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Star Wars: War's Inferno
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Topic: Star Wars: War's Inferno (Read 39279 times)
sienn_sconn
Global Moderator
Grandmaster of the Jedi Order
Posts: 2866
Star Wars: War's Inferno
«
on:
January 04, 2020, 06:03:58 pm »
Star Wars: War’s Inferno
It is a time of war. As the Second Galactic Civil War rages, the Alliance of the New Jedi Order, Empire-in-exile, and Galactic Alliance Remnant come together to strike at the heart of the resurgent Sith Empire.
However, conflicts within the Alliance and a massive Sith offensive across the galaxy threaten to shatter any hope of unity and victory. Conflict rages along supply lines as the two factions jockey for strategic positions.
Launching an attack on the planet Gala along the Perlemian Trade Route, the Alliance fleet hopes to acquire territory and information by dispatching a specialized group of operatives to capture the Sith command center . . . . .
The Houserules
--The campaign will be set in the Legacy era, about 137 years after the Battle of Yavin, shortly after the formation of the Alliance against the Sith Empire.
--I have access to all the official Saga books, so you may use era-appropriate material from any of them. The only restriction is on species. The following species are not allowed: Celegian, Ebruchi, Gen’dai, Lugubraa, Mantellian Savrip, Rakata, Republic Clone, Sorcerer of Rhand, Ssi-ruuk, Vagaari, Yevetha.
--Players wishing to use non-official sourcebooks as a resource must run each item by me. If you have a question about any material (or if I have one about something your character has), we’ll figure it out.
--You may start as any class, including Jedi. Normal multi-classing rules apply.
--Point buy of 32 points (28 for a droid).
--Make your character 10th level.
--Hp after 1st level will be half the max on the dice roll (so d10 gets 5, d8 gets 4, d6 gets 3), then add Con bonus
--I will not be using Destiny Points. Normal rules for Force Points apply.
--Each character should have a background from the Rebellion Era Campaign Guide. If you have a background idea that does not fit the existing options, I will work to accommodate you.
--The feat Force Training may only be taken a total of 3 times.
--Certain Force powers are not allowed. This includes the following: Phase and Fold Space.
--Force Grip is a [dark side] power.
--All talents from the Dark Side talent tree increase your DSS when they are used.
--Area-effect Force powers can be Rebuked. I refer you to GM Sarli (read the opening post, then post #55).
Wizards of the Coast
community.wizards.com
--Any talent that was previously ‘1/day’ is now ‘1/encounter’.
--Any talent or feat that substitutes one ability or skill for another is subject to the same limitations that the original ability or skill was.
--Changes have been made to the following Jedi Knight talents: Niman - Provides a +1 bonus to Reflex, Will, and Fortitude Defenses. Jar’Kai - No longer has Niman as a prerequisite. Trakata - No longer has +12 Base Attack Bonus as a prerequisite.
--Credits/possesions: Each character recieves their starting class’s maximum amount of credits (1200 for Jedi, 4800 for Nobles, 3000 for Scoundrels, Scouts, and Soldiers) multiplied by their character level (x2 if they took the Wealth talent).
--I intend for a wide spectrum of encounters, both combat and roleplaying, so be warned that characters would do well to have both combat and non-combat related abilities. I also am open to ideas from everyone, so if something really piques your interest, say so, and I will try and incorporate it.
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You Make the... Contest #9
You Build the Character: #33, #37, #44
Ultimate Dream Builds: #1, #11, #16
http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg
sienn_sconn
Global Moderator
Grandmaster of the Jedi Order
Posts: 2866
Re: Star Wars: War's Inferno
«
Reply #1
on:
January 04, 2020, 06:04:17 pm »
Spoiler: Gialle Halya
(hover to show)
Gialle Halya is a teal-skinned, charming twi´lek woman in mid-twenties, dressed in dancing garb and jewelry, though usually she travels covered in her cloak. Every move she makes is graceful and enchanting, whether on stage or in combat. Her ordeals made her despise hutts and be wary of trandoshans, but she is too good an actress to let it show. Usually.
