg: 4d6 ⇒ (1, 3, 6, 5) = 15

Red shoots at Mal: 3d6 ⇒ (3, 2, 3) = 8 Blaster Pistol Dmg: 4d6 ⇒ (3, 2, 5, 5) = 15

Blue shoots at Mal: 3d6 ⇒ (4, 5, 4) = 13 Blaster Pistol Dmg: 4d6 ⇒ (1, 3, 4, 1) = 9

Red Girl shoots at Rel: 3d6 ⇒ (3, 2, 3) = 8 Blaster Pistol Dmg: 4d6 ⇒ (1, 4, 3, 3) = 11

Dodge or 2 soak rolls each from Rel and Mal.

Several other thugs move into position!

Party is up!


Female Human-Cyborg

Honey screeches a mechanical swear, diving for the nearest cover as the blaster fire comes fourth. St least once she was there she'd be able to best consider what her team could do to turn things to their favor. Her own lack of marksmanship was the exact reason she detested the idea of going in loud.

Knowledge(Tactics): 3d6 + 1d6 ⇒ (2, 6, 3) + (5) = 16


Greff hefts is blaster and opens fire.

Blaster vs. Black: 4d6 + 1d6 ⇒ (1, 3, 3, 4) + (2) = 13

Blaster vs. Black: 4d6 + 1d6 ⇒ (3, 2, 1, 4) + (3) = 13

Blaster vs. Yellow: 4d6 + 1d6 ⇒ (5, 5, 5, 1) + (3) = 19

Damage 1: 6d6 ⇒ (6, 6, 3, 4, 3, 4) = 26

Damage 2: 6d6 ⇒ (6, 2, 2, 3, 3, 3) = 19

Damage 3: 6d6 ⇒ (6, 4, 2, 2, 1, 5) = 20


dodge: 4d6 + 1d6 ⇒ (5, 6, 2, 6) + (6) = 25


Dumps over the table in front of Honey to use as cover for both him and Honey, at least from the left side.

"Your type of Family", emphasis on the word, "isn't worth dying for... drop your arms and lets talk over a cold one!" he calls out.

Fires at the yellow one

blaster: 3d6 + 1d6 ⇒ (2, 1, 1) + (2) = 6
damage: 5d6 ⇒ (5, 2, 4, 1, 6) = 18


Frosthamar Map

Greff you rolled 1D too many for each of your blaster shots. Rel, same thing for Dodge, but you rolled 1D less than you could have for your heavy blaster. Don't re-roll, I'll take your dice in order. Also, I would appreciate if we would get in the habit of declaring all actions for the round when it begins. I don't need much, just "2x Blaster Pistol," etc. It doesn't make a big difference right now, when the thugs are only taking one action per round, but in the future, or if you're fighting a boss, you could take a hit, which could affect the number of dice you are able to roll for subsequent actions.

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

Full Dodge!: 5d6 ⇒ (1, 5, 2, 3, 5) = 16

"Oh boy here we go," Mal quips, not really surprised by their streak of bad luck so far.

Seeing that he's getting the lion's share of attention from the shooty guns, he drops prone with some twisting and rolling, trying to start off the fight with not getting hit.


Frosthamar Map

Honey:
Through no fault of your own, you've been lured into a classic kill box. Why would anyone expect to be murdered in a bazaar; that's insanely bad for business, but here you are. Your spit-second tactical assessment is that they have you out-manned but you have them outgunned. It's possible that if your team gets some quick hits against these green thugs, they'll flee, but it's also possible the "Family" is some kind of cult they're willing to die for. You could stay and shoot it out, but there's high ground to be had. At a minimum, moving out of this section of the alley is a prudent tactic.


Female Human-Cyborg

"They've caught us in a bad spot here!" She loudly grunts, briefly peaking behind cover to catch sight of them all. "While I don't doubt your skills, I seriously advise we at least move back. Their position here is too strong to take on reliably."


GM Therenger wrote:
Greff you rolled 1D too many for each of your blaster shots. Rel, same thing for Dodge, but you rolled 1D less than you could have for your heavy blaster. Don't re-roll, I'll take your dice in order. Also, I would appreciate if we would get in the habit of declaring all actions for the round when it begins. I don't need much, just "2x Blaster Pistol," etc. It doesn't make a big difference right now, when the thugs are only taking one action per round, but in the future, or if you're fighting a boss, you could take a hit, which could affect the number of dice you are able to roll for subsequent actions.

huh? you asked for a dodge roll.. I made did the dodge roll which would have been a reaction. And then I did my actions taking into account, erring on side of caution, that it was an action to overturn table and then the dodge action.

