A rugged frontier town built around an oasis in the Black Sands Desert.

(D4 LM) The Welcome Gift

Postby Nekoinu » Sun Jun 10, 2018 12:55 pm

Event Type: Side Event
Participants: Unlimited
Timeslots: LM

Description: The camp receives a holocall from the Mandalorians. “We have decided to release some prisoners today,” Eralynn Varad announces, the malice thick in her voice. True to her word, a massive amount of captives are seen shuttled over by droids from the mountains. The trials of their imprisonment are clear; their clothes are little more than rags, their bodies beaten, lacerated, and malnourished. Attached to each of them is a back banner listing their name and affiliation. Enlisted soldiers, resistance fighters, and even civilians are included in the crowd.

However, the transports stop short and the prisoners are forced onto their feet to march across the open desert. “Make haste, 'heroes' of the Republic,” she advises before the slow, methodical blaster fire begins, sourced from the advantageous mountains. Many miss on purpose, the bolts impacting with the ground nearby to get them to flee.

A few charge out without thinking of the danger and others argue that they have to go before charigng out of their entranced positions. When enough are drawn in by the bait, the true barrage of blaster fire begins...

Rules: There are three bold options listed below. You may only choose one of them.

The Trap is Sprung: Charging forward into the open field is near suicidal. Mandalorian marksmen have their scopes trained on the outskirts and the dead are already starting to pile on. You may choose only one of the options in the list below. If you fail the first attempt, you can have a second one, but increase the difficulty. Force Abilities, for the second attempt, will be reduced by 1 Pip in effectiveness.
  • Stand your Ground: Order everyone to stay in position. Make a Leadership (Presence) Check at Hard Difficulty with Three Setback, two from the noise and one from being an outsider. You may remove One Setback Die if you have equipment to convey orders.
  • Hold them Back: You may physically drag people back. Make a Brawl (Brawn) Check at Average Difficulty with One Setback due to the amount of them. Whether or not you succeed, you will take 5 Wounds to represent them struggling to break free. Soak does apply and each Advantage/Threat increases/decreases this amount. A Triumph makes you ignore this damage.
  • Provide Covering Fire: You may open fire at the snipers to distract them. Make a Ranged Attack Roll considered at Long Range with Three Setback Dice.
  • Use the Force: You may use the Move or Influence Powers to keep the troops from leaving.
Note that there is a potential of 5 Power Lost from casualties. For every 3 Successes/6 Advantages (can be pooled together) or 1 Triumph, 1 Power Loss will be prevented. Each pip towards successful Force power use will count as 2 Successes. Any leftover will be rounded up.

Hero Time: You can move out of cover to aid the prisoners get back. However, this is near suicide, as the snipers will begin targetting the actual heroes in the group. Unlike the first category, you may take five actions from the list below, repeats allowed.
  • Carry them Back: You can carry them back with your own might. Roll an Athletics (Brawn) Check at Average Difficulty with One Challenge Die and One Setback Die due to the heat. You may choose to increase the difficulty to carry one more prisoner to a maximum of Challenging Difficulty.
  • Counter Sniping: Returning fire at the snipers could take one out but will also make you a priority target. Make a Ranged attack at a target with Adversary 2 at Extreme Range with three Setback Dice. For every success, you will rescue a prisoner due to the distraction and perhaps incapacitation of a sniper.
  • Emergency AId: You may attempt to administer triage to the wounded. Roll a Medicine (Intellect) Check at Hard Difficulty with Two Challenge Dice and Two Setback Dice due to the sand and patient's condition. For every success, you will treat one prisoner.
  • Use the Force: You may use Move to lift a prisoner (Silhouette 1) and gently lift them back. You may target multiple prisoners if you possess the ability to target multiple people. Due to the sight required and watchful eye of the snipers, you are still left exposed to a shot. In addition, you may use Heal for a 1 to 1 prisoner ratio per target, assuming successful use.
For every action you take from the section above, roll a sniper shot against yourself. A Triumph will make you not have to take a shot and a Despair will give them an additional shot. The baseline dice pool made will be 3 Proficiency Dice, 1 Ability Die, 3 Difficulty Dice, and 3 Boost Dice. Every 2 Advantage/Threat (round up) on your prior roll (to rescue prisoners) will be converted to Setback/Bonus to represent maneuvering about. Combat talents/armor can be used to mitigate damage or make the shot more difficult, e.g. Dodge and Deflect.

The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. Threat will give you a Boost at a 2 to 1 ratio on your rescue attempt or restore Strain and a Despair for them will jam their gun to remove one incoming shot for your next action.

Duel in the Sand (Heroic Opportunity): Any character (regardless of training) can decide to call for a Mandalorian Ritual Duel against a highly skilled combatant. Make a new thread and post a link to it here. The thread should be titled (D4 LM) Mandalorian Ritual Combat - [Insert Character Name]. In exchange for your duel, you will secure ten prisoners' safe travel.

