Smerg's Star Wars - A Secret Beginning


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"Sorry Doc." Vash'elie mutters as she gently pushes the good doctor aside and tries to sort through the com chatter. 1d20 + 10 ⇒ (8) + 10 = 18


Male Half Orc Cleric 2 Fighter 2

The easy part to identify is that the ships are using an IFF that is not a Republic version. The codes being flashed back and forth are not even a version of Republic code being used and are clearly a different military organization.

It would take a large amount of computing resources and a trained team of computer specialists to de-crypt the source code and mimic this IFF signal. It is well beyond the resources of the 'hopper and Vash.


"Oh crap... please don't be mandolorians."

"The codes are definately military guys, I don't recognize them. Definately not republic." Vash'elie looks to Kol for instructions.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Looking at the information available, can we run away (escape orbit and get to hyperspace) or hide (land somewhere hidden)?
Knowledge (Tactics): 1d20 + 9 ⇒ (15) + 9 = 24

He tries to focus down and reach out to the force. If we run will we succeed?
Use the Force: 1d20 + 9 ⇒ (16) + 9 = 25


Male Half Orc Cleric 2 Fighter 2

Kol reaches inside himself and feels that they are hidden in the shadow the planet and have enough of a head start that they should get far enough away that they could leap to hyperspace before all avenues of escape are cut off.

Luckily this KotOR where gravity well ships haven't been invented yet.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol opens his eyes.

"Allright, we're getting out of here. Navigation! I hope you have a course laid in, because we're jumping; ready or not!"
Now in the planets shadow flying low, Kol pulls up sharply and shifts into afterburner as the Grasshopper leaps up like a startled gazelle.

"Gunners! Keep a sharp eye out, if it were me, I'd put fighters out to stop people from fleeing like us."


"S!+*!

Vash'elie hustles back to the navigational console and starts pulling up starcharts. "Where the heck are we going?!?" Unconciously she starts punching numbers into the concole. 1d20 + 10 + 5 ⇒ (14) + 10 + 5 = 29

Smerg & Kol:
Vash'elie punches up the course given to them by the darksider from the prison barge


Male Half Orc Cleric 2 Fighter 2

Kol directs the 'Hopper for the grav limit to make a highly dangerous 'pirate' jump into hyperspace.

Officially, it is outlawed in every sector to do such a thing but almost every smuggler knows it is 'possible'.

Kol's movement attracts the attention of the fleet and a wing of fighters moves in a claw formation to attempt an enfolding operation that will allow and intercept.

Kol has a head start and the shadow of the planet giving a head start. It is enough of a head start that the ship pulls into the lights of hyperspace.

You are away and have a final destination but you also have an extra twenty hungry bodies to feed and your current supply of consumables was taxed in your run out to the planet with the six of you aboard.

You're going to have to consider finding a stop before then to get fresh consumables and decide are you going to keep the children with you or leave them in some sort of orphanage arrangement.


Leaning back in her chair after holding her breath for a minute of stars streaking past Vash'elie gives a sigh as tension leaves her shoulders. "Hey Doc. Did we get a clear signal from the fleet? I'm thinking transponder codes for identification."

Leaning back to her console she absent-mindedly pulls up starcharts to find a good place to stop for supplies. Her mind is drawn to the files pulled from the station and she instead pulls up her file and scans over it.


Game Closed

Six lets out a breath as the incoming HUD markers blink out and are replaced with starlines. Turning to Kiddrick, he smirks. "Tell me we got something outta that little excursion besides the midgets. I'd hate to think I signed on for intergalactic babysitting."


Male Half Orc Cleric 2 Fighter 2

anyone have an appropriate knowledge skill for cultures and planets? I think that Doc has the skill and can make a roll to suggest a good place to make a pit stop. After that you can try a Use Computer skill and see if the computer has some suggestions that are workable.

BTW it is XP time. You've gained intel, fought one large monster and several smaller monsters, you got past a trapped minefield and a trapped room, and you've escaped a major fleet with children. Using level 4 as my base 400+800+800+800+600+1000 = 4400 xp


I have life sciences, but that's it...


Male Half Orc Cleric 2 Fighter 2
Doc Vallorin wrote:
I have life sciences, but that's it...

Good enough, make a roll!


Beeing level 4 we have 6000 xp, add 4400 to that puts us at 10400 wich breaches the level 5 wall... Level up ?o_O?

