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  1. - Top - End - #211
    Orc in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tinn

    ["Ya betta believe it!"] Tinn answers. Grabbing a frag grenade off his bandoleer, he underhand tosses into the middle of the group of guards and gets against the wall for cover. ["I'm not sure an exit plan has been made, hoy."]

    Spoiler
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    Attack - (d20+7)[14]
    Damage - (4d6+1)[22]

    Moving to U9.
    Characters [ Krad | Tinn ]

  2. - Top - End - #212
    Orc in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

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    Adding a Force Point to that.
    Force - (d6)[3]
    Characters [ Krad | Tinn ]

  3. - Top - End - #213
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Noodo

    Holding his place at the Door, Noodo hopes that the fire fight in the hallway remains under control. If we lose the hallway, there's no going back.

    Spoiler
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    ready action to shoot any hostile who comes through door.

  4. - Top - End - #214
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tasst

    Giving a grin that can only be described as "evil", Tasst drops his blaster rifle and shoulders his blaster cannon. "I've one better," he states, referring to grenades.

    The resulting shot is rather impressive.

    Spoiler
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    Swift: Drop rifle.
    Move: Draw cannon.
    Standard: Attack S3.

    Attack - (1d20+5)[12]
    Damage - (3d12+1)[15]

    Full damage if hits, half if miss to target. Half damage to adjacent targets if hit, none if miss. Hit/miss is determined individually.

  5. - Top - End - #215
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Spoiler
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    Adding a force point.

    Force Point - (1d6)[4]

  6. - Top - End - #216
    Ogre in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Round 6 :

    Myles coordinates with Alex on the shutdown. Noodo remain vigilant. Daers slugs one of the newcomers, dropping the soldier in his tracks. Tasst drops his main weapon to the floor and swaps in his cannon. He fires a quick shot through the doorway, destroying one of the soldiers and dropping 3 others to the ground.

    Tinn tosses a grenade through the doorway which, when it detonates, takes out the last of the soldiers. A moment later, the automatic door slides shut, sealing their blasted burnt bodies on the other side.

    Alex, finally ready to shutdown, does her thing and then shuts down the power. Everything, everywhere goes black. In the power room, there is a blue light from the spinning disk which almost immediately begins to fade.

    The only light out in the hallways is a faint green glow from the side hallway and a light blue laser band that sweeps left to right and then top to bottom, over and over. Synchronized with the sweeping light, the metallic footsteps continue to approach the team.

    Down the hallway in both directions, shouts and angry yelling erupts as the base is suddenly darkened.

    Initiatives :
    Spoiler
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    29 - Myles
    28 - Noodo
    27 - Daers
    26 - Tasst
    25 - Tinn
    22 - Alex
    16 - Gamorreans
    13 - Techies
    12 - Lt James
    9 - Officers
    7 - Human Troopers
    6 - Hutt


    Status :
    Spoiler
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    Myles(41 / 47 HP)
    Noodo(22 / 32 HP)
    Daers(39 / 43 HP)
    Tasst(40 / 54 HP)
    Tinn(35 / 52 HP)
    Alex(25 / 27 HP)
    Lt James (-13 / 23 HP)

    Techies - Level 3 Non-Heroic
    T1 (-5 / 4 HP)
    T2 (-9 / 4 HP)
    T3 (-8 / 5 HP)

    T4
    T5 (-12 / 16 HP)
    T6
    T7
    T8

    Gamorrean Guards - Level 1 Soldiers
    G1 (-7 / 28 HP)
    G2 (-0 / 28 HP)
    G3 (-8 / 28 HP)
    G4 (-4 / 28 HP)
    G5 (-1 / 28 HP)


    Hutt - Level 8 Non-Heroic
    H1

    Officer - Level 2 Noble
    O1
    O2
    O3 (-16 / 24 HP)
    O4 (12 / 26 HP)

    Troopers - Level 2 Non-Heroic
    S1 (-3 / 4 HP)
    S2 (-3 / 4 HP)
    S3 (-11 / 4 HP)
    S4 (-2 / 4 HP)
    S5 (-3 / 4 HP)
    S6 (-8 / 4 HP)



    Updated Map
    Last edited by lawful_evil; 2008-04-14 at 05:58 PM.
    This is my signature, there are others like it, but this one is mine.
    In theory, there is no difference between theory and practice, but in practice there is.

