Both Martian Level 20 invader
Romm comms back "We need a second tech in here to help set up to disable this gun. Our tech isn't good enough on his own. If you can't help then we're just going to have to break it the old fashioned way by blasting the place up. That'll get us noticed for sure. While I am ready to die for the Empire, that doesn't mean I want to if there is a better option. "
Both Martian Level 20 invader
Destiny Points = I have been holding off on these for some time because I wasn't sure how to intergrate them into a forum post since they are session by session. Most "Per session" talents I intend to make available once per job/mission/adventure. After giving it some thought, I think we should simply have a running pool for the whole story arc. If you are okay with that then can I have you all roll a d12 (Force Die) to determine our pool. Oh and again sorry for rerolling your check. I felt it would move things along.
Both Martian Level 20 invader
Sorry for the delay, at the time I didn't realize this was misunderstood. I hope you don't mind if I roll the Correction. Darius need to roll 4 yellow die for being upgraded twice.
Net = 2 Success, 1 Advantage Revised Ranged Attack: 4d12 + 1d6 ⇒ (7, 12, 5, 9) + (4) = 37 5 Success, 2 Adv, 1 Triumph
Net = 5 Success, 1 Triumph Darius, Karval, and Janitor manage to sneak up on the patrol. The patrol decided to take a detour through a blind alley providing you all with a good place to jump them without having to worry about the bodies being present. The three of you succeed at dealing with the patrol. Zaleos:
You get a comm from Kylon. [/b]"Explosives are in place. Awaiting orders.[/b]" The stealth team returns. You guys receive a comm message. "This is romm. We are having issues with setting up the rigging and we need another tech to assist."
Both Martian Level 20 invader
Okay. You need to pick a skill to use to deal with the patrol. This is one of the more amusing parts of the game. This scenario can be summed up in one or two skills check but has to be executed in a cinematic fashion. Some examples are: Sneak up and lure them away
Sneak up and ambush them
You can attempt to spoof their scanning equipment.
Use one of these. Only one player rolls while the others can attempt to assist. To assist, a player with a rank in the skill being used gives an upgrade. If the player doesn't have a rank in the skill, they can opt to use another skill that is reasonable to give a boost (1d6) by rolling a quick check against 2d8. If the assistant scores a success with a triumph, they upgrade the next check instead. The above choices are what I can think of. You are more than welcome to come up with your own strategy to resolve the situation. Purpose the skill combo and plan to me for approval. Remember once you roll you know the results. I leave it to you to narrate the results. I would like you to also narrate failure too. I may correct or add to it but I want to see what you come up with.
Both Martian Level 20 invader
Darius hasn't reported in. I am going to move this along. As all of you do your best to keep an eye out for trouble as the other three teams move in on their objectives. Janitor:
As you and your team are keeping watch, you have noticed the rebels have reinforced the area and appear to be running a sweep of the defenses. It is, however, too late to warn those sabotaging the guns as you watch the patrol move into the turrent Kyton was working on. You all watch with anticipation wondering what the outcome will be Karval Just an FYI, yes it is possible to substitute other skills in place of your check, however, you have to announce it prior to making the check. there are also conditions for using other skills as substitutes. Your computers for example. You would need a General Purpose scanner or other similar detection device to allow the check. I will give this a minute if any of you wish to act on what Janitor has seen.
Both Martian Level 20 invader
Darrell regards Zaleos. "We don't really have much experience working with one another. In truth, this is the first time I have met you or Kyton. But we will head in first. You got our backs." He gives the thumbs up. Yallie give Zaleos a quick good bye kiss on the cheek. "See you later honey." She says and then joins Romm and the rest of her team. Your group takes up the best position you can find. As you sit and wait for the mission to unfold you need to make me perception checks versus 3d8s.
Both Martian Level 20 invader
Sorry for the delay. Was feeling ill for a bit there. Good plan you all have come up with in spite of that. Makes things a touch easier for me. Kyton nods with the soldiers plan and puts in. "How interesting that we all received additional ordnance from one source or another. Me an my team managed to raid a munitions supply bunker." Romm puts in. "Our team managed to procure a good amount of detonite from another stockpile." Darrell puts on a smug grin. "Me an my team know where to grab the explosive cell for a proton torpedo. Don't need the whole torpedo, just the part that goes boom." Romm nods. "I guess it's settled then." Kyton displays a holomap and circles a few spots on the gun emplacements. "My team found this schematic of the defenses on one of our missions knowing this is where we needed to finish our jobs. These highlighted point are where we should put the explosives to do enough damage to disable the guns but leave them intact enough so they can be repaired at a later date." Darrell signs. "Only three guns. So it might be best if we have a team stand by in case another runs into trouble. If we hit each one at a time, it will cause the guard to get higher each one we move too. It would be best if we hit them simultaneously." The others nods. Romm looks to Zaleos. "Since it was by your judgement that prevented a devastating bombardment of the city, we will let you decide. The north gun, west gun, south gun, or stay as lookout and backup?" They await your decisions.
