OOC: "The Captain's Business"

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SavageBob
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Re: OOC: "The Captain's Business"

#201

Post by SavageBob » Wed Dec 19, 2018 1:39 am

What a crazy battle! Loved getting to play with some of Alamy's Force powers and letting her draw on that target-shooting background she has.

OK, so searching the scene: Keen-Eyed removes Image for Perception, so that drops it to ImageImage. Technically, it speeds up searches to half normal speed, so we might even drop a the Image for being rushed. She'll also channel Farsight to help with the search.

AAA; Alpha Squad; Perception + Farsight:
3 Successes, 2 Advantages, 1 Triumph, , 1 Dark Side

ImageImageImageImageImageImageImageImageImageImage

So, looks like Alamy's adrenaline was too much to call on the Force without tipping into the Dark Side, but it was unnecessary anyway. The boosts are for Anjali and BA's help. Maybe Monty would provide a third?

At any rate, a Triumph to spend! Perhaps this is the smoking-gun evidence we've been looking for on Greckel?

Incidentally, I'm traveling tomorrow and will have limited availability. Still grading gobs of papers, too. Hopefully things will ease up in the next couple days.

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Re: OOC: "The Captain's Business"

#202

Post by DeepSpacer » Wed Dec 19, 2018 2:55 am

SavageBob wrote:
Wed Dec 19, 2018 1:39 am
At any rate, a Triumph to spend! Perhaps this is the smoking-gun evidence we've been looking for on Greckel?
THAT, I think, is the obvious usage of that Triumph.

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Re: OOC: "The Captain's Business"

#203

Post by Flamiel » Wed Dec 19, 2018 4:20 am

Kick ass roll! Well done. Maybe we can also get their weapons and the credits they were carrying. I bet that Lannik had some bling. Did we confiscate the speeder, spice and all, too?

Can Anjali make the medicine rolls for everyone else, and then maybe AAA make a medicine roll for Anjali? Anjali has 4g for medicine; does anyone have any ranks? If not, a boost for unskilled assist would be great. Does anyone have a medpac?

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Re: OOC: "The Captain's Business"

#204

Post by SavageBob » Wed Dec 19, 2018 8:53 am

Alamy has no medpac, but we could always buy some. Standard scene of the beat-up folks slinking into the store to get a first-aid kit while clutching an obvious gunshot wound...

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Re: OOC: "The Captain's Business"

#205

Post by DeepSpacer » Wed Dec 19, 2018 12:40 pm

I am working on a "treasure list". Since we are basically a "lawful-good" group trying to prove ourselves in the eyes of the law, we're sort of beyond the standard kill-n-loot and/or steal what we need. I had been looking for an opportunity to provide for the needs and wants of the group.

There' going to at least be a medpac (1) in the vehicle. Criminals get in a skirmish from time to time and they'd have one.

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Re: OOC: "The Captain's Business"

#206

Post by Flamiel » Wed Dec 19, 2018 5:03 pm

How does Lawful Good preclude looting the bodies of bad guys?? We don't want to leave that weapon lying there for some child to pick up!

Edit:
(Should have said that with a winky face ;) , as it's tongue-in-cheek).

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Re: OOC: "The Captain's Business"

#207

Post by SavageBob » Sat Dec 22, 2018 2:26 am

With the 35 XP, Alamy bought Street Smarts 1 [15], Control upgrade to Misdirect [10] (can alter appearance rather than merely make disappear), and Stealth 2 [10].

Should we roll Medicine checks? Or do you want us to do interrogation stuff first?

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Re: OOC: "The Captain's Business"

#208

Post by DeepSpacer » Sat Dec 22, 2018 2:35 am

SavageBob wrote:
Sat Dec 22, 2018 2:26 am
With the 35 XP, Alamy bought Street Smarts 1 [15], Control upgrade to Misdirect [10] (can alter appearance rather than merely make disappear), and Stealth 2 [10].

Should we roll Medicine checks? Or do you want us to do interrogation stuff first?
Medicine check first, all the way around. It represents our first aid and recuperation.

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Re: OOC: "The Captain's Business"

#209

Post by SavageBob » Sat Dec 22, 2018 3:46 am

OK, I think we're just waiting to find out what we spotted in our search of the vehicle and bodies. (I don't think any of us has a medpac.)

