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USH'S STAR WARS GAME- Short Story/Gameplay examples
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Kumar has killed five mooks and Gremane two. That leaves five left to fire. All of them blaze away at the Jedi, but their shots are deflected away uselessly!

The mooks have a skill of 7. However, their blaster carbines spray out a large amount of firepower. Whilst not much good for a skilled gunman, this ‘spray and pray’ firepower give them +2 to hit, so they are firing with an effective skill of 9. Kumar has a Lightsabre of 14, and Gremane 12, and so these are their target numbers to hit. Three fire at Kumar, and two at Gremane. At this point, Kumar and Gremane have the option of spending frames to dodge these attacks, using ‘Active Dodges’ to increase their defences. Active dodges can be taken even when it is not your turn to act, and are very useful. However, Kumar and Gremane are dependant on having lots of frames to act in order to maintain their current superiority over the goons they are fighting, so they decline to spend frames dodging. Note that Kumar and Gremane are still making some effort to get out of the way/deflect shots- this is called ‘Passively Dodging’; it costs nothing and is the reason why the attackers must reach the Lightsabre skills of the Jedi to hit them in the first place.

(Note that the ‘Active Dodge’ is not the only Defensive Action you can take. The Blade Trick Block allows a superior form of Defensive Action against frontal attacks; the Force power Defensive Leap gives you a powerful defence against all attackers, though you must move whilst doing so, and the Force power Reflection, which reflects laser attacks back at your attacker, is also a form of Defensive Action.)

Against Kumar they roll +4, +2, -4, for totals of 13, 11 and 5. One got close but not close enough. Against Gremane they both roll evens, for 9 and 9. He is safe also. The shots are deflected away.


But the gun turrets have acquires their targets and fire also. They have a firing skill of 8, increased to ten because they are also using spray fire (10 is the limit spray fire can take your shots to). They also do more damage than the carbines of the goons. These attacks are more dangerous.

Kumar ducks one volley of fire and deflects another away. Gremane deflects one, amd then dives away but the next comes awfully close to a hit; a shower of sparks explodes on the wall behind him, scorching him slightly.

Kumar thinks Gremane should play it safe with these more dangerous attacks. He does not literally control Gremane but the GM is happy that Kumar would have so trained the little guy, so Gremane takes active dodges against both attacks from the turrets, making his dodge value against those attacks 14, the same as Kumar’s

Against Kumar, the guns rolls -3 and -1. Feeble! But against Gremane they roll -2 and +4- the second result is a 14, and a Hit! The damage of the gun turrets is 13. Added to that is the Outcome of how much it hit by- but this one actually hit dead on, so the Outcome is zero and no extra damage is added at all. Subtracted from this is Gremane’s strength of 8, for a final total of 5 damage. Named characters can take 25 damage before being really wounded and 35 before they are in trouble, so this isn’t really a crippling problem- and so the final effect is described as a near miss, and the GM notes that Gremane has taken five ‘damage’ so far.


Kumar and Gremane, with the remaining mooks now trapped between them, advance forwards- but nearby footsteps herald the approach of more bad guys…

We shall move away from Gremane and Kumar now. They will slaughter those mooks, but more will turn up… You will note, of course, that the two of them- even the young Padawan- were HIGHLY effective against these people. Of course, Kumar is a hardcore combat template, but he could kill these people in his sleep- even the weaker combat templates, therefore, should find this sort of thing easy going.

That is intentional. Jedi ARE that dangerous. But over time, lucky hits will wear the two of them down. Just as in the Arena battle of Attack of the Clones, the Jedi will wipe out uncountable amounts of droids, but will slowly be exhausted over time until lucky hits finish them off. Of course, you will not be fighting (many!) battles on that scale, and with sensible play you should wipe out your foes before being overwhelmed. Some fights are notably more difficult than others though.

Matrix players might be wowed by the ease of mook death (who you knew are mundanes). There are four reasons for this:

1. Mooks are worse in Star Wars. Just the way it is- Matrix players are expected to be more thoughtful with how they handle rooms full of Mooks, using cover etc. Jedi don’t use cover! Star Wars mooks are both lower skill, and require less Outcome to kill.

