RPG Addicts | We Know You're Hooked

Not a member yet? Why not Sign up today
Create an account   Login to account




  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5


Escape from the Mines (Shunna Maza , Ubi Sunt & Callie)
(01-27-2020, 08:01 PM)H1-MK2 "MK Wrote: [OOC: In my few years of gaming ready has always been able to be used before or after a trigger. For example, readying an action to hit someone coming through a door. If it happened before the trigger, you still wouldn't be aware of it or you would hit the door. Meanwhile a delay would allow that character or npc to finish his turn and possibly ruin your delayed action by disabling you.]

[OOC: I can kind of see your point.  A ready action is used to preempt the targets action.  When I think of Readying I tend to think of it as preempting the target before he can do anything.  But in this case you aren't preempting the door opening, you're interrupting whatever the target's action would be after opening the door.  And like you said, if the target uses a move action to open the door, then you run out interrupting whatever his next action would be, whether standard, free, or swift.  So yeah, that does makes sense.  I think in this case either term would work because you don't lose anything by waiting for the Talz to complete his turn.  Especially in this case since it's unlikely the Talz is going to attack and if he were he'd get an Attack of Opportunity on you for rushing past him anyways.  Technically since he's afraid of droids he still possibly could do an AoO because if I were afraid of something and it jumps out at me while opening the door to let it out, I might strike it out of shock or fear.

I'm probably overthinking this (as I can to do sometimes  Tongue  ) but if you are interrupting the target in the middle of his action and not at the beginning then what does your initiative change to?  Normally a readied action would come one step before the readied.  In this case it sounds like your initiative would become the exact same as your target.  But I don't think the game makes that distinction. ]
Quote this message in a reply
[OOC:W readying an action doesn't actually drop your initiative, as you're only holding specific actions rather than delaying you're whole turn. Meanwhile i held rather than readied, I would drop below njon in the initiative for the remainder of the encounter.]
Quote this message in a reply
[OOC: Found this on the Star Wars Saga Wiki:

Initiative Consequences of Readying:

The count on which you took your readied Action becomes your new Initiative result. If you come to your next Action and have not yet performed your Readied Action, you don't get to take the Readied Action (Though you can Ready the same Action again). If you take your Readied Action in the next Round, before your regular Action, your Initiative rises to that new point in the order of battle, and you do not get your regular Action in that Round. 

I'm not aware of anything called a Held action.  Only Ready and Delay.]
Quote this message in a reply
[OOC: Ah, my misunderstanding then. Must have been a table rule in my games then.]
Quote this message in a reply
(01-27-2020, 11:13 AM)H1-MK2 "MK Wrote: Well given there isn't much he can do, MK is going to ready a move action to move to the nearest scomp link once the crate is opened, and ready a standard action to adjust any weapon controls using his Personalized Controls talent.


I assume you meant Personalized Modifications  rather than Personalized Controls  (Personalized controls are a ship modification, noy a Talent)
Quote:Personalized Modifications

As a Standard Action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of a the encounter, you gain a +1 Equipment bonus on attack rolls, and a +2 Equipment bonus on damage rolls with that weapon. You can use this Talent only on powered weapons (Those that require an Energy Cell or Power Pack to operate), including weapons connected to a larger power source (Such as Vehicle and Starship weapons).

The key thing to remember here is it only lasts for the encounter, not a blanket persistent duration.

(01-27-2020, 07:58 PM)IT-O (Zero) Wrote: [OOC: Isn't Shunna standing on the ramp?  If she is, Zero will tell her.]

Shunna is indeed on the ramp, a 4 square (20 ft/ 6m) movement from where she can reach the locker.

As for the readied action it will change MK's spot in the initiative order to just prior to whomever opens the  locker. The will still get to open the locker, then MK will go, then that character would resume their action, assuming they had anything left to do.
Quote this message in a reply
[OOC: I did indeed mean personalized modifications. Was on my phone at the time and didn't have my sheet open so I went with what popped into my head. My bad. I do understand that it is only for the encounter.]
Quote this message in a reply
Round 13 (cont)


Initiatives
20.0 Dez
19.04 Station Security A (Guards A-F)
18.08 Zero
16.04 Station Security B (Guards I-L)
16.02 Station Security C (Guards 7.xx)
15.14 Imperial Pilot
15.03 Well dressed man
14.099 Shunna
14.098 Callie
14.097 Ubi
14.0965 H1-MK2 
14.096 Njon
14.090 'the Zabrak'
14.02 Imperial astromech
8.03 aqualish tech

Callie and Ubi, almost as one, race for the boarding ramp. Using two move actions they both get all the way up the ramp, and can just reach the locker, without enough actions left to open it.

Njon hesitantly reaches for the latch to the locker and just manages to give it the slightest turn when all of a sudden there is a  round, brownish metallic droid body bursting out, roughly two feet in diameter with four insect like legs, two insect like arms ending in grasping hand-like appendages and a seventh appendage that appears to be nothing short of a full sized heavy repeating blaster on a jointed mount. The droid lands on the floor below the floating dark ball that is Zero.  [Letting them occupy the same space as Zero is floating  and they are not in combat with each other, and there are scomp links flanking either side of that square]  Together the Imperial interrogation droid and the obvious clone wars era battle droid make a very dangerous looking pair of balls.

Njon reacts by using his remaining move action to backpedal away from the three droids that were all too close for comfort.

Meanwhile, still stuck on the stairwell the Zabrak, in desperation will forego attacking and Fight Defensively while moving past Guard 6.A on the stairwell.  

Quote:Fight Defensively 
As a Standard Action, you can concentrate more on protecting yourself than hurting your enemies. You can take a -5 penalty on your Attack Rolls and gain a +2 dodge bonus to your Reflex Defense until the start of your next turn. If you choose to make no Attacks until your next turn (Not even Attacks of Opportunity), you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.