Rewards/Outcome: Rewards are based on both individual and group effort.

Trust Modified: Baseline -0.5 Trust. For each participant that chooses the latter two options, gain +0.1 Trust. This bonus will cap out at +0.5 Trust.
Power Modified: Power loss as noted above for not stopping others. For every seven prisoners saved, gain 1 Power.
Duty Earned: Increase Duty by 5 for participants. Gain an additional 5 if you chose options two or three.
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Re: (D4 LM) The Welcome Gift

Postby Nekoinu » Sun Jun 10, 2018 12:57 pm

For those who choose Hero Time, I will flip Destiny to upgrade to a Challenge Die for your first action.
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Re: (D4 LM) The Welcome Gift

Postby Nai'tiri Cadera » Sun Jun 10, 2018 9:09 pm

Mandalorian | Chiss | Drop Dead Gorgeous | Sharpshooter | Ritual Combatant | Tough | Crusader
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Gear: Heavy blaster pistol, utility belt (stimpacks, glowrod), commlink, datapad.
Combat Gear: Mandalorian armor, custom blaster rifle, Mandalorian ritual blade, extra ammo, grenades.
Languages: Basic, Cheun, Durese, Huttese, Mando'a

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Re: (D4 LM) The Welcome Gift

Postby Filo Ordo » Sun Jun 10, 2018 9:20 pm

Mandalorian | Human | Scarred | Vanguard | Ritual Combatant | Distant
Gear: Blaster Rifle, Military Pouch, Stimpacks.
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Re: (D4 LM) The Welcome Gift

Postby Craw Toboga » Sun Jun 10, 2018 10:37 pm

Those dishonorable fucking currs! Craw almost yelled but bit his tongue. No use for anger right now, need to move. He risked a peek out of cover at the desertscape, where those poor wretches hobbled forwards, sniper fire peppering them. He watched a malnourished soldier's chest cavity blow out onto the sand before he dodged back into cover. Not a second later a blaster bolt landed next to him. He took two breaths in and tried to suppress his self-preservation instinct.

He looked next to him, a scared republic trooper was holed up there, ears scanning for someone to bark orders at him. Craw grabbed the soldier by his shoulder and put his rifle into the soldier's free hand. He didn't need the extra weight and covering fire wouldn't do shit at this distance.
"Keep this safe for me! I'm going out for a walk!" Craw barked.

He dashed out into the sands, leaving the flabberghasted trooper behind him. Not a lot of time on open ground, Craw locked on to someone close and saveable. A young resistance fighter bleeding from her head. Craw sprinted toward her, he felt something hot and made from plasma kiss his right shoulder. It threw him off balance but he kept running, just a glancing hit. Craw almost tackled the woman as he grabbed her and kept running. There was a chunk of rock just six feet in front of him, good, solid cover.

Just a few steps away from salvation was when the first shot landed. It should've hit Craw, but the woman was lagging behind, her strength failing her as she fell info the sand. Her head exploded in a red superheated mist that covered the front of Craw's armor in a new shiny paint job. The second one hit Craw in the shoulder. The force of the impact threw him flat, he rolled into cover, screaming. He laid there for a while, hearing the screams and the dull thuds of missed shots on the sand. He carefully touched his left shoulder, or what was left of it and started screaming again. The few surviving nerves in the red mush of flesh and bone sending tortured signals into his brain.
"Motherfucker..." He whimpered, lying on the bloody sand.

---
D4/ The Welcome Gift / Carry them Back 1st roll: 3eA+1eP+2eC+1eD+1eS 1 failure
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D4/ The Welcome Gift/ Sniper shot! 1st: 3eP+1eA+3eB+3eD 3 successes, 4 advantage
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D4/ The Welcome Gift / Sniper shot! 1st (forgotten setback die): 1eS 0 successes, 1 threat
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The Crit:
D4/ The Welcome Gift/ Sniper Shot Crit: 1d100+20 97

Crippled (Left arm)
Limb crippled until healed or replaced. Increase difficulty of all checks that use that limb by 1
| Neutral/Working for the Republic | Mandalorian! | Human | Currently: Sober |
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Re: (D4 LM) The Welcome Gift

Postby Azura Mora » Sun Jun 10, 2018 10:56 pm

Azura did her best to try and stop someone rushing ahead, but she got an elbow to the face instead. Luckily it didn't hurt, but it did rather piss her off, so her next grab was a lot harder.

"Stay the fuck here, you dumb fuck, before I blow you up myself!"

The man she saved paled when he saw what was happening on the battlefield.

