Thursday, June 16, 2005

Game Night 6/15 - Part Deux

Our heroes started the night off in a bad way - Beaker with a gun to the back of his neck and Grarwarr unconcious - both in the Magellan (Enterprise). Taloe and R2 in the Y-wing, and Mater Dee, Joruss, and Bar Bar all stacked onto the Swoop.

"Complying" with the orders from the female holding the gun to his neck, Beaker started off towards the Jedi Temple. Bar Bar dutifully started the mayhem by force moving Mater Dee to the airlock of the Enterprise, and suspending him in mid-air. Mater Dee took advantage of the situation to enter the ship. He was greeted by Grarwarr's unconscious body.

Beaker and his assailant both noticed the airlock door open. The assailent acted first by trying to stun Beaker with her Blaster. Beaker shrugged of the stun attacks, and decided the situation would better suit the party if gravity to the ship was off, the ship was upside down, and the cargo bay doors were open. All these things were accomplished, to the dismay of his stun weapon challenged "co-pilot", and everyone else on the ship.

Not to be outdone in the creative flying department, Taloe had R2 bring the Y-wing over to the cargo bay, and she used her grappling gun to secure a cable and lept in.

And certainly not to be outdone, Bar Bar used the force to move the swoop bike completely into the cargo bay, past Taloe.

Seeing that now everyone was aboard, Beaker righted the ship, and the search for the intruder was on.

The heroes divided into small groups (parties of one) and started searching the ship. Through the use of the force by Bar Bar, and the alien Ssirrukk sensor detector by Mater Dee, a being was located in the ships sick bay. When party members converged they found a manacled and unconscious McQueen. However, after using the sensors in the sickbay to scan the being, they found that it was an alien, not McQueen. She was immediately bound - again - and Grarwarr stood guard over her.

While this search was proceeding, the ship suffered multiple missle stikes while nearing the Jedi Temple, and the party decided being in orbit was the better part of valor.

As soon as they reached orbit, a comm signal from the planet was received. Once again efforts to negotiate a swap of McQueen for the holocron ensued, however the party was in a much more favorable position, and decidedly more cautious.

The agreement as it stands now, is for all of Blackholes personnel to leave the jedi temple. The only person remaining will be McQueen. The party has agreed to leave behind the holocron (or some facsimile - exploding or not). Blackholes representative has asked only that the party wait for 24 hours, to give them time to set up a suitable base to keep them safe from the elements.

Until next time....

Thursday, June 09, 2005

Game Night 6/8 - Body Snatchers

Returning to the Magellan after the battle in the city, the group received some healing from Mater Dee and then divided up to accomplish some different tasks.

Bar Bar and Joruss continued to heal Taloe.

Grarwarr started looking at the files from the computer and comm system.

Beaker and Mater Dee made their way to the bridge to scan the system and planet for more bad guys that may be coming after them.

Grarwarr cracked open files that showed numbers and locations of the troopers and droids on the planet. The mission goals of the troopers - get the holocron, kill the party - except for the Jedi. He also found that two personnel files were deleted.

While Grarwarr was hacking and Taloe was being healed, Mater Dee and Beaker stopped an electronic infiltration of the ship. The only thing left behind was a message, asking the party to set their comm system to the following frequency for a message. After alerting the rest of the crew and having them gather on the bridge, they set the comm system and responded.

It turns out that the bad guys wanted to trade McQueen for the Jedi Holocron. After fierce and painful negotiations, a time and place was agreed upon, and then the real planning began. The Bad guys stay confined to the temple, and deposit a stasis capsule with McQueen at the designated coordinates about 5 km away. They also agree to stay clear of the exchange site. The party will come to the site, confirm it's McQueen, and leave the Holocron

After more discussion, the parties real plan is to:

Make a fake Holocron loaded with explosives and a 1 hour timer to leave at the exchange site.

Fly down to the exchange site at the appointed time with the Magellan and the Y-wing.

Have the Y-wing fly over to the Comm relay site, and destroy it.

Stop at the exchange site, and deploy a swoop with Bar Bar and Joruss to fly cover, while Mater Dee and Grarwarr collect McQueen and leave the 'Holocron'.

Continue on to the Temple, and teach the Bad Guys the errors of their ways.

Things were going as planned, (comm relay destroyed, swoop deployed) until Mater Dee and Grarwarr tried to bring McQueen out of Stasis. Mater Dee visually identified McQueen, and then immediatly scanned the stasis chamber for explosives. Finding none, he started the process to awaken McQueen. Most of the way through the process, a group of Snow Wookies surprised the group on the ground, and attacked. The Snow Wookies were being ridden by evil little dark side ewoks. In the ensuing battle, Mater Dee tossed the exploding Holocron, seriously damaging two wookies, mildly damaging Grarwarr and himself, and outright killing two evil ewoks. Beaker tried dropping the ship on one of the wookies, and succeeded in slowing it down, but it joined the battle after a short delay. Bar Bar saved the stasis chamber by moving it with the force into the ships airlock. After the first few rounds, the cavalry arrived in the form of Joruss and Taloe with blasters. In the next few moments Mater Dee was able to jump onto Bar Bar's swoop. Taloe and Joruss, using a variety of hand held and ship weapons were able to kill most of the remaining wookies and ewoks, and Bar Bar moved Grarwarr (who was near to expiring from his injuries) with the force into the ship allowing Beaker to take off.

However, just as Beaker is getting ready to orient the Magellan to allow Bar Bar to pilot the swoop into the cargo bay, he feels the muzzle of a weapon on the back of his neck, and a womans voice says, "take this ship to the temple - now." He glimpses a slender, green hand as it pushes the button to close the cargo bay doors, leaving Bar Bar, Joruss and Mater Dee on their own.

