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Rebel Base 2 (OoC 2)

Posted by The ForceFor group archive 1
The Force
GM, 719 posts
Binds all life together
May the Force be with you
Sat 18 Mar 2017
at 01:47
  • msg #1

Rebel Base 2 (OoC 2)

OK, so for this next briefing the first post I want is all of your appearance, garb, and what you are thinking about the Empire or the Jedi in your head.

Also we're going to try to hang onto the idea of flipping dark side points to light side points by achieving predictions. Don't make any predictions yet, but start thinking about them.

Oh, right: Ranks!

Military Ranks:
If you have at least 2 points in any skill, you have been promoted to Specialist.

If you have at least 1 rank in Discipline and 1 in Resilience, you are promoted to Seargent.
If you also have 1 rank in Leadership, you are promoted to Staff Seargent.

If you have at least 2 ranks in Leadership, you are promoted to Lieutenant.

If you have at least 2 ranks in Space Piloting, you are promoted to Flight Officer.
if you also have 1 in Leadership, you are promoted to Flight Lieutenant.
This message was last edited by the GM at 01:56, Sat 18 Mar 2017.
Jurell Delgar
Human Teras Kasi, 17 posts
Sat 18 Mar 2017
at 02:10
  • msg #2

Rebel Base 2 (OoC 2)

Predictions?  Like what we think is going to happen in the future of the scene?  Hmm.

Looks like I don't quality for any of those ranks, though I don't know what they are really for.

And is that new thread up for the new people as well?  We're just a part of Alpha Team without being introduced to the others that are already in it?
The Force
GM, 720 posts
Binds all life together
May the Force be with you
Sat 18 Mar 2017
at 02:16
  • msg #3

Rebel Base 2 (OoC 2)

Yes. The introduction to the team will be made later.
Jurell Delgar
Human Teras Kasi, 18 posts
Sat 18 Mar 2017
at 02:34
  • msg #4

Rebel Base 2 (OoC 2)

Understood.  Then I'll go ahead and write my post.
Jurell Delgar
Human Teras Kasi, 21 posts
Sat 18 Mar 2017
at 03:30
  • msg #5

Rebel Base 2 (OoC 2)

My apologies as a player, Forim.  Jurell isn't that most...reverent of characters.  ^^;

He's rough around the edges.  Kind of like Han in a way.
'Kraken'
Nautolan Slicer, 10 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sat 18 Mar 2017
at 06:21
  • msg #6

Rebel Base 2 (OoC 2)

In reply to The Force (msg # 1):

[Private to GM: No points for Astrogation?  :)]

Computers R2, looks like that's it for now.

Ember Base: Fire Training; is that still a go or has it been scrapped?
Xyklo Voozul
Verpine Soldier, 9 posts
Sat 18 Mar 2017
at 10:22
  • msg #7

Rebel Base 2 (OoC 2)

Nice interplay Forim and Jurell ;)

I got R2 in ranged light and heavy, but I'm a fresh recruit. Sniper?...
Forim Luk
Duros Spacer, 492 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 11:44
  • msg #8

Rebel Base 2 (OoC 2)

In reply to 'Kraken' (msg # 6):

as a player no worries! Forim turns out Forim is a sycophant which can be annoying inn its own way lol
Jospi Renning
Human Engineer, 8 posts
Sat 18 Mar 2017
at 11:48
  • msg #9

Rebel Base 2 (OoC 2)

Oooh, looks like I'm a special flight officer.  Maybe even a very special flight officer.  Now where'd I put my helmet?
Jurell Delgar
Human Teras Kasi, 22 posts
Sat 18 Mar 2017
at 12:13
  • msg #10

Rebel Base 2 (OoC 2)

Am I the only person without a rank?  Not like that matters to Jurell as a character since he's more like hired muscle, but I find it kind of funny.

Oh wait!  I just realized he has two points in Mechanics!  That makes him a Specialist.  Though, it's pretty hilarious that his specialization is in mechanics when that's pretty much the furthest thing from what he does regularly.  xD
Forim Luk
Duros Spacer, 493 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 12:18
  • msg #11

Rebel Base 2 (OoC 2)

Lol.

And gere i am with three ranks in two skills lol
Jurell Delgar
Human Teras Kasi, 23 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 12:26
  • msg #12

Rebel Base 2 (OoC 2)

That does make sense for you in your role as a pilot.  I considered doing something similar and investing a good amount of points into combat skills, but I thought it would be more worthwhile for the character to invest in some extra talents to reflect his style of combat and varied his skills a bit to make him more useful in a many other situations.  I knew we were getting two other combat characters and didn't want to overdo the combat.  Group dynamic and all.  ^_^
Jospi Renning
Human Engineer, 10 posts
Sat 18 Mar 2017
at 12:32
  • msg #13

Re: Rebel Base 2 (OoC 2)

Forim Luk:
Lol.

And gere i am with three ranks in two skills lol



That's because the rest of us can't start with more than two ranks in a skill at character creation.  Okay, I could, but I didn't need a third rank in Piloting - Space just to prove I could have it.
Forim Luk
Duros Spacer, 494 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 12:32
  • msg #14

Rebel Base 2 (OoC 2)

Out of curiosity, did any of the new guys take any ranks in ship board skills (gunnery, sensors, etc)?
Xyklo Voozul
Verpine Soldier, 11 posts
Sat 18 Mar 2017
at 12:40
  • msg #15

Rebel Base 2 (OoC 2)

I can assist on mechanics on the ship.

Hang on does true aim count with ship weapons? If so I can help there!
Jurell Delgar
Human Teras Kasi, 24 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 12:47
  • msg #16

Re: Rebel Base 2 (OoC 2)

Forim Luk:
Out of curiosity, did any of the new guys take any ranks in ship board skills (gunnery, sensors, etc)?

Damn it, Jim, I'm a martial artist, not a midshipman!  So, no.  I don't have anything but my multiple skill points in Mechanics.
Forim Luk
Duros Spacer, 496 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 12:48
  • msg #17

Rebel Base 2 (OoC 2)

lets you make a free aim maneouver per round.  You can aim a ships weapon.  So yea, it applies to gunnery.
Jurell Delgar
Human Teras Kasi, 25 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 12:59
  • msg #18

Rebel Base 2 (OoC 2)

Oh, Forim.  This is going to be the beginning of a beautiful relationship.  xD
Jurell Delgar
Human Teras Kasi, 26 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 12:59
  • msg #19

Rebel Base 2 (OoC 2)

Prediction: Forim and Jurell will not get along until they are stacked up together in a situation against overwhelming odds cut off from the rest of the team.  LOL
Forim Luk
Duros Spacer, 497 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 13:09
  • msg #20

Rebel Base 2 (OoC 2)

hahaha.  probably.  I think we will get to a respect for each others skills, but wont ever get to like each other.
Caddanra 'Caddy' Manitu
Human Diplomat, 358 posts
Not just a pretty face...
13 / 13 St -- 5 / 10 Wo
Sat 18 Mar 2017
at 16:02
  • msg #21

Rebel Base 2 (OoC 2)

Awe Forim.  I'd have posted a reply telling you about what happened but the thread is now closed.
Forim Luk
Duros Spacer, 498 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 16:06
  • msg #22

Rebel Base 2 (OoC 2)

You can PM it to me :)
Jurell Delgar
Human Teras Kasi, 28 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 16:18
  • msg #23

Rebel Base 2 (OoC 2)

Oh, before I forget.  Any chance I could borrow one of those blasters nobody is using from the team storage?  I've got the skill, but I spent my credits on weaponry for my primary method of combat.  I just figure that in case we want to all hide behind storage crates or something during a mission, I can still be of some good to the team with a blaster instead of charging forward.
Caddanra 'Caddy' Manitu
Human Diplomat, 360 posts
Not just a pretty face...
13 / 13 St -- 5 / 10 Wo
Sat 18 Mar 2017
at 16:55
  • msg #24

Rebel Base 2 (OoC 2)

I'm sure it can be arranged :-)
Xyklo Voozul
Verpine Soldier, 12 posts
Sat 18 Mar 2017
at 18:10
  • msg #25

Rebel Base 2 (OoC 2)

Oh and I need that glitterstim, for er...  some...      stuff...  ;)
Jurell Delgar
Human Teras Kasi, 30 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 22:08
  • msg #26

Rebel Base 2 (OoC 2)

You two are kind of writing me into a corner here. There's not much I can do at this point besides taking the door with that much hostility.
Forim Luk
Duros Spacer, 500 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 22:16
  • msg #27

Rebel Base 2 (OoC 2)

I am not trying to write you into a corner.  Heck, I have not even been introduce to you, I don't even know your name.  So far you are a stranger to Alpha Team that has 1) disrespected the princess and 2) complained about the first and only mission you were given.  You are not giving us much to work with!

Going forward, it depends on what you want.

Do you want to be the gruff guy who will not work with a team?  Or do you want to be willing to take a conciliatory nod and meet us halfway?

From what we can see so far, your standoffish / lone wolf mentality is not going far with this team!

Even Han Solo took quite a bit of gruff for his standoffishness from Luke and the Princess.  However he blustered through it to prove everyone wrong about him.  And the reward.
Jurell Delgar
Human Teras Kasi, 31 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 22:20
  • msg #28

Rebel Base 2 (OoC 2)

That's part of the reason I didn't really agree with being thrown into the team without an introduction thread with the GM said was going to come after the fact.  It really doesn't help gel things together.

Also, I have to point out that the complaint wasn't with the mission.  It was pointing out the intelligence problem.  Treating him like an idiot probably wasn't going to help.  And I'm a little confused as to what is expected as an attitude from a person who literally came up alone?  Though, I suppose since I usually play a Face, I'm not sure what I expected.

Well, we'll see what happens, I suppose.  I can only write what the character would do in a given situation.  Cards fall as they may.
The Force
GM, 722 posts
Binds all life together
May the Force be with you
Sat 18 Mar 2017
at 22:22
  • msg #29

Rebel Base 2 (OoC 2)

Actually this is kind of my plan. If you're going to have a disagreement about the mission, the briefing is the perfect time to raise the concerns. Better than on the flight there, or just after hitting the ground. And don't be worried about the Princess, she can take it.

The 'introduction' is right after this.
Jurell Delgar
Human Teras Kasi, 32 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 22:24
  • msg #30

Rebel Base 2 (OoC 2)

It's looking more and more like there won't be an introduction at this rate.  xD
Forim Luk
Duros Spacer, 501 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 22:24
  • msg #31

Rebel Base 2 (OoC 2)

I do agree with you - it is always good to at least tell the PCs they are going to have additions to their team before putting them into a briefing with the Princess :(  Even if it is "wait here for 20 minutes"

The Princess did seem to say that our mission was more of an intelligence gathering mission, which would obviously not have much intelligence for.  We are that team.

I am sorry for my part in this.  As you said, Play the character and let the cards fall.  As a player, I did not want to cause a rift so early in the relationship!
Jurell Delgar
Human Teras Kasi, 34 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 22:33
  • msg #32

Rebel Base 2 (OoC 2)

Neither did I.  Though, I do think it was a bit weird to put die hards in with the guy who was previously only in it for survival without much glue and expect things to turn out ok.

Well, here's hoping for a little Deus Ex Machina to keep things together, or I'm afraid I'm already written out of this story before it's even begun.
This message was last edited by the player at 22:33, Sat 18 Mar 2017.
Zeic Plirr
Sullustian Commando, 3 posts
Sat 18 Mar 2017
at 22:47
  • msg #33

Rebel Base 2 (OoC 2)

In reply to Jurell Delgar (msg # 32):

I think my character (Veteran of the Clone Wars) could give yours a chewing out and get you to stay. Not sure how he would respond to it, though. Maybe accuse him of cowardice? I don't know, what do you think would motivate him to stay?
'Kraken'
Nautolan Slicer, 11 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sat 18 Mar 2017
at 22:54
  • msg #34

Rebel Base 2 (OoC 2)

Sorry, been busy with real life and Spring Break with the family.
Been trying to catch up on my wife's Honey Due list.
I'll add a post to the thread.
Jurell Delgar
Human Teras Kasi, 35 posts
Specialist
W: 16/16, S: 12/12
Sat 18 Mar 2017
at 22:57
  • msg #35

Rebel Base 2 (OoC 2)

If the chewing out that was going on earlier didn't work, more would probably just drive him further away.  Sorry, Zeic.  He's basically a Bounty Hunter in it because he's got a grudge against the Empire.  He was recruited because he's good at what he does, and has survived a run in against a Moff alone.  I think the only thing that would make him stay is someone actually acknowledging points and working together to fix things.  So far, people have been quick to dismiss any input.  In his mind, he has extrapolated that sort of mindset in ranking officers to the actual mission itself.  If they're quick to dismiss in the mission debriefing, they will be quick to dismiss during an actual mission which will endanger lives.

It was basically a dry run, and so far it seems that Caddy and Forim have failed in his eyes.

Maybe that will help, Zeic.  I don't know.
Forim Luk
Duros Spacer, 502 posts
Flight Officer
12/12w 13/13s stims:0
Sat 18 Mar 2017
at 23:11
  • msg #36

Rebel Base 2 (OoC 2)

Although to defend the GM, he had no idea it was going to explode.

Maybe the princess can elaborate that rhe mission is an intel mission.  We are the guys getting intel.  There is never Intel fpr those guys.
Forim Luk
Duros Spacer, 503 posts
Flight Officer
12/12w 13/13s stims:0
Sun 19 Mar 2017
at 00:01
  • msg #37

Rebel Base 2 (OoC 2)

Side Note as a Player:

The only way to get your character back into the room is to have our characters back down and concede to your points?

Are you willing to concede any of our points?

I think our two points are

1. Show respect to leadership
2. Agree that there is no intel, and that stage one of hte mission should be intel gathering

I think your points are

1. accept you who you are, respect abilities not rank
2. the mission sucks because we have no Intel, so it should be scrapped.

Am I off base?
Jurell Delgar
Human Teras Kasi, 36 posts
Specialist
W: 16/16, S: 12/12
Sun 19 Mar 2017
at 04:49
  • msg #38

Rebel Base 2 (OoC 2)

Sorry for the long silence. Not upset, just had some long parties I had previously committed to. I'll address this in a few minutes before I head to bed.
Jurell Delgar
Human Teras Kasi, 37 posts
Specialist
W: 16/16, S: 12/12
Sun 19 Mar 2017
at 05:26
  • msg #39

Rebel Base 2 (OoC 2)

Whew.  Ok.  Since it seems that I've got messages from multiple parties to respond to as well, I'll be responding to each person in the medium they have chosen to contact me unless everyone involved wants me to open the floor to it in the OOC itself.  It seems Jurell has a bit of a continuity problem at the moment considering that he was taken into custody in a private line after he left before Caddy's post, so I'm not sure if he's in custody or in the room still at this point.  That is something that will have to be decided.


I'll respond to you here, Forim.

No, conceding his points is not the only way to get the character in the room.

1. Showing respect to leadership doesn't seem to be instrumental in a party in the Star Wars universe, nor does it make a whole lot of sense in Jurell's case.  He doesn't know much about anyone here.  We haven't really done anything as yet, and that respect will likely be gradual.  He's not a soldier at this point.  Think of it like the original trilogy: Han wasn't originally super into following things right off the bat.  As they worked with each other, his character changed until he came back to help even when he wasn't originally going to.

2. That there is no intel is precisely what he is saying.  Princess Leia advertised the mission as a "strike" mission.  Jurell was pointing out that for it to actually be a strike mission, there should already have been intel gathering done or they will be walking in blind and potentially have major problems.  If Leia wants them to gather intel that is perfectly fine.  But going in to gather intel and strike would probably be better accomplished with two teams.

Second Part

1. I think he is pointing out that people should respect both, not one or the other.  Respecting a person simply because of their rank doesn't make much sense if that person doesn't have expertise in the area.  A good leader defers to subordinates that have relevant knowledge instead of relying on their rank.  That's really his point.

2. Again, not that the mission should be scrapped.  Modified, probably, but not scrapped.  If Leia wants a strike, she should probably either have two teams (one to gather intel and one to perform the strike) or get the intel first and then reassess before going on to strike depending on the circumstances found.  He thinks the latter will be less feasible because having the same team pull double duty is especially risky.


So, yes, kind of off base on a few points there.  He's really not as unreasonable as I think you all may be painting him.  He really only walked out because of Forim's last comment about the door being there and calling him a grunt, basically.  Otherwise, he probably would have stayed put.
Forim Luk
Duros Spacer, 504 posts
Flight Officer
12/12w 13/13s stims:0
Sun 19 Mar 2017
at 13:30
  • msg #40

Rebel Base 2 (OoC 2)

Well, With you being arrested, trying to use the OOC medium to find a common ground is almost moot, but I think I will try to continue anyway




We are making progress!  I read that this mission was intelligence gathering only.  Maybe there would be an item we need to steal, but Leia wants us to get knowledge (intelligence) about the Jedi for luke.

quote:
"After the Emperor rose to power, the very first thing he ordered was the destruction of the Jedi order.  Even after the Clone Wars, the Empire expended enormous resources hunting down and destroying all the Jedi across the galaxy.  What you may not know is that this was not successful."

"At least one Jedi survived the purge.  General Obi-Wan Kenobi went into hiding.  During this time, he mentored our very own Commander Luke Skywalker.  Luke believes that he can become what the Emperor most fears."

"Lore of the Jedi has been hunted down with as much determination as the Jedi themselves.  We are seeking alternate solutions that will help us recover the knowledge we have lost."

Princess Leia pressed a few buttons and a star map came up on the holoscreen. It displays a planet you haven't seen before. The displayed name is 'Vuprides 1.'

This is her basic introduction.  This says nothing about the mission at all.  I think you agree, because the first thing you say is "so, whats the mission"

quote:
"A recent Imperial transmission was decoded with the aid of the slicer you retrieved.  The intelligence indicated a location that may have information we need to pursue this objective."

"This is Karhexadine 1, the only inhabitable planets in its stellar system.  The message we intercepted was a protest from the sector's Moff against an order to redirect forces away from it."

Princess Leia opens another file.  Everyone listens as a well-educated but weedy voice complaints.  "...  Given that the Emperor's highest priority has always been the destruction of the prime enemy, I feel it is a poor decision to redirect forces away from Karhexadine.  I formally request the retraction of order 27.42..."

Princess Leia turns the message off.  "Whatever is on Karhexadine, the Empire has it buried. If they don't want us to have it, I think we should at least find out what it is."

The Princess opens a third file on her data pad to project a holo of a GR-75 medium transport next to a holo of an X-Wing. "You'll be travelling through imperial space on this mission.  Rebel command has authorized the use of a transport with an X-Wing as escort.  Alternatively, you could keep using the Sunset Shimmer.  However I'm told that the range of a YT-1300 is insufficient to reach the objective without stopping to refuel.  You'll have to stop at an independent fuelling station on the way.

Here she tells us three things
1. We got intel about imperial troop movements.  This also hints at a Jedi person, artifact, or similar
2. "I think we should at least find out what it is". This is the part that I understand the mission is pure intel.
3. our travel options.  Not really important to our disagreement.

At this point it seems you see this as a strike mission based on your posts.  This is where our major disagreement starts.  And I think it is because you think this is a "kill" or "strike" mission.

quote:
"The planet is pre-interstellar, but not uninhabited.  Our information suggests several native groups that may have information you can use.  They have been under imperial oversight for decades, and may be willing to aid the Rebellion."

Princess Leia opens another file on the holoscreen.  The screen displays an artistic carving.  It resembles a tree with wide boughs and humanoid figure's dancing around beneath them.  A number of symbols are inscribed in an arc around the top of the tree.

"When we began researching Karhexadine, we found an archaeological study dating to the Old Republic.  Most of the files were expunged, but this piece survived in an archived edition.  Whether it is a literal tree or some sort of symbol, we suspect that it is pertinent to your mission."

According to the images' title, the piece of art was categorized as Item 2056: Symoblic Representation of 'Tree of Knowledge.'

Here you have left the room already, so any extra information from the princess is moot tho this discussion.

However, this does speak to the "lack of intelligence" that you are talking about.  It is not much, but based on the above interpretation of mine that this is an intel gathering mission (which Caddy will change to be a smash and grab mission on the ground when she sees Jedi stuff, and we will probably agree when we see the Empire is planning on destroying it) this extra info just gives us a place to start.  It is nice, but as an intel gathering mission not really needed.




So, based on your statement Jurell is unwilling to concede either of "our" points, and is not willing to meet us halfway.  I posted that as a player hoping we could find some middle ground.  In any argument the best way out is a compromise.  I was pointing out the two points we are trying to make that if perhaps Jurell could (even temporarily) make a concession to continue the dialog.

With respect to Jurell's point - I think I nailed point 1.  However, contrary to what you are posting here, Jurell does not respect rank at all (Granted, Han barely did and also used the Sweetheart line to degrade the woman he was traveling with.  Lucas is a known sexist which puts that line in the movies.)  So, as long as you are trying to both disrespect the Lieutenant in the room, and degrade he role further because she is a woman on purpose you nailed it.  If you are doing some of these by accident by quoting Star Wars, no problem.  Just wanted to point out that "Sweetheart" inflamed Leia every time that Han used it.  Don't get upset when someone lashes back at you when you insult the leadership directly.

That ties directly into Forim's grunt comment.  You insulted my leader directly.  I insulted you back directly.  Then you left the room.

I know you modeled yourself from Han, and Han did not really respect female leadership at all.  He did have very respectful conversations with the few scenes he had with male leadership.  Han got insulted a lot by said female (that half-witted scruffy-looking nerf herder) but he stayed around because (1, he didnt care he was insulted back or 2, to prove to everyone around him that he was the best: [I couldn't let you get all the glory and reward]).

The second point make sense with the above - you think it is a strike mission.  If you can point out to me why you think this is a strike mission that might help me understand some of your points.

I don't disagree that a intel + strike mission would be _better_ with two teams.  Heck, it would be better with four teams.  Two independant teams gather intel, then a strike team, and a backup strike team incase of curve balls.  That gets us better intel from two overlapping perspectives, and another team in reserve to help the first team if it gets into trouble.

But we are the pennyless rebellion.  Teams often do Intel + Strike on their own.  That is the other part of Forim's point.  When you get assigned a mission, you accept it or you dont.  That is what the GM is getting at with this briefing I think.  Get our grievances out now at the start of the mission so that on the mission we are a coherient party.
Jurell Delgar
Human Teras Kasi, 38 posts
Specialist
W: 16/16, S: 12/12
Sun 19 Mar 2017
at 14:40
  • msg #41

Rebel Base 2 (OoC 2)

Honestly, this post is a bit too massive for me to respond to well.  Sitting on my laptop, I don't have the two monitors I would usually use to respond to each point individually, so I will try to respond to the points that stand out the most.  If there's anything you really want a respond to that I haven't responded to, let me know.  But, honestly, this much is a bit too much for me with the limited time I have to post and limited ability to read and respond to each point.  I'm already mashing alt-tab like crazy as it is!  xD


quote:
This is her basic introduction.  This says nothing about the mission at all.  I think you agree, because the first thing you say is "so, whats the mission"

Disagreed.  I think you misunderstood the context of why he said what he said.  She started off by saying:

Princess Leia:
"Alpha team: you had notable victory against the underworld enemies of the rebellion.  You've also been very successful at gathering up intelligence that the Rebellion desperately needs.  Now it's time for you to strike a blow against the Empire."

Emphasis mine.  So, in Jurell's mind, she has framed this mission to be a strike mission.  He is, in essence, asking for the details of what has been framed as a strike mission that requires pre-done intelligence in order to assure the least casualties.  So, the problem started actually before you may think it did.  I need to point out that I personally do not see this particular mission any which way.  No initial plan survives first contact in the first place.  All things considered, Jurell is of the opinion that even if they try to go in to "find out what's going on," it's still going to devolve quickly.  What they really needed was relevant information on the base in order to plan out where not to be and where not to go if the mission was going to be successful.  That's the base groundwork that is usually given before a mission like this (ref: original trilogy and Star Wars Rebels).

quote:
So, based on your statement Jurell is unwilling to concede either of "our" points, and is not willing to meet us halfway.  I posted that as a player hoping we could find some middle ground.  In any argument the best way out is a compromise.  I was pointing out the two points we are trying to make that if perhaps Jurell could (even temporarily) make a concession to continue the dialog.

Honestly, Forim, if I wasn't willing to work for compromise as a player, I would not be taking the time to respond to this large OOC post and two PM threads at this point.  I felt it was important to reframe the impressions you had because I thought they led to important incorrect assumptions.

quote:
With respect to Jurell's point - I think I nailed point 1.  However, contrary to what you are posting here, Jurell does not respect rank at all (Granted, Han barely did and also used the Sweetheart line to degrade the woman he was traveling with.  Lucas is a known sexist which puts that line in the movies.)  So, as long as you are trying to both disrespect the Lieutenant in the room, and degrade he role further because she is a woman on purpose you nailed it.  If you are doing some of these by accident by quoting Star Wars, no problem.  Just wanted to point out that "Sweetheart" inflamed Leia every time that Han used it.  Don't get upset when someone lashes back at you when you insult the leadership directly.

There's lashing out and there is steamrolling.  Honestly, as I have told Caddy in another PM, this character was designed specifically as a banter counterpoint to her character.  So, yes, the Sweetheart comment was designed especially to evoke that.  I'm not upset about that.  And the comment has nothing to do with disrespect specifically to female characters.  If Caddy was a man, Jurell probably would have done something equally as coarse.  So, still quite a bit off base, in my opinion.  Currently, he has little reason to respect rank given the dialogue between the other ranking officers in the team (Caddy and Forim specifically).

I feel like at this point I need to make another point.  Jurell is by nature a questioning character.  Characters in the Star Wars universe often start out that way by questioning the Rebellion and how it operates.  I can reference Han, sure, but I also want to point out that Ezra and Kanan started out exactly the same way.  They were a part of operations but questioned whether or not things were a good idea.  What it seems to me as a player is that you are expecting "rank and file" characters as part of the Rebellion and this team.  You're interpreting putting his feet up at a table as disrespecting authority, but I feel like I should point out that Kanan and Ezra both straight up questioned the leader of Rebellion force several times in Star Wars Rebels alone.

I also feel like I need to counterpoint what you are saying about why he left because it seems you have the impression that he is butthurt or something.  Jurell is not.  He just sees little point in continuing on when it seems that the ranking officers (again, Forim and Caddy) are willing to go straight into the lion's den on what appears to be a suicidal mission no questions asked.

quote:
I don't disagree that a intel + strike mission would be _better_ with two teams.  Heck, it would be better with four teams.  Two independant teams gather intel, then a strike team, and a backup strike team incase of curve balls.  That gets us better intel from two overlapping perspectives, and another team in reserve to help the first team if it gets into trouble.

But we are the pennyless rebellion.  Teams often do Intel + Strike on their own.  That is the other part of Forim's point.

Disagreed again on this point.  Whether or not the Rebellion is penniless is a bit immaterial to what I'm talking about.  Most of the missions detailed in Rebels (not to mention the famous Bothans that got intelligence on the Death Star), all have at least some idea of the lay of the land.  Maybe not precise troop numbers or the like (which I am in no way expecting), but they have an idea of what's on the ground before they go search for a target.  We've so far gotten none of that.  Where are the bases located in comparison to the target?  Do we have ideas of patrol routes?  Those are pretty basic questions that have not been answered, which is more Jurell's point there.  I think judging from the response from Caddy, at least, that her character thinks that Jurell wants all the details (the milk run comment), which is incorrect.
'Kraken'
Nautolan Slicer, 14 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 19 Mar 2017
at 15:31
  • msg #42

Rebel Base 2 (OoC 2)

I find most OOC comments like this usually hurt the game rather than help as you can't use this information as character knowledge and most players get offended at some point.
So, I will read the content but won't be adding to it.
I'd rather hash this out in-character.  ;)
Forim Luk
Duros Spacer, 505 posts
Flight Officer
12/12w 13/13s stims:0
Sun 19 Mar 2017
at 15:53
  • msg #43

Rebel Base 2 (OoC 2)

I now tend to agree with you Kraken.  My hope in starting this was that we could use OOC knowledge to help our character act IC in a way that allows a quick resolution to the solution.

For example, if Jurell was willing to apologize for anything, Forim would be happy to hear out his concerns in detail.  I am not saying that is what is going to happen or that apologizing is in Jurell's character.  I am not judging either way.  Sometimes OOC you can give a way for the IC characters to "accidentally" say the right thing.  Sometimes we can use OOC knowledge to metagame a solution before the IC relationship is ruined.

However, as it happens sometimes, some characters are built in such a way that they are inflexible.

At the very least, I see how Jurell sees this as a strike mission now.  I took that statement to be more nebulous in nature, and less a direct bearing on this mission.  Gaining knowledge about the Jedi would strike a blow against the Empire.

That knowledge helps me as a player help Forim the character realize why this guy is so fixated on a strike mission.

I know my post was a beast after I posted it, sorry!

I think I know where you stand, and I think you know where I stand.  I think we know that we disagree with each others position and I can respect that.  We will just have to wait until management lets you out of jail and puts us in a room together again to start hashing it out.
The Force
GM, 724 posts
Binds all life together
May the Force be with you
Sun 19 Mar 2017
at 15:58
  • msg #44

Rebel Base 2 (OoC 2)

Guys, I'm tired of this. This isn't a forum where we debate political stuff. No more quoting each other and point counterpoint.

Jurell, if you want to play the game, find a way to get back into the mission. all you have to do is say "I want in" and it's fine.
Jurell Delgar
Human Teras Kasi, 39 posts
Specialist
W: 16/16, S: 12/12
Sun 19 Mar 2017
at 16:00
  • msg #45

Rebel Base 2 (OoC 2)

GM, we're really not upset at each other or anything.  I was literally about to just say that I agree with what Forim just said.  It's not that I do not want to play the game, so I'm not really sure where you are coming from in this aspect.  We've been very amicable about it.
Jurell Delgar
Human Teras Kasi, 41 posts
Specialist
W: 16/16, S: 12/12
Sun 19 Mar 2017
at 22:00
  • msg #46

Rebel Base 2 (OoC 2)

Sorry that took a while longer than I wished.  I got a bit distracted with the new Mass Effect!
Jurell Delgar
Human Teras Kasi, 42 posts
Specialist
W: 16/16, S: 12/12
Mon 20 Mar 2017
at 11:55
  • msg #47

Rebel Base 2 (OoC 2)

I thought it was more pertinent to ask this here because it is a terminology question that I have as a player.

quote:
- Counter-Intelligence: Sequester knowledge of a Rebel team on Karhexadine 1.

Should I be taking this to mean that I should erase all traces of Alpha Team being on the planet?  Or that I should be rescuing a Rebel team that is already on the planet?  The usage of the phrase "Rebel Team" makes the mission a little ambiguous to me as a player.
The Force
GM, 726 posts
Binds all life together
May the Force be with you
Mon 20 Mar 2017
at 12:35
  • msg #48

Rebel Base 2 (OoC 2)

This is the first Rebel mission to the planet. They want it to be a secret that there are any Rebels involved in this mission.
Forim Luk
Duros Spacer, 507 posts
Flight Officer
12/12w 13/13s stims:0
Mon 20 Mar 2017
at 13:54
  • msg #49

Rebel Base 2 (OoC 2)

Man i really read that wrong.

I thought we were supposed to plant the odea of a cell where there was none!
Caddanra 'Caddy' Manitu
Human Diplomat, 364 posts
Not just a pretty face...
13 / 13 St -- 5 / 10 Wo
Mon 20 Mar 2017
at 14:01
  • msg #50

Rebel Base 2 (OoC 2)

It's ok Force.  We're on the same wavelength ;-)
Forim Luk
Duros Spacer, 509 posts
Flight Officer
12/12w 13/13s stims:0
Tue 21 Mar 2017
at 15:49
  • msg #51

Rebel Base 2 (OoC 2)

I am ready for mission start / the introduction of our fellow team mates.
Caddanra 'Caddy' Manitu
Human Diplomat, 368 posts
Not just a pretty face...
13 / 13 St -- 5 / 10 Wo
Wed 22 Mar 2017
at 09:55
  • msg #52

Rebel Base 2 (OoC 2)

Wow.... tried to get a post in early... just not happening with everyone posting :-)   I applaud the passion!  Hopefully the flow of posts isn't too disconcerting.
Jurell Delgar
Human Teras Kasi, 46 posts
Specialist
W: 16/16, S: 12/12
Thu 23 Mar 2017
at 00:20
  • msg #53

Rebel Base 2 (OoC 2)

Are we really rolling PC to PC social checks at this point?  This really doesn't seem like the best way to handle things.  If it's really going to be one of those kinds of games, I think I'll remove myself from the game.  I have been in far too many games in the past where such things were horribly abused.
This message was last edited by the player at 00:22, Thu 23 Mar 2017.
Jurell Delgar
Human Teras Kasi, 47 posts
Specialist
W: 16/16, S: 12/12
Thu 23 Mar 2017
at 00:41
  • msg #54

Rebel Base 2 (OoC 2)

I'm also rather confused by what Caddy is saying?  Jurell has straight up said that he doesn't do suicide runs, but he will look out for other members of the team.  So, why is she pseudo-threatening him?  I don't understand.  His statement amounts to "I don't do suicide runs, but I'll do whatever else."  So, people are upset that he doesn't do those?  Yeesh.  Tough crowd.
Caddanra 'Caddy' Manitu
Human Diplomat, 370 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 00:42
  • msg #55

Rebel Base 2 (OoC 2)

I'm just showing that my words are convincing.   It's all too easy to ignore peoples words and call their bluff because of OOC knowledge.
Jurell Delgar
Human Teras Kasi, 48 posts
Specialist
W: 16/16, S: 12/12
Thu 23 Mar 2017
at 01:08
  • msg #56

Rebel Base 2 (OoC 2)

I don't really know what sort of OOC knowledge you are talking about.  While you are here would you mind explaining your IC post to me to alleviate the confusion I mentioned?  It's difficult to write a post in response when I don't understand it.
Forim Luk
Duros Spacer, 514 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 02:21
  • msg #57

Rebel Base 2 (OoC 2)

Hey Caddy, Just curious how you built your dice pool?

Did you upgrade your Deception to 3P recently?  Also, Deception does not really fit for the text you use.  Charm or Leadership fit better in my mind (although I am a newb at social rolls)

Additionally, the Deception is opposed by the targets Discipline, which would be 1D 1C in this case.

Finally, How did you get the boost die?  If it is for rank, the target has made it very clear he holds no respect for that rank.  If it is for the leverage of being on the mission with us, well he has specifically stated that he is willing to walk away.  Perhaps you are getting the boost from somewhere else though.

Just want to make sure if you are doing an opposed check, you are building the dice pool correctly!  No point making a roll to show lots of successes when in reality the roll was much more difficult!  Heck, you might fail showing YOU back down instead of padding the success to force him to back down ;)

--------------------------

In addition, I agree with Jurell that rolling dice against him forces him to
a) accept what you say blindly - preventing him from being able to role play or
b) initiate a social or combat encounter with the group.

It really backs him into a corner.

PvP dice never turns out well, unless both players agree ahead of time for a contest of skill.
Forim Luk
Duros Spacer, 515 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 02:24
  • msg #58

Rebel Base 2 (OoC 2)

In a more positive note, we have a tonne of great pilots here!  I think it might make a cool adventure to have us in Y-Wings (or some other 2 man ships).  Pilot / Gunner combo for each ship.  We have the pilots!

Should be cool.  Ill make sure I step up my piloting game to stay on top!  Would hate to lose my position of power ;)
The Force
GM, 731 posts
Binds all life together
May the Force be with you
Thu 23 Mar 2017
at 02:39
  • msg #59

Rebel Base 2 (OoC 2)

Okay, guys: this is going to be a big one. This adventure is going to be like several smaller adventures combined together. It's probably going to go on for awhile. It's going to involve quite a few different elements, so if you're finding one part of it not to your liking, bear with it and soon there will be another.

We have a lot of new players, and probably some of you are going to find this game a rough fit. If you don't want to play, the next week or so is the time to decide. Please don't just ghost out on us.

I have updated the ship's entry in "Rules & Party Resources" to reflect the additional stuff that was added on your request.
Jurell Delgar
Human Teras Kasi, 49 posts
Specialist
W: 16/16, S: 12/12
Thu 23 Mar 2017
at 02:57
  • msg #60

Rebel Base 2 (OoC 2)

@Forim: Ooooh, if only I had known that was a possibility!  Every time I have made someone remotely capable of piloting in this game system before there was already a pilot, so it was a useless skill set because we only had one ship.  I would be super jealous if we got to do something so cool.  I'm totally on board to see it happen, though!

@Force: No worries.  I won't just ghost on you.  I have a feeling I may need to take a vacation in a couple months if things in RL pan out the way they seem to be shaping up to, but I'll let you know about it ahead of time.  I do definitely want to play.
Caddanra 'Caddy' Manitu
Human Diplomat, 372 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 08:27
  • msg #61

Rebel Base 2 (OoC 2)

1) What sort of OOC knowledge?  Folk have already done this several times  including referring to elements of my background that are not generally known.

2) Dice pool - I seem to have lost that section of the OOC.  The pool was simply my dice + lightside + boost of the previous success (I had 6 if you recall - with no obvious useful outcome for me).  I didn't actually consider Discipline as I wasn't ordering him and was looking at Streetwise/Cunning to pick out the fact that she is not naturally a 'hard ball' but I should have made this clear (I blame this on it being past midnight when I posted!  Why... because you guys post in streams while I'm not around!)

3) As for PvP - I agree that it isn't ideal in this game system - but at the same time, if my 'free will' to RP is taken away (by someone, for example, RPing an action so radical that it doesn't give me a chance to react to it despite the time framing), then my only recourse is to use dice to make it clear that this isn't simply fluffy 'social' RP.

Anyway, the scene has moved on.  Feel free to roll the dice pool differently if you think that you can get Caddy's mark on this.

Just be aware that the game does have social combat and I'm not particularly interested in combative RP within the team (you wouldn't threaten or be rude to a manager iRL, why do so in game and think you can get away with it?) - so if this is the way any of you want to play, please roll the dice and see what the outcome is so that we can move on with things.
This message was last edited by the player at 08:28, Thu 23 Mar 2017.
'Kraken'
Nautolan Slicer, 18 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Thu 23 Mar 2017
at 11:41
  • msg #62

Rebel Base 2 (OoC 2)

Using lightside points on players seems a real waste as the Force should be used to defeat the Empire, not influence another player.

As a general rule, in the games I play only lightside are allowed to be used on enemies.

GM
, do you allow players to use lightside points against each other?  Seems to be this would be a bad idea.
The Force
GM, 732 posts
Binds all life together
May the Force be with you
Thu 23 Mar 2017
at 12:08
  • msg #63

Rebel Base 2 (OoC 2)

I've never considered the possibility. I really don't think so. Light Side points are supposed to be shared resource amongst the good guys. If the good guys are using them on one another, then it's like a conflict of interest. So no.
Forim Luk
Duros Spacer, 516 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 12:12
  • msg #64

Rebel Base 2 (OoC 2)

+1 to Kracken, but it is the Players choice.

I am not trying to attack you Caddy - just I would feel bad if a player 1) rolled dice against me, and 2) flipped a destiny to be more effective in PvP.

In the future, when a player flips a light side token, please post it somewhere for all players to see - it is our right to see the token pool changed.  This goes for PvP and PvE

I may be understanding social encounters wrong, as I have never built a social character in this system, but right on page 122 of the rule book (AoR) it says "Deception is opposed by the subject's Discipline".  Its not your choice what it opposes, so you cannot pick his weakest attribute to roll against.

As you called it "social combat".  What you did is no different then me pulling out my blaster and shooting Jurell with a Stun bolt because he wouldn't sit down.

Just as you are pushing your force of will on us as players, we are allowed to buck under the yoke.  My character is very subservient, so you wont get that from me IC ;)
'Kraken'
Nautolan Slicer, 19 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Thu 23 Mar 2017
at 12:22
  • msg #65

Rebel Base 2 (OoC 2)

quote:
+1 to Kracken, but it is the Players choice


The Force posted a few minutes before you with his thoughts.

IMO, PVP use of light side will soon see only dark side left as players could use lighside points to try to counter another players use of lightside use.  Then when we are in combat with the Empire we will be at a disadvantage.

