Shadows in the Light (OOC)

By Ryoden, in Star Wars: Edge of the Empire RPG

Works for me. Khaine will ask around if the slaves, especially any ithorian, can give us directions to access tunnels or even just generic directions to the tower that could bypass the guards.

Oh, can I modify a grenade with a 5 minute timer? Here's my idea. We bring along a refugee with payment of food and we all move in a group as far as we can. Then we have the refugee go off in the direction away from where we are heading and plant the grenade under a speeder or something that will go boom. Then we split up to get as close as we can in 5 minutes. After the distraction goes off we should have a small window to sneak in. :)

Ultimately, I think we need to make the zygerrians think that the shield is failing so they flee or we capture the port to get as many slaves away as we can.

Side note, if anyone knows how to make embedded videos smaller I would love to know your secret.

I think your right about the shield failing.

14 hours ago, Ahrimon said:

Khaine will ask around if the slaves, especially any ithorian, can give us directions to access tunnels or even just generic directions to the tower that could bypass the guards.

It has been a long time since any of these Ithorians have been allowed to move freely about the city but several of them tell you that the interior of the ship is riddled with passageways and mechanical workings that surround the main engines. More detail than that is not available from the slaves though.

Someone could try and make a charm check to draw a memory out of one of the escaped slaves. They are rather traumatized though so it is not a simple manner. (+2eD+1eS)

15 hours ago, Ahrimon said:

Oh, can I modify a grenade with a 5 minute timer?

Sure that's an average mechanics check but since you are improvising the parts add a setback. And you know, explosives, so I'll flip a DP and upgrade that. (1eD+1eC+1eS)

15 hours ago, Ahrimon said:

Here's my idea. We bring along a refugee with payment of food and we all move in a group as far as we can. Then we have the refugee go off in the direction away from where we are heading and plant the grenade under a speeder or something that will go boom. Then we split up to get as close as we can in 5 minutes. After the distraction goes off we should have a small window to sneak in. :)

They are traumatized and disorganized. Without preparing them as a group ahead of time, getting one to do this will require a daunting Leadership check. Modified farther depending on other factors.

15 hours ago, Ahrimon said:

Ultimately, I think we need to make the zygerrians think that the shield is failing so they flee or we capture the port to get as many slaves away as we can.

If the shield actually fails then, rocks fall and everyone dies. Tribute to rpg aside, your character would know that the shield is integral to the functioning of the ship. That the shield is functioning means that the herdship's main power plant is working. The ancillary power provided by the reactors on the towers are only to keep the debris from falling through and to preserve the vegetation's photosynthesis.

8 hours ago, Ryoden said:

Sure that's an average mechanics check but since you are improvising the parts add a setback. And you know, explosives, so I'll flip a DP and upgrade that. (1eD+1eC+1eS)

Modify a grenade : 1eD+1eC+1eS+2eP+1eA 4 successes, 1 advantage
d-f.png c--.png s--.png p-s-s.png p-s-s.png a-s-a.png

I don't want to actually shut it off, but if we can trip an alarm or something and make them think that it is they may high-tail it out of here. Or at least it may cause enough chaos that we can free the slaves and get them out.

Maybe we can collect enough brush to make a big smokey bonfire to light near core to make it look real?

You set a grenade to have a delay timer.

In order to figure out how exactly to do that you would need to interact with the core engineering within the herdship. You have to run the risk of exposing yourselves.

I hope you haven't interpreted any of my posts as a negative telling you that a plan won't work.

Broadly speaking, any plan you want to implement or investigate will require you to expose yourselves to risk. But so far I haven't heard anything that is impossible.

So since there still seems to be 5 of us, how to we want to split it up? 3 of us to the core area, or 3 to the slave quarters?

I think a smaller group would be harder to detect, so I'd say 2 (S'zish and Khaine) go to the main tower where the security would seem to be tighter, and 3 of us (Tox, Worm and Mrash) head to the slave quarters.

How does that sound? Then we can head out IC.

Edited by Imperial Stormtrooper

Works for me.

Sounds good

@Ryoden I think we're ready to head out towards each of our destinations.