Dexterity covers several “reaction skills,” which are used to
avoid or block attacks. When your character is attacked and you
roll a “reaction skill,” the attacker’s difficulty number is now
whatever you roll.
There are several reaction skills: acrobatics, brawling parry,
dodge and melee parry. Lightsaber can also be used to parry
attacks. The many vehicle operation and starship piloting skills —
they’re all under Mechanical — can also be used for “vehicle
dodges” to avoid enemy fire.

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.)
pg79

"or have the reaction be an extra action, accepting
the higher multiple action penalty for the rest of the
round"

That's what I did... should have declared that better to your point.

here is the wild dice roll for the dodge then

wild: 1d6 ⇒ 3


Frosthamar Map

I can see why you did it the way you did. The rule is not written well. In context, a Dodge is one of those actions for which you must accept the multiple action penalty. It's confusing because you're taking your Dodge first before any other actions, but a reaction is an action and it is penalized unless you declare a Full Dodge and take no other actions.


Perhaps it was all of the activity of the bazaar or maybe the gritty feel in his mouth from the air, but Tavin was oblivious to the odd request of the old man. It isn't until the man raises his voice in an argument with the women, that he starts putting things together and notices the men pulling out weapons and firing.

[i]"Oh, s$^%!"[/b] he thinks as he looks for a way out. Trying to put some distance between himself and most of the thugs, he turns and runs for the hallway behind him.

Move and dodge if needed.

Dodge w/ MAP: 2d6 + 1d6 ⇒ (4, 4) + (1) = 9


Frosthamar Map

Tavin, go ahead and move yourself on the map, please.


Frosthamar Map

Round 1 - Resolution

Soak Rolls:
Black vs Greff, shot 1: 3d6 ⇒ (4, 6, 4) = 14 vs 26; Incapacitated!
Black vs Greff, shot 2: 1d6 ⇒ 1 vs 19; Killed!
Yellow vs Greff, shot 3: 3d6 ⇒ (4, 2, 3) = 9 vs 20; Incapacitated!
Yellow vs Rel: 1d6 ⇒ 6 vs 18; Mortally Wounded!
White vs Martya: 3d6 ⇒ (5, 3, 5) = 13 vs 22; Incapacitated!

There is a -1D penalty for drawing a weapon and shooting but we'll waive that this combat.

Undaunted by the sheer numbers of the villainous scum which now surrounds your exposed position, Greff draws his light repeater and flips on the power pack. There's an ominous whir as the military field weapon startles awake, but the pause is short-lived, as the heavy gunner swivels and puts two shots into the chest of the advancing hoodlum in the alley. The first shot knocks him back against the wall, and before he can hit the ground another blast ruptures his rib cage. His lifeless body burns as it crumples to the Red Barren earth.

But Greff isn't done. The foolish young man who failed to take cover inside the building takes a close range burst from the light cannon, and he's knocked clear off his feet.

Rel's blaster follows a similar line at the man in front of him. Whatever thoughts of greater purpose this poor boy might have had are extinguished in an instant, the two blaster bolts putting him on the floor near death.

Honey coolly calculates while Mal dives to avoid getting shot and Tavin slips into the nearby alley.

When another young soldier darts across the square toward the female outcast, she draws a vibroblade from under her rust-stained cloak and slashes at her attacker.
Vibroblade: 4d6 ⇒ (5, 4, 5, 5) = 19 Damage: 5d6 ⇒ (6, 2, 4, 4, 6) = 22
The strike slices the man through the clavicle, and he screams before crumpling unconscious.

End of Round 1


Sorry, I couldn't move my token when I posted earlier. Not sure what the issue was.

Feeling a little more comfortable being out of the direct line of fire, Tavin scans the area to see what opponents are left standing. Seeing 1 across the stall by a column, he draws his blaster and fires.

Fire and dodge

Blaster w/ MAP: 2d6 + 1d6 ⇒ (4, 2) + (4) = 10
Blaster damage: 4d6 ⇒ (1, 1, 4, 1) = 7


Do I have a shot on the two on the balcony above, or are they crouched down?


Frosthamar Map

I'll get to their turn tonight. They get to shoot at your first.


Frosthamar Map

Round 2 - 1st Action

Tavin's shot goes wide but forces his target to move out of his line of fire.

Undeterred by the initial carnage, men keep pouring into the area, taking positions high and low.