GM answered my question so I'll drop the discussion.
Caddanra 'Caddy' Manitu
Human Diplomat, 373 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 14:54
  • msg #66

Rebel Base 2 (OoC 2)

Ok.  I don't mind.  I was simply trying to make sure the arguments ended and we worked as a team... only for the lot of you to turn on me.   As far as I was concerned, the action of breaking up the team was anti-team and therefore a valid opportunity to use the 'good' force to put things right (which is how I personally view the Light side of the Force).

So, not throwing my toys out of the cot - but at least I know where I stand and I will make every effort to ensure posts are clear and cannot be misinterpreted.

As for Deception vs Discipline.   This is a guideline - the rule book is abundantly clear on this (in general, not this specific ability).  That said, if we are being rules-heavy/lawyery, I can only apologise.   As I said before, I did not feel I was testing his Discipline as I was not asking him to doubt himself or indeed choose a different path... but to believe in certain criminal-style actions - thus Streetwise being the more appropriate stat.
Forim Luk
Duros Spacer, 518 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 14:58
  • msg #67

Rebel Base 2 (OoC 2)

I just know nothing about social encounters :P

I assumed it was like in combat: Ranged targets ranged defense, melee targets melee defense.  Doesnt matter if you have the blaster pushed against his head - it targets ranged defense.

Can you target any stat?  Is there any limits?

Deception seemed off because you were not trying to lie to him - deception only comes up if you are trying to obstruct the truth in some way, right?

Teach me :P
Caddanra 'Caddy' Manitu
Human Diplomat, 374 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 15:16
  • msg #68

Rebel Base 2 (OoC 2)

Have a look at my sheet.  If Deception wasn't appropriate, I roll the same dice for Leadership... or indeed for Charm... or indeed for Negotiation.  This is my schtick.

Unlike normal ranged/melee combat where you can specialise in one, I have to have 4 ways of talking, 4 lots of skill expense, but unlike weapon fire, there is no way to avoid/absorb the outcome (barring GM fiat - which is often horribly rail-roady and can be very frustrating) and indeed Player 'Free Will'.

It's what makes inflammatory comments hard to deal with because they are often considered 'Roleplay' despite the effect having no dice backing them.   As there are no dice, they can be freely 'ignored' which causes more friction and ultimately can result in combat / broken campaigns / bad blood between players.


Down to the mechanics - can you target any stat - no, it's not that you are targeting a stat - but more looking at what's an appropriate defence.  If I was a GM, I'd have said streetwise so I rolled that - which, I agree, is taking things into my own hands and may have been a bit more of a stretch than was appropriate :-)

By the same token.   If I was using Charm to entice an officer from his post... sure, Discipline makes sense.... But what about charming a Thug down an ally... should that not be streetwise.  Or charmingly distracting a soldier from his watch... Vigilance?  Or charmingly teasing a soldier by showing him a turned ankle - Cool maybe (or Discipline!)   Things don't have to be set in stone.   But, of course, the book does say Discipline sooooo..... ;-)
Forim Luk
Duros Spacer, 519 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 15:28
  • msg #69

Rebel Base 2 (OoC 2)

I tend to disagree with you on comments being ignored.  You rolling dice to FORCE his character to change to your vision of what you want him to be is rail-roady and frustrating.  Remember, he has a character he wants to play that is and will be frustrating to us in an ongoing basis.  Rolling dice to force him to change that is not fair to him wanting to play his character.

For Example, There is NO social roll that you can make which will force Forim to murder a child in cold blood.  I don't care what the dice say, I am not a puppet to smooth, forceful or otherwise words.  That said, if you craft a RP speach about leadership, cost of war, or some other thing Forim might do it.  But you need to convince him with words, not with dice.

Hmm,  interesting.  I always thought streetwise would be your knowledge of something.

Rolling deception vs streetwise is trying to convince him that some of his knowledge of living on the street / underground is false?  I guess that kind of makes sense

I am not worried that your dice are the same for each skill.  In fact, I am even more confused that you picked deception if there was no dice benefit for you.  Coercion seemed like the best choice for the direct threat of your text, I could probably be convinced about leadership though.

Where are the rules on social encounters?  I cannot find them in the rule book at all, and in fact found multiple charts / places which define how the different skills oppose what with no mention of any flexibility.  I don't even see any rules where Success = Strain on the opponent lol.

Not attacking, just trying to learn the aspect of the game that I have ignored :P  If something doesnt make sense, I want to either correct it so it make sense, or understand why it should make sense and I just dont know something.

Reading the rules might be the best bet here :P
Caddanra 'Caddy' Manitu
Human Diplomat, 375 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 16:47
  • msg #70

Rebel Base 2 (OoC 2)

Again, I was not trying to force my vision here.  I was simply rolling the dice to show how successful I was in apply a threat (since I don't believe I am generally threatening) - which is also the reason I chose deception.  I am not stipulating the player's reaction to it, only my success/failure in applying it.   I accept that I didn't articulate this clearly in my post - and I've already apologised for this.

As for the social combat rules - these are house rules Force brought in - but are not in the book.   Quite deadly ones in fact as you can't soak with armour the way you can with normal stun/soak wounds - and as mooks can't soak stun, it means that words can literally kill LOL :-)   If we're going by 'just the rules' then a success is just that... a complete success.  I suggest someone does something, they fail their roll, they do it.   The key thing is to work in difficulty in the roll... so if they disagree, I should get black dice, if they outnumber, another dice, they have weapons... another etc etc.
Forim Luk
Duros Spacer, 520 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 17:04
  • msg #71

Rebel Base 2 (OoC 2)

*nod.  I must have missed those rules that the Force brought in.  Are you able to compile them into a single post that I / the new comers can read?  Then we can ask the Force to put them in the Rules thread :)
Caddanra 'Caddy' Manitu
Human Diplomat, 376 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 18:30
  • msg #72

Rebel Base 2 (OoC 2)

They may or may not stick around.  We were trying them out in the flight from the mines :-)   You see, I can be quite successful at affecting people.... ;-)
Forim Luk
Duros Spacer, 521 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 18:38
  • msg #73

Rebel Base 2 (OoC 2)

Ohhh, I didnt know that they were that new, and had only been used once!

It is still worth compiling them together so we are all on the same page.  I have never even read them, or know where to look to find the discussion about them!

You aren't the only social character in the group now I think :P
Caddanra 'Caddy' Manitu
Human Diplomat, 377 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Thu 23 Mar 2017
at 19:18
  • msg #74

Rebel Base 2 (OoC 2)

But I'm the prettiest, right? :-)
Forim Luk
Duros Spacer, 522 posts
Flight Officer
12/12w 13/13s stims:0
Thu 23 Mar 2017
at 19:21
  • msg #75

Rebel Base 2 (OoC 2)

I don't think that anyone in this group is Forim's type.  They certainly are not his species :P
Jurell Delgar
Human Teras Kasi, 50 posts
Specialist
W: 16/16, S: 12/12
Fri 24 Mar 2017
at 00:29
  • msg #76

Rebel Base 2 (OoC 2)

GM, I'd like to make a Perception check along with my post to see if I can find any traces of a stowaway or someone who has been on the ship that isn't us.  Could I get a difficulty I could roll against?
The Force
GM, 734 posts
Binds all life together
May the Force be with you
Fri 24 Mar 2017
at 01:01
  • msg #77

Rebel Base 2 (OoC 2)

It's a former smugglers' ship, so there's plenty of hideaways. They only just discovered one of the smugglers' compartments when a deadly stowaway hatched. 3D, with 1b because its your ship.

The Difficulty for computery works is 3d. I'll throw in a 1b if you can correctly guess who or what implemented the program in your post.
This message was last edited by the GM at 01:02, Fri 24 Mar 2017.
Forim Luk
Duros Spacer, 524 posts
Flight Officer
12/12w 13/13s stims:0
Fri 24 Mar 2017
at 01:07
  • msg #78

Rebel Base 2 (OoC 2)

My bet is Hypno.  That little droid is no end of trouble.
Jospi Renning
Human Engineer, 13 posts
Fri 24 Mar 2017
at 11:03
  • msg #79

Rebel Base 2 (OoC 2)

Apologies for missing a day.  We had a deployment here at work yesterday that left me very busy all night.

What happened to my character's request to be escorted to the ship during it's maintenance?

Additionally, what happened to not being a jerk?  Let's try role playing characters that aren't like their players and get along.

Apologies for not stating my stats for several abilities in my last post.  They are as follows:

Computers 1P 3A Black Ops Data Breaker and Slicer Gear
Mechanics: 2P 2A (Fine Tuning, Gearhead and Solid Repairs)
Piloting - Space 2P 2A
Education 1P 3A
Agility Skills 4A
Intellect Skills 4A

As I may have already posted, this character is the party bard.
Jurell Delgar
Human Teras Kasi, 52 posts
Specialist
W: 16/16, S: 12/12
Fri 24 Mar 2017
at 11:24
  • msg #80

Rebel Base 2 (OoC 2)

Wow!  Looks like we've got our tech!  Out of curiosity, how did you get 4s in two characteristics without going over the maximum experience allowed to be allocated to characteristics during character creation?
Jurell Delgar
Human Teras Kasi, 53 posts
Specialist
W: 16/16, S: 12/12
Fri 24 Mar 2017
at 15:40
  • msg #81

Rebel Base 2 (OoC 2)

GM, can I spend the advantage to find something interesting?  Like evidence pointing to Hypno?  Probably would be important to be able to tie him to what's going on somehow before I go accusing people.  xD
The Force
GM, 736 posts
Binds all life together
May the Force be with you
Fri 24 Mar 2017
at 15:42
  • msg #82

Rebel Base 2 (OoC 2)

OK, editing.
Jurell Delgar
Human Teras Kasi, 54 posts
Specialist
W: 16/16, S: 12/12
Fri 24 Mar 2017
at 15:46
  • msg #83

Rebel Base 2 (OoC 2)

Thanks.
'Kraken'
Nautolan Slicer, 22 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 24 Mar 2017
at 20:37
  • msg #84

Rebel Base 2 (OoC 2)

GM, I'm guessing you missed my question:
quote:
OOC: GM, what is the difficulty?  Computer skill?

I'm assuming it is a Computer roll, but not sure what the Difficulty is.  I checked the table, but Computer was lacking a row of its own.

[Private to Jurell Delgar:
quote:
Out of curiosity, how did you get 4s in two characteristics without going over the maximum experience

I was wondering the same thing myself.
]

I'm camping with the BSA tonight, be back sometime tomorrow afternoon, so I'll be out for at least 24 hours.  ;)
This message was last edited by the player at 20:38, Fri 24 Mar 2017.
Jurell Delgar
Human Teras Kasi, 55 posts
Specialist
W: 16/16, S: 12/12
Fri 24 Mar 2017
at 20:44
  • msg #85

Rebel Base 2 (OoC 2)

Have fun camping!

[Private to 'Kraken': Yeah, that looks like an illegal character creation.  That should really get fixed before he starts making rolls as that's unbalanced.  I'm pretty sure GMs can read private lines.  GM, could you discuss with Jospi fixing his character since he did it incorrectly?]
The Force
GM, 737 posts
Binds all life together
May the Force be with you
Fri 24 Mar 2017
at 20:52
  • msg #86

Rebel Base 2 (OoC 2)

I said it earlier in the of character post. It will be 3D comma with an extra one boost if you can say in your post who you think it was who put the program into place.
Jurell Delgar
Human Teras Kasi, 57 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 14:42
  • msg #87

Rebel Base 2 (OoC 2)

It's too bad I don't speak Binary.  xD
Forim Luk
Duros Spacer, 526 posts
Flight Officer
12/12w 13/13s stims:0
Sat 25 Mar 2017
at 14:58
  • msg #88

Rebel Base 2 (OoC 2)

I do!  but wasnt 100% sure you turned the intercom on, or just shouted.
Jurell Delgar
Human Teras Kasi, 58 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 15:11
  • msg #89

Rebel Base 2 (OoC 2)

I didn't buy a com, so I wasn't sure if I was outfitted with one at some point or something.
Forim Luk
Duros Spacer, 527 posts
Flight Officer
12/12w 13/13s stims:0
Sat 25 Mar 2017
at 16:18
  • msg #90

Rebel Base 2 (OoC 2)

There is a ship intercom in every room, or at least I always assume that.
Jurell Delgar
Human Teras Kasi, 59 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 16:35
  • msg #91

Rebel Base 2 (OoC 2)

Oh, I had no idea!  Most ship layouts I've seen of the YT series tend to have one intercom in a particular location on the ship (ref: SWtOR), so I assumed they were not in every room.  Distance in short enough that people could probably hear.
The Force
GM, 740 posts
Binds all life together
May the Force be with you
Sat 25 Mar 2017
at 16:37
  • msg #92

Rebel Base 2 (OoC 2)

For safety reasons, there's an intercom in most rooms that crew might reasonably be in. The ones aboard the Shimmer are in working order, for now.
Jurell Delgar
Human Teras Kasi, 60 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 16:57
  • msg #93

Rebel Base 2 (OoC 2)

Welllllll, that's not terrifying or anything.  Little R2 droid flipped a Dark Side point for "No Reason."  ;p
Jurell Delgar
Human Teras Kasi, 61 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 21:18
  • msg #94

Rebel Base 2 (OoC 2)

Somehow I knew that Jurell was going to look like the bad guy in all of this. I actually started writing an "in b4" post in the OOC this morning then erased it. xD
Forim Luk
Duros Spacer, 529 posts
Flight Officer
12/12w 13/13s stims:0
Sat 25 Mar 2017
at 21:22
  • msg #95

Rebel Base 2 (OoC 2)

in b4 post?

Also, Hypno has been on my radar as a spy / traitor ever since we got the memory wiped and command gave it back to us.

That **** thing almost killed the whole party on its own.

I wouldnt be surprised if its core memory survived the wipe, and is existing below the surface.  It comes out, takes charge, then goes back into the background.  The core consciousness does not even know about it.

That is what I have been thinking ever since it started.

I have had no proof, so nothing to be done but move on.
Jurell Delgar
Human Teras Kasi, 62 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 21:59
  • msg #96

Rebel Base 2 (OoC 2)

You've never seen an "in b4" post?  Like "In b4 that girl becomes the romance interest" or "in b4 the bad guy is really his father?"

It's meant as an expression of predicting something that is obviously going to happen in a plot.
Forim Luk
Duros Spacer, 530 posts
Flight Officer
12/12w 13/13s stims:0
Sat 25 Mar 2017
at 22:01
  • msg #97

Rebel Base 2 (OoC 2)

Ive seen predictive posts, heck I have made some.

However, never heard it phrased "in b4"
Jurell Delgar
Human Teras Kasi, 63 posts
Specialist
W: 16/16, S: 12/12
Sat 25 Mar 2017
at 22:05
  • msg #98

Rebel Base 2 (OoC 2)

http://knowyourmeme.com/memes/inb4--2

It's been around for quite a long time.  Well over a decade or so.  Cursory Google search brought that link up.
Forim Luk
Duros Spacer, 531 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 00:19
  • msg #99

Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
The restraining bolt is, most certainly, still in the stores and exactly where Caddy left it when they loaded their supplies.   She doesn't comment about Forim leaving his post though she does raise and eyebrow... and will slip into his seat as he leaves.  Hopefully she'll be able to keep an eye on things while he is away.



Caddy's station is in the cockpit, however she decided to spend the time in her cabin, not that I commented on that ;)  Good thing neither of us are commenting on anything ;)

Also, I think you missed the sitrep I posted in my earlier post - our options are 1) land, 2) com base and leave, 3) com base and wait, 4) just leave.

Also, I gave the B1 battle droid the con in my post.  Didnt want to send him to deal with the droids :P.  Because that is how I roll.
Caddanra 'Caddy' Manitu
Human Diplomat, 380 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 26 Mar 2017
at 12:20
  • msg #100

Rebel Base 2 (OoC 2)

Bud.  With such a big group.  I am deliberately avoiding grabbing all the game time.  You are the pilot. You know best aboard ship.   If you prefer I order you about, just say.
Forim Luk
Duros Spacer, 533 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 12:33
  • msg #101

Rebel Base 2 (OoC 2)

and I appriciate that, However Just because I am the pilot, doesnt mean I get ALL the screen time on board.  I try to share all screen time opportunities with everyone - however I did give you three options

Forim Luk:
Turning to Caddy he says "Orders?  We can send a transmission to the planet and jump out.  We can just Jump out and then come back if needed.  Or we can go back and land.  Or something else I have not thought of."


I picture you being in the cockpit ready to hop on the com if needed and pick options that are provided to you.  If it was up to me, I would turn around and land back in the hangar, mission be damned.  We have a problem that is potentially a) broadcasting our location and b) able to shut down our hyperdrive and kill everyone aboard.

But mission secrecy orders that Forim may or may not have mean that jumping away and finding a moon to land on is better for the mission.

I agree, that while we are flying I can probably make most calls, but you are still the CO and get final say in the larger decision.

Jospi Renning:
Upon finally being escorted from the prison cell they had been keeping them all in for the past two days, Jospi was in a foul mood.  Their lieutenant had displayed a tendency toward bullying or otherwise ignored her team members.  That left him sitting in a room when he should have been working on the ship, going over all of the systems, effecting repairs, making upgrades and "requisitioning" additional power and fuel cells to extend their range (if only in case of their having to make a fast break from their objective).  As they finally arrived at the ship, some mechanic began explaining to him what he and his crew did to the ship, as if their work came with a warranty.

I will note that Jospi will have noticed that Forim, and probably Caddy by extension, made A LOT of noise to get us on the ship earlier the entire time we were Jailed.  With the GMs moving us forward so we can have this encounter in Space instead of on the ground I am assuming we got stonewalled.

Just wanted to let you the player know that you the character knows were were strongly advocating to get on the ship and overlook everything before we left personally.
Caddanra 'Caddy' Manitu
Human Diplomat, 383 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 26 Mar 2017
at 12:39
  • msg #102

Rebel Base 2 (OoC 2)

Aye.   We're moving forward to the cool bits :)

Apparently we've beaten the Hypno droid too... so make some roles (2d or 3d I'm guessing - we can't be holding up the entire game for every roll - check the difficult matrix the GM posted for us!) and once you guys tell me the ship is 'ready', we can get moving :-)
Jospi Renning
Human Engineer, 16 posts
Sun 26 Mar 2017
at 13:48
  • msg #103

Re: Rebel Base 2 (OoC 2)

Forim Luk:
I will note that Jospi will have noticed that Forim, and probably Caddy by extension, made A LOT of noise to get us on the ship earlier the entire time we were Jailed.  With the GMs moving us forward so we can have this encounter in Space instead of on the ground I am assuming we got stonewalled.

Just wanted to let you the player know that you the character knows were were strongly advocating to get on the ship and overlook everything before we left personally.


I would love to be wrong about this.  Please point me to the IC posts where your characters did this.  This is the only reference to it I can find and it is the only mention, albeit tangentially, that I saw and partially what I based my in character post on.

Forim Luk:
As the team was usherd out without the chance to spend ANY time looking over the ship for anything, Forim says "New Plan.  I will do the indoor tour while we are in hyperspace, and the outdoor tour at our refueling station."

Forim Luk
Duros Spacer, 534 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 13:57
  • msg #104

Re: Rebel Base 2 (OoC 2)

Forim Luk:
Smiling, Flight Officer Luk says to Kraken "Many hands make light work.  Anyone who wants to learn the quirks of our ship is welcome to to join me for the ground tour."


When I posted this, I had thought we would shortly be given leave to go over the ship.  The intention behind this post was to have a 6+ hour tour of the ship, its insides, and any modifications I know about (including the secret storage) and any by-passes I have had to make in the past.  It was not obvious, but this is where I was agreeing with you IC.

We moved forward 3 days without any in between, so I just rolled with it.

However, even though that IC time was completely skilled over, I wanted to let you know that Forim would be pushing to get us on the ship.  He was the mechanic before, and knows the value of examining your ship before you fly it.  This time it seems like command was telling us otherwise.  However, Forim is 100% behind you that we SHOULD have been given time to examine our ship before we got into space.  And look what happened, we had a problem within 5 minutes of launching.  Command is getting a harshly worded report about the importance of a pilot having time to go over his ship before a mission.

Forim Luk:
Jospi will be best spent free of any stations so he can fix whatever explodes as it happens.  I will be your Backup Mechanic.  I have spent probably over a hundred hours under the panels of that ship so far.  Let me know any assistance you need, and I would be happy to support you.

Jospi Renning
Human Engineer, 17 posts
Sun 26 Mar 2017
at 14:09
  • msg #105

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 104):

I did see those posts, but didn't know what time frame you had in mind for the tour.  Additionally, Jospi was just interested in getting his hands dirty, so was not thinking about a tour of the ship.

I was specifically referring to Jospi asking IC for our lieutenant to get him an escort to get to the ship.

Yes, this mishandling is suspicious as ****.  Makes his foul temper look appropriate, don't it?  Still, he kept that to himself and that's where it stays... for now.
Caddanra 'Caddy' Manitu
Human Diplomat, 384 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 26 Mar 2017
at 15:16
  • msg #106

Re: Rebel Base 2 (OoC 2)

Oddly, I do this kinda thing for a living... you complain to Forim, who has harsh words with me.   I sooth things over and diplomatically mention this to command who either tell me openly it was essential or imply as much... so I hunt for the why only to find out it really was essential... or someone screwed up.   Either way I use the event as leverage for 'favours' for future needs :)
The Force
GM, 743 posts
Binds all life together
May the Force be with you
Sun 26 Mar 2017
at 15:25
  • msg #107

Re: Rebel Base 2 (OoC 2)

So, what are we looking for? Refuelling station that is busy, off the beaten track, in-between?
Caddanra 'Caddy' Manitu
Human Diplomat, 385 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 26 Mar 2017
at 15:32
  • msg #108

Re: Rebel Base 2 (OoC 2)

I'd like a place where we can pick up some legitimate work hauling goods to our destination. I intend negotiating the deal... and hopefully making them feel they won a hard deal. We'll gain legitimacy, some creds, future cover and of course, a place to refuel.

For this to work we'll need legitimate looking credentials... which I will be asking my crew to fabricate on the way there (assuming the ones we have aren't good enough)

I will be studying our destination so that I can get something viable to haul.
Jurell Delgar
Human Teras Kasi, 64 posts
Specialist
W: 16/16, S: 12/12
Sun 26 Mar 2017
at 15:43
  • msg #109

Re: Rebel Base 2 (OoC 2)

If we're on a mission that's so top secret and super covert that we were sequestered away from any contact with other people, doesn't it stand to reason that it would be a bad idea to do a side job while we're on it?
The Force
GM, 744 posts
Binds all life together
May the Force be with you
Sun 26 Mar 2017
at 16:33
  • msg #110

Re: Rebel Base 2 (OoC 2)

There isn't any traffic to your destination. It's a backwoods world that you only heard about because of an encoded transmission. The Imperials likely send some supply ships to the area to resupply the force there, but you don't have credentials for that.
Forim Luk
Duros Spacer, 535 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 16:51
  • msg #111

Re: Rebel Base 2 (OoC 2)

Jospi Renning:
In reply to Forim Luk (msg # 104):

I did see those posts, but didn't know what time frame you had in mind for the tour.  Additionally, Jospi was just interested in getting his hands dirty, so was not thinking about a tour of the ship.

I was specifically referring to Jospi asking IC for our lieutenant to get him an escort to get to the ship.

Yes, this mishandling is suspicious as ****.  Makes his foul temper look appropriate, don't it?  Still, he kept that to himself and that's where it stays... for now.


For sure!  I 100% agree with you.  I just wanted to let you know that Forim was as upset as you were "off camera".  But again, you might not have noticed.  Just didnt want you the player to think me the player was ignoring you!  Jurell is giving us enough inter party strife lol

Caddanra 'Caddy' Manitu:
Oddly, I do this kinda thing for a living... you complain to Forim, who has harsh words with me.   I sooth things over and diplomatically mention this to command who either tell me openly it was essential or imply as much... so I hunt for the why only to find out it really was essential... or someone screwed up.   Either way I use the event as leverage for 'favours' for future needs :)


Oh yea!  S*** rolls up hill and all ;)

Jurell Delgar:
If we're on a mission that's so top secret and super covert that we were sequestered away from any contact with other people, doesn't it stand to reason that it would be a bad idea to do a side job while we're on it?


I believe we never discussed insertion on the planet.  Caddy is coming up with a cover story, rather then a covert op.

Our last mission we picked up some supplies to offload as an excuse to get on the planet, and it worked out well enough.  However in the last mission, the Rebellion provided us with said goods.

I think for now, we come up with a different reason.  Import / Export comes with its own risks on a locked down imperial world.  I tend to Agree with you that we should find a different way onto the planet this time around.  We can talk about this IC in Hyperspace.
Jurell Delgar
Human Teras Kasi, 65 posts
Specialist
W: 16/16, S: 12/12
Sun 26 Mar 2017
at 17:18
  • msg #112

Re: Rebel Base 2 (OoC 2)

Forim Luk:
Jurell is giving us enough inter party strife lol

Oi!  There you go, throwing me under the bus!  ;p
Forim Luk
Duros Spacer, 536 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 17:22
  • msg #113

Re: Rebel Base 2 (OoC 2)

Roads? Where we're going, we don't need Roads.  We have Jurell!
Jurell Delgar
Human Teras Kasi, 66 posts
Specialist
W: 16/16, S: 12/12
Sun 26 Mar 2017
at 18:04
  • msg #114

Re: Rebel Base 2 (OoC 2)

Now I just have an image of Jurell bulldozing through Stormtroopers to clear a path.  xD
Caddanra 'Caddy' Manitu
Human Diplomat, 386 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 26 Mar 2017
at 22:02
  • msg #115

Re: Rebel Base 2 (OoC 2)

Hmm.   We had a metric ton of unused advantages there.   Caddy may know quite literally nothing about this sector of space or indeed how to navigate it, but there will be various bits of information on these worlds.   Backwater worlds require 'something' ... that something is probably retrieved from a nearby-ish world/worlds/location.   Would it be a huge stretch to find intuit a path from A to B and use to locate a suitable freighter to 'commandeer' (maybe a distress beacon resulting in a hijack or something like that?)

Basically I'm asking if I can use some of those advantages to see a 'piece useful information' - in this case an economical reason to approach the planet we want to.   I am concerned that doing something 'covert' will be spotted considering the forces they had assigned to this place.   Doing something 'dangerously legal' is more my style :-)

Thoughts?
Forim Luk
Duros Spacer, 537 posts
Flight Officer
12/12w 13/13s stims:0
Sun 26 Mar 2017
at 23:02
  • msg #116

Re: Rebel Base 2 (OoC 2)

'Kraken':
Caddanra 'Caddy' Manitu:
Caddy looks around, startled, possibly having missed Kraken's arrival amidst the muddle of events and attempts at astrogation, "Oh... Thank you Kraken."  She looks at the screen and then bites her lower lip.  "Hang on a minute.   What about that asteroid there...."  That asteroid quite literally in the middle of nowhere?


Kraken, embarrassed to tell the Lt the asteroid was no where near his path simply nods.  Looking to LT Luk, Kraken shrugs, "I think its getting crowded in here.  Call me if you need help."

Leaving the now crowded cockpit, Kraken makes his way back to his room to do some systems check on the ship and get to know the ship better, mechanically and electronically.



There is 4 seats in there!  its not crowded yet ;)

However you plotted the first jump away where we decide our approach, not the whole thing to the refueling station yet.

Caddy is just talking about one step past where we are at.
The Force
GM, 745 posts
Binds all life together
May the Force be with you
Mon 27 Mar 2017
at 02:30
  • msg #117

Re: Rebel Base 2 (OoC 2)

I should point out that the Sunset Shimmer is linked to multiple instances of criminal activity and may be flagged as a rebel vessel. The Imperial Navy all have lists of such vessels. It's possible that a sector out on the fringes of civilization might not have an updated copy yet, but if you try to hide in plain sight the game might be over before it begins.
Jospi Renning
Human Engineer, 19 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Mon 27 Mar 2017
at 06:55
  • msg #118

Re: Rebel Base 2 (OoC 2)

When we hit our refueling station, Jospi might be able to alter the Sunset Shimmer's silhouette so as not to give us away visually.  We'll still need different transponders.  Jospi is trained in Skullduggery and can find what's needed.

Oh, a belated response to Jurell:  I wasn't supposed to have 4 in AGI and INT.  My mistake.  It has been fixed and now I am trained in every one of my career and specialization skills.

Kraken:  Jospi didn't question your computer skills, he didn't want the hyperdrive activated until it was cleared of any potential sabotage.  The navicomputer is a computer, the hyperdrive is an engine.
The Force
GM, 746 posts
Binds all life together
May the Force be with you
Mon 27 Mar 2017
at 14:24
  • msg #119

Re: Rebel Base 2 (OoC 2)

If Roger the Droid interfaces directly with another Droid, for example Hypno, it will upgrade one dice on its check. Otherwise it has to use a datapad, like a filthy organic.
Forim Luk
Duros Spacer, 541 posts
Flight Officer
12/12w 13/13s stims:0
Mon 27 Mar 2017
at 14:26
  • msg #120

Re: Rebel Base 2 (OoC 2)

I was looking at getting roger look at the ships logs to see when that interface was installed.

Look for power drains, see access logs, etc.

I am afraid of letting Roger interface with Hypno, because Hypno could re-program Roger.
Caddanra 'Caddy' Manitu
Human Diplomat, 388 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 27 Mar 2017
at 14:56
  • msg #121

Re: Rebel Base 2 (OoC 2)

Force - any thoughts on my post: msg #115 please?

Thanks :-)
The Force
GM, 747 posts
Binds all life together
May the Force be with you
Mon 27 Mar 2017
at 16:27
  • msg #122

Re: Rebel Base 2 (OoC 2)

As far as the most knowledgeable person knows, there are no space ports on this world and no shipping to or from it. That's right, it's even more backwards than Tatooine.

You might be better off claiming to be lost.
Caddanra 'Caddy' Manitu
Human Diplomat, 389 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 27 Mar 2017
at 20:27
  • msg #123

Re: Rebel Base 2 (OoC 2)

You know... that I can do!  LOL :-)  And I'll quite 'truthfully' blame a rogue astromech droid....

OK.   Sounds like we have a plan.

We need a couple of things before this is done.

1) Silohette change
2) Some reason to be travelling space - so we should pick up a cargo... or we could be say that we are shipping a person... though I think that would be a harder sell.  Having something 'of use' to the outback planet (and maybe some luxuries from the Empire chiefs) would no doubt sweeten the deal.


Any thoughts?
Forim Luk
Duros Spacer, 542 posts
Flight Officer
12/12w 13/13s stims:0
Mon 27 Mar 2017
at 20:31
  • msg #124

Re: Rebel Base 2 (OoC 2)

Jurell could be leading a pampered princess and her retenu to hunt some exotic animals.

GM Need a DC for Roger still, Can we assume 2D?  or would that be a bit harder?

Forim Luk:
I was looking at getting roger look at the ships logs to see when that interface was installed.

Look for power drains, see access logs, etc.

I am afraid of letting Roger interface with Hypno, because Hypno could re-program Roger.

This message was last edited by the player at 20:32, Mon 27 Mar 2017.
The Force
GM, 748 posts
Binds all life together
May the Force be with you
Mon 27 Mar 2017
at 20:36
  • msg #125

Re: Rebel Base 2 (OoC 2)

I didn't know Forim was a princess!

2d is fine.
Forim Luk
GM, 543 posts
Flight Officer
12/12w 13/13s stims:0
Mon 27 Mar 2017
at 20:38
  • msg #126

Re: Rebel Base 2 (OoC 2)

You know it!

Dont meant to harass.  I just know roger irl and he has a small posting window.  If we miss it he needs another day lol
Caddanra 'Caddy' Manitu
Human Diplomat, 391 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 27 Mar 2017
at 20:42
  • msg #127

Re: Rebel Base 2 (OoC 2)

Hunting animals... erhm.  I suppose that is possible.  The retinue side is fine.

But that doesn't give us a good story for 'staying here' or indeed a useful tool to use as a bribe (the luxuries)
Forim Luk
GM, 544 posts
Flight Officer
12/12w 13/13s stims:0
Mon 27 Mar 2017
at 23:53
  • msg #128

Re: Rebel Base 2 (OoC 2)

The cockpit of the falcon is a 4 seater:



Larger image here: http://www.videogameszone.de/s...gt_zurueck_23332.jpg

See the 2 tall seats behind the pilot seats?

Agreed though, that with 4 people it is crowded, even with 4 seats :)
The Force
GM, 749 posts
Binds all life together
May the Force be with you
Mon 27 Mar 2017
at 23:57
  • msg #129

Re: Rebel Base 2 (OoC 2)

I think the two person cockpit is bare minimum crew. I think it benefits from also having a navigator, an engineer, and a comms officer. also gunners for the turrets.
Forim Luk
GM, 545 posts
Flight Officer
12/12w 13/13s stims:0
Tue 28 Mar 2017
at 00:04
  • msg #130

Re: Rebel Base 2 (OoC 2)

That is how I saw it to.  Two are required to FLY the ship, but someone else to maybe manage sensors, coms, navicomputer, etc.  Helpful, but not needed.
Jospi Renning
Human Engineer, 21 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Tue 28 Mar 2017
at 10:16
  • msg #131

Re: Rebel Base 2 (OoC 2)

Kraken, just a reminder that Jospi is INT 3, Computers 2.  If one of those exceeds your own characteristics (which I highly doubt), he can add an additional Yellow die to your Computers roll while you're slicing.  If not, he can still add a Blue boost die to your check.  He is heading to the hold to check out the access point, so he's available if you want him.
'Kraken'
Nautolan Slicer, 28 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Tue 28 Mar 2017
at 10:28
  • msg #132

Re: Rebel Base 2 (OoC 2)

In reply to Jospi Renning (msg # 131):

I've added my CS to my character details, accessable in "The Cast" or you can click my name.  I've got an Int of 4 and Computers of 2.  I'll add a boost when I roll, thank you.
Forim Luk
GM, 547 posts
Flight Officer
12/12w 13/13s stims:0
Tue 28 Mar 2017
at 22:47
  • msg #133

Re: Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
Caddy raises an eyebrow at Forim's orders, "All very cloak and dagger."  She doesn't though comment on his assumptions about her computer skills even if they are true!  "So back to the plan?"  He hadn't yet commented on her suggestion.



FYI, I meant to be clear with the Forim to X that they were private messages - but instead of doing them as private, i didn't care if everyone read them.

I also don't care if they went general and caddy heard them, he would have just been more formal if that was the case.
Caddanra 'Caddy' Manitu
Human Diplomat, 393 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 29 Mar 2017
at 06:27
  • msg #134

Re: Rebel Base 2 (OoC 2)

Ah... I assumed since we were in the same 'room' that I'd here your side of any comm chatter - which is what I assumed you were doing by saying 'To X' :-)
Forim Luk
GM, 548 posts
Flight Officer
12/12w 13/13s stims:0
Wed 29 Mar 2017
at 11:33
  • msg #135

Re: Rebel Base 2 (OoC 2)

Shrug.  As I said, if you overhear, you overhear.  That is why I was whispering into the com though :)

Give yourself a 2D Perception to see if you overhear if you want :)
Jospi Renning
Human Engineer, 22 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Wed 29 Mar 2017
at 14:27
  • msg #136

Re: Rebel Base 2 (OoC 2)

@Kraken - I don't actually make a roll in assisting your roll.  If you meant for me to use as a boost to some other check, I'm sure I can use it.

@The Force - Do I need to make a Mechanics check to inspect the improvised access port?  Jospi would want to determine what was used to make it and if it was scavenged from anything active, e.g. the wiring that it tapped into.
The Force
GM, 752 posts
Binds all life together
May the Force be with you
Wed 29 Mar 2017
at 15:04
  • msg #137

Re: Rebel Base 2 (OoC 2)

No need for a check. The access port is connected by secondary wires to the ship's computer systems. As to where the saboteur got ahold of an extra port, you can't tell. A check of the ship reveals none missing. Maybe there was one in the spare parts at some point.
'Kraken'
Nautolan Slicer, 30 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 29 Mar 2017
at 15:33
  • msg #138

Re: Rebel Base 2 (OoC 2)

In reply to Jospi Renning (msg # 136):

Forget  what you posted?

 
quote:
If not, he can still add a Blue boost die to your check.  He is heading to the hold to check out the access point, so he's available if you want him.


I'm saying I'll take 1B dice from your assistance.
This message was last edited by the player at 15:46, Wed 29 Mar 2017.
Jospi Renning
Human Engineer, 23 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Thu 30 Mar 2017
at 06:16
  • msg #139

Re: Rebel Base 2 (OoC 2)

In reply to 'Kraken' (msg # 138):

Nope, I was responding to you stating that you were using the rolled advantage to pass a boost die to me for my roll.  I was pointing out that I didn't think I was making any rolls, but I would check.
Caddanra 'Caddy' Manitu
Human Diplomat, 394 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 31 Mar 2017
at 21:56
  • msg #140

Re: Rebel Base 2 (OoC 2)

Before I post, can you please confirm what/where etc our destination is?
The Force
GM, 755 posts
Binds all life together
May the Force be with you
Fri 31 Mar 2017
at 22:25
  • msg #141

Re: Rebel Base 2 (OoC 2)

Currently, you are at a refueling station near the hydian way hyperspace route. You need to refuel your ship. Then you will be able to jump to Karhexadine and begin your infiltration.
'Kraken'
Nautolan Slicer, 31 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 31 Mar 2017
at 23:37
  • msg #142

Re: Rebel Base 2 (OoC 2)

In reply to Jospi Renning (msg # 139):

Ahh, I see now, says the blind man.

I figured I might as well pass a boost die to someone to take advantage.  If you can't use it, so be it.
The Force
GM, 756 posts
Binds all life together
May the Force be with you
Sat 1 Apr 2017
at 03:05
  • msg #143

Re: Rebel Base 2 (OoC 2)

At the present moment, this scene doesn't involve every member of the team. I'd like to take this opportunity to request that everyone not involved in it get started on a little exercise that we're all going to do eventually. Not me. I'm the GM. Just shut up and listen.

Imagine if you had a piece of equipment that was specifically tailored to you. Some piece of gear that stood out from the others. Something that made your equipment sheet a little bit more than just a collection of items. What would it be?

We're not just looking for a blaster that does extra damage. If it is a blaster something about it is different from the standard model. Something that can't readily be replicated by a big budget.

I guess what I'm trying to say is that we are looking for a piece of equipment that, in a small way, allows you to break the rules. I've been struggling to think of a good example from the movies themselves, and I'm having a hard time. I keep coming back to weapons and that bothers me.

Princess Leia's target shooting gun, which can be effectively concealed. Han Solo's Quick Draw Blaster, which can be drawn in a fraction of a second. Luke Skywalker's lightsaber.

None of that is exactly what I'm looking for, but it is approaching the idea. A piece of gear that is unique, special, and characteristic of your characters abilities.

A pistol that fires a grappling hook, allowing you rappel. Slicer gear that can be worn on your forearm. Jet boots. A Zero Point Energy glove.

You can talk about it amongst yourselves here, but once you get an idea that you want to pursue, send me a private message. Give it a really good long think: we're not going to be doing this anytime soon. We're going to let the anticipation build because I am simultaneously generous and sadistic. That's the Force for you, it has two sides.
The Force
GM, 758 posts
Binds all life together
May the Force be with you
Sun 2 Apr 2017
at 02:38
  • msg #144

Re: Rebel Base 2 (OoC 2)

I've updated the rules on Languages in "Rules & Party Resources." Have a look.
'Kraken'
Nautolan Slicer, 35 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 5 Apr 2017
at 21:23
  • msg #145

Re: Rebel Base 2 (OoC 2)

Kraken has a Comlink, I assume everyone bought one?
I would assume we all shared our Comlink #, if others have not, did not want to, Kraken did.

