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OOC: Out Of Character. Posted by GM. | Group: 0 |
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Author | Message | Page: 11 10 9 8 7 6 5 4 3 2 1 [all][bottom] |
GM GM, 406 posts Game Master Big Dub... Wed 10 Apr 2019 at 17:32 |
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GM GM, 407 posts Game Master Big Dub... Wed 10 Apr 2019 at 17:33 |
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GM GM, 408 posts Game Master Big Dub... Thu 11 Apr 2019 at 20:23 |
So, Zurel as the pilot would provide the initiative roll using his initiative modifier, but with a -5 penalty from the ship itself. The Star Destroyer and the TIEs both rolled Nat 20s for their initiative, so even if you beat them, they get to go first. I've held their actions for the moment, but that's about to change... | |||||
GM GM, 409 posts Game Master Big Dub... Thu 11 Apr 2019 at 20:35 |
There is a map up under Game Map, Group J: /gameinfo.php The white box in the upper left corner represents the ISD Revenant. It's relatively close, but not that close that I could fit it on the map. Two TIEs flying escort, and two TIEs inbound. Will probably reach the Maven in 2 rounds. | |||||
GM GM, 412 posts Game Master Big Dub... Sun 14 Apr 2019 at 00:08 |
In a nutshell: Jax, make a pilot check at -15 vs DC 20 (so, yes, effectively DC 35) L-1337, you may make a DC 30 computer use check to coax more out of the ship's computer so she doesn't shut down the engines, but also some rerouting to avoid an engine breakage (dropping down a condition track). If Jax succeeds, you can get an extra movement square out of a successful check. Fyvo, you have the idea that they're not trying to kill you, but they aren't letting you just fly off either. Do what you will with that information/insight. Zurel, you've done all you can last round. You can continue to fight the tractor beam, assuming so. That would constitute your actions for this next round, but you will get a movement square if you can break the bonds of oppression here. | |||||
GM GM, 413 posts Game Master Big Dub... Sun 14 Apr 2019 at 00:11 |
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GM GM, 415 posts Game Master Big Dub... Wed 17 Apr 2019 at 12:51 |
Also, if Zurel would like to get additional bonuses against the Grapple, I would say a piloting roll to increase speed can be attempted, and each successful 5 points beyond the DC 20 with the -15 would give a +5 to the Grapple roll instead of the actual increased speed, but a failed roll would result in a drop in the condition track. Up to you if you want to take that chance. You would roll to increase speed one round, and actual do the grapple check the next round. | |||||
GM GM, 416 posts Game Master Big Dub... Sat 20 Apr 2019 at 17:37 |
Zurel is busy iRL. So, as a party, decide how you want to proceed. Continue to fight the tractor beam? Or take your chances on the Revenant? Not too meta-game too much, but you might notice they are reeling you in, vice blasting you out of the sky... If you want to continue to fight, let's do a batch of rolls to fight the tractor beam to speed things up. Let me know if you also want to still try to take out the TB cannons with your laser cannon... | |||||
GM GM, 419 posts Game Master Big Dub... Tue 14 May 2019 at 19:38 |
Going to ask Jimmi where those special cargo holds are at? If he does show you, and you all can't fit, what is the plan? Who hides and who takes their chances? Kella may be annoying right now, but they want her, so she might have some survival capital. | |||||
L-1337 Cappella 3, 69 posts Wed 15 May 2019 at 04:56 |
If we had an escape pod, I was going to see about putting her in it and ejecting her to draw them off from us and perhaps allow us to escape. At this point, it feels we are "in for the ride" so to say, so I'm just waiting to see what happens. Doesn't seem like there is a whole lot of agency for meaningfully impactful action. | |||||
Fyvo Cappella 3, 99 posts Cerean Diplomat Advisor to the stars... Wed 15 May 2019 at 11:25 |