Guard 6A turns and makes an Attack of Opportunity with his blaster as the zabrak attempts to pass, hitting him square in the back and dropping him to tumble the rest of the way down the stairs, where Shunna can see him in the open doorway from her vantage on the ships ramp.

Back inside the ship... suddenly anyone who understands Binary (Dez, MK, Zero, and Shunna) has a very dreadful feeling.. as the astromech beeps "Protocol Omega engaged"..

...not even a second later the droid EXPLODES! in a shower of fire and debris.

Imperial Astromech: Self destruct area attack [1d20+5] = 2+5 = 7; Damage [4d6] = 13

Everyone but Njon and Shunna are caught in the 2-square area blast, but no one is gravely injured [6 damage as you each take only half]

Unfortunately as she is already gravely injured this is enough to send Dez spiralling into unconsciousness.

As the debris continues to clatter around the vessel, there is  a loud clunk sound as suddenly everything outside the ship goes dark. Abruptly Shunna has to grab one of the hydraulic supports for the landing ramp as the rushing wind of the atmosphere  being sucked out into space through the opening high overhead attempts to suck her out of the ship.  (No check required, you were warned by Zero).

The darkness outside is filled with he roar of rushing wind so loud you can barely hear the panicked screams as, along with the lights going dark, the loss of artificial gravity (the asteroid thankfully does have some gravity of it's own, about 1/5th normal) means that the winds are blowing everyone outside toward the opening high overhead unless they can grab something.  [none will reach it that fast, it is far enough overhead ]

Round 14

[Image: OpIMJqhm.jpg]

Initiatives
20.0 Dez - unconscious
19.04 Station Security A (Guard 6.A)
18.08 Zero
16.04 Station Security B (Guards 6.k-L)
16.02 Station Security C (Guards 7.xx)
15.14 Imperial Pilot
15.03 Well dressed man
14.099 Shunna
14.098 Callie
14.097 Ubi
14.0965 H1-MK2 
14.096 Njon

Through the sounds of the wind roaring outside, the screams, and the sounds of the dead stormtrooper's bodies bouncing off the underside of the ship as they are swept up by the wind, everyone hears  an audible crackle as Ub's comm-link suddenly comes to life 

~"...ials all over outside the Minefield. It is not safe here. Now that the hyperdrive is online I will jump to your last logged astrogation destination. I will wait there and see to care of your cargo for one week. or until your cargo dictates otherwise. This message will repeat."~  then there is nothing but static for a second, then ~"Captain Sun I cannot stay within range of the Rock's turbolasers, if I keep the Wildcard within the Minefield she will be pulverised to nothing but a debris field before I can affect repairs to her shields. There are Imperials all over outside the Minefield. It is not safe here. Now that the hyperdrive is online I will jump to your last logged astrogation destination. I will wait there and see to care of your cargo for one week. or until your cargo dictates otherwise. This message will repeat."~


Dez does not act as she is uncscious and slipping from life.

Guard 6.A is a wee bit occupied as he picks up velocity towards the exit.

That means it is Zero's action.
Quote this message in a reply
[OOC: "a very dangerous looking pair of balls." has to be the best description I've ever read xD]
Quote this message in a reply
(01-28-2020, 02:22 AM)H1-MK2 "MK Wrote: [OOC: Ah, my misunderstanding then. Must have been a table rule in my games then.]

[OOC: That's fine.  Anyone who knows me knows how much I love and use house rules in my own games.  Knowing the GM as I do, I'm sure he would be open to hearing about -- though not nessasarily implimenting -- any house rules you or other DMs you've played with, have created for your own games.  ]

(01-28-2020, 03:35 PM)H1-MK2 "MK Wrote: [OOC: "a very dangerous looking pair of balls." has to be the best description I've ever read xD]

[OOC2: I have a feeling this might become a running joke.  (i.e. A pair of angry balls, happy balls)  Tongue  ]

Zero was pondering the meaning of the Imperial Astromech's Omega Protocol in one of his processors.  He was computing that it sounded very familiar when his memory was suddenly jarred into recollection by the mech's untimely explosion.  Zero does manage to avoid the brunt of the damage but blast still rocked his chassis.  

"That's gratitude for you," Zero vocabulates.  "He was promised safety but he suicided himself anyways.  I knew there was something wrong with that droid the moment my optical sensor detected him!!"

Even while expressing his dismay, Zero was already in triage mode, instantly assessing in which order to treat the injured.  

"Dez is gravely injured," Zero announces as he lowers himself to the ground.  The droid activates and quickly does a self-diagnostic by cycling through all the medical tools in the multi-tool apparatus attached to one of his limbs. At the same time, Zero scans Dez's body for damages.  After about 0.34 seconds Zero activates his treatment programs.

"No time to access med kit."  [Because Treat Injury takes a full round action] "Activating emergency medical procedures..."  

Treat Injury: [1d20+16] = 8+16 = 24; I believe Dez (Lvl 4) gains 4+9 = 13hp's

Treat Injury Wrote:As a Full-Round Action, you can administer First Aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of Hit Points equal to its Character Level, +1 for every point by which your check exceeds the DC.
Quote this message in a reply
[OOC: MK is just glad to be out of the locker and he's ready to punch a hole in the sky as soon as someone informs him everyone is on board xD]
Quote this message in a reply

Digg   Delicious   Reddit   Facebook   Twitter   StumbleUpon  




Users browsing this thread:
7 Guest(s)

Forum software by © MyBB - Custom theme © iAndrew 2014 - All Material and Content © artCain, HJCain, and RPGAddicts 2009 - 2015
     
ABOUT US
A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.