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  7. - Top - End - #217
    Orc in the Playground
     
    Quixotico's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tinn

    ["Good job! See what ya can do ta keep the power off-line."] Tinn, seeing clear enough despite the darkness, looks at Lt. James for a moment. Sorry, Sir. We're in a jam 'ere. Hunkering down, he waits for any potential enemy to become visible from the south. ["Everyone'a ya who can see, get ready. We gotta somethin' big coming from the south. Tasst, keep that gun o' yours at the ready."]

    Spoiler
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    Holding my action for anything to appear to the south of us.

    2 Swift action to Brace the rifle, attacking with Burst Fire.

    Attack - (d20+6)[9]
    Damage - (5d8+3)[20] (Treat Damage Threshold as 5 lower)
    Last edited by Quixotico; 2008-04-14 at 06:40 PM.
    Characters [ Krad | Tinn ]

  8. - Top - End - #218
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles

    Taking a small glow rod to see by from his utility belt Myles packs the shaped detonite around the officers console and it's link to the power generator. He's going to attempt to ensure the power is off permanently by disconnecting the control signals routed from any console to the generator itself in such a way as to make sure it cannot be repaired without replacing major components that are unlikely to be in stores. He attempts to place the charge carefully to take advantage in the weakness of the set up. He sets the timer for 20 seconds.

    Spoiler
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    Take 10 mechanics for a total of 22 vs. a DC 20 to set the explosive charge and timer disarm DC to 15 (makes the DC 20).

    Carefully placing the charge is a GM roll against DC 15 for ignore damage reduction, dc 25 for double damage and dc 35 for triple damage.

  9. - Top - End - #219
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tasst

    Given a quick two-fingered salute, Tasst kneels and shoulders the blaster cannon, eyeing the echoing corridor.

    Spoiler
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    Readied action to fire when the threat is identified.

    Attack +5
    Damage 3d12+1

  10. - Top - End - #220
    Ogre in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

    With the power gone, Alex dashes toward the door, though she does take the time to get her frag grenade out.

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    [ooc]Using 2 move actions to go east in a straight line, should end up in Q8. Using swift action to Quick Draw the grenade.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  11. - Top - End - #221
    Ogre in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Round 7

    As Myles sets the charges, Alex and Noodo move towards the exit, ready to all flee together. Myles puts the finishing touches on them and starts the timer for 20 seconds(3-4 rounds). As the three of them get to the door, they discover that it doesn't open. The power is out. They are trapped in a room with an explosive charge about to go off.

    The hatchway, when the power is on, should slide up in the ceiling(or the crawlspace), but without the power, is a large heavy chuck of metal.

    ...

    In the hallway, not much happens beside footsteps for a few seconds.
    This is my signature, there are others like it, but this one is mine.
    In theory, there is no difference between theory and practice, but in practice there is.

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  12. - Top - End - #222
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Noodo

    We are so dead.


    Quickly jumping on the comms Noodo snap's ["The door's are all locked from the powerout, and we now have a bomb in here with us. Some one want to go stop it from killing us all?"]

    Noodo scans the area looking for any more incoming threats while trying to think of a way out of the tight situation.
    Last edited by WrathOfLife; 2008-04-16 at 06:25 PM.

  13. - Top - End - #223
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles

    "Relax Noodo, don't you trust me? That charge will destroy the power controls, but it'll be localized. Just don't stand next to it. Now out of the way, let's get this door sorted."

    Myles pulls out another block of detonite on his way to the door beginning to roll it between his hands into a thin rope, preparing to position it in a shape around the door to make a hole big enough to get them out.

  14. - Top - End - #224
    Orc in the Playground
     
    Quixotico's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tinn

    ["Keep yar heads tagether. Is there enough explosive left ta take down that door? Is there time?"] Tinn keeps an eye on the noise, waiting for anything to come into view.

    Spoiler
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    Holding my action for something to come into view. Two swift actions to brace and then Burst Fire.

