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Jerrn Darklighter's page

201 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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Jerrn leaps out of the seat to haul Desh back into the speeder.


Use the Force: 1d20 + 15 ⇒ (6) + 15 = 21

"Umm, gentl'men? Ah'm sensin' nothin'. Which is prob'ly 'cuz someone's blockin' me. Someone on the Darker Side of the Force. We got Sith, people."


Jerrn, scrambling down the wires and pipes, sees Juce flying up to reach him. "Thank goodness, Juce. Ah was gettin' a little worried 'bout that whole sparkin' wires bit."


Jerrn sighs and looks at his comrades. "Welp. Have y'all ever wanted to fly?" Reaching for the calm center of his being, he becomes one with the Living Force and gently lift his comrades through the hole, down gently into the speeder below. Then he begins climbing down the pipes and wires.

Use the Force plus Force Point: 1d20 + 15 + 1d6 ⇒ (4) + 15 + (6) = 25


Does Jerrn still have his force powers available?


Sorry, I thought this game had died! I had hidden the thread and written it off.

Jerrn looks down at the speeder far below. "Welll, shutta! That there is a long jump down. Ah ken lower a couplea you down, Ah reckon, but that ain't gonna git me down none. Any ideers?"


Jerrn nods at Desh's words and reaches deep inside himself to join with the Living Force. He reaches out a hand toward the cryo tubes and pull them free, using them to bind the Hutt tightly.

Use the Force: 1d20 + 15 ⇒ (4) + 15 = 19 using Move Object


Jerrn catches the lightsaber, igniting it and taking a defensive position. "De only person who's deciding what this Jedi is doin', is me. And Ah don't think Ah'll be getting killed today, Hutt!"


Use the Force: 1d20 + 15 ⇒ (8) + 15 = 23

Jerrn happily takes the lightsaber, freeing it from the scope-cover. "Last Jedi mah Auntie Sarah! Ah don't know where you got yer information, Hutt, but Ah am far from the last Jedi! And Ah think no Jedi is gonna be put in yer death-trap!"

Jerrn concentrates for a moment, using the Force to lift the tube-device and smash it into the nearest convenient wall.

Use the Force (move object): 1d20 + 15 ⇒ (20) + 15 = 35


"Well, shutta. Ah ain't the last Jedi and you know it, Hutt. Besides, Ah got no desire to be stuffed into that tube there. Ain't gonna happen." Jerrn stops and frowns at the Hutt. "Ain't gonna happen."


Jerrn holds his head high as he is pulled along after the Hutt. Still, he lets out a slight sigh, glad that the specter of a Hutt Sith was not one he has to face this day.


Fastforward! Fastforward!


Use the Force: 1d20 + 15 ⇒ (11) + 15 = 26

Jerrn's eyes tighten for a moment as the Force flashes past. He looks appraisingly at Motta for a moment.

Use the Force to detect any Force users nearby 1d20 + 15 ⇒ (2) + 15 = 17


Jerrn pulls himself tall, despite captivity. "Ah give you one last chance, Hutt. Release me and you can still walk away today with yer life. Otherwise, Ah see much sadness fer you."


Jerrn looks appropriately cowed as the ruse begins. Still, his nose is itching and these damn cuffs make it impossible to scratch without giving away the gambit. How is they could create a way to travel through hyperspace, but no one had ever created a way to stop your nose from itching?


Hey! This thread is alive. And I wasn't notified. I demand to see the management.

And watch out, Six. I can go dark side any day, you know!


Knowledge local: 1d20 + 5 ⇒ (8) + 5 = 13


Hmm, new engines and shielding/armor would be my choice. I'd say we're going to need them...

Also, we could call it the "Second Chance."


Local: 1d20 + 5 ⇒ (2) + 5 = 7 Nevermind.


Jerrn looks a little ashamed. "Well, I was only tryin' to scare 'em off, see. I kind of dropped the ship. On accident." He shrugs and gives a lopsided goofy grin.


Desh, if she's about to burst, it's not a baby, it's an alien. Get the flamethrowers ready.

If it's a baby, boil water. Or get ice.


"Yep, he's right. It's what they do, sure enough. Though I wish their timing was a bit less melo-dramatic."


Jerrn relaxes his muscles, feeling the Force flow through them. He is vaguely aware of the Tusken attack, a few dull aches in his body and the combat shouts of his friends. He changes his tactics, attempting to float the ship to hover over the heads of the Raiders.

Use the Force, Jerrn: 1d20 + 15 + 1d6 ⇒ (1) + 15 + (3) = 19 Using a FP


Jerrn maintains his focus on the Force, but sweat breaks out on his forehead, clearly showing his strain.


Jerrn grunts as the slug hits him. He maintains his focus on the Force, keeping the ship from falling.


Jerrn shakes his head to clear it, the blood still trickling down his forehead. He stands slowly, watching his previous work being lost to the ravine. He takes his stance, raises his arms and tries to halt the progress of the ship.