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Re: OOC: "The Captain's Business"

#210

Post by DeepSpacer » Sat Dec 22, 2018 4:03 am

SavageBob wrote:
Sat Dec 22, 2018 3:46 am
OK, I think we're just waiting to find out what we spotted in our search of the vehicle and bodies. (I don't think any of us has a medpac.)
Two Emergency Medpacs in the vehicle. (They allow Medicine/First Aid checks to be made without penalty).

Other items to follow. Working on it. ;)

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Re: OOC: "The Captain's Business"

#211

Post by DeepSpacer » Sat Dec 22, 2018 3:48 pm

SavageBob wrote:
Sat Dec 22, 2018 2:16 pm
AAA; Alpha Squad; Medicine:
4 Successes, 2 Advantages
ImageImageImageImageImageImage

(Assuming an assist from Monty. Using the ImageImage to give Anjali boosts if possible.)
Sorry. Advantages heal strain, which your Medicine check will do. It's just that a rest will recover the rest of the strain making it sort of mute, unfortunately.

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Treasure

#212

Post by DeepSpacer » Sat Dec 22, 2018 10:44 pm

Naturally, I had planned the split to go something like this:

12,600 credits (3,150cr each for spending money)

(Dressillian) ACP Repeater (Accelerated Charged Partical)
7+2 Damage. 3CR, medium, (2 Threats Damages)
Over-charged Actuating Mod, two damage mods

(Greckel) LtBP w/ActMod +2 damage (5+2) +1Acc {{{With Custom Grip}}}

(Lannik) Lt. BP with laser sight (+1 Adv)

(4) emergency medpacs,
(6) an assortment of hardware (6 mod kits, effectively) Everyone has something to mod up, I think.

(1) Cloaking Cloak: upgrade twice any detection attempts by sensors or electronics
(Restricted) Soak 1, 550cr, enc 4, hp1 Rarity 8 (AA or AAA....conceivably the others, too.)

(1) Electromag Pulse Disruptor: add +2 Boosts to sabotage electronics or computers. +1 SB to find on person. 5D 4Cr enc1 R5 180cr (Ion, Disorient 1) Anjali

(2) Koromondian Half-Vests: damages armor when critical
500cr, Soak 1, Def 1, R5 enc3 BA & Monty

(2) Smuggler’s Trenchcoats: AA & AAA
1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp

(1) Vibroknuckles: Br+1, crit 2, Vicious 1, Pierce 1, R4 BA, of course.

(2) Concussion Grenades (10D, 5cr, Blast 8, Conc2, Disorient 5) Monty has Strong Arm talent to throw them farther.

Items these outlaws used in their field. Some may apply to our weaponry.
(3) Blast Suppressor Modules (+2SB to notice shot, 1hp, 750cr)
(1) Bantha Eye Laser Sight (+1 Adv, 1hp, 500cr)
(1) Blaster Actuating Mod (1hp, +1D, +1SB…+ mod options)
(1) Rapid-Recharge Exciter (750cr, 1hp, autofire, inaccurate +3…+mods)
(2) Weapon Slings (1hp, 100cr, mod Quick Draw)

(1) Shortened Barrel Blaster Carbine (short range, 9D 3cr, blast 4)

(6) Glow Rods
(6) Extra Reloads energy packs
(4) Stimpacks

(6) Avabush Spice
(3) Gunjack Spice
(6) Glitterstim

(2) Spacer’s Duffel Bag
(1) Urban Compass
(1) Fusion Lantern

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Re: OOC: "The Captain's Business"

#213

Post by Flamiel » Sat Dec 22, 2018 11:36 pm

Nice break down, thanks for that. Anjali would be interested in a better pistol, but heavier weapons would not be her thing (ranged-light only, and low encumbrance).

She'll definitely have an interest in any computer, medical, and mechanical equipment.

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Re: OOC: "The Captain's Business"

#214

Post by Flamiel » Sat Dec 22, 2018 11:39 pm

Who else needs healing? Anjali could use a hit from Alamy, but Anjali is probably the best suited to do the med checks with 4g.

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Re: OOC: "The Captain's Business"

#215

Post by Flamiel » Sun Dec 23, 2018 8:32 pm

I can take a hit from a stimpak, just so I'm somewhat stable. Probably need to invest in the Heal force power soon, and a rank or two in Medicine.