(D4 LM event - taking The Trap is Sprung option. Hold them Back - Make a Brawl (Brawn) Check at Average Difficulty with One Setback due to the amount of them: 3eA+1eS+2eD 3 failures, 1 advantage
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(soak reduces this to 0 damage

Redo!
D4 LM event - taking The Trap is Sprung option. Retrying hold them Back - Make a Brawl (Brawn) Check now with Hard Difficulty with One Setback due to the amount of them: 3eA+1eS+3eD 1 success, 1 threat
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1 success, 1 damage taken after soak
Last edited by Azura Mora on Sun Jun 10, 2018 11:43 pm, edited 2 times in total.
Neutral * Human * Smuggler * Has anger issues * Dangerous * Jax's glamorous assistant * Part of the Midnight crew * Force sensitive? Description
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Re: (D4 LM) The Welcome Gift

Postby Durasay Mixo » Sun Jun 10, 2018 11:36 pm

D4 LM - The Trap Is Sprung (Presence 4, Leadership 1, Command 2, Commanding Presence 1, Influence Skill Control, hard difficulty, 2 remaining setback): 1eP+3eA+2eB+2eF+3eD+2eS 2 successes, 1 Light Side, 1 Dark Side
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Converting the Light Side Pip to a success, flipping a Destiny, taking 2 strain, 1 conflict, converting DS to LS, then another success, total 4 successes.

Durasay was able to see what was happening. A common terror tactic. Set up a kill zone, lure out the healthy trying to aid the injured, and pick them off at your leisure. It made his blood boil, watching it. It was a game, a murderous, horrendous game. And he could feel the emotions of the fighters behind them as they pressed, ready to leap into action. He raised a hand, turning to them. Using that rage he felt within himself, from them, his normally pleasant face took on a vicious demeanor.

"Stand you ground, troopers!" He barked, pushing as he reached for that anger, that hate, using it to lace his words. "These Mandalorian invaders are doing nothing but baiting more of you into a trap! You go down there, not only are your lives thrown away, but you risk the lives of those you're trying to save as well!" He stepped forwards, his anger palpable. "Think on what you do! If you go down there, you deprive yourselves the ability to avenge your comrades, and risk being wasted for nothing but their kriffing sport. No. Instead, I order you..." His smile was wicked, as he looked about.

"Take that rage you're feeling, that white hot righteous anger, and keep it, hold onto it! You do not let it go, and let it fuel your fight against them. And when the opportunity comes, you take that anger, and you put it behind a blaster, or into a blade, that goes right into the hearts of those rabid dogs. And let them feel that fury and know that they brought it upon themselves this day." His eyes flashed for a moment, a blood red hue in a sea of yellow, before dissipating. "Do you get me!"

A few nods, and then a cry from the crowd. "We get you sir!"

Durasay looked over the men and women he was able to command to stand their ground. "Good. Never let that go." Turning back to the killing fields, his eyes narrowed.

He would make them all pay for this.
Last edited by Durasay Mixo on Mon Jun 11, 2018 10:55 pm, edited 1 time in total.
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Re: (D4 LM) The Welcome Gift

Postby Tethys Carrack » Sun Jun 10, 2018 11:45 pm

Scowling fiercely, Tethys darts out into the killing ground, an awkward metal and plasteel object bumping her hip as it dangles from the strap over her shoulder. Before Padawan Baesal left on her rescue mission, she'd given Tethys the thing, some kind of device that was meant to help protect people during this assault on Varad's position... an assault that has now turned into a farcical, scrambling rescue as the warlord's snipers start mowing down their unlucky prisoners. Long fingers dancing over the complicated controls, Tethys gets the device turned on, generating a shimmering bubble of energy in time to shield a couple of prisoners from what might otherwise have been killing blaster fire. One of them still looks wounded, but she's walking--mobile enough for both to scramble to cover behind the Republic lines before another shot can take them out.

Tethys ducks a shot herself, smelling burning fabric as it clips the fluttering edge of her sleeve. She catches her boot on a rock sticking out of the dry ground and lands badly, winded, but still pulls herself up and lurches for her medical kit. She works frantically to get a tourniquet onto a bleeding prisoner, but her hands are shaking, the senseless chaos around her throwing her off-balance, and his pulse stops before she can get it secured.

Baesal's wonder device saves her from one more shot as she scrambles to another wounded prisoner and starts treating their injury, this time successfully. Just as the Zabrak gives her a nervous, shaky smile that tells Tethys she's going to live, someone else shouts a warning.

Tethys whirls, lightsaber crackling to life to deflect the blaster bolt, but it's an astonishingly good shot. It just barely glances away from her face and catches her right in the shoulder joint of her armor. The flash of red bolt meeting blue-green saber is the last thing she sees as everything goes dark...

