Vahrran and Jim

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Re: Vahrran and Jim

Post by Rory on Wed Feb 25, 2015 8:31 am

Vahrran quietly ponders to himself about the advanced technology that allows the machines' ability to alter dreams, but remains silent, focusing on following 92's path. When the droid forms a lartie from the dreamscape, he takes point on entering.
Knowledge check:
Galactic Lore or Technology, take 10: 15
Going on memory, does the Chiss Ascendancy possess technology of any kind that can be used to alter the landscape of what a person perceives while dreaming, not just the dream state? Machine-related, not like "happy pills" or drug administration.

"The cockpit is mine," he announced, making a beeline for it. "Jim, take the guns. Attack when 92 gives the word. 92, you're my second, tell me where to go."
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Re: Vahrran and Jim

Post by Kolson on Wed Feb 25, 2015 11:19 pm

Knowledge Check Result:
If anyone was researching such tech you never knew about it. Perhaps this has more to do with this Force thing that you and Ominae have been experiencing.

"Mmm, hmm," says Jim with a nod. He takes one of the frontal gunner positions and begins practicing moving it around.

You and 92 enter the Lartie through the infantry compartment, making your way to your respective seats. As usual the layout of the instruments is not at all Chiss, but you have no trouble adapting to the barbaric layout. As you activate the speeder's power plant, which activates with a satisfying wrrrrrrm, you hear mumbled nonsense coming from a headset attached to the ceiling. When you put it on, the voice of 92 can be heard speaking. "Checking, checking? Do you hear me?"

"I hear ya," says Jim.

OOC:
Go ahead and answer Rory and then make a Pilot check with a -6 modifier to take off (For the record the formula I used to figure that out is: -10 for colossal speeder, +2 for speeder Dex, +2 from co-pilot's Aid Another check). Also, note this modified Pilot skill somewhere in your notes. It's your Pilot check when flying the Lartie all through this next part.
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Re: Vahrran and Jim

Post by Rory on Thu Feb 26, 2015 2:05 am

"Affirmative," Vahrran responded. He flipped a few switches and gripped the stick in silent hesitation. "Prepare for takeoff."
Pilot:
1d20+2: 6
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Re: Vahrran and Jim

Post by Kolson on Fri Feb 27, 2015 5:06 am

OOC:
Thanks.

The air speeder lifts off the ground, a bit wobbly as you get the hang of the dual stabilizers. No crashes at least.

Moments later 92's voice crackles over the com. "Set heading 342 along this route." A map with a series of navigational checkpoints appears on your navigation screen. "We'll be passing through a series of gateways that should take us to your allies. Unfortunately, The Dreamer is now aware of your presence within her mind so keep an eye out for trouble."

The heading takes you over the remains of Checkpoint Alpha where the Imperial Stormtroopers of Not-Ian's legion have made their gallant last stand. A sea of lava creatures flood the area, attempting to encroach upon the two surviving positions. A group of 12 troopers are holed up in an elevated sandbagged position, fighting as hard as they can to hold back the innumerable horde and support their mates at the cave entrance. One of them frantically starts waving up at you, presumably trying to get you help. Meanwhile, blaster fire pours out of the cave, injuring and killing the uncaring lava creatures who fall by the score.

What, if anything, would you like to do Rory?
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Re: Vahrran and Jim

Post by Rory on Sat Feb 28, 2015 8:52 pm

Vahrran weighs helping vs speeding off. The troopers aren't real, but helping them certainly would grant us their favor; however, they would try to take command of the vehicle a la civil forfeiture and take custody of the crew(again), and that is not desirable if he and Jim wish to reach the jump point sooner, especially considering the fight with creatures throwing lava. A point against callous disregard: leaving them would surely draw their ire in one form or another.

But one must take into account that the Dreamer is aware of the presence of real people within the dream, and "she" cannot be trusted. Their waving at us is without question an attempt to draw us in or delay us. Vahrran maintains course without accelerating or putting on the brakes.

"We did not see them wave," he advised over the ship-wide comm. Unfortunately, there is no way to convey this deception through piloting skill, unless 92 has any advice.
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Re: Vahrran and Jim

Post by Kolson on Wed Mar 04, 2015 10:14 pm

OOC:
I'm not sure what you mean by deception. The only people who know you left them behind are 92 and Jim and you just admitted over the com you saw the troopers waving. Mark me confused.