Both Martian Level 20 invader
You arrive at the defensive inplacesment in good time and are able to relay the info to other teams in the city. The zone you are to pacify consists of three massive defense towers each mounting a twin heavy turbolaser battery. These guns need to be deactivated or they will tear the ground assault forces to shreds. They appear to be well defended. As you are preparing to scout, you meet up in a safehouse with three other teams that arrive. The team leaders are, Darrell Straff, Kyton Nash, and your old friend Romm Koltan and his team. Yallie will greet Zaleos. "Good to see you again handsome." Zaleos:
You can feel the warm pink aura and smell the pleasant smell of Yallie. The force grants you a metal image of her for you Darrell starts:"Good job with the Hanger. Have you had a chance to scout the area yet? Formulate a plan?"
Both Martian Level 20 invader
Darius succeeded. Once you guys chose your triumph bonus and narrate your way to the city defense towers, I will post the next event. The point of EotE is to be an epic, narrative based game. So once you know the results of your rolls, imbelish writing out your success or failures
Both Martian Level 20 invader
Triumphs are usually good for significant narrative advantages A few examples for the current scenario are:
2. You find a good route and transmit the route to other teams in the city who can assist in your objective. You do have friends in town with the same objectives. 3. You highjack a rebel vehicle 4. You arrive when the first tower's guard is at its weakest. 5. You learn the quickest route between defense towers. 6. Use your imagination. I will give liberties with success triumphs. I will adjust if the advantage you give yourselves is too much. Use your best judgment.
Both Martian Level 20 invader
Lol Darius is able to pull up a readout of the city. Basically finds star wars mapquest. He finds the best route but now the question is, what is the safest way there. You can begin your journey, you have a choice to make. One player must make a Streetwise, Stealth, or Knowledge outer rim check against 4 purple die (d8). Upgrade the ability for each ally with a rank in any of those skills. So, who is making the check. Oh you also get a boost die from the map.
Both Martian Level 20 invader
"You found a way to take the hanger offline without a bombardment? Can you assure that the hanger won't be an issue? If so, then you and your team are far more resourceful than I initially anticipated. Once you elaborate Feel free to RP your confirmation Tavoes continues. "You have made your Empress proud and you will be rewarded for your efforts. I will inform the other agents and I will direct them to provide you support. We will start the invasion once you give the signal." To figure out where to go requires either a computer check against 2 purple (d8) and 2 black (6d). You could use Streetwise against 3 purple (d8) + a boost if you have been to Bakura in your past. Player discretion
Both Martian Level 20 invader
Once you all recovered from your rather rough departure from the shuttle. You are quickly able to tell your in some kind of plaza. You still need to inform Commander Tavoes that the rebels main hanger is sabotaged. Once that is done, you need to make your way to the outer defense turrets and take them off line so that you can complete your mission and the main ground assault can begin.
Both Martian Level 20 invader
As the shuttle continues its course, the two speeders come flying out of the cargo bay. As you come out however, as you pull out, you suddenly find yourselves dodging buildings at high speeds. As you struggle to maneuver, both Zaleos and Janitor have trouble dodging all the obstacles. Zaleos scrapes hard against a building tearing apart the bikes underbelly and throwing the riders from the back. Janitor hits a tree in front of another building. He also wrecks his speeder and the riders fall from it as well, however, he angles it so the riders will have an easier chance to jump. All players need to make a hard coordination check vs 3 purple die (d8s) Those who were on Janitor's bike get a boost die (d6) Failure means 5 unsoaked damage + 1 damage more for every 2 threats. Also if you fail with advantages you can convert 1 damage to 1 strain for every 2 advantages. Success means no damage. Threats give you 1 strain per threat.
Both Martian Level 20 invader
Just an FYI, due to running so many Edge of the Empire games, I have grown very comfortable with the rules and won't be as strict with them as I was with D20. I am also going to allow force specializations and such for this game now as well. I have grown more comfortable with this system also and feel it is not too over powered. Just let me first before you select any specialization or powers so I can know. They will be significant to the long term plot.
Both Martian Level 20 invader
Okay. Back to posting again. Wooo! Sorry for the delay. I had to review a lot of notes just to make sure I knew where we were. Arana is able to program the shuttles auto pilot to a reasonably safe location. I rolled the difficulties Darius was unsuccessful at finding anything of use. With the ship in a relatively clear area, it is time for a hard drop. Speeder drivers need to make me Pilot Planetary checks vs 3 purple die (d8). Success means you succeed at landing safely. Feel free to offer suggestions for any net Advantages or Triumphs.
Both Martian Level 20 invader
I want to apologize for my prolonged and unexplained absence. A lot has happened and I have been very busy. I won't lie, along the way I kind of forgot to check in on this game after awhile. So, here is my question. Are you all still watching this campaign page now? Sign off, who is still here?
Both Martian Level 20 invader
The shshuttle has two twin forward laser cannons and one aft laser cannon. No torpedoes of any kind however. If you took on the defense turrets you would be flying around picking apart the defenses all while trying to avoid being shot down. It would be tough to do to say the least.
