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

[Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 6:56 am

Event Type: Campaign Objective, Combat
Power Cost: 0
Participants: 4 players
Timeslots: Early Afternoon

Lylek.jpg
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Description: Yunda Kryze is angry at the suicide bomber attack and has decided a proper retribution on the people. He has unleashed a sand demon into the bazaar and without any aid the people will die as the beast rampages through the streets!

Rules: When joining the thread please list your initiative, roll Cool, and they begin at Long range to the Sand Demon. The Sand Demon has Adversary 2 and Defense of 1. Good luck!

Oh and please make an Average Fear check, Discipline, upon entering the thread.

Better Mouse Trap: The Resistance had tried to set a trap for the creature but it killed them before they could finish. It can be used but has to be done manually from the inside… To get the creature’s attention one can attempt a Xenology or Survival check at Average to mimic a Sand Demon call… or one can attempt a Daunting Discipline check to show dominance of the creature and force it to get into the trap with the player.

If successful the creature will move towards that player on its turn, after attacking anyone Engaged with it. Once the beast is engaged the player can set the trap, this is a suicidal but Heroic Act and will trap the Sand Demon.

The trap is at Medium range to the Republic at the start of combat.

Rewards/Outcome: Gain 7 Victory Points if the Sand Demon is defeated/trapped.

Trust Modified: N/A
Power Modified: 6
Duty Earned: Increase Duty by 10.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Arali Zian » Wed Jun 13, 2018 9:51 am

A sudden panic, a roar, and... what is that?!

Seeing the size of the creature attacking the people... there was nothing for it. The creature wasn't at fault. Just another tool in this war. But it would have to die.

The robed Jedi raised her head, hood falling as she rolled her shoulders, robes turning into a cape, and uncovering the saber on her back. She took it, a massive weapon covered in odd gems, and ignited the bright blue blade.

((Cool: 1eP+3eA 3 successes, 2 advantage
ImageImageImageImage
Discipline, boost from speech: 1eA+1eP+1eB+2eD 1 success
ImageImageImageImageImage
Ghosting))
Last edited by Arali Zian on Wed Jun 13, 2018 10:05 am, edited 1 time in total.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Galen Sol » Wed Jun 13, 2018 9:57 am

Galen was ready to hunt down a new creature.

- - -
Committing a Force die for Sense to upgrade the difficulty of one attack against Galen per round.

[Day 5 - Early Afternoon] Wild Thing, Initiative, Cool: 2eA 1 success, 2 advantage
ImageImage

[Day 5 - Early Afternoon] Wild Thing, Fear, Discipline, Hunter 2: 1eA+1eP+2eB+2eD 2 successes
ImageImageImageImageImageImage

Wounds: 0/15
Strain: 0/12

Ranged Defense: 1
Melee Defense: 1
Soak Value: 3
Current Gear

Ghosting

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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Azura Mora » Wed Jun 13, 2018 10:05 am

"The fuck is that thing? Is that is?"

Azura took a moment, she wasn't ready for the size of it.

The fuck am I even doing this for? This is stupid she suddenly doubted herself, but she held her gun a bit tighter.

Maybe it'll eat the Jedi first.

D4 EA Wild thing event Initiative, cool: 1eA+1eP 1 success, 3 advantage
ImageImage

D4 EA Wild thing event fear 2, Discipline: 1eA+1eP+2eD 1 failure
ImageImageImageImage
(missed boost dice)
D4 EA Wild thing event fear 2, Discipline (boost dice from speech): 1eB 1 success
Image
d5 EA Wild thing event fear 2, Discipline (boost dice from Trust). Pretty please Orokos?: 1eB 0 successes, 2 advantage
Image
(setback on all rolls)

Wounds: 0/14
Strain: 0/12

Ranged Defense: 0
Melee Defense: 0
Soak Value: 5

Ghosting instructions
Last edited by Azura Mora on Wed Jun 13, 2018 10:41 am, edited 5 times in total.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Tethys Carrack » Wed Jun 13, 2018 10:06 am

Setting wild beasts loose on the citizens for sport... was there anything Kryze wouldn't stoop to? Tethys has always been somewhat sympathetic to the theory propounded by certain Jedi Masters that the Dark Side sinks its claws into non-Force-Sensitive beings just as much as Force-Sensitive ones, but lately it's seeming even more convincing.

She unclips her saber from her belt with cool resolve. A Jedi does not ignite her lightsaber unless she is prepared to take a life.

