Kiddrik
|
Kidd clutches his head as he nearly topples to the ground, only catching himself by bracing against the now-closed blast door. For a few seconds he fights for consciousness before opening his nearly black eyes, "Nobody touch the crystals wrapped in m jacket. They have a hella strong dark presence."
His strength returns as he stands, and he joins in Zane's effort to cut through the door. Then he yells out to Kol, "I have a frag grenade. Can you use that to blow open the door quicker?"
| Vash'elie |
"Just a few firewalls left. Comon baby, talk to mama now." Vash'elie doesn't look up as people try the old can opener on the blast doors and keeps at her work while keeping one eye on the timer.
Improve Access 1d20 + 10 + 2 + 3 ⇒ (14) + 10 + 2 + 3 = 29
"Is someone checking on those children by any chance? She asks as an afterthought.
| Smerg |
Kol operates the access panel to try and jury rig a solution. He gets a spark of life from the door just long enough for the back-up emergency blast door to descend doubling the thickness of the metal sealing the doors.
Kidd and Zane have to hop back for a second as the new metal barrier falls into place. It looks like they and Doc have some more cutting ahead of them.
Vash has full mastery of the computer system but with the blast shields locked down and power damaged to the one door it might be a problem to get the way through this door. She might though get some success on the other door.
Ouch, two rolls of 2 in a row. The dice roller is not your friend at the moment.
Your comlink buzzes a warning to you. The proximity alarm on the Grasshopper has been triggered. Someone is either near the ship or messing with the exterior of the ship.
The clock ticks Nine Minutes and some seconds.
Fort rolls for cold. Failure is 1d6 cold damage.
Zane 1d20 + 4 ⇒ (8) + 4 = 12
Kidd 1d20 + 4 ⇒ (19) + 4 = 23
Vash 1d20 + 4 ⇒ (15) + 4 = 19
Kol 1d20 + 4 ⇒ (20) + 4 = 24
Younglings 1d20 + 4 ⇒ (13) + 4 = 17
Zane suffers no damage but Kol suffers double.
Kidd 1d6 ⇒ 1
Vash 1d6 ⇒ 4
Kol 2d6 ⇒ (5, 1) = 6
Younglings 1d6 ⇒ 1
Younglings have 9 hp left
| Six |
Six turns abruptly as the blast doors slam shut. "Oh, to hell with this!" He surveys his surroundings for the weakest point as he swaps Jayne's power pack with a fully charged replacement.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26 - Looking for the weakest spot on the door or adjacent wall, ceiling, or floor.
| Smerg |
Six turns abruptly as the blast doors slam shut. "Oh, to hell with this!" He surveys his surroundings for the weakest point as he swaps Jayne's power pack with a fully charged replacement.
Perception: 1d20+9 - Looking for the weakest spot on the door or adjacent wall, ceiling, or floor.
** spoiler omitted **
You believe that you have a good target in the wall beside the doorway.
There are some references to the idea in various options that you can purchase for droids and ships. There was also a 'prestige' class in the d20 Star Wars that preceded Saga system that was a Ship-Jacker.
I expect that Kol will shortly reveal something in regards to this as I sent him a message that he'll likely reveal that should be in connection to the ship.
| Six |
Spying a promising crack in wall, Six flips on his comm. "Kiddrick, you should get everyone clear of the wall. I'm about to make a new door about a meter south of the old one."
Backing up against the opposite wall, Six sets Jayne to autofire and unloads on the weakened bulkhead. A blaze of plasma erupts from the rifle, and a percussive whine saturates the air as Six blasts at the wall.
Autofire attack: (2x2 area)
1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 51d20 + 7 - 5 ⇒ (17) + 7 - 5 = 191d20 + 7 - 5 ⇒ (4) + 7 - 5 = 61d20 + 7 - 5 ⇒ (19) + 7 - 5 = 211d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12
Area Damage (Miss = 1/2 damage):
3d8 + 2 + 1 ⇒ (5, 8, 8) + 2 + 1 = 243d8 + 2 + 1 ⇒ (7, 6, 1) + 2 + 1 = 173d8 + 2 + 1 ⇒ (3, 1, 8) + 2 + 1 = 153d8 + 2 + 1 ⇒ (3, 5, 7) + 2 + 1 = 183d8 + 2 + 1 ⇒ (2, 6, 3) + 2 + 1 = 14
| Vash'elie |
Finally gaining administrative access to the systems she comands it to open the still unharmed blast doors and then sets up a remote connection to the ship, planning to upload everything of the databanks. "Nine minutes and change. I've got administrative access." she reports, sudenly noticing her teeth chattering.
swift action (on account of gimmick trait); issue routine comand- open blast door to evaluation chamber 2.
