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5 posters

    A Darkness at the End of the Tunnel

    Chris
    Chris


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    Post  Chris Thu Dec 12, 2013 2:28 pm

    whit10 wrote:
    I have no idea how to calc the distance from here...   It looks to be within my range (level of force user x4 in meters)  every space is 2 meters right?

     LOL drunken seriously???

    Chris wrote:

    calculate your distance for a thrown grenade, canyon walls are 15m, ship is another 20m up, plus horizontal distance.  


    so not even counting the horizontal distance, you have 20m of vertical distance.  move object max range is 24m.  You could theoretically do it over multiple rounds, I suppose.....

    or you could actually just do the math correctly  scratch 

    A Darkness at the End of the Tunnel - Page 4 Pythag10


    and combat hasn't started, we are still waiting for T'son to roll initiative.....
    whit10
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    Post  whit10 Thu Dec 12, 2013 3:14 pm

    nevermind...

    and frankly, no, I don't remember geometry.  Never had to use it since I was, oh, 15!!!!

    You coulda just said it wasn't in range
    MAS
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    Post  MAS Thu Dec 12, 2013 3:57 pm

    (Surprise, determination)

    "Would have been excellent to still be carrying the grenade launcher"

    Initiative =

    Result of the throw of dice "1d20 +3" :

    10 + 3 = 13
    Chris
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    Post  Chris Thu Dec 12, 2013 4:06 pm

    T'son - none of the Mandalorians are looking at you or pointing their wpns at you. Perhaps they don't see you (since you remained in your hiding spot) or perhaps their focus is on the others.

    Chris wrote:
    Daxx 20
    Tarro 18
    T'son 13 (tie goes to the PC, I guess)
    Mandos 13
    Rakhu 6
    Sharn 6

    Ok, Daxx is up

    current map

    A Darkness at the End of the Tunnel - Page 4 Fork_i22
    whit10
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    Post  whit10 Thu Dec 12, 2013 4:27 pm

    no idea... gimme a sec to think about it
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    Post  whit10 Thu Dec 12, 2013 4:58 pm

    ok, Move Object on Daxx, and then on the detonator itself... just out of curiosity, is the ship open-like, in that I can see several Mandos getting ready to exit out of a door or something?
    navyik
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    Post  navyik Thu Dec 12, 2013 7:48 pm

    MAS wrote:(Surprise, determination)

    "Would have been excellent to still be carrying the grenade launcher"

    Initiative =

    Result of the throw of dice "1d20 +3" :

    10 + 3 = 13

    You do have a grenade launcher on the captured rifle.
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    Post  MAS Thu Dec 12, 2013 10:02 pm

    navyik wrote:

    You do have a grenade launcher on the captured rifle.

    DERP! Your right, I totally forgot that!!!
    Chris
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    Post  Chris Fri Dec 13, 2013 1:59 am

    whit10 wrote:ok, Move Object on Daxx, and then on the detonator itself... just out of curiosity, is the ship open-like, in that I can see several Mandos getting ready to exit out of a door or something?

    move action for MO on Daxx - to which coordinate?

    attack action for MO on thermal detonator

    yeah, think like a big sliding door, HIND gunship style

    Chris wrote:
    The side hatch is already open and the party can see a group of Mandalorians in the ship aiming their weapons down at the party

    A Darkness at the End of the Tunnel - Page 4 Mandal29

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    Post  whit10 Fri Dec 13, 2013 10:05 am

    1508 I think? Anywhere along that line but in range to throw the TD

    Move Object on Daxx:

    Roll(1d20)+8:
    20,+8
    Total:28

    Shit! I hope that's not a wasted crit.

    Move Object on the TD

    Roll(1d20)+8:
    16,+8
    Total:24

    Daxx Vitality: 53/66

    Damage: (I keep forgetting how nasty these are)

    Roll(8d6)+6:
    6,5,5,5,5,3,6,2,+6
    Total:43

    ...that's gonna hurt
    Chris
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    Post  Chris Fri Dec 13, 2013 11:59 am

    can you clarify your target -

    are you still aiming at the turbine-repulsor engine or are you trying to get the TD into the open door?
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    Post  whit10 Fri Dec 13, 2013 12:09 pm

    my mistake... inside the door.
    Chris
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    Post  Chris Fri Dec 13, 2013 12:54 pm

    Daxx uses the Force to leap across the canyon and then again uses the Force, mid leap to project a Thermal Detonator right at the open hatch with the Mandalorians.  The Thermal Detonator flies true at its target.  There is a massive explosion just outside the open hatch door as the Thermal Detonator impacts and explodes on the Shields of the starship.

