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Raid Night - Event Planning

Postby Garth Wayne » Fri Jun 01, 2018 5:53 am

Anyone joining in, feel free to jump in and let's work out some planning.

Garth will be hoping to try the stealthy approach and has the following -
Coordination 3eA+2eF
Athletics 3eA+2eF
Stealth 2eA+1eP
Republic * Human * Pilot * Force Sensitive * Adrenaline Junkie
Languages: Basic (Speaks and understands), Binary (Understands only)
Standard Gear: Republic Uniform (Padded Armour), DR-45 Dragoon, Comlink, Bike Keys, Backpack, green crystal necklace, Aznuri Necklace
Combat Gear: Shockrider Crash Suit, as above + Extra Reload + Crash Survival kit
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Re: Raid Night - Event Planning

Postby Illyria Acaran » Fri Jun 01, 2018 6:24 am

I'd be interested in the stealth option too, though not quite for the combat side of it. That said, also happy to bow out because there are other events I can do too.

Stealth (Hard): 3eA
Coordination (Average): 3eA
Skulduggery (Average): 4eA

Event thread link: viewtopic.php?f=15&t=325
Republic ● Pantoran ● Propagandist
Carries: Custom tailored armored jacket (or lector's outfit if appropriate), modified Model 80 blaster pistol, assorted communication and recording equipment, backpack and pouches, stimpacks, spare blaster pack, C4N-D1D the cam droid, goggles and breathing mask, canteen
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Re: Raid Night - Event Planning

Postby Rekto the Hutt » Fri Jun 01, 2018 6:30 am

I joined it. I have Hutt pools.
Rekto Vanderijar Qunre | Heir | Hitslug | Gangster | Shock Hutt | The Worst

Ancestal Vibroax, Traditional Hutt Armour, Weequay Blaster Lance, Cryoban Projector, Military Pack, Stimpaks

chooses to speak solely in Huttese
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Re: Raid Night - Event Planning

Postby Garth Wayne » Fri Jun 01, 2018 6:32 am

As I read it, the good news is that if we succeed at the Stealth approach we don't NEED to roll any Computer stuff.

Stealth Option, players can make one check per round from the following list: hard Computers check, hard Stealth check, average Coordination check, average Athletics check, and average Skullduggery check. If a roll is failed then that increases Alertness by 1, if a roll generates three threat it increases Alertness by 1, success or fail. If a Despair is rolled the team has failed the Stealth option and is subject to a surprise round by the Mandalorians, they can act and the players cannot. No player can make the same check twice. If the players can generate 10 successes before getting 7 failures then they reach the computer terminal undetected and succeed at the mission.
Republic * Human * Pilot * Force Sensitive * Adrenaline Junkie
Languages: Basic (Speaks and understands), Binary (Understands only)
Standard Gear: Republic Uniform (Padded Armour), DR-45 Dragoon, Comlink, Bike Keys, Backpack, green crystal necklace, Aznuri Necklace
Combat Gear: Shockrider Crash Suit, as above + Extra Reload + Crash Survival kit
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Re: Raid Night - Event Planning

Postby Rekto the Hutt » Fri Jun 01, 2018 6:35 am

Let's try Stealth but if hell breaks loose I am more than fine with that. It's win-win for me.
Rekto Vanderijar Qunre | Heir | Hitslug | Gangster | Shock Hutt | The Worst

Ancestal Vibroax, Traditional Hutt Armour, Weequay Blaster Lance, Cryoban Projector, Military Pack, Stimpaks

chooses to speak solely in Huttese
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Re: Raid Night - Event Planning

Postby Illyria Acaran » Fri Jun 01, 2018 6:37 am

If neither of you have computers, then I'll bow out for someone at least slightly capable of doing the hack in case things go pearshaped. Plenty of other events on D1 to do and some that fit my character better
Republic ● Pantoran ● Propagandist
Carries: Custom tailored armored jacket (or lector's outfit if appropriate), modified Model 80 blaster pistol, assorted communication and recording equipment, backpack and pouches, stimpacks, spare blaster pack, C4N-D1D the cam droid, goggles and breathing mask, canteen
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Re: Raid Night - Event Planning

Postby Rekto the Hutt » Fri Jun 01, 2018 6:40 am

As it reads to me we have an option to select rolls and it may be that Computers need not be rolled at all if we take the others? Still, it may devolve into a combat event, probably good to keep in mind when joining.
Rekto Vanderijar Qunre | Heir | Hitslug | Gangster | Shock Hutt | The Worst

Ancestal Vibroax, Traditional Hutt Armour, Weequay Blaster Lance, Cryoban Projector, Military Pack, Stimpaks

chooses to speak solely in Huttese
Rekto the Hutt
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Posts: 156
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Re: Raid Night - Event Planning

Postby Ashla Vyliis » Fri Jun 01, 2018 6:56 am

I have 3A+1P for the Average Skullduggery. Not sure about if it switches to combat. Mainly because I the player don't know the system that well. In a pinch, I have 4A+1P for Computers. If no one better wants in and everyone is OK with it, I can join.
Jedi Padawan * Togruta * "Doctor" * Morally Flexible * Force Sensitive * Soresu Defender

Equipment: Lightsaber, Physician's Kit, Cursed Sword

Languages: Huttese, Togruti

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Re: Raid Night - Event Planning

Postby Rav Devaroo » Fri Jun 01, 2018 7:22 am

I'm keen, and I have Computers 3A+1P, Athletics 2A+1P, Stealth and Coordination 3A, Skulduggery 2A.

Also combat ready.
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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