Vahrran leaves the soldiers to their fate, justifying it by telling himself they weren't real anyway. Jim and 92 say nothing, keeping whatever thoughts they have on the matter to themselves.

It is an uneventful flight for the next 40 minutes, as 92's flight plan takes the Larty and her crew on a relatively safe course through the blasted and lava filled terrain. It as you approach the 4th way point that you come upon a large and twisting canyon through the terrain.

"Quickly, take us into the canyon," orders 92, "The first gateway lies at the end."

As you near the entrance though, Jim cuts in, "Incoming! Cut right!"

I'll need a Pilot check Rory.

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Re: Vahrran and Jim

Post by Rory on Thu Mar 05, 2015 10:23 am

Pilot:
http://invisiblecastle.com/roller/view/4793750/
16+2 for 18

The deception at the time would have been against the troops on the ground, and our story to interrogators would be that we didn't see them request assistance, if we were captured again. If I didn't have to try to deceive them, that's fine.

"Brace," Vahrran addressed the crew of the larty, taking evasive maneuvers.
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Re: Vahrran and Jim

Post by Kolson on Thu Mar 05, 2015 8:26 pm

Vahrran expertly maneuvers the Larty in a sharp turn to the right, avoiding a 3 meter (10 ft.) ball of molten lava. The turn lines the crew up for perfect shots on the attacks source--another giant lava creature near the entrance of the canyon. In fact, you see 4 more in a checker pattern with smaller ones swarming the area. Speaking of which, one of them picks up a smaller creature, puts it in its mouth, and then spits it at you. You dive then reduce speed, allowing the ball of lava to harmlessly pass overhead.

"They are guarding the entrance to the canyon. I can plot us a new course around," says 92.

"No time. Let's take them out," advises Jim.

"But we need to move on!" shoots 92 back.

What do you want to do Vahrran?

OOC:
Now that you are aware of the threat, we'll go back to using Reflex Defense for dodging attacks so this should move along faster.

Initiative
Lava Beast 3
Lava Beast 4
Vahrran
-92
-Jim
Lava Beast 2
Lava Beast 1



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Re: Vahrran and Jim

Post by Rory on Fri Mar 06, 2015 12:17 am

There would be opposition no matter which path they took, Vahrran was certain. The more time they spent avoiding conflict at the cost of closing in on their exit, the more time the Dreamer would have to trace them. The trade-off was time vs. agitation. Deciding it was better to save time rather than chance the issue of losing it, he assumed command to engage the hostiles.

"Concentrate fire on the massive hostiles," he ordered, "neutralize them one at a time. 92, assist me with evasive maneuvers."

actions:
Jim will fire only at the large beasts, taking down one at a time, aiming for the weakest if my rocket hits an enemy. I will aim and fire a missile at the nearest large lava beast out of the two near the center of the horde. 92 will assist with Reflex. We are committing.

Rocket attack bonuses: Bab, Dex, Aim, -5 penalty
link
13, + targeting system if applicable: 15
Target: Beast 2 or 1, if applicable. Still aiming for one of the large ones near the center.

Missile damage on hit: 34(x2, 68)
link

Reflex: If Korra's bonus of +1 to Defenses requires her to be present, personal Reflex Defense is 16, before 92's assist.
scenic music:
This should fit the scene: View of Palaven
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Re: Vahrran and Jim

Post by Kolson on Fri Mar 06, 2015 1:46 am

"Roger," they both acknowledge as you make your attack run.

Vahrran launches a missile at a beast in the middle. It streaks out, hitting the beast northward of center, blowing its head and arms from the torso. The now lifeless body lands on its smaller allies, crushing a further 7 under it's enormous bulk.

Vahrran's target destroyed, Jim aims for one on the end (which is logically the only one he can currently see), and rakes it across the chest and arm with a composite-beam laser. The impact get's the beast's attention but doesn't seem to have done any critical damage yet. (Hit, 9 damage total)

The remaining creatures launch their attacks. 2 balls of lava fly by with no damage to the Larty, but unfortunately that leaves you guys in a bad spot with the third. It hits the airspeeder along the bottom, causing a great lurch in the aircraft. Shields have been reduced by 33 percent.

Updated Initiative:
Lava Beast 4 - 9 damage.
Vahrran
-92
-Jim
Lava Beast 2
Lava Beast 1

Update on crew actions: 92 can be commanded to fix the shields.
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Re: Vahrran and Jim

Post by Rory on Fri Mar 06, 2015 3:33 am

"92, reinforce our shields, make them fight for it. Pepper them with a burst, Jim."