Use the Force (with Force Point) 1d20 + 15 + 1d6 ⇒ (9) + 15 + (5) = 29


Jerrn lowers his arms and breathes deeply. He feels the Force fill him and then ebb back to its natural flow around him. He smiles and opens his eyes to see the ship mostly free of the rubble.

"The Force is a mighty ally. Now, it's up ta us ta get 'er spaceworthy." Jerrn nods and heads back into the ship to get his toolkit to aid in the repairs.

Mechanics +10: I'd like to take 10 or if possible, take 20 on the repairs.


I might be able to help with that...

Jerrn steps out of the ship and ponders the rubble. Raising his hands slowly, he attunes himself to the living Force and takes a calming breath.

I'd like to spend a destiny point as well as a force point to raise the rubble and float it serenely away from the ship.

Use the Force (Move Object): 1d20 + 15 + 1d6 ⇒ (11) + 15 + (2) = 28


Use the Pilot: 1d20 + 15 ⇒ (5) + 15 = 20

Jerrn nods at Jeriko, and adds "Ah know ofa couple places that'll sell us an engine for no questions asked. We might be able to find some other stuff, as well."


Jerrn grunts. "Mebbe he jes' meant for you to have a drink, Bolt?"


Jerrn looks up from his drink, waves his hand in the air and says "You do not want deathsticks. You need to go home and rethink your life." He then looks inscrutably at Desh and downs his drink.


I like your plan, Jeriko. Although I think the plan is less important than just getting the gig started. We hit a lull and I think we need an explosion to kick start us again.


I recently heard the Atomic Array episode on the Mistborn RPG and they covered heist type games. One piece of advice is basically to let the players say what they plan, then say somethings that could go wrong and use their suggestions to create the plot. It might be useful.


Jerrn stumbles into the room, wiping his hands with a dirty rag. "Wallll, Ah got the hyperdrive workin', then it stopped. Now it's workin' again. Ah think. Ooh, Ah'll take a drink. Whatcha got there? Got any Mos Eisley Sunrises?"


We could always pull a Return of the Jedi and smuggle Jerrn in unarmed and have someone else bring in his lightsaber?


I'm guessing Jerrn might make a good fall guy...


Weekend make James sleepy. ;)

"Wallsir, I don't know about all that, but Ah reckon we need to get this rig shipshape and on our way to some answers. Won't find 'em sitting here, Ah s'pose." Jerrn nods at this and goes back to working on systems...

Guns: mechanics 1d20 + 10 ⇒ (6) + 10 = 16
Hull: pilot 1d20 + 15 ⇒ (8) + 15 = 23
Powerplant: mechanics 1d20 + 10 ⇒ (1) + 10 = 11
Sublight: Mechanics 1d20 + 10 ⇒ (9) + 10 = 19
Hyperdrive: Mechanics 1d20 + 10 ⇒ (4) + 10 = 14
Flight: Pilot 1d20 + 15 ⇒ (11) + 15 = 26

"Ah reckon Ah'll work on the flight systems, see if'n Ah can't get this here old backup functionin' again."


"What the heck was that about? Ah mean, play it back, please." Jerrn looks a little worried, troubled by the role his presence seems to be playing in all this.


"Not a one. Huh. Fer a million, Ah'm tempted to turn myself in..." Jerrn shrugs, but his brow is furrowed. He can't remember doing anything worth a million creds...


"Whuzzatnow? Ah got a bounty? Huh. Did they say whatfor?"


Pilot: 1d20 + 15 ⇒ (15) + 15 = 30
Mechanics: 1d20 + 8 ⇒ (20) + 8 = 28


"Well, Juce is much better at this than Ah am, so Ah'll head up to the cockpit and see what works there!" Jerrn nods his thanks at Juce and heads up to the cockpit. He'll start the pre-flight check to see what systems look functioning and what doesn't. He'll open a comm channel to Engineering and tell Juce what works and what doesn't as he goes through the list.


Jerrn pauses, using his fingers to tick up the list of supplies they'll need to get the ship spaceworthy....

Mechanics: 1d20 + 10 ⇒ (5) + 10 = 15


Jerrn prowls through the ship, one hand on the bulkhead as he goes. "Well, Ah'll be a bantha's baby. It's not a bad ship, once we get the stink out of it and a few repairs on 'er. Ah reckon we could do pretty well with her."


Me, me!


I'm all for putting gun emplacements on Desh. What, quad turbo-lasers? Ion cannons?


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Jerrn has Instinctive Navigation: he can Use the Force to find his way to the wrong location.


Old disused droids?
Random junk?
A malfunctioning hyperdrive?


"Hmmm. Maybe Ah should wait out here, jes' in case it starts to tip. Ah might, might mind you, be able to keep it level long 'enough for y'all to escape." Jerrn is not confident on this point...


"Well, if she can fly, Ah can make her spacerworthy. Or at least airtight...."

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