PBP Alt Univ: Clone Wars: OOC

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

Time to kill a bounty hunter. So will take hark bat swoop to attack Jango covering the short distance.

Hawk bat swoop : 4eP+2eA+3eF+2eC+1eD+4eS 2 failures, 3 advantage, 5 Light Side
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So, I have missed but we'll have fun. Ker'see will cover the distance using one lightside pip. Jango dodges the blade but with 7 advantages Ker'see with grab onto the bounty hunter and slice through his jet pack so then we are both falling.

Using a maneuver Ker'see will then force leap off Jango back to her snipers nest requiring only 1 lightside pip

Force leap : 3eF 1 Light Side, 3 Dark Side
f-ls.png f-ds.png f-ds-ds.png .

See watched the bounty go crashing down sans jetpack, if this is okay with you @EliasWindrider ?

With second maneuver she will hide somewhere, do you want a stealth roll?

2 hours ago, ShockHelix said:

I'm going to barrel roll to reduce the damage to 0 by the way, putting the LAAT to 6/15 SS.

For Condor's turn he's got 2 boost to his first check, so I'll use a maneuver for Stay On Target, and then make an attack against the remaining Vulture Droid ``````````````````````````````````````````````````````````.

Air-to-Air Rockets : 6eP+2eB+2eD 4 successes, 5 advantage
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I realize now I missed 2 boost for the Scrap 'Em, but it isn't relevant anyway.``````````````````````````````````````````````````````````````````````````````````` The advantage I already have let's me critical hit so it's annihilated anyway.

@EliasWindrider could I make a Mechanics check with Balyeg to remove some system strain via Damage Control action (not looking for hull trauma repair yet)?

Yes to the mechanics check

9 minutes ago, MrTInce said:

Time to kill a bounty hunter. So will take hark bat swoop to attack Jango covering the short distance.

Hawk bat swoop : 4eP+2eA+3eF+2eC+1eD+4eS 2 failures, 3 advantage, 5 Light Side
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So, I have missed but we'll have fun. Ker'see will cover the distance using one lightside pip. Jango dodges the blade but with 7 advantages Ker'see with grab onto the bounty hunter and slice through his jet pack so then we are both falling.

Using a maneuver Ker'see will then force leap off Jango back to her snipers nest requiring only 1 lightside pip

Force leap : 3eF 1 Light Side, 3 Dark Side
f-ls.png f-ds.png f-ds-ds.png .

See watched the bounty go crashing down sans jetpack, if this is okay with you @EliasWindrider ?

With second maneuver she will hide somewhere, do you want a stealth roll?

I'm going to say no to that particular use of advantage on the basis that you didn't hit him if I need to justify further I can flip a destiny point to activate coordination dodge but you didn't hit so... I don't think that's necessary. Missing the attack means yo missed jango completely and are falling for 10 damage, I believe a coordination check can reduce that.

Edited by EliasWindrider
4 minutes ago, EliasWindrider said:

Yes to the mechanics check

Is there a difficulty to it or is it just a Simple Check?

4 minutes ago, EliasWindrider said:

I'm going to say no to that particular use of advantage on the basis that you didn't hit him if I need to justify further I can flip a destiny point to activate coordination dodge but you didn't hit so... I don't think that's necessary. Missing the attack means yo missed jango completely and are falling for 10 damage, I believe a coordination check can reduce that.

Which part did I not get hitting his jetpack or grabbing him?

When we get that far (after Ker'see's turn is finished), here is the start of Mireska's turn in round 4 ...

Heal power on 'self plus C.I. removal upgrade (while Compromised), again : 4eF+4eP+4eD 1 success, 3 advantage, 4 Light Side, 3 Dark Side
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Result: Mireska is completely healed, and is no longer Compromised by her critical injury. (This counts towards her 5/day maximum for stimpacks/Heals; 1/5 used.) (Crippling Blow talent is still in effect.)

Unless there is a sudden demand for her healing services, she'll probably move over to the crashed BARC (+1 Strain).

In the next round (round 5) she intends to check and then remove the sabotage charges carefully prior to righting the speeder bike. This could take more than one round.

May the 4th be with you!!!

Oops, should have put this in misc. Sorry.

Edited by jhh3
Just now, jhh3 said:

May the 4th be with you!!!

Thank you, and likewise to everyone! :)

7 hours ago, MrTInce said:

Which part did I not get hitting his jetpack or grabbing him?

Both, you missed him entirely, but you can spend the 7 advantage to add 7 boost dice to the coordination check to reduce the falling damage.

I'm forgetting what the rule for reducing falling damage but we can go with 10-1 for each success on the check.

Edited by EliasWindrider
5 minutes ago, EliasWindrider said:

Both, you missed him entirely, but you can spend the 7 advantage to add 7 boost dice to the coordination check to reduce the falling damage.