Twi´lek Noble 1/ Scoundrel 7/Jedi 2
Force points 10
Initiatve +14, Perception +11(low-light vision)
Defenses Ref 27(FF 22), Fort 24, Will 23
HP 59 Treshold 24
Speed 6
Languages Basic, Ryl, Huttese, Bocce, Lekku, High Galactic +3 more
Melee Knife +11(1d4+4)
Melee unarmed +11 (1d6+4)
Melee Lightwhip +12 (2d4+4), reach 2, can initiate grab
Melee snap-baton +12 (2d4+4)
Ranged Blaster pistol +11 (3d6+5)
Ranged Knife +11 (1d4+5),
BAB +7, Grapple +11
Special qualities Deceptive, Great fortutide, Low-light vision
Special attack options: Point blank shot, Dual weapon mastery II
Abilities Str 8, Dex 18, Con 12, Int 16, Wis 12, Cha 16
Talents: Dastardly strike, Easy prey, Cheap trick, Inspire confidence, Seducer, Skilled advisor
Feats: Acrobatic Strike, Combat Trickery, Cunning attack, Dual weapon mastery I, Dual weapon mastery II, Linguist, Martial arts I, Point Blank shot, Skill focus (deception), Weapon finese, Weapon proficiency (simple, pistol, lightsaber),
Trained Skills: Acrobatics +14, Deception +18, Gather information +13, Initiative +14, Knowledge (social sciences) +13, Perception +11, Persuasion +13, Stealth +14, Use computer +13, Mechanics +10 (through interface visor)
Lightwhip (dual gear - flashlight, disguised as large flashlight, att+1 (accurate, TS)), 8010
Snap baton (sound dampener, Att +1 (accurate, TS), phrik alloy), 2320
2x blaster pistol (miniaturized, att +1 (Accurate, TS)), 6000
8x knife, 200
Earbud comlink, encrypted, 2000
Security kit, mastercraft 2750
Bandolier, disguised as dancer garb, 100
Mechanical interface visor, mastercraft, 3500
All-temperature cloak, 100
Breath mask, 200
Bracer computer, mastercraft,3300
Hypnoinjector wristband, disguised as jewelry, 350
2x video recorder, 100
Sound sponge, 3500
2x surveilance tagger, 900
ambient aural amplifier, 4000
Verificator (set to human for start, disguised as jewelry), 5000
2x power pack, 5x energy cell, 100
Cred chips and jewelry worth 5570 creds (aka, what´s left)
Disgraced (Disguise self one step easier, Stealth is a class skill)
Gialle used to be an aide of a senator, but she got accused of embezzling a large sum of credits from restoration projects and lost all her status. She didn´t stand for it and tried to find the true culprit, but she got caught and sold to slavery before she could find anything.
Being reduced from senatorial aide to slave dancer and worse, and seeing the depravities of both the high- and low-lives, changed her attitude greatly.
Eventually, she managed to escape and make a new identity for herself as a dancer – and spy.
Spoiler: TEX
(hover to show)
IT-X "Tex"
Small Medical Droid Noble 3/Soldier 1/Independent Droid 1/ Jedi 3/ Crime Lord 2
Background Conspiracy (Stealth)
Force points 10
Initiative +12, Perception +14 (low-light vision)
Defenses Ref 25(FF 23), Fort 23, Will 26
HP 58 Threshold 23
Speed 6 (Hovering)
Languages Basic, Binary, Huttese, Bocce, Lekku, High Galactic, Rodese, Shyriiwook
Melee unarmed +8 Fusion Cutter (2d6+5)
Ranged Blaster carbine +10 (3d8+5)
BAB +7, Grapple +4
