The Shadows Mark OOC

By killakan, in Star Wars: Force and Destiny RPG

Okay. Queg will immediately jab one of them into his leg and stuff the other into his pocket.

Can I spend an action to see if there are any concentrations of life signs around?

Via Sense

Ok. But I'm going to ask for a Discipline check as part of it. Just easy, Upgraded once... Don't despair and fail, whatever you do!

How many troopers are escorting us?

Perhaps Naught can use move to bring down some building chunks in front of us to stop them and we blast away at them after they're boxed in?

I guess I should go ahead and activate Sense, since the Discipline check was supposed to be part of it.

Sense~ : 1eF 1 Light Side

How many troopers are escorting us?

Perhaps Naught can use move to bring down some building chunks in front of us to stop them and we blast away at them after they're boxed in?

8 Stormtroopers with the 2 officers all in one armoured transport. It doesn't have any weapons mounted on it.

To get the road blocked would be approximately 2 silhouette 3 objects, of which there are plenty. The big question is how close you need to be for Naught to achieve that.

Well, I suppose Queg instead flattens himself against the wall next to the door and turns the lights off in the room, hoping he can sneak out of the room when whomever's coming enters

Creating an impromptu roadblock probably isn't practical. I would need a pip to activate the power, two more pips to affect silhouette 3 objects, and a pip for magnitude to use it on two objects. Adding range upgrades makes it even less likely, meaning we'd probably have to pull up alongside the transport to reach, and I can see all manner of ways in which that could go wrong.

A more feasible idea might be to Move the transport itself (which is probably silh 3) and put it on its side or back to render it immobile. Assuming we're within short range of the transport (or can pull up that close), that would only take 3 force pips. Is the transport wheeled, tracked, or repulsorlifted?

Well, I suppose Queg instead flattens himself against the wall next to the door and turns the lights off in the room, hoping he can sneak out of the room when whomever's coming enters

Turn the lights off or break the lights?

Transport is wheeled.

Uhhhh it'd be faster and simpler to just turn them off, right? Oh and make sure I pick up the ropes too

Ok. Key turns in the lock.

Should I make a stealth check?

Okay, I'm on board with the truck tipping plan, but it might be good to get an in-character post where Larik tells Naught that he wants the transport rendered immobile and why.

Let's do that Stealth. This is opposed, Hard, 2 Upgrdes. 2 Boost for the dark.

Edited by Richardbuxton

Hahaha! What epic not stealthy thing is Queg going to do?

I'm still trying to decide why Larik would change his mind too, honestly. Maybe Queg's message made him decide his original plan wasn't going to work? Whatever happened to Queg won't change the fact that we don't have the personnel or firepower to take on the slavers. What do you guys think? Should we try taking out this group? Stick with the original plan? Do something completely different?

Well...I have 5 advantage and a triumph to spend. Jiminy...Okay, so whoever is at the door feels to turn the light on and when their hand touches the light control panel, they look over and see Queg. Spend the Triumph to jam the vibroknife through their hand and pin it to the control panel. Spend however many advantages I need to take something they have: keys or a simple weapon. Use the remaining to recover strain?

I'm still trying to decide why Larik would change his mind too, honestly. Maybe Queg's message made him decide his original plan wasn't going to work? Whatever happened to Queg won't change the fact that we don't have the personnel or firepower to take on the slavers. What do you guys think? Should we try taking out this group? Stick with the original plan? Do something completely different?

Maybe we should continue with the idea of checking things out under the cover story of rendering aid to the Imperials. We don't really know what happened to Queg, and unless we see an opportunity to eliminate all the Imperials on the ship, we'll probably still need to get them to attack the slaver compound to breach it. Unless they have offensive vehicles beyond the walker and the TIE that we can commandeer or something.

Ok 3 Advantage will give you the object of your desire.

It's a Stormtrooper

I'm still trying to decide why Larik would change his mind too, honestly. Maybe Queg's message made him decide his original plan wasn't going to work? Whatever happened to Queg won't change the fact that we don't have the personnel or firepower to take on the slavers. What do you guys think? Should we try taking out this group? Stick with the original plan? Do something completely different?

Maybe we should continue with the idea of checking things out under the cover story of rendering aid to the Imperials. We don't really know what happened to Queg, and unless we see an opportunity to eliminate all the Imperials on the ship, we'll probably still need to get them to attack the slaver compound to breach it. Unless they have offensive vehicles beyond the walker and the TIE that we can commandeer or something.

They pretty much said that they have a ship full of military hardware, they just can't access it due to the power loss of the ship.

Okay, so we keep up the pretense until we get some more power on in the ship, at which point we can either abscond with some military hardware (potentially using it to fight our way out), or convince them to loan some of it to us for the purposes of a joint attack on the compound.

Or at least, that can be the plan until we intersect with Queg and get swept up in all hell breaking loose.