Smerg |
I put up the first post for The Silent War
Your equipment is safe and stored on the Grasshopper. The Grasshopper is safe and ready to be brought to the ship to help you with a speedy evacuation should that be needed.
Kol is dressed as the Guard and has the recall signal for the Grasshopper. Everyone else is a prisoner.
Inside the crowd is the contact that you need to locate and meet.
The contact may try to avoid this meet up as they could face problems speaking with former members of Black Valkyrie.
----------------------
The ship Mandalorian Watchdog is penal ship housing Prisoners of War from the Mandalorian War. It contains people deemed too dangerous to release to general population or a less maximum security facility.
You can each decide what 'war crimes' you had put in your file that Vash hacked and placed in the system as part of your prisoner transfer into the facility.
Almost everyone on the ship is expected to spend the rest of their life behind bars. It is one of the three Worst of the Worst places that the Republic has for Prisoners of War.
Smerg |
** spoiler omitted **
Look in KOTOR book p6 for details on The Great Sith War. Ulic Qel-Droma and Exar Kun were the two Jedi that started the war when they studied the teachings of Sith Lord Marka Ragnos.
The War ended when Ulic was forced to kill his Jedi brother Cay Qel-Droma. After this Ulic surrendered to Jedi Nomi Sunrider.
History beyond those events is my own creation.
Smerg |
I can not speak for how the players individually treat your character but you have been allowed to continue with the group. No one in the post game play and new story discussion expressed any problems with Kidd.
No one seemed up set that you were a double agent as they had decided to stop the Red Valkyrie group and their objectives, too.
If anyone has any hidden friction on the issue then they haven't revealed it yet in character.
Further, since you've been teaching a couple of them your Jedi arts, that is usually a close bond. I don't think they would have chosen that if they did not trust you as part of their group.
Last, the story is started by the desire of a couple of the players to learn more of their association and deeds during the Mandalorian War.
Six |
Oh, here are my stat rolls…
Lvl 1 – Scout: 24+1
Lvl 2 – Scoundrel: 4 + 1 = 5
Lvl 3 – Scout: 5 + 1 = 6
Lvl 4 – Scout: 5 + 1 = 6
Total: 25 + 5 + 6 + 6 = 42
DC 15: 1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (13) + 2 = 15
- Carbine + License (x3) = 1287cr
Enhanced Low-Light Scope: 1,000cr
Grenade Launcher = 300cr
Electrobinoculars = 1,000cr
Jet Pack: 300cr
Jet Pack fuel refill: 100cr
Long Range Compact Comlink: 500cr
Power Pack x5: 225cr
Power Rechargers x3 : 300cr
2000cr for Vash's upgrade
Total Spent: 6112cr
Total Left: 3888cr
Smerg |
Doc shakes his head, seemingly fed up at the endless bothers, even though there don't seem to be any. "Alright, alright! Look for a Khil being protected by an old Feeorin. Probably big and tough. Khil's named Xamtek Triggum. He's got the information I, we need."
That was Doc's statement pointing out Zhil's old Freeorin bodyguard which in the thread that I'm just calling Zhil's Bodyguard or ZB.
Kidd pointed out that there were two humans and a Trandoshan watching Zhil but it wasn't clear if they were there as protection or to silence him.
Altogether there were five in the group.
Pulling the Trandoshan pulled the biggest toughs away. He was the front meat shield.
Zhil and the two humans are weaker scoundrel types that are good for ambushing and flanking so pulling one of the two meat shields will hurt their fighting tactics.
Thus, you have made the fight easier for the rest of the group by going 1 to 1 with Hunta.
Kiddrik |
SMerg, I've been meaning to ask this because I can't seem to find it strictly spelled out in the book.
if I use Battle strike effectively, then crit on the attack roll, is the Battle Strike damage doubled as well? What about if I do what iv'e done on the last two attacks and add 2d6 with a force point... is that doubled as well?
The book doesn't cover this specifically. All it says is that damage is doubled on a crit. So i'm assuming it all gets rolled twice just like everything else. I just wanted to make sure i knew waht i was doing fi it ever came up.
Smerg |
I would base it on the type of damage.
Normally, extra damage like Sneak Attack damage is not doubled on a critical.
Base damage like from the feat Mighty Swing are multiplied on a critical.
I would thus rule the 2d6 from spending a force point like base damage and able to be doubled.
I would rule the force test to give additional dice to be extra damage and not doubled on a critical (you already got your damage increase by rolling well on the Force Check; so, you don't get to double this increase).
Other GMs can give their input.
Smerg |
There are two types in Saga. One for lifeforms and one for machines.
Stunning is for lifeforms, pg 162 of core book. Half the damage is lethal and half the damage is stun. It also effects how the CT rules work with a chance to drop a target 2 levels of CT if the Threshold is exceeded instead of one.
Ion is for droids, pg 159 of core book. The rules are identical to Stunning but only apply to droids and machines.
Smerg |
Ship
Recap of Rolls (note: I am not accepting Force Points being spent on this isn't a really dramatic event for storytelling purposes and the players are able to recover their force points by this time which really doesn't represent a resource expenditure).
Pilot - Defensive 1 success so it has some wear but basically a by the book 578-R for flight characteristics.
Persuasion - Defensive 1 success so you shopped around and got a reasonable deal on the price instead of buying the first ship that you could find. You have an extra 3,000 credits each for spending on equipment for yourselves.
Use Computer - Defensive 1 success so the ship has a standard computer and sensor package. The hyperdrive is standard for the design.
Mechanics - Defensive 1 success so the ship has a standard amount of ware for a ship of its age and history. It has had regular maintenance but it wasn't owned by any old lady that used it only on Sundays.
BAB - Defensive 1 success so the ship has the standard shields and laser cannons
BAB - Offensive 1 success so the ship has a second laser cannon filling one of the emplacement points (2 points remain unfilled)
Pilot - Offensively 2 success so the ship has Pilot +0, Init +0 (improvement over the normal -5 and -5) and Speed 15 squares or 4 squares in space scale. The ship won't outrun a top line fighter but it will keep up. It is still a transport taking a good pilot to move the pig through space.
Mechanics - Offensively 1 success so the ship has extra locker space dedicated for long range consumables. This ship was rebuilt to do runs to the fringe areas with several smaller stops and less runs back to the main ports.
Smerg |
This is pretty classic Black Valkyrie stuff going down right now... Which equates to a kudos to both Smerg and my teammates.. enjoying the fun. :)
Thank-you.
I did steal the idea for this overall situation from watching a movie that came out in the last year in North America.