Special qualities Low-light vision, Command cover +1, Reroll take better to sense Deception or Influence
Abilities Str 12, Dex 14, Con -, Int 20, Wis 14, Cha 14
Talents: Educated, Anticipate Movement, Medical Droid, Just a Droid, Adept Negotiator, Master Negotiator, Impel Ally I, Impel Ally II,
Feats: Skill focus [(B)Treat Injury, (1)Persuasion, (J)Mechanics, (L)Stealth], Linguist, Weapon proficiency [Simple, Pistol, Rifle], (2)Distracting Droid (3)Droidcraft, (N)Surgical Expertise, (4)Tech Specialist
Trained Skills: Acrobatics +12, Deception +12, Gather information +12, Initiative +12, Knowledge (Bureaucracy) +15, Knowledge (Life Sciences) +15, Perception (Imp. Sensor) +14 , Persuasion +17, Stealth +22, Treat Injury +17, Use computer +15, Mechanics +20
Stat increases: Level 4: STR +1, INT +1; Level 8: STR +1, INT +1; Tech Specialist INT +2 1,000 credits
Reprogramming: Weapon proficiency (Lightsaber) to Skill focus (Stealth), 1,000 credits
Bonus equipment:
Concealed stabilized tool mount
Translator Unit DC: 5
2 Hand appendages
1 Tool appendage
Improved sensor package
Credit Reader
Installed systems:
Hovering locomotion 7,200 credits
Heuristic processor 2,000 credits 5 kg
2 Tool appendages 40 credits 4 kg
Scomp link 100 credits 1 kg
Vokabulator 50 credits 0.5 kg
Comlink internal 250 credits 0,1 kg
5 kg Hidden internal storage 500 credits
Hidden Core (DC 30) 400 credits
Locked access 50 credits
10.6 kg 10,590 credits
Equipment
14,935 credits
Tool kit with Dual Geared Security kit 1 kg 2,000 credits
Medical kit 5 kg (TS Miniaturized x 2) with 6 Fast flesh medpacks 3 kg 2,600 + 3,600 credits
Surgical kit 2.5 kg (TS Miniaturized x 2) 3,000 credits
MDS-50 Medisensor 0.1 75 credits
Accurate Blaster Carbine 2.2 kg 1,900 credits
4 Power packs 0.4 kg 100 credits
A sturdy shopping bag with 12 fast flesh medpacks 6 kg 7,200 credits
20.2 kg 20,475 credits
Spoiler: Koridan
(hover to show)
Koridan, Trandoshan warrior
Soldier7/Jedi1/EliteTrooper1/Gladiator1
STR 18(+2), DEX 12(+2), CON 14, INT 14, WIS 12, CHA 8 (PB32)
Trained Skills: Pilot +12, Perception +11, Initiative +12, Mechanics +12, Stealth +12
Feats: Toughness, WP (Simple, Pistol, Rifle, AMW`, lightsaber, Heavy), AP (light, medium), Martial Arts I, Point Blank Shot, Improved Damage Threshold, Double Attack-Heavy, Combat Reflexes*;
Talents: Melee Smash, Unrelenting Assault, Armored Defense, Hold the Line*, Indomitable, Improved Armored Defense, Whirling Death (CW-begin turn in melee range a suffer Dmg=STR bonus)
Equipment: Battle Armor (16 kg, 7000 cr) w/ Vacuum seals (2k, 2kg), Concealed Weapon Mounts (3 mounts 3k) + Miniaturized Jetpack (15kg, 800) (Net w/ Jetpack +8 REF, +2 FOR, +2 MAX DEX, 12,800 cr, 33kg); Accurate Lightsaber Pike (4000 credits +2k TS, 2kg)*, Accurate Blaster Cannon w/Extra Power Source (3200cr +2kTS, 18kg), Grenade Launcher (500 cr, 5kg); Grenades: Concussion x3 (8d6 2sq burst), Gas (vs Fort -2 CT w/4sq burst); Merr-Sonn Model 434 w/Rangefinder (850 cr. 1.2kg), Utility Belt (500 cr), Bracer Computer 1300 cr .5kg, Earbud Comlink 200, Binder Cuffs X3 (150 cr,1.5kg), more power packs (x2) 50 cr, 1000 credits left.
