Well it is called the Force! Newtons laws should apply!
Star Wars: Revan's War OOC
Spaaaace Jump!
:
2eD+2eA
0 successes, 1 threat
Though Vergence apparently gave me 3 advantage, so the net result would be 0 suxx 2 advantage.
Edited by KungFuFerret8 minutes ago, KungFuFerret said:Spaaaace Jump! : 2eD+2eA 0 successes, 1 threat
![]()
![]()
![]()
![]()
Though Vergence apparently gave me 3 advantage, so the net result would be 0 suxx 2 advantage.
Use the advantages as boosts goof!
Edit: if you can generate one success from the boosts, you pass the check
2 minutes ago, Vergence said:Use the advantages as boosts goof!
You're supposed to say that you are giving me a boost.
It sounded like you were using some Force power that would simply give me advantage on my final result, like how you can sometimes give allies successes or triumphs with talents. The way you said it I just assumed it was a few more advantage as padding against some threat results.
46 minutes ago, KungFuFerret said:Spaaaace Jump! : 2eD+2eA 0 successes, 1 threat
![]()
![]()
![]()
![]()
Though Vergence apparently gave me 3 advantage, so the net result would be 0 suxx 2 advantage.
extra dice on Spaaaace
:
3eB
1 success, 1 advantage
so basically just 1 success. which is fine with Gaze
As a PC, I'm not sure if I'm visually rendering the athletics action to the dry docks accurately enough to narrate it; So, I'm fine with the GM doing so if that's cool.
@KungFuFerret , because you have the advantage of being in space I'd say you could use pull to attract yourself to a landing point outside the station. Speaking of I'll give you two a bit of detail onto the setting you're going into. Outside the hanger is (unsurprisingly) space, but to your left is a mess of scaffolding, gangways etc that makes up one side of the dry dock that juts out of the stations side. Think like a more complicated version of the stuff you see for large building work. Wedged into this is the Interdictor Cruiser, the scaffolding giving work crews access to the ships hull. I'll post this all ic, but this way you guys have the info beforehand. You've got a few option for you jump/force move in terms of where you land. The safest would be to just hop outside onto the station and walk around. The riskier option is to jump the gap between the hanger and the dry docks to land right on that, or if you're feeling very brave and accurate you can try to jump straight onto the ship itself, but if you miss you may well end up tumbling in space. These will require coordination checks, and are easy, average and hard respectively. However the harder ones will get you to the ship faster so it's worth thinking about. As you guys passed the athletics you've had a good run and jump out of the hanger, so no setbacks there.
@Vergence
, if you still want me to narrate your post now I've added the detail above, let me know and I'll add it in.
Hanger Combat Initiative:
- @SHADOWGUARD CHAMPION
- Republic Infantry Squad: 3 soak, 24/25 wounds, 5/5 men
- @SithArissa
- @Edgehawk
- Sith Trooper Squad 1: 5 soak, 20/25 wounds 4/5 men
- Sith Trooper Squad 2: 5/25 wounds 5/5 men
- @Tramp Graphics
- Sith Trooper Squad: 5 soak, 25/25 wounds 5/5 men
- @Shlambate
Space Combat Initiative:
- @satkaz
- Republic Starfighter Squad: 2 armour, 12/12 HT, 12/12 SS, 2/2 fighters
- Sith Fighter Squad: 2 armour, 4/18 HT, 24/24 SS, 2/3
@Rabobankrider Thanks, I wasn't sure where our characters were jumping from and to location platform wise. So, the athletics check was jumping from outside the hangar (into space) to nearby scaffolding construction on the exterior of the docking tube which we can walk, jump to, or force pull our way to the Interdictor? @KungFuFerret Want to become jedi space torpedos and launch ourselves to the Interdictor using Move?
Edited by Vergence@Rabobankrider I would like to attack one of the squads of Sith troopers. They are all in short range yes? So could I attack the squad that's Last in the initiative order or are their initiative spots fluid like ours?
There's are set so you can attack the last one and it will no move in the list unless disadvantage does that thing that pushes someone to the bottom.