D5 EA Wild Thing!--Initiative (Cool): 2eA 2 successes, 1 advantage
ImageImage

D5 EA Wild Thing!--Fear check, Discipline vs. Average, boost from Durasay: 2eP+2eA+1eB+2eD 4 successes, 5 advantage
ImageImageImageImageImageImageImage

Wounds: 0/14
Strain: 0/14

Ranged Defense: 1
Melee Defense: 1
Soak Value: 4 (2 from armor)

Ghosting info.
Last edited by Tethys Carrack on Wed Jun 13, 2018 10:31 am, edited 1 time in total.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 10:30 am

Image
The Sand Demon has torn a path of destruction through the outdoor market with bodies strewn about, it was not discriminatory in its rage. Standing at over 2.5 meters at the shoulders it is a massive creature and apex predator.

It turned to the Republic eyeing them hungrily.

OOC: The Sand Demon has Adversary 2, Melee Defense 2/Ranged Defense 1, currently at Long Range. The Trap is at Medium range. Republic get the first four slots.

Sand Demon - Init: 1eA 0 successes, 1 advantage
Image

Initiative List

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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Azura Mora » Wed Jun 13, 2018 11:10 am

Azura moved forward enough to take aim...but it seemed the size of the thing had her distracted, and her shot misses

(Move to med range
2 strain to aim
Pew misses
D4 EA Wild thing event - shooting with blaster. 4 trait 2 skill - boost from accurate+aim, setback from fear. Adversary 2, ranged defense 1: 2eP+2eA+2eB+2eS+2eC 1 failure, 1 advantage
ImageImageImageImageImageImageImageImageImageImage

Advantage to boost next roll
0/14 wounds
2/12 strain
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Galen Sol » Wed Jun 13, 2018 4:17 pm

Galen didn't move any closer, watching the creature carefully through his sight. When Azura fired, it reacted, giving him the opening he was looking for.

- - -
Maneuver: Aim
Action: Shoot

[Day 5 - Early Afternoon] Wild Thing, Ranged (Heavy), Long Range, Adversary 2, Defense 1, Telescopic Optic Sight, Superior, Hunter 2, Aim, Boost from Azurs: 1eA+2eP+4eB+2eC+1eS 3 successes, 3 advantage
ImageImageImageImageImageImageImageImageImageImage + Advantage from Superior

13 Wounds
3 Advantage to Crit
1 Advantage to Boost next Ally

[Day 5 - Early Afternoon] Wild Thing, Crit, Hunter 2: 1d100+20 50
Head Ringer: The Target increases the difficulty of all Intellect and Cunning checks by 1 until the end of the Encounter.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 5:37 pm

Image
A beautiful shot… but the creature seems unharmed its thick flexible skin shrugs off the blaster bolt… it does hiss and chitter giving a display of dominance.

OOC: 13 wounds does not penetrate soak, Critical nullified.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 7:12 pm

The Jedi Knight Tethys knows that the success is more than just completing the military objective it is about the people, her people, and she will bring them all back, alive... its her duty as Jedi Knight.

OOC: Tethys Duty triggered.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Arali Zian » Wed Jun 13, 2018 9:33 pm

((Moving half way to medium range, assuming guarded stance. 1 defense.))

Arali watched as a masterful shot cleanly strikes the creature, only to be shrugged off.

Oh dear.

Shill, she advanced. If nothing else, they can buy time for others to escape. She took position next to Azura and shifted into a defensive pike stance, actually grabbing the blade of her lightsaber in a cortosis glove.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Tethys Carrack » Wed Jun 13, 2018 10:57 pm

Tethys sees Arali’s cautious approach and recognizes the sense in it, but it leaves Azura, the young civilian contractor she’d met for the first time on the transport in here, exposed. The very young civilian contractor. Tethys can’t leave her to face down the creature alone. Robes billowing around her armored form, she jogs up beside Azura and sets her stance, blue-green lightsaber blade positioned defensively.

_____

OOC: using free maneuver and converting action into maneuver to close range. Now at Medium to the beast and Engaged with Azura.

Spend 1 Strain to activate Improved Center of Being for the round.

Defense 1
Soak 4
1/14 strain
0/14 wounds
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 11:06 pm

Image
The Sand Demon is fast and nimble as it charged towards the new prey! It crashed through a fruit stand leaping into the air crashing into the ground next to Tethys and Azura bringing down scythe like tentacles on Azura! The attack is savage as it catches the Jedi Knight who came to stand beside her!

The creature hissed loudly!

OOC: 14 wounds, Pierce 3 on Azura, using 2 Advantage to hit Tethys as well for 14 wounds, Pierce 3, last Advantage used to regain strain. Destiny used. The Sand Demon has Adversary 2, Melee Defense 2/Ranged Defense 1, currently at Engaed Range with Azura and Tethys. The Trap is at Medium range. Republic get the first four slots. The Sand Demon has suffered 1 strain. End of Round 1, now Republic.