Fyvo's in a similar place to L-1337. He's weak in the skills needed for ship-to-ship combat, so ceded his place at the gunner's station to Jimmi. He doesn't know about Jax's plan, but does know there's a powerful force user on the Star Destroyer and would strongly suspect that hiding behind something wont keep it from sensing his presence -- if anything, hiding with the others would probably just draw it to them. Right now he's pondering how to get an encrypted message out to Larvon before they're boarded, and if killing himself before that happens is the only way to protect Larvon and the rest of the proto-resistance. Both seem like actions for a turn or two down the road, so for now he's in "wait and see" mode. | |||||
GM GM, 420 posts Game Master Big Dub... Wed 15 May 2019 at 19:56 |
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GM GM, 423 posts Game Master Big Dub... Tue 21 May 2019 at 23:03 |
Sort out who's going to hide, and who's going to face the music, please. | |||||
Jax Watashi Cappella 3, 84 posts The go to guy Tue 21 May 2019 at 23:26 |
I have posted my intentions - msg #326 | |||||
GM GM, 426 posts Game Master Big Dub... Wed 22 May 2019 at 22:14 |
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GM GM, 430 posts Game Master Big Dub... Fri 31 May 2019 at 23:46 |
You can start posting in this thread: link to a message in this game Hep, a PC, has joined or rather you have joined the thread he's currently in. He's a disinterested party at the moment, but mutual problems can often lead to unlikely allies. Hope is never lost...maybe you just need to find a new one... | |||||
GM GM, 431 posts Game Master Big Dub... Wed 5 Jun 2019 at 03:22 |
You mean if you use a Force Point? No, it's just a +1d6. https://swse.fandom.com/wiki/Force_Points | |||||
GM GM, 445 posts Game Master Big Dub... Wed 26 Jun 2019 at 20:47 |
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GM GM, 450 posts Game Master Big Dub... Mon 1 Jul 2019 at 22:11 |
link to a message in this game | |||||
GM GM, 451 posts Game Master Big Dub... Tue 2 Jul 2019 at 19:55 |
Did anyone else notice Jax just diving into the garbage receptacle?? | |||||
Fyvo Cappella 3, 115 posts Cerean Diplomat Advisor to the stars... Wed 3 Jul 2019 at 01:42 |
I did, but Jax has ignored the group since we landed and now appears to be sneaking out. Seems like a pretty strong indicator he's not interested in whatever we do collectively. Fyvo would focus his efforts on the group working together to solve our current problem... unless you're suggesting Jax is betraying us and we should try to stop/kill him before he succeeds? Also, I'm guessing Clay is currently in PCS hell and/or vacation heaven and not spending a lot of time on rpol; assuming you want our group and Hep to join forces, it's going to be hard to do unless and until he reconnects and L-1337 starts passing messages (assuming that's even what he would choose to do). This message was last edited by the player at 01:43, Wed 03 July 2019. | |||||
Zurel Kurn Cappella 3, 41 posts Wed 3 Jul 2019 at 04:07 |
Yeah I thought about following him. | |||||
GM GM, 452 posts Game Master Big Dub... Thu 4 Jul 2019 at 17:51 |
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GM GM, 453 posts Game Master Big Dub... Fri 9 Aug 2019 at 19:58 |
I recently got a PM from a stranger asking about playing an Imperial or Imperial sympathizer character. It made me think of some of the players here and the tendencies for there characters... Would anyone be interested in a separate Imperial-centric game? That is the PCs are Imperials or work as freelancers for the Imps. Any thoughts or enthusiastic yeses? I'm also wondering if perhaps using the older West End d6 SW RPG ruleset might work better on RPOL too as it's a simpler system, especially with character creation. I would prefer to focus on the story rather than minute game mechanics. SAGA can work for a tabletop game, but doubt that's happening anytime soon. Again, any thoughts or enthusiastic yeses? Thank you all. | |||||
Zurel Kurn Cappella 3, 42 posts Sat 10 Aug 2019 at 00:56 |
I wouldn’t mind playing an imperial. I have the 1E and 2E rule books for West End d6. I haven’t played it for like 20 years |
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