    Attack - (d20+6)[24]
    Damage - (5d8+3)[27] (Treat Damage Threshold as 5 lower)
    Last edited by Quixotico; 2008-04-16 at 04:58 PM. Reason: added damage threshold note
    Characters [ Krad | Tinn ]

  15. - Top - End - #225
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles

    "I have the door covered Corporal. Just make sure everyone is standing back, there might be a small bang."

  16. - Top - End - #226
    Barbarian in the Playground
     
    Meynolds's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Daers

    [So . . . No escape plan then? We'll run out of detonite before we run out of doors I'd think, so no go on just blasting our way out. Any ideas?]
    Avatar by Onasuma

  17. - Top - End - #227
    Ogre in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    A few tense moments later, the explosives on the power console exploded, destroying the console and sending small scraps of metal all over the room. No one is injured, but all feel its effect. Moments later, Myles sets off another blasts cutting out the corner of the door, leaving enough room for everyone to wiggle out into the hallway.

    Myles, Alex, and finally Noodo join the rest of the squad near the fallen LT just as a the source of the echo's becomes visible. A massive 4 legged droid, about 4 meters wide and just barely able to fit in the hallway comes into the intersection between the team and the exit. The droid is surrounded by a small light blue glow of a shield generator.

    Tinn and Tasst immediately open fire on the droid, Tinn fires several bursts and Tasst uses his cannon. Both manage to penetrate the shields, but their attacks don't cause much damage to the droid. Along the underside of the main body a small dish rotates around to face the team and a beam arcs out from the dish which it sweeps across the team.

    The beam sweeps across the whole beam, burning a gash as it goes. Only Myles manages to dodge the cutting laser.

    Myles(41 / 47 HP)
    Noodo(13 / 32 HP)
    Daers(28 / 43 HP)
    Tasst(24 / 54 HP)
    Tinn(22 / 52 HP)
    Alex(16 / 27 HP)
    Droid(61 / 80 HP)

    Updated Map
    This is my signature, there are others like it, but this one is mine.
    In theory, there is no difference between theory and practice, but in practice there is.

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  18. - Top - End - #228
    Barbarian in the Playground
     
    Meynolds's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Daers

    A gash opens along Daers' chest. With a somewhat loud and vulgar curse in Durese, he crouches an fires a slug at the droid.

    Spoiler
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    Attack - (1d20+7)[17] (Crit - (1d20+7)[17])
    Damage - (2d6+3)[6]
    Avatar by Onasuma

  19. - Top - End - #229
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles

    Myles ducks under the cutting laser and pulls out his rifle, he pumps the grenade launcher and fires towards the large droid.

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    To hit (1d20+6)[22]

    Damage if hits (4d6+1)[15]

  20. - Top - End - #230
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Noodo

    Glancing across at the others disgrunty, Noodo finds himself surpirsed as a sudden bean of light slashes across an arm and part of his chest. Muttering a curse Noodo snaps off a shot at the new target before doubling back through the blasted door.

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    attack - (1d20+7)[22]
    damage - (3d6+1)[13]
    Last edited by WrathOfLife; 2008-04-19 at 12:18 AM.

  21. - Top - End - #231
    Orc in the Playground
     
    Quixotico's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tinn

    Sucking in air between his teeth at the wound, Tinn redoubles his stance, flips his grenade launcher over to the ion grenade and fires at the droid.

    Spoiler
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    Swift Action to Catch a Second Wind (heals 13 HP)
    Grenade Attack - (d20+7)[12]
    Ion Damage - (4d6+1)[12]
    Characters [ Krad | Tinn ]

  22. - Top - End - #232
    Orc in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

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    Adding a Force Point.
    Force - (d6)[3]
    Characters [ Krad | Tinn ]

  23. - Top - End - #233
    Ogre in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Alex

    At the sight of the droid, Alex swears in Ryl. When it attacks with it's laser, she starts ranting "Who the <Huttese profanity> builds a <Bothese profanity>ing 4th degree droid with a <Rodese profanity>ing class three shield generator and druaniam <Dosh profanity>ing battle armor, and then <Sullustese profanity>ing equips it like a <Bocce profanity> mining droid?!" During her rant, she goes past Daers, pulls her pocketed frag grenade with her right hand, pulls the pin on it with her teeth, and lobs it at the droid.