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Re: OOC: "The Captain's Business"

#216

Post by SavageBob » Sun Dec 23, 2018 9:13 pm

Yeah, I haven't indicated what AAA would take from the stash, but I did have my eye on the trench coat, the stealth cloak, and one or two of the mods for her guns. The random stuff (like glow rods and so on) might be good to put in our base to take on a mission-by-mission basis. But since we don't really have a base (no ship, arrested, so no police HQ to call home), I'm not sure where we'd put everything. I guess fill up the duffels, but we're kind of investigation hobos at the moment.

Heal/Harm would be a good addition for one of us, but are we limited from taking new Force powers since we don't have a mentor or a holocron?

Agreed that Anjali should probably try the rest of the Medicine checks. Assume AAA is assisting.

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Re: OOC: "The Captain's Business"

#217

Post by Flamiel » Mon Dec 24, 2018 2:43 am

I don't see why we'd be limited from taking new Force powers, but unfortunately the mentor bonus probably isn't available.

Yeah, Anjali would definitely be interested in the trenchcoat, though she'd still want a hood of some sort.

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Re: OOC: "The Captain's Business"

#218

Post by Flamiel » Mon Dec 24, 2018 3:07 am

Did anyone notice that one pistol has a custom grip? Better remove that so you don't incur the ImageImage to checks with that blaster!

So, unless anyone objects, Anjali will grab the following:

3,150cr
(1) Glow Rod
(1) Smuggler’s Trenchcoat: [1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp]
(1) Stimpack (and immediately used)
(1) emergency medpac
(1) Electromag Pulse Disruptor: [add ImageImage to sabotage electronics or computers. Image to find on person. 5Dam 4Crit enc1 R5 180cr (Ion, Disorient 1) ]


Anjali heals 5 wounds.

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Re: OOC: "The Captain's Business"

#219

Post by Flamiel » Mon Dec 24, 2018 3:39 am

As far as weapons go, Anjali could stick with her blaster pistol, but maybe take the Lannik's laser sight attachment from his light pistol to use. If someone wants help modding attachments, she can do that. It's more likely to keep her alive, so it's a fine trade. ;)

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Re: OOC: "The Captain's Business"

#220

Post by DeepSpacer » Mon Dec 24, 2018 5:24 am

Anjali
3,150cr
(1) Glow Rod
(1) Smuggler’s Trenchcoat: [1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp]
(1) Stimpack (and immediately used)
(1) emergency medpac
(1) Electromag Pulse Disruptor:
**(1) laser sight (+1 Adv)


Alamy
3,150cr
(2) Mod kits
(1) Smuggler’s Trenchcoats: 1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp
(1) Cloaking Cloak: upgrade twice any detection attempts by sensors or electronics
(Restricted) Soak 1, 550cr, enc 4, hp1 Rarity 8


Monty
3,150cr
(1) Koromondian Half-Vests: damages armor when critical. 500cr, Soak 1, Def 1, R5 enc3
(2) Concussion Grenades (10D, 5cr, Blast 8, Conc2, Disorient 5)
(1) Glow Rods
(1) Extra Reloads energy packs
(1) Bantha Eye Laser Sight (+1 Adv, 1hp, 500cr)
(1) Blaster Actuating Mod (1hp, +1D, +1SB…+ mod options)
(2) mod kits


BA
3,150cr
(1) Koromondian Half-Vests: damages armor when critical. 500cr, Soak 1, Def 1, R5 enc3
(1) Vibroknuckles: Br+1, crit 2, Vicious 1, Pierce 1, R4



(Dressillian) ACP Repeater (Accelerated Charged Particle)
7+2 Damage. 3CR, medium, (2 Threats Damages)
Over-charged Actuating Mod, two damage mods
(Greckel) LtBP w/ActMod +2 damage (5+2) +1Acc {{{With Custom Grip}}}
(Lannik) Lt. BP with laser sight (+1 Adv)
(3) emergency medpacs,
(2) an assortment of hardware (2 mod kits, effectively)

(3) Blast Suppressor Modules (+2SB to notice shot, 1hp, 750cr)
(1) Rapid-Recharge Exciter (750cr, 1hp, autofire, inaccurate +3…+mods)
(2) Weapon Slings (1hp, 100cr, mod Quick Draw)

(1) Shortened Barrel Blaster Carbine (short range, 9D 3cr, blast 4)

(4) Glow Rods
(5) Extra Reloads energy packs
(3) Stimpacks

(6) Avabush Spice
(3) Gunjack Spice
(6) Glitterstim

(2) Spacer’s Duffel Bag
(1) Urban Compass {{{works like GPS. Bonuses in urban area}}}
(1) Fusion Lantern

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Re: OOC: "The Captain's Business"

#221

Post by DeepSpacer » Mon Dec 24, 2018 5:34 am

Flamiel wrote:
Mon Dec 24, 2018 3:39 am
As far as weapons go, Anjali could stick with her blaster pistol, but maybe take the Lannik's laser sight attachment from his light pistol to use. If someone wants help modding attachments, she can do that. It's more likely to keep her alive, so it's a fine trade. ;)
Take the laser sight off the weapon.