Standard action; Establish remote connection, 1d20 + 10 + 2 + 3 ⇒ (11) + 10 + 2 + 3 = 26 + the equipment bonus of the system itself.
| Kol DyThrand |
He gets a spark of life from the door just long enough for the back-up emergency blast door to descend doubling the thickness of the metal sealing the doors.
Kol swears a blue streak as he shivers, the temperature still plunging.
"It's not my fault! The dark side clearly doesn't want us to escape!" Yeah, that's the ticket...Kol's comlink chirps. He grabs and looks at the readout and his face goes white.
"Darkside take it! Proximity security warning; someones having a go at our ship!"
Kol, shivering, grimly continues to work at the panel; even with duracrete splinters and dust showering him from Six's fusillade.
Mechanics: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
| Smerg |
Cracks start to form and bits of energy start errupt from the wall beside the door where you are working.
Chunks of wall, vaporised material and hot energy start to fly into the room from Six and Jayne bursting apart a section of wall.
Vash's command goes to both sets of doors. The doors under attack try to respond but aren't functional at the moment. The other set of doors starts to haul the blast door towards the roof.
Vash has remote access set up on her wrist computer.
With Six's Energy tunneling, people need to make a reflex check to head towards the other set of doors or an acrobatics test. Six has several rounds of pre-planned fire; so, you could also wait to make it safer to travel but that would chew up at least fifteen seconds or more depending on the Persuasion roll (Round 1 realization of trouble, Round 2 issuing order, Round 3 Six stopping if he gets and obeys the order).
Kol, you can conclude this set of doors are truly broken and need at least an hour to properly repair though your pry bar could raise a gap for a child to fit through in around half a minute.
| Vash'elie |
'Ahem..' Vash'elie gives a polite cough and points to the now opening blast doors. "Care to see if the welder out there is willing to stop?" she asks Kol. With a final flick of her wrist she sets the computer to uploasding every file in order of security clearance, highest first, and shrugs as she looks to the captain. "And don't forgett the kids.... Sir." she adds as an after thought.
Issue routine command, will give a use computer check just in case someone is trying to opose my orders. 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
| Kol DyThrand |
Persuasion? With THIS dice roller?
Snarling, Kol pulls out of the accessway and kicks the hatch shut.
"Darkside take it; they need a total overhaul!"
Thinking a moment, he decides to use his power prybar to raise it. It won't be enough for us, but the kids should slide through.
Kol jams the prybar under the jamb and triggers it; you hear a highspeed whine as it starts to tool up.
Mechanics: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
| Vash'elie |
@smerg; Just noticed I forgott to add the +10 for Vash'elie's UC skill so the roll should even out to 30 not 20. And what would be the DC for the acrobatics check? 15 for tumbling?
@Kidd; The northern door is struggling and the southern door is open. Six is shooting up the wall between us, who I think are standing by the north door, and the open door.
Opening up a com line to Six Vash'elie sighs into the mice. "You wana stop blocking our exit there sunshine?"
Persuation, untrained; 1d20 + 4 ⇒ (5) + 4 = 9
| Smerg |
Vash is correct. The North door has been slashed, hacked, power line cut, and the blast door has dropped and stuck.
Vash has raised the blast door on the south door and unlocked that door with her access control.
Doc, Kidd, and Zane had almost cut through the North Door when the blast door incident set them back to almost square one.
Six is succeeding at blowing great chunks of wall out of his way and has a two to three foot section of wall busted down. It maybe that I've watched the military channel too much but I've seen what happens to cinder block and what happens to stuff on the other side of cinder block when a large caliber weapon is used as a 'door opener'. This is why there is currently a danger zone between the North and South door.
Kol has managed to use the power pry bar to open a gap at the bottom of the North Door that a child could crawl through (someone size small can use 'squeezing' movement to get through). One child per round can make it through.
Six's hole in the wall is good for a child to move through and an adult would need to use a squeezing action to get through though he is still firing and making the hole bigger for a 'proper' size opening that won't stop an adult with a pack, armour, and equipment to get through. If an adult went through now they would need to make sure they weren't carrying much and put any big stuff like pack and tools through first and then squeezed through at one person per round (6s)
Vash's attempt at persuasion has not reached Six's focus on firing. A 9 with bonus is still well below his Will.
Crossing the danger zone to get to the South Door requires Acrobatics 15 or the player to have a d20+5 check made against their Reflex to avoid getting hit. Younglings have a Reflex of 12 if you want to send them to the South Door. A failed roll takes 1d8 damage (weakened hit by blasting wall) and a failed roll by 5 or more takes 3d8 damage (you caught a full hit not weakened by hitting the wall). No taking 10 on the roll.
It is not a regular usage of the Force but the force can be used to construct a lightsaber or open a holocrom; so, I'll allow the following.