    Tarro and his crew laugh out loud as the flames dance harmlessly around them.   One of them ask, "A Jedi with a grenade?  Maybe he isn't a very good Jedi, har har."

    A Darkness at the End of the Tunnel - Page 4 Fork_i23

    Tarro is going to hold his action for now, but commands his men,  "We attack as 1, on my mark.  Target the Jedi first, we won't share their mistake and underestimate them.  A Jedi is ALWAYS the primary target."

    A Darkness at the End of the Tunnel - Page 4 Red_ma13

    T'son is up
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    Post  whit10 Fri Dec 13, 2013 12:58 pm

    Bullocks!!
    MAS
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    Post  MAS Fri Dec 13, 2013 1:01 pm

    At this point in history, does the Republic have an organized conventional military force of its own?

    Are storms (dust, energy, etc) common on this planet?

    Do the Mando's have any specific "arch enemies" ?

    Relevant to my action -
    Chris
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    Post  Chris Fri Dec 13, 2013 1:51 pm

    MAS wrote:At this point in history, does the Republic have an organized conventional military force of its own?

    Are storms (dust, energy, etc) common on this planet?

    Do the Mando's have any specific "arch enemies" ?

    Relevant to my action -

    Yes, Republic has a full blown military, though smaller in numbers than the Sith Empire.  Republic is more special forces, Sith is more mass waves of shock-troops, grunts, slaves, etc.  Republic is forced into large scale conflicts, but prefers to go small scale.  Jedi often participate and lead Republic spec-ops and limit the need for large-scale armies

    Kintan - yes, storms, sand in desert.  radiation storms everywhere (which is why some tech doesn't work all the time)

    Mando's main arch enemy.... hmmm.... probably the Jedi, but also themselves.  They are organized into clans, but are more like ancient greek city states (planet-states) than celtic clans.  

    A Darkness at the End of the Tunnel - Page 4 Mandal31


    does that answer the questions enough? I can go into more detail on any topic if you want
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    Post  whit10 Fri Dec 13, 2013 2:03 pm

    Spartans in space? Does that mean they go around killing slaves and buggering each other as well?
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    Post  Chris Fri Dec 13, 2013 2:52 pm

    whit10 wrote:Spartans in space?  Does that mean they go around killing slaves and buggering each other as well?  

    slavery is alive and well in the Sith Empire, Hutt space and the fringe - so Yes, to pt 1

    pt 2, uh.... there are lots of female Mando warriors, so no real need

    A Darkness at the End of the Tunnel - Page 4 Mandal32
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    Post  whit10 Fri Dec 13, 2013 3:23 pm

    ...there were a lot of female Spartans too. Didn't stop the men one bit (sorry, fuck the Spartans... the Romans were far better soldiers)

    and just in case I need to say it, yes, Daxx is deflecting (this could be very painful) Daxx's DC is 25 currently


    Last edited by whit10 on Fri Dec 13, 2013 4:12 pm; edited 1 time in total
    MAS
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    Post  MAS Fri Dec 13, 2013 4:05 pm

    T'son watches the thermal detonation bounce harmlessly off the ship's shields, impressed by the Jedi's bold attack and disappointed to see it fail. "We need reinforcements" he decides quickly. He gathers himself, blocking out the distraction of the world around him, immersing his mind in memory and nurturing its reality with the power of the Force...and as a result -

    (The rocky terrain suddenly explodes in a fury of movement as the 1st Battalion, 509th Republic Shock Regiment bursts from its camouflaged ambush positions. Holo-nets are thrown back to reveal a ring of heavy repeating blasters crews manning weapons in fortified trenches. Shoulder-fired missile teams scramble into place on the canyon rims, brandishing surface-to-air launchers. A dozen platoons of battle armored infantry bound quickly into well practiced assault formations, while anti-grav heavy weapon platforms cover their movements warily from higher ground. A full squadron of Republic CAS (close air support) Fighters scream above in a low, circling pass overhead. In moments, the Mando craft is surround by the Republics most fearsome troopers. Warning shots from many weapons sail dangerously close to the Mando team, whose sensor systems are alight with Republic signatures. 4 Jedi Knights, Lightsabers drawn, fan out as they close quickly upon them, their leader's confident voice booming across the rocks: "Land your craft and surrender your weapons IMMEDIATELY!" )

    Force skill, Illusion (pg 92 core revised), with light side force point buff of 2d6:

    Result of the throw of dice "1d20 +2d6 +3" :

    14 + 2 + 4 + 3 = 23

    23 means a will save DC of 20 to dismiss BUT they cannot attempt a saving throw to recognize it as an illusion until they study it carefully or interact with it in a significant fashion. The illusion targets all of the Mandos in the craft.

