Edge of Darkness OOC

By ColonelCommissar, in Star Wars: Age of Rebellion RPG

First things first once we are onsite: Mechanics roll to evaluate the bridge.

Looking for any issues onsite that will either help or hinder us (or both).

Looking for any way to either not use as many charges or be able to cause a bit more damage. I sort of want to leave one pillar up in the middle of the debris to be a gesture to the Empire.

Also, if it will help to move things along, Geoff will be providing skilled assistance to CT for the demolitions work. That will give CT an extra Ability dice to represent Intel 4. With Oro providing unskilled assistance, that sets us at a Boost dice, as well.

I'll be in class for the next few hours. I'll come by and check on the campaign before grabbing some food.

Edited by Sarone

Just a thing. Bit late for this, but congratulations to Jaspor for posting the 500th post:

Oro carefully watches Toco as he makes his way down the path, holding his breath as the he briefly attracts the attention of a passing Stormtrooper. Once the Stormtrooper moves on, he takes extra care to follow in Toco's footsteps, but ducks under the tree branches.

Stealth Check: 3eA+2eB+1eD+1eC 1 success
a-s-a.pnga--.pnga-s.pngb-a.pngb-a.pngd-th-th.pngc-f-th.png

You get 1xp. Congratulations

Haha thanks!

When CT does the roll, there's skilled help from Geoff and unskilled from Oro. That should mean two Proficiency Die+ two Ability Die+1 Boost Die.

Go CT! You can do it!

When CT does the roll, there's skilled help from Geoff and unskilled from Oro. That should mean two Proficiency Die+ two Ability Die+1 Boost Die.

thats not including my dice is it?

ive never done a joint roll before, so i want to know who's giving what where and what characteristic/skill/thing it is that im usung.

Edited by TitchFender

Yep that's the right dice pool. Go for it!

Yep that's the right dice pool. Go for it!

so that is including my dice?

so that is including my dice?

You have Mechanics 2, Geoff has Int 4, when combined those give the dice pool

right. like i say, this is the first joint pool ive ever done.

Good going so far. That should be end of the round, which means that Rax needs to roll for stealth. Is Toco or Issan going to help with that? Or is it just observation and record?

Yes, now Rax rolls his stealth roll and then you guys roll out

Five ability, two difficulty, and one boost for darkness, right?

Yeah that's the one

Guys, I think we're gonna have company...

This is why I wanted you in the support group. Though, with the advantages, that means you and Toco might have some choice targets.

I AM with the support group. I'm just rolling stealth for the group by virtue of Colonel being nice and letting me fluff it as guiding you guys remotely.

Unfortunately, somewhere along the way I let Tear touch my dice. My virtual dice. Don't ask me how, I just know it! :P

Guys, I think we're gonna have company...

Don't be so sure young one. Every move I make is calculated. You think I'd throw enemies at you so easily?

Guys, I think we're gonna have company...

Don't be so sure young one. Every move I make is calculated. You think I'd throw enemies at you so easily?

Are you sure you want to know the answer to that?

Ok, plan is as follows, going off previous information and the reevaluation

Current Round: Move to farthest designated pillar. Set Charge #1.

Current +1: Move to next designated. Set Charge #2

Current +2: Move to next designated. Set Charge #3

Current +3: Move to next designated. Set Charge #4

Current +4: If we have not been discovered, move to next designated. Set Charge #5

I would like the first charge to be set to go after 10 rounds, with #2 at 9 rounds, #3 at 8, and #4 at 7. If we can get #5, I want that one to go three rounds after it is set.

This might cut it close, but it'll give a bit of a warning before the other four go off.

Good news, Rax: You only have to make the next four stealth checks. Unless you and Toco want to start shooting at the troopers after we get number 4 set.

Edited by Sarone

So you're setting it based on game time? Cool. Should I keep track of time then? The game's perception of time is a little fuzzy but we can let that slide I think.

So you're setting it based on game time? Cool. Should I keep track of time then? The game's perception of time is a little fuzzy but we can let that slide I think.

I'm using game time as a way to make sure we don't get distracted.

Unless you want to use actual time.

Even though it's a different system, D&D always suggested that a round is six (6) to ten (10) seconds. Plus, the first charge that we set should be good for about a minute. Unless CT wants to give us a bit more time (in which case, I whole heartedly support).

The plan is that one goes off at least twelve (12) seconds before the others. This way there's a bit of a "warning" and it might help us escape.

Or, if we get discovered, get more Imperials in the area. That could work to our advantage as well.

The max time I would recommend is twenty (20) rounds for the first charge. That would give the last charge ten (10) rounds before it blows, by my thinking and math.

Edited by Sarone

Ok then, but I would warn you I might start throwing out time penalties if you fail checks - or throwing things at you you never saw coming.

Ok then, but I would warn you I might start throwing out time penalties if you fail checks - or throwing things at you you never saw coming.

That's understandable. If anything, I would want Titch and Jaspor to give their input. CT is the one doing the rolling and Oro is the outlier/guard for the team.

What do you two think?

speaking as CT and my real self: i wunna get as many of those bucket heads as possible. so setting for the most time might be best in my opinion. also id like to get the 5th one on aswell, but on the 4th one, when it is successfully set up we tell rax to open fire. i would say, (sorry, whoever it is i have forgeotten!!!) that it may be a good idea for the other person with Rax to go to the other side of the bridge to pull agro from 2 positions instead of just the one. this not only splits up imperial shooting but like i say better pulls the agro. if we'd thought about that earlier, maybe we could have rigged up some guns to a frame of sorts, set them up in the building/brush/whatever, to make the imps think there were bloody loads of us! but dammit we didnt. what you all think?

speaking as CT and my real self: i wunna get as many of those bucket heads as possible. so setting for the most time might be best in my opinion. also id like to get the 5th one on aswell, but on the 4th one, when it is successfully set up we tell rax to open fire. i would say, (sorry, whoever it is i have forgeotten!!!) that it may be a good idea for the other person with Rax to go to the other side of the bridge to pull agro from 2 positions instead of just the one. this not only splits up imperial shooting but like i say better pulls the agro. if we'd thought about that earlier, maybe we could have rigged up some guns to a frame of sorts, set them up in the building/brush/whatever, to make the imps think there were bloody loads of us! but dammit we didnt. what you all think?

Have I told you that you play a vicious little droid?

In that case, we could always have either Rax or Toco take out emplacement weapons first, followed by big guns, then troopers. We could also have either Oro or Issan throw a grenade or three.

So, looking at twenty rounds or so from first set of the charges?