Sand Demon vs. Azura + Destiny use GM: 5eP+1eB+2eD 4 successes, 3 advantage
ImageImageImageImageImageImageImageImage

Initiative List

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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Azura Mora » Wed Jun 13, 2018 11:26 pm

The speed the thing moved at shocked Azura, but nowhere near as much as the pain of being tentacled. It feels like it ripped flesh from bone, and almost took the woman down in a single swipe.

I...I can't do this

It took all of her will to not turn and run, but she had gone into autopilot in the process. Her gun had been dropped from her hand, but something different had taken it's place, and the sizzle of her double-bladed lightsaber as it sliced into the creatures flesh was barely noticeable in the roar of battle.

The greenish-red blade had hopefully done something, but Azura was only focused on survival at this point as she stimpacked herself.

(OOC:

soak 2 - so 2 health left
Drop gun
Draw saber as an incidental
Maneuver to stimpack (gain 5 wounds)
2 strain to aim
Attack! D4 EA Wild Thing event - Attacking with lightsaber - destiny to upgrade - 4 trait 2 skill - boost from Aim+galen, setback from fear, Adversary 2, Melee defense 2: 3eP+1eA+2eB+3eS+2eC 3 successes
ImageImageImageImageImageImageImageImageImageImageImage
9 damage with breach 1

7/14 wounds
4/12 strain
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 11:39 pm

Image
The Sand Demon hissed loudly at the searing blade from Azura! It recoiled briefly and then screeched in her face!

OOC: Sand Demon takes 5 wounds.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 11:43 pm

OOC: Spending 3 Destiny to upgrade the difficulty of the checks for the rest, one for each.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Wed Jun 13, 2018 11:49 pm

Image
Sitting on a building watching some distance away with a smirk was Darius popping a fried nutty snack into his mouth enjoying the savagery of the sand demon. Mental note pick on up for his Master.

For now he enjoyed the show, thankfully far enough away to not be in the direct line of sight.
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Tethys Carrack » Thu Jun 14, 2018 12:04 am

The claw-swipe nearly has Tethys off her feet, and she sees Azura taking an equally bad hit all at once. "Get away from her!" Tethys growls, striking out at the beast with her saber... which glances off its chitinous head as it dodges.

At least the blow seems to distract it, and she glides away a meter or two hoping it might get confused with its prey in different places.

---
D5 EA Wild Thing!--Round 1 stabby stab, destiny flip, the thing has Defense 2: 3eP+1eA+2eB+2eC+2eS 1 failure, 3 advantage, 1 Triumph
ImageImageImageImageImageImageImageImageImageImage
Extra purple for difficulty upgrade I didn't know about...: 1eD 2 failures
Image

3 Failure, 3 Advantage, 1 Triumph in all.
-spend Triumph to upgrade the creature's next difficulty pool
-spend Advantage to negate its defense for the rest of the round

Maneuver 1: move out to Short Range from Sand Demon
Maneuver 2 (strain): Stim up for 5 wounds.

Defense 1
Soak 4
3/14 strain
8/14 wounds
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Arali Zian » Thu Jun 14, 2018 12:28 am

No time for hesitation.

Arili charged in, stance low, right for the creature's face, loosing a battle cry few who knew her thought she was capable of. Once she had its attention and the beast was lashing for her, she triggered the drive array on her saber, launching herself into the air, over an arcing tentacle, and buying her the moment to take aim. This thing's armor was incredible. She'd have to make this one attack count.

She marked her target; get it in the neck, right behind the head, and sever. This would need to be full power. She activated the overclock, maximizing output from her crystal, and her blade shined bright as the rear drive array sent her careening like a bolt of lighting onto the monster's back, blade driving deep and burning bright. Too bright.

A profane word was drowned out as a blinding flash of light erupted, saber exploding inside the sand demon as Arali was blown off of the monster and rolled into an unarmed defensive stance her master had taught her.

Not good.

((Maneuver: Get in range.
Action: Attack. Boost from accurate, boost from duelist's training. Melee defense negated, ignore setback from guarded stance due to custom grip, +1 advantage on successful attack.
Strain for maneuver: guarded stance
Lightsaber, Destiny: 3eP+1eA+2eB+1eD+2eC 1 success, 6 advantage, 2 Despair
ImageImageImageImageImageImageImageImageImage
Crit: 1d100 42
Result:
1 success and 7 advantages. Spend 1 advantage for crit, 6 advantages for damage via overcharged capacitors. 17 damage with breach.
Crit: Medium crit, sand demon falls prone and takes 1 strain. Anyone attacking while it's prone [read: Galen] gets a boost.
Double despair: My saber explodes.))
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Thu Jun 14, 2018 12:31 am

Image
The creature screeched loudly at the damage as it stumbled and collapsed from the attack… but the rage was brimming through!

