Karvis

Out of Character Discussion => Special Forces OOC Forum => Topic started by: GM Craig on March 10, 2014, 08:09:40 AM

Title: Prison Break, part II
Post by: GM Craig on March 10, 2014, 08:09:40 AM
Jex is the ranking KDF member on site, so he's in command on the bridge of the corvette. also, since Dave hasn't been around lately, I need to NPC him for a bit.

He doesn't have a lot of intel right now - a single Imperial Guard was spotted while the cleanup crew was taking down a guard post. Jex has ordered them to hold their positions until he can get a read on what is going on over there.

You can take 7 of the troopers you used to capture the corvette with you, plus either Geneva or Mariah.
Title: Re: Prison Break, part II
Post by: Trax on March 10, 2014, 08:19:52 AM
Trax got barred from the interrogation?!  Now what could have possibly prompted that decision?  ;D
Title: Re: Prison Break, part II
Post by: Trax on March 10, 2014, 09:26:02 AM
I know the implications are obviously major, but are these the red armor guys?
Title: Re: Prison Break, part II
Post by: GM Craig on March 10, 2014, 10:00:54 AM
Yes. You've seen stormtroopers in red armour before on Karvis with the lady with the lightstick tried to carve Niil in half.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 10, 2014, 11:29:19 AM
And failed.   ^-^
Title: Re: Prison Break, part II
Post by: Trax on March 10, 2014, 11:31:08 AM
As the saying goes, if at first you don't succeed, try try again. :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 10, 2014, 02:53:29 PM
Here's your team.

SurnameFirst Name     RankNotes
SpaarNiilWarrant Officer     -
Trax-Specialist-
AbovethTirienCorporalVeteran of Altiris
SeverranEtheriPrivateVeteran of Altiris
Gond'AkaoGenevaSpecialistImperial Defector
ThadricKaaliaCorporalVeteran of Altiris
ThaelithKairadanPrivateVeteran of Altiris
JunaZalbarVolunteerKothe
JerauwrenFriadaPrivateVeteran of Altiris
RhaekothWaetlanPrivateVeteran of Altiris
RostiernCollanSpecialist-

These are the best shots, and the Kothe are great with melee.
Title: Re: Prison Break, part II
Post by: Trax on March 10, 2014, 03:00:31 PM
[OOC: Sure, just keep in mind a vibroblade won't be much use against a lightsabre.]

I know, I was thinking about the Imperial Guards.
Title: Re: Prison Break, part II
Post by: GM Craig on March 10, 2014, 03:12:03 PM
Gotcha.
Title: Re: Prison Break, part II
Post by: Trax on March 11, 2014, 03:08:12 PM
Niil had a question for Trax?  I went back and didn't see anything.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 11, 2014, 03:18:08 PM
Nope, it just fit in with the RP.
Title: Re: Prison Break, part II
Post by: GM Craig on March 11, 2014, 03:27:33 PM
Darren, I need an edit from you. As far as you can tell, he's unarmed.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 11, 2014, 03:39:09 PM
I was referring to the old man's "possible" lightsaber (ie. cylindrical object) in past tense (ie. as recalling the story that Jex and Trax told me and hopefully putting two and two together).
Title: Re: Prison Break, part II
Post by: GM Craig on March 11, 2014, 03:49:08 PM
Ken, did you or Jex (or would you have) mentioned the cylindrical object?

I don't think they got into that kind of detail or it would have been remarkable to Niil at the time. Feel free to correct me if I am wrong.

Without a quote, I'll leave it up to Ken to make the call.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 11, 2014, 03:59:06 PM
I do remember roundly cursing them because they didn't tell me about it until several missions later.  Niil definitely woulda loved to track that guy down back then.
Title: Re: Prison Break, part II
Post by: Trax on March 11, 2014, 04:29:11 PM
I don't recall what was all said IC vs OOC, but I don't see why it wouldn't have come up.  Trax wouldn't admit to backing down, for him I don't think seeing a cylindrical object would have rung any bells, alarm or otherwise, but if he was asked he would have said Jex got all weak in the knees after seeing it and he wasn't going to take on Jex, the old man and Jeremy at the same time to honor the contract.

When he eventually does put two and two together and realizes that the cylindrical object was likely a lightsaber (now that he's seen one in person) he'll understand.  He'll still be pissed about the whole thing, but he'll understand.

But at the moment he's too wrapped up in other thoughts.  He's an amoral killer who's just recently had a morality attack and it's hurting his head. :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 11, 2014, 04:30:59 PM
Ok, I'll allow it.
Title: Re: Prison Break, part II
Post by: Collan on March 11, 2014, 09:44:27 PM
Trax should try telling that to a medic that just saw a Jedi and thinks there's a chance he might know about his family...and not coincidentally, who Collan is.
Title: Re: Prison Break, part II
Post by: Trax on March 12, 2014, 07:18:57 AM
He just did, why do you think he was yelling. :)
Title: Re: Prison Break, part II
Post by: Trax on March 12, 2014, 09:46:19 AM
Trax will now hand over his vibroknife and the girl's vibroblade to the kothe.  He'll let them decide who wants which.

And Trax should probably take point.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 12, 2014, 11:34:45 AM
Yup, no prob there.  I'll be second, and we'll keep Collan in the middle of the formation.
Title: Re: Prison Break, part II
Post by: Trax on March 13, 2014, 09:35:14 AM
Are there any caught by surprise rules in D6?  I'm asking because I'm thinking of taking a lot of shots if we get a surprised round and they don't get a chance to react so I'll only have to make the base difficulties to hit.
Title: Re: Prison Break, part II
Post by: GM Craig on March 13, 2014, 11:09:00 AM
Yes, there are surprise rules.

Quote
Surprise
When characters are surprised, their attackers can automatically take their first action before the "surprised" side can act. The "surprised" side cannot roll defence skills to dodge or parry this first action.

Each opponent will roll Spot or Perception checks against a DC I determine, based in this case on a sneak roll. If they pass, they can take actions normally. Any that fail will be unable to take actions or react for a number of segments based on the degree of failure, somewhere from one to three segments.

During a round, each attack / defence phase is a single segment. As you are firing two pistols, you get two attacks each segment. If you fire a total of six times, that will take three segments.

Everyone does their first segment, rolls attacks and defence. When the last person in the initiative is done their first attack, the second segment starts with new attack and defences rolls. We repeat the process until everyone has executed all their attacks.

So you might get 0-3 segments on each individual on the other side of the hatch.
Title: Re: Prison Break, part II
Post by: Trax on March 13, 2014, 11:27:17 AM
I'll need to chew on that one for a bit.  I'm thinking about taking 4 shots (each at different targets), which with the move action, drops me down to 4D+2 each.  But, that drops my dodge roll down to 3D+2, pretty much a sitting duck, for the rest of the round.

My reasoning is that if I can at least stun each target I hit, that gives everyone else a bonus to their shot(s) to hit, increasing the likely hood of dropping them, or at least badly wounding them before they can react.
Title: Re: Prison Break, part II
Post by: GM Craig on March 13, 2014, 11:45:26 AM
You could fire from the hatchway. No move penalty. Niil said he's going in, so that'll be his first segment, and he'll have a move penalty for dropping down.
Title: Re: Prison Break, part II
Post by: Trax on March 13, 2014, 11:52:38 AM
That does change things, I was assuming there wouldn't be enough room for the others to get by.  That should provide a bit of cover as well, almost makes me want to take more shots :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 13, 2014, 12:07:21 PM
Well, if you stop there and shoot, no one else will be able to get by. I was only describing an option. You could move into the room at the end of the round (though you'd have to reserve a D for that).
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 13, 2014, 01:12:20 PM
Damn, it would be funny as hell if we popped the hatch and no one was there.
Title: Re: Prison Break, part II
Post by: Trax on March 13, 2014, 04:39:46 PM
Not to rain on anyone's parade, but shouldn't we get as many combat personnel down the hatch as possible first.  And by that I mean our sharp shooters and the kothe.  The explosives aren't going anywhere, unless they're already active, then very soon they'll be going in all directions :)

What can Trax take in as far as what's all happening around the room?
Title: Re: Prison Break, part II
Post by: GM Craig on March 14, 2014, 08:08:34 AM
[ooc: how's the trooper who got shot? Am I in a position to provide covering fire for troopers/Kothe dropping?]

