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Author Topic: Star Wars: Edge of the Empire - Forum RPG  (Read 7834 times)
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Turtle
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« Reply #120 on: September 22, 2013, 06:51:14 AM »

The two of you rush through the docking corridor, slamming the close button behind you.

The ship rocks again as the docking clamps release, and continues to rock without the telltale change in angle to signify the ship's ascent.

Over the comm you hear a worried, "Guys, get up here!"
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Arkon
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« Reply #121 on: September 23, 2013, 03:26:02 PM »

Josiah rushes to the cockpit to see what is going on.

"Why can't anything around here be simple!"
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« Reply #122 on: September 24, 2013, 02:46:53 AM »

Tho follows on his heels. "Because then we'd be bored?"
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Turtle
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« Reply #123 on: September 24, 2013, 03:44:13 AM »

You reach the cockpit to see the problem, your ship has already reached the front of the massive acid storm. Waves of acid pelt the hull and bead off the treated cockpit glass, but areas of lax maintenance you can see it start to smoke.

The swirling maelstrom of gases is pushing down incredibly on the ship. You see dark whirling tornadoes, tall and ominous, that threaten to suck the ship down forever into the depths of the gas giant.

The instrument panel reads that the engines almost at max, counteracting the gravity and barely gaining lift, but weather is preventing any ascent.
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Arkon
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« Reply #124 on: September 24, 2013, 02:17:57 PM »

Josiah looks at the various readouts, looking to see if there are any non critical systems he can reroute power from to give the engines a bit more juice.
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« Reply #125 on: September 24, 2013, 02:47:07 PM »

"Maybe we're too heavy. Should we start chucking crewman out the airlock?"
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« Reply #126 on: September 24, 2013, 07:56:47 PM »

No way we are too heavy, this rust bucket has plenty of power!
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Turtle
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« Reply #127 on: September 30, 2013, 01:51:24 AM »

You scan the read outs and see that everything is mostly normal, except for the aft maneuvering thrusters seem to be cutting in and out.

Then, there's the hold full of unusually heavy contraband you just picked up.


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Arkon
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« Reply #128 on: October 03, 2013, 07:10:44 PM »

We aren't throwing crewmen overboard Tho!  Do we have enough life support suits to reroute power from the ship life support systems to the engines?
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« Reply #129 on: October 05, 2013, 06:41:26 AM »

Beats me, but we gotta do something, fast!
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Turtle
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« Reply #130 on: October 05, 2013, 09:15:08 AM »

Rerouting life support power to engines is an option, but you risk a blowout, someone will have to keep an eye on it along with manually shunting the power.

Meanwhile, someone needs to stay in the cockpit to keep the ship level. A sudden kick could throw the ship into a tumble.
« Last Edit: October 05, 2013, 09:16:53 AM by Turtle » Logged
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« Reply #131 on: October 15, 2013, 12:33:46 PM »

After a moment of very deep thinking about the situation, Josiah makes the call..."Fine, dump some of the cargo.  It isn't any good to us if we melt right here and now!"
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Turtle
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« Reply #132 on: October 15, 2013, 01:57:13 PM »

(OOC By the way, you don't have to dump the cargo. I don't railroad like that in case that effects your decision.

Also, we need more players for this to keep it active.)

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« Reply #133 on: October 15, 2013, 02:21:18 PM »

Josiah thinks for a few moments more and then changes his mind...pointing to one of the crew...You, get over here and hold the ship steady, I am going to go reroute power to the engines.  Everyone get your breathing masks on, we are gonna loose air in here for a bit.
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Turtle
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« Reply #134 on: October 15, 2013, 03:15:01 PM »

Josiah climbs down cockpit ladder and into the main lounge area, passing the small halls leading to crew quarters and side engines. He reaches the engineering station on the starboard side of the large reactor core, and sits down at the console.

The readouts indicate the whole ship is under heavy load, it's going to be tricky to direct enough power to the engines, while avoiding the already stressed systems, including the faulting power converter on the port side. You need straight speed to escape, however, if you direct too much power away from the port and starboard side maneuvering engines, you won't be able to dodge the tornadoes.

A crewman jumps into the pilot seat alongside Tho. The two work together to keep the ship from crashing, and out of the path of the tornadoes.

Tho and the crewman will be working together to pilot the ship, trying to keep it angled upward, while also avoiding the dangerous acid tornadoes whipping around.

Both players will need a cumulative amount of successes over multiple rolls. Bonuses will be given for creative solutions and roleplay, including stunts. Poor rolls from Tho will put more stress on the the ship, making Josiah's job more difficult by penalizing later rolls. Meanwhile, if Josiah pulls power from the wrong systems at the wrong time, it will make the ship hard to control.