Defenses: REF 32 (ff 29), FORT 28 (DT 33), WILL 21
HP 104; Second Wind 52/+26; Init +12, Perception +11, Darkvision
Force Points: 11; Background - PoO-Nal Shadda; Languages: Basic, Dosh, Huttese, Binary, Twi-lek-lekku
Melee Attack: +16 accurate lightsaber pike (2d8+16) Reach 2; Miss still deals 10 damage via Unrelenting Assault
Ranged Attack: +13 or +8/+8 armor mount Blaster Cannon (3d12+5) splash 1
Ranged Attack: +12 or +7/+7 armor mount Grenade Launcher (by grenade +5)
Ranged Attack: +12 Merr-Sonn pistol (3d8+5)
Unarmed: +15 (1d6+11); Miss still deals 5 damage via Unrelenting Assault
BAB +10, GRAP +15
Special Combat Options: PBS, Combat Reflexes (3 AoO) stop opponent's movement, Indomitable, Double Attack-heavy, Delay Damage, WhirlingDeath (activate in reach take 5 dmg)
Spoiler: Nathaniel “Nathan” Trinus
(hover to show)
Medium Human Scoundrel 1/Jedi 7/Jedi Knight 2
Force Points 11
Init +12; Senses Perception +12
Languages Basic, Binary, Huttese
Defenses Ref 24 (flat-footed 21) Fort 23 Will 25
Hit Points 73, Damage Threshold 23
Speed 6 squares
Melee Unarmed +11 (1d4+7)
Melee Lightsaber +12 (2d8+13) with two hands
Melee Lightsaber +10 (3d8+13) with two hands and Rapid Strike
Ranged Heavy Blaster Pistol +11 (3d8+7)
Ranged Heavy Blaster Pistol +12 (3d8+8) with Point Blank Shot
Base Attack +9; Grab +11
Attack Options Point Blank Shot, Rapid Strike
Special Actions Redirect Shot
Force Powers (Use the Force +17): Battle Strike, Cloak, Move Object (2), Mind Trick, Negate Energy, Rebuke, Surge
Force Techniques: Improved Mind Trick
Abilities STR 14 DEX 14 CON 12 INT 14 WIS 16 CHA 14
Talents Block, Dastardly Strike, Deflect, Redirect Shot, Sentinel Strike, Weapon Specialization (Lightsabers)
Feats Combat Trickery, Force-Sensitive, Force Training (2), Point Blank Shot, Rapid Strike, Skill Focus (Use the Force), Vehicular Combat, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers, Pistols, Simple Weapons)
Skills Deception +12, Initiative +12, Perception +12, Persuasion +12, Pilot +12, Stealth +12, Use the Force +17
Possessions Lightsaber with Durindfire crystal, pressure grip, and improved damage (self-built), utility belt, heavy blaster pistol with improved damage, hip holster, comlink (short-range, encrypted), 20450 credits, dark clothing
Background Option: Orphaned
Background: Born in 113 ABY on Coruscant, Nathan was orphaned at a rather young age due to a tragic accident that took out the apartment block he lived on, as well as the lives of his parents. The only thing that had managed to save him was some miraculous power enabling six year old Nathan to life the rubble off of himself. Living on the streets as a thief and a beggar to survive, eventually Nathan was noticed by the Jedi, and at age seven was inducted into the Jedi Order. Nathaniel thrived among his new family, and became a promising Jedi Padawan. That was until the Massacre at Ossus had changed everything. With the remaining Jedi going on the run and in hiding, Nathan’s training continued in secret. Upon being knighted by his master, Nathan wasn’t content to merely hide. Instead, Nathan struck back at the Sith and their Empire from the shadows, a personal war that had brought him into contact with the remnants of the Galactic Alliance more than once. Now, the Galactic Alliance Remnants have contacted Nathan for assistance in an important mission, one that Nathan is more than eager to join in...
Physical/Personality Description: Nathan is tall and built, standing approximately 1.85 meters tall and weighing 86 kg. He has fairly short hair that is dark brown in color, and his eyes are a striking light blue. His skin is fair, and a few small scars adorn his hands, arms, torso, and face, although not to the point of detracting from his good looking features. He often dresses in garbs of blacks and grays, and usually wears a black jacket with grey markings. As for his lightsaber, due to its durindfire crystal, the blade is a distinct silver color. Nathaniel is a determined individual, yet tries lightening tension with humor. He’s diligent and pro-active, and prefers living in the moment rather than spend a long time in contemplation.
Kai Durel
Spoiler
(hover to show)
Medium Human Jedi 5/Soldier2/Jedi Knight 3
Force Points 10
Init +18; Senses Perception +8
Languages Basic, Huttese
Defenses Ref 25 (flat-footed 22) Fort 22 Will 25
Hit Points 75, Damage Threshold 22
Speed 6 squares
Melee Unarmed +13 (1d4+5)
Melee Lightsaber +14 (2d8+11) with two hands
Melee Lightsaber +12 (3d8+11) with two hands and Rapid Strike
Base Attack +10
Attack Options Rapid Strike, Saber Swarm, Hawbat Swoop Disarming Slash
Special Actions Block, Deflect, Redirect Shot
Force Powers (Use the Force +18): Saber Swarm (2), Disarming Slash, Battle Strike, Farseeing, Force Shield, Force Slam, Mind Trick, Move Object, Rebuke, Surge, Vital Transfer
Force Techniques: Dominate Mind
Abilities STR 10 DEX 16 CON 10 INT 12 WIS 16 CHA 17
Talents Block, Deflect, Redirect Shot, Equillibrium, Ataru, Shii-cho
Feats Force-Sensitive, Force Training (3), Rapid Strike, Skill Focus (Use the Force), Skill Focus (Initiative), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers, Simple Weapons, Pistols)
Trained Skills Acrobatics + 13, Gather Information + 13, Initiative +18, Use the Force +18
Possessions
Lightsaber: Trapped hilt (makes some sense for a fringe Lawman/Watchman), Sigil crystal (+2 Damage) [NOT EQUIPPED]
Background Option: Occupation - Law Enforcement
Background:
Found at a young age by the Jedi Order and trained on Ossus, Kai grew up with a strong sense of justice and a desire to bring order to a struggling galaxy. He - lead by his now dead master - found his place as a 'Jedi Watchman' in a sector of systems in the Western Reaches bringing some semblance of peace and justice. The Sith and ensuing wars pushed him to take a more active role in the conflict to protect those under his care. Pursuing a Sith Lord with a grudge against a system under his care he's tracked his quarry to Gala and found himself in prison. Though his captors know he's a Jedi he hopes they don't suspect the personal nature of his presence there...
