Arkhan, seeing the time for talking quickly pass, deftly unholsters his DL-17 heavy blaster pistol, aiming at the imperial drawing a blaster on Jin (4 success) and zapping for 11 WOUNDS
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Bazine's thrust goes a little wild as one of the guards dodges her attack!
Arkhan's shot hit! 11 wounds minus 3 soak is 8 damage against his threshold of 5. That is one dead guard!
ORDER:PC, PC,NPCs, PC, PC
The guards pull out blaster carbines and fire!
One guard aims at Bazine! 1 success, 1 advantage! You take 10 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
One guard fires at Arkhan! 1 success, 1 advantage! You take 10 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
The last guard shoots at Tendaar! 2 success, 1 threat! The guard is so stressed by actual combat he takes a wound! (They have no Strain) You take 11 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
Arkhan grips his shoulder as a blaster bolt pan sears his sleeve and burns the hair off part of his bicep. Gritting though the pain he returns fire (3 advantage) and the shot would have hit, but the imp ducks out of the way and falls to the floor (Boost die to the next person!!)
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
All of Bazine's armor disappears in a puff of smoke, and large parts of her Imperial uniform disappear in a flash, leaving her slightly naked. "You bastard!" she calmly exclaims through gritted teeth, and continues her knife attack on one of the guards.
Arkhan sees the Mon Cala Engineer drop from blaster fire and dives down to him. "This isn't over yet!" Pulling a hyperdermic needle from a med pouch at his waist, biting and pulling the cap off, Arkhan jabs the needle into Tendaar's tender tentacle (couldn't resist). The stim pack heals for 4 WOUNDS.
Rollback Post to RevisionRollBack
Corinne Hemlock: Dhampir courtesan and dusk huntress Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
On the outdoor launchpad is the shuttle. Here are some options, now.
You can board the shuttle, slice into the shuttle's computer and disable it's systems. This is an Average (two purple dice) Computers check.
You can manually disconnect the shuttle's engines. This is an Average (two purple dice) Mechanics check.
Or, you can barricade the doors and leave through the vents. If you don't want to cripple the shuttle, you can simple block access to it by barricading the door and leaving through the vents. This is a Hard (three purple dice) Athletics check to push heavy machinery in the way, or a Hard (three purple dice) Mechanics check to cobble together a suitable lock.
Awake and in pain, Tendaar pulls himself together and makes his way to the shuttle, cracking open the computer system, he does his best to work through the pain to disable the machine feed.
Pushing past the pain as best you can, you suffer one Strain as you disable the shuttle's computer systems.You can either disconnect the engines, too, if you want, or barricade the doors, but now it's time to head to the control center. But first, let's talk about levelling up.
Now that you have completed one of your primary story goals (cut off the retreat for the command staff), you are awarded 10 XP. Each of you now should turn to the next page of your character folio now, where the "level-up" procedure is explained, read it, and choose an option.
DESTINY POINTS
Also, each player rolls the white Force die once. For each white pip rolled, place a Destiny Point token in the Destiny pool with its white side showing (Those are for you guys). For each black pip rolled, place a Destiny Point token in the Destiny pool with its black side showing (These are for me). The Destiny pool is a collection of Destiny Point tokens that both the GM and you guys can manipulate.
What do these points do, you wonder? Both the GM and the players can use the Destiny pool to upgrade skill checks. Each time a check is performed, the active player may choose to spend 1 Destiny to upgrade one Ability die (Green) to a Proficiency die (Yellow) - Then the other players, including me, may do the same, spending 1 Destiny to upgrade one Difficulty die (Purple) to a Challenge die (Red). When players do this, they spend 1 light side Destiny by flipping a Destiny Point token from its light side to its dark side. When the GM does this, I spend 1 dark side Destiny and flips one Destiny Point token from its dark side to its light side. If there are no Destiny Point tokens showing the appropriate face, that player cannot spend some until they are flipped to the Light/Dark side.
DESTINY POINTS: Someone please keep track of how many Light Side/Dark Side we have.
NOW: As mentioned above, feel free to do anything else you'd like to the shuttle outside.You can manually disconnect the shuttle's engines. This is an Average (two purple dice) Mechanics check. Or, you can barricade the doors and leave through the vents. If you don't want to cripple the shuttle, you can simple block access to it by barricading the door and leaving through the vents. This is a Hard (three purple dice) Athletics check to push heavy machinery in the way, or a Hard (three purple dice) Mechanics check to cobble together a suitable lock.
NEXT: Whatever you decide to do, it's time to capture the Control Center.