No, you can't provide cover from up here. But you can work yourself into the next three to go down.

The trooper that got hit and fell looks to be in a bad way.
Title: Re: Prison Break, part II
Post by: Trax on March 14, 2014, 08:14:23 AM
How much cover do the troopers have, and specifically the one going for the explosive?  Is there a position that allows for clearer shots?
Title: Re: Prison Break, part II
Post by: GM Craig on March 14, 2014, 09:13:38 AM
Yeah, you can move to the right. There are three royal guards at that spot, so you'd have some work to do when you got there, but that would give you a clearer shot (25% cover). You could also get higher to get a good vantage point, like on top of the console you are currently hiding behind - that would leave you fully exposed. That would give the guy at the bomb 50% cover. You could charge at the bomb, which would give the guy no cover, but you would be fully exposed.
Title: Re: Prison Break, part II
Post by: Trax on March 14, 2014, 10:11:35 AM
Boy work can be a pain.  It took me 2 hours to get that post finished and up. :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 14, 2014, 11:05:41 AM
Boy work can be a pain.

Word.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 14, 2014, 11:53:07 AM
Yay, I love failing . . .

1)  Do I have any grenades left?

2)  Any cover around where I fell?
Title: Re: Prison Break, part II
Post by: GM Craig on March 14, 2014, 12:00:30 PM
Yeah, you have cover from most of the bad guys.

Yes, you have grenades.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 14, 2014, 12:05:27 PM
Ha, thank Go . . . The Force for both.
Title: Re: Prison Break, part II
Post by: Collan on March 14, 2014, 01:30:13 PM
Do you guys want the newbie down there? Right now, Collan is under the impression that Trax and Niil want the medic to stay out of firefights unless necessary.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 14, 2014, 01:47:18 PM
I'd say stick to cover and take single shots at ideal targets.  We're gonna need all the firepower we can get here.
Title: Re: Prison Break, part II
Post by: Collan on March 14, 2014, 02:34:59 PM
Do I even have line of sight on any targets?
Title: Re: Prison Break, part II
Post by: GM Craig on March 14, 2014, 02:44:01 PM
You can take pot-shots between troopers jumping down.

You have a pretty good view from here, actually.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 17, 2014, 10:03:09 AM
Frak me.

Does burning a CP give you a +1D on a given skill?  I can't remember how that works.
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 10:18:24 AM
Yes, 1CP = +1D. Max 3CP on any given roll.
Title: Re: Prison Break, part II
Post by: Collan on March 17, 2014, 10:26:25 AM
If I jump down, is that an action as well or still within my free movement?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 17, 2014, 10:28:55 AM
From where I am, can I do a move to get to Mr. Bomb Guy and take a shot in the same round?
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 10:29:48 AM
If I jump down, is that an action as well or still within my free movement?

I'll be an action - jump, to be specific.
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 10:30:58 AM
From where I am, can I do a move to get to Mr. Bomb Guy and take a shot in the same round?

You can reach over the bomb and fire, you are on opposite sides of it. No move necessary.
Title: Re: Prison Break, part II
Post by: Collan on March 17, 2014, 10:38:43 AM
Do I have line of sight to bomb guy?
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 10:55:20 AM
yeah, but he has 25% cover, +1D to his dodge.
Title: Re: Prison Break, part II
Post by: Trax on March 17, 2014, 11:43:51 AM
Trax is going to burn out his blasters...
Title: Re: Prison Break, part II
Post by: Collan on March 17, 2014, 12:21:32 PM
Do I have a better line of sight to the guards from here or if I drop down?
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 12:25:44 PM
Where you are is better. He's only 25% covered. On the ground, it's minimum 50%.
Title: Re: Prison Break, part II
Post by: Collan on March 17, 2014, 12:27:57 PM
What about other targets? And what's my cover?
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 12:36:22 PM
You have 50% cover up where you are. Half the folks on the floor have 25% cover from you, the other half have 50% (ie. those on the far side of the room.)
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 17, 2014, 02:58:39 PM
Damn me, I think I'm the only one without any Force Points left . . .
Title: Re: Prison Break, part II
Post by: Trax on March 17, 2014, 04:23:11 PM
At what point does Trax risk overloading his pistols?  He's fired 18 shots in the last 4 rounds, 12 of those coming in 2 rounds alone, the barrels must almost be glowing by now.

Edit: Although that does only work out to 9 shots per pistol so maybe not.
Title: Re: Prison Break, part II
Post by: GM Craig on March 17, 2014, 04:54:22 PM
Yeah, you're fine. For now.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 08:26:16 AM
Darren, figured I should provide some reasoning behind Trax trying to countermand your order.  If they move, they get a -1D to their attacks and we really need to do everything we can to drop as many of the troopers as possible this round before things get even more out of hand.  If the round goes well, then Trax will move to the bomb and create a defensive ring...of blaster fire  >:D

That and Trax really enjoys stepping on official orders :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 18, 2014, 08:42:00 AM
By the way, the barrels on Trax's blasters are starting to smoke.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 08:47:52 AM
The power packs are also getting very close to needing to be swapped.  He's got 6 shots left on the modified and 11 on the unmodified.

That was an intense couple of rounds.  Let's hope any dark jedi that may be on board can be handled by the old man.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 09:29:26 AM
Darren, figured I should provide some reasoning behind Trax trying to countermand your order.  If they move, they get a -1D to their attacks and we really need to do everything we can to drop as many of the troopers as possible this round before things get even more out of hand.  If the round goes well, then Trax will move to the bomb and create a defensive ring...of blaster fire  >:D

That and Trax really enjoys stepping on official orders :)

That may be so, but if Geneva takes one good hit, we all become part of a nova.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 09:55:13 AM
Because it worked out I'll claim that my plan was the better one, but you're very right, if she got taken out we'd be very hooped.  But with initiative order, there was no way to guarantee we'd be able to get our wall up before a trooper or two got shots off her.

Now we're in a position to insure (as much as we can) she doesn't get hit.  If we set half the team on one door, half on the other and everyone readies their action to fire the moment their door opens and they see red, the risk should be very minimal.  And once Trax heals her he'll be standing over her acting as a human shield.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 10:08:01 AM
True, but I wasn't working out the plan according to game dynamics.  From Niil's perspective, Geneva had the equivalent of a nuke to defuse within a minute, so he wanted everyone to scramble to form a shield in front of her.  Yeah, we probably would've be out of position and we probably would've taken casualties, but Niil thought that the disadvantages were outweighed by getting turned into plasma.   ;D

Still, things worked out and all Geneva took was a minor hit.  We just gotta make sure that's all she takes between now and the bomb shutting down.  I wonder if we could jettison it?
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 10:17:17 AM
With the airlocks rigged to blow where could we jettison it from?
Title: Re: Prison Break, part II
Post by: GM Craig on March 18, 2014, 10:20:39 AM
You could get the corvette to fire on the ship, blowing a hole in the hull.