    T'son pays the -3- vitality cost.


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    Post  whit10 Fri Dec 13, 2013 4:13 pm

    Nice, dude!
    Chris
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    Post  Chris Fri Dec 13, 2013 4:44 pm

    very nice illusion, let me check the rules (at work again) before I post a response, since it is the Mando's turn now anyways

    *edit

    ok, I just reread the illusion skill description.  was there any other source you were referencing?

    I love your idea, I am just not sure it is within the description of the skill to do what you are suggesting.

    Ok, I agree with following:

    the illusion would appear on their sensors, since it enters their brains directly, they would see a false reading
    they all see the same thing
    no save, unless they have a reason to doubt it.  most likely from direct interaction or study
    the illusion is both auditory and visual and can move\pretend to act.

    problems, mostly with how the skill description is written:
    it makes no mention of number of illusions that can be created, their size, their scope, etc
    how much an illusion can "do" in a single round

    I disagree with:
    cost for range, the entirety of your illusion goes beyond 10m(5 hexes), so you would be at least paying 5 per round




    I like what you are trying to do, but honestly, for 3-5 vitality that just seems way beyond the scope of a skill.  An illusion of the size and complexity that you created should cost a massive amount of vitality and\or probably take many force users.  The illusions you created are all doing very different actions.

    I know the skill description is probably too vague, but I just think your proposed application is way beyond any semblance of ability balance, given what any other skills can do.  I think the vitality cost is a guide or at least gives us a clue about the size and scope of what you can do.  I recognize the skill description doesn't say it is limited to 1 single illusion, but it also doesn't say you can create multiple independent illusions.

    I would be open to you buying feats (with required minimum levels) to augment your illusory capabilities if you want to go this route.
    Feat - mirror image, you can create multiple copies (1 copy per rank) of the same illusion (brigade of troops, squad of star fighters) they all move in unison, min ranks 5, cost range x 3
    Feat - multiplicity, you can create multiple single entity illusions (up to 1/2 your max ranks) which can each perform a single independent move\standard action, min ranks 10 + Mirror Image, cost range x 6
    Feat - master of illusions - like what you just did (1 illusion + copies per rank), min ranks 15 + other 2 feats cost range x 10 vitality

    A single item illusion can be a distraction: cover a pit trap to make someone think it is solid ground, cover a door with the illusion of a wall, create an illusion (a big bush, a droid, etc) and Hide inside the illusion, heck even creating the illusion of a single republic warship in your example.  A single entity illusion could be a monster or a jedi to attack someone or a group.


    I think there are plenty of viable uses of illusion, but what you are asking is not within the scope of the skill.  I am sorry, but I am going to ask you to re-create your desire as a single illusion - 1 ship, 1 jedi, 1 monster, 1 guy with a cannon.
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    Post  MAS Fri Dec 13, 2013 9:45 pm

    Ready action - grenade launcher attack into ship door, condition = shields drop.


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    Post  Chris Fri Dec 13, 2013 11:47 pm

    MAS wrote: Ready action - grenade launcher attack into ship door, condition = shields drop.

    A Darkness at the End of the Tunnel - Page 4 Red_ma14

    Tarro acts with his Mandos, "Ok men, time to practice 'focus fire'. On my target." Tarro jumps out of the door of the ship ignites his jetpack. (move action)

    *T'son can reasonably conclude the shields have dropped. The other Mandos look they will follow his lead.
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    Post  MAS Sat Dec 14, 2013 9:26 am

    Grenade launcher attack into a sqaure right where all the Mandos are bunched up.

    Result of the throw of dice "1d20 +4" :

    11 + 4 = 15

    DMg if hits

    Result of the throw of dice "4d6 +1" :

    6 + 5 + 6 + 4 + 1 = 22
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    Post  Chris Sat Dec 14, 2013 11:21 am

    MAS wrote:Grenade launcher attack into a sqaure right where all the Mandos are bunched up.
    Result of the throw of dice "1d20 +4" :
    11 + 4 = 15
    DMg if hits
    Result of the throw of dice "4d6 +1" :
    6 + 5 + 6 + 4 + 1 = 22

    Following the Jedi's example, T'son patiently waits for the shields to drop and fires a grenade into the 2m side door of the Mandalorian gunship, just as the Mandos are about to jump out.  There is an explosion mostly contained inside the gunship, though fire spouts out the open hatch.