OOC: 18 wounds taken by the Sand Demon, it is not happy with Arali!
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Galen Sol » Thu Jun 14, 2018 12:50 am

"Damn it!" Galen dropped his rifle and rushed forward. His hand found the lightsaber blade and drew it easily. The yellow blade emerged and arced down on the creature. It was a shallow cut, but it was more than his rifle had done.

- - -
Incidental: Drop rifle
Incidental: Quick Draw lightsaber
Maneuver: Move
Strain Manuever: Move
Action: Attack

[Day 5 - Early Afternoon] Wild Thing, Lightsaber, Adversary 2, Difficulty Upgrade, Ataru, Hunter 2, Prone Boost, Fine-Tuned Emitter, Breach, Destiny: 1eA+2eP+3eB+1eD+2eC 2 successes
ImageImageImageImageImageImageImageImageImage

Breach + 8 Wounds
Advantage from Fine-Tuned Emitter to boost next ally

Wounds: 0/15
Strain: 2/12
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Thu Jun 14, 2018 1:02 am

Image
The creature howled in pain and then went to savage Arali! The razor sharp tentacles slash into Azura as well! It is a brutal attack! It hissed and screeched with pain unleashing all the rage it has thrashing about!

OOC: Hit for 12 wounds on Arali with Pierce 3, 2 advantage for an additional hit on Azura for 12 wounds and Pierce 3, Critical Injury on Arali as well, grants boost die to next ally... itself. End of Round 2, Destiny spent for Player checks, one for each standing player. Sand Demon is at 22 wounds. Sand Demon is no longer prone, Maneuver to stand.

Sand Demon vs. Arali + Destiny use GM + Triumph Upgrade: 5eP+1eD+1eC+1eB+1eS 1 success, 5 advantage
ImageImageImageImageImageImageImageImageImage

Critical Injury - Arali: 1d100 51 - Fearsome Wound (Upgrade all Presence and Willpower checks by 1 till end of the encounter)

Initiative List


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Republic
Republic
Republic
Sand Demon
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Dapper Dog » Thu Jun 14, 2018 1:06 am

OOC: Slightly Dazed critical Injury for Azura for exceeding wound threshold.

Critical Injury - Azura: 1d100 64
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Arali Zian » Thu Jun 14, 2018 1:21 am

The monster flung Arali away with its attack, sending her skidding across the ground.

"Plan Besh!" she shouted, as she got to her feet and broke into a run for the trap, getting into the guts of the machine with a frenzy she seldom felt. Normally, this kind of pressure wasn't conducive to creativity, but today? Great motivator.

((Double move to the trap, make that mechanics check. 11/13 wounds, 4/13 strain, 1 crit, upgrade difficulty on all presence/willpower.
Mechanics, destiny on both ends: 2eA+2eP+1eB+1eC+4eD 1 success, 1 threat
ImageImageImageImageImageImageImageImageImageImage
Yata!))
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Re: [Day 5 - Early Afternoon] Wild Thing

Postby Tethys Carrack » Thu Jun 14, 2018 2:06 am

"I. Said. Get. Away!" As the beast bowls over Azura and nearly takes out Arali as well, Tethys feels something hot and dark well up inside her. Maybe it's just side effects from the stim? No. She should stop--breathe, return to a centered stance, go for a weak point again--but the girl could die. They could all die for Yunda Kryze's entertainment.

She flings out her free hand, and an invisible, much bigger hand seems to pick up the creature like a householder scooping up with an unwanted scale-spider, tossing it roughly toward the trap.

Before it even hits the ground, she pulls out another stim and presses the hypospray to her neck.

---
D5 EA Wild Thing!--Round 2 SHOVE (move power), my Discipline + Force + Destiny flip, needs difficulty dice: 3eP+1eA+2eF 2 successes, 3 advantage, 3 Dark Side
ImageImageImageImageImageImage
D5 EA Wild Thing!--Round 2 SHOVE difficulty: 2eC+1eD 1 failure, 1 threat
ImageImageImage

That's a success with 2 advantage. Flip a destiny and take 3 Conflict and Strain to use the force pips. First force pip activates basic Move, second and third go to the Strength upgrade for Silhouette 2.

I can move things that are in Short range of me--can I sort of fling the beast around so we're still at short relative to one another but it is now between me and the trap (potentially putting it at Short to the trap, GM's discretion). Or if I can't do that, then bang it into the wall of a building. If I can drop it so it goes prone that'd be gravy.

I think technically as I've thrown it it should take some kind of damage? Silhouette 2 would be 20.

Stim again for 4 Wounds.

1 advantage recovers strain, 1 to boost next person.

Defense 1
Soak 4
5/14 strain
12/14 wounds
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