Grand Lodge

Six wrote:
Six lets out a breath as the incoming HUD markers blink out and are replaced with starlines. Turning to Kiddrick, he smirks. "Tell me we got something outta that little excursion besides the midgets. I'd hate to think I signed on for intergalactic babysitting."

Kidd, joining Six in the galley (and apparently not aware of how bad of an idea leaving the children alone may be), laughs. "What do you mean? You didn't have any fun?"


Life sciences: 1d20 + 8 ⇒ (3) + 8 = 11


Male Half Orc Cleric 2 Fighter 2

Yup, you can level up as you have time in hyperspace to practice.

One of the younglings kicks Six in the shins and runs off behind Kidd to stick his tongue out at Six and pull at his eyelid to show him the red of his eye.

Doc points out a small mining colony. It is an out of the way spot; so, it will be awhile before anyone goes asking questions or looking for you at the spot.

He doesn't go into how he knows of the spot that isn't listed as having a mining colony in the official register.


Sevarkoh sits with the kids one by one, testing them with the Force to see if there are any potential Jedi in the mix. As a group, he gathers them together to show them some of his lightsaber maneuvers. He shows them (and anyone from the crew who wants to watch) the manner in which a lightsaber combatant can use an off-hand lightsaber to parry attacks while the main-hand lightsaber moves forward aggressively. The children seem to enjoy the show of the ignited lightsabers humming in tune as he performs one of the more complex Jedi practice routines.

Use the Force 1d20 + 8 ⇒ (9) + 8 = 17


Game Closed
Smerg wrote:
One of the younglings kicks Six in the shins and runs off behind Kidd to stick his tongue out at Six and pull at his eyelid to show him the red of his eye.

Six growls at the child, and sets to the task of recharging power packs and checking his equipment. He mumbles something about "jettisoning cargo."


Male Half Orc Cleric 2 Fighter 2

Zane:

All the children hum with the Force.

You are also pretty sure that all the children have had some sort of crystal like the ones you noticed on the White Wyrm have been implanted in their bodies.

You can feel the crystals inside of their bodies.


Male Half Orc Cleric 2 Fighter 2

You have roughly three days in hyperspace before you reach the mining colony that Doc suggested.

Let me know of anything you are doing or rolls that you would like to make during that time.


Doc will spend at least some time pondering the files he pulled off of the computer at the station. So, what's in them?

Grand Lodge

Kidd laughs at Six's annoyance, and a thought occurs to him, "Six, keep an eye on the kids, will ya?"

He sets off looking for Zane, tentatively tapping one finger on the crystals pulled from the creature through their cloth wrapping. When he finds the jedi, he waits til Zane's current 'saber form is finished then flags him down.

"Zane, I'd like your help. These crystals I pulled from that snake thing on that planet need to be looked at, but they're pretty powerfully dark-side attuned. I want to know more about them. Their purpose. And if we can use them for anything. I'm just uncomfortable messin' with'em without someone watching my back. The effect of the dark side on them was nearly enough to overwhelm me when I first picked them up. You mind helping?"

If the jedi agrees, they head back to Kidd's bunk, and he reaches into his pocket and pulls out the crystals, dumping them out onto his cot. Gently, he reaches with his emotions, letting them roll along the surface of the crystals, then into them, searching for any clues. UtF 1d20 + 14 ⇒ (13) + 14 = 27.

Kidd's first priority during the downtime will be the crystals, and to continue the group's Force and combat training.

Later that day, he'll check in with Vash about the contents of the documents she pulled from the station.

Smerg:
Secondarily, Kidd will keep his eyes and ears open to the docs Vash pulled. He wants to know whether there was info about the original Kiddrik. And will be hyper-sensitive to attitude shifts towards him by people of the original crew who find out.


Vash'elie pulls up the files and starts reading, imersing herself in them.


Game Closed
Kiddrik wrote:
Kidd laughs at Six's annoyance, and a thought occurs to him, "Six, keep an eye on the kids, will ya?"

What am I supposed to do with them?" Six shouts down the corridor as Kidd leaves.

He is contemplating his carbine's stun setting when Sevarkoh comes to lead them away for indoctrination into the church of the Jedi or somesuch.

After checking the gear, Six will check the holonet for any leads on paying contracts. Something has to keep those engines lit, and there are twenty more mouths to feed, now. He'll also look for a good place to take them. Dangerous enough for the likes of him, this ship is no place for kids.