---
OOC: Choosing Hero Time option.
Tethys is wearing armor and has 14 Wounds, 14 Strain, 4 Soak, 1 Defense

Action 1: Activate Baesal's contraption, roll upgraded by GM destiny flip. Bubble Shield comes on at Short range, shielding Tethys, 2 prisoners, and the next 2 PCs to take the Hero Time path. +2 ranged def. 2 Advantage makes Tethys harder to hit.
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Sniper Shot 1: Advantage from Mechanics converted to setback. Misses, Triumph upgrades Tethys's next check and Threat adds a setback.
D4 LM Welcome Gift event--Hero Time sniper shot 1, 3 Defense from armor and Baes's shield: 3eP+1eA+3eB+3eD+3eS 1 failure, 3 advantage, 1 Triumph
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D4 LM Welcome Gift event--Hero Time sniper shot 1, forgot to add the extra setback die from my Advantage on last roll so here it is: 1eS 1 failure
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Action 2: Emergency Aid with medkit, flipping Destiny. Fail to save the wounded :cry: but 2 Advantage makes Tethys harder to hit.
D4 LM Welcome Gift event--Hero Time action 2, aid the Wounded, Medicine @ hard w/ 2eC and 2eS. 1 more upgrade from sniper triumph, 1eS from sniper advantage, 1eB from medkit. Tethys spends Destiny too.: 2eP+1eA+1eB+3eC+3eS 1 failure, 2 advantage
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Sniper shot 2: Miss?!? Threat adds setback to Tethys's next check.
D4 LM Welcome Gift event--Hero Time sniper shot 2, 3 Defense from armor and Baes's shield, setback from my advantage: 3eP+1eA+3eB+3eD+4eS 1 failure, 3 advantage
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Action 3: Emergency Aid, 1 extra Setback from the sniper. Succeed! but with 2 threat. 1 prisoner treated.
D4 LM Welcome Gift event--Hero Time action 3, aid the Wounded, Medicine @ hard w/ 2eC and 2eS. 1eS from sniper advantage, 1eB from medkit.: 1eP+2eA+1eB+2eC+1eD+3eS 1 success, 2 threat
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Sniper shot 3: Hit with 7 success, no Advantage: 20 damage, pierce 3. Soak 1 damage, Reflect blocks 4 damage, one downed Jedi with 15/14 Wounds!
D4 LM Welcome Gift event--Hero Time sniper shot 2, 3 Defense from armor and Baes's shield, boost from my threat: 3eP+1eA+4eB+3eD+3eS 7 successes
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D4 LM Welcome Gift event--Hero Time, basic crit from exceeding wound threshold (so no Vicious bonus, yay): 1d100 36 "Stinger: Increase difficulty of next check by one."

SUMMARY, because holy geez that is a lot of dice:
Tethys switches on the Bubble Shield, protecting 2 prisoners and granting +2 Ranged defense to the next 2 Hero Time PCs.
She saves one prisoner with medical treatment.
She dodges 2 shots and then goes down like a sack of rocks with 15/14 Wounds and 3/14 Strain, but having performed her Duty!

3 Prisoners saved!

(edit: now I'm confused about what saving people does. Gains Power? Gains Trust? I guess I add at least some Trust from jumping in front of the blasters?)
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Re: (D4 LM) The Welcome Gift

Postby Galen Sol » Mon Jun 11, 2018 4:09 am

Galen felt he had to do something, but all he could do was fire back. Calling on the Force to protect him as he moved into position, he took careful aim. He managed to wound one of the snipers allowing a prisoner to escape. But, two other snipers had drawn a bead on Galen. He would have to be dragged to the medics.

- - -
Committing a Force Die to the seen to activate Sense, upgrading one attack versus Galen per round
Maneuver : Aim

(D4 LM) The Welcome Gift, Hero Time, Counter Sniping, Ranged (Heavy), Adversary 2 + Destiny, Extreme Range, Thermal Cloak/Goggles, Superior, Marksmen's Barrel, Aim, Optical Sight, Destiny: 3eP+1eB+3eC+2eS 1 success, 1 Despair
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1 prisoner rescued. Two shots against Galen.

(D4 LM) The Welcome Gift, Hero Time, Counter Counter Sniping, 1 Advantage (Rounded up) from prior roll adds 1 Setback, Force die commited to Sense upgrades difficulty: 1eA+3eP+3eB+2eD+1eC+1eS 4 successes, 3 threat
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15 wounds after Soak

(D4 LM) The Welcome Gift, Crit: 1d100 43
Bowled Over: The target is knocked prone and suffers 1 strain.

