Eh, it's not that bad.
If I may make an observation, since it is back to the top of the initiative order, may I recommend you drag Toco over to me? I can then hit him with a stimpack then help drag him out the rest of the way.
Eh, it's not that bad.
If I may make an observation, since it is back to the top of the initiative order, may I recommend you drag Toco over to me? I can then hit him with a stimpack then help drag him out the rest of the way.
The blast sprays the last splinters of the door back outside, leaving the Stormtroopers just outside scrabbling at cuts and scratches.
The Stormtroopers just outside the door are out of action next turn.
Yes indeed, initiative has reset. Let's all remind ourselves:
PC <-- You are here
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Edited by ColonelCommissarHearing the sound of blaster fire, Geoff flinches and leans forward as the few shots ringed out the door behind him. Time to get going, blast it.
Turning around, Geoff sees Toco fall to the ground, the scent of ozone and burnt flesh whiffing in the air. **** it, not today, Geoff thought as he quickly finishes turning towards Toco, taking a few steps towards the sniper as he switches the holdout blaster from his right to left hand. **** it, I don't see his stimpack.
Breaking a cardinal rule, Geoff pulls a stimpack from his LBG and and pressing the auto-injector up to Toco's arm, letting the tube due the rest. Putting the tube in a pocket, Geoff looks at Toco. "Don't you dare die on me, man. Come on, get up and let's get out of here."
[Actions: Incidental: Move to Toco. Maneuver: Inject Toco from one of the stimpacks on my LBG. Action: Assist either Issan or Toco up and help move Toco out of the house and street.]
[Toco is at 9 of 13 wounds. What do I need to do to diagnose Toco's injuries?]
Edited by SaroneI'm not sure what you mean by diagnosing his injuries (I know what a diagnosis is but not how you're applying it)
Toco's eyes flash open. "KRIF!"
Turning to Geoff, he slurs "Thank you."
But his mind is moving faster than his body. He know he has to catch his breath before he can get back in the fight.
Waiting for good old sixth slot.
Stim is a hell of a drug...
Initiative as it stands:
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PC <-- You are here
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Edited by ColonelCommissarI'm not sure what you mean by diagnosing his injuries (I know what a diagnosis is but not how you're applying it)
Do I need to spend an action to find out he has a critical injury and what kind it is?
Seeing Toco turned, Geoff shakes his head. "Good to see you're back. Anything else wrong with you?"
"Groggy as all get out." Toco has trouble focusing. "Give me a second to get my head on right."
My critical forces me to take the 6th PC slot this turn. Other than carrying a critical till healed (plus 10 to further crit rolls), I am good to go.
Rax sprints down the street to the door, then opens it and looks to see what's inside.
Move maneuver to get to door, holding action until Rax sees what's on the other side.
Inside it is dark. A university cloister. Not what you were looking for but the walls and door look solid enough to stop a blaster bolt and hold up the Imperials. Plus it's the quickest way back to the truck.
Initiative as it stands:
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PC <-- You are here
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Edited by ColonelCommissarSeeing Rax open the door, I rush on ahead of him through the door. what can I see on the inside taking a quick look around.
You see very little inside the door. It is dark, but you see passages reaching off in each direction. It looks like you'll have to find your way across the university grounds, but that shouldn't be too hard as you know the rough direction.

For surroundings, think the pic but at night. That's a cloister
Satisfied that there is no Imperial ambush on the other side of the door, Rax starts heading for the truck.
Using that second maneuver to keep of heading that direction. Rax is single minded ![]()
One last PC slot before the NPCs act.
Once Issan sees Geoff handling Toco, he nods to them as he moves to regroup with the others.
Spending both maneuvers to try and catch up with the others (closest I can get if not).[/blue]
Since Issan isn't helping Toco move, can I retroactively use my action to move Toco, at least out of the building and into the street? What would the dice pool be for that (I expect it to be Athletics and Brawn)?
Yep, Athletics and Brawn. Average since there's only one of you
Yep, Athletics and Brawn. Average since there's only one of you
No additional boost dice or such since Toco is awake now?
Regardless, since I want to really succeed at this, I'm going to go ahead an use a Destiny point to increase the one Ability die to a Proficiency die.
I'll be rolling two Proficiency die and two Difficulty die, barring any others.
Athletics check to move Toco: 2eP+2eD 1 success, 1 advantage
One success, one advantage. I would like to use the advantage to give Toco a boost die to his next action, if possible. If it was two, I'd have used it to take an extra maneuver to move Toco and myself down the street.
Seeing Issan run out of the building and down the street, leaving him and Toco behind, Geoff shook his head. Blasted diplomat, he's wants his footage but not put his neck out for it.
Going around the sniper, Geoff reaches down and lifts Toco up. Man, this guy is heavy, thought Geoff as he moved Toco out of the doorway and into the street.
"Just keep an eye on the stormtroopers ahead of us, man. I'll get you down the street as far as I can or until you say you are good to stand and move."
Having gotten Toco clear, he recovers as you run. After a few moments he shrugs you off, and seems content to go on alone.
Rax, CeeTee and Oro are at engaged range from the door. Oro still hasn't gone through it.
Toco, Geoff and Issan are at short range from the door.
The first group of Stormtroopers come breaking in through the door. You hear them coming through the house. You only have moments to escape
"Thanks Doc, we need to move."
Toco uses the 6th PC slot to move to the door and then downgrades his action to move through it.
The other groups of Stormtroopers can be heard, rushing through the building, but you have a feeling that you can outrun them if you could only put some distance between you.
You can break contact with the Stormtroopers (putting you out of structured time) if you can outrun them/block them/stop them to my satisfaction. Only Issan and Geoff are not through the door. Might I suggest they take the first two turns?
Initiative has reset:
PC <-- You are here
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Seeing Toco moving on his own, Geoff checks his holdout blaster again. We need to move. The longer we stay out here, the worse it's going to be.
Going through the door and closing it after Issan moves through, Geoff turns and looks at Rax and the droid. I might be able to dress some of the wounds Rax has, but CT is going to need a mechanic or engineer to help him.
Visually checking on the rest, Geoff turns to Rax. "Hotdog, you know how to get to transport so we can leave this place?"
[Maneuver: Get to and go through the door. Incidental or Action: Close and lock the door when Issan moves through.]
Issan dove through the entryway before Geoff slammed it shut. He then pulled on the door with all his might in order to help keep it shut. "Polik Square...lets just hope this time we have someone to dig the holes."
Maneuver to move through the door, and I'll spend another manuever to assist Geoff in case a check is required to seal the door.
Edited by ImperialSpyNope, no check. Are you following Rax? Bear in mind that having escaped you're back in narrative time.
Inside the thick stone walls of the cloister, the sounds of the outside are deadened and silent. Though you can still hear blaster fire, it is muffled and distant. You can roughly remember the direction of the truck, so it may be a good idea to head that way.