Wouldn't be too healthy for you guys, but maybe there's some blast doors to can take shelter behind?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 10:22:38 AM
Ha, my next thought.  Still, we'll see how Geneva fares.  If she thinks that she can't do it in time, we'll boogie down one of the halls and Niil will call fire in against that room.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 10:24:04 AM
Assuming we had 60 seconds to start, we're down to 50 now right?
Title: Re: Prison Break, part II
Post by: GM Craig on March 18, 2014, 10:25:18 AM
yeah, 50 sec
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 11:14:05 AM
You have got to be kidding me...
Title: Re: Prison Break, part II
Post by: Collan on March 18, 2014, 11:37:40 AM
I never been up against these guys...anyone know their base stats?
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 11:43:34 AM
Nope, first time we've seen one of these guys.  We need to get those automated defenses turned on.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 11:59:56 AM
How many troopers in a 'wave'?
Title: Re: Prison Break, part II
Post by: GM Craig on March 18, 2014, 12:06:57 PM
It varies.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 12:09:35 PM
Okay, it just clicked.  First name is the wave the guard is in.  Move along, nothing to see here.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 01:50:53 PM
If Trax survives this he's going to take a week long vacation at Cali's for some fine food, fine booze and fine women. :)
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 02:21:43 PM
Niil is gonna go live with the Ysalamiri.
Title: Re: Prison Break, part II
Post by: Trax on March 18, 2014, 02:23:20 PM
The what now?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 02:55:49 PM
In some of the Star Wars books (the Thrawn trilogy), there's a forest-dwelling creatre that creates a null-Force bubble around it.  Very useful in dealing with (or hiding from) Force-users.
Title: Re: Prison Break, part II
Post by: Collan on March 18, 2014, 03:07:13 PM
Yeah but this guard is just your standard grade bad ass.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 03:10:46 PM
Tell me about it.  I want this bugger's blood for war-paint for skragging two of my troopers.  Assuming he doesn't cut me in half.
Title: Re: Prison Break, part II
Post by: Collan on March 18, 2014, 03:14:24 PM
Well...hopefully my shot hits and does some real damage...
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 18, 2014, 03:19:54 PM
Heh . . . well, I had 17 CP at the start of this adventure, and now I'm down to 11 CP.  I wonder if I can ask Craig for an IOU by the time this mission is done . . .  ;D
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 06:48:11 AM
Damn, this guy is a machine.  He's either very strong, has very good armor, both, or is getting awesome rolls to resist damage.

Craig, I'm assuming by your description Trax burned both cps on the persuasion roll?  Just want to update my sheet.
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 07:11:41 AM
Yes, 2 CP. And barely made it.

I wrote persuasion, but Command is a Perception skill.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 07:18:23 AM
Yeah, it dawned on me late last night that with the multi action penalties and Trax's huge perception score I wouldn't be getting as many dice for the roll as I thought even with the cps.  Very happy it was successful, very scared that after all that the bugger is only wounded...
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 07:56:32 AM
Who the hell IS this guy?  IG-88?
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 08:02:34 AM
The coordination only got you a bonus 1D on the damage roll.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 08:08:03 AM
Which would make the damage 6D+1 for the modified heavy blaster or 6D for the regular heavy blaster pistol, depending on which shot got the damage bonus.

Trax really needs to get himself a power suit with an eweb attached to it. :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 08:11:36 AM
Actually, since you shot simultaneously, I gave you the damage bonus to both shots.

I probably just made you feel worse...
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 08:37:03 AM
Oh, Je-eeeex . . . we have a guy here that says you're second-rate with a vibroblade . . .  >:D
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 09:03:38 AM
Actually, since you shot simultaneously, I gave you the damage bonus to both shots.

I probably just made you feel worse...

I definitely don't feel any better. :)

Oh, Je-eeeex . . . we have a guy here that says you're second-rate with a vibroblade . . .  >:D

Yeah, I'm thinking this guy would give Jex a run for his money, which as is readily apparent, means we're in very big trouble.

The only thing I've got that can do more damage than my pistol is a melee attack if I burn my last FP.  But, my attack will be much lower (base is 6D+1 vs 8D+2), and I'll have a -1D for the move to close, he'll likely get an attack on me first, and, he'll be parrying a brawling attack with a melee weapon which puts the odds even less in my favor.  But, if I hit, I'll do 6D+4 damage.

I'm a little unsure on the exact rules, but I know if you get as many stuns as you have D in strength you get knocked out.  This guy was stunned twice before the last round and is now wounded.  Which I think means even if we can stun him once, maybe twice, more he'll be down for the count.

My other option is to lay into him with some rapid blaster fire (aka burn the FP) and hope one or more of the hits does the trick.  I could use the added D to do another round of coordinated fire to bump the damage up for the first round of shots.

Collan should probably focus back on the panel and see if he can get the doors closed and auto defenses on line.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 10:41:40 AM
Sorry for any hold up.  Still trying to decide what the best course of action would be.

Currently leaning towards another round of combined fire but with an FP this time.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 11:00:03 AM
Actually, since you shot simultaneously, I gave you the damage bonus to both shots.

I probably just made you feel worse...

I definitely don't feel any better. :)

Oh, Je-eeeex . . . we have a guy here that says you're second-rate with a vibroblade . . .  >:D

Yeah, I'm thinking this guy would give Jex a run for his money, which as is readily apparent, means we're in very big trouble.

The only thing I've got that can do more damage than my pistol is a melee attack if I burn my last FP.  But, my attack will be much lower (base is 6D+1 vs 8D+2), and I'll have a -1D for the move to close, he'll likely get an attack on me first, and, he'll be parrying a brawling attack with a melee weapon which puts the odds even less in my favor.  But, if I hit, I'll do 6D+4 damage.

I'm a little unsure on the exact rules, but I know if you get as many stuns as you have D in strength you get knocked out.  This guy was stunned twice before the last round and is now wounded.  Which I think means even if we can stun him once, maybe twice, more he'll be down for the count.

My other option is to lay into him with some rapid blaster fire (aka burn the FP) and hope one or more of the hits does the trick.  I could use the added D to do another round of coordinated fire to bump the damage up for the first round of shots.

Collan should probably focus back on the panel and see if he can get the doors closed and auto defenses on line.


This is where Niil wishes he could set his blaster to overload and wedge it into the guard's visor . . .
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 11:01:13 AM
Sorry for any hold up.  Still trying to decide what the best course of action would be.

Currently leaning towards another round of combined fire but with an FP this time.

And gear it all against the one dude.  If that force pike comes back on line, we're all torqued.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 11:15:00 AM
This is where Niil wishes he could set his blaster to overload and wedge it into the guard's visor . . .

Craig would probably let you try, but if he parries your attack with that pike you might end up losing your hand.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 11:34:29 AM
How good are you with the vibroblade?  Maybe have the Kothe guy you loaned it to toss it to you?
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 11:44:21 AM
You'd probably be better off letting the Kothe loose on the Imperial Guard.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 11:47:18 AM
Craig is right.  With a force point, I may be an even match for the imperial.  But that's a very big maybe.  And once again, I'd have to close first (-1D to the hit) and then he would definitely get an attack on me before I could try to hit him.

I ran the numbers, I can't do a hail of blaster fire and coordinate the others.  Best I could do is 2 shots and even then I'm 50/50 to make it work so I'm going with hail of blaster fire.  He's got 2 stuns and a wound already so if 2 or 3 shots even just stun him he should be out cold, assuming he's human.

Here's hoping my blasters don't blow up in my hands...
Title: Re: Prison Break, part II
Post by: Collan on March 19, 2014, 11:53:38 AM
I assume getting the automated defenses going would be a mechanical roll...mine is 3D, so what's the difficulty on that...
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 11:57:37 AM
Hey, where's the second Kothe with Trax's vibroknife?  Or did we only get 1 Kothe?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 12:19:38 PM
Hey, where's the second Kothe with Trax's vibroknife?  Or did we only get 1 Kothe?

Did you give vibro-blades to two Kothe?  We only have one with us, and he's got one your vibroblade.  And unfortunately I placed him with the team farthest away from Mr. Force Lance.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 12:22:37 PM
I thought there was 2 kothe with us so when we first dropped down into the ship he offered the vibroblade to one and knife to the other.  But if there's only one that means Trax still has the knife, which might come in very handy very shortly.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 12:23:56 PM
Oh, that would be just ducky.  I'm the only one left within slapping distance of this dude right now.
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 12:50:55 PM
It's more tech - security / computer stuff.