(D4 LM) The Welcome Gift, Hero Time, Counter Counter Sniping, Second shot from Despair: 1eA+3eP+3eB+3eD 3 successes, 2 advantage
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13 Wounds after Soak

Added to the above rolls with GM permission.
(D4 LM) The Welcome Gift, Crit, Protection from shield carried by Tethys: 2#2eS 0 successes, 1 threat 1 failure, 1 threat
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1 Prisoner saved. 1 unconscious Galen.
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Re: (D4 LM) The Welcome Gift

Postby Tra Kize » Mon Jun 11, 2018 4:47 am

D4 LM - The Trap Is Sprung (Presence 3, Leadership 2, Command 2, Commanding Presence 1, -1 Setback for Long-Range Comlink): 2eP+1eA+2eB+3eD+1eS 1 failure, 2 advantage
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D4 LM - The Trap Is Sprung (Presence 3, Leadership 2, Command 2, Commanding Presence 1, -1 Setback for Long-Range Comlink, +1 Difficulty Second Attempt): 2eP+1eA+2eB+4eD+1eS 2 successes, 3 threat, 1 Triumph
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Tra is no combatant, but he understands tactics as well as any officer. He turns to an open comlink channel and begins giving direction and orders to help bring the folks home. When it seems like the enemy seems to be reading his suggestions too easily he switches up tactics and focuses on a more unpredictable pattern of movement and more directed cover fire. Somewhere in there his words come through clear as day and at just the right moment to get the prisoners back safely.

(2 successes, 3 threat, 1 triumph, 3 strain? -1 from Resolve to 2 strain)
Neutral * Kel Dor * Scholar * Retired Republic Staff Officer * Commanding Presence * Resolute
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Re: (D4 LM) The Welcome Gift

Postby Illyria Acaran » Mon Jun 11, 2018 5:27 am

Illyria screamed as the true hail of blaster fire began in force. The sound was projected through her microphone and amplifiers, loud enough to give warning to those who hadn't caught sight as quickly but probably stunned or temporarily deafened those around her before the broadcast software could dampen the sound to something much less painful.

The Welcome Gift: Stand Your Ground. Upgrade from cascader, boost from lector's outfit, setback suppression from communications equipment: 1eP+2eA+1eB+3eD+2eS 1 success, 4 threat
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Re: (D4 LM) The Welcome Gift

Postby Niall Organa » Mon Jun 11, 2018 6:00 am

Niall saw the killing begin. His grey eyes widened. There was so little he could do to stop it.

"Hold your positions!" He called, desperately waving his arms. Used to either in-person or electronically enhanced leadership, his voice was not nearly loud enough to carry across the field of fire. On the other hand, even a silent Republic officer waving his arms still had enough of the desired effect to save a few lives at least.

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

The Tarp is Sprung, leadership, killing with kindness -2eS: 2eP+2eA+3eD+1eS 0 successes, 1 threat, 1 Triumph
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Triumph, 1 point saved
Tally: 8 success to save power
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Re: (D4 LM) The Welcome Gift

Postby Zanebry Varliss » Mon Jun 11, 2018 7:03 am

Neutral * Human* Freelance * Well Dressed * Retired Military * Drifter * Fast Hands * Experienced Hat

Gear: Audh'reh (blaster pistol), Izze'belle (blaster pistol), Noth (vibroknife, hidden), Hat Jacket, Gloves, stims, utility belt, secure comm link

Ship: Three Drinks Smells like: Whiskey, Cigarettes, Cologne
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Re: (D4 LM) The Welcome Gift

Postby Sabine Kelborn » Mon Jun 11, 2018 11:00 am

Sabine stood up and out, raising her blaster, and aiming at one of the snipers off the in far distance.

Her first shot went wide, but it managed to suprise the jerk who just noticed the blue and white mandalorian.

Her second shot managed to hit him in the shoulder, but the kriffing Vara was up for the duel and shot her back, the bolt hitting her straight and she let out a curse her father would've been proud of.

Rather than risk getting murdered in this blood fest, she moved back into cover, taking a breath.

I hope that's enough.

OOC:
Attempt #1:
D4 LM Welcome Gift Hero Time / Counter Sniping: Ranged (Heavy), True Aim, Aim, Accurate, Destiny flipped, Extreme range, setback removed from custom grip: 4eP+3eB+3eC+1eD+2eS 2 failures, 2 advantage, 1 Triumph
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Attempt #2:
D4 LM Welcome Gift Hero Time / Counter Sniping #2: Ranged (Heavy), True Aim, Aim, Accurate, Destiny flipped, Extreme range, setback removed from custom grip: 4eP+3eB+3eC+1eD+2eS 1 success, 1 advantage
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2 advantages from 1st roll,1 from Superior and 1 from Bantha Eye converted to 2 setback

Counter-snipe:
D4 LM Welcome Gift Hero Time / Counter Sniping #2:Mando Sniper roll, Defense 1, 2 setback from advantages, 1 from Mando armor (Defense 1): 3eP+1eA+3eB+3eD+3eS 2 successes, 1 advantage, 1 Triumph
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1 more setback from 2 adv from 1st roll (Superior, Bantha Eye):
D4 LM Welcome Gift Hero Time / 1 more setback for sniper from 2 advantages generated on first roll: 1eS 0 successes
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12 damage done, Crit:
D4 LM Welcome Gift Hero Time / Counter Sniping #2: Mando Crit roll, +20: 1d100+20 81