Vahrran fires another missile from the alternate cannon, aiming at the large no. 2 hostile.

actions:
92 will fix shields. I shoot another missile. Jim bursts on the group, or 'autofire', whichever. they seem interchangeable.

missile attack: natural 1.
link
-5 = 3, if it matters.

I make a random roll to see if Vahrran can access the Force. He can. Unfortunately, his attempt is clouded. Result = 6

Upon missing, Vahrran tries to access his hidden power - the Force - for guidance, the nature of which he hasn't specified, or settled on what hope for.
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Re: Vahrran and Jim

Post by Kolson on Sat Mar 07, 2015 8:01 pm

"Working on it," says 92. (Mechanics Check to Recharge Shields = 16; Failure)

As Vahrren's missile streaks in the lumbering beast manages to leap out of the way, its armor protecting it from the explosion. Vahrran attempts to reach out to the Force for some kind of advantage or help but finds that its cloudy or just out of grasp.

Meanwhile, Jim sweeps his composite-beam laser back and forth over creature 2 and its supporting infantry, destroying a dozen of the smaller creatures and cutting off one the larger creature's legs. It crashes to the ground and begins thrashing around like a crab on its back throwing up a dust cloud and crushing many more. (Beast 4 is dead thanks to a particularly great damage roll.)

The remaining creatures return fire, showing the same lack of care for their own lives that they did in your last battle. Vahrran manages to dodge the first attack but in doing so leaves himself no room to dodge the second attack. It slams into the Larty with great force, further reducing shields by 33%. One more hit like that and the shields will be down completely.

Note: Let me know what you are doing for flying this turn, then post your next turn. Flying the airspeeder doesn't have to be any more complicated than "I cut to the left so we can sweep over the remaining creatures." Just give me a general idea of what you are trying to do and I'll take it from there.

The reason this is important to do is because if you don't control the airspeeder it goes out of control and becomes easier to hit. It handles like a helicopter for reference.

Updated Initiative:
Vahrran
-92
-Jim
Lava Beast 2
Lava Beast 1
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Re: Vahrran and Jim

Post by Rory on Sun Mar 08, 2015 1:14 am

The shields took another hit, and it became clear that 92 couldn't put a dent in enemy efforts at the rate it was falling. A time and a place for everything, and now was not the time for tactics.

Vahrran checked his guns. "Switch to lasers, 92. Let's hit them with everything."

The larty cuts right to avoid incoming fire and remain to stable in flight.
actions:

I used hamete this time, invisiblecastle is 503 for some reason. I doubt it's ever busy enough for a 503, could be maintenance.

Jim and 92 will both burst. Vahrran will fire at no. 1. If we can kill both of the large ones, then move out of range and fly away faster than the smaller ones can pursue, let's do that.

First a pilot check if needed: 21(19+2)

I would like to fire the missile, so I will sacrifice aim to reload as a maneuver. If I can't reload, I will fire a rocket.
Vahrran's attack result: 16 (missile)
Damage: 31(x2, 62)
If it has to be a rocket: 36(x2, 72)
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Re: Vahrran and Jim

Post by Kolson on Sun Mar 08, 2015 10:41 pm

OOC:
You had 15 missiles per tube magazine Rory, you aren't in any danger of running out of ammo yet. Every time you fire one it automatically reloads. Say what you will about the Republic but they armed their troops well for the Clone Wars.

Also, great idea making preemptive Pilot checks in case you need them. That will save lots of time. Let's make that a thing from now on.

Vahrran's missile hits creature 1 square in the upper chest, popping it's head and chest like a balloon and blowing it's arms away from what remains of the torso. Bits of lava and rock rain down on those creatures below.

"Indeed," says a pleased 92, clearly having no problem with Vahrran's order.

For the first and last time this battle he opens up with the anti-personnel laser cannons, blowing multiple holes into the remaining creature's legs, chest, and head. He laughs his unsettling mechanical laugh as the Larty shoots into the canyon, the clear winner of this battle.