«
Last Edit: May 10, 2020, 10:20:23 am by sienn_sconn
»
Logged
You Make the... Contest #9
You Build the Character: #33, #37, #44
Ultimate Dream Builds: #1, #11, #16
http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg
sienn_sconn
Global Moderator
Grandmaster of the Jedi Order
Posts: 2866
Re: Star Wars: War's Inferno
«
Reply #2
on:
January 04, 2020, 06:04:42 pm »
The blue cyclone of hyperspace stretches outside the ship's windows as you hurtle towards Gala. Your mind reflects on your briefing you had just before you launched.
"We are assaulting the planet Gala. It is a wealthy trade world that is a key supply center for the Sith in this sector of space. Taking Gala will provide us with supplies and war material we need to push Coreward and ultimately take the fight to the Sith on Coruscant.
We have identified a Sith battle group in orbit, so we can expect resistance, but with the element of surprise, we hope to launch a ground assault task force from orbit before they can fully activate their planetary shields or anti-aircraft batteries. Our hope is to avoid as much orbital bombardment as possible to maximize our gains, relying on our ground troops to capture strategic positions.
Your target is the Sith command center in the center of the capital city. Your objective is to access the command center and remove the Sith leadership from play before they can erase their information archives. They will likely only attempt that if they believe they are about to lose the battle or when they have been compromised, so use your discretion as to when you must engage in stealth or combat to best fulfill your objective. Good luck, and may the Force be with you, and with all of us."
The hyperspace klaxon sounds loudly, interrupting your thoughts. The reversion to realspace countdown chimes in. 5 . . 4 . . 3 . . 2 . . 1 . .
As you revert to realspace, the chaos of battle has already commenced as Alliance destroyers trade waves of red fire with the green bursts of Sith cruisers. Alliance Jumpstar fighters swarm over a squadron of retrofitted Sith TIE fighters while Sith Predators demolish some Aliance R-28 Starchasers. White gaseous explosions and chunks of shrapnel fill the space above Gala as the two fleets trade body blows.
You can see a number of Alliance MT Dropships speeding towards the planet while some Shashore frigates provide a covering escort. Numerous drop pods for troops and vehicles are already planetbound, their heatshields blazing with orange light as they ignite atmosphere.
The power levels on your weapons and shields read full, and your sensors show plenty of red hostile blips amongst friendly blue blips. Time to knock some sense into the Sith.
«
Last Edit: January 04, 2020, 08:15:44 pm by sienn_sconn
»
Logged
You Make the... Contest #9
You Build the Character: #33, #37, #44
Ultimate Dream Builds: #1, #11, #16
http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg
StevenO
Global Moderator
Grandmaster of the Jedi Order
Posts: 4973
Dark or Light? Why choose when neither is right?
Re: Star Wars: War's Inferno
«
Reply #3
on:
January 04, 2020, 10:11:24 pm »
Back into the fight. This never really gets old but in a battle this size it's best to stick on mission and if we can avoid getting shot at we can hit the ground faster.
Nathan boy see it you can plot us a quick course so we could put down somewhere near the target. I'll be sitting on the guns if someone tries too hard to get in our way. Tex, can you tell us what's out there and could be threatening?