    I rolled reflex for each Mando separately.  

    A Darkness at the End of the Tunnel - Page 4 Red_ma14

    Tarro shouts, "Fools!  I told you to move as one, move with me.  Jedi first, then sniper.  Attack pattern gamma, go now!"

    Tarro begins flying in a circular pattern above Daxx (rest of his move) and fires at Daxx.

    Roll(1d20)+9:
    16,+9
    Total:25

    is that within Daxx's Deflect range?
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    Post  whit10 Sat Dec 14, 2013 12:21 pm

    actually, that hits me exactly. Daxx's Defense is 25 currently (although I swear it should be one higher)
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    Post  Chris Sat Dec 14, 2013 1:27 pm

    whit10 wrote:actually, that hits me exactly.  Daxx's Defense is 25 currently (although I swear it should be one higher)

    ok

    damage
    Roll(3d8)+2:
    8,5,1,+2
    Total:16

    Tarro's Lt and the other Mandos follow their leader and jump out of the gunship igniting their jetpacks during their freefall.  They form an aerial Cantambrian circle and bombard the Jedi from all sides with blaster fire

    A Darkness at the End of the Tunnel - Page 4 Mandal33

    Mando Lt.

    Roll(1d20)+7:
    2,+7
    Total:9

    Mando 1
    Roll(1d20)+5:
    11,+5
    Total:16

    Mando 2
    Roll(1d20)+5:
    19,+5
    Total:24

    Mando 3
    Roll(1d20)+5:
    16,+5
    Total:21

    A Darkness at the End of the Tunnel - Page 4 Fork_i24

    The gunship lists off to the side.
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    Post  whit10 Sat Dec 14, 2013 2:19 pm

    there are two deflection chances there I believe (24 and 21)

    1st Deflection:

    Roll(1d20)+15:
    10,+15
    Total:25

    I think that might hit?  What did they fire at me, rifles?

    Second Deflection:

    Roll(1d20)+15:
    20,+15
    Total:35

    Die muthafucka!!

    ...just waiting for what I should roll for damage. Daxx's Vitality: 37/66
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    Post  Chris Sat Dec 14, 2013 7:45 pm

    whit10 wrote:there are two deflection chances there I believe (24 and 21)
    Die muthafucka!!
    ...just waiting for what I should roll for damage.  Daxx's Vitality:  37/66

    yeah, both redirections are hits. who are your targets?

    you can redirect to any target, though technically you should declare your target before you roll to hit, as usual

    damage is 3d8, standard blaster rifle
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    Post  whit10 Sat Dec 14, 2013 8:31 pm

    my apologies... for some reason I thought they were just deflected back at the original shooter.

    Back at leader boy.

    normal shot:

    Roll(3d8)+0:
    5,1,6,+0
    Total:12

    Crit shot:

    Roll(3d8)+0:
    5,5,7,+0
    Total:17
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    Post  Chris Sat Dec 14, 2013 9:13 pm

    whit10 wrote:my apologies... for some reason I thought they were just deflected back at the original shooter.

    Back at leader boy.

    normal shot:  

    Roll(3d8)+0:
    5,1,6,+0
    Total:12

    Crit shot:

    Roll(3d8)+0:
    5,5,7,+0
    Total:17

    LOL, yeah that's what I thought..... I should know better than to ask

    Daxx whirls his lightsaber around his body evading and deflecting the barrage of blaster fire. He redirects the errant attacks back towards Tarro, who expends energy (vitality) dodging the first, but the second shot lands true. Tarro's armor flashes a small personal shield bubble, but it quickly arcs and sparks as the system overloads. Tarro's jetpack sputters and he slowly lands at his current hex.

    Chris wrote:
    Daxx 20
    Tarro 18, now 13
    T'son 13 (tie goes to the PC, I guess)
    Mandos 13
    Rakhu 6
    Sharn 6

    Rakhu is up

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    Post  navyik Sun Dec 15, 2013 1:05 am

    As tarro groups out of sight behind the cliff, rakhu chooses the next worthy target. 3 shots
    At the Lt.
    12+7=19
    If it hits 5+7+5=17 DMG

    2+7=9
    Sun got in his eyes...