If there isn't a list of everyone's comlink written down somewhere, Kraken would have created a list and posted on the ships electronic files so everyone who needs access can be sure to reach out to everyone if needed.
The Force
GM, 765 posts
Binds all life together
May the Force be with you
Thu 6 Apr 2017
at 02:40
  • msg #146

Re: Rebel Base 2 (OoC 2)

Yes, if you have a commlink don't worry about finding the right signals. Demanding you all be fixed on the right frequency and having traded them ahead of time... not very Star Wars. I may make an issue about range, signal interference, and possibly battery life in the future as these things become thematically relevant.
Jospi Renning
Human Engineer, 24 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Thu 6 Apr 2017
at 07:59
  • msg #147

Re: Rebel Base 2 (OoC 2)

Quick question.  How exactly has the R2 been wheeling around since it was manually shut down by Kraken?  Was that an oversight?  Are we supposed to take that to mean that it's turned itself back on and been doing it's own thing even though the entire crew is suspicious of it and, presumably, call out if they saw it moving about the ship?
The Force
GM, 766 posts
Binds all life together
May the Force be with you
Thu 6 Apr 2017
at 12:15
  • msg #148

Re: Rebel Base 2 (OoC 2)

I just figured that in the days since you got started, you brought it online. From there, it did what I described it as doing: nothing, unless it is given a task. I also assumed you were watching it like a Vhork watching its prey.
'Kraken'
Nautolan Slicer, 38 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 7 Apr 2017
at 01:14
  • msg #149

Re: Rebel Base 2 (OoC 2)

My vote: Hypno was turned off during the voyage.  Realistically, we'd need to sleep and not be able to watch him all the time.  Since we suspect he/it made unsanctioned changes to the ship, we don't trust him so I don't think we'd have left him on auto-mode.
Caddanra 'Caddy' Manitu
Human Diplomat, 402 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 7 Apr 2017
at 07:13
  • msg #150

Re: Rebel Base 2 (OoC 2)

Let's not rewind this.   Let's assume you turned him on while you were watching him (and off when not).  He's acting in accordance with the info provided - while you're watching him.  That is to say, he appears 'normal' right now.

Now go chop him up and find out who programmed him to be a psycho!
This message was last edited by the player at 21:14, Sat 08 Apr 2017.
The Force
GM, 769 posts
Binds all life together
May the Force be with you
Sat 8 Apr 2017
at 18:09
  • msg #151

Re: Rebel Base 2 (OoC 2)

It's going to take awhile to dismantle Hypno. I'll assume you're paying attention to ship goings-on while you're doing it.
'Kraken'
Nautolan Slicer, 39 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 9 Apr 2017
at 01:23
  • msg #152

Re: Rebel Base 2 (OoC 2)

I'll be there with Jospi assisting him, however Jurell, Xyklo and Zeic are also on board, between the 5 of us, I'd think we have the ship well in hand?

[Private to Jospi Renning: Jospi, I'll give you a boost die.  I'm not as skill in Mechanics, but I'm pretty handy.
Mechanics = YGGG.
]
Xyklo Voozul
Verpine Soldier, 30 posts
Sun 9 Apr 2017
at 10:15
  • msg #153

Re: Rebel Base 2 (OoC 2)

Think Zeic may be off ship, but yeah we should have things covered on the Shimmer.
Zeic Plirr
Sullustian Commando, 10 posts
Sun 9 Apr 2017
at 10:56
  • msg #154

Re: Rebel Base 2 (OoC 2)

That is correct. I went with the officers, in case things get ugly.
Forim Luk
GM, 559 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 13:02
  • msg #155

Re: Rebel Base 2 (OoC 2)

where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?
'Kraken'
Nautolan Slicer, 40 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 9 Apr 2017
at 13:11
  • msg #156

Re: Rebel Base 2 (OoC 2)

Forim Luk:
where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?


Caddy worked a negotiation for a lower price of  476 credits and 6 decicredits

Astrogation I also rolled several advantages using one to shorten our travel time, saving fuel.

Kraken Message #64:
Astrogation - Lucent Fuelling Station to final Destination: 1 success, 3 advantagesWill use advantages:
  • x1 advantage to reduce travel time
  • x1 advantage to find additional stopover to conduct silhouette alteration. (if Lucent doesn't work)
  • x1 advantage = Boost die to Forim piloting/landing at the last port.

Underworld - Coalition backing the Refueling station: 5 successes, 1 advantage  Extra Success's (Knowledge doesn't offer ways to spend extra success or advantages, so just spit balling an offer):
  • x2 Name of a POC here or the second port that can help with our silhouette Alteration.
  • x2 POC is Rebel Alliance friendly. 

Boost die based off Roger's knowledge and Trader markings I might see at the port to help identify who's who.

Forim Luk
GM, 560 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 13:16
  • msg #157

Re: Rebel Base 2 (OoC 2)

'Kraken':
Forim Luk:
where is Caddy getting all this cash?  we have 750 for two fillups, and we just spent 850 credits on this one fillup, not counting the thousand(s) for redoing the sillouette?


Caddy worked a negotiation for a lower price of  476 credits and 6 decicredits

Astrogation I also rolled several advantages using one to shorten our travel time, saving fuel.

True,  But she just gave out another 350 credits to this lady to get a cargo.


Edit: Also, she is going to talk to someone about spending another few thousand changing our sillouette.
This message was last edited by the GM at 13:18, Sun 09 Apr 2017.
Forim Luk
GM, 561 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 16:08
  • msg #158

Re: Rebel Base 2 (OoC 2)

I realize my last post might seem accusatory, it is not inteded that way.  Just didnt want to detour to talk to someone about a service we can't afford.  Forim is also going to make a comment IC about it, but didnt want to do so if he knew about a fund pool other then the 750 :)
Caddanra 'Caddy' Manitu
Human Diplomat, 407 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 9 Apr 2017
at 18:21
  • msg #159

Re: Rebel Base 2 (OoC 2)

To be fair... I assumed we had 'enough' to deal with it in our kitty given what we asked for and given I was told not to micro-manage money (we also didn't get paid for the last mission!)  If not, I personally still have enough to cover it but I'll have to go back to micro-managing :-)
Caddanra 'Caddy' Manitu
Human Diplomat, 408 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 9 Apr 2017
at 18:26
  • msg #160

Re: Rebel Base 2 (OoC 2)

PS - I'll wait to post to confirm who is with me on the trip down to this woman.
Forim Luk
GM, 562 posts
Flight Officer
12/12w 13/13s stims:0
Sun 9 Apr 2017
at 19:11
  • msg #161

Re: Rebel Base 2 (OoC 2)

fair enough!  Just wanted to make sure :)

Seemed like the GM had been implying that the silouette change was NOT in the budget (at the meeting, and again when Kraken rolled to find someone)

Also, in the meeting the "boss" said no to asking for a shipment / money to buy a shipment.

Thats why I was curious as to where the money was coming from :)
Forim Luk
GM, 566 posts
Flight Officer
12/12w 13/13s stims:0
Tue 11 Apr 2017
at 11:02
  • msg #162

Re: Rebel Base 2 (OoC 2)

I just want caddy to think about her old request.  Think what they are doing for us.  And then think what you want to do to them.
The Force
GM, 775 posts
Binds all life together
May the Force be with you
Tue 11 Apr 2017
at 11:19
  • msg #163

Re: Rebel Base 2 (OoC 2)

um, the rodian IS speaking basic. He just has an accent because his mouth is a snout.
Xyklo Voozul
Verpine Soldier, 31 posts
Tue 11 Apr 2017
at 11:52
  • msg #164

Re: Rebel Base 2 (OoC 2)

Hey nothing wrong with having a snout!
Very reliable snouts are, unlike those awkward and messy mouths...
Forim Luk
GM, 567 posts
Flight Officer
12/12w 13/13s stims:0
Tue 11 Apr 2017
at 12:21
  • msg #165

Re: Rebel Base 2 (OoC 2)

The Force:
um, the rodian IS speaking basic. He just has an accent because his mouth is a snout.


Well, obviously Caddy only speaks Proper English, none of this heavily accented poodoo.  those non near humans can go suck vacuume!  Long Live The Empire!  Wait, what?

:P
The Force
GM, 776 posts
Binds all life together
May the Force be with you
Tue 11 Apr 2017
at 20:30
  • msg #166

Re: Rebel Base 2 (OoC 2)

if it wasn't already obvious that Caddy was an aristo snob...

anyone aboard the ship want to do anything? Orders for your new R2?
Caddanra 'Caddy' Manitu
Human Diplomat, 411 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 12 Apr 2017
at 00:48
  • msg #167

Re: Rebel Base 2 (OoC 2)

:-) But you love me.....
Forim Luk
GM, 568 posts
Flight Officer
12/12w 13/13s stims:0
Wed 12 Apr 2017
at 00:59
  • msg #168

Re: Rebel Base 2 (OoC 2)

Wouldnt change our princess for any other!
'Kraken'
Nautolan Slicer, 43 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 12 Apr 2017
at 05:11
  • msg #169

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 166):

Hold your horses mate, RL comes first, then family, then game.  ;)
The Force
GM, 777 posts
Binds all life together
May the Force be with you
Wed 12 Apr 2017
at 13:30
  • msg #170

Re: Rebel Base 2 (OoC 2)

organics can't actually speak Droidspeak. The tones are too precise, and too rapid for a person to replicate with their voice.
'Kraken'
Nautolan Slicer, 44 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Wed 12 Apr 2017
at 14:39
  • msg #171

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 170):

I edited my comment
The Force
GM, 780 posts
Binds all life together
May the Force be with you
Fri 14 Apr 2017
at 01:16
  • msg #172

Re: Rebel Base 2 (OoC 2)

If you want to make one last post before an in-game two-day timeskip, now's the time.
Jospi Renning
Human Engineer, 29 posts
Flight Officer - Engineer
W: 14/14; S: 12/12
Fri 14 Apr 2017
at 05:09
  • msg #173

Re: Rebel Base 2 (OoC 2)

Why is there going to be a time skip?  There's about to be a hullabaloo with the smuggling compartment (or not) and with Caddy and Forim when they return with the station's workers.
The Force
GM, 782 posts
Binds all life together
May the Force be with you
Fri 14 Apr 2017
at 12:02
  • msg #174

Re: Rebel Base 2 (OoC 2)

Yes, but I promise that it's nothing terribly notable.
Caddanra 'Caddy' Manitu
Human Diplomat, 414 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 14 Apr 2017
at 13:58
  • msg #175

Re: Rebel Base 2 (OoC 2)

LOVE the 'Meanwhile' Force :-)
The Force
GM, 784 posts
Binds all life together
May the Force be with you
Sat 15 Apr 2017
at 18:00
  • msg #176

Re: Rebel Base 2 (OoC 2)

Any requests for how to come out of hyperspace? Deep into the system, stopping at the system's border, what?
Forim Luk
GM, 573 posts
Flight Officer
12/12w 13/13s stims:0
Sat 15 Apr 2017
at 18:30
  • msg #177

Re: Rebel Base 2 (OoC 2)

Is the liquid we have booze?  Just wondering, cause I thought the plan was to get luxury items.  Caddy may not have specifically said so IC, or I am remembering something wrong.

As long as our cargo would have a reasonable reason for being on that planet, I am all good!

Would be kind of dumb to have "farming equipment" on a "high tech world".  Just want to make sure our cargo makes sense for our destination (not saying it is high tech, just using it as an obvious example)
The Force
GM, 785 posts
Binds all life together
May the Force be with you
Sat 15 Apr 2017
at 18:40
  • msg #178

Re: Rebel Base 2 (OoC 2)

it's a compound that is used to kill metal mites.
'Kraken'
Nautolan Slicer, 48 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sat 15 Apr 2017
at 19:37
  • msg #179

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 176):

I gave a boost to your piloting roll from my Astrogation.

My in game comment was that I found a good place out of normal travel so you wouldn't have to worry about hitting anything.

quote:
Any requests for how to come out of hyperspace? Deep into the system, stopping at the system's border, what?


I'd say it would depend on what our background story is.  If we are legit traders, then we should follow that narrative and do what any normal merchant/trader entering a new system would do.  I imagine that is to follow any local/Imperial laws for starting a new business.

We could use the two down days to investigate what that requires, fill out any paperwork and apply for business licenses etc.
The Force
GM, 786 posts
Binds all life together
May the Force be with you
Sat 15 Apr 2017
at 19:44
  • msg #180

Re: Rebel Base 2 (OoC 2)

You must register a business on an Imperial planet. generally the process is measured more in months than days.
'Kraken'
Nautolan Slicer, 49 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 16 Apr 2017
at 16:19
  • msg #181

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 180):

If this is the case, I'm sure most/many run businesses under the table rather than as honest business.  Since we don't have months, perhaps we can buy forged papers to appear legit or simple wing it and run it as something else.
This message was last edited by the player at 16:19, Sun 16 Apr 2017.
The Force
GM, 788 posts
Binds all life together
May the Force be with you
Sun 16 Apr 2017
at 16:45
  • msg #182

Re: Rebel Base 2 (OoC 2)

You're absolutely right. The Empire's corruption has created an entire industry of forging papers, and most small businesses work overtime to avoid official attention.
The Force
GM, 790 posts
Binds all life together
May the Force be with you
Mon 17 Apr 2017
at 03:46
  • msg #183

Re: Rebel Base 2 (OoC 2)

There is a map in Group 0. If it is hard for you to read, say something. I hope it will provide a useful visual aid.
The Force
GM, 790 posts
Binds all life together
May the Force be with you
Mon 17 Apr 2017
at 03:46
  • msg #183

Re: Rebel Base 2 (OoC 2)

There is a map in Group 0. If it is hard for you to read, say something. I hope it will provide a useful visual aid.
Xyklo Voozul
Verpine Soldier, 34 posts
Mon 17 Apr 2017
at 12:17
  • msg #184

Re: Rebel Base 2 (OoC 2)

I'm guessing there was nothing in the compartment we were nervously investigating then?
The Force
GM, 792 posts
Binds all life together
May the Force be with you
Mon 17 Apr 2017
at 13:15
  • msg #185

Re: Rebel Base 2 (OoC 2)

No.  and you knew about it to begin with. And it's actually one of two smuggling compartment. The other one is in the neck of the ship, on the way to the cockpit.
The Force
GM, 794 posts
Binds all life together
May the Force be with you
Tue 18 Apr 2017
at 13:43
  • msg #186

Re: Rebel Base 2 (OoC 2)

1boost, one free upgrade to piloting check to stay hidden on approach. If that is what you end up doing. Maybe you will just sail out into open space, I don't know. You guys always surprise me.
Forim Luk
GM, 575 posts
Flight Officer
12/12w 13/13s stims:0
Tue 18 Apr 2017
at 13:56
  • msg #187

Re: Rebel Base 2 (OoC 2)

The Force:
1boost, one free upgrade to piloting check to stay hidden on approach. If that is what you end up doing. Maybe you will just sail out into open space, I don't know. You guys always surprise me.


What is the difficulty / setbacks to come in from the "north" side of the map to the back side of the planet?  We would time the entry so that this patrol is on the far side.  a few hyperspace jumps to get around to the other side.
Caddanra 'Caddy' Manitu
Human Diplomat, 416 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 18 Apr 2017
at 14:40
  • msg #188

Re: Rebel Base 2 (OoC 2)

OOC I'm rather confused as to the direction of the plot :(   Probably my own fault but if someone could confirm where we're going and more importantly, at what stage of the travel we're at, please?
Forim Luk
GM, 577 posts
Flight Officer
12/12w 13/13s stims:0
Tue 18 Apr 2017
at 14:47
  • msg #189

Re: Rebel Base 2 (OoC 2)

We are trying to land on K1 to start our mission.

Right now we are FAR out of the system doing a passive sensor look as we plan our approach.  We are going to meld two approaches into one:

1. Try to come in stealthy.
2. If detected, say we are merchants.

This way if one fails, we have a backup.

"If you look out the port side windows, you will see Karhexadine 1, our target objectiveÈ
The Force
GM, 795 posts
Binds all life together
May the Force be with you
Tue 18 Apr 2017
at 15:22
  • msg #190

Re: Rebel Base 2 (OoC 2)

You are "near" the gas giant, as in only a few thousand kilometres away from it. You have not yet entered the asteroid belt.
Caddanra 'Caddy' Manitu
Human Diplomat, 417 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 19 Apr 2017
at 10:51
  • msg #191

Re: Rebel Base 2 (OoC 2)

Ok :-) Just confirming as I wasn't sure if we wanted to try and use the gun-runners.  But that we could maybe use on the way out :-)
The Force
GM, 796 posts
Binds all life together
May the Force be with you
Wed 19 Apr 2017
at 16:36
  • msg #192

Re: Rebel Base 2 (OoC 2)

new house rule:, If you have taken some ranks in a non career skill, and consequently paid extra experience for them, and then later obtained a new specialization that gives you that skill as a career skill,

You are refunded the experience points you spent as an extra cost.

example. You are an Outlaw Tech who purchased two ranks in Stealth. This required 5 points extra for each rank, for a total of 10. Later you take the Slicer specialization, which provides Stealth as a career skill. You are refunded the 10 points you spent on the two ranks of Stealth that, had you had Stealth as a career skill, you would not have spent.
Forim Luk
GM, 578 posts
Flight Officer
12/12w 13/13s stims:0
Thu 20 Apr 2017
at 14:25
  • msg #193

Re: Rebel Base 2 (OoC 2)

Roger Roger.

I think there are no objections to this plan.

GM, can you post the summary of 24hrs of observation?
The Force
GM, 797 posts
Binds all life together
May the Force be with you
Fri 21 Apr 2017
at 01:39
  • msg #194

Re: Rebel Base 2 (OoC 2)

The Alpha Team settles down on their, shutting down all nonessential systems to minimize their signal output. It seems to work fairly well. The fighters fly on without changing course.

After a little while, some albedo fluxuations seems to be coming from the planet. Without active scanning it's hard to tell from this distance, but it seems that something sizable is in orbit around the planet.

It's been an hour, and you are debating what this means, when an alarm sounds in the cockpit. Forim and the flight team are on it at once. It is a proximity alarm; something has just come out of hyperspace.

About half an AU behind the Sunset Shimmer, a ship enters the system. It immediately powers up its sublight engines and shields and begins racing forward at combat speed. You note its class immediately: a Skipray Blastboat.

Pilot and Gunners must roll Vigilance. All else can roll either Cool or Vigilance.
'Kraken'
Nautolan Slicer, 51 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 21 Apr 2017
at 02:41
  • msg #195

Re: Rebel Base 2 (OoC 2)

Sitting in the navagation seat, Kraken worked the ships system computer, checking and updating, scanning and surfing.

OOC:
COOL - 'Kraken' rolled 1 success, 1 advantage

Caddanra 'Caddy' Manitu
Human Diplomat, 419 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 21 Apr 2017
at 08:35
  • msg #196

Re: Rebel Base 2 (OoC 2)

Erhm.... guys... can we please move these posts to the IC thread?
Forim Luk
GM, 579 posts
Flight Officer
12/12w 13/13s stims:0
Fri 21 Apr 2017
at 12:06
  • msg #197

Re: Rebel Base 2 (OoC 2)

I copied the GMs text into my last post, as thats where it seems to fit time wise :)
'Kraken'
Nautolan Slicer, 53 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Fri 21 Apr 2017
at 17:46
  • msg #198

Re: Rebel Base 2 (OoC 2)

  Force of habit, I reply in the same thread as the GM when he ask questions.
The Force
GM, 798 posts
Binds all life together
May the Force be with you
Fri 21 Apr 2017
at 20:31
  • msg #199

Re: Rebel Base 2 (OoC 2)

Oops. silly me.
Forim Luk
GM, 581 posts
Flight Officer
12/12w 13/13s stims:0
Sat 22 Apr 2017
at 15:05
  • msg #200

Re: Rebel Base 2 (OoC 2)

Well, I suppose the GM can ignore my questions about the ships trajectory, as Caddy announced our location.

My question about hyperspace coordinates and relative power of the two ships still stand!
The Force
GM, 799 posts
Binds all life together
May the Force be with you
Sat 22 Apr 2017
at 16:47
  • msg #201

Re: Rebel Base 2 (OoC 2)

You can jump to hyperspace after spending one combat round using the "stay on target" action. A ship needs to be going relatively straight to make a jump to lightspeed.

A Skipray blastboat is more heavily armed, but not faster or more agile.
The Force
GM, 801 posts
Binds all life together
May the Force be with you
Sun 23 Apr 2017
at 16:06
  • msg #202

Re: Rebel Base 2 (OoC 2)

If you have any advantages or triumphs from your initiative roll, you can use them to assist with the first combat round. Such as an Aim action.
Forim Luk
GM, 583 posts
Flight Officer
12/12w 13/13s stims:0
Mon 24 Apr 2017
at 11:49
  • msg #203

Re: Rebel Base 2 (OoC 2)

I thought of something different to spend the triumph on, if getting out of range is not possible.

The flash of engine power blinds their sensors, and they are unable to get a clear signature reading before we jump to hyperspace.
Zeic Plirr
Sullustian Commando, 11 posts
Tue 25 Apr 2017
at 20:27
  • msg #204

Re: Rebel Base 2 (OoC 2)

Am I still in the other turret? Sorry I haven't been around, but I'd like to hop back in if possible.
The Force
GM, 803 posts
Binds all life together
May the Force be with you
Thu 27 Apr 2017
at 01:03
  • msg #205

Re: Rebel Base 2 (OoC 2)

Sure, NP Zeic.

EVERYONE: In future, you can start any conflict anywhere aboard the ship you want, unless I say otherwise. For instance, if you are sleeping while the ship is in hyperspace and you suddenly come out of hyperspace.

Okay, Forim. Your engine's boost is currently obscuring the ship's engine signature, making it super hard to read.
Zeic Plirr
Sullustian Commando, 13 posts
Thu 27 Apr 2017
at 03:21
  • msg #206

Re: Rebel Base 2 (OoC 2)

Question-

22:52, Today: Zeic Plirr rolled 4 successes, 7 advantages using the Star Wars Edge of the Empire with a dice pool of 4A 1D 3B.
Did I do this correctly? I'm assuming that we're at short range because we're right in the engine wash. If I screwed up I'll reroll.

This all assumes that it's even my turn, of course. I rolled pretty high on my vigilance check, if that helps.
Xyklo Voozul
Verpine Soldier, 39 posts
Thu 27 Apr 2017
at 07:39
  • msg #207

Re: Rebel Base 2 (OoC 2)

I thought we were at medium range? That was the case, and the Skipray had a 2D roll?...

In which case its 2D to hit, but you'll also need something to increase the range of our guns (short I think?). There's also the double upgrade on your roll you didn't account for 2P+2A.
If we are at medium range and you don't have sniper shot, I will gladly take the bonuses ;)
The Force
GM, 805 posts
Binds all life together
May the Force be with you
Thu 27 Apr 2017
at 10:26
  • msg #208

Re: Rebel Base 2 (OoC 2)

Ship battles are different. In ship battles you take the difficulty from the difference in the relative size of the ships, not the distance between them. It's easier for a small ship to hit a big ship,  and harder for a big ship to hit a small ship.
Xyklo Voozul
Verpine Soldier, 40 posts
Thu 27 Apr 2017
at 11:15
  • msg #209

Re: Rebel Base 2 (OoC 2)

Ah yes I see.

Does that mean Zeic should reroll with the upgrades?
Forim Luk
GM, 585 posts
Flight Officer
12/12w 13/13s stims:0
Thu 27 Apr 2017
at 11:47
  • msg #210

Re: Rebel Base 2 (OoC 2)

Zeic Plirr:
Question-

22:52, Today: Zeic Plirr rolled 4 successes, 7 advantages using the Star Wars Edge of the Empire with a dice pool of 4A 1D 3B.
Did I do this correctly? I'm assuming that we're at short range because we're right in the engine wash. If I screwed up I'll reroll.

This all assumes that it's even my turn, of course. I rolled pretty high on my vigilance check, if that helps.


Close!

As Xyklo said, to hit this guy is 2D.  However as the Force said, for the wrong reason.  Since we are the same size, it is 2D to hit them no matter the range.  Our weapons just have a certain range they can reach.

However, I did two actions to make things better, so you upgrade your shots twice.

That means your 4A turns into 2P 2A because of my piloting.

Spend your advantages / triumphs to disable weaponry!


If you spend your maneouver aiming, it becomes 2P 2A 2D 4B (if you are the first one to use those boosts)
Zeic Plirr
Sullustian Commando, 14 posts
Thu 27 Apr 2017
at 12:40
  • msg #211

Re: Rebel Base 2 (OoC 2)

Ok, I just rerolled and got something a bit more reasonable.

08:36, Today: Zeic Plirr rolled 3 successes, 3 advantages using the Star Wars Edge of the Empire with a dice pool of 2P 2A 2D 4B

And in that case I will be spending those to disable weaponry. Thanks for the clarification. I'll have a post up soon.
Forim Luk
GM, 586 posts
Flight Officer
12/12w 13/13s stims:0
Thu 27 Apr 2017
at 13:41
  • msg #212

Re: Rebel Base 2 (OoC 2)

Gunners, remember to post your total damage when hitting so the GM doesnt have to math ;)

We have 3 guns, all do 6 damage, all have crit 3.

Xyklo:

You rolled 1A instaed of 1B

Also remember to declare how you spend your advantages :)
True aim upgrades the check, as well as providing the boost, right?


Zeik: You did 6+3 = 9 damage.





Also everyone remember that youc an take 2 strain to aim a second time, to get a second blue dice :)
Xyklo Voozul
Verpine Soldier, 42 posts
Thu 27 Apr 2017
at 13:56
  • msg #213

Re: Rebel Base 2 (OoC 2)

Apologies! Will reroll as I can't see the individual dice.

May have been my error, but iPhone predictive text has done me on this before :(
The Force
GM, 806 posts
Binds all life together
May the Force be with you
Sat 29 Apr 2017
at 18:07
  • msg #214

Re: Rebel Base 2 (OoC 2)

Tired of waiting for others. Moving on.
Xyklo Voozul
Verpine Soldier, 43 posts
Sat 29 Apr 2017
at 20:34
  • msg #215

Re: Rebel Base 2 (OoC 2)

Just re read the bit about all attacks next round being upgraded in Forims post.

Sorry. I'm an idiot.
The Force
GM, 808 posts
Binds all life together
May the Force be with you
Sun 30 Apr 2017
at 03:16
  • msg #216

Re: Rebel Base 2 (OoC 2)

It's all of your turn again now.
Then we will have the TIEs.
Then it's your turn again.
Then it will be the Skipray, then the TIEs.
Then it will be your turn again.
Forim Luk
GM, 587 posts
Flight Officer
12/12w 13/13s stims:0
Sun 30 Apr 2017
at 13:25
  • msg #217

Re: Rebel Base 2 (OoC 2)

I am waiting for the Gunners to have their turn before I book it to the asteriod field and go defensive.

You do not get to take advantage of the double attack upgrade on your shots however, so you are at your normal.
Caddanra 'Caddy' Manitu
Human Diplomat, 424 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 30 Apr 2017
at 18:57
  • msg #218

Re: Rebel Base 2 (OoC 2)

I'm not sure if my deception helped... butif someone wants to roll a countermeasures roll to disrupt the starfighter's comms and break their formation, I'll help out with a 3a.
'Kraken'
Nautolan Slicer, 55 posts
Nautolan-Tech/Slicer
W:14/14 S: 10/10 Stims: 5
Sun 30 Apr 2017
at 19:56
  • msg #219

Re: Rebel Base 2 (OoC 2)

Zeic:
Spending the two advantages to add 2B to the next check.

Zeic Plirr, are you adding the 2B to your own checks or just anyone who fires at our opponents?  I'll fire the guns from the cockpit (if able) just need to know if I can use those boost dice?
Once I get the go ahead, I'll use the cockpit lasers.
The Force
GM, 809 posts
Binds all life together
May the Force be with you
Sun 30 Apr 2017
at 21:08
  • msg #220

Re: Rebel Base 2 (OoC 2)

Added a roll for the Skipray's defences on the attack against it.
Zeic Plirr
Sullustian Commando, 17 posts
Sun 30 Apr 2017
at 21:54
  • msg #221

Re: Rebel Base 2 (OoC 2)

For the next allied character who goes, I assumed it was Forim but it could be anyone.
The Force
GM, 810 posts
Binds all life together
May the Force be with you
Mon 1 May 2017
at 12:02
  • msg #222

Re: Rebel Base 2 (OoC 2)

The ship is currently facing away from the skipray. all the shields are rear at the moment. The front mounted weapons can be fired at the TIEs but not the skipray.
Forim Luk
GM, 588 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 12:41
  • msg #223

Re: Rebel Base 2 (OoC 2)

Can we just say Zeic targeted the skipray and Kraken targeted the ties then ;)
The Force
GM, 811 posts
Binds all life together
May the Force be with you
Mon 1 May 2017
at 12:57
  • msg #224

Re: Rebel Base 2 (OoC 2)

that would be fine. I will update the situation later today.
Forim Luk
GM, 589 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 12:58
  • msg #225

Re: Rebel Base 2 (OoC 2)

Sweet thanks!  I want that skipray down.  We can blow the rest of those ties up with asteroids ;)

I will hopefully post something before noon sending us evasive into the asteroid field.
Forim Luk
GM, 591 posts
Flight Officer
12/12w 13/13s stims:0
Mon 1 May 2017
at 14:59
  • msg #226

Re: Rebel Base 2 (OoC 2)

Now that I have posted, I am reading about how we will destroy them all in the asteriod field.

If I am reading this right, now that I am in the asteroid field I will have to make a piloting check as a maneouuver each round, correct?

Difficulty is Speed or half of silhouette (rounded down), which ever is higher.  Upgrade it a number of times equal to the smaller:

We have Speed 5, silhouette 4

Sour our difficulty would be 5, upgraded twice (same for the ties following us)

So our DC would be 3D 2C 2S, correct?

However, because of my 3 advantages I spent, I get to ignore the terrain difficulty and just make a 2D Piloting check, correct?
The Force
GM, 812 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 02:05
  • msg #227

Re: Rebel Base 2 (OoC 2)

Yeah that looks OK to me.

The TIEs have a silhouette of 3, so I guess I upgrade the challenge by 2, which is 2*0.5 rounded up.
That means their difficulty is 3d 2c.

Also, all gunnery checks made against ships in the asteroid belt are at 1s for cover.
Piloting checks have 2s because of difficult 'terrain'. I think Forim ignores that because of Ace talents.
Aren't you guys glad you have Forim in the pilot's chair right about now?
This message was last edited by the GM at 02:15, Tue 02 May 2017.
Zeic Plirr
Sullustian Commando, 18 posts
Tue 2 May 2017
at 02:35
  • msg #228

Re: Rebel Base 2 (OoC 2)

Definitely better him than me. All the agility in the world can't make up for actually knowing what you're doing.

Actually, I'm trying to imagine a high agility character with no piloting skills flying something and am not quite sure how it works.

In any case, I'll edit my post to reflect what actually happened. Unless you'd rather assume Zeic just missed very, very badly.
Forim Luk
GM, 592 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:13
  • msg #229

Re: Rebel Base 2 (OoC 2)

the difference between 4A and 2P 2A is about 10% chance of success.  The difference between 4A and 3A is about 10% chance of success.

More dice is always better.  More upgrades are good, but no substitute for more dice.
Forim Luk
GM, 593 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:13
  • msg #230

Re: Rebel Base 2 (OoC 2)

Zeic Plirr:
Definitely better him than me. All the agility in the world can't make up for actually knowing what you're doing.

Actually, I'm trying to imagine a high agility character with no piloting skills flying something and am not quite sure how it works.

In any case, I'll edit my post to reflect what actually happened. Unless you'd rather assume Zeic just missed very, very badly.


Also, your shot at the ties was when they were OUTSIDE The asteroid field.  I just ran into it :)
Forim Luk
GM, 594 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:19
  • msg #231

Re: Rebel Base 2 (OoC 2)

Also, the GM forgot we went evasive!

He should have rolled 3p 2a 1C 1D 3s on that attack.

-----------------

Caddy: Last round Forim re-balanced the shields to 2S rear and 1S fore, however your post might still stand as you might not realize it :)

Is there anything you can do to add setbacks to their navigation in the asteroid field?  Blind their sensors or such?  We want them to start failing rolls faster then we do.  At this rate we will blow up before then!
The Force
GM, 814 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 12:33
  • msg #232

Re: Rebel Base 2 (OoC 2)

Hey this is our first space fight. there's a lot going on and I'm not used to it all.

I'll fix it when I have a chance.
Forim Luk
GM, 595 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 12:42
  • msg #233

Re: Rebel Base 2 (OoC 2)

No pressure / worries!  Just doing everything I can to not die ;)
Caddanra 'Caddy' Manitu
Human Diplomat, 427 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 2 May 2017
at 13:24
  • msg #234

Re: Rebel Base 2 (OoC 2)

Forim - Ayup! :-) I'm happy to be clueless.

As for blinding their sensors. I believed that is what I was doing in my earlier post.  I can roll computers again though! :-)  Suggestions?
'Kraken'
Nautolan Slicer, 57 posts
Nautolan-Tech/Slicer
W:14/14 S: 7/10 Stims: 5
Tue 2 May 2017
at 21:48
  • msg #235

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 231):

quote:
Is there anything you can do to add setbacks to their navigation in the asteroid field?  Blind their sensors or such?  We want them to start failing rolls faster then we do.  At this rate we will blow up before then!


I'm happy to shot or use computers to boost shields or try to block their coms.

[Private to GM: GM, I'm confused.  Forim Luk's Bio Says GM.  I thought you were NPCing Forim, but many of these conversations leads me to believe otherwise.  If you aren't, you may want to go and edit the character so it shows as a player.]
The Force
GM, 815 posts
Binds all life together
May the Force be with you
Tue 2 May 2017
at 23:31
  • msg #236

Re: Rebel Base 2 (OoC 2)

Because there may be some confusion:

Recently I changed Forim's player to have GM access. One of his RL friends is playing Roger, but that player is temporarily indisposed. Forim is helping Roger's player by running his character for a short time.

Forim has no idea what sort of plot we're doing. He is not taking advantage of his position. If he does I will make him play an Ewok.
Forim Luk
GM, 596 posts
Flight Officer
12/12w 13/13s stims:0
Tue 2 May 2017
at 23:35
  • msg #237

Re: Rebel Base 2 (OoC 2)

Yub Yub commander.
Xyklo Voozul
Verpine Soldier, 45 posts
Wed 3 May 2017
at 13:23
  • msg #238

Re: Rebel Base 2 (OoC 2)

Forim do we have a plan for this round? I.e. Should us gunners wait for you to activate your piloty goodness before firing, or should we shoot now and ask for directions outta here later?
Forim Luk
GM, 597 posts
Flight Officer
12/12w 13/13s stims:0
Wed 3 May 2017
at 23:13
  • msg #239

Re: Rebel Base 2 (OoC 2)

Sorry.  I'll get one up tonight.  I plan on making life easy for you to shoot so worth waiting
B1-P3 'Roger'
Droid Pilot, 32 posts
Thu 4 May 2017
at 02:39
  • msg #240

Re: Rebel Base 2 (OoC 2)

Yeah, sorry folks, was out of city all weekend, then out of province the past three days.  Still plenty busy, but I'll try to keep up!
Xyklo Voozul
Verpine Soldier, 46 posts
Thu 4 May 2017
at 06:28
  • msg #241

Re: Rebel Base 2 (OoC 2)

Is it 3D to target the ties due to size diff, or is there any upgrades to C due to the asteroids?...
Forim Luk
GM, 599 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 12:30
  • msg #242

Re: Rebel Base 2 (OoC 2)

Xyklo Voozul:
Is it 3D to target the ties due to size diff, or is there any upgrades to C due to the asteroids?...


2D 1S is the difficulty to shoot those ties.  Upgraded twice.
Xyklo Voozul
Verpine Soldier, 47 posts
Thu 4 May 2017
at 12:50
  • msg #243

Re: Rebel Base 2 (OoC 2)

Thanks skipper
Forim Luk
GM, 600 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 14:07
  • msg #244

Re: Rebel Base 2 (OoC 2)

Great Shot!  And, as an added benefit (if I remember correctly) the more mooks you kill in a mook squad, the less skilled that squad becomes.  That means they should start crashing if we can blow up enough this round!
Xyklo Voozul
Verpine Soldier, 49 posts
Thu 4 May 2017
at 15:37
  • msg #245

Re: Rebel Base 2 (OoC 2)

Well it helps when you remember to add the upgrades given by a gifted pilot. I proper messed up on the first round ;)
Forim Luk
GM, 601 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 16:36
  • msg #246

Re: Rebel Base 2 (OoC 2)

Indeed.  4P is a nice pool indeed :)
'Kraken'
Nautolan Slicer, 58 posts
Nautolan-Tech/Slicer
W:14/14 S: 7/10 Stims: 5
Thu 4 May 2017
at 17:37
  • msg #247

Re: Rebel Base 2 (OoC 2)

quote:
Upgrade all attacks twice on those ties!

I don't have skill in gunnery, 3A, so do I get 2P 1A then?
Forim Luk
GM, 602 posts
Flight Officer
12/12w 12/13s stims:0
Thu 4 May 2017
at 20:49
  • msg #248

Re: Rebel Base 2 (OoC 2)

'Kraken':
quote:
Upgrade all attacks twice on those ties!

I don't have skill in gunnery, 3A, so do I get 2P 1A then?


Yep!
Forim Luk
GM, 603 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 11:44
  • msg #249

Re: Rebel Base 2 (OoC 2)

Questions to GM:

1. They should be at 2D difficulty shooting us?  It is based on relative silhouette, not distance.
2. Do they not need to make a piloting check, to avoid getting smashed to pieces in the asteriod?
The Force
GM, 818 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 11:56
  • msg #250

Re: Rebel Base 2 (OoC 2)

They got a downgraded difficulty because of the computer hacking attempt.

thwy probably do need to make such a check. I'll get to it now.
Forim Luk
GM, 604 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 12:09
  • msg #251

Re: Rebel Base 2 (OoC 2)

The Force:
They got a downgraded difficulty because of the computer hacking attempt.

thwy probably do need to make such a check. I'll get to it now.


Ahh, that would do it!  *shakes fist at roger*

Side note, Did he make it harder for them to pilot with his slicing attempt?  Just curious what effect that had.
The Force
GM, 819 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 12:27
  • msg #252

Re: Rebel Base 2 (OoC 2)

I removed their soak for the shots this turn. He was trying to reduce their defence, but TIEs don't have shields so I took away their armour instead.
Forim Luk
GM, 605 posts
Flight Officer
12/12w 12/13s stims:0
Fri 5 May 2017
at 12:31
  • msg #253

Re: Rebel Base 2 (OoC 2)

Additional note, can we assume our mechanics have been making repairs for the fight?  They have been quiet and not posting.

I was assuming that the GM was traking our damage, but decided to go back and figure out what it was, as I thought we were getting low.

We are currently at -3 HT :P  We may or may not have just blown up.

Did Xyklo's crit kill an additional mook?

Doing everything I can to see if more ships get blown up so that last shot _might_ miss :P
The Force
GM, 820 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 12:54
  • msg #254

Re: Rebel Base 2 (OoC 2)

ah, I see. okay, it's not unreasonable to have 'Hypno,' who I really wish you guys would rename, doing repairs.

You are at 1 HP.

Yes, the crit knocked out an extra fighter. I already took that into account.
The Force
GM, 821 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 14:17
  • msg #255

Re: Rebel Base 2 (OoC 2)

I think evasive maneuvers increases the difficulty of gunnery checks, doesn't it? makes it harder to shoot you and harder for you to shoot?
Forim Luk
GM, 607 posts
Flight Officer
12/12w 10/13s stims:0
Fri 5 May 2017
at 14:36
  • msg #256

Re: Rebel Base 2 (OoC 2)

The Force:
I think evasive maneuvers increases the difficulty of gunnery checks, doesn't it? makes it harder to shoot you and harder for you to shoot?


Unless you have Gained the Advantage, which ignores those penalties :)
The Force
GM, 822 posts
Binds all life together
May the Force be with you
Fri 5 May 2017
at 17:19
  • msg #257

Re: Rebel Base 2 (OoC 2)

now see, I knew that, but I thought maybe some others didn't and didn't want to ask.
Forim Luk
GM, 608 posts
Flight Officer
12/12w 10/13s stims:0
Fri 5 May 2017
at 18:06
  • msg #258

Re: Rebel Base 2 (OoC 2)

The Force:
now see, I knew that, but I thought maybe some others didn't and didn't want to ask.

Solid captilization of the learning opportunity there.  The Force teaches.
The Force
GM, 825 posts
Binds all life together
May the Force be with you
Sun 7 May 2017
at 04:10
  • msg #259

Re: Rebel Base 2 (OoC 2)

Mechanics 2d to assess the problem and get an ETA on repairs.