2. In Matrix, you would be expected to use lots of powers with every move to try and make Mook killing easier. Jedi don’t have to- they have Lightsabres. Lightsabres are very powerful and make this job easier! And then Jedi can add their force powers on top of that- fewer options than Matrix players, but enough to provide a further edge.

3. Blade Tricks- Jedi, with their Blade Tricks, have all the best powers of Matrix Guns and Fu combined, except for not being ranged.

4. The Mooks were not dodging! In Star Wars, battle droids and stormtroopers seem to care less for their lives and don’t get out of the way. In Matrix, all mooks tend to dodge when attacked. Most mooks in Star Wars do not.

However, sometimes in Star Wars I may deploy more Matrix-like mooks (like the Order of Miramar, whom the vets may remember) who, whilst still not highly dangerous, will have higher skills, and will dodge like Matrix mooks, to give you guys a tougher fight.

One thing that can easily undo a Jedi (or at least shorten the length of time he can hold out in a big fight) is being attacked from the sides or rear, where it is harder to use your sabre in defence. However, both Kumar and Gremane have the Blade Trick Total Cover, which eliminates this problem. This is vital for Kumar, whose tactic of leaping into the middle of a fight requires such 360 protection; after a previous bad experience, he hammered this lesson into Gremane as well.

Meanwhile, what have Arin and Marakith been up to?


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:34 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Starting on frame 12, Arin and Marakith jumped down to the floor below. Marakith only has the basic power Fall, but even though this is not a jump at which they are literally next to a wall, the GM rules that jumping down between walkway levels is ok with the basic Fall power.

As Arin and Marakith land on the level below, a variety of auto-turrets open fire on them. Arin deflects the turret fire to one side, and even, with a few twirls of his sabre, deflects the blast fire away from Marakith also. One of the volleys fired at Arin is reflected directly back into the turret, destroying it in a shower of sparks!

The two of them land on the lower level on frame 10, and the turrets open fire on frame 11- literally whilst they are still falling, but the GM rules that this can count as an automatic attack once they have landed. As before, the turrets open up with burst fire on the two Jedi. Arin wants Marakith, whose skill is one point less than Gremane’s, at 11, to dodge and avoid fire also. However, rather than simply take an active dodge to get to a defensive value of 13, Marakith instead takes advantage of Arin’s ‘Bodyguard’ blade trick, which allows Marakith to take an action to use Arin’s basic defensive value of 14 (with Arin’s permission, of course!). Note it is Marakith who pays the frame cost for being defended by Arin- Arin can do it automatically so long as the other person makes the effort to be in the right position! If necessary, Arin could chose to pay the frame cost himself. Marakith does not have Total Cover, but Arin does, and he can combine that with Bodyguard to keep Marakith’s rear covered just as much.

Because Arin wants to keep moving at the same time as Marakith, and as Marakith just spent two frames being protected by Arin for those attacks, Arin decides to spend a frame himself. The two attacks against him, he takes a Defensive Action of his own against, activating the force power ‘Reflection’. This does not increase his defence, but gives him bonus attacks back if the attack misses (assuming it is a reflectable attack like a blaster shot). Remember, when you activate reflection, you can use it against up to 3 attacks- however, Arin would have to pay separately to reflect the attacks coming at Marakith, so he just bounces the two coming at himself.

The attacks on Marakith roll +2 and +3- that +3 would have been a hit, had Arin not been covering his Padawan. Against Arin, they roll +3 and -2. The +3 is a 13, only JUST a miss against Arin’s Lightsabre score of 14. Arin can take his reflection attack, but there is not much point- his base value for the attack will be 1, the amount the attack missed by. Arin actually has the blade trick Ricochet, which increases the value of that bounced shot by two points to 3, and it gets another +2 because Arin gets the benefit of the burst fire the turret is using (+2 to the attack), but 5 is still pretty feeble. The second shot, however, rolled an 8, a miss by six. So the base of the reflected attack is 6, plus two for ricochet makes 8, plus another two for reflecting burst fire makes 10. An attack of ten is much better!

Arin’s reflection is also very good- he rolls +5, for a 15. That is an Outcome of seven against the turret (which counts as a mook). Note that even though the turret cannot move, it still gets a passive dodge of 8- representing its sturdy design. Furthermore, the turret had two points of armour, that reduce the outcome of all attacks made against it. Even if Arin had the Gun Trick Eagle Eye, which defeats armour, that armour would still apply, because Arin is not firing a gun, he is simply reflecting the shots. So, the Outcome of the attack is reduced by the armour to 5. Well, an Outcome of 5 is what you need to kill a mook- so the turret explodes!