You'll need a cumulative 10 successes to escape. Failures mean your ship starts dipping lower in the atmosphere undoing some progress.

Josiah, while you are at the engineering station, you make Mechanics checks at Hard (3 dice) difficulty. You can make thing easier on both of you by doing same hasty repairs, but that means you aren't working at the engineering console for that rounds, so you aren't contributing successes to escaping. You can replace the faulty power converter with one scavenged from the other ship to reduce the difficulty of your rolls to Average difficulty (2 dice). Meanwhile, you can do a hard line shunt from the weapon system to the side maneuvering engines, reducing the difficulty of Tho's rolls.

Tho, you're assisting your crewman with piloting, rolling with your combined skill of 2 Proficiency (Yellow) dice and 1 Ability (green) die. You also roll on Hard difficulty. You can choose to try riskier maneuvers, like sling shotting around one of the tornadoes to gain speed, but that can put more stress on the system, making Josiah's job even more difficult. Likewise, you can choose to ease up on piloting, making your rolls more difficult to give Josiah a bonus.

I should also mention that you have two Light Side Destiny points available in the Destiny Pool. Destiny points have many uses (look it up on Page 27) but one major use is to help in a skill check by upgrading one of your Ability dice into a Proficiency die before rolling.

However, using a Destiny Point flips it over to the dark side, meaning I can use it for my NPCs (thankfully, I don't have any NPCs right now).
« Last Edit: October 15, 2013, 03:23:41 PM by Turtle » Logged
Arkon
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« Reply #135 on: October 15, 2013, 03:25:38 PM »

Tho, I will do my best to give you a bit more maneuverability, hopefully we won't need our weapons systems any time soon.

Once Josiah reroutes the weapon power, he will sit down at the engineering station to begin his work.
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Turtle
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« Reply #136 on: October 15, 2013, 03:33:48 PM »

Since you chose to reroute power, Josiah makes a Mechanics check at 2 difficulty, with 2 setback dice.

Josiah runs to the main hall, throwing open panels looking for the main conduit from the reactor to the top blaster turret, only to find the conduits and plugs don't quite match up. He'll have to jury rig some system to get the two working together without shorting out both.

Tho, unless you choose to do a different action, make a Piloting (Space) check, assisted by your crewman for 2 Proficiency, and 1 Ability dice at Hard (3 dice) difficulty.

Again, feel free to think up other ways you help each other, or to help the ship.

And as before, dumping the cargo will make it drastically easier to escape, if you're willing to risk the backlash.
« Last Edit: October 15, 2013, 03:36:50 PM by Turtle » Logged
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« Reply #137 on: October 15, 2013, 04:06:47 PM »

2 Success, 4 Advantage, 2 Threat.
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« Reply #138 on: October 16, 2013, 12:30:05 AM »

"The weight is working against us! Plot a course perpendicular to the gravitational pull. Let's try and build up a little speed and reduce the stress on the ship."

1 advantage

(You want just net successes, yes?)
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« Reply #139 on: October 16, 2013, 04:03:38 AM »

OOC: Just put the final result of the roll, with the cancellations as normal.

Tho: Without enough power to gain altitude, the ship dips down lower into the atmosphere. Just as the groaning of the hull starts, you notice the blaster turret status indicator has gone dark, followed by a jump in responsiveness to the lateral controls. Dark tornadoes of gas and acid are starting to fill your cockpit view. Suddenly to your right, two smaller tornadoes combine, flaring up into a larger tornado heading your way, only to veer off behind you.

Your crewman looks over at you, concerned, "That was too close."


Josiah: You hastily take apart a secondary system to cannibalize its parts to join the weapons conduit to the side engine power supply, slapping the parts together faster than you thought you could. Over the groaning of the hull and the already blaring rear engines, you hear the side engines of your Ghtroc 720 kick up to a higher octave, and a noticeable increase in speed. However, you're not sure how long the old engines can handle it.

The ship now needs 11 combined successes to escape due to the lack of any successes towards escaping. However, piloting rolls are now made with difficulty Average (2 dice) and the next roll is made with a Bonus die.

Choose what you're going to do and make the next set of rolls now.


« Last Edit: October 16, 2013, 04:11:49 AM by Turtle » Logged
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« Reply #140 on: October 16, 2013, 07:00:22 AM »

"Alright, that's got it. Let's do this!"

(3 failures, 3 advantage; the force is not with me...)
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« Reply #141 on: October 16, 2013, 11:16:21 AM »

Josiah begins tinkering at the engineering station to try and increase engine power.

1 Triumph, 2 success, 1 failure, 3 advantage, 2 threat.

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