Edge of Darkness OOC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

You didn't need the extra Setback. At the moment there's no darkness because of the arc lights on overhead, so if you don't mind I'll politely ignore it.

As for the sensors and cameras that would require an Easy Computers check, though I would flip a Destiny point for it since you're rooting around in an unfamiliar computer for a specific function.

With the lights you can turn off specific sections. However the fight is degenerating rather rapidly into a scrappy brawl with the two sides mixed up all over the place. However the battle lines are sufficiently delineated that you could probably get away with killing the lights over the Imperials.

And yes my Crits are nasty. I knew getting a restraining order on my you for dice was a good idea.

As for the sensors and cameras that would require an Easy Computers check, though I would flip a Destiny point for it since you're rooting around in an unfamiliar computer for a specific function.

With the lights you can turn off specific sections. However the fight is degenerating rather rapidly into a scrappy brawl with the two sides mixed up all over the place. However the battle lines are sufficiently delineated that you could probably get away with killing the lights over the Imperials.

Add that to the fact I am hurrying and it makes for a bad combination.

In that case, I'll leave the lights decision to Titch, since that was his idea. I just want to make sure no one else is coming.

So, one Challenge Die, three Ability Die, and one Proficiency Die. I thought that Computer skill would come in handy for Geoff.

Turning on the Sensors in a hurry: 1eC+3eA+1eP 1 success, 3 advantage

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Woot! The three advantages, which might be helpful. May I use the advantages to gain access to more of the network? Or is that out of the question?

Two things:

  1. Could you post the roll in the IC thread with some narration? That's largely a discipline thing.
  2. The advantage can be used to get the long-range sensors working.

Two things:

  1. Could you post the roll in the IC thread with some narration? That's largely a discipline thing.

I posted this part in addition to the roll:

Turning on the system, Geoff lets out a sigh of relief as he starts going through the system. As his fingers go across the keyboard, Geoff activates the comlink again. "Breach team, this is Doc. I have the network on and I'm bringing up the sensors. I'll let you know if we have anymore party crashers."

Do you want me to add a bit more? I'm relatively unsure how much freedom you want me to have with this.

2. The advantage can be used to get the long-range sensors working.

Is that all three or just one? I would like to either get access to rest of the network or be able to pass a boost or two to CT. This way, once we deal with the Imperials and Zavvel, we can start salvage what can be saved and wiping the rest.

Edited by Sarone

All three advantage goes into activating the long-range scanners.

Okay, I know how this roll is going to play out. :unsure:

Other than Adversary 1 and 1 upgrade due to Zavvel being engaged, are there any other dice mods to another shot at the good Captain?

Yep, the darkness adds SSS to the roll.

So there may have been a "Yes!" from my house, IRL. :)

Does Rax also get SSS to shoot the Stormtroopers for the darkness, or just a S for their cover? And are they still at Medium range?

Kymrel, the Stormtroopers are at medium range and the Rebels at short range. The Stormtroopers aren't in darkness though, due to the selective lighting, so it's just S.

Roger, just wanted to be sure. With a choice between stormies and rebels, with Zavvel down, it's always going to be stormies!

The shots careen off into the ceiling, spent harmlessly on the aluminium roof.

That was a fortunate roll. For us, that is...!

No kidding. I'm starting to lose faith in Auto-fire.

2 advantages isn't always so easy to get. It is what makes Jury Rigging so effective (problematic?),

Definitely problematic :D

In all seriousness, I should probably be trying harder to kill you. I feel like if I'm too nice to you my GM license will be revoked and I'll have to attend sadism courses.

I haven't been scanning the current stats, but 3 PCs are damaged, 2 with critical hits. You are doing well enough with this fight.

2 enemies with LRBlasters, 1 1/4 minion Stormtroopers, and some AT/STs marching on our position; you have quite a spread of deadly options pointed our way. :P

You must have done at least the basic course, what with that crit on Rax and all...

Luck my friend, that is all.

You've got one enemy with an LRB, one minion group of three Rebels, two groups of Stormies (3/1) - and the entire Imperial task force coming for you.

Maybe I'm not so bad at this after all...

You'll get that sadism diploma in no time mate!

To be honest I tend to have a hard time balancing encounters in this system as a GM. The dice are just so random, both for the GM and the PCs. Sometimes they roll well and slaughter everybody, sometimes they can't hit anything and get mowed down.

Edited by Kymrel

What kind of check to carry or drag Zavvel? I'm thinking Athletics, but what difficulty?

CC how much extra strain?

Kymrel, you know the BS for CT and Rax, right? the reasoning for CT coming to aid?

Hell, I don't even know what the abbrevation BS stands for, in this case :)

back story in this case. lol :P

So, in that case, can't recall. I did read through the IC and OOC threads, but memory is what it is for a character I didn't create, or play :)

Could you point me in the right direction?

Dragging Zavvel is an Average check. With a Setback if you don't want to injure him (and thus anger him if he happens to wake up).

CT takes 1 extra strain (total 4 with the rockets).

And Rax and CT are hanging out because they share a heartwarming and only moderately plagiarized relationship between man and droid in the vein of Anakin and R2, Luke and R2, or in fact anyone and R2 (he's a pretty cool guy).