Arin and Marakith head on down during the rest of the sequence in similar fashion.

If ever Arin is left a frame ahead of Marakith, he either just deliberately wastes the frame, or he activates a force power like Sidestep- it is always a good idea to have some force powers that last for a sequence ready to activate in case you have to wait at some point

Down the bottom of the main area, they reach the control complex, only to find the door heavily covered by turrets, and locked. From above, goons are heading down towards them, adding yet more enemies.

“Get that door open, Marakith!” yells Arin. The two of them blur over to the door at high speed, and Marakith flips open the door maintenance panel, as Arin spins and starts deflecting the large amounts of incoming fire.

Arin and Marakith activated the Force power Speed, enabling them to reach the door in one frame instead of three. It was a straight run across an open walkway so the Force roll needed to co-ordinate was very easy.

They could cut through the door, but they want to close it again when done, and it might be no quicker than picking the lock, which is what Marakith is doing. Arin now uses the trick Bodyguard again- this time, paying the frames to defend Marakith himself, leaving Marakith free to work on the door without interruption.

Marakith rolls +2 on his fix-it roll, for a total of ten- enough to get the door open in 3 frames.


The door opens up, and the two Jedi tumble through, Arin using the force to whack the ‘close’ button as he goes through.

This casual touch doesn’t need any expenditure; it’s just for style.

“Right,” said Arin. “Now…” then he stopped. Across another walkway to the control room itself, a figure was standing on the far side. Arin felt the mind of his opposite number, and without a word raised his sabre.

Lorlorn activated his sabre also, and twirled it twice.

“Hello, Jedi,” he said. “How do you want it? Shall I take the boy first?” Arin motioned for Marakith to stay back.

“Don’t bother,” said Arin. “You’re not dumb enough to tell me anything useful and you aren’t going to get me riled up with anything you say.”

“How disappointingly dull…” said Lorlorn. He had been hoping for a cocky Jedi but by the feel of it, this one was well-adjusted. Pfft! What an idiot! All those years mastering his emotions and his powers and what has this Jedi got? Nothing! Still the lackey of a crumbling Republic. He wandered how many missions this Jedi had done. Dozens? Hundreds? Was the Republic any better for it all? What was the point?. Taking him out was a kindness. Leaving him alive would be more cruel, but then this person was in his way, so… Lorlorn was professional as well…

“I am de-activating the turrets and taking control of all this hardware,” said Arin. “Are you staying in my way?” Lorlorn shrugged.

“Sorry to be awkward…” said Lorlorn. And then he dashed forwards to engage.

Marakith considered moving forwards to his Master’s side for a moment… but then decided against it. Instead, he eyed the controls at the far side of the walkway, and waited for a moment to get past this man…

Sensible choice. With a Lightsabre skill of 11, all Marakith would achieve by entering the fight is guaranteeing that the good guys lost every round depending on him. If Marakith was 18 and had a skill of 13, Arin would have welcomed his assistance- as it is, Marakith will do better shutting things down whilst Lorlorn is distracted.

Before we get into the duel, let’s take a look back up top. Kumar has taken out most of the mooks that have come his way. A lucky shot- much to his irritation, from a mere goon, not even a turret- has left him with six points of damage. Gremane has moved down a level, to intercept reinforcements that were coming upwards. One of the turrets has been destroyed by Kumar with a graceful Flying Charge, still his favourite move, but on the whole he had to concentrate on the mooks and the turrets remain a great annoyance.

But now, strolling into the top area, is Erisham, one of Dodrak’s top hitmen. He is accompanied by two very expensive assassin droids, and they want to take care of this nuisance…

The Assassin droids are ‘super-mooks’. Think of them as mook captains. They have a higher skill, but more importantly, they take damage like normal characters. No messing around with impairment or death checks though- as soon as you get them to 35 or more damage, super-mooks die. They are also affected by anything that works against mooks, so you can still get fast attacks against them with Carnival of Carnage, for example. These droids have a skill of 10.