Ok so we talked about Zoroku maybe Identifying the troopers would that take an action or would he still be able to attack?
I'd say that can be an incidental as it's just dipping into his memory.
Knowledge Warfare (Identify Troopers)
:
1eP+2eA+1eB+2eD
3 successes
He knows the armor alright, what does 3 successes do for him?
Lightsaber Check
:
1eP+2eA+1eB+2eD
2 successes, 2 advantage
Ok so 2 strain for the the Aim, 1 maneuver to engage, 2 strain for Falling avalanche = 12 damage plus a crit from 2S 2A not bad for a first shot. So 3 Sith Trooper Minions Dead
@Rabobankrider as soon as you tell me what the Knowledge check does I will make a post.
I guess he'd know that these aren't traditional sith soldiers from the unknown regions and for the third I think you'd know that these guy in a 1v1 fight against republic forces will usually win, so they're pretty elite as soldiers go.
Does everyone think I should shield the troopers or do a leadership check to try and boost their morale?
I Think if we put enough Jedi In the way they won't be targeted, but do what you think is best. I'm sure Oola will make a Morale Boost entertaining with her Sass.
Alright, I'll let those guys take care of the fighter. Meanwhile, I wish to check to see if there's any shuttles or other fighter groups that pose a threat to the station.
" These are Elite Sith Troops, this will be a difficult fight!"
I think this had made a morale check a substantially harder option
@Shlambate
Protection
:
1eA+2eP+2eD+3eF
3 advantage, 4 Light Side, 1 Dark Side
Well that didn't work. I will use my once a session The Force is my Ally to reroll suffering 2 strain.
Protection Reroll
:
1eA+2eP+2eD+3eF
1 success, 4 Dark Side
Ok I will flip one of our destiny points to change those Dark sides to Light, I think I suffer conflict and strain for each?
Using 2 to trigger Protection, 1 on the strength upgrade and 1 on magnitude - So I will shield the troops and @Edgehawk for 7 I believe. Please correct me if I'm wrong with any of the stuff here. Once we are all on the up and up I'll post IC.
@SithArissa Zoroku says it like it is.
I think the conflicting personalities between Zoroku and Oola will be fun tho.
Serious all the time and extremely sassy. I think there can be some good moments between the two of them.
4 hours ago, Vergence said:@KungFuFerret Want to become jedi space torpedos and launch ourselves to the Interdictor using Move?
That would be the Hard difficulty check correct?
5 hours ago, Rabobankrider said:@KungFuFerret , because you have the advantage of being in space I'd say you could use pull to attract yourself to a landing point outside the station. Speaking of I'll give you two a bit of detail onto the setting you're going into. Outside the hanger is (unsurprisingly) space, but to your left is a mess of scaffolding, gangways etc that makes up one side of the dry dock that juts out of the stations side. Think like a more complicated version of the stuff you see for large building work. Wedged into this is the Interdictor Cruiser, the scaffolding giving work crews access to the ships hull. I'll post this all ic, but this way you guys have the info beforehand. You've got a few option for you jump/force move in terms of where you land. The safest would be to just hop outside onto the station and walk around. The riskier option is to jump the gap between the hanger and the dry docks to land right on that, or if you're feeling very brave and accurate you can try to jump straight onto the ship itself, but if you miss you may well end up tumbling in space. These will require coordination checks, and are easy, average and hard respectively . However the harder ones will get you to the ship faster so it's worth thinking about. As you guys passed the athletics you've had a good run and jump out of the hanger, so no setbacks there.
I read it as the jump is a coordination check and the space pull was the Move power (separate options). If I’m wrong, we can just grav boot walk to a lower check difficulty. I just thought force move was the option for less athletic and coordinated
I hope you two are tethered to base it would suck to just lose you guys to the void of Space.
8 minutes ago, Vergence said:I read it as the jump is a coordination check and the space pull was the Move power (separate options). If I’m wrong, we can just grav boot walk to a lower check difficulty. I just thought force move was the option for less athletic and coordinated
![]()
Well if I can make the check with a Move instead, I'll totally do that. Otherwise I'm game for trying the hard check, why not.