[IC] SWS/DnD5, Star Wars the Old Republic – A Gathering Darkness


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GreenKarl

First Post
After most of the team picks itself up off the floor, Jihahna enters into the engine room. At this Gand's request C4 inquires back "Are these actions really the best use of this units talents master? It seems that it is unsettling to this units other master and accomplish little..."
 


GreenKarl

First Post
The ship does another violent flip that sends most everyone to the ground again. Suddenly behind Cal and Kacela, about five meters back the corridor a cloaked figure appears as s/he dropped out of a ceiling panel above where s/he must have been hiding.

"Enough of these games" s/he says "We want to Spice and we want it now. We are willing to die for it, are you willing to die to keep it?"

The being is holding out his hands, both appear to be clenching something. "The detonator in on a dead man's rely. We stop putting pressure on it, it goes off. You might be able to force it out of our hand or you might be to influence us to giving it too you with your Force powers, but if you fail or if you are not perfect we all die..."

Outside in space the other ship continues to slowly make it way towards the Outlaw Gambit and Jor's starfighter. They don't appear to be in too great a hurry...


GM: OK if you want to try a Force Power like Force Disarm or Mind Trick against the being you are at Disadvantage (why forthcoming). Its Will Defense is 17.
 


GreenKarl

First Post
Kacela's quickly reaches out with her mind to touch the alien's... s/her Will is strong and there is something about the alien that makes it hard to latch onto... and yet, she overcomes it and reaching the beings. With her words, the alien nods his/her head and walks up to Kacela to hand over the device (which she can grab and hold to make sure it did not go off!!) When the alien does so s/he steps back and then curses in its alien tongue. It says "We have failed, Plan B." Looking at Kacela's it says "Well at least we die killing you Jedi!" as it draw up a slung blaster carbine, pointing it straight towards the Jedi.

GM: Initiative!!! Unknown Alien Initiative: 1D20+7 = [9]+7 = 16. See Rogue’s Gallery for stats. If the group beats a 16 the heroes go first!!! This Gand will need to use all of its movement to get out of the 'wall' but will still be able to see the alien but it will have 1/2 Cover (+2 Reflex) being somewhat around the bend in the corridor. Everyone else (except Jor) can see if fine.

Outside Jor sees the enemy ship putting on the super boosters. It will be within weapon range next round! You can roll initiative vs. them OR if you want to use Charisma (Deception) against them you could gain an advantage on your first attacks.
 

Sezarious

Explorer
Just as she stood up, again Jihahna was thrown down! "UGH! GAND! Can you please no- Oh.... Never mind... That was GREAT!"

She simply watches as Kacela effortlessly receives the detonator from the alien enemy. Her eye twitches slightly in disbelief before she gives a hearty laugh in the alien's direction.

"Hahaha! Whoah, I've not seen that done before. That's hilarious! But seriously, one of us should get to that bomb and one should fly the ship, keep us away from the other one in case they have another short range detonator on theirs. Hey Gand, you like bombs and... Stuff right? I'm assuming you'll be onto that in the near future, but, do you need a hand?"

With that, Jihahna draws the vibro-blade she prepared earlier. Not taking her eyes of the alien figure before her, she stands as close to Kacela as possible, ready to defend her, but she is also mindful of not wanting to get in the way of the Jedi.

OOC:

Euuugh, terrible Initiative roll, oh well, we had a solid mind trick, that's the main thing:

_: 1D20+6 = [2]+6 = 8


Was thinking Cal to pilot and keep us away from the enemy ship for now, Gand to fight/disable the explosives, Maybe Jor and Cal can fire at the enemy ship enough to disable it? These are just my rolling thoughts. :)
 

Binder Fred

3 rings to bind them all!
Init: 1D20+4 = [14]+4 = 18

Turning its head in surprise at the intruder’s location (NOT in the engine room after all!), the gand starts trying to wriggle and push-pull itself out of the tight confines of the wall-partition, finally spilling out into the thrumming engine room as the sounds of combat erupt from the circular hallway.

clack clicketty mumble hum "Please try not to puncture the hull," it ‘shouts’ back, insectile eyes scanning for The-Thing-That-Does-Not-Belong!


[sblock=Actions]Try to spot explosives planted in the engine room: One of these things is not like the others: 2D20.HIGH(1)+5 = [11, 1]+5 = 16


If successful = Action Surge!
Disarm attempt with advantage thanks to Demolitionist: D and D (Disarm and Defuse): 2D20.HIGH(1)+5 = [20, 11]+5 = 25
Nat 20![/sblock]
 


GreenKarl

First Post
GM: Heroes go first. I am going to assume (or retcon) to say that Cal is back at the cockpit of the Outlaw Gambit, so he sees that the other ship is fast approaching and will be within firing range next round. Initiative for Enemy Ship (Cal and Jor can roll vs. this). The Outlaw Gambit imposes a -6 to the Pilot's initiative but Jor's Starfighter does not (I forgot that the Outlaw gets to add the Ship's INT bonus to Initiative so -8 for size +2 for INT; Jor's Starfighter is -2 for Size +2 for INT mod so he gets to roll a base one). Gallin's Glory Initiative: 1D20+1 = [15]+1 = 16
 

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