Erisham, a named character, is the template Mercenary, from the non-force template selection. He has Guns and Heavy Weapons scores of 14, and a Combat score of 13- along with plenty of Gun and Combat Tricks. Nasty piece of work- but no Force powers, of course.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:34 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

“Take him down!” orders Erisham. The droids fan out towards Kumar, who spins and twirls to face the new threat.

Speed roll for this sequence is a 3. As ever, Kumar adds 9 to that to get a 12, the droids both add 7 to get 10, and Erisham adds 8 for an 11. Kumar goes first!

The droids have spilt up, and so there is no benefit from trying to use a Flying Charge now, as Kumar can just run to a target. This he does so, dashing forwards and slashing a chunk away from one of the droids with a fast blow…

Kumar used the Force power Strike, which turns a three frame close combat attack into a two frame one. Note he could have used Mind of the Warrior to be even faster- but he wants to save his use of Mind of the Warrior for defensive purposes. Strike uses two force points, which, from Kumar’s Force Pool of 10, leaves him 8 more force points remaining this sequence

He rolled evens on his attack, which the droid took an active dodge against. That is a result of 14 against 12, a hit with an Outcome of two. As the Super-mook is still a mook, added to that Outcome is the Lightsabres Killing power of two, so the outcome is 4.

The base damage of a Lightsabre is 20, and unlike other melee weapons this is not increased by Strength (it is VERY high already!). To that damage is added the Outcome of 4. Therefore, this hit does 24 damage in total- subtracted from which is the droid’s Strength of 7. That is 17 damage- just under halfway. This glancing blow burns away part of the droid but it still functions!


On Frame 11, Erisham acts. He is wielding a HUGE rifle- actually designed to fire ‘piercing’ laser blasts that destroy tanks.

This is a Heavy Weapon, doing a base damage of 18. It should take four frames to fire, but Erisham has the Gun Trick ‘Big Guns’. This trick is not listed in the rules as Force-based templates do not use Heavy Weapons, but one of its effects is to allow Erisham to fire this gun at normal speed- three frames.

Erisham fires the gun, and with astounding reflexes, Kumar jerks his head backwards, and the shot flies just in front of his face, taking out a large chunk of the wall behind!

When Erisham fired, with a skill of 14, Kumar thought it would be sensible to get out of the way! He takes an active dodge, but this time he uses one of his uses of Mind of the Warrior (he has it four times, so he can use it four times this sequence) for that dodge to take no frames. Erisham rolled +1 on his attack for a 15. Kumar’s dodge took him to 16- phew! Just missed![/]

The moment after that shot flies by his head, Kumar brings his sabre back up around from his head and slices the opposing droid in two from shoulder to hip!

[I]As he spent no frames dodging, Kumar is still on frame ten, with the droids. Player privilege means he goes first again. He takes a standard blow on the droid opposing him, who dodges again. This time Kumar rolls +4, for an 18. Nice shot! An Outcome of six, increased by killing power to eight, for a damage of 28 minus the droid’s Strength of 7. 21 damage takes the droid’s total damage to 38. That is 35 or more, and the droid is killed before it even made an attack!

So, whilst it might seem unfair that super-mooks take damage like you guys but don’t get impaired… practically speaking, they still die quite fast- especially against a lightsabre!


The other assassin droid fires. It is wielding two heavy blasters, and fires with a combat programme that gives it two levels of Both Guns Blazing, so it fires without penalty. Kumar easily escapes its hail of fire, however.

Kumar played it safe and took another dodge, without paying a frame due to Mind of the Warrior, in order to be pretty certain of escaping alive. The droid only rolled +1, for a total of 11. It would have missed anyway, so the dodge was wasted- but better safe than sorry, Kumar thinks.

A moment later, Kumar has to throw himself flat to avoid another shot from Erisham…

Once more, Kumar uses Mind of the Warrior to get a free dodge when Erisham fired again on frame 8. Erisham rolled -1, so this again is a wasted dodge, but that is part of the tactics of the game!

Kumar now throws himself into a forwards somersault. He passes Erisham on the way, lashing out at him with a deadly shot but, with exquisite timing, Erisham manages to bend backwards out of the way. Kumar lands by the other droid, slashing off part of an arm with a stroke.