    19+7=26
    4+6+5=15dmg
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    Post  whit10 Sun Dec 15, 2013 1:31 am

    Is that considered a repeating blaster at all? The 19 should be a crit threat if so
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    Post  navyik Sun Dec 15, 2013 1:39 am

    whit10 wrote:Is that considered a repeating blaster at all?  The 19 should be a crit threat if so

    The rotary would be. The firelance sacrifices crit for a very good stun capability and compact SMG size.

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    Post  Chris Sun Dec 15, 2013 11:55 am

    navyik wrote:As tarro groups out of sight behind the cliff, rakhu chooses the next worthy target.  3 shots
    At the Lt.
    12+7=19
    If it hits 5+7+5=17 DMG

    2+7=9
    Sun got in his eyes...

    19+7=26
    4+6+5=15dmg

    hit
    LOL
    hit

    The Lt feels two shots glance off his armor and calls out, "Boss, they got a gunner in the canyon!"


    Sharn is up
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    Post  Robyo Sun Dec 15, 2013 4:56 pm

    Sharn runs and leaps directly across the canyon.
    Athletics:
    7+18=25

    Tag Tarros with the net.
    7+11=18
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    Post  Chris Sun Dec 15, 2013 5:35 pm

    Robyo wrote:Sharn runs and leaps directly across the canyon.
    Athletics:
    7+18=25

    Tag Tarros with the net.
    7+11=18

    Sharn takes off with a determined look in his eyes, running for the edge of the canyon.  He has at least 10ft to run, so the DC is equal to the distance crossed, which I count as 2 hexes or 8m or 24 ft = DC24.  

    A Darkness at the End of the Tunnel - Page 4 Wookie13

    Sharn just makes it be the hair on his chin.  He lands and hurls his net at Tarro and it snares him (just barely!).  

    Tarro is now entangled (-2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run)

    A Darkness at the End of the Tunnel - Page 4 Fork_i25

    TOP 'O THE ROUND

    Chris wrote:
    Daxx 20
    Tarro 18, now 13
    T'son 13
    Mandos 13
    Rakhu 6
    Sharn 6

    Ok, Daxx is up
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    Post  whit10 Sun Dec 15, 2013 5:59 pm

    can I step to 1607 (2 meters) and still make one attack, or are those guys still not on the ground?
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    Post  Chris Sun Dec 15, 2013 6:23 pm

    whit10 wrote:can I step to 1607 (2 meters) and still make one attack, or are those guys still not on the ground?

    only Tarro is on the ground, the rest are flying, but otherwise that would be legal
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    Post  whit10 Sun Dec 15, 2013 7:43 pm

    how far up are they?
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    Post  Chris Sun Dec 15, 2013 11:08 pm

    whit10 wrote:how far up are they?

    the ship was flying at 20m up, they dropped out and ignited their jetpacks, so let's say 15m. I didn't give them their point blank shot bonus, for being within 10m... though that might have been smarter on my part  scratch 
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    Post  whit10 Sun Dec 15, 2013 11:47 pm

    hmm... 15 meters up is a bit far for a normal jump and attack.  I guess I'll just hold and keep deflecting shots back for now.  Daxx will move to 1207, does that require an athletics or acrobatics check?

    If so.. here's the roll, apply +6 for athletics or +12 for acrobatics... I would choose the latter of course but I don't know the check and just want to keep things moving.

    Roll(1d20)+0:
    17,+0
    Total:17

    shit!  Dice are on fire right now
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    Post  Chris Mon Dec 16, 2013 2:00 am

    whit10 wrote:hmm... 15 meters up is a bit far for a normal jump and attack.  I guess I'll just hold and keep deflecting shots back for now.  Daxx will move to 1207, does that require an athletics or acrobatics check?

    If so.. here's the roll, apply +6 for athletics or +12 for acrobatics... I would choose the latter of course but I don't know the check and just want to keep things moving.

    Roll(1d20)+0:
    17,+0
    Total:17

    shit!  Dice are on fire right now

    1207 is back down on the canyon floor, where you started 15m below.

    from PF
    When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules for further details.

    Falling

    Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.

    If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage.

    remembering that 10ft =~ 3m

    15m down is 45 ft
    Daxx can ignore the first 10ft with his acro check and convert the second 10ft to non-lethal (vitality) damage, but he would still take 2d6 straight to the wounds as lethal damage.