3D to actually begin repairs if you want to get right to it.
'Kraken'
Nautolan Slicer, 62 posts
Nautolan-Tech/Slicer
W:14/14 S: 5/10 Stims: 5
Sun 7 May 2017
at 06:04
  • msg #260

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 259):

Anyone better with Mechanics than 1P 3A?  Jospi Renning perhaps?
How about I check to assess the problem and Jospi Renning you begin repairs and I'll boost ya?

'Kraken'
Nautolan Slicer, 63 posts
Nautolan-Tech/Slicer
W:14/14 S: 5/10 Stims: 5
Mon 8 May 2017
at 02:53
  • msg #261

Re: Rebel Base 2 (OoC 2)

For the record, I'm fine with using my action to fix the ship:  Hyperdrive or just some manual damage.

If we fight, that's fine too ... cause if we fail, we are all making new characters.

So, I'm good with either.  ;)  May the force be with us ... always.  :p
Caddanra 'Caddy' Manitu
Human Diplomat, 429 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 8 May 2017
at 07:40
  • msg #262

Re: Rebel Base 2 (OoC 2)

Or you could fix the hyperdrive while we bluff... and then we flee as soon as it is online.  I'm fine either way really.  I just made a decision (for good or bad!)
Caddanra 'Caddy' Manitu
Human Diplomat, 430 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 8 May 2017
at 07:41
  • msg #263

Re: Rebel Base 2 (OoC 2)

PS - My earlier thought was to board the skipray and take it over since it appeared less damaged... LOL!
The Force
GM, 826 posts
Binds all life together
May the Force be with you
Mon 8 May 2017
at 12:07
  • msg #264

Re: Rebel Base 2 (OoC 2)

The asteroids are not terribly thick. They're mostly a few hundred kilometres apart. Visually, they provide a reasonable obscurant. On sensors, they don't block much. So it's not insane to try to use them to cover your ship, but it's not a guarantee.
The Force
GM, 828 posts
Binds all life together
May the Force be with you
Tue 9 May 2017
at 02:13
  • msg #265

Re: Rebel Base 2 (OoC 2)

Oh, right. If you send R2-E3 down there, who I really hope you are planning to rename someday, he can just stay in the ductwork after the job is done. Should cut a little time off the operation, but he wouldn't be available for other work during the flight.
Xyklo Voozul
Verpine Soldier, 52 posts
Wed 10 May 2017
at 06:32
  • msg #266

Re: Rebel Base 2 (OoC 2)

I have Sniper Shot, that allows me to upgrade the difficulty to increase the range of weapons. Can I get a round of shooting in at medium range, before any of their short range weapons can have a go?...
Caddanra 'Caddy' Manitu
Human Diplomat, 432 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 10 May 2017
at 07:38
  • msg #267

Re: Rebel Base 2 (OoC 2)

Oooh... Success on the comms chatter :-) Hopefully it will tell us something so we can know to 'get out of here' or 'stick around'.   Also, Force, any chance we can tell what the Skipray is doing.  Do we need to worry about being fired upon from it?

Cheers!
The Force
GM, 829 posts
Binds all life together
May the Force be with you
Wed 10 May 2017
at 16:39
  • msg #268

Re: Rebel Base 2 (OoC 2)

The skipray blast boat is currently disabled, with extensive hull damage. It might come back online at any time, but any combat it engages in would be a matter of desperation.

When you reach 0 hull points, your ship is disabled until you can repair it. For example, if you are at 1 hull point, and a group of three TIE fighters shoot you even one time, your ship would be dead in space.

Okay, Xyklo, NP.
'Kraken'
Nautolan Slicer, 66 posts
Nautolan-Tech/Slicer
W:14/14 S: 5/10 Stims: 5
Wed 10 May 2017
at 22:32
  • msg #269

Re: Rebel Base 2 (OoC 2)

GM, since I did the mechanics check, I assume that was my action/turn so I won't be firing the front gun?  Are we still in turn rounds?
The Force
GM, 830 posts
Binds all life together
May the Force be with you
Thu 11 May 2017
at 02:28
  • msg #270

Re: Rebel Base 2 (OoC 2)

You can make an Action without a maneuver.
The Force
GM, 831 posts
Binds all life together
May the Force be with you
Thu 11 May 2017
at 23:58
  • msg #271

Re: Rebel Base 2 (OoC 2)

*Opens hands and shrugs*
Okay, fine. But just remember, you asked for it.
Forim Luk
GM, 611 posts
Flight Officer
12/12w 10/13s stims:0
Fri 12 May 2017
at 02:00
  • msg #272

Re: Rebel Base 2 (OoC 2)

You forgot to roll their piloting check so they dont blow up!

Also, I blame our fearless leader :P
Caddanra 'Caddy' Manitu
Human Diplomat, 433 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sat 13 May 2017
at 21:47
  • msg #273

Re: Rebel Base 2 (OoC 2)

Mr GM.... did I get anything from my success to decode the comms chatter so that I can find out what is happening on the shuttle?
The Force
GM, 833 posts
Binds all life together
May the Force be with you
Sat 13 May 2017
at 23:12
  • msg #274

Re: Rebel Base 2 (OoC 2)

yes, I forgot. Hang on.
Caddanra 'Caddy' Manitu
Human Diplomat, 435 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Sun 14 May 2017
at 22:16
  • msg #275

Re: Rebel Base 2 (OoC 2)

Thank you :-)

Just to confirm.  There is a Skipray (Disabled), a Shuttle (Limited/No weapons?) and two Ties left?

Also, I am a little confused OOCly.  I thought we were here to land on the planet 'quietly'.   If we land with a whole lot of noise, haven't we lost already?

23:16, Today: Caddanra 'Caddy' Manitu rolled 1 success, 1 threat using the Star Wars Edge of the Empire with a dice pool of 3a 2d.  Knowledge Warfare.

How long does it take to Fuel/Scramble a number of Tie fighters?

Finally, how difficult would it be to board and capture/scuttle the Skipray once we've looted it?

Thanks!
Cxx
The Force
GM, 835 posts
Binds all life together
May the Force be with you
Mon 15 May 2017
at 03:14
  • msg #276

Re: Rebel Base 2 (OoC 2)

There were three TIEs, but one got blowed up. The other two are circling. The skipray is temporarily disabled with a lot of hull damage. Raptor shuttles have two laser cannons and a belly mounted blaster turret.

"No plan survives contact with the enemy." Are you going to try to accomplish your mission regardless? There may never be another chance to get this intel.

Looting the skipray may be hard or easy depending on who is aboard.

Fuelling and getting TIEs into space is fast. They have quick start up cycles.
Caddanra 'Caddy' Manitu
Human Diplomat, 436 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 15 May 2017
at 07:43
  • msg #277

Re: Rebel Base 2 (OoC 2)

THank you kindly.  I updated my post a little :-) My vote is obviously to pull a blinder - poke the hornet's nest and get away with it!  It's what Star Wars is all about!! :-)
This message was last edited by the player at 07:44, Mon 15 May 2017.
The Force
GM, 836 posts
Binds all life together
May the Force be with you
Tue 16 May 2017
at 01:58
  • msg #278

Re: Rebel Base 2 (OoC 2)

Your gunnery check blew up one TIE.
Forim Luk
GM, 612 posts
Flight Officer
12/12w 10/13s stims:0
Tue 16 May 2017
at 11:45
  • msg #279

Re: Rebel Base 2 (OoC 2)

The Force:
Your gunnery check blew up one TIE.


You wrote that Xyklo is the one who hit it, but that was a typo as Xyklo missed ;)
The Force
GM, 837 posts
Binds all life together
May the Force be with you
Tue 16 May 2017
at 12:01
  • msg #280

Re: Rebel Base 2 (OoC 2)

yeah, sorry.
Xyklo Voozul
Verpine Soldier, 55 posts
Tue 16 May 2017
at 12:20
  • msg #281

Re: Rebel Base 2 (OoC 2)

Yeah I thought I was taking a shot from further out using sniper shot before we got to close range and were exposed to return fire, then Kraken shot too and hit. I'm assuming Kraken doesn't  have sniper shot, do I get another round of shooting at close range (cos the way it panned out I thought I was being all strategic and ended up just taking one round of shooting at a much harder difficulty)?...

Quite possibly I've misunderstood the entire thing though! ;)
Caddanra 'Caddy' Manitu
Human Diplomat, 437 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 16 May 2017
at 12:32
  • msg #282

Re: Rebel Base 2 (OoC 2)

I would suggest taking the extra shot since it makes sense (and is what I believed the situation was) and saves wasting time while the GM replies as much :-)  If he doesn't want to allow it, he can delete the extra post :-)
Caddanra 'Caddy' Manitu
Human Diplomat, 439 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 17 May 2017
at 08:23
  • msg #283

Re: Rebel Base 2 (OoC 2)

Hrm.... ok.  So the shuttle managed to dock, to repair, and to release in the time it has taken us to do one long-ranged shot?   :(    Kinda disappointed there as it rather ruins a good storyline :(
The Force
GM, 839 posts
Binds all life together
May the Force be with you
Wed 17 May 2017
at 10:24
  • msg #284

Re: Rebel Base 2 (OoC 2)

I prefer to think that it sets one back into motion.
Caddanra 'Caddy' Manitu
Human Diplomat, 440 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Wed 17 May 2017
at 10:50
  • msg #285

Re: Rebel Base 2 (OoC 2)

So the triumph I rolled on my leadership (posted in private) that gets ignored too?

---

And a little tongue in cheek:

And do we get to notice this massive time-jump?  Do we get to see their use of this new temporal technology?   Is Q going to show up and beat up the Agent for messing with the time streams? :-)
Xyklo Voozul
Verpine Soldier, 56 posts
Wed 17 May 2017
at 11:04
  • msg #286

Re: Rebel Base 2 (OoC 2)

Force should I take a retrospective shooting roll for last round then? Say I lowered my initiative to after the TIEs for continuity purposes?

Might just give us the edge here....
The Force
GM, 840 posts
Binds all life together
May the Force be with you
Wed 17 May 2017
at 16:53
  • msg #287

Re: Rebel Base 2 (OoC 2)

Okay go ahead.

And not that you know this, but they were trying to repair the ship on the inside, and just succeeded as their support crew docked. "Get out, get off!"
The Force
GM, 841 posts
Binds all life together
May the Force be with you
Wed 17 May 2017
at 16:54
  • msg #288

Re: Rebel Base 2 (OoC 2)

Best mechanic can take a free Mechanics check to get the ship rolling again, in addition to any other actions.
Xyklo Voozul
Verpine Soldier, 57 posts
Wed 17 May 2017
at 17:16
  • msg #289

Re: Rebel Base 2 (OoC 2)

Force I'll give you the retro round dice roll here rather than on the IC thread, so as not to confuse things further ;)
Wasn't amazing...

18:14, Today: Xyklo Voozul rolled 3 successes, 1 advantage using the Star Wars Edge of the Empire with a dice pool of 4P 1B 2D 1S.  Retro round lasers. True aim. .
9 damage, adv for a boost to the next guy...
The Force
GM, 842 posts
Binds all life together
May the Force be with you
Wed 17 May 2017
at 23:50
  • msg #290

Re: Rebel Base 2 (OoC 2)

Okay, one Fewer TIE currently beleaguering you. Boom.
Xyklo Voozul
Verpine Soldier, 58 posts
Thu 18 May 2017
at 12:20
  • msg #291

Re: Rebel Base 2 (OoC 2)

Cool. It's our turn right?

I'm going to wait on Forims choice of piloting before doing anything. I think with a bit of luck we can clear the road here...
The Force
GM, 843 posts
Binds all life together
May the Force be with you
Thu 18 May 2017
at 13:50
  • msg #292

Re: Rebel Base 2 (OoC 2)

yeah it's your group's turn.
'Kraken'
Nautolan Slicer, 69 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Thu 18 May 2017
at 21:19
  • msg #293

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 292):

What is the difficulty for Mechanic / Main Power:  2D?
I'll go with that, and reroll if it's different.
The Force
GM, 844 posts
Binds all life together
May the Force be with you
Thu 18 May 2017
at 21:56
  • msg #294

Re: Rebel Base 2 (OoC 2)

Rules for restarting a disabled ship are found in the "Hull Trauma" section of the 'Taking Damage' portion of the 'Starships & Vehicles' chapter, on page 256. The same rules can be found in the Edge of the Empire book beginning on page 242.

The check is a Hard (3d) Mechanics check. If you succeed, the ship is at a substantial disadvantage for the forseeable future. Its Speed is reduced to 1, its Handling is reduced to -3, and all weapons are inoperable. Any hits that inflict Hull Trauma (ie. permanent damage) automatically generate a Critical Hit, with +30 added to the result.

These effects persist until the ship can be dry-docked and repaired.

Yes, these same effects currently apply to the Skipray Blastboat.

Also, because Forim is trying to drag you all into his fantasy realm where you all live through this:

I believe that the hyperdrive is currently alive and well, and indeed better than ever except for all the sparks and fire and that green fluid gushing out of it. However, you are still currently ensconced in the warm embrace of the asteroid field's collective mass shadow. You have to get to open space before you can try to make the jump to hyperspace.
'Kraken'
Nautolan Slicer, 71 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Thu 18 May 2017
at 22:15
  • msg #295

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 294):

I was going to roll the extra 1D, but I see you got it covered.
quote:
The Force rolled 1 failure using the Star Wars Edge of the Empire with a dice pool of 1d.  extra D.

Well, at least I still got 2 success's.
Xyklo Voozul
Verpine Soldier, 59 posts
Fri 19 May 2017
at 06:50
  • msg #296

Re: Rebel Base 2 (OoC 2)

Lasers now operable again?!?....
The Force
GM, 845 posts
Binds all life together
May the Force be with you
Fri 19 May 2017
at 10:37
  • msg #297

Re: Rebel Base 2 (OoC 2)

Afraid not. All weapons offline.
Caddanra 'Caddy' Manitu
Human Diplomat, 443 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 19 May 2017
at 14:32
  • msg #298

Re: Rebel Base 2 (OoC 2)

I've rolled this already but was unable to post yesterday due to back to back meetings all day.   Would I be able to divert emergency power and life support to lasers for 'one last shot' to give us time to repair the ship without the tie killing us?
The Force
GM, 846 posts
Binds all life together
May the Force be with you
Fri 19 May 2017
at 16:34
  • msg #299

Re: Rebel Base 2 (OoC 2)

Sure. Mechanics 2D.
Forim Luk
GM, 617 posts
Flight Officer
12/12w 10/13s stims:0
Sat 20 May 2017
at 18:03
  • msg #300

Re: Rebel Base 2 (OoC 2)

So, you guys want evasive, or a boost to your lasers?

In either case, What is our piloting pool GM?
The Force
GM, 848 posts
Binds all life together
May the Force be with you
Sat 20 May 2017
at 19:06
  • msg #301

Re: Rebel Base 2 (OoC 2)

Well your silhouette is 4, I think, so half 4 is 2. your speed is 1, so 1 upgrade. 1d 1c, with 2s for asteroids.
'Kraken'
Nautolan Slicer, 73 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Sat 20 May 2017
at 23:50
  • msg #302

Re: Rebel Base 2 (OoC 2)

I wasn't 100% sure, so figured to ask.   Are any Tie's in range?  Can I shot?
If not, then I'll attempt to continue working on our bird before we get into combat again.
The Force
GM, 849 posts
Binds all life together
May the Force be with you
Sun 21 May 2017
at 00:24
  • msg #303

Re: Rebel Base 2 (OoC 2)

one TIE is in range.
'Kraken'
Nautolan Slicer, 74 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Sun 21 May 2017
at 07:13
  • msg #304

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 300):

I vote Evasive, we do want to survive.
With 3 shooters, odds are one or two will hit without a bonus ... I hope.
Xyklo Voozul
Verpine Soldier, 61 posts
Sun 21 May 2017
at 09:10
  • msg #305

Re: Rebel Base 2 (OoC 2)

Nice work Caddy.

Err GM did we have power for one last shot or one last round of shooting?...

Forim, I'm not sure if we can limp out of here at our current speed can we? Seems like we have to go to the bitter end!
The Force
GM, 850 posts
Binds all life together
May the Force be with you
Sun 21 May 2017
at 12:49
  • msg #306

Re: Rebel Base 2 (OoC 2)

You have the power for one last round of shooting. Caddy turned off the life support and it can't be readily turned back on again.
Xyklo Voozul
Verpine Soldier, 63 posts
Sun 21 May 2017
at 14:05
  • msg #307

Re: Rebel Base 2 (OoC 2)

Thanks boss.

Things do look pretty bad then!
The Force
GM, 852 posts
Binds all life together
May the Force be with you
Sun 21 May 2017
at 17:30
  • msg #308

Re: Rebel Base 2 (OoC 2)

Make 1 post about your reactions to these events.

Make 1 Disciple check, 2D, to control your stress.
Any net Successes will increase your Duty.
If you score any net Advantages, you may give 1 Boost to another team-mate.
Any Triumphs will provide a bonus on the next Discipline check, which will be soon.

Any net Failures will result in an equivalent number of Stress on your character.
Any net Disadvantages will provide a Setback on your next Discipline check.
The Force
GM, 853 posts
Binds all life together
May the Force be with you
Mon 22 May 2017
at 16:15
  • msg #309

Re: Rebel Base 2 (OoC 2)

Good response time, everyone.
Zeic is going to be slowing up on posting for awhile, but will eventually return. So I've asked someone else who previously expressed interest if they want to join in.

This is going to be a bit weird in-character, because you are in tightly confined spaces in interdicted space, but we may end up pretending that they were there the whole time. We lost two people who were supposed to be part of the team, so maybe it's not such a stretch to imagine that they combined to make a new person.
Caddanra 'Caddy' Manitu
Human Diplomat, 447 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Mon 22 May 2017
at 19:23
  • msg #310

Re: Rebel Base 2 (OoC 2)

No worries.   We can assume he's with us! :-)  So long as he's a huge Caddy fan, we'll be just fine :-)

And... welcome to the game! :-)
The Force
GM, 855 posts
Binds all life together
May the Force be with you
Mon 22 May 2017
at 19:33
  • msg #311

Re: Rebel Base 2 (OoC 2)

I hope now that you can see the maps I painstakingly hand sketched you will now have an inkling as to the amount of effort I have been putting into preparing this mission. Consequently, I hope that you can now understand why I was so reluctant to let you all just bail out before it has officially begun.

Oh, and by the way. Did anybody think to grab the R2 Droid?
Xyklo Voozul
Verpine Soldier, 66 posts
Mon 22 May 2017
at 20:01
  • msg #312

Re: Rebel Base 2 (OoC 2)

Awesome stuff boss. Particularly like the marmalade on map 2! ;D
'Kraken'
Nautolan Slicer, 77 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Mon 22 May 2017
at 23:13
  • msg #313

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 311):

I'd think it would have followed on its own ... Order #1, don't die.  ;)
Caddanra 'Caddy' Manitu
Human Diplomat, 448 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Tue 23 May 2017
at 07:36
  • msg #314

Re: Rebel Base 2 (OoC 2)

*chuckles* We appreciate the effort, Force :-) I was keen to blow up and skipray though and then head to the planet! :-)

Regardless, what do you want us to do about landing the pods.  And do you want me to post 'in tandem' for Zeic - and finally, who's the new player as they aren't in the Cast List?

Cheers!
Cxx
Xyklo Voozul
Verpine Soldier, 67 posts
Tue 23 May 2017
at 09:30
  • msg #315

Re: Rebel Base 2 (OoC 2)

Stranded behind enemy lines. An important mission, outnumbered and outgunned.

Xyklo lives for this! :)
The Force
GM, 856 posts
Binds all life together
May the Force be with you
Wed 24 May 2017
at 01:10
  • msg #316

Re: Rebel Base 2 (OoC 2)

Literally hours spent just on the maps, only those maps because there are others that you haven't seen yet, to say nothing of the lifeforms and cultures that inhabit it, getting all the details just right, including a scale and a legend and a compass, not just one but three released all at once, on top of the system map I doubt you were expecting me to produce, and the one thing you were drawn to in that glut of geography, that abundance of artistry, that copious cartographical creation willed into existence solely for you to drag your fictitious carcasses across...

and the ONE thing you focus on...

A guy can't eat doritos while sketching?

*Hums "You're Welcome"*
The Force
GM, 859 posts
Binds all life together
May the Force be with you
Wed 24 May 2017
at 19:27
  • msg #317

Re: Rebel Base 2 (OoC 2)

Yes, Xyklo, you may do what you suggested regarding advantages.
The Force
GM, 860 posts
Binds all life together
May the Force be with you
Wed 24 May 2017
at 20:28
  • msg #318

Re: Rebel Base 2 (OoC 2)

Oh, and everyone gain 10 xp. Spent it now on whatever you want or save it.
'Kraken'
Nautolan Slicer, 78 posts
Nautolan-Tech/Slicer
W:14/14 S: 3/10 Stims: 5
Thu 25 May 2017
at 04:14
  • msg #319

Re: Rebel Base 2 (OoC 2)

quote:
'Group 1' map is the most north. 'Group 2' map is south of that. 'Group 3' map is the southmost.

Sorry if this is an obvious answer, which group am I in?  Or did you break the group's down by the new threads?  Didn't want to answer to the wrong thread, although I did see Xyklo Voozul post a question to me, so I assume I'm with the group.
Caddanra 'Caddy' Manitu
Human Diplomat, 451 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Thu 25 May 2017
at 09:13
  • msg #320

Re: Rebel Base 2 (OoC 2)

The ships have landed together bud.  Though you are in the pod with Forim, Roger and Xyklo (according to previous posts).  Caddy is in the pod with the unknown addition and Zeic :-)
The Force
GM, 861 posts
Binds all life together
May the Force be with you
Thu 25 May 2017
at 10:58
  • msg #321

Re: Rebel Base 2 (OoC 2)

Yeah, the pods are only a short jog apart.
The Force
GM, 863 posts
Binds all life together
May the Force be with you
Fri 26 May 2017
at 00:33
  • msg #322

Re: Rebel Base 2 (OoC 2)

You are at the north edge of the first map, just above the escarpment. You are on your own now. Go! Be free!
Anders Flown
player, 1 post
Sat 27 May 2017
at 22:05
  • msg #323

Re: Rebel Base 2 (OoC 2)


Hello Everyone, I shall be playing your friendly intelligence officer Anders. Cheers.
The Force
GM, 866 posts
Binds all life together
May the Force be with you
Sat 27 May 2017
at 22:31
  • msg #324

Re: Rebel Base 2 (OoC 2)

You knew he was there from the beginning.
Caddanra 'Caddy' Manitu
Human Diplomat, 454 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Sat 27 May 2017
at 23:03
  • msg #325

Re: Rebel Base 2 (OoC 2)

Hey Andres.  Welcome!  I'm guessing you're with me then :-) Check my last post... I was speaking to you.
This message was last edited by the player at 23:03, Sat 27 May 2017.
Anders Flown
player, 3 posts
I can't drown my demons
they know how to swim.
Sat 27 May 2017
at 23:33
  • msg #326

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 325):

Sounds good to me.
Xyklo Voozul
Verpine Soldier, 74 posts
Sun 28 May 2017
at 09:29
  • msg #327

Re: Rebel Base 2 (OoC 2)

Welcome Anders!
Xyklo Voozul
Verpine Soldier, 75 posts
Sun 28 May 2017
at 11:30
  • msg #328

Re: Rebel Base 2 (OoC 2)

I'd kind of assumed we'd already regrouped. Was I presumptuous???
Caddanra 'Caddy' Manitu
Human Diplomat, 456 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Sun 28 May 2017
at 12:34
  • msg #329

Re: Rebel Base 2 (OoC 2)

I thought we had but the time streams seemed broken... no one came to check that all was well with the other pod and it just didn't feel coherent.   Maybe just me but those type of things are important to me.
The Force
GM, 868 posts
Binds all life together
May the Force be with you
Sun 28 May 2017
at 18:35
  • msg #330

Re: Rebel Base 2 (OoC 2)

OK fair enough. Sorry for rushing you.
Caddanra 'Caddy' Manitu
Human Diplomat, 457 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Sun 28 May 2017
at 18:45
  • msg #331

Re: Rebel Base 2 (OoC 2)

Don't be sorry!  I was just confused :-)
Forim Luk
GM, 626 posts
Flight Officer
12/12w 11/13s stims:0
Tue 30 May 2017
at 01:11
  • msg #332

Re: Rebel Base 2 (OoC 2)

I think Jurell was our land expert, and i think he is on a long term vacation.
The Force
GM, 871 posts
Binds all life together
May the Force be with you
Tue 30 May 2017
at 01:12
  • msg #333

Re: Rebel Base 2 (OoC 2)

You guys are going to be on your own, navigating this vast wilderness without a lot of guidance from me. Try to indicate things like cardinal directions and distance using the map I provided. That will make it a lot easier for everybody to be on the same page. I will indicate on the map where you started so that you can stay consistent with your directions.

Anyone who has not yet rolled Athletics to go down the escarpment to do so. Failures and disadvantages will result in strain. You will still end up at the bottom of the escarpment but it will be harder.

I will also change the entry in rules and party resorces thread in order to indicate how much food and water you have, as well as any stuff you find on the journey. For example, the computer and the scanner.
B1-P3 'Roger'
Droid Pilot, 41 posts
Wed 31 May 2017
at 00:03
  • msg #334

Re: Rebel Base 2 (OoC 2)

It's becoming abundantly clear that the dice are demanding that Roger fill the role of comedic support :P

#TypeCasting
Forim Luk
GM, 628 posts
Flight Officer
12/12w 11/13s stims:0
Wed 31 May 2017
at 02:59
  • msg #335

Re: Rebel Base 2 (OoC 2)

haha, B1 comedy support.

Have you read the latest Star Wars books with Bones in it?
B1-P3 'Roger'
Droid Pilot, 42 posts
Wed 31 May 2017
at 09:16
  • msg #336

Re: Rebel Base 2 (OoC 2)

Nope, I haven't read anything new, Star Wars wise, in two years or so.
The Force
GM, 872 posts
Binds all life together
May the Force be with you
Thu 1 Jun 2017
at 00:56
  • msg #337

Re: Rebel Base 2 (OoC 2)

I've updated the Group 1 map with an adorable red dot. This represents your crash site. I will continue to update it as you make notable progress throughout the adventure. You'll be able to see where you've been!
'Kraken'
Nautolan Slicer, 85 posts
Nautolan-Tech/Slicer
W:14/14 S: 6/10 Stims: 5
Thu 1 Jun 2017
at 02:52
  • msg #338

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 337):

You know, the laser on a sniper rifle is a red dot ... that isn't all the adorable.  :p
Caddanra 'Caddy' Manitu
Human Diplomat, 462 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Thu 1 Jun 2017
at 07:13
  • msg #339

Re: Rebel Base 2 (OoC 2)

Comb the desert!
Forim Luk
GM, 630 posts
Flight Officer
12/12w 11/13s stims:0
Thu 1 Jun 2017
at 13:08
  • msg #340

Re: Rebel Base 2 (OoC 2)

We ain't found s...
The Force
GM, 877 posts
Binds all life together
May the Force be with you
Sat 3 Jun 2017
at 02:26
  • msg #341

Re: Rebel Base 2 (OoC 2)

Everyone make Perception check 2d 1s, with the one doing the scouting taking 1b and anyone specifically at the back getting 1b. If you are rolling Survival to look for safety, upgrade the difficulty to 1d 1c 1s.

Also if you net successes, please not what senses you are using or how you are searching. One item per success please. Eg sight, looking into shadows, smell, watching for predators, etc.
This message was last edited by the GM at 03:14, Sat 03 June 2017.
The Force
GM, 878 posts
Binds all life together
May the Force be with you
Sat 3 Jun 2017
at 14:30
  • msg #342

Re: Rebel Base 2 (OoC 2)

Gm's birthday. Everyone gets presents. 10 xp all round.
Xyklo Voozul
Verpine Soldier, 82 posts
Sat 3 Jun 2017
at 17:00
  • msg #343

Re: Rebel Base 2 (OoC 2)

Happy Birthday boss!
Caddanra 'Caddy' Manitu
Human Diplomat, 467 posts
Not just a pretty face...
10 / 13 St -- 10 / 10 Wo
Sat 3 Jun 2017
at 17:58
  • msg #344

Re: Rebel Base 2 (OoC 2)

Happy Birthday!!! :). Hope you have a blast!
'Kraken'
Nautolan Slicer, 90 posts
Nautolan-Tech/Slicer
W:14/14 S: 5/10 Stims: 5
Sat 3 Jun 2017
at 19:13
  • msg #345

Re: Rebel Base 2 (OoC 2)

Yeah, gifts.  Happy birthday !
B1-P3 'Roger'
Droid Pilot, 44 posts
Sun 4 Jun 2017
at 18:22
  • msg #346

Re: Rebel Base 2 (OoC 2)

Have a good one, man!
The Force
GM, 880 posts
Binds all life together
May the Force be with you
Sun 4 Jun 2017
at 18:27
  • msg #347

Re: Rebel Base 2 (OoC 2)

I drew a really good sketch of one of these guys but I can't find it. Just try to imagine it, you'll be very impressed.
Caddanra 'Caddy' Manitu
Human Diplomat, 469 posts
Not just a pretty face...
9 / 13 St -- 10 / 10 Wo
Mon 5 Jun 2017
at 07:37
  • msg #348

Re: Rebel Base 2 (OoC 2)

Am I really the only person with a success - twice in a row?! :-)
The Force
GM, 882 posts
Binds all life together
May the Force be with you
Mon 5 Jun 2017
at 17:12
  • msg #349

Re: Rebel Base 2 (OoC 2)

If anyone else wants to get their actions posted, go ahead. I'll adjudicate them in initiative order once we have everyone's actions.
Caddanra 'Caddy' Manitu
Human Diplomat, 470 posts
Not just a pretty face...
9 / 13 St -- 10 / 10 Wo
Mon 5 Jun 2017
at 17:55
  • msg #350

Re: Rebel Base 2 (OoC 2)

Not sure if this will make a difference but I rolled 2d on my range for my shot - assuming the ranged guys were not at close range....
The Force
GM, 883 posts
Binds all life together
May the Force be with you
Mon 5 Jun 2017
at 18:11
  • msg #351

Re: Rebel Base 2 (OoC 2)

The Ranged ones are at Short range. If you want to reroll, go ahead.
Caddanra 'Caddy' Manitu
Human Diplomat, 471 posts
Not just a pretty face...
9 / 13 St -- 10 / 10 Wo
Mon 5 Jun 2017
at 19:18
  • msg #352

Re: Rebel Base 2 (OoC 2)

It's ok.  I hit.  That's good enough for me ;-)
Xyklo Voozul
Verpine Soldier, 85 posts
Tue 6 Jun 2017
at 06:35
  • msg #353

Re: Rebel Base 2 (OoC 2)

Erm, Anders you may wish to wait for the rest of the players to have their turns before taking a second turn.... ;)
Xyklo Voozul
Verpine Soldier, 87 posts
Tue 6 Jun 2017
at 06:50
  • msg #354

Re: Rebel Base 2 (OoC 2)

Quick question, how do we recover strain!?
Anders Flown
player, 14 posts
I can't drown my demons
they know how to swim.
Tue 6 Jun 2017
at 07:20
  • msg #355

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 353):

So when the GM makes a post are we not in the next round ?
Caddanra 'Caddy' Manitu
Human Diplomat, 472 posts
Not just a pretty face...
9 / 13 St -- 10 / 10 Wo
Tue 6 Jun 2017
at 08:39
  • msg #356

Re: Rebel Base 2 (OoC 2)

Sorta... don't forget the GM's got two slots.  And we may be waiting for other folk to post.  It's sorta ordered.  Don't stress ;-)   You were up anyway and where my post fits in is really up to the GM to story tell :-)
This message was last edited by the player at 10:05, Tue 06 June 2017.
Caddanra 'Caddy' Manitu
Human Diplomat, 473 posts
Not just a pretty face...
9 / 13 St -- 10 / 10 Wo
Tue 6 Jun 2017
at 08:40
  • msg #357

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 354):

You recover strain between missions or (more importantly) by using your advantages... 1 strain regained = 1 advantage.
The Force
GM, 885 posts
Binds all life together
May the Force be with you
Tue 6 Jun 2017
at 13:27
  • msg #358

Re: Rebel Base 2 (OoC 2)

whoa, we're vaulting over ourselves. Some of the attackers have yet to go, and so has Roger. We've got Kraken's move in, so thats fine, but I don't want to adjudicate Caddy and Anders before we get actions from Roger and until I get to the melee combat enemies.
Forim Luk
GM, 634 posts
Flight Officer
12/12w 10/14s stims:0
Tue 6 Jun 2017
at 17:20
  • msg #359

Re: Rebel Base 2 (OoC 2)

FYI, I coordinated with Roger over Text, then posted on his behalf in case anyone was wondering.
B1-P3 'Roger'
Droid Pilot, 47 posts
Wed 7 Jun 2017
at 01:18
  • msg #360

Re: Rebel Base 2 (OoC 2)

Thanks man.  Between the site being blocked at work, and me doing lots of overtime in remote areas, it's appreciated.
Forim Luk
GM, 635 posts
Flight Officer
12/12w 10/14s stims:0
Wed 7 Jun 2017
at 11:30
  • msg #361

Re: Rebel Base 2 (OoC 2)

I did withdraw you, but I did not specify that in the ooc actions, but you should be withdrawn with us.

No use retconning, ièll just say he withdrew after the charge completed.
The Force
GM, 890 posts
Binds all life together
May the Force be with you
Sat 10 Jun 2017
at 12:24
  • msg #362

Re: Rebel Base 2 (OoC 2)

Imperial uniforms are all custom sized for their wearers. Every single foot soldier has their uniform taken in or let out to fit them quite closely. That means that, most of the time, it's very hard to get away with wearing them in disguise. I suppose the exception is stormtrooper armor, although if you're not used to wearing it you are constantly adjusting it in a way that real Stormtroopers are not.
Xyklo Voozul
Verpine Soldier, 89 posts
Sat 10 Jun 2017
at 12:58
  • msg #363

Re: Rebel Base 2 (OoC 2)

I was more worried about the bug eyes and antenna. ;)

Yes, Xyklos strategy suggestions should be taken with caution, he's enthusiastically anti Imp.
Caddanra 'Caddy' Manitu
Human Diplomat, 476 posts
Not just a pretty face...
12 / 13 St -- 10 / 10 Wo
Sat 10 Jun 2017
at 13:39
  • msg #364

Re: Rebel Base 2 (OoC 2)

Stealing the shuttle is however not a bad idea :-)
'Kraken'
Nautolan Slicer, 95 posts
Nautolan-Tech/Slicer
W:12/14 S: 10/10 Stims: 5
Sun 11 Jun 2017
at 22:19
  • msg #365

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 364):

I'm guessing a Shuttle will have a GPS to track down if it's stolen.
What would I need to do to find that GPS and remove it or turn it off?
The Force
GM, 891 posts
Binds all life together
May the Force be with you
Mon 12 Jun 2017
at 01:34
  • msg #366

Re: Rebel Base 2 (OoC 2)

Not GPS exactly, but something similar. it would not be terribly difficult to find and remove.
The Force
GM, 895 posts
Binds all life together
May the Force be with you
Mon 12 Jun 2017
at 19:58
  • msg #367

Re: Rebel Base 2 (OoC 2)

They are coming at you from Upstream, according to the scanner. If you want to assume that they will be coming from that direction, then you may upgrade your initiative check once. If you are worried that you will be surprised from some other direction, don't upgrade and you won't have any sort of penalty if something does sneak up on you from behind.
Anders Flown
player, 20 posts
I can't drown my demons
they know how to swim.
Mon 12 Jun 2017
at 20:54
  • msg #368

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 367):

What is the difficulty for climbing the walls in this canyon ?
This message was last edited by the player at 20:58, Mon 12 June 2017.
The Force
GM, 896 posts
Binds all life together
May the Force be with you
Mon 12 Jun 2017
at 20:57
  • msg #369

Re: Rebel Base 2 (OoC 2)

Average. If you want to fast-climb, upgrade the difficulty to 1D 1C. Otherwise you might not get all the way up before the enemy arrive.
The Force
GM, 897 posts
Binds all life together
May the Force be with you
Tue 13 Jun 2017
at 14:53
  • msg #370

Re: Rebel Base 2 (OoC 2)

Because it might help:

The canyon is about fifteen meters across. The river itself is about three meters across, and about one meter deep in the middle.

There is a bend in the river around a higher ground area that has large rocks that might make good cover. You are right near that, so taking cover about two meters above the rest of the field is an option.

Anders is currently attempting to climb one of the large stone pillars nearby. There are a few rocks piled around the canyon edges, which aren't good for cover right now but if they were piled up they might be.

I'll sketch something soon to make it more visual.
'Kraken'
Nautolan Slicer, 98 posts
Nautolan-Tech/Slicer
W:12/14 S: 10/10 Stims: 5
Tue 13 Jun 2017
at 23:08
  • msg #371

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 370):

Is there plenty of places for the pilots to land their ships or just a few spots good to land?

I ask because I was thinking an ambush might be our best option.

Hide where we expect the ships to land or if there are too many places, once the ships land, move around and get behind the ships.

Distract the guards to come to the cave.  Set off something to draw them here.

When the guards have left the ships, try to overcome the pilots and steal the ships.
Then shot the guards and speed away.

Not sure if that would work, but that's my idea.

The Force
GM, 898 posts
Binds all life together
May the Force be with you
Tue 13 Jun 2017
at 23:17
  • msg #372

Re: Rebel Base 2 (OoC 2)

It's pretty empty and flat around here. The ground is covered with small rocks and sand, so it shifts a lot underfoot, but it wouldn't be hard to land a small craft.
This message was last edited by the GM at 23:47, Tue 13 June 2017.
The Force
GM, 899 posts
Binds all life together
May the Force be with you
Tue 13 Jun 2017
at 23:47
  • msg #373

Re: Rebel Base 2 (OoC 2)

Can everyone roll Cool please?
Forim Luk
GM, 644 posts
Flight Officer
12/12w 10/14s stims:0
Wed 14 Jun 2017
at 01:27
  • msg #374

Re: Rebel Base 2 (OoC 2)

I did already, want me to roll again?

12:39, Yesterday: Forim Luk rolled no successes using the Star Wars Edge of the Empire with a dice pool of 1P 1A 1d 1s.  Rolling
Anders Flown
player, 22 posts
I can't drown my demons
they know how to swim.
Wed 14 Jun 2017
at 01:45
  • msg #375

Re: Rebel Base 2 (OoC 2)


Anders Flown rolled 2 successes using the Star Wars Edge of the Empire with a dice pool of 2a.  Cool.