Again, Kumar and the droid tie on frame 7, and Kumar acts first as a player. He activates Flying Charge, costing him three force points, leaving him with 5 left this sequence. His charge takes him past Erisham and lands by the other droid, giving him the opportunity to attack both, again at no penalty due to Multiple Attack. He makes his acrobatic roll to land safely, and now makes separate attacks against each. Another good strike on the droid does it 20 points of damage- now, no matter what, any further lightsabre blow will destroy it. The attack on Erisham is more interesting.

Kumar rolled +3 for a 17. A good blow, and even though Erisham dodged, this only takes his defence to 15. The reason for this is that Erisham’s Guns skill is not much good at defending against Lightsabre- it would be worth two less than normal. He dodged using his Combat skill of 13 instead. 13, plus two for the dodge, is 15. But, not wanting to be hacked apart just yet, Erisham used a Fortune point on that dodge, a resource only available to non-Force characters, representing a weak tie to the Force giving them good luck. Fortune does not refresh between sequences, only between episodes, so once Erisham spends his fortune in this fight it is gone! When used in this sense, fortune adds an extra d6 (six sided die roll) to Erisham’s dodge value. He rolled a 5, taking his dodge to a mighty 20! So that attacked missed- lucky, eh?


The droid fires again at Kumar, who slides out the way, again with ease, and then even as he dodges, his sabre has stabbed forwards, and runs the droid through, causing it to slump into non-function.

Kumar dodges WITHOUT using his last use of Mind of the Warrior, which he plans to use to give him an edge against Erisham. So Kumar burns a frame dodging, which he is ok with as Erisham just used a frame having to dodge that attack Kumar just made. The droid rolls +3 for 13- he still would have missed without the dodge! Darn…

Kumar then spends two force points (leaving him three remaining) activating the Force power Riposte, which gives him a bonus, zero-frame attack against someone who just attacked him at close range. Never mind that the droid was using guns- it was still within melee range! Kumar rolls +2 for his attack, which is a hit regardless, and as we know, any further hit on that droid from a lightsabre would destroy it, so destroyed it is!


There is a small explosion by Kumar as Erisham fires again. Kumar twists out of the way, but the debris from the blast cuts open Kumar’s leg…

Oh dear. Erisham fired again on frame 4, one ahead of Kumar, and Kumar used his final Mind of the Warrior to dodge without frame cost. But Erisham wants to nail this guy, and he uses another fortune point to add d6 to his attack. His attack rolls +1, for a 15, and the fortune die adds another +3, for an 18. Kumar’s defence was 16… he is hit! The weapon does 18 damage, plus an outcome of 2, for a total of 20 damage minus Kumar’s Strength. His strength is 7, so that is 13 damage, taking Kumar to 19. He doesn’t want to be hit again- it will impair him at 25, reducing all is rolls by one!

Kumar twirls his sabre a couple of times, and returns to the attack. He closes in on Erisham, who quickly lets go of his rifle (which is returned to his backpack by a mechanical device) and draws a short metal rod, which with a flick expands out into a vicious dual-tipped metal spear. Kumar makes two slashes with his sabre at Erisham, who fends off Kumar with the spear, but is forced backwards with little room for manoeuvre, growing increasingly desperate…


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:35 PM
Ushgarak is currently offline Click here to Send Ushgarak a Private Message Find more posts by Ushgarak Edit/Delete Message Reply w/Quote Quick Quote
Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

The spear is actually a Device, chosen by non-Force templates in the same way as powers or Tricks. Mercenaries don’t get many of them, but if you fight a Bounty Hunter they have LOADS of little things to help them!

Even with his custom gear, it takes Erisham a frame to change weapons, and this frames him out. Kumar used Strike to get a two frame attack on Erisham again, leaving him one force point left, which he will not do anything with, and he followed this up with a standard attack on his final frame. Erisham took dodges against both- but as he is framed out, this will cost him initiative from the next round. However, one effect of the Collapsible Spear is that it makes your melee dodges worth +3 instead of +2! Kumar scores a near miss, but Erisham’s spear has saved him…

Now we begin a new sequence. The speed roll is 6. Kumar acts on 15, but Erisham is slowed by those dodges and won’t act until 11. That could be trouble! Even worse, Kumar has all his force pool, and uses of Mind of the Warrior, back…