Spoiler: Ship disposition and setup
(hover to show)
I'll expect that in the moments leading up to our moving back to Real space Gialle would/should have given us her "Inspire Confidence" speech. Nathan should be piloting the ship as Vehicular Combat could save use some damage. I guess Kor will be co-pilot but more importantly gunner holding for targets. I'm thinking Gialle will fill the commander roll and her Skilled Adviser presence may be very much needed if Nathan wants to try to hit the DC 20 to Increase Vehicle Speed. I'm thinking Tex is the most capable Engineer and Systems operator we have on the ship although Koridan can serve as Engineer and Gialle would probably be the second best SO.
We should see if we can sneak in with one of those larger ships, what do you think Nate?
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Over 14,500 post on the WotC board before they closed the SAGA board.
Lordnever21
Padawan
Posts: 94
Re: Star Wars: War's Inferno
«
Reply #4
on:
January 05, 2020, 12:36:48 am »
Nathan’s fingers dance at the controls as he begins to accelerate the Nemesis-class patrol ship that the Alliance Remnant gave to the group for the mission.
Going to try and match our approach planetside with that of the dropships and frigates. With any luck the Sith will be more concerned with the immediate threat and let us slip past.
Nathan turns his head and flashes his Trandoshan companion a wide grin.
But seeing as luck has been in short supply these days, perhaps you should get on those guns.
Nathan’s pilot check: 12+d20(13)= 25 to increase vehicle speed. Used the website rolladie for dice rolling, not sure if you’d prefer some other way of dice rolling.
«
Last Edit: January 05, 2020, 12:38:37 am by Lordnever21
»
Logged
Ghondar
Jedi Council Member
Posts: 584
Location: Slovakia (middle Europe)
Re: Star Wars: War's Inferno
«
Reply #5
on:
January 05, 2020, 12:13:50 pm »
"All right, gentle-anything you are."
starts Gialle.
"We've got our mission, and we've got our reasons to see it through. We all know what to do so let's do our best, hit the Sith fast, hard and when they're not looking! Tex, do your best to warn us of any danger and keep us informed, please!"
Spoiler: actions
(hover to show)
Gialle will Inspire confidence. If this is allowed before the exit from hyperspace, she'll use Skilled Advisor on Tex as her first action after exiting it.
Logged
MERC_1
Grandmaster of the Jedi Order
Posts: 1726
Keeper of the sacred blade
Re: Star Wars: War's Inferno
«
Reply #6
on:
January 05, 2020, 02:19:58 pm »
"I know this is not the fastest ship in the fleet, but I sure that it can go faster than this. Nathan, please put the pedal to the metal and get us we are supposed to go! I'll send you an update on any sith ship coming our way."
Spoiler: Actions:
(hover to show)
Using Anticipate Movement Tex gives Nathan an extra Move action every turn, as a reaction to any enemy movement within LOS. As a Swift action Tex raises the shields of the ship. He uses his move action on Impel Ally I to grant Nathan another move. As a Standard Action Tex uses the sensors to scan for any enemy moving our way and tries to find a path with the least opposition, with a roll of 19 + Use Computer (15) + computer INT-bonus (+3) + Inspire Confidence (+1) AND Skilled Advisor (+5) = 43!
That is one free move AND one Move action for Nathan and the ship.
EDIT: Totally forgot to add in the bonus from Inspire Confidence AND Skilled Advisor. That is another +6 to skills... That is a 43 for my roll for using the sensors!!! That is a lot.
Spoiler: Edit 2:In case you want a re-roll
(hover to show)
Well, this roll was not that good, but the bonus still is great so here's what a roll of 3 gives me:
«
Last Edit: January 05, 2020, 04:25:10 pm by MERC_1
»
Logged
StevenO
Global Moderator
Grandmaster of the Jedi Order
Posts: 4973
Dark or Light? Why choose when neither is right?
Re: Star Wars: War's Inferno
«
Reply #7
on:
January 05, 2020, 03:15:16 pm »
Well if you figure out how to get
this
hunk of metal to fly at starfighter like speed maybe the quick approach is the way to go. Sneaking can avoid getting shot at but running fast means less time to get shot at.
If there are any targets out there that need to be taken out that will happen.
Spoiler: languages+
(hover to show)
I believe everyone in the group know Huttese and Basic. I'm thinking Trandoshans may have a better time speaking Huttese than Basic so I'd figure that's what Koridan is using at least "in party" unless there are any objections, which should have been known before now, in which case he'd use mostly basic with the colorful hutt phrase thrown in from time to time. None of this should affect the groups ability to communicate in anyway and if the default is basic with a switch to huttese for certain conversations (granted it may not be the best "secret" language for a group to share) that works too.