My mistake, there was only one Kothe with you.
Title: Re: Prison Break, part II
Post by: Collan on March 19, 2014, 02:36:59 PM
What kind if difficulty am I looking at here?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 02:44:09 PM
What kind if difficulty am I looking at here?


Hee heee . . . try to hack it and find out . . .  >:D
Title: Re: Prison Break, part II
Post by: GM Craig on March 19, 2014, 03:11:33 PM
What kind if difficulty am I looking at here?

You're not really experienced enough to judge, but probably somewhere north of 10. You're not sure how far north.
Title: Re: Prison Break, part II
Post by: Trax on March 19, 2014, 04:00:26 PM
Corey, you can keep shooting if you want, but locking this place down, or getting the automated defenses up would be more beneficial.  Assuming Trax and Niil take the imperial guard down there's still 6 troopers to deal with and I have a scary feeling Trax is going to be down at least one pistol after this next round regardless of how it turns out.  If the imperial doesn't go down, it'll be even more important to get the room at least locked down.

And what exactly was it that drew Collan's attention to the panel to begin with anyway?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 19, 2014, 05:05:57 PM
I have a scary feeling Trax is going to be down at least one pistol after this next round regardless of how it turns out.

Niil has 2 heavy blaster pistols if ya need an extra one.

And to think that Niil left his AP blaster rifle back on Karvis.  Rrrrgh.
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 07:35:08 AM
Collan felt increasingly frustrated by his inabilty to actually help. His blaster was fairly ineffective against the royal guard armor....
Believe me, Collan's not the only one who's frustrated by this guy. :)


Niil has 2 heavy blaster pistols if ya need an extra one.

And to think that Niil left his AP blaster rifle back on Karvis.  Rrrrgh.
With Niil as wounded as he is it might be a good idea for Trax to take both if he needs them.

And yeah, Trax has an assault rifle he left back at base that does 6D damage too.  He's not as accurate with it but either this guy just isn't dodging, or is dodge isn't as insane as his ability with the pike.  I'm thinking he's in the 9D range with that thing.

Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 08:52:55 AM
Sweet shot Darren!

Does this mean Trax still has his FP?
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 09:00:58 AM
Yes, Trax never spent it because all targets were down.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 09:01:05 AM
I HAVE to stop reading the OOC stuff first.  People around me wondered why I yelled out "WOO-HOOO!"
Title: Re: Prison Break, part II
Post by: Collan on March 20, 2014, 09:19:05 AM
So many FPs and CPs burned though we survived...for now.

How's Geneva doing?
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 09:24:20 AM
Still working the bomb.

She's counting down past 25.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 09:26:10 AM
Can any of us assist here and give her a bonus?  I don't have my character sheet handy, but I think Niil's Demolitions skill is between 3D and 4D.

Trax, do you have Demo skill?
Title: Re: Prison Break, part II
Post by: Collan on March 20, 2014, 09:31:45 AM
Yeah...have those troopers help her. Collan is trying to save the lives of the prisoners...
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 09:33:06 AM
Trax has a mighty 2D in technical.
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 09:45:58 AM
Yeah...have those troopers help her. Collan is trying to save the lives of the prisoners...

Except the prisoner manifest says there are no prisoners.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 10:23:35 AM
Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 10:24:10 AM
Craig, do you know what my Demolitions skill is?   :-[
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 12:02:15 PM
I'm guessing Geneva's been poisoned?  And I'm also guessing the difficulty to stop it is going to be pretty high?  If it's anything higher than moderate (which in that case use cps if required), Trax will use his last force point on the roll.
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 12:19:27 PM
Yeah...have those troopers help her. Collan is trying to save the lives of the prisoners...

Except the prisoner manifest says there are no prisoners.

Wouldn't it be something if the only prisoner on the entire ship was this one jedi.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 12:26:04 PM
I wouldn't put it past them.

But just imagine what type of teacher he or she could be.  Assuming he/she isn't binky-bonker nuts.



Craig, assuming we can get our badly wounded and Geneva stabilized enough to move - how long do I figure it could take to get them evac'ed from here to the shuttle?
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 12:27:26 PM
15 minutes? You have a bit of a hike through the crawlspace.

And to clarify, the prisoner manifest in this particular bay lists no prisoners.

The other bays, which are being handled by KDF regulars, have prisoners.
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 12:27:57 PM
Also, for the moment Collan is the only one who knows the manifest for this bay is empty.
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 12:30:01 PM
15 minutes? You have a bit of a hike through the crawlspace.

And to clarify, the prisoner manifest in this particular bay lists no prisoners.

The other bays, which are being handled by KDF regulars, have prisoners.

It was just an amusing thought on my part that this entire massive ship could be dedicated to just transporting one man. :)
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 12:31:21 PM
I edited my IC post to include an OOC note to use the FP on the first aid roll.
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 01:28:43 PM
Good thing Niil was able to take down that imperial and Collan was able to get the doors closed.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 01:38:14 PM
Good thing Niil was able to take down that imperial and Collan was able to get the doors closed.

Good thing for me on a selfish note.  I have a feeling that the Imperial Guard would've gone Conan the Barbarian on my Alderaanian butt, even if his force lance wasn't on . . .
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 01:44:18 PM
Do we know the name of the person in command for the cleanup crew already on board (ie. the one Jex told not to engage the enemy but to bottle them up)?
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 01:55:12 PM
Should we be checking the imperials for some sort of access card or something?
Title: Re: Prison Break, part II
Post by: Collan on March 20, 2014, 01:58:12 PM
That and we should steal their armor and weapons. Think of the havok we could cause...
Title: Re: Prison Break, part II
Post by: GM Craig on March 20, 2014, 02:02:55 PM
Do we know the name of the person in command for the cleanup crew already on board (ie. the one Jex told not to engage the enemy but to bottle them up)?

I have it around somewhere, but you guys are cut off at the moment. Comlinks are not functioning.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 20, 2014, 02:05:18 PM
That and we should steal their armor and weapons. Think of the havok we could cause...


Oooooooooo . . . me likeee!  Mention this I.C. as we seem to be too dense to grasp this . . .  ;D
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 02:08:20 PM
Okay, so first thing we need to do, search the bodies for some type of security stick/card.  Then Collan needs to turn off the auto defenses and unlock the doors.  And just to be on the safe side, take up positions at both doors before they open.

Next step once we find the cell is either comms or bring up the life support levels.
Title: Re: Prison Break, part II
Post by: Trax on March 20, 2014, 02:11:52 PM
You know, if there's a jedi on board, maybe our pike wielding friend is holding on to his lightsaber?
Title: Re: Prison Break, part II
Post by: Trax on March 21, 2014, 08:55:59 AM
OOC:  Sorry, I was trying to suggest that although I do technically have rank, I wasn't trying to use it as a hammer here.  That's why I gave Trax and Collan the choice.

99.99% of the time Trax will defy anyone that claims/pulls rank on him unless he agrees with the decision/action.  But he'll typically show/verbalize it more when it comes from Jex or Niil.  He gets a kick out of giving them a hard time, even more now that they're officially part of the machine. :)

But in this case, he's pretty sure the woman would try to get there on her own.  And that typically very quiet little voice way in the back of his head seems to have gotten a lot louder recently and is forcing him to do the 'right' thing.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 21, 2014, 10:49:39 AM
OOC:  Sorry, I was trying to suggest that although I do technically have rank, I wasn't trying to use it as a hammer here.  That's why I gave Trax and Collan the choice.

99.99% of the time Trax will defy anyone that claims/pulls rank on him unless he agrees with the decision/action.  But he'll typically show/verbalize it more when it comes from Jex or Niil.  He gets a kick out of giving them a hard time, even more now that they're officially part of the machine. :)

But in this case, he's pretty sure the woman would try to get there on her own.  And that typically very quiet little voice way in the back of his head seems to have gotten a lot louder recently and is forcing him to do the 'right' thing.