"A dangerous gamble but thrilling none the less," says the droid, "Perhaps we will make it to our destination after all."
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Re: Vahrran and Jim

Post by Rory on Mon Mar 09, 2015 5:38 am

Vahrran made a mental note of the gleeful satisfaction 92 expressed at destroying its enemies in absence of the watchful eyes and ears of the Dreamer. His reply carried an admonishing tone. "Providence has favored us thus far, and will likely continue to favor us if we can get our shields back up to full strength. Please take care of that. I would wish for us to avoid being caught with our pants down."

pilot check in advance:
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Re: Vahrran and Jim

Post by Kolson on Tue Mar 10, 2015 7:59 am

"Yes. A prudent course of action." The droid begins working on the shields only to be interrupted when Vahrran gets a little too close to the canyon wall as he rounds a particularly sharp corner and hits an outcropping with the right wing. The shields are now down completely and the computer is complaining about the impact. "Hey, watch it! Another one of those and we may end up plastered across this canyon."

OOC:
No progress on the shields this turn. Another pilot check please.
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Re: Vahrran and Jim

Post by Rory on Wed Mar 11, 2015 2:55 am

"The bulk of this speeder came in handy during that scuffle, but do not forget it was by your design," he coolly riposted. "Our current assigned stations are the optimal configuration."

However stinging that was to its personality matrices, Vahrran was right, no matter how badly he continued to handle the vehicle.
Pilot:
16

Addtl: When I say "Vahrran was right", I mean that Vahrran's logic leads him to that conclusion. I coincidentally believe he is right. He makes a convincing argument. Actually, Vahrran's Mechanics skill is +10, but maybe 92 has a bonus.
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Re: Vahrran and Jim

Post by Kolson on Sat May 30, 2015 9:01 pm

OOC:
Understood. FYI but 92 has a slightly higher Mechanic's skill than Vahrran (using Mechanics to repair is one of only two ways for droids to heal), I've just been rolling like ass to get the shields back up. :p

"Yeah, yeah, don't remind me." A minute of easy flying later and he calls out in triumph, "There we go, starting to make some progress."

The shields bloom back to life, giving the landscape a slightly blue tinge as Vahrran scoots the Larty around a sharp bend and into a rapidly opening canyon. The distance to each wall is often measured in 10's of miles, with the widest point still to come. Running through it is a river, the first source of water that the party has seen in this wrecked landscape. From your sensor readings you see that it is hot and brackish, completely despoiled by the blasted out environment.  

As you steadily cover ground between you and the purple glow 92 manages to recharge the shields completely and you can start making out new readings from the surrounding lands. You begin to detect signs of fighting ahead, with the telltale explosions and sounds of blaster fire and the thundering sounds of artillery from just beyond the now purple haze.

"Um, what is that?" asks Jim.

"That is the gateway to the next level of consciousness. As we get deeper into the dream, it will become more and more dangerous. The Dreamer is at war with herself, fighting for control of their body. For control of their power."
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Re: Vahrran and Jim

Post by Rory on Sun May 31, 2015 2:54 am

"Which means our struggle can only get worse," Vahrran replies. "Be prepared to defend from attack as soon as we go through. "I anticipate understanding more, and finding a way to return control to her."

Pilot:
1d20+2: 16
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Re: Vahrran and Jim

Post by Kolson on Sun May 31, 2015 7:10 am

"Yes, that's the plaaaaaa-" 92 goes silent. You can see that he is slumped over in copilot's seat, hopefully only unconscious. In the meanwhile the first gate is rapidly approaching. Its thick purple mists gather in a bizarre circular sphere of great size for no particular reason you can fathom. The mists occasionally glow from the telltale flash of blaster fire and explosions, but is otherwise completely opaque.

What would you like to do Rory?


Last edited by Kolson Wezrae on Sun May 31, 2015 7:25 pm; edited 1 time in total
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Re: Vahrran and Jim

Post by Rory on Sun May 31, 2015 10:58 am

"Hang on, Jim." Whatever affected the robot must also have an effect on the ship as well, so Vahrran gets ready to try and crash safely if the larty ends up taking a freefall dive on their way through the mist. That, or there must be some unavoidable blasts or blaster fire inside the mist, in which case all they can do is brace.


pilot:
1d20+2: 17
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Re: Vahrran and Jim

Post by Kolson on Sun May 31, 2015 11:23 pm

Rory:
The number you're adding to your Pilot check is too low as I know you have a skill bonus of +8. I know it has been a while since we played so I was wondering if you wanted to go over the character sheet again.

Jim clicks the mic twice in acknowledgement of Vahrran's warning, ever the professional.  