Oh, with the four of us as crew did "command" send along any additional support troops to fill up some of that passenger space? Someone who might "secure the rear", possibly cause a distraction at some point, or heaven forbid get called on to help pull our bacon out of a fire. If you want this type of stuff in the recruitment thread just say so...
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Over 14,500 post on the WotC board before they closed the SAGA board.
sienn_sconn
Global Moderator
Grandmaster of the Jedi Order
Posts: 2866
Re: Star Wars: War's Inferno
«
Reply #8
on:
January 05, 2020, 05:09:28 pm »
Nathan expertly zigs and zags through the chaotic battlefield, darting around an Alliance tranport and dropping past a Sith Star Destroyer towards the planet below. The advice of his allies is proving to be excellent as he pushes the ship beyond it's limits with nary a squeak from the engines.
Tex did well to raise the shields, for 3 Predator starfighters are sweeping towards you. Tex can see through the sensors that these particular Predators have been upgraded with proton torpedoes for light bombing duty and they are pouring auxiliary energy into their forward shields as they approach you.
Spoiler: TIE Predator actions
(hover to show)
Two move actions to close the distance between them and the Nemesis. Each Predator is 2 starship squares away from the Nemesis.
Swift action for each Predator to activate Angle Deflector Shields. A DC 15 is needed and if acquired, doubles the Predator's SR vs the Nemesis while halving it towards all other opponents.
Predator A: 1d20+10=
16
. Success. Predator A has SR 30 vs the Nemesis and SR 7 vs other targets.
Predator B: 1d20+10=
25
. Success. Predator B has SR 30 vs the Nemesis and SR 7 vs other targets.
Predator C: 1d20+10=
11
. Failure. Predator C retains it's SR 15 vs all targets.
Spoiler: OOC
(hover to show)
Out-of-character stuff should be ok as long as we use spoilers.
With regards to languages, Military Sign is a good choice because it can be used silently and visually. However, it is limited to basic concepts expressed in about 4-5 words per usage, based on the description of RECG page 27.
@StevenO: Sure, let's say Command has dropped a nice squad of boys and girls in your ship for transport to the planet. Let's call them Amberlight Squad. Basic squad of infantry with basic gear and a variety of weapons.
«
Last Edit: January 05, 2020, 05:22:52 pm by sienn_sconn
»
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You Make the... Contest #9
You Build the Character: #33, #37, #44
Ultimate Dream Builds: #1, #11, #16
http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg
StevenO
Global Moderator
Grandmaster of the Jedi Order
Posts: 4973
Dark or Light? Why choose when neither is right?
Re: Star Wars: War's Inferno
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Reply #9
on:
January 05, 2020, 05:54:38 pm »
Range and Direction on those fighters? They're some hard targets and with Torpedoes they'll easily out range our guns but I thought they're fighting for the EIE and not the Sith. Someone want to find out who's side they're on while I "ready" to pop them, or some torpedoes, if they get too close.
Spoiler: Info
(hover to show)
Kor should be attacking at +15 for ((5d10+6)x2) damage at a point blank range target; as a full round he can double attack at -5 that value. Range is 0-1/2/3-5/6-10 for our lasers. Missile are 0-3/4-6/7-15/16-30 and our REF 15 may need all the help it could get if those pilots are anything better than normal or they happen to get lucky. Forgive me if this is metagaming but Predators are REF 21.
PS. When it comes to silent code several of use have the earbud comlinks that should allow close conversation with less chance of being overheard. Then Gialle might "talk of two tails" as several of use took that as well.
When it came to troops I don't expect anything fancy. Just competent enough to do what we need them to do without feeling like we're wasting resources.
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Last Edit: January 05, 2020, 05:57:51 pm by StevenO
»
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Over 14,500 post on the WotC board before they closed the SAGA board.
MERC_1
Grandmaster of the Jedi Order
Posts: 1726
Keeper of the sacred blade
Re: Star Wars: War's Inferno
«
Reply #10
on:
January 05, 2020, 07:35:26 pm »
Spoiler: Some questions for our GM Sienn_Sconn
(hover to show)
Did those TIE predators show up as hostile or friendly on the IFF transponder readings?