    Are you sure you want to do this?
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    Post  whit10 Mon Dec 16, 2013 2:15 am

    dammit, no. Just move to the edge and be done. 1407 I guess.  Neutral 
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    Post  Chris Mon Dec 16, 2013 12:00 pm

    whit10 wrote:dammit, no.   Just move to the edge and be done. 1407 I guess.  Neutral 

    ok

    Chris wrote:
    Daxx 20
    Tarro 18, now 13
    T'son 13
    Mandos 13
    Rakhu 6
    Sharn 6

    Tarro decides to try and free himself from the net.  A wicked looking vibro-blade pops out of a gauntlet sheath and as part of a Full Round Attack action, Tarro slices at the netting with a total of -6 to his attack roll

    Roll(1d20)+3:
    15,+3
    Total:18

    damageRoll(2d6)+2:
    6,4,+2
    Total:12

    The net falls apart at his feet in shreds.

    Tarro takes his second attack at his would-be entangler, the wookie, now without penalty, Tarro's armor pumps rocket fuel from his jet pack tank down a duraplast hose to his armored gauntlet and ignites it in a cone of super heated jet-fuel.  (it is really a cone, I just can't make a cone with PP)

    AoE to hit the hex
    Roll(1d20)+4:
    11,+4
    Total:15

    damage
    Roll(3d6)+3:
    3,3,6,+3
    Total:15

    Sharn gets a reflex save for half.  

    A Darkness at the End of the Tunnel - Page 4 Fork_i26

    T'son is up, followed by the rest of the Mandos
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    Post  MAS Mon Dec 16, 2013 4:14 pm

    Blaster rifle attack the mando adjacent -

    Result of the throw of dice "1d20 +4" :

    9 + 4 = 13

    DMG if hits

    Result of the throw of dice "3d8" :

    1 + 4 + 7 = 12
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    Post  Chris Mon Dec 16, 2013 6:15 pm

    T'son misses the nearest airborne Mando.

    The Mandos realize they are taking heavy fire from the canyon below and all land on top of the canyon, maintaining their crossfire on Daxx.  They all continue to focus their fire on the Jedi

    A Darkness at the End of the Tunnel - Page 4 Mandal34

    Daxx deflecting?
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    Character Information
    Hit points:
    A Darkness at the End of the Tunnel - Page 4 Left_bar_bleue19/19A Darkness at the End of the Tunnel - Page 4 Empty_bar_bleue  (19/19)
    Action Points:
    A Darkness at the End of the Tunnel - Page 4 Left_bar_bleue1/0A Darkness at the End of the Tunnel - Page 4 Empty_bar_bleue  (1/0)
    Character Sheet:

    A Darkness at the End of the Tunnel - Page 4 Empty Re: A Darkness at the End of the Tunnel

    Post  whit10 Mon Dec 16, 2013 6:22 pm

    Do you need to ask? lol...

    yes, he's deflecting
    Chris
    Chris


    Posts : 9518
    Join date : 2011-10-26

    Character Information
    Hit points:
    A Darkness at the End of the Tunnel - Page 4 Left_bar_bleue35/35A Darkness at the End of the Tunnel - Page 4 Empty_bar_bleue  (35/35)
    Action Points:
    A Darkness at the End of the Tunnel - Page 4 Left_bar_bleue0/0A Darkness at the End of the Tunnel - Page 4 Empty_bar_bleue  (0/0)
    Character Sheet:

    A Darkness at the End of the Tunnel - Page 4 Empty Re: A Darkness at the End of the Tunnel

    Post  Chris Mon Dec 16, 2013 6:43 pm

    A Darkness at the End of the Tunnel - Page 4 Fork_i27

    mando 1  (12 o'clock, going counter clockwise)
    Roll(1d20)+4:
    1,+4
    Total:5

    power pack goes dead

    mando 2
    Roll(1d20)+4:
    16,+4
    Total:20

    mando 3
    Roll(1d20)+4:
    6,+4
    Total:10

    pffft, can Daxx deflect any of those?

     study GM fiendishly erases current BAB and adds +12 to goons  study 

    The LT barks at the recruits, "Pathetic!  You all coulnd't hit the broad side of a Bantha.  Switch to grenades!"

    The Lt launches a frag at Daxx's hex DC 10
    Roll(1d20)+6:
    7,+6
    Total:13

    damage
    Roll(4d6)+1:
    2,3,4,1,+1
    Total:11

    reflex for half


    Rakhu is up

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    A Darkness at the End of the Tunnel - Page 4 Empty Re: A Darkness at the End of the Tunnel

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