Do you want us to narrate that, or do you want to do that?

Someone in the group heading to the central hub needs to make a stealth check or a mechanics check. Mechanics only if you are trying to navigate the maze of passageways inside the ship. Going to be a hard difficulty

Someone from the group heading to the slave quarters needs to make a stealth or deception check. Deception only if you're trying to pretend to be slaves again. Going to be a average difficulty.

I only want one person rolling from each group so figure out who is primary and who is helping.

I apologize, I forget the correct way to figure out rolling as a group. For slave quarters, rolling stealth (no deception among the three), we have 2eA, 2eA+1eP+1eB, and 4eA.

Do we roll 3eA+1eP+1eB+2eD?

@Ahrimon Do you want me to make the stealth check? Since I think it's our best roll 2eP+2eA+1eB+3eD for me, then unskilled assistance (right @Ryoden ?), so 2eP+2eA+2eB+3eD.

Going to the slave quarters i have id have 2 green a blue and an auto advantage... Anyone got better?

2 minutes ago, TheShard said:

Going to the slave quarters i have id have 2 green a blue and an auto advantage... Anyone got better?

You - 2eA+1eB & 1 Advantage
Me - 2eA+1eP+1eB
Darzil - 4eA

Either you or darzel

18 hours ago, Imperial Stormtrooper said:

@Ahrimon Do you want me to make the stealth check? Since I think it's our best roll 2eP+2eA+1eB+3eD for me, then unskilled assistance (right @Ryoden ?), so 2eP+2eA+2eB+3eD.

Feel free.

Side note, I'm on vacation right now and won't always have internet access this week. I'll keep up as best I can through my phone so it may be a little messy in the grammar.

Stealth to the Central Hub : 2eP+2eA+2eB+3eD 4 successes, 4 advantage
p-s.png p-a-a.png a-s-a.png a-s-a.png b-s.png b-a.png d--.png d--.png d-th.png

Nice! Any ideas for the advantage @Ahrimon ? I was thinking that we could find multiple ways into the hubs center with it.

Edited by Imperial Stormtrooper
1 hour ago, Imperial Stormtrooper said:

Stealth to the Central Hub : 2eP+2eA+2eB+3eD 4 successes, 4 advantage
p-s.png p-a-a.png a-s-a.png a-s-a.png b-s.png b-a.png d--.png d--.png d-th.png

Nice! Any ideas for the advantage @Ahrimon ? I was thinking that we could find multiple ways into the hubs center with it.

Taking advantage of the advice the ithorians gave you, you sneak your way into the central area. Having passed the heavily patrolled ring you realize that the large buildings (intended for an entire population of ithorians) are mostly empty. You carefully make your way to the mail tower. The upper levels of the tower have docking platforms jutting out from it and a few ships can be seen awaiting their turn to depart. Directly above the main tower you see a massive construction of durasteel and plastcrete. You soon realize that they are massive doors built from the wreckage of the battle 4 years ago. They appear to be the only means of egress from the Herdship forcefield dome.

Now that you have accessed the central hub undetected, consider your next act while we wait for the other group to post their check result.

20 hours ago, Mattimeo84 said:

I apologize, I forget the correct way to figure out rolling as a group. For slave quarters, rolling stealth (no deception among the three), we have 2eA, 2eA+1eP+1eB, and 4eA.

Do we roll 3eA+1eP+1eB+2eD?

You can combine stealth ranks from one character and the Agility score from another. Then whoever is the primary can add any of their other bonuses from equipment or talents.

4 hours ago, Ryoden said:

You can combine stealth ranks from one character and the Agility score from another. Then whoever is the primary can add any of their other bonuses from equipment or talents.

Perfect, I got it right. Using Darzil for Agility, and my stealth. I went primary to get us a boost from talents.

Like a thief in the night : 3eA+1eP+1eB+2eD 1 success, 2 advantage
a-a.png a-s.png a-s-s.png p-s-a.png b-s.png d-f-f.png d-f-f.png

Not quite as many advantages, but what do you think @Darzil and @TheShard ?

Edited by Mattimeo84

That our stealthing impresses the slaves and we get favorable social checks with them.

That works for me.