    Spoiler
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    [ooc]Move action: move to T14. Swift action: Quickdraw the frag grenade. Standard action: attack with frag grenade.
    Attack roll - (1d20+1)[9]+2 BAB +1 DEX -2 short range
    [roll=Damage]4d6+1[roll] Halved if the attack roll doesn't hit the droid's reflex defense since it's an area attack. I take it you know the shield rules(they're on page 161 of the core book if you don't), so those probably apply as well.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  24. - Top - End - #234
    Ogre in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

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    [ooc]If, and only if, we're using that errata that says an area attack roll below 10 doesn't do even half damage, I will use a force point to improve that roll.
    Force Point - (1d6)[5]
    Also, since the damage roll got broken: damage redux - (4d6+1)[12] Halve it unless you lied about the droid's reflex defense.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  25. - Top - End - #235
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tasst

    Cursing, Tasst removes a grenade from his waist and lobs it at the droid, hoping for more effect.

    Spoiler
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    Attack - (1d20+5)[8]
    Damage - (4d6+1)[11]

  26. - Top - End - #236
    Ogre in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles joins the fun, opening up with his grenade launcher which rocks the droid and its shielding. Noodo fires his weapon at the droid, sending a pulse of energy which collapses the shield and burns the droid, sending a shower of sparks out. With the shield down, the hallway darkens. The team is illuminated by Myles' glow rod, but darkness shrouds the hallway and the droid lurking in it.

    Daers fires his weapon into the dark, but the shot simply deflects off the droid's armor with a metallic *ping*. Tasst lobs his grenade down the hallway. The blast sends debris flying around and destroys some of the ceiling lights, scattering broken glass down around the droid.

    Tiin fires his ion grenade down the hall, but his shot is poorly aimed and it is obvious the electrical surge caused little damage to the droid. Alex rushes forward and tosses her grenade at the droid, showering it with fragments, but causing little damage.

    The droid, reactivates it shields and fires its weapon, slashing across Daers and Tasst, while Noodo, Tinn, Alex and Myles manage to dodge the beam. With the shield active again, the droid is readily visible and standing still... an easy target.

    Myles(41 / 47 HP)
    Noodo(13 / 32 HP)
    Daers(12 / 43 HP)
    Tasst(16 / 54 HP)
    Tinn(22 / 52 HP)
    Alex(16 / 27 HP)
    Droid(35 / 80 HP) SR 5/20

    Updated Map
    Last edited by lawful_evil; 2008-04-21 at 07:31 PM.
    This is my signature, there are others like it, but this one is mine.
    In theory, there is no difference between theory and practice, but in practice there is.

    www.facebook.com/kyleglowacki

  27. - Top - End - #237
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Myles

    Myles swears and moves up towards the place they last saw the droid (S12). He pumps his launcher and fires another grenade at it. "Get behind me, get behind me!"

    Spoiler
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    To hit (1d20+6)[17]

    Damage if hit (4d6+1)[12]

  28. - Top - End - #238
    Bugbear in the Playground
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    Default Re: (SW Saga)Old Republic Commando(IC)

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    Add Force point to hit (1d6)[5]

  29. - Top - End - #239
    Orc in the Playground
     
    Quixotico's Avatar

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    Default Re: (SW Saga)Old Republic Commando(IC)

    Tinn

    Tinn curses at the missed grenade. Cradling his rifle and holding down the trigger, Tinn showers the droid with blaster fire. "Keep at it! Our exit is through that thang!"

    Spoiler
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    2 Swift actions to brace, Burst Fire at the droid.

    Attack - (d20+6)[7]
    Damage - (5d8+3)[32]

    The Second Wind action from last round should have Tinn at 35 HP, yes?
    Characters [ Krad | Tinn ]

  30. - Top - End - #240
    Barbarian in the Playground
     
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    Default Re: (SW Saga)Old Republic Commando(IC)

    Daers

    *Short string of expletives in various languages* Daers begins a brief retreat, firing a shot as he does so.

    Spoiler
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    Attack - (1d20+7)[18] (Crit - (1d20+7)[13])
    Damage - (2d6+3)[14]
    Move to T6
    Avatar by Onasuma

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