The "right thing"?  That's scarier than Darth Vader in Spandex doing aerobics to Michael Sembello's Maniac
Title: Re: Prison Break, part II
Post by: Trax on March 21, 2014, 02:00:21 PM
What exactly is a force lance?  And do we have a clear line of fire at the figure?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 21, 2014, 02:08:55 PM
A Force lance is basically a vibroblade combined with a nasty shock prod.
Title: Re: Prison Break, part II
Post by: GM Craig on March 21, 2014, 02:10:27 PM
No, he's above you, protected by the metal mesh floor. You might do some damage shooting through it, but it'll loose a lot of "oomph" burning through the steel.

And sorry, I meant force pike, not force lance. Force pike is what the big red dude was swinging with reckless abandon in your last fight.

And Darren's definition is correct. Pole vibroblade with a shock prod on the other end.
Title: Re: Prison Break, part II
Post by: Trax on March 21, 2014, 02:13:10 PM
No, he's above you, protected by the metal mesh floor. You might do some damage shooting through it, but it'll loose a lot of "oomph" burning through the steel.
I assume the same would be true if we tried to stab him from below with the vibroblade?
Title: Re: Prison Break, part II
Post by: GM Craig on March 21, 2014, 02:32:25 PM
The next floor is about 5m above you, so it would be a but if a jump, but yes - the floor would hamper attempts to attack him directly.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 21, 2014, 02:39:08 PM
Basically we have to go sneaky-quiety as best we can up the stairs.

Or have all three of us take a few rounds to line up some nice, sweet shots on this guy's helmet.  Of course we were told that time was of the essence . . .
Title: Re: Prison Break, part II
Post by: GM Craig on March 21, 2014, 02:50:54 PM
You were also told there were 5 of them.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 21, 2014, 02:55:35 PM
Yeah, oy. 

Silent rush and gang-up tactics, then.  Unless we have any grenades left?
Title: Re: Prison Break, part II
Post by: GM Craig on March 21, 2014, 02:57:07 PM
Collan has 2, Trax has 2, you have 1.
Title: Re: Prison Break, part II
Post by: Collan on March 21, 2014, 03:05:03 PM
Sneak to get close...grenades to on each if we can get in range. I have to imagine they're spread out to cover a firing arc.
Title: Re: Prison Break, part II
Post by: Trax on March 21, 2014, 03:59:15 PM
Sneaking up is not going to be easy and I'm not exactly a fan of getting close but I guess it's our best bet. And we should focus on one at a time, even if it comes to the point where we can engage a number if them.

What really terrified me is if these guys have force points.
Title: Re: Prison Break, part II
Post by: GM Craig on March 24, 2014, 08:30:56 AM
Map for you guys. Arrows point up. The stairs on the left come up from below, the stairs on the right go to the next level.

Bad guys behind each pillar.

Black space is a five-deck drop.

Feel free to edit your actions based on the map. You will enter the floor from the stairway on the left.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 08:53:27 AM
5 of them; 3 of us. We should take down the three closest to us with stun grenades...or try to. Then we can gang up on the other two.
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 09:36:01 AM
If Trax is going to have any hope of hitting with the vibroblade he's going to need to sneak up to his target.  He'll only be rolling 4D, max 6D with cps, and I'm guessing these guys would have no problem parrying that attack.  And if we alert all 5 to our presence and they decide to deal with us I think we're screwed.
Title: Re: Prison Break, part II
Post by: GM Craig on March 24, 2014, 10:07:27 AM
Why is Trax using a vibroblade? Heavy Blaster Pistol is his best attack skill.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 10:09:16 AM
Yeah...I don't think we should go to hand to hand with these guys. I'd prefer to handle them at mid-range.
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 10:12:12 AM
Why is Trax using a vibroblade? Heavy Blaster Pistol is his best attack skill.
The thought behind it was that part of the reason the last guy was so hard to bring down was the blasters just weren't doing enough damage.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 10:21:15 AM
Well...we could always take a moment if our sneak is good to aim...
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 11:40:03 AM
That won't help the damage roll though.

But the more we discuss this and the more I think about it the more nervous I get about going into melee with one of these guys.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 11:46:33 AM
Stun grenades should help...also they may not be wearing armor...
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 11:59:57 AM
I think only jedi have egos big enough to think they don't need to wear armor :)
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 12:07:51 PM
The other option is just to pour enough concentrated firepower into one target at a time (when possible) and bring their Dodge roll down to bupkus.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 12:09:09 PM
If Trax is going to have any hope of hitting with the vibroblade he's going to need to sneak up to his target.  He'll only be rolling 4D, max 6D with cps, and I'm guessing these guys would have no problem parrying that attack.  And if we alert all 5 to our presence and they decide to deal with us I think we're screwed.

4D?  Oops!  I thought you and Jex were both vibroblade gods.  Okay, that changes things.  Blasters it is.
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 12:13:59 PM
I've edited my previous IC post to draw both blasters before we move.  I guess once we have a clear line of fire we let him have it?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 12:19:10 PM
Works for me.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 12:23:48 PM
So...

1. Sneak
2. Stun grenades
3. Blast em!
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 12:28:46 PM
Trax will take his standard 2 shots so no grenade from him, but one of us should throw one.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 12:31:23 PM
Me? I'm 3D on grenades, but 5D on blaster pistols...
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 12:36:38 PM
I'm guessing Niil will be about the same.  All blasters then?
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 01:41:49 PM
Sounds good to me...and hope that 5D is sufficient?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 01:50:03 PM
I'm guessing Niil will be about the same.  All blasters then?

3D (or more?) on grenades, and 7D+2 on heavy blaster pistols.
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 01:58:34 PM
Wow, I didn't realize Niil's skill with a blaster was that high.  Very nice.

So I guess the plan is sneaky sneaky and then shooty shooty :)
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 02:30:21 PM
Sounds like a plan to me to me.

Do we want to double tap a single target each? If we're sneaky sneaky, that might work.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 02:32:30 PM
Wow, I didn't realize Niil's skill with a blaster was that high.  Very nice.

So I guess the plan is sneaky sneaky and then shooty shooty :)

He even has a lightsaber skill of 5D, which is frigging funny since he doesn't have any Force skills yet . . .
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 02:34:09 PM
How the hell did he manage that?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 02:56:10 PM
It was part of the character archetype that I used.  I pitched the idea to Craig that I'd like to play a Force-sensitive character that never got the chance to be taught the Force.  Basically I gave up the Force skills for extra CP to use in skills.   There was a reason that the Lightsaber skill was kept, but I can't recall.  I do believe that there's a Lightsaber skill, and a Lightrsaber Combat Force skill.  I could guess that Niil was shown the basics of handling one.
Title: Re: Prison Break, part II
Post by: GM Craig on March 24, 2014, 02:56:38 PM
I only prohibited purchasing pips in force skills.

In Niil's background, he was an apprentice to a Jedi and did some training with a practice sabre.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 03:10:23 PM
THAT'S what it was!  Practice sabers!  Ack, I couldn't find my character background anywhere and it was driving me batty trying to figure out why he had the Lightsaber skill.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 03:12:40 PM
Hey Craig...how much does it add to the difficulty to target a particular spot, like a weak point in armor?
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 03:16:09 PM
Sounds like a plan to me to me.

Do we want to double tap a single target each? If we're sneaky sneaky, that might work.

Trax usually double taps every target.  It's up to you if you want to as well.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 05:41:00 PM
If we can catch one or more of them unawares (ie. no Dodge roll), then I'd say take two shots.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 07:04:12 PM
Two shots at different targets or two shots at each target?  I was thinking a double tap for statistically purposes...at least 1 shot could end in a kill...
Title: Re: Prison Break, part II
Post by: Trax on March 24, 2014, 07:32:23 PM
For as long as it's possible we need to focus on one target at a time. Once there's more than one immediate threat then we need to decide if it's better to try to wound or stun as many as we can per round.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 24, 2014, 07:43:40 PM
Sure enough.  If we can get the drop on one, then we should each be able to take about 2 shots with a fairly good chance of hitting.
Title: Re: Prison Break, part II
Post by: Collan on March 24, 2014, 08:00:30 PM
Sounds like a plan to me.
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 05:14:57 AM
Hey Craig...how much does it add to the difficulty to target a particular spot, like a weak point in armour?