1> You may choose to spend a Destiny point to develop this as a 'new' version of the force for you. You gain the ability to 'Use the Force' skill to do simple, Use Computer checks or Mechanics checks. You won't be able to do complex computer work or mechanics that require specific tools but you can do small things that telekinessis could 'reasonably' be considered to allow you to affect or small amounts of electrokinesis (surges and shorts but not programing). With further training and application (additional things from Knight or Master talents might allow you to do more).
| Six |
Opening up a com line to Six Vash'elie sighs into the mice. "You wana stop blocking our exit there sunshine?"
Persuation, untrained; 1d20+4
Can you use Persuasion against other players? Is this some Force mind trick thing?
If the door opens, Six will stop shooting - until then, he's pretty oblivious to what going on on the other side, and will keep blasting until the hole is large enough, or another way opens up. This should be the fourth shot out of five, anyway. One more for good measure.
| Smerg |
| Sevarkoh Zane |
Sevarkoh stands back out of the way as Six blasts the wall. He secures his lightsabers onto his belt and beckons to the kids. "SIX! We need to send the younglings through!" He collects them and points to the madly blasting Zabrak. "When he stops firing, I want you to go through the hole. There are more Jedi waiting for you on the other side!"
Kiddrik
|
So if he can just corrupt or limit that one file, then he will spend the Destiny Point. If It's more of an 'all or nothing' situation, and he'll screw over their recovery of what they came here for, he'll just let them have the file and deal with the fall-out.
If Kidd would have no way of knowing how much information he may be stopping or corrupting, then he'd probably let VAsh have the information and simply try to weather the storm to come when they realize he's not the Kidd they knew before.
Let me know which of these situations is the case (basically, let me know whether I can only limit Kidd's file, so I can spend the Destiny Point.)
While Zane begins to usher some of the children nearer Six's impromptu door, he'll wait at Kol's northern door, ready to help get any other younglings through this small opening as quickly as possible.
Only if it looks like VAsh's door is going to be open before Kol's will he grab the nearest child and rush through the dangerous area, trying his best to shield the child from the flying debris and gun output.
I know that's a lot of 'ifs', but there's a lot happening, and Kidd just wants to get his team and the youngsters out as quickly as possible. I mean, someone's jacking our ride!
| Smerg |
Six finishes carving his hole in the wall and Kol has managed to get two of the children through his opening.
Kol can get a child through his opening once per round. Six's opening can take one adult or two children each round.
The open door to the south can take ten a round (adults or children) but it takes two rounds to get to the south door.
You have nine and half minutes and there are twenty children (two that have made it out of the room).
For rolls for cold
Zane 1d20 + 5 ⇒ (7) + 5 = 12
Kidd 1d20 + 5 ⇒ (9) + 5 = 14
Vash 1d20 + 5 ⇒ (16) + 5 = 21
Kol 1d20 + 5 ⇒ (18) + 5 = 23
Younglings 1d20 + 5 ⇒ (18) + 5 = 23
Damage
Vash 1d6 ⇒ 2
Kol 1d6 ⇒ 1
Younglings 1d6 ⇒ 4
You would need to have a the level of control of a Master with the refinement of talents to the base force power to select a specific power. You could only pretty much make an all or nothing go at this level of force ability.
You can see some people in dark armour making last minute efforts to lay large limpet mines on the ground around the ship and one on the exterior hatchway of the ship.
You can also see that someone has used a fusion cutter to graffiti the side of the ship by the hatchway with some sort of logo. It looks like the logo of the Black Knights.
| Vash'elie |
Her skin turning bluish in the cold Vash'elie gives a shudder as she moves calmly to the southern doors and exits through them. Making her way to Doc and Six as they buisy themselves ferrying the children through she taps away at her brace computer. "Hey guys. Nine minutes and change. It looks like the Black Knights are laying mines around our ship. And graffing it too, the bastards. We really need to install some security systems on the Grasshopper."
Calling up the security programs for the station she tryes to find gun emplements by the landing pad to see if she can give the Black Knights somthing else to think about than making her life miserable.
| Smerg |
I'm going to figure that you can divide up the younglings and yourselves to get out of the room and to the turbolifts (It is eight minutes and some seconds now). There are two turbolifts but they can't take the six of you and the twenty children all in the same lift. The weight allowance won't allow it.
Kol's got command choice though he can take suggestions from the rest.
All players in one lift with some children in the lift with them.
Divide the players and children between the two lifts in a more or less even division.
Some other division. Consider each youngling counts as 1 (x20) and each adult counts as 2 (x6). Each lift can take 20 (so you could put all children in one lift).
Even if you push the buttons at the same time the lifts will arrive slightly different times and you can purposely choose to specify a few rounds of delay if at least one of the players is in each of the lifts though lifts have a 'logic/madness' of their own which may alter the time.