Do we have the same IFF codes as our allies the Jedi and the Empire-in-exile?
Did we even swish on OUR IFF?
Last but not least, should I use a nice color when speaking in character?
Something like this: "
Greetings officer, I am medical droid IT-X3-100101001... assigned to you on this campaign. Most people just call me TEX, as that is a tad shorter than my serial number. If you or any of your colleagues are in need of treatment for any blaster burns, or you just need to talk to someone, I will be delighted to be of service!
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MERC_1
Grandmaster of the Jedi Order
Posts: 1726
Keeper of the sacred blade
Re: Star Wars: War's Inferno
«
Reply #11
on:
January 05, 2020, 09:13:55 pm »
Tex shouts quickly and demanding on the intercom: "
Hostile Predators, Kor bogey C vektor 7, double-tap! Nathan faster! Gialle advice Nathan or shoot something!
"
Spoiler: actions
(hover to show)
Tex takes 10 on initiative for a total of 23 possibly 28 if Gialle still advises him. Uses Anticipate Movement to give Nathan an extra Move as a reaction to any enemy movement within LOS. Spends TWO swift to grant an extra standard to Kor.
Finally spends the standard action on using the sensors to grant Kor a +2 to attack normally DC: 10. I think you should get a bigger plus for a higher result, but it is what it is.
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Ghondar
Jedi Council Member
Posts: 584
Location: Slovakia (middle Europe)
Re: Star Wars: War's Inferno
«
Reply #12
on:
January 06, 2020, 12:12:10 am »
"Nathan, now´s the time for fancy flying. I´m sure you wouldn´t want to see little me hurt."
Gialle leans closer to the team´s Jedi.
"What say you try to impress me and make this ship dance?"
she purrs.
Spoiler: actions
(hover to show)
Since there are enemies coming our way, Gialle will use skilled advisor for Nathan this time, giving him +5 on his first skill check
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sienn_sconn
Global Moderator
Grandmaster of the Jedi Order
Posts: 2866
Re: Star Wars: War's Inferno
«
Reply #13
on:
January 06, 2020, 08:42:50 am »
Spoiler: Ghondar GM Questions and other stuff
(hover to show)
Yes, you did turn on your IFF. Going into battle, I just thought it was a given, but good for checking.
Yes, those approaching Preds are hostile red blips.
Yes, you have the IFF codes of your allies, so any Jedi, Alliance, or EIE troops appear as blue blips.
A character color would be good, but is not strictly necessary if you don't want to. I can just imagine TEX stitching up a vibro-blade wound while humming some upbeat and cheery tune.
So Kor and Nathan can make their attacks first before the Preds take their potshots. Nathan should also take his free move via Anticipate and don't forget that Kor gets an extra standard from Tex.
Logged
You Make the... Contest #9
You Build the Character: #33, #37, #44
Ultimate Dream Builds: #1, #11, #16
http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg
StevenO
Global Moderator
Grandmaster of the Jedi Order
Posts: 4973
Dark or Light? Why choose when neither is right?
Re: Star Wars: War's Inferno
«
Reply #14
on:
January 06, 2020, 06:38:31 pm »
Grrr, &%^*& they are on top of us already!
as Kor lets fire fly at the far too close fighters!
Spoiler: Attack
(hover to show)
Now I need to go figure out the roller... and my dice showed 18 and 16 when then only needed 8 I think... is there a "dice room" we are supposed to be using?
Lets see if these work:
Koridan:
Koridan:
Ok... I may figure this out if I may and you can check the rolls, these are both against Predator C:
Attack 1: d20( 18 ) +10 BAB +3 INT +1 IC = 31 Damage 5d10 (1,7,8,3,6)+5 = 30 x2 = 60 damage
Attack 2: d20( 16 ) +10+3+1 = 29 Damage 5d10( 8,7,9,10,2 ) +5 = 41 x2 = 82 damage
Hard to believe the generator and my d20s agreed. Don't think my d10s would have given me that last damage roll.
PS. I guess I should have aid another I'm guessing on the second attack provided by Tex for another +2 there and a second 31 result.
PPS. IRL - Under the weather so I maybe don't have my A game going when it comes to noticing things. While you might catch a hack or a virus online I don't think you'll be getting the one out of my physical body.
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Last Edit: January 06, 2020, 07:16:33 pm by StevenO
»
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Over 14,500 post on the WotC board before they closed the SAGA board.
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