It's situation dependant, and story-dependant. Typical enemies do not have weak points, per se. But you might encounter an enemy in game that has a weak-point for story purposes. DC's in that case are story-dependant.
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 09:05:21 AM
Are you guys splitting up? or are you all going for the same target?

Starting from the top, they are numbers clock-wise one through 5.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 09:28:46 AM
I think we need to stick together, taking on one target at a time.  And I guess seeing as #5 is at the top of the stairs we'll start with him/her.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 10:48:18 AM
I'm good with that. And adjust our target to the next closest if the first goes down.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 11:47:51 AM
Is Guard 5 down for the count or just merely wounded?
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 11:49:32 AM
What's the distance between us and the other bodyguards?

And +2D to Dex skills, freakin' awesome!

Our forecast for today shows a high probability of a plasma bolt storm not seen in this quadrant ever before ;D

Is Guard 5 down for the count or just merely wounded?

Wounded x2 just means he's -2D to all rolls but still very much in the game.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 11:58:30 AM
I didn't realize Niil was still wounded twice.  Damn, we should have healed him before we left the control room.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 11:58:53 AM
I was just making sure...and crap!
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 12:01:46 PM
Updated map.
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 12:02:28 PM
What's the distance between us and the other bodyguards?

The distance from the top of the stairs to Guard #5 is about 5m.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 12:11:29 PM
So about 30m to guards 1 & 4 and 45 to 2 & 3.  And remember what the old woman said everyone, no attacking the dark jedi until the guards were all down.

Darren, Corey, with our +2D to hit and the guard's -2D to dodge do you think you'd both be willing to lay into him something fierce?  I know it'll come down to damage rolls but I'm wondering if Trax should move to watch the old man's back.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 12:13:56 PM
I'm ahead of you. I've got two shots at guard 5. A third would put me at 4D
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 25, 2014, 12:17:40 PM
So here's the question:

Niil has a heavy blaster skill of 7D+2.

He's double wounded, so that should be -2D

He's getting a bonus of +2D to all DEX-based skills, so that should cancel out the wound penalty

Now, if I burned a Force Point, would my "to hit" rolls be as follows:

1 shot:  7D+2 (x2 with Force Point)
2 shots:  6D+2 (x2 with Force point)
etc. etc.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 12:36:45 PM
Not exactly.

With a FP, you double the D and then subtract multi action penalties.

So without an FP, 1 shot would be 7D+2, 2 would be 6D+2, etc, but with an FP, 1 shot would be 14D+4, 2 shots would be 13D+4 etc.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 25, 2014, 12:47:30 PM
Oh . . .

Holy doodles, that's good . . .

Okay, IC post coming in a bit.
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 12:52:11 PM
FP's are applied before wounds, MAP's, etc.

Correcting a little:

With a Force point, Niil would have 15D+1 (2x [7d+2] = 14D+4 = 15D+1) to play with on Blaster.

-2D wound, +2d bonus from old lady, -1D for an extra shot, you'd have 14D+1 on each roll if you took two shots.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 12:55:51 PM
I didn't realize that even with FPs anything above +3 turns into a new die.  Even better!

Thinking of Trax's blaster rolls with FPs just makes me feel extra warm and fuzzy now :)
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 01:00:02 PM
Hah! Craig...I apparently owed you lots of D from SWC. I always treated the pips separately from the full Die.
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 01:05:13 PM
Hah! Craig...I apparently owed you lots of D from SWC. I always treated the pips separately from the full Die.

Bastard! ;)
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 01:10:37 PM
Meh...Dalinar lived though didn't he? ;) well...at leadt up to the blanket PC kill that justin did when everyone left. :)
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 01:53:07 PM
I'm just waiting to see what Darren does.  I'm seriously considering spending 4 cp to take 2 shots at each of the other guards as they close with the old man (Trax and I refuse to refer to him by name.  I think the bounty on Jeremy's head was upwards of 25K so he cost us a lot of credits :) ).

That would however go against my 'stick to one at a time until he drops' that I was preaching about earlier.  But if Trax at least stun's each of them that buys us another round before they can attack him.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 02:13:34 PM
We've gt an extra FP right?

I'm wondering if it'd be worth to use it and take two shots at guard 5 and three shots at guard one.

The FP would put me at 10D, 12D with the extra dice, so five shots would take me down to 8D?

If i stun or take down a guard, then move onto a new target...
Title: Re: Prison Break, part II
Post by: GM Craig on March 25, 2014, 02:22:46 PM
... the old man (Trax and I refuse to refer to him by name.  I think the bounty on Jeremy's head was upwards of 25K so he cost us a lot of credits :) ).

Imagine the bounty you would earn if you turned in a Jedi to the Imperials... bounty hunters you have known have retired wealthy men on such a bounty.
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 02:30:20 PM
Imagine the bounty you would earn if you turned in a Jedi to the Imperials... bounty hunters you have known have retired wealthy men on such a bounty.

I never thought of that... >:D

We've gt an extra FP right?

I'm wondering if it'd be worth to use it and take two shots at guard 5 and three shots at guard one.

The FP would put me at 10D, 12D with the extra dice, so five shots would take me down to 8D?

If i stun or take down a guard, then move onto a new target...

Five shots would put you at 8D each.  Are you going to revise your IC post?

OOC:  Use the Force point and take three shots each at guards # 2, 3 and 4.  The way I understand the multiple action and Force point rule, that should give me 7D6+1 for each shot taken.

Very interesting.  That does change things a lot.  Especially if Corey goes all FP crazy as well.  Trax might get to use his to...
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 02:51:38 PM
I changed mine...
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 25, 2014, 03:18:07 PM
One of us might want to think of holding back a FP.  Just in case the nasty Jedi gets P.O.'ed at us.
Title: Re: Prison Break, part II
Post by: Collan on March 25, 2014, 03:19:43 PM
I still have one left.

I had three coming in.

I used one to try and help out.

One when I tried to save Niil's butt...

Then we got the temp FP and temp CPs.

 
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 25, 2014, 03:22:43 PM
I had no FPs to start and 16 CPs . . .
Title: Re: Prison Break, part II
Post by: Trax on March 25, 2014, 03:29:54 PM
And Trax still has the temporary FP which he may, or may not, put to good use :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 26, 2014, 10:07:38 AM
PM sent to Darren.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 11:44:39 AM
Not that I'm complaining but what the hell?  Were the damage vs resistance rolls that much in our favor compared to the last guy??

And Niil just had to take a shot at the guy didn't he...
Title: Re: Prison Break, part II
Post by: GM Craig on March 26, 2014, 11:50:49 AM
Darren ran out of targets and still had one shot left. :)

And the dice were in your favour this time, is all. They are (and have always been) resisting with 4D. Most of you are rolling 5D damage.

I use http://dicelog.com/dice for my dice rolling.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 12:01:57 PM
Well it was a very good time for them to be that much in our favor.

I think Trax might have to take a step away from Niil, point at him, and say "He did it." :)
Title: Re: Prison Break, part II
Post by: Collan on March 26, 2014, 12:12:06 PM
So who has the best blaster or bkaster pistol skill?
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 26, 2014, 12:17:11 PM
I have 7D+2.  With that Force point, my ninth shot was 7D+1.

Regardless, a well-trained Jedi is freakin' nasty if he's aware that you're trying to take a potshot at him.  If the guards were all down before I used my Force point, I would've used the Force point to take two shots at the bad Jedi at 14D6+1 each.  I probably would've gotten him then.