As the Larty passes through the purple mist your scopes die, leaving you to fly the air speeder by visuals alone. To make matters worse, the emergency alarms start blaring and the speeder itself begins bucking like a bull with a bee up its bum, threatening to drive you off course or worse into the ground or another unseen obstacle. As it is, it's taking everything Vahrran has to try to keep the speeder in the air.

Images of Vahrran's life begin flashing through his head from the earliest to the latest, both good and bad. And just when things look their darkest, he feels a presence in the cockpit and a profound sense of peace overcomes the terror and panic of the last 20 seconds. That's when Vahrran hears a kindly male voice say, "Use the Force, Vahrran. Use the Force."

While he would realize much later that he had never met the voice before that moment, Vahrran took the advice and attempted to reach out with all of his senses, with every ounce and fiber of his being. And from within, he felt something open up, some secret part of him that he had never known existed and would always feel from then on for the rest of his days.

With that awakening, he "saw" through the mist, the opaque sludge melting away before the power of his mind's eye. Nothing and no one was an obstacle to this sight--not the Larty, the droid, or even his own body. Only the telltale lights from his first vision remained for himself and Jim.

OOC:
I took the liberty of rolling a Use the Force check for you. I'm sorry if I overstepped but you passed it spectacularly and can now navigate the mist with no problems.

You also gain the following:

You are now trained in Use the Force for the following purpose:

Sense Surroundings: As a swift action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by 5 if this ability is used against targets with total cover.

Being trained for this purpose means that you get the +5 to your skill bonus only when using the Sense Surroundings application of the Use the Force skill. All other attempts to Use the Force are made as though you were untrained. Please add this use of the skill to your notes for future reference.

As you continue to master the Force, you will unlock the full use of the Use the Force skill. When you eventually finish, you'll be able to do any of the abilities whenever you want and begin training in more esoteric techniques via the Force Training feat. In the meantime I'm going to dole them out to you in bits and pieces as quest rewards.

While you can eventually learn all of the various applications of Use the Force yourself, convincing someone to train you further will greatly speed up the process.

Using his new ability, Vahrran spotted the rock pillars fast approaching the Larty and began navigating safely around and through them until finally emerging from the mist to the largest and most confusing battlefield he had ever seen.

Legions of soldiers and droids clash as machines and ships and beasts of war carve bloody swaths through the battlefield and the sky above.

Battle 1: Just below the Larty a legion of Republic soldiers in red uniforms led by several Jedi Knights is trying to defend the heights against an army of Mandalorians in archaic armor. To the west a force of Madalorian's on massive war droids are forming up for a charge into the battle. You realize that if the Republic troops are given no support they'll likely take devastating losses and may even lose the heights.

The Battle Below:

Republic vs. Mandalorians

Basilisk War Droid

Battle 2: On a hill to the east a sea of lightsabers mark a legion of Jedi Knights charging into a sea of red-skinned aliens in tight, disciplined formations dressed in archaic armor and wielding blue crystal weapons. Somehow, the weapons are able to stand against the legendary cutting power of the lightsaber, and the charge is halted like the sea slamming into cliffs on the shore. Both sides launch devastating Force attacks at each other, each one trying to break the other's lines.

To the north artillery is being set up to support the Jedi Knights but they have come under attack from 4 enemy fighters. Unless they are stopped it's debatable whether the Jedi will be able to win or how many losses they will take.

The Battle to the East:

Jedi vs. Golden Age Sith

Jedi Civil War Era Sith Fighter

Battle 3: To the Southeast a legion of clone troopers, a legion of troops from something called the New Republic (this info conveniently shows up on your friend/foe indicator), and a battalion of armor identified as belonging to the Empire are currently getting curb stomped by a legion of an unknown alien species. Both sides are supported by air power, but the starfighters of the aliens are strange, lighting up as living organisms on your scopes. It's clear that without reinforcements the clones will soon break.

Battle to the Southeast:

Unknown Alien Species; New Republic Starfighters engaged with Unknown Alien Fighters overhead.

Foreground: New Republic Troopers; Background: Imperial Armor; Imperial Bombers overhead

Battle 4: The battle in the air over all these other battles is a chaotic thing, in which dozens of starfighters and converted freighters of various makes and models clash with each other so that their respective sides can win battlefield air superiority.

It is this battle in which you find yourself and is honestly the last place you want to be in a troop transport with no air support. Speaking of which, you notice two starfighters in formation start giving chase, shooting at you with their laser cannons.