Oh, and a lift of all younglings, well, hopefully you were a child at once and can figure what twenty younglings with buttons of choice would be like.
Vash finds a program but it will be thirty seconds while the system powers up.
| Kol DyThrand |
Kol calls for a huddle.
"OK, Doc and all but two of the younglings get on the slower lift. Everybody else get on the faster one and when we get up top make sure the area is clear. I don't THINK they'll hang around for an orbital bombardment, but lets make sure of it. Let's MOVE!"
Readeee, break!
| Doc Vallorin |
"Kol. What part of my personality, background or general amicability gives you the impression that I would be good with kids? Oh of course, I could dissect them if you need that, or fit them with cybernetic arms, but I am not the nurturin' type. Just add Kidd. I've been a constant bad influence on his young life. Just look at 'im."
| Vash'elie |
"Hey Doc. Got a med pack on ya? I'd apreciate some minestration before we head up." Vash'elie asks Doc Before they enter the lift.
Calmly following along into the lift Vash'elie does her best to hurry along the turrets. "Remember. They've deployed mines so watch your step. I'm warming up the security canons so if we get traped they might provide enough of a distraction for us to get out."
Staring hard at her screen on the way up Vash'elie puts a marker on the man who graffed the Grasshopper, intent on making him pay for his lip. When the lift reaches the top she pulls out her blaster and gets ready for a fight.
| Sevarkoh Zane |
Sevarkoh follows Kol and the others into the lift. He tries his best to mollify the children and prepare them for the likely upcoming firefight. "Younglings, I need you to be like the Jedi for me. Jedi, you see, follow their orders. While these other Jedi," he says while gesturing towards the rest of the crew, "and I are fighting the enemy, we need you to stand back and protect the lift. When we tell you to run to the ship, you run as fast as you can. Are you all clear on your orders?"
| Smerg |
Turbo Lift 1 with Kol, Vash, Kidd, Zane, and Six along with two younglings ascends to the top.
The pair of younglings with big eyes looking up at Zane nod their heads in understanding.
Turbo Lift 2 is not so peaceful. Whether the younglings sense Docs general lack of bed manners or the feeling that they are being left out of something really kwel has them chattering up a storm. It probably doesn't help that they've been confined for a while. In seconds, Doc is assaulted with requests to go to the nearest washroom, requests to stop and get snacks, juice, and water. There are further questions on where they were going, whether there would be any toys there, was Doc married, and why he didn't like kids. There are further questions, having heard and seen Doc work as a Doctor, on whether anyone was sick, had he seen any dead bodies, what was it like to hold a heart in your hands, was it true that if you were going to fart and you stopped yourself that the pressure would build up and you would eventually burst....
Vash gets the systems guns on line in time to fire off a few shots at the retreating interceptor/lander combat shuttle the Black Knights have made their rapid exit upon.
The shields on the shuttle flare several times from hits and their is a clear indication of smoke coming from one of the engines as the ship climbs towards orbit and out of range.
Turbo 1's doors open and show the surface of the landing area has been littered with seven large anti-ship limpet mines. An eighth mine has been attached to the Grasshopper on the main hatchway to the ship beside where someone with a plasma cutter has carved the Logo for the Black Knights on to the hull.
The mines have blinking lights indicating they are armed.
Generally, an anti-ship mine won't explode when a person approaches it or goes near it.
Generally.
The limpet mines are usually set with anti-tampering devices that will activate the mines if something disturbs them. How much vibration near a mine will trigger the anti-tampering is unknown without using a mechanics check (Demolition is part of mechanics).
The mines usually have a main detection for the vibration of ships and ship repulsion units. The mines are usually held in place using a magnetic attachment suitable to several person's strength or more. Such movements will likely trigger the device.
Most mines are built with limited droid brains; so, it is possible to hack their programming with a suitable computer use.
Explosions from the mines is generally in the direction the mine is attached. The seven mines on the top structure are set up to fire most of their charge downward into the building. There is still enough left over explosion likely to be dangerous for twenty to thirty feet near a mine for an unprotected person.
It is unknown though, how much damage the top structure of the landing platform could take before collapsing.
The Grasshopper has two emergency hatches that appear to be not mined. One is located on the very top of the ship and another near the bridge. A DC 10 Mechanics check by a trained person should be able to open either of these access ways without triggering the emergency bolts that are used to 'pop' off these hatches in the event of a collision or other emergency.
There is 50' of distance between the Turbo Lifts and the Grasshopper.
| Vash'elie |
"Oh, hells. Let me see if I can find the mines frequency. Maybee I can shut them down all at once, it would be a lot quicker than disapling them one at a time." Vash'elie sets a serch running from the stations main computer to see if she can find the frequency. 1d20 + 10 + 2 + 3 ⇒ (17) + 10 + 2 + 3 = 32