Now I might be turned into kibble . . .  :P
Title: Re: Prison Break, part II
Post by: Collan on March 26, 2014, 12:19:46 PM
Yeah, but Leadership to create a combined shot will help.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 12:22:01 PM
Without any bonuses, Trax is 7D for any blaster he picks up and 8D+2 with his pistols.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 01:36:10 PM
If the pikes do get hurled at us, are we talking difficult, or very difficult to shoot them out of the air?  I'm guessing very difficult.

I'm still not exactly what my IC actions will be yet, or more to the point, reactions.  Trax isn't looking to provoke him anymore than Niil already has but is fully ready to defend himself.
Title: Re: Prison Break, part II
Post by: GM Craig on March 26, 2014, 01:40:35 PM
To shoot them out of the air it will be a  competing skill roll against his Alter and your blaster damage, presuming you hit (which is likely).
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 02:11:37 PM
I'll apologize in advance, my brain is having difficulties and I'm drawing a total blank (sadly not the first time today).

In regards to multiple rolls (with one skill if it matters) and cps, do cps get applied to the skill before any rolls, or applied to the individual rolls?
Title: Re: Prison Break, part II
Post by: GM Craig on March 26, 2014, 02:17:58 PM
Not sure I follow the question.

CP's apply to a single roll. if you want to shoot three times, and add 1Cp to the shots, it would cost you 3 Cp total.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 02:24:30 PM
The question may have been difficult to follow but you provided the answer. :)

I'll mull things over on the drive home and add actions to my IC post tonight.
Title: Re: Prison Break, part II
Post by: Collan on March 26, 2014, 03:13:29 PM
Craig...correct me if I'm wrong, but each force pike thrown at us also counts as an action.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 26, 2014, 03:22:29 PM
Who said anything about Force pikes being thrown at us?

Get it right, people.  He's gonna use the pillars as baseball bats.
Title: Re: Prison Break, part II
Post by: Collan on March 26, 2014, 03:24:07 PM
WEll...let's drop one on him!
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 26, 2014, 03:25:19 PM
Hey . . . has Niil ever heard about a Jedi being able to deflect stun bolts?
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 03:27:54 PM
[ooc: anything up high that looks like a few well placed blaster shots could shake it free and drop it on the DJ?]

Yeah, let's piss off the force user even more...

Would it be an evil action if Trax stood buy and watched Collan and Niil get skewered? :)
Title: Re: Prison Break, part II
Post by: Collan on March 26, 2014, 03:35:56 PM
Well...each object he uses telekinesis on is a roll...or at least that's how Craig GM'ed me in another game...and how I GM'ed...unless it was something simply like dust.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 03:46:34 PM
I know, but the way Trax sees it their job is done.  The old woman wanted them to even the odds, they've done that.  Now it's time to let them hash it out.  If the old man dies, Trax will unload on the dark jedi, if he attacks us.  Collan would know that Trax is, for the most part, amoral.  Most things he does, that on the surface appear to be good and right, are done mostly because it benefits him in one way or another.

That doesn't mean he doesn't fall off the wagon every once in a while, like saving a young girl that attacked him first.  But hey, no one's perfect. :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 26, 2014, 04:47:30 PM
Who said anything about Force pikes being thrown at us?

Get it right, people.  He's gonna use the pillars as baseball bats.

Not sure where you guys got the throwing force pikes. :) But yes, each object thrown with telekinesis counts as an action.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 26, 2014, 05:15:01 PM
So Niil's seen this dude deflect blaster bolts.  Has he heard about Jedi being able to deflect stun bolts?
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 05:20:15 PM
Darren/Niil said we should grab a pike because they can deflect a lightsaber.  I said that there was only 1 pike close enough to grab but there was a possibility that the other 4 might be about to get very close to us.  But that's one of many possibilities, he could attack us directly, try to force push us over the edge or use force lightening on us.

It's what makes it hard to decide what to do for this next round, there are a lot of possibilities.  But thinking about it, Trax has only seen a jedi throw a lightsaber, and now he's seen one manipulate the floor controls and deflect blaster bolts.  So I guess really all I can prepare for is a flying object, or direct attack.  Unless he goes on the offensive, which he doesn't want to do.
Title: Re: Prison Break, part II
Post by: Trax on March 26, 2014, 05:24:07 PM
I've edit my OOC actions in the IC thread to include the following;

Trax will ready 2 shots for anything that gets thrown at us.  Use cps as required.  And use any cps necessary to resist any damage.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 26, 2014, 09:03:44 PM
Do either of you have a slug-thrower or dart gun handy?  The bad guy might be able to intercept them with his lightsaber, but they couldn't reflect back on us (they'd just melt).
Title: Re: Prison Break, part II
Post by: Collan on March 27, 2014, 04:19:11 AM
Do either of you have a slug-thrower or dart gun handy?  The bad guy might be able to intercept them with his lightsaber, but they couldn't reflect back on us (they'd just melt).

What we need is a shotgun. Hehe...
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 06:19:03 AM
Closest thing to a slug thrower Trax has is if he throws Niil  ;D
Title: Re: Prison Break, part II
Post by: Collan on March 27, 2014, 07:00:13 AM
So yeah...our best bet dealing with this guy is to use coordinated fire on the To-Hit roll. The basic idea is to cause a distraction so Ch'lana can fight., preferably using a FP to boost the roll up high. Unless we see something that will break apart.

Less optimally, is for us to throw all our stun grenades, but he could toss at least one towards us or Ch'lana
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 07:24:05 AM
So that would be a no on letting the two jedi hash it out themselves?

Do either of you have the Command skill, or a Perception of greater than 3D?  I think the difficulty is 15.

And not to brag (okay maybe just a little), but with the extra 2D from the old woman Trax's heavy blaster skill is at 10D+2.  Throw in the temporary cps and that can go up fairly significantly.  Throw in the temporary force point and it's a terrifying 19D+1.  Convincing him to attack the dark jedi directly is our best bet.  And not that I'm giving you any ideas, but pretty much the only way to get him involved now is if he's attacked by the dark jedi, or the dark jedi attacks Niil or Collan.  Trax is many bad things, but he's also very loyal and will go to great lengths to protect his friends and allies.
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 09:08:06 AM
Well that was just downright rude.  I'm guessing by the description he used a dark force point that round.

How many cps did Trax burn to resist the damage?
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 09:21:42 AM
So that would be a no on letting the two jedi hash it out themselves?

That boat may have sailed when Niil took a couple of pot shots at him. >:D
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 09:23:32 AM
Well that was just downright rude.  I'm guessing by the description he used a dark force point that round.

How many cps did Trax burn to resist the damage?

Dark jedi do not have force points. But they can "Call on the Dark Side" which is functionally similar.

And no CP's to resist - you got a good roll, he got a bad one. Your armour is pretty scarred up though.
Title: Re: Prison Break, part II
Post by: Collan on March 27, 2014, 10:23:16 AM
At this point, we need to use Force Points...

It gets harder every time he does that. Next time, it's a moderate Control roll to call on the Dark Side.

At a minimum, he's got running right now:

Control.
Sense: -1D
Reactive Parry:
Saber Attack: -1D

So he at least at -2D. He was able to block at 7D shot so that means he probably got good Lightsaber skills, probably in the 5D-6D range and decent Control, also in the 5D-6D range. That means he'll roll 3D for the next Call on the Dark side, so it's 50-50 that he can do that again.

My best guess is that he's rolling 10D with multiaction penalties...that means we are likely to hit with an FP.

Correction: Control, Sense, and Alter of 6D each.
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 10:45:39 AM
The round that he parried Niil's shots I think (other than having force skills up) those were his only actions.  And he doesn't have to have that many D in the skill, even if he ended up being the same as Niil's shots, or even 1 lower, all it takes is a combination of the right high and low rolls.  Craig said the imperial we faced in the control room was rolling 4D to resist damage, Trax's pistols do 5D and 5D+1 and yet the guy was shaking most of them off.