What would you like to do?
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Re: Vahrran and Jim

Post by Rory on Mon Jun 01, 2015 9:15 am

Pilot:
My pilot check is 1d20+8. For flying the larty with copilot assistance, you told me to apply a -10 for colossal speeder, a +2 for speeder Dex, and a +2 for copilot assistance. I accidentally left in the +2 for aid by copilot in that last check(92 was unconscious), but I should still pass with a 15.

Speaking of, add 92's copilot assist to the following roll if he is conscious again.
1d20: 10

Vahrran has really has no choice but to focus everything he has and is on surviving. So it's when he is in survival mode that this new sight and extension of his being 'awaken', and in that moment he trusts everything he is. He has to force himself to keep his Force vision active for the duration of his navigation through the purple mist, resisting the vertigo that comes with looking down through the ship at the obviously-high elevation drop between him and the ground below.

He doesn't have time to second-guess these new sensations, and upon seeing the battle unfolding around him, he attempts to assess which side would be most prudent to lend aid to.

vahrran's reasoning and thoughts:
The lesser and familiar of two evils was chosen in the first layer Vahrran visited, a choice that hadn't steered him wrong. He has enough time to reason that the Force, which had helped him survive, was used by both the Jedi and the Sith. He now has the chance to choose between what he considers 'correct' and 'corrupt', and which is familiar among them. Most obvious is the choice to stay away from the Mandalorians, a nomadic culture of warriors dedicated to and well-know for their martial prowess.

He finally decides that the consistent use of equipment with outdated appearance has meaning. He reasons that the Republic was recently taken over internally by the Empire, and that there shouldn't be any "Republic" soldiers. He takes a moment to ponder that there shouldn't be any Jedi at all, then decides this unknown "New Republic" led by Jedi Knights against the savage(or "tribal") aliens must be some sort of rebel group, although it is strange to him that they aren't in the act of violent rebellion against the Empire. Perhaps all forces that found themselves on this planet disturbed what is able to survive on it, and it happens to be invariably hostile to everything? It appears as if the past is clashing with the present in the Dreamer's mind. Perhaps she is old enough to be able to remember all of these battles? 92 said she was fighting for control, but fighting what?

He finally settles on helping the Jedi in the north set up the artillary, as that may be used to aid all of the Jedi in time as soon as the Jedi are victorious over the Redskins.

"Support the artillery setup, Jim. We'll evade our pursuers." What Vahrran has in mind is observing the pair of starfighters' response to the larty of unknown faction as it attempts to shoot down the four fighters assaulting the Jedi.

"92, are you still with us?"
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Rory

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Re: Vahrran and Jim

Post by Kolson on Wed Jun 03, 2015 5:24 am

OOC:
Pfff, duh. I'm sorry Rory, you're right and I apologize. It's clearly I who needs a refresher.

Also, you are very close to figuring out what's going on, like 92% and a few contextual details that the rest of the party should be able to fill in later. Well done.

As a reward here's a hint: As you noted, the stuff you are missing pertains to the the battle between the Dreamer and her enemy. Find that out and you'll have cracked this case.

Jim grunts in the affirmative, somehow conveying acknowledgement and approval at the same time. He wastes no time in opening up on one of the enemy fighters, completely cutting it into 4 different pieces with his laser. These fighters clearly lack shielding.

On your front you manage to dodge the attacks of the enemy pilots (neither of them hit your Ref Defense). They whiz by with a terrible roar. Your Friend/Foe indicator shows them as Empire, though you've never seen a fighter quite like that before.

Starfighter Pic:

TIE Fighter

92 answers, "Ah, where am I?! What's happening?! By the Maker!" He's clearly spotted the massive battle.

OOC:
You are now in missile range of the fighters, leaving you with the option of using your anti-air or your regular, more powerful ones.
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Kolson

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Re: Vahrran and Jim

Post by Rory on Wed Jun 03, 2015 7:27 am

"Help me fly, 92. Focus on our tail, Jim. You may fire when ready."

ooc:
About how many rounds would it take for me to use my mind to morph the larty's shield into something much stronger, and an additional droid to help keep them up in engineering? I'm willing to sacrifice my aim bonus if it requires swift action.

Initiative: 23, natural
Vahrran attacks, Jim attacks, 92 assists pilot.

Rocket
Aimed: 19
damage: 48 (blank? add +1)

Vahrran's preemptive pilot check: 16
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Re: Vahrran and Jim

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