If Anders is able to guess he has little chance of making it up the cliff is he able to jump down before the vehicles arrive ?
This message was last edited by the player at 03:45, Wed 14 June 2017.
'Kraken'
Nautolan Slicer, 101 posts
Nautolan-Tech/Slicer
W:12/14 S: 10/10 Stims: 5
Wed 14 Jun 2017
at 03:28
  • msg #376

Re: Rebel Base 2 (OoC 2)

'Kraken' rolled 2 successes, 1 advantage.  COOL.
Caddanra 'Caddy' Manitu
Human Diplomat, 479 posts
Not just a pretty face...
12 / 13 St -- 10 / 10 Wo
Wed 14 Jun 2017
at 08:29
  • msg #377

Re: Rebel Base 2 (OoC 2)

09:28, Today: Caddanra 'Caddy' Manitu rolled no successes, 3 advantages using the Star Wars Edge of the Empire with a dice pool of 3a.  Cool.
The Force
GM, 900 posts
Binds all life together
May the Force be with you
Wed 14 Jun 2017
at 11:18
  • msg #378

Re: Rebel Base 2 (OoC 2)

Anders knows that he is not able to climb up before they will arrive.
Xyklo Voozul
Verpine Soldier, 93 posts
Wed 14 Jun 2017
at 13:53
  • msg #379

Re: Rebel Base 2 (OoC 2)

14:52, Today: Xyklo Voozul rolled 1 success using the Star Wars Edge of the Empire with a dice pool of 1P 1A ((3(P), 1(A))).
Cool.
Anders Flown
player, 23 posts
I can't drown my demons
they know how to swim.
Wed 14 Jun 2017
at 20:10
  • msg #380

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 378):

Thanks, have updated my post.
The Force
GM, 901 posts
Binds all life together
May the Force be with you
Wed 14 Jun 2017
at 21:37
  • msg #381

Re: Rebel Base 2 (OoC 2)

Okay so correct me if I'm wrong. Caddy, Forim and Xyklo are on the little Hill, taking cover behind rocks. Anders is near the cliff wall, having just not quite climbed it. Kraken is hiding in the riverbed, underwater. Also where is Roger?
Forim Luk
GM, 645 posts
Flight Officer
12/12w 10/14s stims:0
Wed 14 Jun 2017
at 23:36
  • msg #382

Re: Rebel Base 2 (OoC 2)

I am underwater with Kraken, my space suit giving me air to breathe.
Xyklo Voozul
Verpine Soldier, 94 posts
Thu 15 Jun 2017
at 07:44
  • msg #383

Re: Rebel Base 2 (OoC 2)

With my rolling I assumed I'd failed to take any cover and was cheerfully humming along while aiming up in the direction of the approaching craft!
The Force
GM, 902 posts
Binds all life together
May the Force be with you
Thu 15 Jun 2017
at 09:39
  • msg #384

Re: Rebel Base 2 (OoC 2)

Taking cover is easy, hiding is hard.
Xyklo Voozul
Verpine Soldier, 95 posts
Thu 15 Jun 2017
at 12:12
  • msg #385

Re: Rebel Base 2 (OoC 2)

Excellent. Consider me in cover then :)
'Kraken'
Nautolan Slicer, 102 posts
Nautolan-Tech/Slicer
W:12/14 S: 10/10 Stims: 5
Fri 16 Jun 2017
at 07:04
  • msg #386

Re: Rebel Base 2 (OoC 2)

quote:
Scout squad5
Xyklo
Anders
Scout Captain
Forim
Caddy


Something is missing ... oh, ME!
Where do I slip into initiative?   ;)
Caddanra 'Caddy' Manitu
Human Diplomat, 481 posts
Not just a pretty face...
13 / 13 St -- 10 / 10 Wo
Fri 16 Jun 2017
at 11:41
  • msg #387

Re: Rebel Base 2 (OoC 2)

*cry - maths!*

For the record.... If you shoot at Medium range, you have a LOWER chance of hitting (higher chance of misses) AND a HIGHER chance of rolling disadvantages.   Wait till they pass and ping them at close range!
The Force
GM, 904 posts
Binds all life together
May the Force be with you
Fri 16 Jun 2017
at 11:57
  • msg #388

Re: Rebel Base 2 (OoC 2)

Oh, sorry Kraken. You're at the same time as Xyklo and Anders.
'Kraken'
Nautolan Slicer, 103 posts
Nautolan-Tech/Slicer
W:12/14 S: 10/10 Stims: 5
Fri 16 Jun 2017
at 14:42
  • msg #389

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 388):

No problem.

Comment - I don't have a ranged weapon.  Couldn't afford one and I meant to ask for a loaner when at the rebel base, but it slipped my mind.  Was going to get one from the ship before we left, but it blew up before I got the chance...   <kicks self>

My question, will they be close enough for me to jump on the bike as they pass by?  If they are close enough, what is the difficulty?  Would that be based off Brawl?

If not, will they be close enough to use my Fusion Cutter or Knife?
The Force
GM, 905 posts
Binds all life together
May the Force be with you
Fri 16 Jun 2017
at 15:58
  • msg #390

Re: Rebel Base 2 (OoC 2)

Athletics. We'll use chase rules to resolve the difficulty : 1 silhouette, 1 speed, = 1C.

1setback because you are jumping from a lower elevation to a higher one. 1 setback because you are starting knee deep in water and it's hard to get a running start from there.

total is 1c 2s.
Forim Luk
GM, 646 posts
Flight Officer
12/12w 10/14s stims:0
Fri 16 Jun 2017
at 18:04
  • msg #391

Re: Rebel Base 2 (OoC 2)

Can blasters fire underwater?
The Force
GM, 906 posts
Binds all life together
May the Force be with you
Fri 16 Jun 2017
at 18:38
  • msg #392

Re: Rebel Base 2 (OoC 2)

Depends on the canon. Let's say yes, but with 1setback.
The Force
GM, 909 posts
Binds all life together
May the Force be with you
Mon 19 Jun 2017
at 17:08
  • msg #393

Re: Rebel Base 2 (OoC 2)

Added stats on Speeder bikes to Rules & Party Resources, in case you end up being able to keep it somehow.
The Force
GM, 911 posts
Binds all life together
May the Force be with you
Mon 19 Jun 2017
at 23:02
  • msg #394

Re: Rebel Base 2 (OoC 2)

Anders took out that minion that you were aimed at, Caddy. Critical hits always defeat minions. Did you want to aim at a different enemy?
Caddanra 'Caddy' Manitu
Human Diplomat, 484 posts
Not just a pretty face...
6 / 13 St -- 6 / 10 Wo
Tue 20 Jun 2017
at 07:25
  • msg #395

Re: Rebel Base 2 (OoC 2)

Ooops :-) I'll refocus on the captain when he comes back 'this way' :-)
'Kraken'
Nautolan Slicer, 105 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Tue 20 Jun 2017
at 15:50
  • msg #396

Re: Rebel Base 2 (OoC 2)

Are the two troopers who shot me and riding beside me still up?   I'll try to knock one off his bike using brawl or athletics if possible.
Or are the two dead?
The Force
GM, 912 posts
Binds all life together
May the Force be with you
Tue 20 Jun 2017
at 16:00
  • msg #397

Re: Rebel Base 2 (OoC 2)

All the Stormtroopers save the leader are out of commission. Just the captain remains! He is following a little way behind you.
The Force
GM, 913 posts
Binds all life together
May the Force be with you
Tue 20 Jun 2017
at 23:13
  • msg #398

Re: Rebel Base 2 (OoC 2)

Threats intended to coerce cooperation are Coercion.
Caddanra 'Caddy' Manitu
Human Diplomat, 485 posts
Not just a pretty face...
6 / 13 St -- 6 / 10 Wo
Tue 20 Jun 2017
at 23:25
  • msg #399

Re: Rebel Base 2 (OoC 2)

So what is the difficulty?  If there's talking to be done, I'm your gal!

Also, if phrased right, this could be a working 'negotiation' rather than a 'drop it or die' :-)   Would you mind if I couched it as such?
This message was last edited by the player at 23:27, Tue 20 June 2017.
The Force
GM, 914 posts
Binds all life together
May the Force be with you
Tue 20 Jun 2017
at 23:41
  • msg #400

Re: Rebel Base 2 (OoC 2)

It's an opposed check. Make your roll and I will roll the opposition later.
Caddanra 'Caddy' Manitu
Human Diplomat, 487 posts
Not just a pretty face...
6 / 13 St -- 6 / 10 Wo
Wed 21 Jun 2017
at 07:40
  • msg #401

Re: Rebel Base 2 (OoC 2)

No worries.  I posted a bit with a couple of unopposed rolls.  Feel free to edit and/or chop it off at a point of diversion :-)
The Force
GM, 915 posts
Binds all life together
May the Force be with you
Wed 21 Jun 2017
at 11:20
  • msg #402

Re: Rebel Base 2 (OoC 2)

This is still mid-fight. He's about to shoot or drive his bike. There isn't time for a big long speech. He probably can barely hear you over his engines anyway.
'Kraken'
Nautolan Slicer, 107 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Wed 21 Jun 2017
at 22:27
  • msg #403

Re: Rebel Base 2 (OoC 2)

GM,

Kraken:
GM: What would be the difficulty and Skill to convince him to surrender?  Negotiation/Deception/Coercion?
I'll delay my action and shot if he doesn't surrender.  I'm not a talker, I'll let others try.
Not sure if I can set the blaster to stun.  If I can't ignore the comment.  ;)


GM:
Kraken attempts to intimidate the captain into surrendering. He doesn't seem to be too stymied, drawing his pistol and aiming it at the rebel on the speeder bike. He fires, striking Kraken in the leg. then Forim shoots him.
7 damage presoak. 


GM, did I loose my action?
I posted delaying my action and shooting if he didn't surrender.
You posted I intimidated him, but I didn't get a roll.
So, I guess I just lost my actions and didn't do anything then?
Feel like my post was ignored. 

The Force
GM, 917 posts
Binds all life together
May the Force be with you
Wed 21 Jun 2017
at 22:42
  • msg #404

Re: Rebel Base 2 (OoC 2)

Sorry, a lot of posts happened all at once. I was going to make a more elaborate post regarding his reaction and the Strain you put on him, and so on. Then it was apparently time to make speeches, and then time to shoot a $*&^@#)$*& in the face.
Forim Luk
GM, 650 posts
Flight Officer
12/12w 11/14s stims:0
Thu 22 Jun 2017
at 12:23
  • msg #405

Re: Rebel Base 2 (OoC 2)

heheh, combat is fluid.  Caddy was trying to intimidate him, but Forim couldnt hear that when he was under water.  He just popped up, located a target, and shot.  I kind of interrupted your action.
Caddanra 'Caddy' Manitu
Human Diplomat, 490 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 22 Jun 2017
at 12:48
  • msg #406

Re: Rebel Base 2 (OoC 2)

Aye Kraken... I had posted a whole long spiel and made dice rolls for the intimidate etc... but he died before it all happened :-)  Ah well.   Clearly Forim is covering up for his subterfuge ensuring that his cover doesn't get blown when we interrogated the Imperial sent to pick him up.  We'll need to keep a close eye on him :-)
The Force
GM, 922 posts
Binds all life together
May the Force be with you
Mon 26 Jun 2017
at 02:14
  • msg #407

Re: Rebel Base 2 (OoC 2)

There's no forest. There are canyons of rock and a small river.
Zeic Plirr
Sullustian Commando, 21 posts
Mon 26 Jun 2017
at 04:46
  • msg #408

Re: Rebel Base 2 (OoC 2)

I don't know why I assumed there was a forest. I'm sorry. Post has been fixed.
Caddanra 'Caddy' Manitu
Human Diplomat, 494 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 26 Jun 2017
at 11:43
  • msg #409

Re: Rebel Base 2 (OoC 2)

Hey Mr GM.  What would be the difficulty to emulate a voice over comms, to gull them into thinking I'm one of them, get them to believe they've won, and to get them to send a medi-shuttle to pick us up?
The Force
GM, 923 posts
Binds all life together
May the Force be with you
Mon 26 Jun 2017
at 13:10
  • msg #410

Re: Rebel Base 2 (OoC 2)

Roll Deception and I will roll against it for their opposed check.
Caddanra 'Caddy' Manitu
Human Diplomat, 496 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 29 Jun 2017
at 00:47
  • msg #411

Re: Rebel Base 2 (OoC 2)

Erhm.... No, we had most certainly not resolved to go towards the fire.
Forim Luk
GM, 652 posts
Flight Officer
12/12w 11/14s stims:0
Thu 29 Jun 2017
at 01:29
  • msg #412

Re: Rebel Base 2 (OoC 2)

Looked like it to me.  Three votes for, and no votes against.

Kraken already said he wanted to go tward the smoke, so that is 4 votes.

That leaves you, kyn and Roger who didnt vote.  Even if you all voted for going the other way, the 4 votes till lead it.

Open the floor to votes, then expect votes ;)
The Force
GM, 925 posts
Binds all life together
May the Force be with you
Thu 29 Jun 2017
at 02:02
  • msg #413

Re: Rebel Base 2 (OoC 2)

Charm or Negotiation, 2D 2S, to calm them down and get them to do a favour for you. Communicating what you want from them might require another roll.

Also I updated the map for current location.
Caddanra 'Caddy' Manitu
Human Diplomat, 497 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 29 Jun 2017
at 06:54
  • msg #414

Re: Rebel Base 2 (OoC 2)

I opened the floor to opinion votes. You are the one who implied democracy.
Forim Luk
GM, 654 posts
Flight Officer
12/12w 11/14s stims:0
Thu 29 Jun 2017
at 12:04
  • msg #415

Re: Rebel Base 2 (OoC 2)

Are you saying you want to go back and go against a) the advice of your experts and b) against the majority vote of the other players?

I would be very happy to go back and play that out.
The Force
GM, 926 posts
Binds all life together
May the Force be with you
Thu 29 Jun 2017
at 15:00
  • msg #416

Re: Rebel Base 2 (OoC 2)

Everyone can gain 10 xp.
Forim Luk
GM, 655 posts
Flight Officer
12/12w 11/14s stims:0
Thu 29 Jun 2017
at 18:46
  • msg #417

Re: Rebel Base 2 (OoC 2)

Yay, thank you for the free distraction XP!
'Kraken'
Nautolan Slicer, 114 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Fri 30 Jun 2017
at 02:00
  • msg #418

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 416):

Sweet, thank you.
Forim Luk
GM, 656 posts
Flight Officer
12/12w 11/14s stims:0
Fri 30 Jun 2017
at 11:41
  • msg #419

Re: Rebel Base 2 (OoC 2)

The Force:
Charm or Negotiation, 2D 2S, to calm them down and get them to do a favour for you. Communicating what you want from them might require another roll.

Also I updated the map for current location.



10:56, Today: Forim Luk rolled no successes, 2 advantages using the Star Wars Edge of the Empire with a dice pool of 1b.  Boost for previous roll.
07:40, Today: Forim Luk rolled no successes, 1 threat using the Star Wars Edge of the Empire with a dice pool of 2a 2d 2s.  Charm.

Someone else can try (with my assistance) and have an extra boost (net +2B)
This message was last edited by the GM at 14:56, Fri 30 June 2017.
Caddanra 'Caddy' Manitu
Human Diplomat, 498 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Fri 30 Jun 2017
at 16:40
  • msg #420

Re: Rebel Base 2 (OoC 2)

Sorry folks... I am on business - odd that you pushed on without me when I was waiting for the folk to post :-) Are you guys deliberately writing me out of the story?  (Re-read this - this is supposed to be funny - sorry if it didn't come across the right way!)
This message was last edited by the player at 17:12, Fri 30 June 2017.
Caddanra 'Caddy' Manitu
Human Diplomat, 499 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Fri 30 Jun 2017
at 16:43
  • msg #421

Re: Rebel Base 2 (OoC 2)

Also... I don't recall exactly where from, Forim, but I believe you can't retry Negotiation/Charm attempts :(   I believe they should move to hostile on the failed attempt given they were neutral to start with.

PS - Kill with Kindness should remove a Black if that's the cost of a failed Charm.  If it's an upgrade, hopefully they will not get a Triumph!
This message was last edited by the player at 17:13, Fri 30 June 2017.
Forim Luk
GM, 657 posts
Flight Officer
12/12w 11/14s stims:0
Fri 30 Jun 2017
at 17:50
  • msg #422

Re: Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
Sorry folks... I am on business - odd that you pushed on without me when I was waiting for the folk to post :-) Are you guys deliberately writing me out of the story?  (Re-read this - this is supposed to be funny - sorry if it didn't come across the right way!)


I did wait 2 days from your last post before moving us on!  I figured if you wanted to post your charm roll, you would have - so I stepped up to keep the story moving :)

I never said I thought I would succeed, or that it was a GOOD idea, but I didnt want the story to stall again.
Forim Luk
GM, 659 posts
Flight Officer
12/12w 11/14s stims:0
Sun 2 Jul 2017
at 03:11
  • msg #423

Re: Rebel Base 2 (OoC 2)

What is the difficulty of the knowledge check to interpret the symbols?
The Force
GM, 931 posts
Binds all life together
May the Force be with you
Sun 2 Jul 2017
at 03:18
  • msg #424

Re: Rebel Base 2 (OoC 2)

It's writing in a language that you don't know, using an alphabet you've never seen before. I'd say 'Formidable' would be a fair assessment. 5D.
The Force
GM, 935 posts
Binds all life together
May the Force be with you
Mon 3 Jul 2017
at 04:07
  • msg #425

Re: Rebel Base 2 (OoC 2)

Assessing the defensive potential of the village is Knowledge: Warfare, 1D.
This message was last edited by the GM at 04:07, Mon 03 July 2017.
Zeic Plirr
Sullustian Commando, 23 posts
Mon 3 Jul 2017
at 04:22
  • msg #426

Re: Rebel Base 2 (OoC 2)

Rolled and edited the post accordingly.
Forim Luk
GM, 661 posts
Flight Officer
12/12w 10/14s stims:0
Tue 4 Jul 2017
at 12:17
  • msg #427

Re: Rebel Base 2 (OoC 2)

I really did not expect two of us to make that 5D roll :P
The Force
GM, 939 posts
Binds all life together
May the Force be with you
Thu 6 Jul 2017
at 04:22
  • msg #428

Re: Rebel Base 2 (OoC 2)

Anybody got anything else they want to do? Say? Anything?
B1-P3 'Roger'
Droid Pilot, 56 posts
Thu 6 Jul 2017
at 09:17
  • msg #429

Re: Rebel Base 2 (OoC 2)

Roger's in support mode at the moment, awaiting input.
Forim Luk
GM, 663 posts
Flight Officer
12/12w 10/14s stims:0
Thu 6 Jul 2017
at 12:44
  • msg #430

Re: Rebel Base 2 (OoC 2)

I was waiting for Caddy to post in this social encounter :P

I try to wait at least 24-48h for her to post so I don't jump on her toes.  Perhaps she went on another un-announced vacation!
Caddanra 'Caddy' Manitu
Human Diplomat, 504 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 6 Jul 2017
at 20:48
  • msg #431

Re: Rebel Base 2 (OoC 2)

If only it was a vacation :-)
The Force
GM, 943 posts
Binds all life together
May the Force be with you
Sat 8 Jul 2017
at 23:28
  • msg #432

Re: Rebel Base 2 (OoC 2)

I think I made a small mistake in coding the Yellow Eye's text. If it wasn't visible to those who could speak Geik before, it should be now.
The Force
GM, 945 posts
Binds all life together
May the Force be with you
Sun 9 Jul 2017
at 20:42
  • msg #433

Re: Rebel Base 2 (OoC 2)

someone with strong computer skills might be able to right up a translation program on a datapad.

1c 2d Computer. use Xenology 3d to generate Boosts. 1setback if you want it done before nightfall.
'Kraken'
Nautolan Slicer, 123 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Sun 9 Jul 2017
at 21:10
  • msg #434

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 433):

On it.  ;)

'Kraken' rolled 3 successes, 1 advantageXenology - Boost.

Would this give me 4 boost to Computers?

This message was last edited by the player at 21:13, Sun 09 July 2017.
The Force
GM, 946 posts
Binds all life together
May the Force be with you
Sun 9 Jul 2017
at 21:27
  • msg #435

Re: Rebel Base 2 (OoC 2)

2 boosts.
'Kraken'
Nautolan Slicer, 124 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Sun 9 Jul 2017
at 21:46
  • msg #436

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 435):

TADA!

'Kraken' rolled 3 successes using the Star Wars Edge of the Empire with a dice pool of 2p 2a 2b 1c 2d 1sComputers - translation program.
 - Took the setback dice to get it done before nightfall.
The Force
GM, 947 posts
Binds all life together
May the Force be with you
Sun 9 Jul 2017
at 22:50
  • msg #437

Re: Rebel Base 2 (OoC 2)

Who has a datapad?

If you have one, you can use the program.
This message was last edited by the GM at 23:31, Sun 09 July 2017.
Forim Luk
GM, 666 posts
Flight Officer
12/12w 10/14s stims:0
Sun 9 Jul 2017
at 23:47
  • msg #438

Re: Rebel Base 2 (OoC 2)

I have a datapad, I already used it to show the picture of the tree.
The Force
GM, 948 posts
Binds all life together
May the Force be with you
Mon 10 Jul 2017
at 15:24
  • msg #439

Re: Rebel Base 2 (OoC 2)

I've updated the language list. if you suddenly became able to see previous conversations, that is why. It doesn't make that much sense, but eh.

If you have a datapad or something and I didn't give you the new language, tell me.

If you want to rig it up to your commlinks  so that everyone has access to the program, you can without making a check. However, it does mean that your commlinks are broadcasting very often.
This message was last edited by the GM at 15:55, Mon 10 July 2017.
Xyklo Voozul
Verpine Soldier, 102 posts
Tue 11 Jul 2017
at 12:42
  • msg #440

Re: Rebel Base 2 (OoC 2)

I have a Datapad. It's for Xyklos rock music!
Caddanra 'Caddy' Manitu
Human Diplomat, 511 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Tue 11 Jul 2017
at 14:02
  • msg #441

Re: Rebel Base 2 (OoC 2)

Thanks for supporting me there Xyklo! :-)
The Force
GM, 950 posts
Binds all life together
May the Force be with you
Wed 12 Jul 2017
at 01:13
  • msg #442

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 440):

Did I give you Geik language?
Xyklo Voozul
Verpine Soldier, 105 posts
Wed 12 Jul 2017
at 06:03
  • msg #443

Re: Rebel Base 2 (OoC 2)

I can read it, so I'd say that's a yes.
Xyklo does have a Datapad for Krakens program...
'Kraken'
Nautolan Slicer, 128 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Thu 13 Jul 2017
at 03:18
  • msg #444

Re: Rebel Base 2 (OoC 2)

I read over the previous posts, trying to remember the mission details and found this from Caddy.  I found it humorous now that we've had some history since then.

Caddy:
"Whatever the mission and regardless of the odds, I have no intention of leading anyone I work with to their deaths..."

Caddanra 'Caddy' Manitu
Human Diplomat, 513 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 13 Jul 2017
at 07:10
  • msg #445

Re: Rebel Base 2 (OoC 2)

I'm not see the funny side, Kraken? :(



Anyway... just on an OOC note, we do have (at least) one player who is afk at the moment.   We could send them with the natives to gather info and then catch up with them once the Imperials are distracted?   Just a thought that would help with the split the team concern.
Caddanra 'Caddy' Manitu
Human Diplomat, 515 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 13 Jul 2017
at 07:25
  • msg #446

Re: Rebel Base 2 (OoC 2)

Guys - just a quick point.  I don't want to be overbearing.   If you guys strongly feel OOCly that you want to try one RP path instead of another, please talk about it OOCly?  I am just trying to ensure we have a firm direction but don't want to squash people's ideas in favour of my own - something I'm rather concerned about atm :(
This message was last edited by the player at 07:25, Thu 13 July 2017.
B1-P3 'Roger'
Droid Pilot, 58 posts
Thu 13 Jul 2017
at 09:35
  • msg #447

Re: Rebel Base 2 (OoC 2)

Path chosen doesn't much matter to me.  I go where the story takes me ;)
Forim Luk
GM, 672 posts
Flight Officer
12/12w 10/14s stims:0
Thu 13 Jul 2017
at 12:06
  • msg #448

Re: Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
I'm not see the funny side, Kraken? :(


I think he is amused that you keep wanting to "ambush" the imperials which will likely get us all killed.

PS: I feel IC and OOCly to follow a path, that is why I am talking about it IC.  I don't think I want to ignore the chance of RP to discuss it OOC.
The Force
GM, 952 posts
Binds all life together
May the Force be with you
Thu 13 Jul 2017
at 12:08
  • msg #449

Re: Rebel Base 2 (OoC 2)

Chiming in to remind you that this adventure is entirely off the rails. You can go wherever you please and attempt anything you want. I don't have a "correct" answer waiting for you to find it.
Caddanra 'Caddy' Manitu
Human Diplomat, 517 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 13 Jul 2017
at 12:18
  • msg #450

Re: Rebel Base 2 (OoC 2)

OK.  So long as no one is upset OOCly, I'll happily debate ICly :-)

As for the Ambush... to be fair, that didn't cross my mind at all.  I figured you guys would ace any fight! (you think I'm over-confident in you guys?) :-)
Forim Luk
GM, 673 posts
Flight Officer
12/12w 10/14s stims:0
Thu 13 Jul 2017
at 12:27
  • msg #451

Re: Rebel Base 2 (OoC 2)

I think you might be overconfident in the GMs hesitation to kill us :P
'Kraken'
Nautolan Slicer, 129 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Thu 13 Jul 2017
at 12:29
  • msg #452

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 450):

Agree w/ Forim.   :p

How did the ship combat go?   Oh yes, our ship was destroyed.  :0

The problem is not in our abilities but that the empire is stronger with more forces.   Only a foolish player believes the GM won't throw more than what we can handle if we make foolish choices.   The empire has more speeder bikes and possible walkers with greater firepower and more forces than we do.  We also can't get resupplied with personnel and gear, so what we have now is all that we have.   The Empire is not in the same boat as we are.  W should not take chances that are not in our favor.
Caddanra 'Caddy' Manitu
Human Diplomat, 518 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 13 Jul 2017
at 12:46
  • msg #453

Re: Rebel Base 2 (OoC 2)

Maybe!

But at the same time, I'm not super keen on risking the lives of an entire people just because we weren't willing to make a hard choice.

To be fair, given how the Imperials here have been described, I'd be rather disappointed if  a link was found by them and they didn't simply wipe out these people - heck, they destroyed Alderaan just to prove a point - never mind Jedha!

*sigh* :-)

I guess from my perspective I'm seeing 100% death of a people vs a *chance* of success of us killing our hunters in an ambush and getting the knowledge from our contact without the Imperials seeing the link.   Of course, it could go horribly wrong in both those hopes....
'Kraken'
Nautolan Slicer, 130 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Fri 14 Jul 2017
at 02:09
  • msg #454

Re: Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
I'm not see the funny side, Kraken? :(


I'll spell it out then.

The following boarded the ship:
Caddy
Forim Luk
Roger
Xyklo
Kraken
Zeic
Jurell Delgar
Jospi Renning
Hypno R2-E3


Who is with the group now?  If you reduce who is with the group now from the original, several members died aboard the ship but more importantly, the one you had the argument with and said all would be well .... IS DEAD.

Muwhahaha Hahahahaha

That is what I found so humorous.

While the player may have posted leaving ... I don't remember the character ever leaving, so they should have still been aboard the ship.   :p
The Force
GM, 953 posts
Binds all life together
May the Force be with you
Fri 14 Jul 2017
at 12:26
  • msg #455

Re: Rebel Base 2 (OoC 2)

Yes, yes, player attrition and meta-blending of OoC. I wasn't sure what to do with them so I ignored it.

Can we assume that you guys are taking advantage of the Geik hospitality for the moment, while you discuss strategy? Are you going into the hut they cleared for you?
The Force
GM, 958 posts
Binds all life together
May the Force be with you
Mon 17 Jul 2017
at 01:44
  • msg #456

Re: Rebel Base 2 (OoC 2)

Clohin are a type of insect that hatch annually. Their hatching and swarming is seen as a sign by the Geik to begin their mating journey. The Visiting Voice told you a little about them when she was describing wildlife in the area.
'Kraken'
Nautolan Slicer, 135 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Mon 17 Jul 2017
at 04:32
  • msg #457

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 456):

Oh, yeah, I remember now.  tks
Caddanra 'Caddy' Manitu
Human Diplomat, 521 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 17 Jul 2017
at 09:28
  • msg #458

Re: Rebel Base 2 (OoC 2)

Please folks.   Caddy is a consummate diplomat.  If you really think you can read her emotions like a book, please roll your dice and stop assuming you know exactly what is happening just because I typed this into the description of her actions.  There is a fine line between Roleplay and PVP and ultimately as a Social Skilled character, you can't assume your Roleplay will trump the paid-for skills.   If this is a problem for folk, I can posting bland descriptions of my actions instead.
Forim Luk
GM, 676 posts
Flight Officer
12/12w 10/14s stims:0
Mon 17 Jul 2017
at 11:43
  • msg #459

Re: Rebel Base 2 (OoC 2)

I think Kraken was reacting to your passive aggressive comments about Forim and Kraken in your posts.

It is kind of discordant when you are insulting other players actions for everyone to read.

What is the purpose of doing that, other then provoking someone?
Caddanra 'Caddy' Manitu
Human Diplomat, 523 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 17 Jul 2017
at 13:03
  • msg #460

Re: Rebel Base 2 (OoC 2)

It's to show inner monologue, Forim.   As I said, I can remove that if you'd prefer it bland.   And I've not (I believe) insulted any players, only been upset IC about character actions. If you feel that I am insulting you as players, then I apologise - please point this out to me as I have no intention of doing so to you.
Forim Luk
GM, 678 posts
Flight Officer
12/12w 10/14s stims:0
Mon 17 Jul 2017
at 14:59
  • msg #461

Re: Rebel Base 2 (OoC 2)

no, you are not insulting the players, you are insulting the characters in your OOC inner monolog.

As I said, it is passive aggressive for you to post such insults, without discussing it IC at the time.

I am not saying go bland, I am saying that if you have a problem with a character, dont post a long description of why you hate / dislike / disaproove that person in your mind, without ever saying anything IC.

That is just a passive aggressive way for your character to make barbs without ever having to worry about a retaliation.

And even when kraken posted a retaliation IC, you got mad about it OOC, even though you couldn't read his mind as you stated.
Caddanra 'Caddy' Manitu
Human Diplomat, 524 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 17 Jul 2017
at 15:18
  • msg #462

Re: Rebel Base 2 (OoC 2)

Nothing I post IC is OOC unless I tag it is OOC and I normally highlight this in orange.  If it is internal, then it is internal.  As you're finding it hard to differentiate, I'll hold back and will not post my character's thoughts.
Forim Luk
GM, 679 posts
Flight Officer
12/12w 10/14s stims:0
Mon 17 Jul 2017
at 15:42
  • msg #463

Re: Rebel Base 2 (OoC 2)

If your only options are "All internal thoughts" and "No internal thoughts" then I would prefer none.

If you can do "No internal thoughts that are negative toward a party member" then by all means, use this more advanced filter.
The Force
GM, 959 posts
Binds all life together
May the Force be with you
Mon 17 Jul 2017
at 20:38
  • msg #464

Re: Rebel Base 2 (OoC 2)

I guess the lesson here is twofold:

1) Anything you write will be read by your fellow players. Even words that are not intended as critique will be taken personally. It's not easy to have a tiff between two characters and not have the players' feelings dragged into it too.

2) Arguments between players taking place in public forums make everyone else uncomfortable. We're here for Star Wars adventure and fun. Arguments over who said what and what they meant should be, at worst, short and not distracting.
'Kraken'
Nautolan Slicer, 136 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Tue 18 Jul 2017
at 00:58
  • msg #465

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 462):

So if my internal dialog slandered Caddy, calling her vile names and degrading her leadership, it wouldn't bother you?  If I questioned her every move, belittled her every comment and ridiculed her choices, it wouldn't bother you?

I believe it would.  It would bother or get to anyone eventually.  To make these internal comments without thinking it would cause strife in the group is disingenuous and childish.

I have to agree and confirm with Forim's comments.  A dog can only be berated so many times before turning on the hand that hits him.

I say this only because the game is getting a bit less fun.  Either I have to say something or I drop the game.  I grow weary of Caddy's internal jabs and slaps to myself and others.  I believe it causes strife in the group and will cause the group to tear itself apart.
Forim Luk
GM, 680 posts
Flight Officer
12/12w 10/14s stims:0
Tue 18 Jul 2017
at 01:06
  • msg #466

Re: Rebel Base 2 (OoC 2)

Are you calling me a dog???

Down boy!  Lets try to move forward without the internal jabs - any jabs can be made verbally so the jabbie has a chance to jab back ;)
'Kraken'
Nautolan Slicer, 137 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Tue 18 Jul 2017
at 01:08
  • msg #467

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 466):

I was referring to myself as the dog.  :P

quote:
Lets try to move forward without the internal jabs


I'm good with that.  I prefer to play games where the group helps each other.
The Force
GM, 961 posts
Binds all life together
May the Force be with you
Tue 18 Jul 2017
at 12:28
  • msg #468

Re: Rebel Base 2 (OoC 2)

let me try again.

AND WE ALL LEARNED A VALUABLE LESSON. THEN WE MOVED ON.
'Kraken'
Nautolan Slicer, 138 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Tue 18 Jul 2017
at 13:39
  • msg #470

Re: Rebel Base 2 (OoC 2)

In reply to your double posting comment - I try to always post after the GM posts a group reply regardless if other players have posted ...  I feel it's rude not to if I have the time, just so the GM knows I read his post.

Edit:  In order to keep the peace and as the GM has asked, I will not comment further on internal dialogue.
This message was last edited by the player at 13:48, Tue 18 July 2017.
The Force
GM, 963 posts
Binds all life together
May the Force be with you
Wed 19 Jul 2017
at 16:54
  • msg #471

Re: Rebel Base 2 (OoC 2)

Ok, interesting plan. Can I get it here in OoC: who is going where?
'Kraken'
Nautolan Slicer, 140 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Wed 19 Jul 2017
at 21:50
  • msg #472

Re: Rebel Base 2 (OoC 2)

GM,

I'm a military guy, spent 10 years in the military and am now a Civilian for the Air Force.  I realize that reality doesn't match the game however I needed to ask a question.

quote:
Kraken, Roger... I want you to make sure that any transmissions they are able to send regarding how the conflict is going are record - and shut down.


If all we have are datapads (not built for jamming-I think) or if using the radio on my speeder, the power I can push isn't very much.  Trying to jam transmissions on another person any great distance will be very, very unlikely as I simply don't have the power (battery/strength) to do that.  If they are in a vehicle bigger than mine with more power, its even harder.  If they have better technology then its even more difficult.

Does Kraken know of any other technology that we have that might do what needs to be done?

So, I'm asking in Kraken's opinion, can it be done?  Me, with my military knowledge and experience, I'd laugh and say, No.  But since this is Star Wars, I wanted to ask.  I wanted to ask before trying, failing and then having to report we failed because the task wasn't possible to Jam.  ;)

That said, if the vehicle was destroyed or antenna disabled, they couldn't broadcast any information which is as good as jamming but that's not jaming, that's destroying/disabling.
Forim Luk
GM, 682 posts
Flight Officer
12/12w 10/14s stims:0
Wed 19 Jul 2017
at 21:57
  • msg #473

Re: Rebel Base 2 (OoC 2)

And, because you didnt mention it, their encryption protocol will have changed after their last team did not report in, so we probably wont be able to listen in, even if we could record the raw transmissions.

And with datapads, it would probably take centuries to crack.
Caddanra 'Caddy' Manitu
Human Diplomat, 527 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Wed 19 Jul 2017
at 23:08
  • msg #474

Re: Rebel Base 2 (OoC 2)

None of this is insurmountable as this is fortunately not real life.   :-)

Also... wookipedia helps with the Jammer issue: http://starwars.wikia.com/wiki/Signal_jammer - the jammers are generally small so power (considering the hover bike uses antigrav) is also probably not an issue.

So yes, I suspect Kraken can kick arse at this with a bit of prep!
The Force
GM, 964 posts
Binds all life together
May the Force be with you
Wed 19 Jul 2017
at 23:11
  • msg #475

Re: Rebel Base 2 (OoC 2)

Actually you're in a bit of luck there. Imp speeder bikes have comm jammers built into them. Datapads themselves wouldn't be useful for that task; they just don't have the broadcasting capacity. As for slicing their signal to listen in, you can do that if you have either:

1) specialized equipment and an operator
2) improvised equipment and a skilled mechanic

In lieu of the 1st, I'll just tell you what you need for the second.

a) an antenna, preferably in a high place
b) a power source. Not an incredibly strong one; the speeder bike's battery should be sufficient.
c) Being able to begin the program at exactly the moment someone is broadcasting. Guessing is not an option, nor is running it continuously. If you don't know when your target is broadcasting, you won't be able to find the signal in the ambient noise.
Caddanra 'Caddy' Manitu
Human Diplomat, 528 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Wed 19 Jul 2017
at 23:44
  • msg #476

Re: Rebel Base 2 (OoC 2)

Sounds like the makings of a plan right there :-)

Anders and Xyklo - Zeic may be NPC'd but you guys need to be thinking of the tactical side of things :-)  If you want to ambush.. or hit and run and draw them into an ambush (after they ambush us) or whatever you choose.  Just make those calls.

And Anders - if we need a 'lay of the land' talk with the Geik - no prob.  This can be done if you take charge of finding the ambush point :-)
Anders Flown
player, 42 posts
I can't drown my demons
they know how to swim.
Wed 19 Jul 2017
at 23:58
  • msg #477

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 476):

The best bet for taking them out as a group is to ambush them. If we hit and run there is a chance that once their comms are down they send troops back for reinforcements.

If I was their commander I would have a small team looking for us and an overwhelming force waiting for when the smaller team is engaged.
'Kraken'
Nautolan Slicer, 141 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Thu 20 Jul 2017
at 00:04
  • msg #478

Re: Rebel Base 2 (OoC 2)

If we are using the speeder bike for the Jammer, then Xyklo, Zeic will have to make do with their LPC's, Leather Personnel Carriers ... boots for a quick get away after their ambush, unless they get lucky and procure some speeder bikes as well.

If you have any grenades, some modified IED's might help since you lack the #s.
Caddanra 'Caddy' Manitu
Human Diplomat, 529 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Thu 20 Jul 2017
at 07:36
  • msg #479

Re: Rebel Base 2 (OoC 2)

Let's get this IC and we can debate this :)  So you know Caddy's response, she'll suggest that the natives have 'gunpowder' equivalent so someone could fashion some explosives.
The Force
GM, 965 posts
Binds all life together
May the Force be with you
Fri 21 Jul 2017
at 14:07
  • msg #480

Re: Rebel Base 2 (OoC 2)

I hope it goes without saying that you can't simultaneously jam their comms and listen in.
Caddanra 'Caddy' Manitu
Human Diplomat, 532 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Fri 21 Jul 2017
at 14:48
  • msg #481

Re: Rebel Base 2 (OoC 2)

*chuckles* I figured the recording would occur prior to the jamming.  But feel free to point this out to Caddy ;-)
The Force
GM, 966 posts
Binds all life together
May the Force be with you
Mon 24 Jul 2017
at 00:05
  • msg #482

Re: Rebel Base 2 (OoC 2)

So, where approximately would you like to look for an ambush site? In the stone maze? Just outside it?
Anders Flown
player, 43 posts
I can't drown my demons
they know how to swim.
Mon 24 Jul 2017
at 02:05
  • msg #483

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 482):

Just outside of it gives us surprise perhaps as well as room to maneuver should we need it. Anyone not to skilled in the gun arts should be up top with the villagers and their bombs just as the maze lets out.
The Force
GM, 967 posts
Binds all life together
May the Force be with you
Mon 24 Jul 2017
at 14:34
  • msg #484

Re: Rebel Base 2 (OoC 2)

Thus far no villagers have agreed to help you with this ambush. All of their fighting team are occupied with their territorial conflict. There's more reasons too, but you don't know yet.
Caddanra 'Caddy' Manitu
Human Diplomat, 534 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 24 Jul 2017
at 14:46
  • msg #485

Re: Rebel Base 2 (OoC 2)

I was hoping Forim would lead that discussion with you, Anders, and the Geik... He's been quiet since Friday.   Weekends can get busy - maybe hang on till tomorrow and if he doesn't post, I'll post asking someone for help on that front when I move to ask the Geik to hold off an attack on the Blue Speckle tribe.
Forim Luk
GM, 685 posts
Flight Officer
12/12w 10/14s stims:0
Mon 24 Jul 2017
at 16:12
  • msg #486

Re: Rebel Base 2 (OoC 2)

I am happy to act as a translator, but the Geik are currently otherwise disposed in an internal argument :P
Caddanra 'Caddy' Manitu
Human Diplomat, 535 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Mon 24 Jul 2017
at 22:23
  • msg #487

Re: Rebel Base 2 (OoC 2)

*asks the GM nicely for when the Geik might be done with their rally so Forim can get cracking on the mapping task (I assume astrogation or pilot(planetary)?  I figured you'd kick arse there Forim - even if you're not a military - and I figured Anders would help with the military side of things?)

Also, when they are done, I can work on the delaying their invasion?
The Force
GM, 968 posts
Binds all life together
May the Force be with you
Tue 25 Jul 2017
at 00:21
  • msg #488

Re: Rebel Base 2 (OoC 2)

I FOUND IT I FOUND IT I FOUND IT!



The one on the left is a typical example of the ones you fought in the stone maze. The one on the right looks a lot like the ones you first met when you got to the green area outside the maze.
Caddanra 'Caddy' Manitu
Human Diplomat, 536 posts
Not just a pretty face...
9 / 13 St -- 6 / 10 Wo
Tue 25 Jul 2017
at 09:53
  • msg #489

Re: Rebel Base 2 (OoC 2)

Nicely done :-) A picture always does tell a thousand words!
B1-P3 'Roger'
Droid Pilot, 60 posts
Tue 25 Jul 2017
at 22:53
  • msg #490

Re: Rebel Base 2 (OoC 2)

Pretty much what I envisioned
The Force
GM, 970 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 00:55
  • msg #491

Re: Rebel Base 2 (OoC 2)

I will post something for the Chiefs response soon.