Along the way, you need to make a choice. You can head right to the control center, OR you can scope out any of the other locations in the base: Training Facility, Barracks, Messhall, Kitchen, or the Briefing Room.
Tendaar will take a moment to patch himself up with a Stimpack of his own (heals for 4), before getting to work on the engines, hoping to cut them off. As he works he calls out, "I say we go back the way we came and take that hallway to the control center, straight, easy and we know it's clear."
Having recovered a bit more and taking his mind off the pain with conversation, he is able to much more easily disable the engines. (3 success, 1 advantage)
Excellent! The engines to the shuttle have been deactivated. You hustle over to the Control Center.
ENCOUNTER 5 - FIREFIGHT
Turning the corner, you spot the sleek, white armor of three stormtroopers. These troopers are standing with their backs to the door that leads into the control center you must seize to end the battle for the base. You can also hear the clacking boots of a second patrol walking down a nearby corridor, just out of sight. Getting past these guards won't be easy, but you've got your orders.
The first group of stormtroopers is at medium range, guarding the door. The second group of stormtroopers is at long range, down the hallway. Three troopers per patrol.
It's going to be mere moments before the wandering patrol sees you, but the troopers by the door don't know you're there.
From within the folds of her Imperial uniform, Bazine quickly pulls out a Combat Knife and stabs one of the guards:
Attack (2g+1p) results: 2 advantage
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Arkhan, seeing the time for talking quickly pass, deftly unholsters his DL-17 heavy blaster pistol, aiming at the imperial drawing a blaster on Jin (4 success) and zapping for 11 WOUNDS
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
ORDER: PC, PC, NPCs, PC, PC
Bazine's thrust goes a little wild as one of the guards dodges her attack!
Arkhan's shot hit! 11 wounds minus 3 soak is 8 damage against his threshold of 5. That is one dead guard!
ORDER: PC, PC, NPCs, PC, PC
The guards pull out blaster carbines and fire!
One guard aims at Bazine!
1 success, 1 advantage! You take 10 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
One guard fires at Arkhan!
1 success, 1 advantage! You take 10 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
The last guard shoots at Tendaar!
2 success, 1 threat! The guard is so stressed by actual combat he takes a wound! (They have no Strain) You take 11 damage. Don't forget to reduce for soak and apply to your Wound Threshold.
ORDER: PC, PC, NPCs, PC, PC
Jin backs up, then pulls out her blaster pistol and fires at the guard shooting at Tendaar. "Should've just let us by."
Success for 6 damage.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Tendaar, taking a shot to shoulder, grits his teeth and raises his opposite arm, firing back in retaliation at the trooper that shot him.
(1 success 2 advantage)
(6 wound damage)
ORDER: PC, PC, NPCs(3), PC, PC
Tendaar's shot hit! 6 damage minus 3 soak is 3 damage to the guard - he's still alive!
Jin, nice shot. 6 damage minus 3 soak is 3 damage to the guard - he's still alive, too!
ORDER: PC, PC, NPCs(3), PC, PC
Arkhan grips his shoulder as a blaster bolt pan sears his sleeve and burns the hair off part of his bicep. Gritting though the pain he returns fire (3 advantage) and the shot would have hit, but the imp ducks out of the way and falls to the floor (Boost die to the next person!!)
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Jin immediately fires at the imp who dropped. Another of the imps starts as the blast flies past him, giving an opening.
7 damage, and 1 boost die to the next attacker.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
All of Bazine's armor disappears in a puff of smoke, and large parts of her Imperial uniform disappear in a flash, leaving her slightly naked. "You bastard!" she calmly exclaims through gritted teeth, and continues her knife attack on one of the guards.
Melee knife attack (2g+2p+1b): results = 4 success + 1 threat = 3+4=7 damage
Last to know and first to be blamed...
As a free action, can I regret my life choices?
ORDER: PC, PC, NPCs(3), PC, PC
Jin hits, killing another guard!
Arkhan misses, great descriptives!
ORDER: PC, PC, NPCs(2), PC, PC
The two remaining guards fire!
One misses! Another one hits Tendaar! No!! 12 damage minus your soak applied to your Wound Threshold.
ORDER: PC, PC, NPCs(2), PC, PC
Accounting for Banzinga attack here. You suffer Strain but kill another guard! One left!
Tendaar drops as he takes another blaster bolt to the chest.