Kumar now goes heavily on the attack. His sabre blurs with blow after blow, driving Erisham back, and scarring a nasty blow down the hitman’s right arm…

Wanting to finish things right away, Kumar does two Strikes for two frame attacks and a normal blow for three- blowing four force points. The first strike takes him to frame 13, the second to frame 11, and then he acts first due to player privilege for the third blow, taking him to frame 8. Erisham cannot afford to dodge all these- he would never get a hit back! He dodges the final blow only. Arin rolls -2 on his first blow for a 12, a miss. He rolls +3 on his second for a 17- a hit! With an Outcome of 4, that is 24 damage minus Erisham’s Strength of 8 for 16 damage. A good blow, that burns Erisham’s arm! The third attack rolls +1 for 15- again, Erisham’s spear has saved him, as it meant the dodge took him to 16.

But Erisham is not finished yet. Twirling out of the way, he now strikes back with a lightning-fast blow of his own that Kumar just fails to anticipate- the blow catches him in the chest, almost impaling him before he wrenches away. Blood streams from the wound, and Kumar, trying to make an immediately counter blow but missing, takes a few moments to collect himself…

Erisham used the Combat Trick ‘Quick Hit’ to get a two-frame attack of his own in! Kumar uses Mind of the Warrior to dodge for no frame cost again, but Erisham uses his final Fortune point to boost his attack once more, getting a final result of 17, a hit with an Outcome of one. Damage from his vicious spear is equal to his strength of 8 plus 8, for 16. The Outcome of one raises that to 17, minus Kumar’s strength of 7 gives Kumar ten damage, taking him to 29 wounds. He now has -1 to all his rolls- one more point of damage would mean -2, and at 35 he has to start making death checks to stay up! Kumar then used the power Riposte, costing another two force, to strike back at once, but he rolled -7 on his attack- a miserable failure.

Sensing a chance, Erisham attacks again, and nearly runs the Jedi down!

He attacks on frame 9, ahead of Kumar. Kumar’s ever handy Mind of the Warrior gives him another free dodge, and this time it is worth it- Erisham rolled +2 for a 15, and that would have been a hit!

And now, Kumar will finish the matter… twirling his sabre ( on frame eight, he activates the power ‘Sword Whirl’, taking one frame, costing him one force (leaving him three left), and making a following sabre attack get +1 to hit), he cuts down once more on Erisham, who half stumbled out the way and is badly wounded by a slash to the chest…

Kumar rolls +3. This is 17- one less than normal due to his impairment, but then with +1 back again because of sword whirl) and even with his spear dodge, this is a hit on Erisham, doing 13 damage, and taking him to 29 damage also! Now Erisham is also impaired…

With typical bad guy stubbornness, Erisham does not give up. Screaming, he makes one final stab at Kumar, who twirls to face the other way, easily dodging the blow, and strikes behind him with a stab…

Erisham makes another Quick Hit, and Kumar takes another Mind of the Warrior dodge. Erisham rolls -3, going nowhere. Once more, Kumar uses Riposte for the instant strike back- and this time he rolls a +6, for a 19, doing another 15 damage to Erisham, taking him to 44 wounds!

Without even looking at his foe, Kumar’s back stab has run the man through. Still not bothering to look back, Kumar pulled his sabre back forwards, and Erisham slumped dead to the ground. Kumar takes a deep breathe, surveying the scene around him- over two dozen dead goons, the two assassin droids, and now one of the most dangerous Mercenaries in the Galaxy dead behind him. He looked down at Gremane- who had spent this time jumping at and destroying those damn turrets at the upper level!- and smiled- before his danger sense went off, as Gremane called a warning of “Master!”. One of the destroyed turrets comes loose from its moorings, and flings itself towards Kumar, who dives out of the way as the wreckage crashes down by him, as Var-Ell steps onto the upper walkway…

Down below, Arin and Lorlorn clash as their fight begins.

So now, we enter the duelling system. The very first thing to do is to calculate the base duelling scores of each combatant, so that we do not need to keep adding up their totals each move. Now, if you look at the main rules, you will see there are three duelling scores you make use of- Power Attacks (based on Strength), Classic Attacks (Dexterity) and Outflank Attacks (Agility). And remember, Power gets an advantage against Classic, which gets one against Outflank, which gets one against Power.