You are trying to find good tactical positions where the river leaves the stone maze. You can find good cover or good overwatch positions using:

 Vigilance 2d
 Kn Warfare 2d
 Perception 1d 1c

Success gives you 1b to your first attack and 1 ranged defence, and if you want to be on higher ground you can be. 2 Advantages allows you to create one small change to the battlefield, such as setting up a rappelling line ahead of time. You need not decide on what it is before the battle begins.
Threats result in 1s on your first attack roll. I will tell you what Despair results in. If choose not to roll, you get one ranged defence from just taking cover.
This message was last edited by the GM at 00:56, Wed 26 July 2017.
'Kraken'
Nautolan Slicer, 145 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Wed 26 Jul 2017
at 02:08
  • msg #492

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 491):

I'm not very good at any of those rolls.  I'll let Rodger look around and if he can't find anything I'll look.  :(

[Private to GM: Kn Warfare, can I just roll Int for that or do I need the skill?]
Anders Flown
player, 47 posts
I can't drown my demons
they know how to swim.
Wed 26 Jul 2017
at 02:52
  • msg #493

Re: Rebel Base 2 (OoC 2)


Anyone have any rope or are the villagers able to supply some.

-
This message was last edited by the player at 04:00, Wed 26 July 2017.
The Force
GM, 972 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 18:39
  • msg #494

Re: Rebel Base 2 (OoC 2)

Yes, the villagers have some rope. Not long or terribly thick; mostly two or three-foot lengths of twine. Does that count?
The Force
GM, 973 posts
Binds all life together
May the Force be with you
Wed 26 Jul 2017
at 18:57
  • msg #495

Re: Rebel Base 2 (OoC 2)

The pillar is about ten meters high, so directly from top to bottom is Short range. From the top of the pillar to the middle of the canyon is about Medium range. Any other questions?
The Force
GM, 974 posts
Binds all life together
May the Force be with you
Thu 27 Jul 2017
at 00:07
  • msg #496

Re: Rebel Base 2 (OoC 2)

We'll deal with the negotiation and its subsequent fallout after this next encounter.
Forim Luk
GM, 689 posts
Flight Officer
12/12w 10/14s stims:0
Thu 27 Jul 2017
at 00:47
  • msg #497

Re: Rebel Base 2 (OoC 2)

well, that bodes well :P
Anders Flown
player, 51 posts
I can't drown my demons
they know how to swim.
Sat 29 Jul 2017
at 02:07
  • msg #498

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 496):

Hello,
This was my roll for finding cover, I think it was successful ?

Anders Flown rolled 1 success using the Star Wars Edge of the Empire with a dice pool of 2d 1a 1p.  Vigilance.
The Force
GM, 976 posts
Binds all life together
May the Force be with you
Sat 29 Jul 2017
at 02:12
  • msg #499

Re: Rebel Base 2 (OoC 2)

Oh, sorry. I try to notice these things, but sometimes I miss stuff. Okay, so you're in cover as well.
Anders Flown
player, 52 posts
I can't drown my demons
they know how to swim.
Sat 29 Jul 2017
at 02:16
  • msg #500

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 499):

No problem it was a bit back in the dialog. Cheers.
The Force
GM, 977 posts
Binds all life together
May the Force be with you
Tue 1 Aug 2017
at 01:45
  • msg #501

Re: Rebel Base 2 (OoC 2)

Waiting one more day for Zeic.
Anders Flown
player, 54 posts
I can't drown my demons
they know how to swim.
Thu 3 Aug 2017
at 02:06
  • msg #502

Re: Rebel Base 2 (OoC 2)


How far is the troop transport from our positions ? Thanks.
The Force
GM, 979 posts
Binds all life together
May the Force be with you
Thu 3 Aug 2017
at 11:21
  • msg #503

Re: Rebel Base 2 (OoC 2)

Long range, about a kilometer.
Xyklo Voozul
Verpine Soldier, 111 posts
Thu 3 Aug 2017
at 13:52
  • msg #504

Re: Rebel Base 2 (OoC 2)

Does Forims warning allow the rest of us to see the sniper?

Are the Imps weapons long range capable?...
The Force
GM, 980 posts
Binds all life together
May the Force be with you
Thu 3 Aug 2017
at 14:18
  • msg #505

Re: Rebel Base 2 (OoC 2)

The weapons on the troop transport are. E-11s are not, but light repeating blaster are.
The Force
GM, 981 posts
Binds all life together
May the Force be with you
Fri 4 Aug 2017
at 02:14
  • msg #506

Re: Rebel Base 2 (OoC 2)

Roger can assist with this roll, or provide a boost, or whatever.
The appropriate skills would be Mechanics 2D, Computers 2D, Warfare 1D 1S, or Perception 3D.
The Force
GM, 982 posts
Binds all life together
May the Force be with you
Sat 5 Aug 2017
at 15:54
  • msg #507

Re: Rebel Base 2 (OoC 2)

After this round, we'll change Initiative order so that Xyklo is going at the same time as everyone else. So, Xyklo, if you want to take two turns on top of one another it's fine.

The enemy are all at Long range. Currently, shooting at the Stormtroopers imposes 2s as they are taking cover behind their vehicle. Shooting at the sniper is 1s if you are up high on one of the pillars, or 2s if you are on the canyon floor.
Xyklo Voozul
Verpine Soldier, 112 posts
Sat 5 Aug 2017
at 16:15
  • msg #508

Re: Rebel Base 2 (OoC 2)

No worries.

Unless the sniper shoots me in the head first, in which case plenty of worries!
Caddanra 'Caddy' Manitu
Human Diplomat, 542 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Mon 7 Aug 2017
at 08:28
  • msg #509

Re: Rebel Base 2 (OoC 2)

Awesome shot Xy!  Things going to 'plan' barring me being shot :) We've got the sniper, we have the jam and signal AND we have the voice of the Baron to imitate :) Now we just need to win and grab the transport as a bonus and we're golden!
The Force
GM, 984 posts
Binds all life together
May the Force be with you
Mon 7 Aug 2017
at 14:12
  • msg #510

Re: Rebel Base 2 (OoC 2)

Can Anders think of anything he could do to improve the situation other than  shooting? Perhaps setting up a trap or improving cover?
Xyklo Voozul
Verpine Soldier, 114 posts
Mon 7 Aug 2017
at 14:18
  • msg #511

Re: Rebel Base 2 (OoC 2)

I'll take a second round turn later today if no one else jumps in
Anders Flown
player, 57 posts
I can't drown my demons
they know how to swim.
Mon 7 Aug 2017
at 22:12
  • msg #512

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 510):

Sorry I thought the imperials had line of sight on his position so he was staying low to not attract their fire. Same with the idea of setting a trap he doesn't really have the materials and that would probably mean he has to leave cover.

Anders believes the ambush should have been abandoned as the two primary points for any ambush had been lost, surprise and overwhelming firepower.

He will improve his cover as long as it does not give away his position, do you need a roll ?


-
The Force
GM, 985 posts
Binds all life together
May the Force be with you
Tue 8 Aug 2017
at 01:16
  • msg #513

Re: Rebel Base 2 (OoC 2)

Call it Perception 3d. Success means having 2 cover.
'Kraken'
Nautolan Slicer, 150 posts
Nautolan-Tech/Slicer
W:10/14 S: 08/10 Stims: 5
Tue 8 Aug 2017
at 01:28
  • msg #514

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 506):

IMO - If Rodger is shot, we'll loose our jamming capability, so we should probably keep IN cover and jam as long as possible until the group needs us.  I'll take a boost from Rodger.

Today: 'Kraken' rolled no successes, 3 advantages using the Star Wars Edge of the Empire with a dice pool of 2P 2A 1B 2D.  Computers - Jaming.

No success?  Seriously.  Man.  Well, I have Natural Programmer which allows me to: Once per session, reroll 1 Computers or Astrogation check.  I'll use the ability and reroll.

Today: 'Kraken' rolled 5 successes, 1 threat using the Star Wars Edge of the Empire with a dice pool of 2P 2A 1B 2D.  Computers - Jaming with Natural Programmer (2nd roll).

Anders Flown
player, 58 posts
I can't drown my demons
they know how to swim.
Tue 8 Aug 2017
at 03:14
  • msg #515

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 513):

Nope no more cover for me, have updated my post.
Caddanra 'Caddy' Manitu
Human Diplomat, 544 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Tue 8 Aug 2017
at 21:30
  • msg #516

Re: Rebel Base 2 (OoC 2)

Still looking good. Though I'd appreciate a stim pen! *chuckle*
Forim Luk
GM, 694 posts
Flight Officer
12/12w 10/14s stims:0
Thu 10 Aug 2017
at 00:12
  • msg #517

Re: Rebel Base 2 (OoC 2)

if you are at -1 wounds, then you are unconscious, are you not?  That's why I rolled a perception to see if you survived the blast.

If you are still standing and walking around after getting a sniper shot to the chest that I will edit out the "she's dead" part that reacted to the part of you going down that the GM posted.

To be honest, I am not sure why you walked into the open after I warned of the sniper that was more then a KM out.

Now after your recent post I think you are trying for a TPK?

I am going to wait for the GMs input on your state of conciousness before posting.
The Force
GM, 986 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 00:17
  • msg #518

Re: Rebel Base 2 (OoC 2)

Caddy is currently unconscious. She can manage, at most, a few disjointed words (Ben... Yoda... Dagobah System...) but not coherent messages or tactical analysis.

When you pass your wound threshold, you also acquire a Critical Injury. Rolling on the chart now:
94: At the Brink: Suffer 1 strain every time you perform an action.

Not that it matters at the moment since she isn't able to make any actions.
Caddanra 'Caddy' Manitu
Human Diplomat, 546 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Thu 10 Aug 2017
at 00:20
  • msg #519

Re: Rebel Base 2 (OoC 2)

My apologies. I was under the impression that you took the critical but could still talk as it was a free action.  I am on holiday so don't have rules to hand.  Updated to reflect limited speech
This message was last edited by the player at 00:23, Thu 10 Aug 2017.
The Force
GM, 988 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 01:10
  • msg #520

Re: Rebel Base 2 (OoC 2)

Oops! Nearly forgot. Here is your primary adversary. He's a Rival, so upgrade all combat checks against him by 1. Currently he's at Long range, so it would be 2D 1C.



I was going for 'Frat Bro in space.'
This message was last edited by the GM at 01:11, Thu 10 Aug 2017.
'Kraken'
Nautolan Slicer, 152 posts
Nautolan-Tech/Slicer
W:10/14 S: 07/10 Stims: 5
Thu 10 Aug 2017
at 01:18
  • msg #521

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 520):

quote:
Speeder bike - Light repeating Blaster: (Fire Arc Forward. Damage 11. Critical 3. Range Extreme. Auto-fire, Pierce 1)

Using the speeder bike laser, would that fall under Gunnery or Ranged Light or something else?
If I use the speeder bike laser, does the com jamming stop?
The Force
GM, 989 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 01:57
  • msg #522

Re: Rebel Base 2 (OoC 2)

Gunnery, for sure.
You can easily operate both with no impediment.
'Kraken'
Nautolan Slicer, 153 posts
Nautolan-Tech/Slicer
W:10/14 S: 07/10 Stims: 5
Thu 10 Aug 2017
at 02:43
  • msg #523

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 522):

[Private to GM:
B1-P3 'Roger':
if one of you can get close enough to hit the aft-port sensor node, the impact should be enough to knock out the motivator, causing a cascading reaction to take out the transport."


What is the difficulty for me to use the speeder bike's blaster and hit the aft-port sensor node?  I was wanting to take a shot at it before following orders, grabbing Rodger and taking off on the speeder bike.
]
The Force
GM, 990 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 03:15
  • msg #524

Re: Rebel Base 2 (OoC 2)

To make a called shot at the vehicle as Roger suggested, upgrade the check difficulty to 1d 1c. the threshold to inflict a Component Critical is reduced from 3 advantages to 2 advantages.
Xyklo Voozul
Verpine Soldier, 116 posts
Thu 10 Aug 2017
at 06:51
  • msg #525

Re: Rebel Base 2 (OoC 2)

Couple of questions (yes I may be being stupid)

Is the Rival the sniper or sergeant?

Were not Anders and Forim supposed to take 2S for ranged action or am I misinterpreting it.

Didn't the crit of 88 stop Mr Sniper taking an action this round? Maybe including his rappel control? :D

How many troopers are there?

Sorry again if I'm being an idiot! :)
Forim Luk
GM, 696 posts
Flight Officer
12/12w 10/14s stims:0
Thu 10 Aug 2017
at 11:51
  • msg #526

Re: Rebel Base 2 (OoC 2)

Xyklo Voozul:
Couple of questions (yes I may be being stupid)

Is the Rival the sniper or sergeant?

Were not Anders and Forim supposed to take 2S for ranged action or am I misinterpreting it.

Didn't the crit of 88 stop Mr Sniper taking an action this round? Maybe including his rappel control? :D

How many troopers are there?

Sorry again if I'm being an idiot! :)


I have a gun sight that allows me to ignore up to 2s for visual based penalties.  Anders probably should have taken the 2S though.
The Force
GM, 991 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 14:38
  • msg #527

Re: Rebel Base 2 (OoC 2)

The dust cloud is not going to take effect until next round.

There is yet no seargent on the field. The rival is the sniper.

I didn't see what you rolled for crits so I rolled my own. He got: Off-Balance, and Discouraging Wound. I've already flipped the dark side points and the setback affected his shot.

There are six troopers currently outside.
Xyklo Voozul
Verpine Soldier, 117 posts
Thu 10 Aug 2017
at 15:06
  • msg #528

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 527):

You didn't forget the +20 for lethal blows I hope ;)

Thanks for the info!
The Force
GM, 992 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 16:01
  • msg #529

Re: Rebel Base 2 (OoC 2)

No, I added it to one and then added +30 to the other, for the second critical hit.
Forim Luk
GM, 697 posts
Flight Officer
12/12w 10/14s stims:0
Thu 10 Aug 2017
at 17:05
  • msg #530

Re: Rebel Base 2 (OoC 2)

Anders Flown:
"Understood moving out, good luck I'll see you tonight." Anders looks for cover for his next bound as he tries to exit the canyon. After firing into the dust cloud trying to thin out the numbers of troopers they face he will make a sprint to the next cover.


Anders Flown rolled 6 failures, 5 advantages using the Star Wars Edge of the Empire with a dice pool of 3d 2c 2p 3a.  Firing both pistols at sergeant and squad.

Figures - take one strain


-



What are you doing with your 5 advantages?
Anders Flown
player, 62 posts
I can't drown my demons
they know how to swim.
Thu 10 Aug 2017
at 20:57
  • msg #531

Re: Rebel Base 2 (OoC 2)

I was going to use them to cancel out the strain I would have to take.... if I am able.
The Force
GM, 993 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 21:21
  • msg #532

Re: Rebel Base 2 (OoC 2)

I don't really see you taking strain. I see a whole bunch of net failures, but that doesn't mean anything except that you didn't hit the target.
Caddanra 'Caddy' Manitu
Human Diplomat, 547 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Thu 10 Aug 2017
at 21:29
  • msg #533

Re: Rebel Base 2 (OoC 2)

So just to confirm, activating commlinkis a complex action requiring an action?  If so, I will remove my post. If not then Caddy'swords stand.... :(

I don't get it. :(
Anders Flown
player, 63 posts
I can't drown my demons
they know how to swim.
Thu 10 Aug 2017
at 21:47
  • msg #534

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 532):

Right, ok... Well then boosts all around.
The Force
GM, 994 posts
Binds all life together
May the Force be with you
Thu 10 Aug 2017
at 21:55
  • msg #535

Re: Rebel Base 2 (OoC 2)

The operative word is "Unconscious." You are literally unable to perform rational actions. You can breath, and moan some disconnected words, and that's about it. You are not aware of what is going on, much less able to influence it. Imagine that you're asleep.
Caddanra 'Caddy' Manitu
Human Diplomat, 548 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Fri 11 Aug 2017
at 23:20
  • msg #536

Re: Rebel Base 2 (OoC 2)

Ok.   I'll alter my post then.
The Force
GM, 995 posts
Binds all life together
May the Force be with you
Sat 12 Aug 2017
at 00:13
  • msg #537

Re: Rebel Base 2 (OoC 2)

What you said was fine. Just remember, that you're not able to operate any machines or anything.
Forim Luk
GM, 698 posts
Flight Officer
12/12w 13/14s stims:0
Sat 12 Aug 2017
at 02:47
  • msg #538

Re: Rebel Base 2 (OoC 2)

Indeed, you can say what you said, just as a mumble / not over the com link.  I just rolled abysmally on my perception to notice.
The Force
GM, 997 posts
Binds all life together
May the Force be with you
Sun 13 Aug 2017
at 01:56
  • msg #539

Re: Rebel Base 2 (OoC 2)

I can't see a reason why you can't use the Crits to hit multiple stormtroopers in the rules, so I let it go this time. In the future, I'm going to say 'only one crit from each player character per minion group per round,' unless the reason is particularly cinematic or otherwise awesome. Or if I'm bored with the conflict and want it over with.
Anders Flown
player, 64 posts
I can't drown my demons
they know how to swim.
Sun 13 Aug 2017
at 01:58
  • msg #540

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 539):

How close are the troopers now ? Thanks.
Oh and are they still obscured by the dust ?
This message was last edited by the player at 01:59, Sun 13 Aug 2017.
The Force
GM, 998 posts
Binds all life together
May the Force be with you
Sun 13 Aug 2017
at 02:01
  • msg #541

Re: Rebel Base 2 (OoC 2)

Yes, short range.
'Kraken'
Nautolan Slicer, 155 posts
Nautolan-Tech/Slicer
W:10/14 S: 05/10 Stims: 5
Sun 13 Aug 2017
at 06:47
  • msg #542

Re: Rebel Base 2 (OoC 2)

This is starting to look like a TPK.

Anders (?) down, Caddy down ... more storm troopers and two leaders with some great skills.

I'm going to wait to post to see what Forim does.  He's all ready said to get out but I was hoping to stop the troop carrier, then using the cover of dust go and grab Caddy however it seems the dust isn't bothering the Troopers at all, so it would be suicide to try to pick anyone up as I'd be shot before I got there most likely.  :(

Not looking pretty.

quote:
I can't see a reason why you can't use the Crits to hit multiple stormtroopers in the rules, so I let it go this time.


Still rather new to SW and Edge but reading Auto-fire, the Speeder bike quality.

quote:
"A weapon with auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs or other projectiles.  the advantage in using auto-fire is that it has the chance to hit multiple targets or hit a single target multiple times.


Ohh, I see, reading the next paragraph I have to increase the difficulty by 1 if I want to Auto-fire.  Should have read it more carefully.  Was thinking to hit multiple troopers with the blasts.

Oh well, however you ruled is fine.  Just wanted to give the trooper carrier a crit as suggested by Roger.
Xyklo Voozul
Verpine Soldier, 119 posts
ST 5/15, WT 5/12
Sun 13 Aug 2017
at 12:31
  • msg #543

Re: Rebel Base 2 (OoC 2)

Loosely on that note, I'm not going to include the passed boost from Anders in my post as I think he may not have rolled the right dice.

Anders, you realise your crit raises the difficulty of Ag based checks, and firing two weapons in the same turn raises it again for each check unless you got that gunslinger talent? I Don't want to benefit unfairly from this, it looks like you may have needed 1 or 2 more difficulty dice?...

But that aside well played on taking that hit sir! Impressive :)
Xyklo Voozul
Verpine Soldier, 120 posts
ST 5/15, WT 5/12
Sun 13 Aug 2017
at 12:33
  • msg #544

Re: Rebel Base 2 (OoC 2)

Also GM, are they still in the dust cloud and have they closed to short range?!

Edit: sorry just read you'd already answered this!
This message was last edited by the player at 13:08, Sun 13 Aug 2017.
Forim Luk
GM, 699 posts
Flight Officer
12/12w 13/14s stims:0
Sun 13 Aug 2017
at 23:44
  • msg #545

Re: Rebel Base 2 (OoC 2)

No body is running like I told you to!
Anders Flown
player, 66 posts
I can't drown my demons
they know how to swim.
Sun 13 Aug 2017
at 23:53
  • msg #546

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 545):

Tried, failed.
Forim Luk
GM, 701 posts
Flight Officer
12/12w 13/14s stims:0
Mon 14 Aug 2017
at 01:47
  • msg #547

Re: Rebel Base 2 (OoC 2)

'Kraken':
This is starting to look like a TPK.


Just saying, that I 100% predicted this TPK before we even tried to set up this ambush.

Forim will follow orders, even if they lead to his death.
'Kraken'
Nautolan Slicer, 156 posts
Nautolan-Tech/Slicer
W:10/14 S: 05/10 Stims: 5
Mon 14 Aug 2017
at 01:53
  • msg #548

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 545):

 I didn't want to be the first want to run.
Kraken will supporting the group with gunfire at range, If everyone bolts I'll follow suit.
 Everyone stays ill go down with everyone else I guess
Forim Luk
GM, 702 posts
Flight Officer
12/12w 13/14s stims:0
Mon 14 Aug 2017
at 02:02
  • msg #549

Re: Rebel Base 2 (OoC 2)

'Kraken':
In reply to Forim Luk (msg # 545):

 I didn't want to be the first want to run.
Kraken will supporting the group with gunfire at range, If everyone bolts I'll follow suit.
 Everyone stays ill go down with everyone else I guess

heheh

I am now rabbiting.  Trying to help Anders along too.  Xyklo has nobly decided to take the rear guard position.

I will always remember him, and will try to pull him out of imperial custody.
'Kraken'
Nautolan Slicer, 157 posts
Nautolan-Tech/Slicer
W:10/14 S: 05/10 Stims: 5
Mon 14 Aug 2017
at 04:03
  • msg #550

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 549):

Live today to fight another day.  Got it.
Hopefully we can rescue Caddy.
Anders Flown
player, 67 posts
I can't drown my demons
they know how to swim.
Mon 14 Aug 2017
at 04:38
  • msg #551

Re: Rebel Base 2 (OoC 2)

In reply to 'Kraken' (msg # 550):

If the squad goes down... if. We just may be able to save our skin. Assuming we have all the troopers accounted for that only leaves the crew of the transport and Mr Sniper dude.
The Force
GM, 1000 posts
Binds all life together
May the Force be with you
Thu 17 Aug 2017
at 13:35
  • msg #552

Re: Rebel Base 2 (OoC 2)

Dual wielding doesn't quite work like that. It's more like one weapon that, when you score two advantages, you can activate a second instance of a weapon attack for the second weapon. It's a little bit complicated. We'll let it go this combat. No big deal. Next time, we'll make sure to have the rules all clear in our heads before we begin. Obviously this combat was kind of complicated, between all the different things that were happening and all the different options of people wanted to take. So we'll know to brush up on Auto fire, duel wielding, Gunnery vs. Ranged attacks, and all that other stuff for next time.
Forim Luk
GM, 704 posts
Flight Officer
12/12w 13/14s stims:0
Thu 17 Aug 2017
at 16:26
  • msg #553

Re: Rebel Base 2 (OoC 2)

Question about the grenades.  They usually have a damage rating that does that damage to one person, then a blast rating (4 for frag grenades puchased).  The 8 damage is only to one person, where the blast is everyone else.

What kind of grenade do you have that has 34 blast? or is that just a misunderstanding (on my or your part) :P
Anders Flown
player, 69 posts
I can't drown my demons
they know how to swim.
Thu 17 Aug 2017
at 20:40
  • msg #554

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 553):

Two grenades in an enclosed space, Damage 8 Blast 6 plus the successes.
The Force
GM, 1001 posts
Binds all life together
May the Force be with you
Thu 17 Aug 2017
at 22:56
  • msg #555

Re: Rebel Base 2 (OoC 2)

About that: I don't see any advantages to use for the Blast qualities. You have 1 advantage on one roll, and 1 threat on the other. Also, if the Blast quality triggers, the original target doesn't take damage a second time; just the additional targets.
Forim Luk
GM, 705 posts
Flight Officer
12/12w 13/14s stims:0
Fri 18 Aug 2017
at 00:47
  • msg #556

Re: Rebel Base 2 (OoC 2)

I am playing a grenade monkey in another game so I will let you know my interpretation of the rules.

Frag Grenade is Damage 8, Crit 4, Blast 6.

If you hit, you do 8 damage + successes to the one target you aimed for

If you have 2 advantages, you can trigger the Blast quality.

This does Blast damage listed (ie 6) + number of successes to everyone "Engaged" with the target.  This does not affect the primary target if you hit, he only gets hit once.  If you missed however, it will damage the primary target with the blast damage, instead of the regular damage (ie you got "close enough")

As I implied above, even if you miss, you can still trigger blast with 2 advantages.

The soak is rolled individually for each "damage" not added together.

so, in your case you have 3 successes, and 1 advantages or one threat.  That means over 2 rounds of throwing you can do:

11 damage to one target (short an advantage to trigger blast)
11 damage to one target on a second round (with 1 threat, so no blast again)  (you cannot dual wield grenades to trigger an auto fire and hit everyone as far as i know)
Anders Flown
player, 70 posts
I can't drown my demons
they know how to swim.
Fri 18 Aug 2017
at 01:45
  • msg #557

Re: Rebel Base 2 (OoC 2)


Sorry I am on the road at the moment and I don't have access to my books, so I went with "close enough". I knew someone would have to pile on and correct me if I was wrong.
The Force
GM, 1002 posts
Binds all life together
May the Force be with you
Fri 18 Aug 2017
at 17:23
  • msg #558

Re: Rebel Base 2 (OoC 2)

Also, I know it's been awhile since we discussed, but if jamming is up then you can't really be using your com to talk. Oh well.
'Kraken'
Nautolan Slicer, 160 posts
Nautolan-Tech/Slicer
W:10/14 S: 04/10 Stims: 5
Fri 18 Aug 2017
at 19:59
  • msg #559

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 558):

Ha!  Good point.
Forim Luk
GM, 706 posts
Flight Officer
12/12w 13/14s stims:0
Fri 18 Aug 2017
at 23:45
  • msg #560

Re: Rebel Base 2 (OoC 2)

hahaha, lol
Caddanra 'Caddy' Manitu
Human Diplomat, 549 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Sat 19 Aug 2017
at 00:10
  • msg #561

Re: Rebel Base 2 (OoC 2)

So can I recover?
The Force
GM, 1004 posts
Binds all life together
May the Force be with you
Sat 19 Aug 2017
at 00:12
  • msg #562

Re: Rebel Base 2 (OoC 2)

Sure, fight over.
Caddanra 'Caddy' Manitu
Human Diplomat, 551 posts
Not just a pretty face...
10 / 13 St -- 7 / 10 Wo
Sat 19 Aug 2017
at 23:36
  • msg #563

Re: Rebel Base 2 (OoC 2)

I'm waiting on Xy... :-)
B1-P3 'Roger'
Droid Pilot, 64 posts
Sun 20 Aug 2017
at 00:59
  • msg #564

Re: Rebel Base 2 (OoC 2)

Ah.  I thought we were jamming their frequencies specifically.
Caddanra 'Caddy' Manitu
Human Diplomat, 552 posts
Not just a pretty face...
13/13 St -- 4/10 Wo + 1Cr
Sun 20 Aug 2017
at 18:23
  • msg #565

Re: Rebel Base 2 (OoC 2)

I thought so too... which was why we needed to isolate their signal by knowing 'when' they used their signal - which is why I took the shot for the team....
Caddanra 'Caddy' Manitu
Human Diplomat, 554 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Sun 20 Aug 2017
at 18:55
  • msg #566

Re: Rebel Base 2 (OoC 2)

PS- Just be careful of the time frames guys.  Xy and I are looking a the corpses, Forim is leaving.  Roger is on top of the hill with the speeder.   Kraken... you've taken a long walk, been in the transport and looted corpses - so you're quite a bit ahead of everyone else in terms of time.   Anders, you've been in the transport and looted too so you're probably a bit ahead too though you're heading after Forim.

Let's see if the spot 'worked' - and please feel free to edit my post Mr GM :-)
'Kraken'
Nautolan Slicer, 164 posts
Mon 21 Aug 2017
at 00:23
  • [deleted]
  • msg #567

Re: Rebel Base 2 (OoC 2)

This message was deleted by the player at 00:38, Mon 21 Aug 2017.
The Force
GM, 1008 posts
Binds all life together
May the Force be with you
Mon 21 Aug 2017
at 00:57
  • msg #568

Re: Rebel Base 2 (OoC 2)

I didn't come up with the locked grenades concept. It's in some Star Wars Source book I read a while ago. It's not actually a code, there's dials you twist in order to arm the grenade. Apparently every Stormtrooper has to have their code memorized because there's no backup.
Forim Luk
GM, 708 posts
Flight Officer
12/12w 13/14s stims:0
Mon 21 Aug 2017
at 01:55
  • msg #569

Re: Rebel Base 2 (OoC 2)

yea, there was a great sourcebook for that :)
The Force
GM, 1009 posts
Binds all life together
May the Force be with you
Mon 21 Aug 2017
at 02:29
  • msg #570

Re: Rebel Base 2 (OoC 2)

Stop agreeing with me, Forim.

Anyone who wants to pursue the sniper should make an Athletics check or, if you happen to be driving a Speeder Bike, planetary piloting. The difficulty is 1c 1s.
Forim Luk
GM, 709 posts
Flight Officer
12/12w 13/14s stims:0
Mon 21 Aug 2017
at 02:32
  • msg #571

Re: Rebel Base 2 (OoC 2)

Your right, I should totally start calling you on your bs.  Sorry about that boss.  Wont hapen again.
'Kraken'
Nautolan Slicer, 166 posts
Nautolan-Tech/Slicer
W:10/14 S: 06/10 Stims: 5
Tue 22 Aug 2017
at 18:53
  • msg #572

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 571):

[Private to Forim Luk:
Hey Forim, in my post before yours I posted climbing on the bike and taking cover, the sniper if he's hiding will put holes in us.
Unless he's running but since I didn't see him, I think he moved and hide.
The longer we stay, the more time Imps can close on our position.
]
The Force
GM, 1010 posts
Binds all life together
May the Force be with you
Wed 23 Aug 2017
at 13:21
  • msg #573

Re: Rebel Base 2 (OoC 2)

Anyone else going with Caddy?
Caddanra 'Caddy' Manitu
Human Diplomat, 556 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Wed 23 Aug 2017
at 13:37
  • msg #574

Re: Rebel Base 2 (OoC 2)

It's ok :-)  I get to shoot them for desertion after the event *grins* :-)
Caddanra 'Caddy' Manitu
Human Diplomat, 557 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Wed 23 Aug 2017
at 13:40
  • msg #575

Re: Rebel Base 2 (OoC 2)

Then again, if I die because they deserted, I guess they can make up the truth...! :-)
Forim Luk
GM, 711 posts
Flight Officer
12/12w 13/14s stims:0
Wed 23 Aug 2017
at 19:33
  • msg #576

Re: Rebel Base 2 (OoC 2)

I laugh because when the leader runs off and no one follows, her plan is to shoot EVERYONE for desertion, not re-evaluate her plan or ability to lead because no one was willing to follow her.
Xyklo Voozul
Verpine Soldier, 125 posts
ST 5/15, WT 5/12
Wed 23 Aug 2017
at 22:50
  • msg #577

Re: Rebel Base 2 (OoC 2)

As stated before, Xyklo is a bit overprotective. He is currently failing to keep up with Caddy...
Caddanra 'Caddy' Manitu
Human Diplomat, 558 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Thu 24 Aug 2017
at 09:52
  • msg #578

Re: Rebel Base 2 (OoC 2)

Which is why I was smiling.... :-)

That said, on an OOC level, I am disappointed at the unwillingness to roleplay together given that the story is progressing towards a victory - a victory easily spotted by those on the hill with the speeder bike as the dust cloud is gone.  Am I that difficult a person to work with?

I am also struggling with the layout of the scene.  Comms are down as they are being suppressed (as clarified by the GM).   Forim'd left... but now he's back with the speeder and folk heard his orders despite him having already retreated and comms being down?  And folk missed the obvious pair rushing off from the ambush point?   Maybe a map would have helped a little to clarify the distances involved as I'm picturing the speeder being in visual range of the ambush point.

Anyway, as I've said before, if someone else wants to take the lead, please do so.  I play games to enjoy them, not to argue about who's go the biggest gun and knows best.   In my opinion any players plan is 'good enough' to make a story from - it doesn't need to be perfect.  It's meant to be fun.
Caddanra 'Caddy' Manitu
Human Diplomat, 560 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Thu 24 Aug 2017
at 10:17
  • msg #579

Re: Rebel Base 2 (OoC 2)

Wow Xy.  with 4P 2B... that's like like rolling snake-eyes!
Xyklo Voozul
Verpine Soldier, 127 posts
ST 5/15, WT 5/12
Thu 24 Aug 2017
at 10:27
  • msg #580

Re: Rebel Base 2 (OoC 2)

I like to call it seven headed hydras eyes ;)

That mags only been fired three times, where are you Rebels getting this stuff?
'Kraken'
Nautolan Slicer, 168 posts
Nautolan-Tech/Slicer
W:10/14 S: 06/10 Stims: 5
Thu 24 Aug 2017
at 12:01
  • msg #581

Re: Rebel Base 2 (OoC 2)

In reply to Caddanra 'Caddy' Manitu (msg # 578):

Without a map and without the GM stating 'Everyone hears Caddy's yell', we can only play what we think is realistic so we don't metagame.  I wanted to move and help take down the sniper but I also posted I moved away on the speeder.  GM posted something about the sniper moving around a corner, which I took as it block sight, so I took that as I couldn't see him or those chasing him as well.

Forim didn't see my post about me on the speeder, so my next post I attempted to combine his post and mine.  I take it as the the fog of war having its effect.  It happens in combat.
This message was last edited by the player at 12:01, Thu 24 Aug 2017.
Caddanra 'Caddy' Manitu
Human Diplomat, 561 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Thu 24 Aug 2017
at 12:12
  • msg #582

Re: Rebel Base 2 (OoC 2)

Makes sense, Kraken :-) Thanks for helping me there!
Forim Luk
GM, 712 posts
Flight Officer
12/12w 13/14s stims:0
Thu 24 Aug 2017
at 12:22
  • msg #583

Re: Rebel Base 2 (OoC 2)

I gave orders when you were unconscious.  I repeated them when no one could hear me.

That said, I did move back to roger (and the not speeder) and said them again, but i posted the "uselessly" as I knew no one could hear me.

I also wanted to point out that the GM gave us this vicotry.  We did not win it.

Anders threw two grenades (which broke the rules) and then did 34 damage to everyone in the transport (which also broke the rules).  In an exasperated effort to try to not TPK us, he had the whole squad of stormtroopers walk into the speeder as it exploded (with rule breaking force).

You are not running to victory, you are running to your death, as the GM has now given us 3 instances in this encounter to retreat after he indicated that we could NOT win it.

So, when you say ANY player plan is good enough, I disagree.  Yours was suicidal and should have killed the whole party.  We are only alive now because the GM has fudged it.

Not to mention, we only got this far because the GM fudged the space combat when you ordered us to attack another squad of ties when 1 HP left on the ship.  Once again ignoring the hints that the GM is giving us that we cannot win the situation.

The only reason you are catching up to this guy, is again, the GM is fudging it.  You ran a kilometer through rough terrain in a mortally wounded state to catch up with a sniper.  Who could have killed you at any point in that kilometer long open terrain run.

And yes, I do plan to discuss this IC as soon as the combat situation has passed and the team regroups (provided that Xyklo and Caddy are still alive at that point)
Xyklo Voozul
Verpine Soldier, 128 posts
ST 5/15, WT 5/12
Thu 24 Aug 2017
at 12:46
  • msg #584

Re: Rebel Base 2 (OoC 2)

For the record if Xyklo lives he will be mortified to have the feeling of letting anyone down. Just be warned Forim, he might cry! ;)

Also, I've no objections to being taken prisoner or killed. Was genuinely RPing the character to the best of my ability.

And I have no idea how Anders did what he did or what he was rolling either.
This message was last edited by the player at 12:49, Thu 24 Aug 2017.
Forim Luk
GM, 713 posts
Flight Officer
12/12w 13/14s stims:0
Thu 24 Aug 2017
at 15:01
  • msg #585

Re: Rebel Base 2 (OoC 2)

Xyklo Voozul:
For the record if Xyklo lives he will be mortified to have the feeling of letting anyone down. Just be warned Forim, he might cry! ;)

Also, I've no objections to being taken prisoner or killed. Was genuinely RPing the character to the best of my ability.

And I have no idea how Anders did what he did or what he was rolling either.


100% ok.  Forim might cry too!

His is Support, and it is hard on him to :'(
The Force
GM, 1012 posts
Binds all life together
May the Force be with you
Thu 24 Aug 2017
at 23:19
  • msg #586

Re: Rebel Base 2 (OoC 2)

What Critical Hit did Caddy end up taking from being knocked out? I didn't know you were knocked out so I didn't roll for you.

FROM NOW ON,
if you are hit and knocked out, roll your own critical injury and post it in your next post. Remember that successive criticals add +10 to the roll.

Stormtrooper armour that was being worn by a defeated trooper is no good. It is damaged. You have to find a suit of armour hanging on a rack somewhere.

With a sufficient Skulduggery check, 3A +1b for every 6 stormtroopers, you can scrounge up a composite suit.
This message was last edited by the GM at 23:27, Thu 24 Aug 2017.
Caddanra 'Caddy' Manitu
Human Diplomat, 562 posts
Not just a pretty face...
12/13 St -- 4/10 Wo + 1eC
Fri 25 Aug 2017
at 09:51
  • msg #587

Re: Rebel Base 2 (OoC 2)

I rolled a 5 previous - and did post it.  It is also in the roll log.

I assume you took into account the three (if not 4 from the falling damage) crits?

[Private to GM: Also, please don't forget my ranged defence. This was missed the first time and now again. It is in my sheet.  This could have made a huge difference to the scene as there was only one success on the initial hit that took Caddy down. :(]
This message was last edited by the player at 10:10, Fri 25 Aug 2017.
The Force
GM, 1014 posts
Binds all life together
May the Force be with you
Fri 25 Aug 2017
at 11:27
  • msg #588

Re: Rebel Base 2 (OoC 2)

Yeah, I did. Your roll got bumped up a fair bit. Now his head is ringing.
The Force
GM, 1015 posts
Binds all life together
May the Force be with you
Sat 26 Aug 2017
at 01:44
  • msg #589

Re: Rebel Base 2 (OoC 2)

Okay, who is hanging around in the canyon and who has been running away at top speed?
Anders Flown
player, 74 posts
I can't drown my demons
they know how to swim.
Sat 26 Aug 2017
at 02:09
  • msg #590

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 589):

Anders has followed Forim so should be just behind him I suppose.
Forim Luk
GM, 714 posts
Flight Officer
12/12w 13/14s stims:0
Sat 26 Aug 2017
at 02:19
  • msg #591

Re: Rebel Base 2 (OoC 2)

Hand up for running, i grabbed roger on my way by him.
The Force
GM, 1016 posts
Binds all life together
May the Force be with you
Sat 26 Aug 2017
at 04:54
  • msg #592

Re: Rebel Base 2 (OoC 2)

Okay. If you are still in the canyon, roll perception. One difficulty, one setback for The Echoes, two boosts for the very loud sound. If you get at least one success, you will be able to locate the fight. It will take you two Maneuvers to get to the fight. You can roll Athletics three difficulty to get there and have one maneuver to act.
'Kraken'
Nautolan Slicer, 170 posts
Nautolan-Tech/Slicer
W:10/14 S: 06/10 Stims: 5
Sat 26 Aug 2017
at 07:00
  • msg #593

Re: Rebel Base 2 (OoC 2)

I'm on the speeder with Forim.  I let Forim drive, I figured he probably has Pilot Planetary.  I don't have it, so figured he'd be a better driver.  ;)

'Kraken' rolled 3 successes, 2 advantages dice pool of 1P 1A 1D 1S 2B.  Perception.