Winded

Total:
+0.1 Trust from using Hero Time
+1 success towards Power
+10 Duty for being dutiful

Strain recovery:
D4 LM Welcome Gift Hero Time Strain recovery Cool: 3eA 0 successes, 3 advantage
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Republic * Sergeant * Soldier * NCO * Confident * Tough * Mandalorian * Human
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Re: (D4 LM) The Welcome Gift

Postby Rav Devaroo » Mon Jun 11, 2018 1:15 pm

As the Captain called out for the people to hold their positions it was clear that many would not. Rav attempted to block the crowd from surging, but it wasn't very effective. Other than a few bruises he survived physically unscathed, if not mentally. Watching civilians get mown down by blaster fire once again lit a fuse in him. Try as he might, they just wouldn't start where they were supposed to.

Day 4 LM The Welcome Party. The Trap is Sprung - Hold Them Back. Brawl average. Destiny flip: 2eA+1eP+2eD+1eS 0 successes
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Day 4 LM The Welcome Party. The Trap is Sprung - Hold Them Back. Brawl. Retry at hard.: 3eA+3eD+1eS 2 failures
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+5 Duty. All wounds soaked.
Republic | Shistavanen | Gearhead | Military Specialist | Greasy Mechanic | Serious Sapper | Tough

Equipment: Huge collection of assorted tools stuffed in to Utility Suit, Utility belt, Load-bearing gear, Datapad, Hunter's Goggles
Combat carry: Heavily modified Pulse Rifle, Extra reload, Stimpacks, Grenades, Tech-glove

"Throw me that hydromajiggy before... Huh. You know what, just run."
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Re: (D4 LM) The Welcome Gift

Postby Delmi Koor » Mon Jun 11, 2018 3:47 pm

Delmi peeked out across the opening in front of her group.

A young lieutenant stood up and said in a loud voice, "It's time boys! Let's do this!"

Delmi reached her hand up, "Woah! Woah! Woah! Lieutenant Le Roi!"

The lieutenant and a few of his men jumped up and began running towards the prisoners. After 10 feet the whole group of them fell dead on the ground.

Gotta be a damn hero didn't ya....

Delmi stayed put and waited for the green light...

-----

D4 Welcome Gift, Leadership. 3 Setback, Destiny: 1eP+2eA+3eD+3eS 1 failure, 2 threat
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No prisoners saved.

5 Duty.
Freelance | Human | Gunslinger | Smuggler | Daughter of Anaxes | Pew Pew
Carries/Wears: Model 1 “Nova Viper” Blaster Pistol; H-7 “Equalizer” Blaster Pistol; Backpack
"When you have to shoot, shoot. Don't talk." -Delmi Koor
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Re: (D4 LM) The Welcome Gift

Postby Hacha Tsuko » Mon Jun 11, 2018 4:37 pm

Hacha sees a group of people run out into the battlefield, and are immediately set upon by blaster fire.

"It's a trap. Don't they see?" Hacha watches as shots rain down. He tries to line up a shot, but his rangefinder tells him that he is nowhere close to getting a targeting solution. He watches as prisoners and allies alike at shot at, and feels something build in his chest.

"...oh, for the love of-"

He cuts himself off as he runs onto the battlefield, running to the first injured person he can find, but it's too late.

Action 1: Fails to save a prisoner, Advantage spent to throw a setback on the sniper shot
D4-Welcome Gift-Hero Time-Emergency Aid: 6eA+2eC+1eD+2eS 1 failure, 1 advantage
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Sniper Shot: He missed!
Incoming Sniper Shot: 3eP+1eA+3eB+3eD+1eS 1 failure, 3 advantage
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The blaster bolt whizzes over Hacha's head. He grimaces as he looks over at his failed patient. "Why didn't they give me a guilt limiter?" He shakes his head, desperate to help somebody. He runs over to the next person on the ground.

He has more success now, managing to get a few more people onto their feet, but he leaves himself exposed.

Action 2: Emergency Aid, 5 prisoners saved, 3 threat
D4-Welcome Gift-Hero Time-Emergency Aid Attempt 2: 6eA+2eC+1eD+2eS 5 successes, 3 threat
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Sniper Shot 2: This one hits. Hacha is down, two crits
Incoming Sniper Shot 2: 3eP+1eA+6eB+3eD 4 successes, 4 advantage
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Crit 1: Crit 1: 1d100+20 47 +10=57
Agonizing Wound



Outcome:
Five Prisoners saved
+0.1 Trust for Hero Time
+10 Duty
Unconscious and critted Hacha

Edit: I have been informed that it's only one crit, with an extra modifier
--------------------
Hacha Tsuko | Tech Modder | Cyberbrain Implant | Flechette Rifle | Turtle's Mechanic
"You got something that needs fixing? No? Haha, that's adorable. Stand back and let me work."
Languages Spoken: Basic, Duro
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Re: (D4 LM) The Welcome Gift

Postby Nudimsu » Mon Jun 11, 2018 6:55 pm

He wasn't a hero, and nor would he choose to die here with so much left undone. There was much to live for, so he had no choice but to sit back and provide cover fire. He had taken some lessons over the years to improve his shooting, after the incident on Nar Shaddar, and it ended up paying off fairly well, getting a few got shots in before the gun jammed and he ran out of ammo.

