Welcome to Onderon OOC thread.

By TheCosmicHospitaller, in Star Wars: Age of Rebellion RPG

In most cases GMs let the players roll the opposed rolls. So the difficulty of your roll would be the skill of the enemy you are trying to affect, or is trying to affect you.

So if a PC is sneaking up on someone, he rolls Stealth. Difficulty is the Perception skill of his opponent. If he has Cun 2 and 1 rank in perception the difficulty of the roll is 1eD+1eC.

But if someone is sneaking up on the PC he rolls Perception. Difficulty is the Stealth skill of his opponent.

Fair enough, I guess I read that section either wrong or too long ago & mis-remembered.

What the deuce?! Sorry my fault, posting in a fifteen minute lunchbreak.

Ok, happy to deviate Droos sprinting into combat to target the other group after seeing the one in combat with Tush fleeing, if GM is cool with that? Would at least leave the remaining minion stuck in combat at the start of the NPC slot....

Also perfectly happy for Droo to sprint in to Tush, only to find the minion has already fled, or layed down arms (in which case Droo lays down the furry paw as previously stated ;)), at which point whatever the result he is panting and waiting for the possible incoming fire...

Sorry, I just did the math they are all out for the count.

Lovely, Tush would like to look over these unconscious or cowering imps for any useful item, an access card etc.

Mek-Nik is going to check the maintenance tools for emergency repair patches and any fusion cutters/welding equipment.

Ideally there is a box (10-20) of patches & I can slap a couple over the hatch seams of the atst's to seal them. The welding/cutting equipment goes in an empty crate to make it harder to open.

Ultimately, I will pick up a pistol & holster from one of the sentries because I don't have one.

I also help. If the sentries have binders, I use them to bind up anyone still alive.

Mek-Nik is going to check the maintenance tools for emergency repair patches and any fusion cutters/welding equipment.

Ideally there is a box (10-20) of patches & I can slap a couple over the hatch seams of the atst's to seal them. The welding/cutting equipment goes in an empty crate to make it harder to open.

That will cost a destiny point.

Lovely, Tush would like to look over these unconscious or cowering imps for any useful item, an access card etc.

You find a code cylinder that can unlock the door.

If things go south, I don't want these chasing us so I want to disable them. From a game perspective, is it going to be better to jam the hatch or disable the controls?

Is there a ventilation shaft or set of cupboards we can hide these sentries under? Are they all dead, or just out?

If things go south, I don't want these chasing us so I want to disable them. From a game perspective, is it going to be better to jam the hatch or disable the controls?

I think the hatch will be easier to fix once (if?) we take this base and they are ours. The controls could be much harder.

OK; it may not be the most powerful use of the Force, but I'm going to make Mental Tools one of the coolest to play.

Shadow, you linked Ferris's character to my sheet on the list.

Shadow, you linked Ferris's character to my sheet on the list.

Heh, and it's "Fenris", not "Ferris". A wolf of lore, not a bueller :)

Edited by whafrog

My bad, just no slobbering or biting off of hands.

With Barada leading the way, just say if you want a Stealth check, Perception or anything else as he tries to pick the right way through the outpost.

Are we all getting a chance to recover some strain between scenes here?

Can Fenris make a Medicine check for Tush? What would be the difficulty?

Minor injuries, so easy (from memory!) assuming we have the time.

This won't hurt a bit: 1eP+2eA+1eB+1eD 3 successes

p--.pnga-a-a.pnga-s-s.pngb-s.pngd-th-th.png
(the boost is from the medpac)
If I need to add more difficulty let me know.
Edited by whafrog

You make your way through the base, until you fnd the shuttle bay but in front of it there are 2 guards...Darktrooper guards.

Do I need a Stealth check in order for me to spot them without them noticing me at the same time? If so, what is the difficulty?

Average.

And you'll need a way to get past them.

Stealth roll: 4eA+2eD 4 successes, 1 advantage

a-s.pnga-a.pnga-s-a.pnga-s-s.pngd--.pngd-th.png


Well, that went well. Barada spots the troopers and without them noticing.


Is there an obvious way to get past without them noticing? If not, I'll narrate Barada moving around a bit, looking for a way past them. Is there a skill check you had in mind?