Gather Information: 1d20 + 1 ⇒ (11) + 1 = 12


Sevarkoh follows Kiddrick into the bunk before telling what he knows. "Whoever put those kids and that creature there also implanted them with some of these same crystals. If they're imbued with the Dark Side, we'll want your doctor to remove them before they taint the children. What was that place, and why was it important to all of you? Normally, I'd let you have your secrets, but not when innocent children are in danger." While waiting for an answer, he delves into the Force himself to prod the crystals without succumbing to their Dark Side aura.

Use the Force 1d20 + 8 ⇒ (12) + 8 = 20


Game Closed

Sevarkoh heads down the hall toward Kidd's bunk, dashing Six's hopes to be free of the children. "I don't even want to know what they are really up to."

"Okay, little ones. How would you like to play in Kol's quarters? He's the pilot, and probably has lots of fun pilot-y stuff to play with."

Six leads the children to the pilot's bunk to amuse themselves with whatever happens to be there. They'll get into less trouble in there than here, near the weapon storage... I still owe him for that business on the prison ship, anyway.

Grand Lodge

Sevarkoh Zane wrote:
"Whoever put those kids and that creature there also implanted them with some of these same crystals. If they're imbued with the Dark Side, we'll want your doctor to remove them before they taint the children. What was that place, and why was it important to all of you? Normally, I'd let you have your secrets, but not when innocent children are in danger."

Kidd's Force-based insection pauses at the mention of the crystals in the children. "Well, that's worrying. And I have no idea what that station is, honestly. i think that question would have to go to Doc or Vash. They seemed to know a bit more about the place."

He looks up briefly to watch the Jedi, "So what do we do with the kids? I mean, I wasn't about to let some kids get obliterated, but I'm also not really interested in raising any." Then he goes back to his inspection of the crystals.


Sitting in the cockpit waiting for the computer to upload the files Vash'elie is interupted in her impatient finger drumming by a curious child peeking it's head in. "Piss off! The cockpit is off-limits!" she snaps without bothering to turn around. A faint grin of satisfaction ghosts over her face at the startled sound of the frightened youngling as it scurries away.


Male Half Orc Cleric 2 Fighter 2
Doc Vallorin wrote:
Doc will spend at least some time pondering the files he pulled off of the computer at the station. So, what's in them?

Doc:

The box of chips contain your research notes and have titles for things like Shard Project, Project Doors, Project Adam, Project Eve, Project Uberman.

Project Shard: Is an experimental project dealing with force activated crystals. The project involves implanting the crystals inside of animals and later people to provide them with force like abilities or to enhance their natural abilities. This was initially a Sith concept that you worked to revive. Examples like the dogs and the White Wyrm are your work.

Project Doors: Is an attempt to locate more caches of Sith technology and their labs. Much of your work with the project was in translating information that had been found. The glove that was in the safe was believed to have symbols that might give the co-ordinates to a Sith lab. The glove was dangerous and people that had tried wearing it had reported psychotic breaks with possible possession by a Sith spirit.

Project Adam: Project Adam was an attempt to use Sith technology to chemically and genetically modify adults. The project features attempts to modify adrenalin production, induce various natural weapons, and produce a more effective combatant.

Project Eve: Project Eve was an attempt to use Sith technology to have mothers inseminated with genetically engineered stock and then using cloning techniques to raise those children at an advanced pace. The aim was to have the perfect warriors from birth and then raise them to become an army.

Project Uberman: Is the overall project designation that the other projects reported to. Project Uberman is also an attempt to combine all technologies into one super solution. A creature born as a warrior, raised rapidly, further chemically enhanced, and implanted with force crystals.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Safely in Hyperspace, Kol leans back in the pilot's seat and takes a sip of hot liquid refreshment.
At Vash's shooing the kids from the cockpit, he asks; "Find anything interesting?"


Raising her visor up Vash'elie rubs her temples and sighs. "Nothing yet. It's still prosessing."


Male Half Orc Cleric 2 Fighter 2

Tax Season ends tomorrow with a return to my normal on the 3rd of May


Male Half Orc Cleric 2 Fighter 2

Kidd and Zane:

You focus upon the crystals and try to listen to their 'story'. They are heavily tainted with the dark side. They come from a place of anger and survival by any means. It is a harsh world of toxic fumes and life scraping to survive in a brutal play of kill or be killed.