B1-P3 'Roger'
Droid Pilot, 65 posts
Sat 26 Aug 2017
at 14:28
  • msg #594

Re: Rebel Base 2 (OoC 2)

Yikes, there's a lot for me to catch up on.  I'm going to plug away at what's happened, but it might take me a while (I'm kind of taking breaks from work as I go through).
Caddanra 'Caddy' Manitu
Human Diplomat, 564 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sat 26 Aug 2017
at 22:46
  • msg #595

Re: Rebel Base 2 (OoC 2)

Well done Xy! :-)   Now we just need to make sure those knocked out don't get back up and call in the cavalry.
Xyklo Voozul
Verpine Soldier, 131 posts
ST 8/15, WT 5/12
Sat 26 Aug 2017
at 22:50
  • msg #596

Re: Rebel Base 2 (OoC 2)

Yeah that's a fair trek away though, I can snipe them if needed but intelligence recovery and group survival is priority!
Caddanra 'Caddy' Manitu
Human Diplomat, 565 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sat 26 Aug 2017
at 23:11
  • msg #597

Re: Rebel Base 2 (OoC 2)

I didn't think we moved that far away from the ambush point that we'd need sniping, but we'd have to confirm with the GM.
The Force
GM, 1018 posts
Binds all life together
May the Force be with you
Sun 27 Aug 2017
at 00:02
  • msg #598

Re: Rebel Base 2 (OoC 2)

You're mixed into the maze, with the tall pillars creating winding pathways with plenty of cover. Sniping is going to be hard.
Caddanra 'Caddy' Manitu
Human Diplomat, 566 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sun 27 Aug 2017
at 00:16
  • msg #599

Re: Rebel Base 2 (OoC 2)

Makes sense :-)  Thanks for the heads up.
Forim Luk
GM, 715 posts
Flight Officer
12/12w 13/14s stims:0
Sun 27 Aug 2017
at 00:29
  • msg #600

Re: Rebel Base 2 (OoC 2)

'Kraken':
I'm on the speeder with Forim.  I let Forim drive, I figured he probably has Pilot Planetary.  I don't have it, so figured he'd be a better driver.  ;)

'Kraken' rolled 3 successes, 2 advantages dice pool of 1P 1A 1D 1S 2B.  Perception.


hehe, yep!  I do at that :)
Anders Flown
player, 76 posts
I can't drown my demons
they know how to swim.
Sun 27 Aug 2017
at 00:34
  • msg #601

Re: Rebel Base 2 (OoC 2)

Are we able to use the comms again ?
The Force
GM, 1019 posts
Binds all life together
May the Force be with you
Sun 27 Aug 2017
at 00:35
  • msg #602

Re: Rebel Base 2 (OoC 2)

Yeah, after bringing Roger's antenna off the high point the jamming didn't work well anymore.
Caddanra 'Caddy' Manitu
Human Diplomat, 567 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sun 27 Aug 2017
at 00:52
  • msg #603

Re: Rebel Base 2 (OoC 2)

The image didn't seem to load for me but here's the link, it works :-)

http://www.figurerealm.com/use...ms/10500/10363-4.jpg
Forim Luk
GM, 717 posts
Flight Officer
12/12w 13/14s stims:0
Sun 27 Aug 2017
at 00:53
  • msg #604

Re: Rebel Base 2 (OoC 2)

I get a 403 error if I click that.
Xyklo Voozul
Verpine Soldier, 134 posts
ST 8/15, WT 5/12
Sun 27 Aug 2017
at 22:44
  • msg #605

Re: Rebel Base 2 (OoC 2)

Caddy I got the feeling the GM was asking for either mech, ate or vig...

I.e. If we fail one we don't get to try the others till we pass. I now get the feeling I've just blown us both up. Sorry!!!
Caddanra 'Caddy' Manitu
Human Diplomat, 569 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sun 27 Aug 2017
at 22:52
  • msg #606

Re: Rebel Base 2 (OoC 2)

Ah well :-) If only 1 counts, then it's the mechanics and we both fail :-)  If I'd thought it was just one roll I'd have probably flipped a lightside but *shrug* We'll see what happens.
Forim Luk
GM, 719 posts
Flight Officer
12/12w 13/14s stims:0
Sun 27 Aug 2017
at 23:28
  • msg #607

Re: Rebel Base 2 (OoC 2)

Caddy - if you were at -7, a sitm pack would get you to -3, and you would still be unconcious (Assuming this is only your second stim today)
Caddanra 'Caddy' Manitu
Human Diplomat, 570 posts
Not just a pretty face...
9/13 St -- -7/10 Wo + 2C
Sun 27 Aug 2017
at 23:41
  • msg #608

Re: Rebel Base 2 (OoC 2)

It would be my second.  I didn't consider that - only read what the GM posted and reacted to it.  *sigh*

I'll remove my post.
Forim Luk
GM, 720 posts
Flight Officer
12/12w 13/14s stims:0
Mon 28 Aug 2017
at 00:05
  • msg #609

Re: Rebel Base 2 (OoC 2)

Caddanra 'Caddy' Manitu:
It would be my second.  I didn't consider that - only read what the GM posted and reacted to it.  *sigh*

I'll remove my post.

Ah, I missed that!  sorry.
The Force
GM, 1022 posts
Binds all life together
May the Force be with you
Tue 29 Aug 2017
at 11:51
  • msg #610

Re: Rebel Base 2 (OoC 2)

Anyone going to swoop in at the last second and save the day?
Xyklo Voozul
Verpine Soldier, 135 posts
ST 8/15, WT 5/12
Tue 29 Aug 2017
at 12:23
  • msg #611

Re: Rebel Base 2 (OoC 2)

I didn't think anyone else was there!?
The Force
GM, 1023 posts
Binds all life together
May the Force be with you
Tue 29 Aug 2017
at 12:55
  • msg #612

Re: Rebel Base 2 (OoC 2)

Hence, swoop in. Like space opera batman.
Forim Luk
GM, 722 posts
Flight Officer
12/12w 13/14s stims:0
Tue 29 Aug 2017
at 15:12
  • msg #613

Re: Rebel Base 2 (OoC 2)

Ahh, I was waiting for the post with the explosion to post - no point heading back if there is an explosion 10 seconds after the blaster fire!

I have posted now, but I remember the GM describing a fork in the canyon, but I cant find it now, so I can go back and edit my post!

I had also pictured the fight happening up on a ledge on a narrow mountain pass for some reason :P

I try not to read stuff my character is not seeing, so I only glanced at the previous post.


The Force:
Up the valley, you see a repulsorlift vehicle slowly crawling up the valley. It appears to be an Imperial troop transport, lightly armed but capable of carrying a squad of stormtroopers. They are about a kilometer away. The transport speeds up as it nears your position, heading directly towards you.


The Force:
Up high, on one of the pillars well behind the troop transport, Forim sees the glint of light off a lens. Someone is tilting a lens, probably on a sniper weapon.


So the troop transport advanced, but the sniper was more then 1km down the canyon.  That is what I was remembering from the description of the area (which is why I was surprised you caught up at all, with him having over a km of lead)
Xyklo Voozul
Verpine Soldier, 136 posts
ST 8/15, WT 5/12
Tue 29 Aug 2017
at 16:23
  • msg #614

Re: Rebel Base 2 (OoC 2)

Yes, I'm sorry I'd read it similarly, also expected a painfully explosive post.
Hence my apologies to Caddy!
Anders Flown
player, 78 posts
I can't drown my demons
they know how to swim.
Wed 30 Aug 2017
at 02:39
  • msg #615

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 613):

Yes I was holding off until the big bang.....
Caddanra 'Caddy' Manitu
Human Diplomat, 571 posts
Not just a pretty face...
9/13 St -- -4/10 Wo + 2C
Wed 30 Aug 2017
at 14:31
  • msg #616

Re: Rebel Base 2 (OoC 2)

And I can't post since I'm still at -4 ;-)
Forim Luk
GM, 723 posts
Flight Officer
12/12w 13/14s stims:0
Wed 30 Aug 2017
at 14:45
  • msg #617

Re: Rebel Base 2 (OoC 2)

If I can by chance make it to them in time to save them, I will.

But until he finds out otherwise, Forim is moving a cautious speed, not wanting to send more sound, or heat up that can be picked up on scanners.  Or drive into an ambush at full speed.
Caddanra 'Caddy' Manitu
Human Diplomat, 572 posts
Not just a pretty face...
9/13 St -- -4/10 Wo + 2C
Thu 31 Aug 2017
at 08:49
  • msg #618

Re: Rebel Base 2 (OoC 2)

So how is this working Mr GM.  I was told I couldn't act because I was still in negative and yet you've posted me diving away?

Regardless... on pure mechanics, I was on -4.  The explosion will take me to -9.

And the crit:

09:45, Today: Caddanra 'Caddy' Manitu rolled 9 using 2d10 ((4,5)) + 2 Levels would be 65...

This is Slightly Dazed and another Severity 2 crit.  Setback to all checks till the end of the encounter.

Could you please post what's happening to me?
The Force
GM, 1025 posts
Binds all life together
May the Force be with you
Thu 31 Aug 2017
at 11:26
  • msg #619

Re: Rebel Base 2 (OoC 2)

I didn't have a problem with you acting at that point. And if you're not dead you're not dead.
Caddanra 'Caddy' Manitu
Human Diplomat, 573 posts
Not just a pretty face...
9/13 St -- -4/10 Wo + 2C
Thu 31 Aug 2017
at 12:49
  • msg #620

Re: Rebel Base 2 (OoC 2)

Thank you :)
The Force
GM, 1027 posts
Binds all life together
May the Force be with you
Sat 2 Sep 2017
at 00:12
  • msg #621

Re: Rebel Base 2 (OoC 2)

Sniper had a blaster pistol, and heavy Blaster rifle. Neither are ID locked, so they can be freely used by anyone.
Xyklo Voozul
Verpine Soldier, 141 posts
ST 8/15, WT 5/12
Sat 2 Sep 2017
at 08:23
  • msg #622

Re: Rebel Base 2 (OoC 2)

Did I get the rifle before it went kaboom? I wanted to use the advs on the mech check to do so but wasn't sure...
The Force
GM, 1028 posts
Binds all life together
May the Force be with you
Sat 2 Sep 2017
at 20:45
  • msg #623

Re: Rebel Base 2 (OoC 2)

Yeah you got the rifle.
The Force
GM, 1029 posts
Binds all life together
May the Force be with you
Mon 4 Sep 2017
at 00:27
  • msg #624

Re: Rebel Base 2 (OoC 2)

So I didn't really need you to go help the Geik with their tribal issues, but that's still on the table if you want to go sort that out. Or you could move on without their help. There's no rails here, you guys can decide on what to do on your own.
Forim Luk
GM, 734 posts
Flight Officer
12/12w 13/14s stims:0
Wed 6 Sep 2017
at 00:07
  • msg #625

Re: Rebel Base 2 (OoC 2)

Thanks for waiting before going further.  I don't like doing this (as a player, or as a character).

I am not going to go into detail, and if my read of the situation is wrong, let me know and I will back down 100%.

Going into a hurtful hate letter to each other while the wound is so fresh will not get anyone in a good mood.

I am hoping that I am choosing the path of least resistance, and maybe we can sort out OOC what we want from the game (not what has happened up to now) to make sure we are all on the same page.

It could be that we just want different things from the game, and that is why I am feeling this tension.

I also want to point out that I am not abusing my GM status (however the to GM privates in thread I happen to read before I realize they are not OOC)  I do not read your character sheets, I do not go through your mail, and I am not sure what else I can do as a GM that I am not doing.

If you guys know of a way that The Force doesnt know that can give 2 players control of the same character, let me know so I can make it happen and revoke my own GM privs.
The Force
GM, 1030 posts
Binds all life together
May the Force be with you
Thu 7 Sep 2017
at 06:06
  • msg #626

Re: Rebel Base 2 (OoC 2)

Everyone needs to make a perception check, one difficulty One Challenge.
Anders Flown
player, 84 posts
I can't drown my demons
they know how to swim.
Thu 7 Sep 2017
at 06:36
  • msg #627

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 626):

Added it to my last post.
Xyklo Voozul
Verpine Soldier, 145 posts
ST 8/15, WT 5/12
Thu 7 Sep 2017
at 06:40
  • msg #628

Re: Rebel Base 2 (OoC 2)

0 successes, 1 threat here.
B1-P3 'Roger'
Droid Pilot, 67 posts
Thu 7 Sep 2017
at 10:42
  • msg #629

Re: Rebel Base 2 (OoC 2)

Caddy's walking away... towards what direction/objective?


Perception - 07:41, Today: B1-P3 'Roger' rolled 1 success using the Star Wars Edge of the Empire with a dice pool of 1p 1a 1d 1c ((10(P), 3(A), 6(D), 6(C))).
Caddanra 'Caddy' Manitu
Human Diplomat, 580 posts
Not just a pretty face...
9/13 St -- -6/10 Wo + 3C
Thu 7 Sep 2017
at 11:02
  • msg #630

Re: Rebel Base 2 (OoC 2)

Towards the Geik.  I'll update my post :-)  Thanks for the catch.
The Force
GM, 1033 posts
Binds all life together
May the Force be with you
Fri 8 Sep 2017
at 18:03
  • msg #631

Re: Rebel Base 2 (OoC 2)

Caddanra's player isn't playing with us any more. I'm tired of players picking fights with one another and acting like their in-character rank means they are the hero of the story.
The Force
GM, 1038 posts
Binds all life together
May the Force be with you
Thu 14 Sep 2017
at 04:26
  • msg #632

Re: Rebel Base 2 (OoC 2)

Just to clarify, according to what the Yellow Eye emissary told you:

Red Stripe tribe lives along the westernmost river. They share the next river over with the Blue Speckle tribe, who live on the third river. Off to the east is another river, which is where the Yellow Eye tribe live.
Forim Luk
GM, 742 posts
Flight Officer
12/12w 13/14s stims:0
Thu 14 Sep 2017
at 10:40
  • msg #633

Re: Rebel Base 2 (OoC 2)

Oh, I missed that.  So we know where to go, we would not be wandering around?

Someone can point that out to me IC on the map, then we can skip the Geik and move on.
The Force
GM, 1039 posts
Binds all life together
May the Force be with you
Mon 18 Sep 2017
at 19:03
  • msg #634

Re: Rebel Base 2 (OoC 2)

Where are you guys going?
The Force
GM, 1042 posts
Binds all life together
May the Force be with you
Tue 26 Sep 2017
at 13:54
  • msg #635

Re: Rebel Base 2 (OoC 2)

Bike can cross over with no issue.
The Force
GM, 1046 posts
Binds all life together
May the Force be with you
Tue 3 Oct 2017
at 18:03
  • msg #636

Re: Rebel Base 2 (OoC 2)

Point of interest is that both chieftens are females, as are the shamans and even the Visiting voices from the yellow eyes.
Forim Luk
GM, 748 posts
Flight Officer
12/12w 13/14s stims:0
Thu 5 Oct 2017
at 15:27
  • msg #637

Re: Rebel Base 2 (OoC 2)

cool
The Force
GM, 1053 posts
Binds all life together
May the Force be with you
Thu 12 Oct 2017
at 16:35
  • msg #638

Re: Rebel Base 2 (OoC 2)

Krakens player is telling me that they aren't going to be able to play anymore. Too much real life stuff. Anything else you want to do?
Forim Luk
GM, 753 posts
Flight Officer
12/12w 13/14s stims:0
Thu 12 Oct 2017
at 16:42
  • msg #639

Re: Rebel Base 2 (OoC 2)

Awww, booo.  Too bad he didnt say good-by here.

I was gonna vote for him to become the leader!
Anders Flown
player, 102 posts
I can't drown my demons
they know how to swim.
Thu 12 Oct 2017
at 19:39
  • msg #640

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 638):

That is a shame.
Xyklo Voozul
Verpine Soldier, 151 posts
ST 8/15, WT 5/12
Thu 12 Oct 2017
at 20:07
  • msg #641

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 638):

Man he was the last guy from training academy :(

If you're reading this Kraken, happy gaming dude.
The Force
GM, 1054 posts
Binds all life together
May the Force be with you
Thu 12 Oct 2017
at 23:20
  • msg #642

Re: Rebel Base 2 (OoC 2)

Everyone gain 10 experience points.
Forim Luk
GM, 757 posts
Flight Officer
12/12w 13/14s stims:0
Fri 13 Oct 2017
at 03:45
  • msg #643

Re: Rebel Base 2 (OoC 2)

Thanks!
B1-P3 'Roger'
Droid Pilot, 70 posts
Mon 16 Oct 2017
at 01:45
  • msg #644

Re: Rebel Base 2 (OoC 2)

Aw, that’s too bad.  I get life being busy, this is the first I’ve logged on in about 2 weeks.
The Force
GM, 1057 posts
Binds all life together
May the Force be with you
Sat 21 Oct 2017
at 00:42
  • msg #645

Re: Rebel Base 2 (OoC 2)

Ok I've just realized : I was waiting for actions from players who haven't logged in since before I had a baby. Now Kraken is gone, and there's only three of you.

I will ask in Players Wanted if anyone wants to take over characters who currently exist. I will require them to keep the names and races but rebuild their careers and skills if they want.

First, does anyone know anyone who wants to join a game? I have one interested party.
Anders Flown
player, 106 posts
I can't drown my demons
they know how to swim.
Sat 21 Oct 2017
at 00:46
  • msg #646

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 645):

You can put a "players wanted" post in my game.
B1-P3 'Roger'
Droid Pilot, 73 posts
Sun 22 Oct 2017
at 19:39
  • msg #647

Re: Rebel Base 2 (OoC 2)

I don't really know anyone with either the time, or the inclination to play an online RPG to pull in.

Dunno what's changed, exactly, but at least since updating to iOS 11, I can't seem to click the "Post Reply" button on this forum on my phone or tablet... it doesn't seem to actually function as a link for some reason.  Gotta log on with a laptop or desktop to actually participate.
Forim Luk
GM, 759 posts
Flight Officer
12/12w 13/14s stims:0
Mon 23 Oct 2017
at 02:47
  • msg #648

Re: Rebel Base 2 (OoC 2)

have you tried hitting quote or reply on a specific post?  You can always delete the default text and it is the same as post reply.
B1-P3 'Roger'
Droid Pilot, 74 posts
Mon 23 Oct 2017
at 09:26
  • msg #649

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 648):

I hadn’t, no... seems to work ;)
Just seems to be the lower nav bar, I suppose.
Forim Luk
GM, 760 posts
Flight Officer
12/12w 13/14s stims:0
Mon 23 Oct 2017
at 12:24
  • msg #650

Re: Rebel Base 2 (OoC 2)

yay!  Glad to help :)
The Force
GM, 1058 posts
Binds all life together
May the Force be with you
Mon 23 Oct 2017
at 16:39
  • msg #651

Re: Rebel Base 2 (OoC 2)

We have a new Zeic, everyone.
Xyklo Voozul
Verpine Soldier, 155 posts
ST 8/15, WT 5/12
Mon 23 Oct 2017
at 17:56
  • msg #652

Re: Rebel Base 2 (OoC 2)

Welcome (back) Zeic!

Scared the hell outta me jumping out like that ;)
Forim Luk
GM, 761 posts
Flight Officer
12/12w 13/14s stims:0
Mon 23 Oct 2017
at 19:29
  • msg #653

Re: Rebel Base 2 (OoC 2)

Hello person who is brain controling Zeic!
Zeic Plirr
Sullustian Commando, 25 posts
Mon 23 Oct 2017
at 19:34
  • msg #654

Re: Rebel Base 2 (OoC 2)

Hello, pretty new to this system as I just have the beginner box but hopefully it goes well.
The Force
GM, 1060 posts
Binds all life together
May the Force be with you
Wed 25 Oct 2017
at 02:42
  • msg #655

Re: Rebel Base 2 (OoC 2)

I know in some games it's customary to rely on the Dice Roller's log for information about the mechanical aspects of your action, but I do like it when everyone puts at least a summary of it in the post they make. It means I don't have to do math and work out presoaks and suchlike.

Also, unless there's some really good reason I prefer it when people post what their first combat action is during initiative. It keeps things moving along quickly.
Anders Flown
player, 108 posts
I can't drown my demons
they know how to swim.
Wed 25 Oct 2017
at 03:06
  • msg #656

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 655):

Will update my post.
The Force
GM, 1061 posts
Binds all life together
May the Force be with you
Wed 25 Oct 2017
at 15:32
  • msg #657

Re: Rebel Base 2 (OoC 2)

I guess it's my fault. I should have said this creature was a Rival, and therefore all difficulties against it are upgraded by 1. 2D becomes 1D 1C, and so on. Play it as it lies.
Xyklo Voozul
Verpine Soldier, 157 posts
ST 8/15, WT 5/12
Wed 25 Oct 2017
at 19:25
  • msg #658

Re: Rebel Base 2 (OoC 2)

Sorry boss, does that mean you'd like us to reroll with the correct difficulty?
The Force
GM, 1062 posts
Binds all life together
May the Force be with you
Wed 25 Oct 2017
at 19:53
  • msg #659

Re: Rebel Base 2 (OoC 2)

No. Leave it as it is. On upcoming rolls use the upgraded difficulty.
The Force
GM, 1064 posts
Binds all life together
May the Force be with you
Thu 26 Oct 2017
at 20:52
  • msg #660

Re: Rebel Base 2 (OoC 2)

I think you're allowed to make Resilience checks to restore things after a fight.
The Force
GM, 1065 posts
Binds all life together
May the Force be with you
Fri 27 Oct 2017
at 02:17
  • msg #661

Re: Rebel Base 2 (OoC 2)

Survival 1D 1C to butcher the beast for delicious meat.
Forim Luk
GM, 767 posts
Flight Officer
12/12w 11/14s stims:0
Mon 30 Oct 2017
at 12:55
  • msg #662

Re: Rebel Base 2 (OoC 2)

Xyklo Voozul:
"Sorry cap...  err flight officer,"



Hehehhe.  I love it!  Just want you to know that I am not annoyed with the wrong rank thing and think it is HILARIOUS.  Feel free to continue to get it wrong.
Xyklo Voozul
Verpine Soldier, 163 posts
ST 5/15, WT 6/12
Mon 30 Oct 2017
at 13:26
  • msg #663

Re: Rebel Base 2 (OoC 2)

Oh trust me Xyklos on it with the friendly social gaffs. :)
The Force
GM, 1069 posts
Binds all life together
May the Force be with you
Mon 6 Nov 2017
at 22:14
  • msg #664

Re: Rebel Base 2 (OoC 2)

OK, where are you guys headed next? Look at the map and describe your next destination.
Anders Flown
player, 114 posts
I can't drown my demons
they know how to swim.
Mon 6 Nov 2017
at 22:33
  • msg #665

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 664):

What map should we be looking at ? Thanks.
The Force
GM, 1070 posts
Binds all life together
May the Force be with you
Mon 6 Nov 2017
at 22:41
  • msg #666

Re: Rebel Base 2 (OoC 2)

Map 1. You should see the wandering red line detailing where you have been so far.
Anders Flown
player, 115 posts
I can't drown my demons
they know how to swim.
Mon 6 Nov 2017
at 22:46
  • msg #667

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 666):

Got it, across the river and into the trees. If we have a place indicated where we should wait then that should be our camp site.
Xyklo Voozul
Verpine Soldier, 168 posts
ST 5/15, WT 6/12
Tue 7 Nov 2017
at 08:53
  • msg #668

Re: Rebel Base 2 (OoC 2)

In reply to Anders Flown (msg # 667):

Yep. Agreed
Xyklo Voozul
Verpine Soldier, 175 posts
ST 5/15, WT 6/12
Tue 14 Nov 2017
at 17:11
  • msg #669

Re: Rebel Base 2 (OoC 2)

Zeic do you have a cunning of 2 and Survival? Otherwise anyone else roll with my upgrade !!!
Zeic Plirr
Sullustian Commando, 37 posts
Tue 14 Nov 2017
at 18:25
  • msg #670

Re: Rebel Base 2 (OoC 2)

my cunning is 2 but I don't have any points in survival.
Xyklo Voozul
Verpine Soldier, 176 posts
ST 5/15, WT 6/12
Tue 14 Nov 2017
at 18:44
  • msg #671

Re: Rebel Base 2 (OoC 2)

I think that's the best we got, go with a 1P 1A and 2D(??) man
Zeic Plirr
Sullustian Commando, 38 posts
Tue 14 Nov 2017
at 23:24
  • msg #672

Re: Rebel Base 2 (OoC 2)

not sure where I would be getting the P from, shouldn't it be 2A?
Xyklo Voozul
Verpine Soldier, 177 posts
ST 5/15, WT 6/12
Wed 15 Nov 2017
at 07:34
  • msg #673

Re: Rebel Base 2 (OoC 2)

I think you can take my P for a combined check?
The Force
GM, 1076 posts
Binds all life together
May the Force be with you
Wed 15 Nov 2017
at 13:25
  • msg #674

Re: Rebel Base 2 (OoC 2)

When you're working together, you can use the highest attribute and the highest skill of the team that is cooperating. So if someone has one ranked, but not the highest attribute, you can use the one ranked for the benefit of the person who has the higher attribute but no ranks.
Xyklo Voozul
Verpine Soldier, 178 posts
ST 5/15, WT 6/12
Wed 15 Nov 2017
at 14:01
  • msg #675

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 674):

Zactly!
B1-P3 'Roger'
Droid Pilot, 77 posts
Sat 18 Nov 2017
at 23:57
  • msg #676

Re: Rebel Base 2 (OoC 2)

Just FYI, Roger doesn’t sleep, so, can be on every night watch :)
The Force
GM, 1079 posts
Binds all life together
May the Force be with you
Mon 20 Nov 2017
at 17:03
  • msg #677

Re: Rebel Base 2 (OoC 2)

If you guys are just continuing south east can I get 1 Survival roll, 1C
If you are looking for a place to hide, 1d1c stealth. If you are looking instead for a tactical position, 2d warfare.
This message was last edited by the GM at 17:04, Mon 20 Nov 2017.
Xyklo Voozul
Verpine Soldier, 182 posts
ST 5/15, WT 6/12
Mon 20 Nov 2017
at 17:21
  • msg #678

Re: Rebel Base 2 (OoC 2)

Xyklo would vote tactical position, but then he's a bit paranoid right now.

OOC: I can see heading SE is inevitable sooner or later...
Zeic Plirr
Sullustian Commando, 42 posts
Mon 20 Nov 2017
at 17:45
  • msg #679

Re: Rebel Base 2 (OoC 2)

Tactical is fine with me.
The Force
GM, 1080 posts
Binds all life together
May the Force be with you
Wed 22 Nov 2017
at 03:06
  • msg #680

Re: Rebel Base 2 (OoC 2)

Okay I just looked at all of your character sheets. It looks like Zeic has the best Warfare roll. Three intelligence and one rank. No one else has ranks, and the highest Int seems to be 3. So your warfare roll seems to be 2a1p1s2d. I also want someone to roll Survival.
Zeic Plirr
Sullustian Commando, 43 posts
Wed 22 Nov 2017
at 04:13
  • msg #681

Re: Rebel Base 2 (OoC 2)

Zeic seems to find and set up in a pretty good tactical position.

21:08, Today: Zeic Plirr rolled 3 successes, 1 threat , 1 triumph using the Star Wars Edge of the Empire with a dice pool of 2a 1p 1s 2d.  warfare.  Since I don't know exactly what is going on, I will leave it to The Force to interpret the results. ;)
Xyklo Voozul
Verpine Soldier, 183 posts
ST 5/15, WT 6/12
Wed 22 Nov 2017
at 08:00
  • msg #682

Re: Rebel Base 2 (OoC 2)

In reply to Zeic Plirr (msg # 681):

Yeah that sounds like good tactics man!
Zeic Plirr
Sullustian Commando, 44 posts
Wed 22 Nov 2017
at 14:46
  • msg #683

Re: Rebel Base 2 (OoC 2)

And....I just realized I put this in the wrong place so I will x-post it.
Forim Luk
GM, 781 posts
Flight Officer
12/12w 11/14s stims:0
Thu 23 Nov 2017
at 16:21
  • msg #684

Re: Rebel Base 2 (OoC 2)

I figure the terrain might give us some boos or advantage, but I didn't roll it. You can downgrade their checks instead or I can roll a boost die or two for terrain
Xyklo Voozul
Verpine Soldier, 186 posts
ST 5/15, WT 6/12
Sat 25 Nov 2017
at 12:15
  • msg #685

Re: Rebel Base 2 (OoC 2)

Sorry Forim, realised I misread your last IC post. Ah Well, it’s entirely in Xyklo’s nature to get excited and pul the trigger anyway. Hopefully your excellent stealth check will keep us safe!
Forim Luk
GM, 782 posts
Flight Officer
12/12w 11/14s stims:0
Sun 26 Nov 2017
at 00:38
  • msg #686

Re: Rebel Base 2 (OoC 2)

heh, i noticed that and did a "Sigh" but decided to let it slide, for now ;)
Xyklo Voozul
Verpine Soldier, 188 posts
ST 5/15, WT 6/12
Sun 26 Nov 2017
at 15:58
  • msg #687

Re: Rebel Base 2 (OoC 2)

Anders, you need to add 1 difficulty dice to your roll if you want to use auto fire.

GM, does this mean we have access to restricted gear? I’d not thought to even ask before but will revise my wish list accordingly! :)
The Force
GM, 1084 posts
Binds all life together
May the Force be with you
Sun 26 Nov 2017
at 16:45
  • msg #688

Re: Rebel Base 2 (OoC 2)

We're not really shopping right now.
Xyklo Voozul
Verpine Soldier, 189 posts
ST 5/15, WT 6/12
Sun 26 Nov 2017
at 16:55
  • msg #689

Re: Rebel Base 2 (OoC 2)

What no Galactic Amazon?! ;)
No. It’s more of a dream of Christmas while deep behind enemy lines.
Anders Flown
player, 124 posts
I can't drown my demons
they know how to swim.
Sun 26 Nov 2017
at 18:55
  • msg #690

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 687):

I did, 3D.
Xyklo Voozul
Verpine Soldier, 190 posts
ST 5/15, WT 6/12
Sun 26 Nov 2017
at 19:23
  • msg #691

Re: Rebel Base 2 (OoC 2)

Was it not 3D base listed in Forces post? Screw it, moving on...  :)
Anders Flown
player, 125 posts
I can't drown my demons
they know how to swim.
Sun 26 Nov 2017
at 19:47
  • msg #692

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 691):

I thought it was medium range.... Oh well happy to change it if it is not right.
Forim Luk
GM, 784 posts
Flight Officer
12/12w 11/14s stims:0
Sun 26 Nov 2017
at 20:30
  • msg #693

Re: Rebel Base 2 (OoC 2)

The way I read it is that they are at long range right now, but because we were waiting for them to approach, i attacked when they were at close range.  Maybe you fired at medium range :P
Xyklo Voozul
Verpine Soldier, 191 posts
ST 5/15, WT 6/12
Sun 26 Nov 2017
at 20:51
  • msg #694

Re: Rebel Base 2 (OoC 2)

What...   you mean like you ordered to at the start of the engagement?

Well quite clearly that was far too complex for me to comprehend!! ;)
The Force
GM, 1085 posts
Binds all life together
May the Force be with you
Sun 26 Nov 2017
at 21:42
  • msg #695

Re: Rebel Base 2 (OoC 2)

They never actually got within close range.
Forim Luk
GM, 785 posts
Flight Officer
12/12w 11/14s stims:0
Mon 27 Nov 2017
at 00:41
  • msg #696

Re: Rebel Base 2 (OoC 2)

What was the closest they got?  I will roll extra difficulty dice.
The Force
GM, 1086 posts
Binds all life together
May the Force be with you
Mon 27 Nov 2017
at 00:42
  • msg #697

Re: Rebel Base 2 (OoC 2)

3D
The Force
GM, 1088 posts
Binds all life together
May the Force be with you
Thu 30 Nov 2017
at 03:26
  • msg #698

Re: Rebel Base 2 (OoC 2)


The Force
GM, 1092 posts
Binds all life together
May the Force be with you
Thu 7 Dec 2017
at 18:10
  • msg #699

Re: Rebel Base 2 (OoC 2)

Anyone else want to say or do anything? Do you want me to update the map so you have a more substantive idea where you are?
Xyklo Voozul
Verpine Soldier, 195 posts
ST 8/15, WT 6/12
Fri 8 Dec 2017
at 07:49
  • msg #700

Re: Rebel Base 2 (OoC 2)

Apologies for the slow posting! Back on it now.
Map updates are always welcome, im guessing we now have a temporary craft?..
The Force
GM, 1094 posts
Binds all life together
May the Force be with you
Sat 9 Dec 2017
at 05:58
  • msg #701

Re: Rebel Base 2 (OoC 2)

Updated map 2.
Xyklo Voozul
Verpine Soldier, 196 posts
ST 8/15, WT 6/12
Sat 9 Dec 2017
at 09:37
  • msg #702

Re: Rebel Base 2 (OoC 2)

Does the speeder have weaponry? Just in case...
The Force
GM, 1096 posts
Binds all life together
May the Force be with you
Sat 9 Dec 2017
at 16:26
  • msg #703

Re: Rebel Base 2 (OoC 2)

Unfortunately, there were no weapons aboard the landspeeder.
The Force
GM, 1097 posts
Binds all life together
May the Force be with you
Mon 11 Dec 2017
at 19:19
  • msg #704

Re: Rebel Base 2 (OoC 2)

If you spend at forcepoint, your regular Blaster rifle has the chance of inflicting real damage on the Tie Fighter.
Anders Flown
player, 131 posts
I can't drown my demons
they know how to swim.
Mon 11 Dec 2017
at 20:24
  • msg #705

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 704):

Did Anders find out the name of the sergeant during his search ? I'll try a decep roll.
The Force
GM, 1098 posts
Binds all life together
May the Force be with you
Mon 11 Dec 2017
at 21:30
  • msg #706

Re: Rebel Base 2 (OoC 2)

Seargent Rollier, yes.
Forim Luk
GM, 790 posts
Flight Officer
12/12w 9/14s stims:0
Tue 12 Dec 2017
at 04:46
  • msg #707

Re: Rebel Base 2 (OoC 2)

Anders Flown:
In reply to The Force (msg # 602):

"Prepare to do something, this is probably not going to go well."

"Major, rebel force is destroyed and Rissk was terminated. We are returning with a prisoner. Green seven you are cleared to return to base."

Anders Flown rolled 1 failure, 2 threats using the Star Wars Edge of the Empire with a dice pool of 3c 2d 3b.  Decept roll. Given the circumstances that was actually a good roll, but still.



Translation "But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you"
Xyklo Voozul
Verpine Soldier, 198 posts
ST 8/15, WT 6/12
Tue 12 Dec 2017
at 07:02
  • msg #708

Re: Rebel Base 2 (OoC 2)

Anders, did you not have some ability dice? That dice pool looks way off...
Anders Flown
player, 134 posts
I can't drown my demons
they know how to swim.
Tue 12 Dec 2017
at 07:05
  • msg #709

Re: Rebel Base 2 (OoC 2)

In reply to Xyklo Voozul (msg # 708):

Damn cut and paste on a phone. Yes you are correct.

I have re-rolled correctly.
This message was last edited by the player at 07:07, Tue 12 Dec 2017.
The Force
GM, 1102 posts
Binds all life together
May the Force be with you
Wed 13 Dec 2017
at 11:30
  • msg #710

Re: Rebel Base 2 (OoC 2)

Okay, I'll bite. You had 6 boosts last roll, and this time you have 7 boosts. Can I have the math please?
Xyklo Voozul
Verpine Soldier, 201 posts
ST 8/15, WT 6/12
Wed 13 Dec 2017
at 12:44
  • msg #711

Re: Rebel Base 2 (OoC 2)

Yeah I was lost on that one too.
Anders Flown
player, 139 posts
I can't drown my demons
they know how to swim.
Wed 13 Dec 2017
at 19:57
  • msg #712

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 710):

Working on the premise that advantages stack we have the original 2 boosts and then

msg #601 3 advantages = 1 boost
msg #603 4 advantages = 2 boost
msg #609 Actual engine trouble help from Forim = 1 boost
msg #610 2 advantages = 1 boost

Sound OK ?
The Force
GM, 1103 posts
Binds all life together
May the Force be with you
Wed 13 Dec 2017
at 21:17
  • msg #713

Re: Rebel Base 2 (OoC 2)

Forim used his advantage to turn a failure into a qualified success with actual engine trouble.

Advantages can stack, but once they're expended on boosts for a given roll they are gone. You add the boosts to your roll and then you're back to zero. With the exception of the two boosts you mentioned from lying over comm and believable lies.  you should be rolling 3c 2a 2b.

Also, I'm seeing a lot of rolls. I imagine that is because you were using your phone for rolling, and there was some sort of technical glitch.
Anders Flown
player, 140 posts
I can't drown my demons
they know how to swim.
Wed 13 Dec 2017
at 21:25
  • msg #714

Re: Rebel Base 2 (OoC 2)


Ah... bugger oh well I'll try to keep the failures to one or two.
The Force
GM, 1105 posts
Binds all life together
May the Force be with you
Fri 15 Dec 2017
at 04:50
  • msg #715

Re: Rebel Base 2 (OoC 2)

To determine more about Tie fighters, I need Warfare 2D, space piloting 3D, or mechanics 3D. The engine cut out entirely as a safety measure as it's started to get an overflow of fuel. It's currently sitting with its nose jammed into the mud at about a 30 degree angle.
Anders Flown
player, 142 posts
I can't drown my demons
they know how to swim.
Fri 15 Dec 2017
at 05:42
  • msg #716

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 715):

Added my roll to my post. Thanks.
The Force
GM, 1106 posts
Binds all life together
May the Force be with you
Fri 15 Dec 2017
at 13:00
  • msg #717

Re: Rebel Base 2 (OoC 2)

Tie fighters, by default, do not have life form detectors. The thermal imaging works fine, but it has to lock onto a subject first. So they don't have like a map that has hot spots on it. They lock on to a ship and see hot spots on that. Any other questions?
Xyklo Voozul
Verpine Soldier, 204 posts
ST 8/15, WT 6/12
Fri 15 Dec 2017
at 13:03
  • msg #718

Re: Rebel Base 2 (OoC 2)

Yep. How far to the nearest woods? (Cos our crafty plans aren’t always as crafty as we think)
The Force
GM, 1107 posts
Binds all life together
May the Force be with you
Fri 15 Dec 2017
at 18:00
  • msg #719

Re: Rebel Base 2 (OoC 2)

The nearest forest is within sight. It's between 1 and 2 km away, directly south. Feel like a run? 1D1S Athletics. Advantages can be used as boosts, to help your colleagues find solid ground to walk on, but only by people who are specifically running after you.

Also, I wanted to tell you something about Imperial starfighter tactics since you succeeded the roll. Imperial Fighter pilots are trained not to stay on station like this. They are supposed to conduct a single sortie, then move on to another point. TIE patrols always involve multiple points. Either these TIE pilots aren't acting like real Imperial pilots, they're being commanded by someone who doesn't know how to command them, or both.
The Force
GM, 1108 posts
Binds all life together
May the Force be with you
Thu 28 Dec 2017
at 22:33
  • msg #720

Re: Rebel Base 2 (OoC 2)

Everyone can increase their Duty score by 5 as a reward for your loyalty to the game over the holiday season.
Anders Flown
player, 148 posts
I can't drown my demons
they know how to swim.
Tue 23 Jan 2018
at 05:22
  • msg #721

Re: Rebel Base 2 (OoC 2)

Hi Guys, I am moving house tomorrow and won't have the internet installed until the 1st Feb or at lease that is what they have said, fingers crossed. I should be able to check in a couple of times. Thanks.