I'm forgetting what the rule for reducing falling damage but we can go with 10-1 for each success on the check.

1 for 1 Success/damage, 1 for 1 Advantage/Strain. Short range* fall is 10 damage, 10 Strain.

AverageAthletics or Coordination. A Triumph could at GM's discretion allow reduction by one range band.

* And Ker'see can thank her lucky stars that she's only on the 3rd floor in North American terminology (ground plus 2 levels). It she had been higher up - or using European terminology (ground plus 3 levels) - it would likely have been Medium range.

21 minutes ago, Bellona said:

1 for 1 Success/damage, 1 for 1 Advantage/Strain. Short range* fall is 10 damage, 10 Strain.

AverageAthletics or Coordination. A Triumph could at GM's discretion allow reduction by one range band.

* And Ker'see can thank her lucky stars that she's only on the 3rd floor in North American terminology (ground plus 2 levels). It she had been higher up - or using European terminology (ground plus 3 levels) - it would likely have been Medium range .

@Bellona is correct on range bands and floors I was using.

Can I pass 7 boosts onto Duchess to make a follow up attack after her master goes tumbling out the window?

So as a maneuver tell the Duchess to attack, having her move and jump in the distance then attempt an attack with all the boosts?

8 hours ago, MrTInce said:

So as a maneuver tell the Duchess to attack, having her move and jump in the distance then attempt an attack with all the boosts?

This is not an outright no, but there are a lot of details we need to work through before I say yes.

I'm hesitating because I'm dubious that a space monkey lion would jump the entirety of short range at a target 3 stories above the ground, especially when her master just missed it and fell about 9 or 10 meters , and given that you already fell... and are now at medium range (short out and another short down) from duchess, how exactly would you be communicating this to her? I don't think that you're in range to use hand gestures and could have broken an arm or be unconscious at this point (you'd need to resolve the fall first) and even then you'd need to make an opposed check against duchess to get her to do something that goes directly against her survival instincts. What are the rules about that sort of command with companion animals?

@Bellona can you look up the rules on commanding a companion to do something semi-suicidal

So after further review I completely screwed up that attack roll. Guess in trying to get things done on my end while being busy I completely looked over the fact that that's a Gunnery attack. I do however have a boost from Balyeg, a boost from Camoflauge, two boosts from scrap 'em, and an upgrade from the maneuver. Attempt #2

Anti-Air-Rockets : 1eP+5eA+4eB+2eD 7 successes, 3 advantage, 1 Triumph
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Arguably better in someways, but doesn't change much. 3 advantage for the Crit, killing the last one. The Triumph will go to upgrading any alllied (Balyeg's) next Mechanics check. I don't believe you replied with a difficulty so I'll roll for a simple check, to recover 1 system strain per success.

Mechanics Strain Repair : 4eP 5 successes, 1 advantage
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That'll heal 5 system strain, putting the LAAT at 3/20 HT and 1/15 SS if you don't need a difficulty check there. I'll get an IC post up in a minute.

6 hours ago, EliasWindrider said:

This is not an outright no, but there are a lot of details we need to work through before I say yes.

I'm hesitating because I'm dubious that a space monkey lion would jump the entirety of short range at a target 3 stories above the ground, especially when her master just missed it and fell about 9 or 10 meters , and given that you already fell... and are now at medium range (short out and another short down) from duchess, how exactly would you be communicating this to her? I don't think that you're in range to use hand gestures and could have broken an arm or be unconscious at this point (you'd need to resolve the fall first) and even then you'd need to make an opposed check against duchess to get her to do something that goes directly against her survival instincts. What are the rules about that sort of command with companion animals?

I'm bonded to it and have mental bond so can communicate mentally. I've also got talents that improve handling of animals.

5 hours ago, EliasWindrider said:

@Bellona can you look up the rules on commanding a companion to do something semi-suicidal

One needs to use an action to commit a Force die before activating the Mental Bond. And eyeballing SWSheets and the more recent posts tells me that Ker'see has not committed any of her three Force dice. Once activated, it extends to Extreme range (the tree says only Long, but I normally go by the talent description if there's a discrepancy).

Animal Bond requires the animal to be "within hearing and visual range of the character (generally Medium range)" for direction. I'd venture to suggest that it could be read as "within hearing or visual range".

I couldn't find specific rules on "nature vs. command". The nexu write-up indicates that despite being elusive ambush predators, they "do not lack for ferocity or mettle in a direct fight, and they rarely back down ..." (SS p. 77). Also, pouncing is within the nexu's nature and she's been cooped up for a long while.

Maybe some kind of opposed check between Ker'see's Presence/Survival and Duchess' Willpower/Discipline? And Ker'see's Animal Empathy talent would likely tip the dice pool in Ker'see's favour.