Arkhan sees the Mon Cala Engineer drop from blaster fire and dives down to him. "This isn't over yet!" Pulling a hyperdermic needle from a med pouch at his waist, biting and pulling the cap off, Arkhan jabs the needle into Tendaar's tender tentacle (couldn't resist). The stim pack heals for 4 WOUNDS.
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
As Tendaar big eyes blink open, Arkhan aims and blasts the last guard away.
Corinne Hemlock: Dhampir courtesan and dusk huntress
Kraig Bronzeaxe: Dwarven archaeologist and guerilla archer
Victory for the Rebels!
On the outdoor launchpad is the shuttle. Here are some options, now.
You can board the shuttle, slice into the shuttle's computer and disable it's systems. This is an Average (two purple dice) Computers check.
You can manually disconnect the shuttle's engines. This is an Average (two purple dice) Mechanics check.
Or, you can barricade the doors and leave through the vents. If you don't want to cripple the shuttle, you can simple block access to it by barricading the door and leaving through the vents. This is a Hard (three purple dice) Athletics check to push heavy machinery in the way, or a Hard (three purple dice) Mechanics check to cobble together a suitable lock.
Awake and in pain, Tendaar pulls himself together and makes his way to the shuttle, cracking open the computer system, he does his best to work through the pain to disable the machine feed.
(1 success 1 threat)
Pushing past the pain as best you can, you suffer one Strain as you disable the shuttle's computer systems. You can either disconnect the engines, too, if you want, or barricade the doors, but now it's time to head to the control center. But first, let's talk about levelling up.
LEVELLING UP
Now that you have completed one of your primary story goals (cut off the retreat for the command staff), you are awarded 10 XP. Each of you now should turn to the next page of your character folio now, where the "level-up" procedure is explained, read it, and choose an option.
DESTINY POINTS
Also, each player rolls the white Force die once. For each white pip rolled, place a Destiny Point token in the Destiny pool with its white side showing (Those are for you guys). For each black pip rolled, place a Destiny Point token in the Destiny pool with its black side showing (These are for me). The Destiny pool is a collection of Destiny Point tokens that both the GM and you guys can manipulate.
What do these points do, you wonder? Both the GM and the players can use the Destiny pool to upgrade skill checks. Each time a check is performed, the active player may choose to spend 1 Destiny to upgrade one Ability die (Green) to a Proficiency die (Yellow) - Then the other players, including me, may do the same, spending 1 Destiny to upgrade one Difficulty die (Purple) to a Challenge die (Red). When players do this, they spend 1 light side Destiny by flipping a Destiny Point token from its light side to its dark side. When the GM does this, I spend 1 dark side Destiny and flips one Destiny Point token from its dark side to its light side. If there are no Destiny Point tokens showing the appropriate face, that player cannot spend some until they are flipped to the Light/Dark side.
DESTINY POINTS: Someone please keep track of how many Light Side/Dark Side we have.
NOW: As mentioned above, feel free to do anything else you'd like to the shuttle outside. You can manually disconnect the shuttle's engines. This is an Average (two purple dice) Mechanics check. Or, you can barricade the doors and leave through the vents. If you don't want to cripple the shuttle, you can simple block access to it by barricading the door and leaving through the vents. This is a Hard (three purple dice) Athletics check to push heavy machinery in the way, or a Hard (three purple dice) Mechanics check to cobble together a suitable lock.
NEXT: Whatever you decide to do, it's time to capture the Control Center.
Along the way, you need to make a choice. You can head right to the control center, OR you can scope out any of the other locations in the base: Training Facility, Barracks, Messhall, Kitchen, or the Briefing Room.
Decide what to do.
Tendaar will take a moment to patch himself up with a Stimpack of his own (heals for 4), before getting to work on the engines, hoping to cut them off. As he works he calls out, "I say we go back the way we came and take that hallway to the control center, straight, easy and we know it's clear."
Having recovered a bit more and taking his mind off the pain with conversation, he is able to much more easily disable the engines.
(3 success, 1 advantage)
Excellent! The engines to the shuttle have been deactivated. You hustle over to the Control Center.
ENCOUNTER 5 - FIREFIGHT
Turning the corner, you spot the sleek, white armor of three stormtroopers. These troopers are standing with their backs to the door that leads into the control center you must seize to end the battle for the base. You can also hear the clacking boots of a second patrol walking down a nearby corridor, just out of sight. Getting past these guards won't be easy, but you've got your orders.
The first group of stormtroopers is at medium range, guarding the door. The second group of stormtroopers is at long range, down the hallway. Three troopers per patrol.
It's going to be mere moments before the wandering patrol sees you, but the troopers by the door don't know you're there.