You also see that the world has strange people. Aliens to the world. They are examining the world and putting specimens in bottles. They look at the specimens in labs and twist the chains of life.

They then release the new creations upon the world to fester and grow.

And they watch their world scale terrarium to see what happens when their monsters are added to the monsters of the world.

Time passes and the cities of the ancients are all but worn stone and dust but the crystals remember and store this ancient race's twisting of all life.

Vash:

You check the files from the facility.

Most of the files are heavily redacted records of a service file. They give lists of courses that you attended and training you completed.

There are some basic missions and some tantalizing details of various missions that were done during the recent Mandalorian War.

You are fairly sure that you served on the Mandalorian side of the war wearing the blue armour. Your team consisted of a variety of mission experts.

There is a picture of the team. There are the faces that you recognize like Kol and yourself. Doc isn't in the picture but you're pretty sure that he got added late to the team and belonged to a group that was blacker then black.

There is a Kidd in the picture but the person in the photo doesn't match the Kidd that you have on your ship.

Your last assignment was to a project named, "Project Doors". Doc is listed as being involved with the project.

Something happened with Project Doors and your team was listed as going AWOL but the paperwork for an AWOL that should be in the file to recover and process you for the crime is missing from the file. It was either never filed or was later removed. You suspect that the AWOL was likely a cover story for the Valkyrie Mission.

You're not sure how Valkyrie fits in with Project Doors looking at the file.

The child stomps off from the pilots area screaming, "Nobody wants us. Nobody care for us. I wish everyone would just DIE!"

The child swings his arm and suddenly metal of several pipes and conduits buckle. Gasses immediately start to fill the area as sirens begin to whine and the ship lurches as it doesn't seem to take well to the tantrum occurring inside of its internals.

Everyone make a DC 15 Acrobatics or DC 20 Endurance or Athletics check to avoid being injured.

"Warning! Warning! Hyperspace tunnel in immediate danger of collapsing. Unable to verify gravitational shadows. Warning! Warning! ... "

The message is blared through the ship.

I need two piloting, one naviagtion, one computer, and one mechanics roll. Each player can provide one roll.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol jumps back into the pilots seat, hands moving in a blur as he hits switches in succession and tries to bring back control.

"Vash! A little help here! And someone stop that kid!"

Pilot: 1d20 + 15 ⇒ (18) + 15 = 33


Acrobatics 1d20 + 10 ⇒ (10) + 10 = 20

"Frak Cap! You know I can't pilot worth a damn!" Vash shouts at Kol as she makes her way to the navigators chair. Use Computer; Navigate 1d20 + 10 + 5 ⇒ (18) + 10 + 5 = 33

I posted the YT-1300 in a spoiler in my profile if anyone needs the referance.


Game Closed

Endurance: 1d20 + 9 ⇒ (5) + 9 = 14

Six is knocked into the bulkhead as the ship suddenly lurches. After fighting to maintain his footing, he staggers toward the bridge. He checks the scanners for possible threats.

"What's going on? Are we under attack?"

Pilot: 1d20 + 5 ⇒ (15) + 5 = 20


Endurance 1d20 + 12 ⇒ (17) + 12 = 29

As the ship roils in space, Sevarkoh holds onto a bulkhead to keep his footing. He runs towards the front of the ship, but stops as he realizes that he will probably just get in the way. He shouts up to Kol, "I'll find him!" He reaches out with the Force, looking for the child with his senses.

Use the Force 1d20 + 8 ⇒ (19) + 8 = 27

Grand Lodge

Acrobatics DC 15 1d20 + 10 ⇒ (3) + 10 = 13.
So I guess it's injury for Kidd.

Kidd, still engrossed in searching the crystals, is caught totally by surprise and is slammed back against his bunk. Grumbling, he climbs back to his feet, swiping up the crystals with a discarded shirt as he leaves the room.

"Where do yall need me?" he yells.

Either Mechanics or Use Computer, wherever he's directed (its' the same modifier) 1d20 + 2 ⇒ (6) + 2 = 8.


Use Computer: 1d20 + 9 ⇒ (18) + 9 = 27 or if we need Pilot instead, add +1 to the result.


Male Half Orc Cleric 2 Fighter 2

I'm OOT till Fri.

Zane can easily find the child with anger pounding through his body. The crystal in his body glows a deep purple under the skin and bluish purple veins stand out across the child's body.

Fear and anger flow around the other children as they react to both the ship being out of control and their fellow child's anger.