Purple shoots at Rel: 3d6 ⇒ (6, 1, 3) = 10 Blaster Pistol Dmg: 4d6 ⇒ (2, 2, 2, 6) = 12

Blue Girl shoots at Greff: 3d6 ⇒ (6, 1, 6) = 13 Blaster Pistol Dmg: 4d6 ⇒ (5, 5, 6, 5) = 21

Green shoots at Martya: 3d6 ⇒ (3, 2, 4) = 9 Blaster Pistol Dmg: 4d6 ⇒ (5, 3, 5, 2) = 15

One possible hit against Greff, the two other shots miss.

On street level, Gray and Red hopped behind the bar, meaning all of the enemy combatants inside the building except for White have 1/2 cover (+9) DN. Blue guy and Green do not have cover. On the roof level, all combatants are at least partially sheltered by roof lines or by the parapet, which look to be ruins of an ancient keep. They also receive 1/2 cover.

The immediate area of the firefight is quickly deserted of innocent bystanders as the shooting breaks out, but the bazaar is a labyrinth, and the enemy seems to be coming from all sides.

The woman who spoke out against the old scoundrel sees that several of the "Family" are training weapons on her. She does her best to make herself small and tuck into the corner of the tool vendor's shed.
Full Dodge: 3d6 ⇒ (3, 6, 5) = 14

Party is up!

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

'Yes!' Mal does a mental celebration that his stay-alive-always tactic is working, and the shooting has moved on to other, less mobile targets.

Taking advantage of the temporary lull in blaster bolts currently aiming at him, he kicks over his own table and scans for targets. Seeing as those that have cover can shoot just as well as those that don't, he decides to take down the low fruit first.

"Imma try and clear the flank!" he calls out to his allies, aiming his heavy blaster with a sure hand that feels like its shot its way out of messes -way- harder than this.

Probably.

Blaster skill 6 + 1 scope - 3 MAP(for three shots and one action held for dodge) = 4D

Shot 1 of 3 at Blue Boy!: 4d6 ⇒ (1, 3, 1, 6) = 11
Wild die ACE!: 1d6 ⇒ 6
Wild die ACE ACE!!!: 1d6 ⇒ 3 = 20

Shot 2 of 3 at Green Boy!: 4d6 ⇒ (5, 1, 6, 4) = 16

Shot 3 of 3 at White Boy!: 4d6 ⇒ (1, 6, 6, 3) = 16

Damage 1!: 5d6 ⇒ (2, 1, 5, 6, 5) = 19
Damage 2!: 5d6 ⇒ (1, 3, 4, 1, 3) = 12
Damage 3!: 5d6 ⇒ (3, 4, 3, 6, 5) = 21


Frosthamar Map

Mal, you kicked over a table for cover, which is an action, so your shots are all at -4D. I will recalculate your rolls.


taking it that the old man ran up the stairs that are behind pink and onto the roof?


Frosthamar Map
Rel Arden wrote:
taking it that the old man ran up the stairs that are behind pink and onto the roof?

He ran out the back door but is on the same level.


Dodge w/MAP: 2d6 + 1d6 ⇒ (5, 5) + (6) = 16

Wild Die!: 1d6 ⇒ 1

Total 17.

Should be all for last round.

If I'm not Incapacitated (aka Round #2):

Only two shots this time (and one at a time).

Shot #1 vs. Blue Girl: 5d6 + 1d6 ⇒ (5, 2, 4, 1, 5) + (4) = 21

Damage: 6d6 ⇒ (1, 4, 1, 3, 1, 1) = 11


Dodges and shoots over at a white guy twice, "Hey, shouldn't you be running like your ancient so-called leader?" he mocks.

dodge and blaster shot at white and one a pink

blaster: 3d6 + 1d6 ⇒ (1, 1, 4) + (5) = 11
damage: 5d6 ⇒ (5, 3, 2, 1, 1) = 12
one at a time

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|
GM Therenger wrote:
Mal, you kicked over a table for cover, which is an action, so your shots are all at -4D. I will recalculate your rolls.

I had thought that since it did not require a roll, and since I had not moved, that would be a use of my Move action.


Frosthamar Map

There's no free move action in Star Wars.

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|

It kinda seems that there is:

Actions That Take Time:

• Move: Maneuver 51% of the character’s Move or more around the area

Hence, if it is reasonable to presume that kicking once can take about as much skill and time as moving 50% or less than max movement, it wouldn't take time.


Frosthamar Map

Is that from Revised? Page 101 of the Second Edition: " Moving is an action, just like firing a blaster or dodging an attack." There is a caveat that Cautious Movement, "a slow walk for a character: she moves at half her Move," is a "free action" only if the terrain is very easy, easy, or moderate. Those are specific criteria akin to Guarded Step/Disengage. But the point is moot; you're not moving, you're interacting with an object, more like throwing a grenade. You've created permanent cover, easily worth the price of an action.