Cymon.
The Force
GM, 1136 posts
Binds all life together
May the Force be with you
Sat 3 Mar 2018
at 15:38
  • msg #722

Re: Rebel Base 2 (OoC 2)

The four stone doors are currently closed. They are about to open. The tunnel came out off to the side of the South wall.
Anything else anyone want cleared up?
Zeic Plirr
Sullustian Commando, 65 posts
1 strain
Sat 3 Mar 2018
at 16:01
  • msg #723

Re: Rebel Base 2 (OoC 2)

ok, I updated my post to say that he is taking cover in the tunnel.
Xyklo Voozul
Verpine Soldier, 215 posts
ST 8/15, WT 6/12
Sat 3 Mar 2018
at 17:46
  • msg #724

Re: Rebel Base 2 (OoC 2)

Sorry for slow posting gang!
Back on it...
The Force
GM, 1145 posts
Binds all life together
May the Force be with you
Fri 23 Mar 2018
at 19:43
  • msg #725

Re: Rebel Base 2 (OoC 2)

Sure, you guys can have another boost for that.
Xyklo Voozul
Verpine Soldier, 221 posts
ST 7/15, WT 5/12
Sat 24 Mar 2018
at 11:23
  • msg #726

Re: Rebel Base 2 (OoC 2)

I have 35 xp saved. It strikes me that spending some on a rank in athletics might be prudent. That ok boss?...
The Force
GM, 1146 posts
Binds all life together
May the Force be with you
Sat 24 Mar 2018
at 12:54
  • msg #727

Re: Rebel Base 2 (OoC 2)

Sure. You guys have been hiking through the wilderness for days. He makes a lot of sense that your athleticism would have improved.
The Force
GM, 1148 posts
Binds all life together
May the Force be with you
Sat 24 Mar 2018
at 17:22
  • msg #728

Re: Rebel Base 2 (OoC 2)

I probably would have partially dismantled Roger and used him as the payload in an atlatl, with the rope tied to him so I could reel him back in if need. But sure, fling your fragile nonflying insect body across. Sure. Anyway, you win.
Xyklo Voozul
Verpine Soldier, 223 posts
ST 7/15, WT 5/12
Sat 24 Mar 2018
at 20:43
  • msg #729

Re: Rebel Base 2 (OoC 2)

Hey I'm now a flying insect too!

And yep, got the Indy ref. Let's hope we don't get a edi offering a round of drinks next ;)
Forim Luk
GM, 824 posts
Flight Officer
12/12w 10/14s stims:0
Sat 24 Mar 2018
at 20:56
  • msg #730

Re: Rebel Base 2 (OoC 2)

I believe you can flyyyyyyy

and awesome, was hoping someone would ;)
The Force
GM, 1151 posts
Binds all life together
May the Force be with you
Wed 28 Mar 2018
at 01:43
  • msg #731

Re: Rebel Base 2 (OoC 2)

Is everyone clear on what you're facing? Round metal door, numeric keypad, wall full of I's and O's?
Anders Flown
player, 163 posts
Wed 28 Mar 2018
at 02:15
  • [deleted]
  • msg #732

Re: Rebel Base 2 (OoC 2)

This message was deleted by the player at 02:16, Wed 28 Mar 2018.
The Force
GM, 1163 posts
Binds all life together
May the Force be with you
Thu 5 Apr 2018
at 15:04
  • msg #733

Re: Rebel Base 2 (OoC 2)

Do you guys realize it's literally been a year since we began this mission? We started with the briefing in March 2017.

So, as you've probably deduced, this is the way I wanted to introduce the Force into this game. At this point, you have two options:

You can either consume the fruit blessing thing from the tree, at which point you will gain some benefits related to the force;

Or you can keep the blessing to use in a piece of special equipment. You remember a long time ago when I asked you what you wanted for your rule-breaking special piece of gear?

Either way, everyone gain 20 experience points. If you wish to consume the thing, we will talk about the actual effects of that before it happens in game. That way you will be prepared.
This message was last edited by the GM at 19:05, Thu 05 Apr 2018.
Zeic Plirr
Sullustian Commando, 76 posts
1 strain
Thu 5 Apr 2018
at 18:38
  • msg #734

Re: Rebel Base 2 (OoC 2)

I think Zeic is going to consume it.
Xyklo Voozul
Verpine Soldier, 227 posts
ST 7/15, WT 5/12
Thu 5 Apr 2018
at 18:46
  • msg #735

Re: Rebel Base 2 (OoC 2)

Xyklo hasn't stopped thinking about jam since they left the base. Magic fruit = magic jam?!
Forim Luk
GM, 836 posts
Flight Officer
12/12w 10/14s stims:0
Thu 5 Apr 2018
at 18:51
  • msg #736

Re: Rebel Base 2 (OoC 2)

Lol.  This is gonna get interesting!
The Force
GM, 1164 posts
Binds all life together
May the Force be with you
Fri 6 Apr 2018
at 01:54
  • msg #737

Re: Rebel Base 2 (OoC 2)

OK, so if you consume the blessing, a couple things happen:

Your character becomes Force Sensitive. Your Force rating now equals 1.
You may select Careers and Specializations from the Force and Destiny sourcebook.
You gain 1 rank in the 'Sense' Force power tree, detailed on pg. 280 of the Age of Rebellion sourcebook.
Zeic Plirr
Sullustian Commando, 78 posts
Fri 6 Apr 2018
at 21:22
  • msg #738

Re: Rebel Base 2 (OoC 2)

you are talking about the table on page 293?
The Force
GM, 1166 posts
Binds all life together
May the Force be with you
Sat 7 Apr 2018
at 12:28
  • msg #739

Re: Rebel Base 2 (OoC 2)

Sorry, yes, I was looking at the Edge of the Empire book for some reason.
The Force
GM, 1170 posts
Binds all life together
May the Force be with you
Thu 12 Apr 2018
at 17:38
  • msg #740

Re: Rebel Base 2 (OoC 2)

Well, friends, you are officially off the leash again. I don't have any rails from this point for you to follow. As far as your mission is concerned, you now have enough information to report on the tree to your superiors. Effectively, you have completed your primary objective. Now there's only the matter of getting back home. How you go about doing it and what you do in the intervening time is up to you.
Anders Flown
player, 175 posts
I can't drown my demons
they know how to swim.
Thu 12 Apr 2018
at 20:04
  • msg #741

Re: Rebel Base 2 (OoC 2)


We need a ship, Imperials have ships......


-
Xyklo Voozul
Verpine Soldier, 234 posts
ST 7/15, WT 5/12
Wed 18 Apr 2018
at 15:11
  • msg #742

Re: Rebel Base 2 (OoC 2)

Is it 30xp to grab a force spec?

I'm looking at Ataru and thinking mantis/grasshopper Jedi thing....
Forim Luk
GM, 842 posts
Flight Officer
12/12w 10/14s stims:0
Wed 18 Apr 2018
at 15:34
  • msg #743

Re: Rebel Base 2 (OoC 2)

Your theme song is now jump around
Xyklo Voozul
Verpine Soldier, 235 posts
ST 7/15, WT 5/12
Wed 18 Apr 2018
at 15:54
  • msg #744

Re: Rebel Base 2 (OoC 2)

Just got to avoid having some kind of "going out like a punk bitch" then, would be very embarrassing...
The Force
GM, 1174 posts
Binds all life together
May the Force be with you
Sun 22 Apr 2018
at 20:09
  • msg #745

Re: Rebel Base 2 (OoC 2)

Just wanted to remind you that the map of the nearby region should be available for perusal in the game map section.
The Force
GM, 1175 posts
Binds all life together
May the Force be with you
Thu 26 Apr 2018
at 13:54
  • msg #746

Re: Rebel Base 2 (OoC 2)

Do you guys want me to nudge you along to the next thing you might do to take action?
Forim Luk
GM, 846 posts
Flight Officer
12/12w 10/14s stims:0
Thu 26 Apr 2018
at 14:00
  • msg #747

Re: Rebel Base 2 (OoC 2)

I was waiting for anders to post
Anders Flown
player, 179 posts
I can't drown my demons
they know how to swim.
Thu 26 Apr 2018
at 20:48
  • msg #748

Re: Rebel Base 2 (OoC 2)

In reply to Forim Luk (msg # 747):

Sorry busy week. Hope that is OK, I think talking to the locals should be our first bet.
B1-P3 'Roger'
Droid Pilot, 85 posts
Tue 1 May 2018
at 18:42
  • msg #749

Re: Rebel Base 2 (OoC 2)

Sorry for silence; busy period built up a lot of game progress debt...  but, I've been reading posts for the past two days and I'm caught up (though somewhat glossed over posts from months back).
The Force
GM, 1186 posts
Binds all life together
May the Force be with you
Thu 17 May 2018
at 21:47
  • msg #750

Re: Rebel Base 2 (OoC 2)

Hi, folks.

I know you're busy planning what to do, so I thought I'd make things more complicated by adding a new element in.

So you're probably keen to capture an Imperial officer because that's what you were told to do and you're good Rebels, right? I've decided to add 'capturing High Value Targets (HVTs)' as an ongoing game mechanic.

Who is an HVT is sometimes decided by the mission details, but there is significant leeway for Rebels in the field. They can be a rescued ally or a captured prisoner of war. Most Rival- or Nemesis-level NPCs are suitable candidates.

When you retrieve an HVT, they become a training resource. Once back at base, the HVT is interviewed or interrogated for their skills. From that point on, unless the HVT leaves the Rebellion, you can use their knowledge for your own training. Between missions, the HVTs will allow you to train certain skills as if they were Career skills.

Current list of HVTsCareer Skills Enabled
D'Trii, Verpine bacta technicianMedicine
Kliss-Meen, Gran SlicerComputers

This message was last edited by the GM at 21:50, Thu 17 May 2018.
Xyklo Voozul
Verpine Soldier, 241 posts
ST 7/15, WT 5/12
Fri 18 May 2018
at 08:07
  • msg #751

Re: Rebel Base 2 (OoC 2)

What?!

Dey got one of mah homeboys?
Gotta get the brother free!
Forim Luk
GM, 854 posts
Flight Officer
12/12w 10/14s stims:0
Fri 18 May 2018
at 11:09
  • msg #752

Re: Rebel Base 2 (OoC 2)

Wouldn't that imply the HVT is cooperative?
The Force
GM, 1188 posts
Binds all life together
May the Force be with you
Fri 18 May 2018
at 14:07
  • msg #753

Re: Rebel Base 2 (OoC 2)

Xyklo, before you joined the game Alpha team executed Mission 1: Red Jester, targeting a verpine imprisoned by Jabba the Hutt on Tatooine. J the H had him locked up, trying to force him to make black-market medicine. Alpha Team rescued him. Currently he is residing with the Rebellion until he can find a way to get back to his people.

The HVT doesn't have to be too cooperative to provide assistance. The Rebellion's interrogators can gradually amass information from their expertise, and create a guidebook manual.

Look, it's a game mechanic. I'm trying to incorporate the action you perform into the benefits you receive. Don't read too much into it.
Forim Luk
GM, 855 posts
Flight Officer
12/12w 10/14s stims:0
Fri 18 May 2018
at 14:11
  • msg #754

Re: Rebel Base 2 (OoC 2)

I know, I was just adding to it :). Like we have to roleplay with the guy in order to gain the benefit or somesuch
The Force
GM, 1189 posts
Binds all life together
May the Force be with you
Fri 18 May 2018
at 14:20
  • msg #755

Re: Rebel Base 2 (OoC 2)

We could do that if you wanted to, next time you're in base. Might be worth some extra points in your Duty.
Xyklo Voozul
Verpine Soldier, 242 posts
ST 7/15, WT 5/12
Fri 18 May 2018
at 14:26
  • msg #756

Re: Rebel Base 2 (OoC 2)

Hell, I’m well up for RP with him. Absence from the Hive is a big deal for us Verpine, so bugz from the eggz is like a little reminder. Might even get all choked up :)

Nice mechanic boss
The Force
GM, 1192 posts
Binds all life together
May the Force be with you
Thu 24 May 2018
at 16:25
  • msg #757

Re: Rebel Base 2 (OoC 2)

For determining distance, you can use the same scale as is on the first map. I will try to update the third map so that you can see the scale on it for easier references.
The Force
GM, 1193 posts
Binds all life together
May the Force be with you
Fri 25 May 2018
at 15:01
  • msg #758

Re: Rebel Base 2 (OoC 2)

Okay, tried to update the map. It should have a scale and compass now.
The Force
GM, 1194 posts
Binds all life together
May the Force be with you
Mon 28 May 2018
at 23:43
  • msg #759

Re: Rebel Base 2 (OoC 2)

So, does anyone want bone knives or bows and arrows?
Forim Luk
GM, 860 posts
Flight Officer
12/12w 10/14s stims:0
Tue 29 May 2018
at 00:11
  • msg #760

Re: Rebel Base 2 (OoC 2)

negative from me.  i dont want to tie our actions back to them if the items are lost...
The Force
GM, 1196 posts
Binds all life together
May the Force be with you
Fri 1 Jun 2018
at 13:48
  • msg #761

Re: Rebel Base 2 (OoC 2)

Which base do you want to travel to?
Forim Luk
GM, 862 posts
Flight Officer
12/12w 10/14s stims:0
Fri 1 Jun 2018
at 13:57
  • msg #762

Re: Rebel Base 2 (OoC 2)

Let's start with the turbolaser
Xyklo Voozul
Verpine Soldier, 248 posts
ST 7/15, WT 5/12
Fri 1 Jun 2018
at 14:31
  • msg #763

Re: Rebel Base 2 (OoC 2)

Xyklo has a stealth ops mission to the walkers. Best he goes straight there. We can at least scope both sights.
The Force
GM, 1198 posts
Binds all life together
May the Force be with you
Sat 2 Jun 2018
at 02:50
  • msg #764

Re: Rebel Base 2 (OoC 2)

If you want to foreshadow something about your characters, something you want me to work into future storylines, go ahead and have a dream. Otherwise you can share some backstory or just some random nonsense.
Forim Luk
GM, 864 posts
Flight Officer
12/12w 10/14s stims:0
Sun 3 Jun 2018
at 14:42
  • msg #765

Re: Rebel Base 2 (OoC 2)

im gonna put something in about a dream, i just wanted to post up something for now to edit later :)
Forim Luk
GM, 865 posts
Flight Officer
12/12w 10/14s stims:0
Sun 3 Jun 2018
at 16:31
  • msg #766

Re: Rebel Base 2 (OoC 2)

Question: I know due to rank Forim took over leadership of the group.

Does anyone else want to be the "leader" going forward?  Or will Forim have to grow into that role on a permanent basis?
Xyklo Voozul
Verpine Soldier, 250 posts
ST 7/15, WT 5/12
Sun 3 Jun 2018
at 16:33
  • msg #767

Re: Rebel Base 2 (OoC 2)

No thanks captai- I mean flight officer!
Forim Luk
GM, 866 posts
Flight Officer
12/12w 10/14s stims:0
Sun 3 Jun 2018
at 16:37
  • msg #768

Re: Rebel Base 2 (OoC 2)

heh.  I see Forim and Xyklo bonding as hatch-mates in the future :P
Xyklo Voozul
Verpine Soldier, 251 posts
ST 7/15, WT 5/12
Sun 3 Jun 2018
at 17:17
  • msg #769

Re: Rebel Base 2 (OoC 2)

Boyz from da egg!
The Force
GM, 1200 posts
Binds all life together
May the Force be with you
Tue 5 Jun 2018
at 14:06
  • msg #770

Re: Rebel Base 2 (OoC 2)

I hadn't actually intended to open up Imperial Prison until we got everyone to have a dream, but it's open now, so post your dream in the previous thread while we keep moving.
Forim Luk
GM, 867 posts
Flight Officer
12/12w 10/14s stims:0
Tue 5 Jun 2018
at 14:38
  • msg #771

Re: Rebel Base 2 (OoC 2)

Just waiting for people to chime up for leadership
Xyklo Voozul
Verpine Soldier, 252 posts
ST 7/15, WT 5/12
Fri 8 Jun 2018
at 16:15
  • msg #772

Re: Rebel Base 2 (OoC 2)

No takers dude... ;)
The Force
GM, 1201 posts
Binds all life together
May the Force be with you
Fri 8 Jun 2018
at 16:16
  • msg #773

Re: Rebel Base 2 (OoC 2)

No more dreams? Sad GM.
Okay, will move us on later.
Xyklo Voozul
Verpine Soldier, 253 posts
ST 7/15, WT 5/12
Fri 8 Jun 2018
at 16:19
  • msg #774

Re: Rebel Base 2 (OoC 2)

Oh I was talking to Forim and his hopeful abdication. :)

Given in my dream...  nightmare...   thing!
Forim Luk
GM, 868 posts
Flight Officer
12/12w 10/14s stims:0
Fri 8 Jun 2018
at 22:17
  • msg #775

Re: Rebel Base 2 (OoC 2)

I was hoping Anders might want it... No worries, I'll post up my dream now that I'm back In town
Xyklo Voozul
Verpine Soldier, 255 posts
ST 7/15, WT 5/12
Sun 10 Jun 2018
at 09:36
  • msg #776

Re: Rebel Base 2 (OoC 2)

Ooooh GM, quick question: did we heal wounds and strain from the tree incident?
The Force
GM, 1203 posts
Binds all life together
May the Force be with you
Sun 10 Jun 2018
at 10:01
  • msg #777

Re: Rebel Base 2 (OoC 2)

Yeah you're good now.
The Force
GM, 1204 posts
Binds all life together
May the Force be with you
Sun 10 Jun 2018
at 19:26
  • msg #778

Re: Rebel Base 2 (OoC 2)

Okay, let me be clear here. You haven't yet started to climb down. The Resilience check is to determine your condition after the hike, before beginning to climb.
The Force
GM, 1205 posts
Binds all life together
May the Force be with you
Tue 12 Jun 2018
at 01:07
  • msg #779

Re: Rebel Base 2 (OoC 2)

Do you guys want to try climbing down under the cover of Darkness, or do you want to wait until morning?
Anders Flown
player, 191 posts
I can't drown my demons
they know how to swim.
Tue 12 Jun 2018
at 01:10
  • msg #780

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 779):

I guess it will make a difference to the difficulty ? If it is huge I vote we wait.
Xyklo Voozul
Verpine Soldier, 257 posts
ST 0/15, WT 0/12
Tue 12 Jun 2018
at 08:29
  • msg #781

Re: Rebel Base 2 (OoC 2)

I’m happy to go with the groups decision. But I’d suggest doing it IC? As it is Xyklo is chipper and ready to give the climb a go right now. He might need to be told to wait... ;)
The Force
GM, 1209 posts
Binds all life together
May the Force be with you
Wed 4 Jul 2018
at 16:54
  • msg #782

Re: Rebel Base 2 (OoC 2)

Are you guys just going to wait until they get closer?
Forim Luk
GM, 870 posts
Flight Officer
12/12w 9/14s stims:0
Wed 4 Jul 2018
at 16:56
  • msg #783

Re: Rebel Base 2 (OoC 2)

My bad, forgot to post
The Force
GM, 1214 posts
Binds all life together
May the Force be with you
Thu 12 Jul 2018
at 18:23
  • msg #784

Re: Rebel Base 2 (OoC 2)

You may decide to roll stealth as a group, either with your best person making the roll or with one person assistant. One free upgrade, and two boosts.
Forim Luk
GM, 873 posts
Flight Officer
12/12w 9/14s stims:0
Thu 12 Jul 2018
at 18:28
  • msg #785

Re: Rebel Base 2 (OoC 2)

I can roll for the group

No difficulty dice

Today: Forim Luk rolled 4 successes, 1 advantage, 1 triumph using the Star Wars Edge of the Empire with a dice pool of 4P 2b.  Rolling Stealth.
This message was last edited by the GM at 18:29, Thu 12 July 2018.
Forim Luk
GM, 874 posts
Flight Officer
12/12w 9/14s stims:0
Fri 13 Jul 2018
at 12:15
  • msg #786

Re: Rebel Base 2 (OoC 2)

I was thinking it would be good to send the triumph so the verpine and I can hide from above and easily Mount the thing as it passes under us
Anders Flown
player, 198 posts
I can't drown my demons
they know how to swim.
Fri 13 Jul 2018
at 23:09
  • msg #787

Re: Rebel Base 2 (OoC 2)


What with the difficulty be to flip a grenade into the hatch ?

-
The Force
GM, 1216 posts
Binds all life together
May the Force be with you
Sat 14 Jul 2018
at 02:55
  • msg #788

Re: Rebel Base 2 (OoC 2)

From Short range, 1D1C1S.
The Force
GM, 1219 posts
Binds all life together
May the Force be with you
Mon 23 Jul 2018
at 03:28
  • msg #789

Re: Rebel Base 2 (OoC 2)

I guess we're having a summer slowdown.
Anders Flown
player, 201 posts
I can't drown my demons
they know how to swim.
Mon 23 Jul 2018
at 04:26
  • msg #790

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 789):

I was waiting for the last climb check before trying my own.
The Force
GM, 1220 posts
Binds all life together
May the Force be with you
Fri 27 Jul 2018
at 15:01
  • msg #791

Re: Rebel Base 2 (OoC 2)

Baby's first birthday. Everyone get 10 exp.
Anders Flown
player, 202 posts
I can't drown my demons
they know how to swim.
Fri 27 Jul 2018
at 20:46
  • msg #792

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 791):

Congrats !
Forim Luk
GM, 878 posts
Flight Officer
12/12w 9/14s stims:0
Fri 27 Jul 2018
at 21:02
  • msg #793

Re: Rebel Base 2 (OoC 2)

Weeee

I'm going to spend that xp increase my.agility by one in honour of her new found ability to manipulate smaller objects.  All the better to eat them with
Forim Luk
GM, 879 posts
Flight Officer
12/12w 9/14s stims:0
Sat 28 Jul 2018
at 16:59
  • msg #794

Re: Rebel Base 2 (OoC 2)

Out of cell range for 4 to 5 days
The Force
GM, 1224 posts
Binds all life together
May the Force be with you
Wed 1 Aug 2018
at 12:35
  • msg #795

Re: Rebel Base 2 (OoC 2)

Xyklo isn't playing with us anymore, it seems.
The Force
GM, 1230 posts
Binds all life together
May the Force be with you
Thu 16 Aug 2018
at 15:05
  • msg #796

Re: Rebel Base 2 (OoC 2)

A thought that has probably occurred to you is to send them in with a comlink so you can talk to the boss without anyone infiltrating or leaving the base. However, that would leave you without the benefits of face-to-face conversation.
Forim Luk
GM, 882 posts
Flight Officer
12/12w 9/14s stims:0
Thu 16 Aug 2018
at 15:41
  • msg #797

Re: Rebel Base 2 (OoC 2)

Agreed.  Had planes to just use them or ii nfo.  I was planning to get them to draw layouts, give patreol schedule and the like. I'm
The Force
GM, 1231 posts
Binds all life together
May the Force be with you
Thu 16 Aug 2018
at 16:24
  • msg #798

Re: Rebel Base 2 (OoC 2)

Someone roll warfare 2d
Zeic Plirr
Sullustian Commando, 99 posts
w 13/13 s 11/12
Fri 17 Aug 2018
at 00:43
  • msg #799

Re: Rebel Base 2 (OoC 2)

18:42, Today: Zeic Plirr rolled no successes using the Star Wars Edge of the Empire with a dice pool of 2a1p2d.
The Force
GM, 1232 posts
Binds all life together
May the Force be with you
Sat 18 Aug 2018
at 16:59
  • msg #800

Re: Rebel Base 2 (OoC 2)

OK, w/e.
Scouting is a dangerous job. By definition, a scout must encounter the unknown, and hopefully report back. You need high quality people to be good scouts, but if high quality people aren't available, expendable people will do the job as well if you send out enough of them.
The Force
GM, 1236 posts
Binds all life together
May the Force be with you
Sat 8 Sep 2018
at 15:59
  • msg #801

Re: Rebel Base 2 (OoC 2)

Anyone got a plan?
Anders Flown
player, 209 posts
I can't drown my demons
they know how to swim.
Sat 8 Sep 2018
at 20:19
  • msg #802

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 801):

Sorry, I did not attempt the warfare roll as that is really not Anders bag. I think we need to move fast and with only a warning to the prisoners to be ready to help or get out of the way. What does everyone else think ?
Zeic Plirr
Sullustian Commando, 101 posts
w 13/13 s 11/12
Mon 10 Sep 2018
at 03:35
  • msg #803

Re: Rebel Base 2 (OoC 2)

I guess I can make another one...
The Force
GM, 1237 posts
Binds all life together
May the Force be with you
Wed 12 Sep 2018
at 20:12
  • msg #804

Re: Rebel Base 2 (OoC 2)

Standard imperial doctrine requires comm check-in every sixty minutes, plus or minus 15 minutes. They are also supposed to report in whenever anything "Mission pertinent" occurs. Most of the time walkers have waypoints on their patrol routes. When they reach one, they are supposed to call it in. This counts as one of their timely check-ins. All in all, this walker probably called in shortly before apprehending the prisoners, when they first sighted them. They might have reported since then. It seems a safe assumption that you have about 60 minutes before any concern is raised.
Anders Flown
player, 210 posts
I can't drown my demons
they know how to swim.
Wed 12 Sep 2018
at 23:26
  • msg #805

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 804):

Thanks for that. So it would seem it is a now or never situation, mount up boys.
Anders Flown
player, 215 posts
I can't drown my demons
they know how to swim.
Tue 25 Sep 2018
at 01:31
  • msg #806

Re: Rebel Base 2 (OoC 2)


How do we play this, two in the cabin the rest following behind ?
Zeic Plirr
Sullustian Commando, 105 posts
w 13/13 s 11/12
Wed 26 Sep 2018
at 03:11
  • msg #807

Re: Rebel Base 2 (OoC 2)

I suppose that is as reasonable a plan as any...
The Force
GM, 1244 posts
Binds all life together
May the Force be with you
Wed 26 Sep 2018
at 12:32
  • msg #808

Re: Rebel Base 2 (OoC 2)

So, briefly Consulting with the map, you guys are going to the part of the Imperial base that's north and east?
Forim Luk
GM, 890 posts
Flight Officer
12/12w 9/14s stims:0
Wed 26 Sep 2018
at 12:37
  • msg #809

Re: Rebel Base 2 (OoC 2)

The surprised base with a neck beard burping a cloud of Cheetos dust, yes.
The Force
GM, 1245 posts
Binds all life together
May the Force be with you
Wed 26 Sep 2018
at 14:36
  • msg #810

Re: Rebel Base 2 (OoC 2)

Okay, who is walking and who is using the walker?
Forim Luk
GM, 891 posts
Flight Officer
12/12w 9/14s stims:0
Wed 26 Sep 2018
at 16:19
  • msg #811

Re: Rebel Base 2 (OoC 2)

Me and zeic in walker (as per my post you lazy git)

&#128523;
The Force
GM, 1246 posts
Binds all life together
May the Force be with you
Thu 27 Sep 2018
at 01:59
  • msg #812

Re: Rebel Base 2 (OoC 2)

Okay, I just noticed why Zeic has been having such trouble lately.

When you enter a value into the dice roller, you need to PUT SPACES BETWEEN THE DICE VALUES.

1a1p2d will ALWAYS return 'no successes.' It's a bug. Put in '1a 1p 2d' instead.
Anders Flown
player, 217 posts
I can't drown my demons
they know how to swim.
Thu 27 Sep 2018
at 03:25
  • msg #813

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 812):

That is a pretty big bug.
Forim Luk
GM, 892 posts
Flight Officer
12/12w 9/14s stims:0
Thu 27 Sep 2018
at 13:50
  • msg #814

Re: Rebel Base 2 (OoC 2)

Yikes.

Guys,.all the destiny are flipped our way, start flipping destinies.  Do so on your rolls coming up... Let's nail this lol
The Force
GM, 1248 posts
Binds all life together
May the Force be with you
Thu 27 Sep 2018
at 13:56
  • msg #815

Re: Rebel Base 2 (OoC 2)

Faking Communications issues is definitely a tactic you could use, but it would still be a deception check.
Forim Luk
GM, 894 posts
Flight Officer
12/12w 9/14s stims:0
Thu 27 Sep 2018
at 15:21
  • msg #816

Re: Rebel Base 2 (OoC 2)

I know, just giving zeic the opening to roll :)
Zeic Plirr
Sullustian Commando, 107 posts
w 13/13 s 11/12
Sun 30 Sep 2018
at 02:07
  • msg #817

Re: Rebel Base 2 (OoC 2)

rolled before I just saw the ooc, so I guess I should have rolled deception?
The Force
GM, 1250 posts
Binds all life together
May the Force be with you
Sun 30 Sep 2018
at 02:30
  • msg #818

Re: Rebel Base 2 (OoC 2)

I nearly used French twice in this post. Do they have French in Star Wars? I don't remember.
The Force
GM, 1251 posts
Binds all life together
May the Force be with you
Sun 7 Oct 2018
at 18:00
  • msg #819

Re: Rebel Base 2 (OoC 2)

So, I've already told you that the next mission is Hoth. I've been working on this adventure for a while and I hope you all enjoy it.

Does anyone have any suggestions for the type of Venture they like to go on after that? For example, are you interested in doing some infiltration? Some political activity? Some combat missions, possibly in space?
This message was last edited by the GM at 18:45, Sun 07 Oct 2018.
Forim Luk
GM, 895 posts
Flight Officer
12/12w 9/14s stims:0
Sun 7 Oct 2018
at 18:37
  • msg #820

Re: Rebel Base 2 (OoC 2)

The next mission is coughed?

I'd like some good old fashioned dog fights :)
The Force
GM, 1253 posts
Binds all life together
May the Force be with you
Thu 11 Oct 2018
at 17:02
  • msg #821

Re: Rebel Base 2 (OoC 2)

How are you planning to approach the base?
The Force
GM, 1254 posts
Binds all life together
May the Force be with you
Tue 16 Oct 2018
at 16:14
  • msg #822

Re: Rebel Base 2 (OoC 2)

So the walker is walking right up. What are the people on foot doing?
Anders Flown
player, 219 posts
I can't drown my demons
they know how to swim.
Tue 16 Oct 2018
at 20:44
  • msg #823

Re: Rebel Base 2 (OoC 2)


Following behind ready to try and provide some additional fire should things kick off. But initially probably hiding to see how close the walker can get.

-
The Force
GM, 1255 posts
Binds all life together
May the Force be with you
Tue 16 Oct 2018
at 22:14
  • msg #824

Re: Rebel Base 2 (OoC 2)

Okay, cool. Posting later.
The Force
GM, 1257 posts
Binds all life together
May the Force be with you
Wed 17 Oct 2018
at 16:41
  • msg #825

Re: Rebel Base 2 (OoC 2)

https://s26.postimg.cc/ogq1ya4...n_staff_facility.png

Just to remind everyone about the map. You are closing on the north gate.

Oh, and roll Cool just in case. The people on foot may choose to roll Vigilance if they prefer.
This message was last edited by the GM at 21:06, Wed 17 Oct 2018.
The Force
GM, 1259 posts
Binds all life together
May the Force be with you
Sat 3 Nov 2018
at 15:05
  • msg #826

Re: Rebel Base 2 (OoC 2)

Was thinking about opening a second team playing the same campaign as you.
The Force
GM, 1260 posts
Binds all life together
May the Force be with you
Sun 4 Nov 2018
at 01:10
  • msg #827

Re: Rebel Base 2 (OoC 2)

The AT-ST has the following statistics:

Silhouette 3
Speed 2
Handling +0

Fore Defence 0
Aft Defence 0
Armour 3
HT Threshold: 15
System strain threshold: 12

Weapons:
Chin-mounted twin heavy blaster cannons (fire arc Forward. Damage 5. Critical 4. Range Close. Linked 1)
Port-mounted Light blaster cannon (Fire arc forward. Damage 4. Critical 4. Range Close.)
Starboard-mounted concussion grenade launcher. Uses Personal Scale. (Fire arc forward. Damage 10. Critical 4. Range Close. Blast 8. Breach 1. Limited Ammo 15).
The Force
GM, 1261 posts
Binds all life together
May the Force be with you
Wed 7 Nov 2018
at 03:02
  • msg #828

Re: Rebel Base 2 (OoC 2)

On-foot people are about Medium range from the speeder and its recently-disgorged person.
Forim Luk
GM, 899 posts
Flight Officer
12/12w 9/14s stims:0
Thu 8 Nov 2018
at 02:45
  • msg #829

Re: Rebel Base 2 (OoC 2)

You can shoot the other guns zeic.  Like the grenade launcher or the other side laser at the atat
Zeic Plirr
Sullustian Commando, 112 posts
w 13/13 s 11/12
Thu 8 Nov 2018
at 02:49
  • msg #830

Re: Rebel Base 2 (OoC 2)

alrighty, wasn't sure I could do that.  I will edit my post then.
Forim Luk
GM, 904 posts
Flight Officer
12/12w 9/14s stims:0
Wed 21 Nov 2018
at 13:52
  • msg #831

Re: Rebel Base 2 (OoC 2)

One advantage passes to the next person, 2 advantage passes to a specific person.

The 2 is used mostly to stack boosts on one important roll
The Force
GM, 1307 posts
Binds all life together
May the Force be with you
Sat 1 Dec 2018
at 18:06
  • msg #832

Re: Rebel Base 2 (OoC 2)

Zeic, did you have an update for us?
Zeic Plirr
Sullustian Commando, 116 posts
w 13/13 s 11/12
Sun 2 Dec 2018
at 03:28
  • msg #833

Re: Rebel Base 2 (OoC 2)

I didn't think could do anything else since presumably the tower got taken out and I was preparing to jam the signal and therefore would have to go back to the gun....
Zeic Plirr
Sullustian Commando, 117 posts
w 13/13 s 11/12
Mon 3 Dec 2018
at 02:22
  • msg #834

Re: Rebel Base 2 (OoC 2)

So I guess what I am saying is...am I allowed to shoot at anything else also considering we were now pointed in a different direction as well?
The Force
GM, 1310 posts
Binds all life together
May the Force be with you
Mon 3 Dec 2018
at 02:34
  • msg #835

Re: Rebel Base 2 (OoC 2)

You could shoot at the stormtroopers or one of the towers.
Forim Luk
Duros Pilot, 908 posts
Flight Officer
12/12w 9/14s stims:0
Mon 3 Dec 2018
at 15:25
  • msg #836

Re: Rebel Base 2 (OoC 2)

We have one tower and one squad left for enemies?
The Force
GM, 1312 posts
Binds all life together
May the Force be with you
Mon 3 Dec 2018
at 15:51
  • msg #837

Re: Rebel Base 2 (OoC 2)

Yes.
Anders Flown
Human Gunslinger, 226 posts
I can't drown my demons
they know how to swim.
Thu 3 Jan 2019
at 23:03
  • msg #838

Re: Rebel Base 2 (OoC 2)

Just a heads up that I am going to be on holiday from the 5th to the 13th with no internet. Cheers.

Cymon.
The Force
GM, 1462 posts
Binds all life together
May the Force be with you
Sat 23 Feb 2019
at 23:43
  • msg #839

Re: Rebel Base 2 (OoC 2)

I know splitting up to take care of multiple objectives is very much a Star Wars thing, but I'm just going to spoil this and tell you that you don't have to split up. I won't tell you why, but you really don't have to.
The Force
GM, 1477 posts
Binds all life together
May the Force be with you
Wed 13 Mar 2019
at 19:05
  • msg #840

Re: Rebel Base 2 (OoC 2)

I don't recall if you guys still have any grenades, but you would have been able to scavenge at least three grenades from the Imperial Army soldiers and the landspeeder. You're pretty sure, from the angle of the prisoners bodies, they were trying to rush up the Gangplank of the landing craft, and were shot by someone inside or at the bottom of the gangplank.
Anders Flown
Human Gunslinger, 235 posts
I can't drown my demons
they know how to swim.
Wed 13 Mar 2019
at 20:03
  • msg #841

Re: Rebel Base 2 (OoC 2)


Anders has a couple of frag grenades and two stun grenades, should we need them.


-
The Force
GM, 1479 posts
Binds all life together
May the Force be with you
Thu 14 Mar 2019
at 02:39
  • msg #842

Re: Rebel Base 2 (OoC 2)

I assume that your glorious leader is piloting. Getting up to the Sentinel landing pad at an angle that will not get you shot at by its guns requires piloting 2c. The other parties can assist with a Warfare 2 D or gunnery 2D.
Forim Luk
Duros Pilot, 917 posts
Flight Officer
9/12w 8/14s stims:2
Fri 22 Mar 2019
at 11:59
  • msg #843

Re: Rebel Base 2 (OoC 2)

Can I drive right up the ramp and into the ship?
The Force
GM, 1482 posts
Binds all life together
May the Force be with you
Fri 22 Mar 2019
at 12:32
  • msg #844

Re: Rebel Base 2 (OoC 2)

Sure. 1 C 2d.
Anders Flown
Human Gunslinger, 242 posts
I can't drown my demons
they know how to swim.
Tue 16 Apr 2019
at 05:49
  • msg #845

Re: Rebel Base 2 (OoC 2)


I am going to be on holiday for a week from tomorrow and unlikely to have any internet access. I will try to look in if I am able. Cheer's.


-
The Force
GM, 1505 posts
Binds all life together
May the Force be with you
Wed 24 Apr 2019
at 17:38
  • msg #846

Re: Rebel Base 2 (OoC 2)

If you want to slice the cockpit door's security, it's 2D. If you want to use the intercom to try to talk your way in, it's 2D, using an interaction skill of your choice. Coercion will be 1S, Deception will be 1B.
Anders Flown
Human Gunslinger, 243 posts
Fri 26 Apr 2019
at 05:36
  • [deleted]
  • msg #847

Re: Rebel Base 2 (OoC 2)

This message was deleted by the player at 05:36, Fri 26 Apr 2019.
The Force
GM, 1514 posts
Binds all life together
May the Force be with you
Sun 5 May 2019
at 18:23
  • msg #848

Re: Rebel Base 2 (OoC 2)

+10 Exp for May 4th, for Peter William Mayhew, and for Carrie Fisher.
Zeic Plirr
Sullustian Commando, 135 posts
w 13/13 s 11/12
Mon 6 May 2019
at 23:36
  • msg #849

Re: Rebel Base 2 (OoC 2)

:^( I just saw him in person several weeks ago.
The Force
GM, 1521 posts
Binds all life together
May the Force be with you
Fri 10 May 2019
at 02:36
  • msg #850

Re: Rebel Base 2 (OoC 2)

Stats for a Sentinel:

Silhouette 4, speed 3, handling -1
Def Fore 2, Aft 2
armour 5.
HT threshold 25, SS Threshold 15

Class 1 hyperdrive.

Complement: pilot, co-pilot, navigator, gunner, comms officer, engineer.

Weapons:

Forward-mounted light blaster cannons (Fire arc forward; damage 4; critical 4; Close range; linked 1)

Forward-mounted light laser cannons (Fire arc forward; damage 5; critical 3; Close range; linked 1)

Aft retractable light blaster cannons (Fire arc aft; damage 4; critical 4; Close range; linked 1)

***


All systems are go. Warmed up, ready for takeoff. Nothing is locked out.
Anders Flown
Human Gunslinger, 248 posts
I can't drown my demons
they know how to swim.
Fri 10 May 2019
at 05:24
  • msg #851

Re: Rebel Base 2 (OoC 2)


I am not sure those are going to take out the turbo laser or the radar ?
The Force
GM, 1522 posts
Binds all life together
May the Force be with you
Fri 10 May 2019
at 15:38
  • msg #852

Re: Rebel Base 2 (OoC 2)

It's not exactly heavy ordinance, but it might damage some more vulnerable components like a radar dish or a power line.
Forim Luk
Duros Pilot, 922 posts
Flight Officer
9/12w 10/14s stims:2
Fri 10 May 2019
at 20:27
  • msg #853

Re: Rebel Base 2 (OoC 2)

should be able to deal with any rogue ATSTs or remaining soldiers at the prison.  we got us some prisoners to pickup first...
The Force
GM, 1557 posts
Binds all life together
May the Force be with you
Wed 24 Jul 2019
at 21:15
  • msg #854

Re: Rebel Base 2 (OoC 2)

So are you going to fly over there, or walk, or what?
Anders Flown
Human Gunslinger, 254 posts
I can't drown my demons
they know how to swim.
Wed 24 Jul 2019
at 21:46
  • msg #855

Re: Rebel Base 2 (OoC 2)

In reply to The Force (msg # 854):

I vote fly, at this point we should not leave the ship or the cockpit.

-
Zeic Plirr
Sullustian Commando, 140 posts
w 13/13 s 11/12
Thu 25 Jul 2019
at 02:50
  • msg #856

Re: Rebel Base 2 (OoC 2)

Fly is good.
The Force
GM, 1566 posts
Binds all life together
May the Force be with you
Sat 17 Aug 2019
at 01:36
  • msg #857

Re: Rebel Base 2 (OoC 2)

Guys got all the info you need to attack?
The Force
GM, 1594 posts
Binds all life together
May the Force be with you
Wed 25 Sep 2019
at 02:34
  • msg #858

Re: Rebel Base 2 (OoC 2)

One of you can roll sensors 2D 1s to check for other ships nearby.
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