Jedi Quest IC thread

By Tramp Graphics, in Star Wars: Force and Destiny Beginner Game

// Very nice! Only one stormtrooper was killed, owing to the critical injury you inflicted, but good narration otherwise. //

The fire from Jarash's rifle found purchase through the tinted viewport of one of the stormtrooper's riot shields. It shattered the translucent material and send the stormtrooper, already dead, plummeting off the walkway. His other blaster shot sizzled as it grazed the second trooper's helmet, causing him to jerk reflexively and separate from the group. Things were unraveling for the white-armored troopers.

// With that, we enter the top of the round! Any one player character is free to act before the first NPC turn. //

On 9/8/2017 at 11:56 PM, Mychal'el said:

"Excuse me Madam..." he said in a gruff but polite Concordian accent. He offered his hand to help her up. "...If you and your band value your lives, you must all leave this place immediately. If we don't escape in time we all will parish."

On 9/14/2017 at 10:37 AM, Rakaydos said:

she dashed off to the south, toward a ramp.

She passed him by without acknowledging his existence, leaving his hand still awkwardly hanging outstretched. "Oh you're quite welcome, for saving your life." He said to the empty space where she had been.

"Right, not a moment to lose." He said to himself, still breathing heavily from the exertion of diving off a platform to catch a deceptively heavy creature out of thin air and roll them to safety on a precariously narrow walkway. He started after the Selonian but stopped short to pick up his lightsaber that had fallen earlier.

As soon as he made contact with the saber a series of images unintelligibly flashed through his mind.

His world turned inside out. The dark room was suddenly lit as if by daylight. A voice screaming, "No!" echoed in his mind. He saw himself as a young boy running across the catwalk, his attention focused on something deeper into the abyss, behind the giant columns of light...

...All of a sudden he was upstairs in the base, He felt a thousand strikes of the training staff on his neck and abdomen. He heard a child's scream, and his heart jumped into his throat. A crash...an explosion? It rocked the ground where he stood...

...Now he was suddenly in the control room and all of his limbs were paralyzed—helplessly he watched as a lifeless female was placed in a tank. Then a blood-red view-screen dominated his mind's eye.

He snapped out of it, suddenly drenched in a cold sweat. Attempting to access early childhood memories, long since locked away by conditioning and traumatic events, took a strain on him. The control room was up, and to the east. Not far from here, the fastest route would likely be just up the turbolifts.
"Change of plans Sevendee-Seven, it seems they have relocated it into the control room on the main floor. Im still in the lower chamber. I'll need immediate extraction. Multiple hostiles and possible friendlies." He said into his Comlink.
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Incidental - speaking

Maneuver - picking up second lightsaber

Action - Seek power in the form of a TFA Rey style vision (co-written by @awayputurwpn )

Seek : 2eF 2 Dark

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Taking strain for Magnitude

(My other Force die is still committed to Sense Defense)

Incidental - Summoning NPC R7-D7

Edited by Mychal'el

Coordination to stay atop the walkway : 4eA+1eC+2eD+1eS 2 successes, 3 threat
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The stormtroopers on the slippery, frozen surface tried to gingerly move across it, but one of them lost his footing. He grabbed another's leg as he fell and slid, nearly pulling his comrade with him, before plummeting into the darkness below. The remaining four troopers withdrew,

// The Threat took one trooper out and caused them to fall prone. They are spending one maneuver to stand and one maneuver to move off the icy patch, to the north, away from the PCs //

The troopers at the south end of the walkway continued to retreat, not bothering anymore with covering fire, beelining for the large set of doors.

// The troopers will take a maneuver to engage with what looks to be the door controls, or perhaps an intercomm. It's a device mounted on the wall next to the door. //

PC
NPC
PC <- you are here
NPC
PC
PC
PC

Chundarr will continue to bash his current opposition. Same difficulty?

1eA+2eP+1eD+2eC+3eS: 3 failures, 3 advantage

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Not sure what to do with the 3 Advantages since I believe I need to hit in order to activate Disorient or Knockdown.

You can either use it to remove their defenses for one round (making it easier for people to hit them), or to force one of them off the ledge (there are currently three).

Whatever you choose, go ahead and narrate it in the IC!

Chundarr swings wildly at his opponent. The Stormtrooper, in his attempts to avoid the blow, loses his balance and, flailing wildly, plunges backwards off the platform.