Both Martian Level 20 invader
Arana maneuvers against the onset of the AA Batteries just trying to keep the ship from being shot down. She struggles with the controls but with the aid of all her comrades, she is able to make it through the storm of laser fire unscathed. You are momentarily in the clear but you have one objective remaining. A specific section of anti ground defense emplacements need to be rendered inoperable. How do you plan to accomplish this objective with the rebels on high intrusion alert? Also, don't forget you need to inform Tavoes that he doesn't have to bombard the hanger now. RP time, go to it.
Both Martian Level 20 invader
ATTENTION! I have possession of the Force & Destiny Beta. I will be implementing a few rules from this book to assist with the current setting. For anyone seeking to further there Force skills and such, you need to seek out a master in game in order to gain the option to take trees and powers from this book. Only what is available in Edge of the Empire or Age of Rebellion can be selected without training. So get out there and find yourselves a master.
Both Martian Level 20 invader
Stimpacks or medicine checks. Medicine can only be attempted once per encounter Stimpacks can restore instantly but become less effective the more they are used. 1st application heals 5
They reset the next day. The shuttle has 12 stims available.
Both Martian Level 20 invader
You all manage to get the shuttle prepped for take off right away. The rest of you board and the shuttle lifts off. You begin to fly away. You now have the difficult task over outmaneuvering the defensive anti-air batteries attempting to shoot you down. Will the appropraite players make the following checks please: Pilot: Piloting Space Check vs 3 purple die (d8) Copilot: Pilot space check vs 3 purple die. Success = 1 success to the pilots total pool and you may pass any net advantages along as well. Gunners X 2: Two of you can make a Gunnery check vs 2 purple and 1 setback. Each successful check adds a success to the pilot's results pool. Repairs: Mechanics vs 3 purple die. Success = 1 success for pilot's results. Spotters can use either computers, cool, vigilance, or perception vs 3 purple die. Success = 1 success added to the pilot's results.
Both Martian Level 20 invader
Karval moves in and with a few quick swings he dispatches two more enemies. The unit only has three left. Top of the order with 2 players to take spots. The difficulty is 1 red die (D12) to attack the remaining troopers. You can also attempt to bypass shuttle calibration as described above
Both Martian Level 20 invader
Darius fires a quick series of shots at the sergeant and the man falls in a heap on the floor. Zaleos suspects it will be some time before the shuttle can get off the ground. The system is still running a diagnostics check. Someone could attempt either a computer or mechanics check to bypass the checks and calibrations but this will case the ship to lose 2 points of handling and suffer 5 system strain among other risky possibilities. However, at minimum the wait time for take off could be cut in have or better. The one sole rebel from group A merges with Group B. They then fire as one unit at Darius. With the volley Darius suffers 12 damage [/ooc]Minus your soak.[/ooc] from the onslaught. It is now Karval's turn and then we start at the top of the order with Two players.
Both Martian Level 20 invader
Okay, been working a lot of OT. Raking in all that money. Now I have a moment to breath lol. Janitor and Arana manage to finish off the dockworkers effectively preventing them from locking down the shuttle. You can now attempt your escape. The rebel sergeant lets out a volley of quick shots at Janitor and scores a hit on his armor (Take 8 damage minus your soak) the Sergeant takes cover (Add a setback when making attacks against him) And shouts into his comm. We have enemy agents! They are stealing an imperial shuttle! Shoot them down!" two more players get to go. All foes are in short range. Attacking the Seargeant: One red (D12) and one seback (D6) for difficulty One purple (D8) against anyone else.
Both Martian Level 20 invader
Arana has made it to the shuttle. The dockworkers race for the docking controls near the shuttle. "Quick! Lock it down! We can't let them escape!" They begin to activate the lockdown controls for the shuttle. They will succeed by the end of next round and the shuttle will be stuck on the ground until it is deactivated. Initiative resets Two players get to go. All foes are at short range. The Sergeant has cover so any shots aimed at him suffer 2 Setback die. He is wounded. There are still two groups of minions. One is unharmed and the second only has one soldier left. Your moves.
Both Martian Level 20 invader
Zaleos drops another soldier Karval moves into position and holds The group at long range fires a swift volley at the party and misses.
Arana is the last player to go and then the dock workers go and the order starts over.
Both Martian Level 20 invader
Nice narrative flavor Karval. Could you be so kind and sum up your actions. Some of your turn seems inconsistent. You move onto the shuttle, that's two maneuvers, but you also draw your weapons and step in between Zaleos and the enemy which can alse be two maneuvers. Also you didn't take an action unless you are sacrificing it to do your second maneuver for free?
Both Martian Level 20 invader
A note on Criticals. Against minion group crits auto kill a member of the group. Janitor drops two of the infantry with a swift volley The Sergeant shakes off the injury and moves to cover Any attacks against him get 2 setback added to the difficulty pool He then fires a quick volley at Darius. Darius avoids the incoming fire but doing so has left himself open to the minion groups. Darius: You notice the dockworkers are inconsequential to the fight. They are as dangerous as the soldiers and will likely stand down if the sergeant and one of the minion groups are defeated. |