PBP Alt Univ: Clone Wars: OOC

By EliasWindrider, in Star Wars: Force and Destiny Beginner Game

6 minutes ago, Bellona said:

This is assuming that Mireska is heading towards Ker'see:

First Force Leap manoeuvre (+1 Strain for Crippling Blow) ...

Force Leap manoeuvre : 4eF 3 Light Side, 3 Dark Side
f-ls.png f-ds-ds.png f-ls-ls.png f-ds.png

Second Force Leap manoeuvre (+1 Strain for Crippling Blow + 2 Strain for second manoeuvre) ...

Force Leap manoeuvre : 4eF 2 Light Side, 4 Dark Side
f-ds.png f-ds.png f-ds-ds.png f-ls-ls.png

Third Force Leap action to land beside Ker'see ...

Force Leap action : 4eF 6 Light Side
f-ls-ls.png f-ls-ls.png f-ls.png f-ls.png

Quick Draw talent w. lightsabre incidental

Activate lightsabre incidental

Activate PPS incidental

... Ready to use Reflect/Improved Reflect/Circle of Shelter/Guardian of the Republic, and Defence is now 4/4.

Total Strain suffered = 4 Strain (4/17)

(Total Wounds = 0/17)

Does that leave time for Jango to grab Ker'see's lightsabre, or should I find something else for Mireska to do first - like rabbit hop over to Ethan instead and remove a good chunk of his Strain so that that he doesn't keel over at the slightest puff of wind`*?

* I.e., a Threat dice result at an inopportune moment.

We'll narrate around the sequence of events slightly out of order, you can write the post, but we want to include Ethan's sniper shot coupled with Jorin and Mireska being on scene as the reason Jango makes a hasty exit.

@jhh3 please confirm your intent to spend the 10 xp on the ebb/flow strength upgrade and then roll

6eA+3eC+4eS+1eF

36 minutes ago, EliasWindrider said:

We'll narrate around the sequence of events slightly out of order, you can write the post, but we want to include Ethan's sniper shot coupled with Jorin and Mireska being on scene as the reason Jango makes a hasty exit.

Then I'll wait with the IC post until Jango has landed and searched Ker'see for his blaster.

Edited by Bellona
1 hour ago, EliasWindrider said:

We'll narrate around the sequence of events slightly out of order, you can write the post, but we want to include Ethan's sniper shot coupled with Jorin and Mireska being on scene as the reason Jango makes a hasty exit.

@jhh3 please confirm your intent to spend the 10 xp on the ebb/flow strength upgrade and then roll

6eA+3eC+4eS+1eF

I thought I already got the basic power in ebb/flow, or are you talking about strength in ebb/flow?

27 minutes ago, jhh3 said:

I thought I already got the basic power in ebb/flow, or are you talking about strength in ebb/flow?

The strength upgrade

@EliasWindrider Yes I do. What's my total XP count? I know I have 0XP to spend. Sorry to keep asking this. For some reason I can't find the post were you answer that question.

1 hour ago, jhh3 said:

@EliasWindrider Yes I do. What's my total XP count? I know I have 0XP to spend. Sorry to keep asking this. For some reason I can't find the post were you answer that question.

You currently have 1000 earned xp plus 120 starting xp. (Earned means not starting, starting is is species plus up to 10 from morality/obligation/duty which one of those generally depends on career)

@jhh3 roll 6eA+3eC+4eS+1eF

6 hours ago, MrTInce said:

Rank of Durable seems useful.

You can have either the hamstrung or compromised critical, both of which have an effect last to the end of the encounter and being an average difficulty crit means Durable will cost 15 xp.

@RuusMarev is there a scar talent that you want? Cause jango critted you with a grenade

28 minutes ago, EliasWindrider said:

You currently have 1000 earned xp plus 120 starting xp. (Earned means not starting, starting is is species plus up to 10 from morality/obligation/duty which one of those generally depends on career)

Thank you for being patient with me. I'll mark this down on his sheet.

18 hours ago, Bellona said:

It's not on the suggested list.

Here are the reward categories and associated talents; I haven't listed the actual critical injuries associated with each scar reward.

  • Impressive Scar - Commanding Presence, Confidence, Intimidating, Steely Nerves, Street Smarts talents
  • Head Trauma - Grit, Hard Headed, Heightened Awareness, Resolve, Sixth Sense
  • What Doesn't Kill Me - Blooded, Confidence, Durable, Rapid Recovery, Second Wind, Toughened
  • Close Call - Defensive Stance, Dodge, Jump Up, Rapid Reaction, Spare Clip, Time to Go

@EliasWindrider . Am I correct that I pick a Scar, I recieve the listed Talents? (Don't have the Soldier book, so I cant read that section)

3 minutes ago, RuusMarev said:

@EliasWindrider . Am I correct that I pick a Scar, I recieve the listed Talents? (Don't have the Soldier book, so I cant read that section)

You spend an amount of XP to get a single talent from the list for that scar.

@EliasWindrider @MrTInce

Should Duchess try to attack Jango IC before Mireska rabbit hops into the situation?

42 minutes ago, P-47 Thunderbolt said:

You spend an amount of XP to get a single talent from the list for that scar.

If it's an easy (1 purple) crit it cost 20 xp, a medium (2 purple) crit it cost 15 xp, a hard (3 purple) crit costs 10 xp, if it's formidable (4 purple) it cost 5 xp. The more difficult crits is to heal the higher percent it is on the crit table and the nastier it can be (e.g. permanently decrease an attribute, or lose a limb requiring a cybernetic replacement)

26 minutes ago, Bellona said:

@EliasWindrider @MrTInce

Should Duchess try to attack Jango IC before Mireska rabbit hops into the situation?