Attacking the Mighty Chundarr : 2eA+2eP+1eB+2eD 0 successes, 2 advantage
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The two remaining troopers pushed back against the Wookiee, but all they managed to do was to dislodge him slightly from his fighting stance, leaving an opening for them to disengage. They rushed to the east, shields up, expecting a renewed assault from either Chundarr or Maa't.

Then there was a loud grinding sound. Far to the south, the large door was sliding upwards, revealing a spider-legged security walker, easily 5 meters or more in height. It was in the process of rising from a deactivated position, its forward weapons powering up.

// The melee stormtroopers are currently at short range between Maa't & Chundarr (at the crossway) and Jarash (to the east on the walkway). The four melee troopers at the north are still retreating to the north, and the six ranged troopers at the south are now gathered around the walker at long range to the south of the crossways, gone into full shield mode with their weapons stowed (they have become a squad which is covering the walker).

Any attacks against the walker (Silhouette 3) are not upgraded from the Adversary talent, and are made at standard difficulty (with no Setbacks from Defense rating). One hit = one dead stormtrooper. But keep in mind that you'd be attacking a big, robotic walker. Also remember that I'm still upgrading any checks made with Dark Side Destiny Points.

BTW, Korath is still nowhere to be seen, and his dark-robed captor is likely farther away than before. Just saying! //

PC
NPC
PC
NPC
PC <- you are here
PC
PC

flipping destiny for Mind Over Matter OOT talent

Edited by Mychal'el

// Forgot to mention, I flipped a Destiny Point earlier when narrating the walker's appearance. Next PC please! So far Mychal'el and Chundarr have gone this turn. //

If tovera takes 2 maneuvers, how far does that leave her from the fleeing stormtroopers?

4 hours ago, Rakaydos said:

If tovera takes 2 maneuvers, how far does that leave her from the fleeing stormtroopers?

// If Tovera took two maneuvers southward, that would put her at short range with the stormtrooper/walker unit. The ramp leading to the upper walkway is rather steep and three-staged: it first leads inward, underneath the upper walk, then it swings outward (where the stormtroopers & walker would be clearly in line of sight), before taking one last turn and climbing to connect to the upper walkway. There is (ironically) a railing on the ramp apparatus, but not on the rest of the walkway structure. There is also a ladder that connects to the upper walkway. Two maneuvers would put Tovera anywhere on the ramp apparatus or the ladder.

Also, as more scene setting info, in case it becomes important, the hexagonal rings that support the walkway aren't present at this location, and the walk is instead supported here by its proximity to the wall of this massive room. The support rings begin at medium range from the crossways. This means that the only cover from ranged attacks in this area would be the ramp apparatus itself. //

8 hours ago, awayputurwpn said:

// If Tovera took two maneuvers southward, that would put her at short range with the stormtrooper/walker unit. The ramp leading to the upper walkway is rather steep and three-staged: it first leads inward, underneath the upper walk, then it swings outward (where the stormtroopers & walker would be clearly in line of sight), before taking one last turn and climbing to connect to the upper walkway. There is (ironically) a railing on the ramp apparatus, but not on the rest of the walkway structure. There is also a ladder that connects to the upper walkway. Two maneuvers would put Tovera anywhere on the ramp apparatus or the ladder.

Also, as more scene setting info, in case it becomes important, the hexagonal rings that support the walkway aren't present at this location, and the walk is instead supported here by its proximity to the wall of this massive room. The support rings begin at medium range from the crossways. This means that the only cover from ranged attacks in this area would be the ramp apparatus itself. //

Tovera silently dashes into the shadows beneath the walkers.

stealth : 3eA+2eD 3 successes, 1 threat
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Edited by Rakaydos

flipping destiny for Mind Over Matter OOT talent again

The walker was going to be a problem if it could get going. Jarash turned and becan to lay down suppressive fire. "We've got a problem over here! Anyone willing to spare a can opener?"

Called shot x2 on the walker (ignoring the squad), long range, Quick shot, accurate 2

Called shot at the walker (ignoring the squad) : 1eA+4eP+2eD+1eC+1eS+3eB 0 successes, 9 advantage
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10 advantages to split 5 minions off from the squad.