This round, unless he does the dark side thing again, on top of having the force skills up, he'll have his attack(s), parries vs the old man and a dodge/parry or two from Trax.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 27, 2014, 10:58:33 AM
I'm gonna try a third time here:

Has Niil ever heard about Jedi being able to deflect stun bolts with lightsabers?
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 11:07:03 AM
Stun bolts are the same as blaster bolts, just with ion energy. They can be deflected.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 27, 2014, 11:45:35 AM
Stun bolts are the same as blaster bolts, just with ion energy. They can be deflected.

Oh crud.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 27, 2014, 12:59:31 PM
What if we coordinated with Ch'lana?  Fire a blaster bolt at him so he can deflect it with his lightsaber into the dark Jedi!  Yeah!

 . . . Hey . . .  >:D
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 01:03:32 PM
As cool as the visual would be, I'd rather he focus all his energy (aka not take the extra multi action penalty) on his attack(s).
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 02:40:05 PM
Trax now owns a black-hilt lightsabre with a red blade.

Lightsaber
Type: Melee weapon
Scale: Character
Skill: Lightsaber (Dex)
Cost: Unavailable for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: If an attacking character misses the difficulty number by more than 10 points (the base difficulty; not their opponent?s parry total), the character has injured himself with the lightsaber. Apply normal damage to the character wielding the lightsaber.
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 03:26:48 PM
Does Trax get the impression that the old man's warning about activating it was more in the dangers of handling/wielding it, or was there something more to it?

Can someone who's not force sensitive use a lightsaber?

And what are the stats on his shiny new force pikes?  All sorts of new toys!  Although seeing as he only dropped 2 of the guards, he'll only be adamant about keeping 2 of them.
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 04:00:51 PM
Anyone can pick up a lightsabre and use it. Note the difficulty class, and the rule about missing by 10.

Force Pike
Model: Czerka Force Pike
Type: Personal force pike
Scale: Character
Skill: Melee combat: force pike
Cost: 1,000 (standard)
Availability: 2
Difficulty: Moderate
Damage: STR+3D

These pikes have been enhanced with cortosis-alloy blades and shafts, and are able to withstand blows from lightsabres. Note that makes the specific ones you have Availability 4,X. Possession of these force pikes is illegal.
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 04:26:02 PM
Is it obvious that they're enhanced?

I was thinking of starting to take some melee skills with the vibroknife, but this looks like it could be more fun :)
Title: Re: Prison Break, part II
Post by: GM Craig on March 27, 2014, 07:45:23 PM
yeah, it's obvious they are enhanced.

Also it's not a weapon you can sheathe. :)
Title: Re: Prison Break, part II
Post by: Trax on March 27, 2014, 07:50:09 PM
Yeah, I guess it's a little long.  Okay, vibroknife it will be.  Sadly I have more force pikes than I do vibroknives.  Any chance a knife (even a plain one) can be made out of a pike?  Now that would be something, a vibroknife that can deflect a lightsaber.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 27, 2014, 08:37:19 PM
Maybe a vibro-boxcutter?   :P
Title: Re: Prison Break, part II
Post by: Trax on March 28, 2014, 06:53:50 AM
For those really hard to open packages? :)

On an unrelated note, I think this has got to be one of the most intense missions to date.  There have been others that I didn't think we'd get out of, like the prison break, or when we were fleeing the imperials after blowing up the tie fighters, but this one I think has been the most pedal to the metal, fight to the death one yet.

I used 3 force points in 1 fight!  That's just insane.

Edit: Oh, and how could I not mention the treasure ship.  Now that one was one hell of a ride...
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 28, 2014, 07:28:09 AM
So there I was last night, thinking of the old saying "Enemy of my enemy is my friend."

Then I thought, "Ya know, just because some bad guys have a prisoner HEAVILY under guard (ie. Dark Jedi guards, Imperial guards, red-armored stormtroopers, large bomb meant for destroying the ship, environmentally-controlled cell guarded with ship-based weaponry) doesn't mean that the prisoner is one of the good guys."

Did anyone else have that little itch at the back of their skulls telling them that maybe this prisoner we freed should have stayed locked up?  That maybe she's REALLY, REALLY dangerous?

Just sayin'.
Title: Re: Prison Break, part II
Post by: Trax on March 28, 2014, 07:52:37 AM
If what you say is true, Trax and her are going to get along just fine. :)

I can see it now, Trax will become her 'bodyguard', and handle the day to day threats and intimidation tasks for her, but when he comes across those that just won't listen they'll get to meet "the boss", get wiped out as a message to others, their reputation will grow, Trax's more publicly, while she stays relatively shrouded in mystery.

Trax just found his dream job!
Title: Re: Prison Break, part II
Post by: GM Craig on March 28, 2014, 08:03:01 AM
Did anyone else have that little itch at the back of their skulls telling them that maybe this prisoner we freed should have stayed locked up?  That maybe she's REALLY, REALLY dangerous?

<puts on a black hooded cloak and rubs hands together>

Good, good. Let the paranoia flow through you.
Title: Re: Prison Break, part II
Post by: Collan on March 28, 2014, 08:15:55 AM
It's a good thing we're not playing Paranoia...

I have a feeling Craig would be really good at it.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 28, 2014, 08:57:49 AM
Did anyone else have that little itch at the back of their skulls telling them that maybe this prisoner we freed should have stayed locked up?  That maybe she's REALLY, REALLY dangerous?

<puts on a black hooded cloak and rubs hands together>

Good, good. Let the paranoia flow through you.


Oh, hell, thanks for that vision . . .
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 28, 2014, 08:58:31 AM
It's a good thing we're not playing Paranoia...

I have a feeling Craig would be really good at it.


Oooo, I remember that game.  I also remember investing heavily in a skill called Spurious Logic.
Title: Re: Prison Break, part II
Post by: Trax on March 28, 2014, 09:00:38 AM
I remember the game, but I never played it.
Title: Re: Prison Break, part II
Post by: Niil Spaar on March 28, 2014, 09:58:20 AM
So were we able to establish communications with the cleanup crew?
Title: Re: Prison Break, part II
Post by: Trax on March 28, 2014, 10:20:33 AM
OOC:  One sec here.  Didn't Trax just suggest that we try make it to the other strike team?

Yes, but the old man said they were encountering resistance and said we'd have to fight our way to them.  He seems quite certain we can get out through the crawlspace.
Title: Re: Prison Break, part II
Post by: GM Craig on March 28, 2014, 11:37:01 AM
So were we able to establish communications with the cleanup crew?

negative. Coms are still down between prison bays.
Title: Re: Prison Break, part II
Post by: Trax on March 28, 2014, 12:14:02 PM
Awe, Trax just made a friend :)

Trax will spend the bulk of his free time for the next few days making a nuisance of himself in the med bay (When the cps get handed out, I'll be looking to start a first aid specialization (human)).  He's got enough D in first aid that I'm half considering taking Medicine(A) so this will provide a take off point for that possible decision.

He also still needs to scare some sense into the girl for attacking him.  And he'll look after the little things Damaia needs during her recovery so the med team can focus on the more severely injured.

Title: Re: Prison Break, part II
Post by: Collan on March 28, 2014, 12:39:49 PM
I'm good to go as well.

Collan wants to talk to the two Jedi about his family...see if they know them...and see if he can get a handle on any of his lost memories as well as understand more about the Force.
Title: Re: Prison Break, part II
Post by: Trax on March 31, 2014, 01:23:06 PM
Are all the imperials that lived through the assault on the corvette now rebel prisoners, or were some of them dumped on the prison ship before we high tailed it out of there?
Title: Re: Prison Break, part II
Post by: Trax on April 14, 2014, 03:18:09 PM
Not sure why I thought of this now but I was wondering, when we were fighting the dark jedi, Collan noticed that even though Trax's hits weren't doing any damage they were affecting him.  Was he using a force skill to absorb the damage, or was he burning through cp's to make up the shortfall?
Title: Re: Prison Break, part II
Post by: GM Craig on April 14, 2014, 03:27:58 PM
He was using Absorb/Dissipate energy.