With the easy target having moved behind the wall, Tavin steps out to take a shot at the nearest enemy. So if I just step out from around the corner is that free?

Actions: Move?, Fire and dodge. I'm not adjusting for the move in roll

Blaster w/ MAP: 2d6 + 1d6 ⇒ (3, 4) + (5) = 12
Blaster damage: 4d6 ⇒ (5, 2, 6, 2) = 15


Frosthamar Map

You can move 1 square (5') for free.


Female Human-Cyborg

For her part, Honey recognised there was little for hwr to do physically then just to flat out try and avoid injurring herself. She continued moving back and away from the conflict brewing, looking perhaps for something she could use to turn thE tides ever in their favor.

Perception: 2d6 + 1d6 ⇒ (3, 5) + (6) = 14
Wild: 1d6 ⇒ 5
19 total.
Moving away from the fight at the best pace she can manage.


blaster pink: 3d6 + 1d6 ⇒ (1, 1, 1) + (2) = 5
damage: 5d6 ⇒ (3, 5, 6, 6, 6) = 26

well suck

Liberty's Edge

Parry: 8| TOU: 10(2){Bal}| RATN: 6 {shield}| PP: 15/15| Notice: d4| Bennies: 3/3|
GM Therenger wrote:
Mal, you kicked over a table for cover, which is an action, so your shots are all at -4D. I will recalculate your rolls.

Nevermind, I'll just not reserve a dodge action.


I guess I'll just throw my second action in here as well.

Shot #2 vs. Guy on Parapet (idk which one): 5d6 + 1d6 ⇒ (3, 4, 2, 3, 1) + (1) = 14

Well, unfortunately I got a 1, I think that's your choice of what I do, right GM?

Damage: 6d6 ⇒ (4, 1, 1, 6, 6, 1) = 19


Frosthamar Map

A 1 on the wild dice will always take your best roll off. In this case your new total is 9. Those guys up top have cover so you missed that time. I'll advance the action tonight.


GM Therenger wrote:
You can move 1 square (5') for free.

5' move it is then


Frosthamar Map

Order of Actions:
Bad guys resolve their actions (taking only 1 each this turn)
Mal takes 5' step to nearest table and tips it over to create cover facing north
Greff Dodges as a partial round action
Rel shoots at White
Tavin takes a 5' step and shoots at Black (on the roof)
Honey runs for cover and looks for another way to support the team
Mal shoots Blue
Rel shoots at Pink
Greff shoots at guy on wall
Mal shoots Green
Mal shoots White
Martya runs for cover

Soak Rolls:
Blue vs Mal STR: 3d6 ⇒ (3, 3, 4) = 10 vs 19 Incapacitated!
Green vs Mal STR: 3d6 ⇒ (2, 3, 2) = 7 vs 12, Wound!
White vs Mal STR: 3d6 ⇒ (6, 5, 6) = 17 vs 21, Wound!
Blue girl vs Greff STR: 3d6 ⇒ (4, 5, 6) = 15 vs 11

Rel trains his pistol on the guy standing behind the girl, but the table she tipped over for cover makes it a tight target, and Rel's shot misses high.

Mal steps up and flips over one of the outside tables to shield himself from the battery of blaster fire that may soon be coming his way. Then he fires around, targeting three of the assailants. All three shots hit! The man nearest to him is knocked from his feet and lies writhing on the rust-covered alley floor. The man in the courtyard is hit squarely and may be rethinking his life choices. The guy inside looks strong, but the blast burns his chest badly.

Greff shows he is surprisingly nimble, dodging the blaster bolt that should have hit him. Then he returns the favor, leveling his light-repeating blaster at the unfortunate young woman. But she's tougher than she looks, and she shrugs off the grazing shot. Then he swings his big gun toward the shooters on top of the wall but narrowly misses.

Tavin steps out of the alley and aims at the guy who just appeared on the roof above them, but his shot narrowly misses.

Honey dashes into the workshop for cover. Running: 2d6 ⇒ (1, 3) = 4 Terrain is easy - flat surface but you're trying to run around the larger workbench in the center of the shop. But she trips up on the threshold and falls to a knee. She does see that many tools lay where they were cast aside when the shopkeeper ran away from the shootout. A basket next to the bench is half full of long, sharp nails. Honey's eyes dart to a jar on the bench dripping a viscous substance that may be resin. Imagine a relatively low-tech shop with tools for all manner of individual labor.

The beautiful woman does the same. Running: 2d6 ⇒ (6, 1) = 7 She fares no better than the android, falling flat onto her chest.

End of Round 2

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