I think it'd be better if she circles menacingly

37 minutes ago, EliasWindrider said:

I think it'd be better if she circles menacingly

IC post made for Mireska's movement and arrival.

@MrTInce : Please proceed with Duchess' menacing circling, etc.

@jhh3 @RuusMarev at the end of the encounter you roll either cool or vigilance and heal an amount of strain equal to the number of successes

@RuusMarev

roll 2eA+1eP (discipline is your better dice pool.... 3 yellow is approximately equal to 4 green in terms of it's ability to generate successes, so each yellow doe is worth about 1+1/3 green dice)

@jhh3

uncommit your force dice (incidental) and then roll 3eP+3eA and then add 5 (your number of uncommitted force dice) the number of successes because of your balance talent.

@Bellona when you go to heal Ker'see she's at 24/17 wounds (which also pushed strain to max) and she has 2 critical injuries

@MrTInce don't roll to recover strain, because Ker'see's past max strain we're leaving this to @Bellona /Mireska to heal Ker'see and Duchess

@RuusMarev when you search the room you will find that one of the snipers Ker'see had shot in the face is still alive although severely injured and blinded, you will probably want to give him a stim, and maybe roll a coercion check to see what info you can get out of him while you wait for the others to arrive on speeder For the coercion check you'd be rolling 1eP+5eA+1eB+2eC+1eD+5eF (I gave you an upgrade because he was blinded which is scary)

If as a group you decide that you still want to set the charges on the bridge, it'd probably be best if @jhh3 provide overwatch from his current location, and you just blow the bridge after you've crossed it back to the republic side because the separatists clearly know your snipers nest and would be aware that you rigged the bridges. We can narrate that out, no checks needed no more combat.

Btw there are 3 dragoon pistols (they convert to carbines so you can use ranged light or heavy with them and have 8 damage with accurate 1 and have enc 1, I forget the rest of their stats) up for grabs (the snipers side arm) they're in the stay on target AoR book. The spotters have standard blaster pistols.

Edited by EliasWindrider
13 hours ago, EliasWindrider said:

@RuusMarev is there a scar talent that you want? Cause jango critted you with a grenade

Thematically (and realistically) I think Head Trauma- Sixth Sense would make sense. (Jorin did get hit with a grenade) I'm sorry to ask, but what is Jorin at WT/ST now? (lost track 😞 )

12 hours ago, jhh3 said:

Thank you for being patient with me. I'll mark this down on his sheet.

No worries. New players get extra consideration/accommodation, BTW let me know when you think you're ready for the proverbial training wheels to come off and I'll stop with the recommedations Ethan is your character for you to play how you want, I've just been trying to help until you got your proverbial sea legs.

4 minutes ago, RuusMarev said:

Thematically (and realistically) I think Head Trauma- Sixth Sense would make sense. (Jorin did get hit with a grenade) I'm sorry to ask, but what is Jorin at WT/ST now? (lost track 😞 )

You're at i think 15 wounds and 2 strain. You can get sixth sense for 15 xp.

Um I forgot, the encounter isn't quite over there's a few b1's left

24 minutes ago, EliasWindrider said:

If as a group you decide that you still want to set the charges on the bridge, it'd probably be best if @jhh3 provide overwatch from his current location, and you just blow the bridge after you've crossed it back to the republic side because the separatists clearly know your snipers nest and would be aware that you rigged the bridges. We can narrate that out, no checks needed no more combat.

For some reason when we planned this, I thought that our sniper's nest was on the Republic side.

Just to check: is the enemy sniper's nest (not to mention all this recent action) also on the CIS side?

10 minutes ago, Bellona said:

For some reason when we planned this, I thought that our sniper's nest was on the Republic side.

Just to check: is the enemy sniper's nest (not to mention all this recent action) also on the CIS side?

I believe he means, the CIS know about our sniper nest and are on our side of the bridge.. so we might as well blow them and be done with it... which make stratigic sense... unless we were perpared to set up an ambush... kinda like the one we ran into...

Edited by RuusMarev

Are we still in Initiative/structured time re the droids?

57 minutes ago, EliasWindrider said:

@jhh3 @RuusMarev at the end of the encounter you roll either cool or vigilance and heal an amount of strain equal to the number of successes

@jhh3 roll 2eA+1eP (discipline is your better dice pool.... 3 yellow is approximately equal to 4 green in terms of it's ability to generate successes, so each yellow doe is worth about 1+1/3 green dice)

@RuusMarev uncommit your force dice (incidental) and then roll 3eP+3eA and then add 5 (your number of uncommitted force dice) the number of successes because of your balance talent.

@RuusMarev when you search the room you will find that one of the snipers Ker'see had shot in the face is still alive although severely injured and blinded, you will probably want to give him a stim, and maybe roll a coercion check to see what info you can get out of him while you wait for the others to arrive on speeder For the coercion check you'd be rolling 1eP+5eA+1eB+2eC+1eD+5eF (I gave you an upgrade because he was blinded which is scary)

I believe that some of your help was intended for @jhh3 /Ethan (who is in the enemy sniper's nest), not @RuusMarev /Jorin (who is near Ker'see and Mireska).

And that first Discipline dice pool is larger than that according to SWSheets, for both Ethan and Jorin.

Edited by Bellona

@EliasWindrider there's about 10 B1's still in the Ker'see's building, correct?

@Bellona , @MrTInce , @jhh3 .. I suggest calling in support from our Troopers, if they are available... I'm not sure many of us are combat ready...