Zane is able to use the force to provide calm assurance to the children through the force and stabilize their fear and anger for the moment.

Kol and Six react with all their training and are able to get the ship back under control while Vash has to do an emergency recalculation of the ship's route to avoid being knocked further off course.

Doc is able to get the computer to speak to him listing all the damage reports on the various things that the computer is now saying that are wrong as he attempts to re-route power to critical systems.

Kidd does what he can to try and keep the systems running but he quickly realizes that it is a problem that is escalating beyond his control. He thinks that he can keep the ship functioning till they get to the next stop but he's not sure if they'll be able to get the Hopper into hyperdrive again without some source of replacement parts.

You can take a moment to react and they you'll be at your destination, the mining post. Six, there are several offers in the holonet for mercenary work, especially in the area that you're in. It seems there are plenty of anxious people fearing trouble. The un-natural side to the job offers appears that the customers ordering jobs are soon getting bad ratings in the mercenary listings as mercenaries show up and find the customers have often canceled the jobs at the last minute.


"Ok, I've got us still on course cap. We should get to Mining Post six just fine if this bucket doesn't fall apart or implode first." Vash breaths in relief, standing up she makes to leave the cockpit. "Now where's that brat?! I'm gona flog the bastard! Doc! What the hell did you do to those frakkin' kids?"


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol grits his teeth and snarls as he has his hands full with the controls; "Focus Vash! That can wait till after we land!"
IF we land... He thinks silently.


Vash stops in her tracks on her way out. Standing there for a second of indecision she stamps her foot with a "FRAK!" and sits back down. "I'm telling you, when we land this thing I'm having a chat with our passanger. I'm gona scald his frakking ear off and make him eat it! With slug grease!" Still muttering threats and curses she trails off, focusing on her screens.

Grand Lodge

Knowing he's not really going to be any help keeping the ship together mechanically, Kidd makes his way to the bridge. He arrives just in time to hear the exchange between Kol and Vash, "Yah, Vash is right. The 'Hopper needs some help, bad. I'm no mechanic, but I can tell we won't make it much further than this post."

He debates about revealing the next part, "Also, those crystls we took out of that snake-thing are... interesting. There's an aura to them, like a memory. They're from a planet that was twisted kind of like that snake was. Someone started tampering with it... or the creatures on it, really. I'm wondering if Doc would know something about it."


Male Half Orc Cleric 2 Fighter 2

You finish the transit to the mining base but it is clear that the 'hopper is on her last star legs without some down time repairs.

The mining colony is a mainly droid operated facility. The material being harvested is the ejecta from a star that went Nova several millions of years in the past. The individual asteroids being mined are ultra dense material which creates a monstrous graviton force despite their relatively small size.

The mining colony is more of a ship that send out parasite droids to to the harvesting and return with small amounts of the high density material for later trans shipment.

It is estimated that a small brick of the material weighs over a tonn and requires heavy lifting equipment to move and extreme care to avoid it dropping on something and damaging it. This is a reason that the mining ship is mostly in zero gravity to reduce the impact of a released piece of ore causing on the surrounding environment.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol brings the 'Hopper into it's designated landing pad.
Pilot: 1d20 + 15 ⇒ (18) + 15 = 33

Relaxing back with a sigh as the boost pumps spin down, he sits quietly for a moment.
Then after a last glance around, he unbuckles and gets up to take a walkaround to see what the damage is.
Mechanics: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Kowledge (Technology): 1d20 + 9 ⇒ (7) + 9 = 16


Vash'elie runs a diagnostics of the ship when theive landed and powered down, seeing what systems are cooky.

Use Computer 1d20 + 10 + 5 ⇒ (7) + 10 + 5 = 22

And then sets off the examine the damage heself.

Mechanics 1d20 + 10 ⇒ (3) + 10 = 13


Game Closed

Six searches the for merc jobs near the station, and additional info on why the some jobs fell through. Who knows how much the ship repairs will cost us...

Gather info: 1d20 + 1 ⇒ (14) + 1 = 15


Use the Force 1d20 + 8 ⇒ (16) + 8 = 24

Sevarkoh steps off the ship, glad to have his feet on solid ground again. Considering that he has been in some sort of ship or station for the last few months, being on a planet's surface is a welcome respite. He reaches out with the Force, checking on local conditions and seeing if there are any unexpected surprises awaiting them.

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