No matter, I've done what I needed to do. Let's just hope we get some of these people out of here before they kill themselves.

[D4 LM] Provide Covering Fire PEW PEW: 1eP+3eA+3eS 2 successes, 2 threat
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Prirnu'dim'suazzo| Chiss | Pilot | Sneaky Sneaky | Not a Hugger | Pilot of the Turtle

Equipment: Concealed Weapons, Commlink, Stimpack
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Re: (D4 LM) The Welcome Gift

Postby Lyseil Panteer » Mon Jun 11, 2018 7:15 pm

"Over here!" The young sergeant wasn't particularly strong or tough, nor was she a charismatic leader or an expert shot, so she did the most simplest of tasks which was to drag people into safety. "Goodness... you're heavy..."

As the enemy fire came in her direction, she yelped in panic and ducked into cover with the prisoner she'd just helped.


---

D4 LM EVENT: The Welcome Gift. The Trap Is Sprung! Hold them back (Brawl). Destiny to upgrade: 1eP+1eA+2eD+1eS 1 success, 2 threat
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3 Wounds taken after Soak.
Alderaanian Princess | Human | Sergeant | Archaeologist | Natural Scholar and Hunter | Enthusiastic | Heightened Awareness
Profile | Theme 2

Has: Tailored armored uniform (House Panteer), Nova Blaster pistol, datapad, stims, commlink, utility belt with odds and ends
Combat: House Panteer Forces Armor (Defense 1, reduce damage from fire and burn by 1), grenades, Nova Blaster pistol, extra ammo, stims, utility belt with odds and ends
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Re: (D4 LM) The Welcome Gift

Postby V1-V0 » Mon Jun 11, 2018 10:56 pm

Veeone strode out into the mass of panicking prisoners.

"Please remain calm and proceed in an orderly manner to the designated safe area!"

Despite it's best efforts it was unable to properly direct the ragged bunch of prisoners and to compound the problem a blaster bolt slammed into its armour plate.

"Danger! Danger! Enemy snipers operating in the area. Armour plate forty eight per cent compromised. Unknown human it is unwise to remain still in this environment!"

It scooped up the human and jogged back to safety using evasive protocols to randomly change directions, completely fooling the Mando snipers for a moment.

"Unknown human. This area is safe. Please proceed to Republic Army triage area for further instruction."

Veeone then headed back out to save more prisoners.

"Unknown Organics, this area is currently under enemy fire. Please proceed as quickly as possible to the designated safe areas . . . "

Another sniper blaster bolt slammed into the droid.

"Armour compromised. Critical damage to power systems. Overload detected . . . . shutting down to prevent explosion . . . . . . . . . "

There was a soft beepand the droid collapsed to the sands.



--

Hero Time!

Action 1

D4 Action 1 Carry Them Back. GM Destiny. Conditioned removes Setback.: 3eA+1eP+1eD+2eC 0 successes, 2 advantage
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0 Prisoners rescued.

D4 Sniper 1 Setback from action. 2 Setback from Ranged Defense: 1eA+3eP+3eB+3eD+3eS 1 success, 1 advantage
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14 Wounds with Pierce 2 = 9 Wounds taken after Soak. 1 Strain taken from Advantage.


Action 2

D4 Action 2 Carry Them Back. Destiny for Upgrade. Conditioned removes Setback.: 2eA+2eP+2eD+1eC 3 successes, 1 Triumph
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1 Prisoner Rescued.

Sniper Shot stopped by Triumph.

Action 3

D4 Action 2 Carry Them Back. Conditioned removes Setback.: 3eA+1eP+2eD+1eC 0 successes, 1 threat
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0 Prisoners rescued (running total = 1)

D4 Sniper 3 Boost from action. 2 Setback from Ranged Defense: 1eA+3eP+4eB+3eD+2eS 4 successes, 1 advantage
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17 Wounds with Pierce 2. 12 Wounds taken after soak. (21/19 wounds total) 1 Strain taken from Advantage (2/11 Strain Taken)

D4 Crit due to Wound Capacity exceeded. No modifier.: 1d100 3 = Minor Nick. 1 Strain Taken. (3/11 Strain Taken)

Summary = 1 Prisoner Rescued, +0.1 Trust, + 10 Duty. 21/19 Wounds. 3/11 Strain. 1 Easy Critical Injury.
Republic Droid * Assault Specialist * "Medic" * Czerka Prototype
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Re: (D4 LM) The Welcome Gift

Postby Hamelin » Tue Jun 12, 2018 8:42 am

<Smeom cuvppom dequ dom vom> Hamelin yells and gestures for the prisoners to hurry.
"Hurry. This way!"