Monday, June 06, 2005

Meanwhile in a Dark and Evil Place - Part 2

The far away hum of engines is the only audible sound in the chamber as a dark robed figure gazes into a large ebony crystal. But, the troopers that guard the turbolifts in this chamber talk about another noise, one that is only heard when their master is deep in concentration. They disagree about the words, each trooper has his own interpretation of the words. But they agree on the feeling, a deep bass growl that can loosen your joints, and various other parts of your anatomy. Just a few minutes of that noise means the loss of at least one nights sleep, and probably more.

Blackhole turns his gaze on the nearest trooper, "Bring the Hand to me, now."

The trooper turns and moves quickly for the lift, relief at being able to leave the chamber hidden by his black armored helmet. He is surprised by another robed figure waiting for him as the turbolift reaches its destination level.

"He has requested your presence." The trooper manages to stammer and get out of the way as the figure moves purposefully to take his place in the turbolift.

"I hear and obey my Master," he mutters as he pushes the buttons that will take him to the chamber. "His voice never leaves my thoughts."

The trooper leans against a bulkhead and contemplates that there are worse things than standing guard duty in Blackhole’s chamber.

Friday, June 03, 2005

Hey, You Have a Shuttle

Looks like I forgot to crunch out the stats for your shuttle.

So here you go:

Class: Starfighter
Size: Tiny 3.5m
Hyperdrive: none
Passengers: 6
Cargo Capacity: 200 kg
Consumables: 2 weeks
Crew: 2 (pilot, co-pilot)
Initiative: +8 (size)
Maneuver: +8 (size)
Defense: 18 (+8 size)
Shield Points: none
Hull Points: (DR 5)

Cost:

Maximum Speed in Space: Docking (2 squares/action)
Atmospheric Speed: 240 km/h (4 sq/action)

Weapons: none

Thursday, June 02, 2005

Game Night 6/1 - Winter Wonderland

As the party approached the surface of Ilum in their shuttle and the Y-wing, they were rudely greeted by a surface to air missile. With the help of a timely warning and some nice flying from Taloe, the missile missed the Y-wing, and was destroyed by a shot from the ion canon manned by Jorrus. The next missile missed the shuttle, and was again destroyed by the Y-wing, this time by Taloe with the laser cannons. After an alert from Mater Dee on their foes possible location, the two ships landed about 100m from the only 'building' in the city, and were promptly attacked by both Stormtroopers and Droids. A dire battle ensued, with many wounds, and expenditures of thermal detonators. During the battle, Mater Dee reported transmissions to and from the city to an unknown source in the foothills. At the end, two droids were down, along with four troopers. One trooper managed to escape, and the trooper that appeared to be in charge almost escaped, but was blasted out of the sky by Taloe and the Y-wing.

An inspection of the building found two rooms. The first was bare, and had paintings on the walls that showed a mountain range with a building and two tall white towers on the front. It was immediately recognizable as the dream vision experienced by the force using characters. The second room contained bunks for the troopers, and more importantly a communication set, and computer. Grarrwarr was able to hack into the computer and find that there were more people in the group they had encountered, and two more groups on the planet of similar size.

After successfully stopping someone from remotely deleting files - Bar Bar destroyed the dish antenna - the decision was made to take the equipment to the ship for further investigation. A short battle was fought with two more droids on the way, and the party has now blasted into orbit to rendezvous with the Magellan.

Dissipate Energy - New House Rule

I've been doing a little looking at this and I think this is how I want to House Rule it. This is not final yet, so please let me know what you think, or what doesn't make sense.

Dissipate Energy is as stated in the book with the inclusion of the Errata and the following clarification:

Works against all Energy damage.
You may dissipate attacks that affect both Vitality and Wounds but only Energy attacks, not Physical.

You gain no Vitality back from dissipating damage that would have caused Vitality damage, only attacks that would have caused Wound Point damage.
Vitality is still only returned from attacks that would have caused Wound Point Damage.

The Fort Save DC is 10 + the damage
If the attack does 10 points of damage, the save would be DC 20.

Using Dissipate Energy is a Reaction, the same as a Jedi's 'Deflect' class ability.
Dissipate Energy can be used at anytime during the round, but costs the character a Move Action on their next turn. Multiple uses of Dissipate Energy still only cost the character the single Move Action.
(This is actually in the feat, I just missed it.)

You must declare before the attack that you want to Dissipate Energy.
You cannot wait until you know whether the attack hit, or how much damage. If the attack misses, you are not penalized the Move Action. If you fail the save, you are still penalized the Move Action.

Example:

Obi-Wan is fighting a droid. He currently has 5 VP and 15 WP. He decides to use Dissipate energy both to stop damage, and possibly restore vitality. Amazingly the droid hits him for 12 points of energy damage from a blaster. Obi-Wan's Fort save is DC 22, he rolls well and makes his save. If the attack had hit he would have taken 5 VP and 7 WP. Because he made his save he takes no damage, and gains back 3 VP points. He now has 8 VP and 15 WP, and seeing the next Droid lining up an attack keeps Dissipate Energy 'up'. The droid takes aim and hits him for only 7 points of energy damage. Obi-Wan is still using Dissipate Energy, and makes his save of DC 17. However, he gains no VP back, because the attack would have done no Wound points of damage, based on his new VP and WP stats. On his next turn, Obi-Wan has only one action, either Move or Attack, because he sacrificed a Move Action to use Dissipate Energy. He also cannot take a Full Round action (I'm still checking on this).