// Excellent use of Quick Strike! Tell you what, with much Advantage, here's what happens: //

Jarash's concentrated volley on the rising walker did nothing to penetrate its thick armor, but one shot did glance off its chassis and bounced into a nearby gas main. The explosion took the stormtroopers off-guard, and sent three of them flailing and tumbling off the walkway. Two of the remaining troopers were thrown off their feet and quickly tried to regroup around the walker, but for the moment there was only one trooper left as an escort.

// I believe that makes it Maa't's turn before we start the new round. @Matt Skywalker , you with us? //

//still with you sorry only open enough to read my emails for a bit

I think I got something if I'm not mistaken my Lightsaber adds a boost and removes a setback, I aim twice and here is the roll//

: 5eP+1eA+2eC+2eS+3eB 5 successes, 1 Triumph
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Maa't is ready to destroy the stormtroopers and get it over with he attacks with his Lightsaber, killing all of them in a few strikes.

This strike allows him to notice something, a weakness in the Walker maybe? He'll have to see

Edited by Matt Skywalker

As the explosion cleared most of the stormtroopers, Jarash paused a moment, taking careful aim at the walker...

Aim (called shot)x2 (2 strain)

Called shot at the walker (ignoring the squad) : 1eA+4eP+2eD+1eC+1eS+3eB 4 successes, 6 advantage, 1 Triumph
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9 base damage, +5 Deadly accuracy, +4 Anatamy Lessons (flip destiny to activate)+ 4 successes = 22 damage (enough to get through 2 Armor, but not do hull trama)

Triumph to crit, 6 advantages for +60 to the crit roll, +30 from 3 ranks of Lethal Blows.

Crit on spider walker : 1d100+90 121

Major System failure of attacker's choice- I choose Weapon system.

3 hours ago, Rakaydos said:

Major System failure of attacker's choice- I choose Weapon system.

// Very nice! The walker has multiple weapon systems—quad light blasters sticking out of its "head" area, twin heavy blaster arms, and chin-mounted concussion missiles. Which would you like to disable? //

Lets go for the concussion missiles.

Jarash's precision shots seemed to impact the walker with no effect.

The three remaining troopers took their defensive spots in front of the walker, and with eery mechanical scuttling, the walker began to move forward.

But then, as it angled its aim towards Jarash, there was a small, sharp internal explosion that made the walker shudder. It looked like its missile launchers were jammed! The blasts from Jarash's rifle had taken their toll after all.

// Next PC please! //

All he heard was static on the Comlink.

Digging deep, he raced after the Selonian but she was nowhere to be seen. Suddenly he heard the loud grinding of a large door opening on the upper level. Still moving, he watched as a giant mechanical beast awakened from it's slumber.

"We've got a problem over here! Anyone willing to spare a can opener?" a familiar voice from the darkness howled over the incessant blaster fire.

"Coming right up!" He called back, igniting his recovered blade and crossing it with it's companion in a salutary gesture. He propelled forward at blinding speed, letting his arms fly behind him, glowing swords stretched out like wings. All the while enemy soldiers fell from above like heavy snow, disappearing into the darkness below.

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Force Leap : 2eF 1 Light Side, 1 Dark Side

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Force Leap : 2eF 2 Dark Side
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Maneuver - Enhance Force Leap - destiny flip, 1 strain

Incidental - Speaking

Incidental - Quick Draw Talent

Maneuver - Enhance Force Leap - destiny flip, 2 strain

Edited by Mychal'el

The northward remnant of stormtroopers continued their retreat, and turned down one of the branching walkways to the west to disappear from the view if the heroes.

// That's it for NPCs— The rest of the players up! Korath will also awaken at the end of this round. //

//what range is maa't from the walker? either way, I'll force leap toward the walker. With more information I'll finish my turn

: 4eF 4 Light Side, 2 Dark Side
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Maa't bounded towards the walker, the Force empowering his limbs. As he approached, he gained a new appreciation for the size of the walker. Its spindly legs took up the entirety of the walkway, meaning that maneuvering wasn't easy...but what it lacked in maneuverability it surely made up in firepower.

// Maa't is now at medium range from the walker, and can leap anywhere within short range of the walker (and thus can engage next turn). I'm treating the walker as having defense zones/facing rules, since it's Silhoutte 3 and it's basically taking up the entire walkway, so it will need a maneuver to turn and fire at Maa't if he jumps behind it, for example). //