He taps into the Force and forcibly save a couple of prisoners from the rain of blaster fire. He takes a sniper blaster bolt to the leg. After saving the prisoners he retreats out of line of sniper fire. He takes out a stimpack and uses it on himself for some reprieve.


Hero Time

1st Action
Use the Force. Force Move. 2eF = 2 Dark Side
ImageImage
Force reroll. 2eF = 3 Light Side
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Talent to use Force Move again. 2eF = 2 Dark Side
Flip destiny to use 2 Dark Side pips.
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+4 Strain taken
+2 Conflict

Sniper. Talent for +2eS. Flip destiny to upgrade challenge. 3eP+1eA+3eB+2eD+1eC+3eS = 3 Success, 4 Advantage
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Crit from Advantage. 1d100+20 = 112
Temporary Lame

13 Wounds taken, 5 Wounds healed
8 Wounds left
2 Prisoners saved
+0.1 Trust
+10 Duty

I think I did that right. Hamelin is still conscious but retreats after the rescue.
Gand | Jedi | Ex-Criminal | Apostle of Death | Short
Carries: Ammonia Breath Respirator, Armoured Robes, Backpack, Lightsaber, Load Bearing Gear, Scanner Goggles, Spacesuit, Thermal Cloak, Thermal Detonator, Utility Belt
Ship: Staccato
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Re: (D4 LM) The Welcome Gift

Postby Layne Hoshin » Tue Jun 12, 2018 6:36 pm

Layne wasn't as stupid to run straight into that sniper fire, but she did manage to drag some people into safety who decided to react to it by trying to punch her. Or something equivalent to it.


Hold them Back (Brawl: Enhance), setback ignored (blade of woe): 1eP+2eA+2eF+2eD 1 success, 2 Dark Side
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(Destiny to flip 1 darkside pip into 2 additional sux, for 3 sux total?) +2 strain. 5 wounds taken but soaked away.
Jedi | Human | Elevated Slave | Former Sith | Intimidating | Bold | Fearsome | Shii-Cho | Apprentice of Balos Tyl | Supposedly dead
equipment: Armored robes, Utility Belt, Stimpacks, Lightsaber(Darksaber), Lightsaber(Shoto), Communicator, Ancient Sword hilt, Glowrod, Forcereader
ship: The 'Sunset Dawn'

"So... Wrath of the Emperor eh? What's that about?"

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Re: (D4 LM) The Welcome Gift

Postby Arali Zian » Wed Jun 13, 2018 1:21 am

Seeing the obvious trap, the demands of the situation are obvious.

"Cover me!" she commands, and heads into the kill zone, lightsaber lit, not that she's very good at deflecting blaster bolts. But before she can even make it to the first prisoner, a searing pain drops her.

((Hero Time: Medicine, -1 setback for twilek, flipping light: 2eA+2eP+2eC+1eD+1eS 1 failure
ImageImageImageImageImageImageImageImage
Sniper Shot: 3eP+1eA+3eD+3eB 3 successes, 6 advantage, 1 Triumph
ImageImageImageImageImageImageImageImageImageImage
Holy crap. Yeah, Arali gets gibbed.
First crit: 1d100 25, forgot the +20. Actual result is 45. Medium crit. I take 1 strain and fall prone.
Second crit: 1d100+10 76, overpowered. Medium crit. Attacker may immediately make another attack at the same dice pool.
7 strain and 2 medium crits taken.
+10 duty))
Republic ♥ Jedi ♥ Knight ♥ Twi'lek ♥ Superfarmer ♥ Nerd ♥ Pacifist ♥ Vegetarian
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Re: (D4 LM) The Welcome Gift

Postby Dapper Dog » Wed Jun 13, 2018 5:54 am

OOC: Locked, gonna let Neko sort out the outcome here.
Head GM | Darth Chocolate of the Sith | Duelist
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Re: (D4 LM) The Welcome Gift

Postby Nekoinu » Wed Jun 13, 2018 8:38 am

Final Tally:

Option 1: 13 Successes, 3 Advantage, 2 Triumph
Option 2: 13 Prisoners, 8 Characters
Option 3: 20 Prisoners, 2 Characters

Enough Resistance/Republic troopers were kept back by Option 1 to prevent any Power Loss.
10 Characters chose Options 2 and 3, leaving a net gain of +0.5 Trust.
Total of 33 Prisoners saved. Round up to 5 Power Gained.
Assistant to the GM | Devourer of Treats | Overseer of the Collection | Crier of Mandalorian Aide
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