However, if it goes badly* for Duchess this time, then she probably won't be willing to do something like that in the future.

* Post-fall Athletics check and Soak.

Edited by Bellona

"Animal Handling" tends to fall under survival.

2 minutes ago, MrTInce said:

"Animal Handling" tends to fall under survival.

This is a bit more than just handling an animal (eat this, don't eat the clones, sleep here, go there, stay still while I groom you, etc.).

Ker'see's trying to get Duchess to charge the enemy in dangerous circumstances, while at the risk of losing half her hit points/Wounds from the fall afterwards (being a nexu, she won't know that healing is theoretically available).

Attacking a normal target on the ground? Normal Survival skill check.

Attacking a flying man* mid-air at the third floor level, with a dangerous fall to follow? That might require some persuasion/leadership. A "custom skill check" could be one way to cover the severity of this nature vs. Animal Bond conflict (with the Animal Empathy talent helping, of course). Or just a slight more difficult regular Survival/Cunning skill check (again, with Animal Empathy).

* Who might just seem to Duchess' senses to be identical to the clones.

6 hours ago, Bellona said:

Animal Bond requires the animal to be "within hearing and visual range of the character (generally Medium range)" for direction. I'd venture to suggest that it could be read as "within hearing or visual range".

Hearing range...... so, if we attached a comlink to Duchess.... 🙂

@MrTInce first we need to resolve the fall

Then if Ker'see is conscious (not guaranteed considering the combination of grenade and fall) and hasn't broken an arm so she can still gesture, she can make a survival check against a 3 red 1 purple, 3 black to convince duchess to jump on jango

If successful (with despair and threat from the previous check making this next one more difficult) the base difficult of a melee attack is 2 purple, increase to 3 because it's at the end of a long 3, adversaries 3 makes that 3 red, he has defense 4 so 3 red and 4 black before modification from the survival check results and jango will be spending a dp to activate coordination dodge which will add 4 failures.

@Bellona can you also look up the long form of the improved sidestep talent (deathwatch warrior so collapse of the republic or rise of the separatists) to see if it restricts the attack to being against adversaries who made a RANGED attack against you or if it is open to melee attacks as well.

Sidestep only impacts range attacks.

The fall roll:

Falling : 2eP+4eA+2eD 3 successes, 3 advantage
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Reduces damage to 7 and 7, with soak that's 3 and 3.

Survival check:

Getting the Duchess to attack : 2eP+2eA+1eB+3eF+3eC+1eD+3eS 3 failures, 2 advantage, 3 Light Side, 1 Dark Side
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Will flip a Destiny point and use the darkside point to take the strain and conflict to generate 4 success and use the two advantage to recover two strain. So the Duchess can attack with the 7 boosts from my failed attack. The Duchess will move the engaged and use its bite.

Bite attack : 1eP+2eA+7eB+3eC+3eS 0 successes, 5 advantage
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Sadly she misses and will use the 5 advantage to pass on boosts onto the next players.

Her fall roll:

Falling : 3eP+2eD 3 successes
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Reduces it to 7 and then soak of 3 so 4 damage to The Duchess out of 20.

Was it maneuver to gesture because if not Ker'see will move into cover.

Quote

@Bellona can you also look up the long form of the improved sidestep talent (deathwatch warrior so collapse of the republic or rise of the separatists) to see if it restricts the attack to being against adversaries who made a RANGED attack against you or if it is open to melee attacks as well.

Collapse of the Republic pp. 29 and 43

The basic form of Side Step only works against incoming ranged (small "r") attacks, and requires a Side Step manoeuvre and Strain spent during the user's own turn. The effect lasts until the start of the user's next turn.

Improved Side Step is allowed only when the Side Step manoeuvre has been performed and then, as an OOT incidental "... until the start of their next turn, they may spend 3 Threats or 1 Despair from a combat check targeting them to inflict one hit on that attacker from a Ranged (Heavy) or a Ranged (Light) weapon the character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abliities. This talent may not be used if the original attack incapacitates the character."

So it looks like any kind of attack* triggers Improved Side Step (with the right number of Threats/Despairs), but the weapon used must be already in hand and one rated for Ranged (Heavy) or Ranged (Light). All the grenade launchers that I've seen so far (Z50 and RLG-318) are only rated for Gunnery.

* Although one could argue that the spirit of the talent refers only to incoming ranged attacks (seeing as the basic form only works against ranged attacks).

Edited by Bellona
5 minutes ago, Bellona said:

All the grenade launchers that I've seen so far (Z50 and RLG-318) are only rated for Gunnery.

The Under-Barrel Grenade Launcher is Ranged (Heavy), the CSPL-12 Projectile Launcher is Ranged (Light), and the Micro-Rocket Launcher Pistol and Armor Attachment are Ranged (Light) and Ranged (Heavy), respectively.