Monty would like help with two separate Mods, if you could.
(1) on the rifle, add Accuracy mod to the Custom Grip he already has.
(2) on the blaster pistol, add a +1 Damage mod to his Blaster Actuating Attachment.

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Re: OOC: "The Captain's Business"

#222

Post by SavageBob » Mon Dec 24, 2018 2:35 pm

Things Alamy could use:

* Over-charged actuating module from the Dressellian's weapon (for her blaster pistol)

*Blast suppressor module (to put on her holdout blaster)

* Emergency medpac

But let me know if someone else has their eye on these things.

We should just use the 3 Stimpacs. One for Anjali, one for Monty, one for BA? That will make the Medicine checks on them easier at any rate.

AAA's at max Encumbrance (and the Spacer's Duffel has Cumbersome 3, so she can't use it without penalty), so she'll have to leave the other stuff.

ETA: If she buys a backpack, she can carry a bit more. In that case, an extra reload and urban compass would be nice.
Last edited by SavageBob on Mon Dec 24, 2018 2:47 pm, edited 2 times in total.

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Re: OOC: "The Captain's Business"

#223

Post by Flamiel » Mon Dec 24, 2018 2:37 pm

DeepSpacer wrote:
Mon Dec 24, 2018 5:34 am
Flamiel wrote:
Mon Dec 24, 2018 3:39 am
As far as weapons go, Anjali could stick with her blaster pistol, but maybe take the Lannik's laser sight attachment from his light pistol to use. If someone wants help modding attachments, she can do that. It's more likely to keep her alive, so it's a fine trade. ;)
Take the laser sight off the weapon.

Monty would like help with two separate Mods, if you could.
(1) on the rifle, add Accuracy mod to the Custom Grip he already has.
(2) on the blaster pistol, add a +1 Damage mod to his Blaster Actuating Attachment.
Sure. Just post what the roll difficulties will be and record the needed parts' cost and she'll roll it!

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Re: OOC: "The Captain's Business"

#224

Post by DeepSpacer » Mon Dec 24, 2018 11:24 pm

Flamiel wrote:
Mon Dec 24, 2018 2:37 pm
Monty would like help with two separate Mods, if you could.
(1) on the rifle, add Accuracy mod to the Custom Grip he already has.
(2) on the blaster pistol, add a +1 Damage mod to his Blaster Actuating Attachment.
Sure. Just post what the roll difficulties will be and record the needed parts' cost and she'll roll it!
Sure. HARD ImageImageImage for each. Two separate rolls. Different weapons so no increased difficulty.
The Mod Kits were part of the haul. I believe there are a few more left if anyone wants to attempt to mod something.

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Re: OOC: "The Captain's Business"

#225

Post by Flamiel » Thu Dec 27, 2018 4:13 pm

DeepSpacer wrote:
Mon Dec 24, 2018 11:24 pm
Flamiel wrote:
Mon Dec 24, 2018 2:37 pm
Monty would like help with two separate Mods, if you could.
(1) on the rifle, add Accuracy mod to the Custom Grip he already has.
(2) on the blaster pistol, add a +1 Damage mod to his Blaster Actuating Attachment.
Sure. Just post what the roll difficulties will be and record the needed parts' cost and she'll roll it!
Sure. HARD ImageImageImage for each. Two separate rolls. Different weapons so no increased difficulty.
The Mod Kits were part of the haul. I believe there are a few more left if anyone wants to attempt to mod something.
Well, mixed results. The threat could mean you have to pony up some extra credits.

Anjali; Alpha Squad; Monty mod custom grip:
1 Success, 1 Threat, 1 Triumph,

ImageImageImageImageImageImageImage



Anjali; Alpha Squad; Monty mod Blaster Actuating Attachment +1 Damage:
0 Success, 1 Advantage

ImageImageImageImageImageImageImage

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