To get the base duelling scores, you add Lightsabre score and stat together. Arin is easy- his Strength, Dexterity and Agility are all 7, giving him duelling totals, when adding his sabre score of 14, of 21/21/21- this is the default value for a goods quality sabre duellist. Lorlorn also has a score of 14, but his Strength is 6, Dexterity 7 and Agility 8, so his totals are 20/21/22. We’ll remember those! Nothing else is relevant- force power, tricks, anything! The only other thing we ever worry about is impairment, which reduces your scores, so try not to enter a duel wounded.

(If you want a rough idea of how good a duellist you are, add these three totals together. Arin and Lorlorn score 63. You will note that Masters, with higher sabre but lower stats, also total 63! No-one has more than 63 on the default templates, but several have lower. The Athlete (and variants) actually gets to put one of Strength, Dexterity and Agility at 8, but with a base sabre skill of 13, his totals are only 21/20/20 for a total of 61. Kuylen had a 23/24/23, for a total of 70- eek! Probably no-one ever in all time has more than 73 (Dooku and Yoda are more skilled than Kuylen but Kuylen also had fantastic physical stats! Like Maul).

Wit these scores established, both sides now pick their six moves for the first set of five blows. They HAVE to chose one each of Power, Classic and Outflank, but the other three can be any type they like. This is a guessing game of who is going to pick what. Arin plays safe and simply takes one extra of each. Lorlorn decides to keep it obvious and favour his superior Outflank, taking two Outflanks, and then one Power, on the idea that this will be more surprising.

Now, remember, they are effectively choosing from virtual ‘decks’ of moves, each virtual deck being of six cards, one set of decks for each player. Three of those cards are standard moves, giving +1 to hit, two are weak moves at +0, and one is a strong move at +2. As with all random elements in the game, I, the GM, will tell you by PM what you drew.

The duellists draw the following:

Arin- Power +1 (x2), Classic +0, Classic +1, Outflank +2, Outflank +0

Lorlorn- Power +0, Power +1, Classic +1, Outflank +1 (x3)

They are about to fight five rounds before they draw again, so they will only have to use five of those moves. Someone will win each round. First to five rounds wins, so long as you win by two clear points. The more you win by, the more potential damage you have done to your opponent. A surviving loser can ALWAYS escape.

Lorlorn is the aggressor and goes first. Both players would submit their chosen moves to me in secret.

Lorlorn leads off with a surprise move- a Power +1, relying on his weakest stat. Arin has started off with a Classic +1; he likes Classic. But it was a bad move in this case!

Lorlorn’s Power score of 20 gets +1 from the move, for 21. But then another +2, because Power beats Classic! His total is 23. Arin’s Classic score of 21 gets +1 for 22. 23-22 to Lorlorn!


Arin starts off adopting a careful guard against his fast-looking opponent- but is surprised when Lorlorn lays into him with full power, almost knocking his guard aside! Arin has to fall back and re-think!

Arin’s turn to attack. He switches tactic and tries to match Lorlorn’s next move, by playing his Outflank +2.

Good guess. Lorlorn does indeed switch to Outflank, playing one of his +1s.

The moves match, so neither move ‘beats’ the other. Arin’s 21 gets a +2 for 23. Lorlorn’s 22 gets a +1 for a 23 as well. But- Arin is the attacker, so on a draw, he wins! This is important in duels- to win, you must break your opponent’s ‘serve’ at some point, and this is harder.


Both opponents flip into the air as they try and outdo each other. But Arin moves fractionally faster than his opponent, and now Lorlorn staggers back as he loses the advantage he had before…


__________________



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Old Post Apr 28th, 2004 04:37 PM
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As attacker, Lorlorn sticks with his favourite, playing another Outflank +1. Arin thinks Lorlorn won’t play the same move twice in a row and plays a Power +1- oops! Outflank beats Power! Lorlorn scores 22 (base) +1 (move) +2 (outguessing), for 25. A mere 22 from Arin is pretty useless there.

Arin tries to follow this up with a heavy blow, but Lorlorn is already moving again, flips under the blade and nearly runs Arin through there and then! He is almost forced over the rungs of the walkway…

A peeved Arin decides to take a risk- he plays his weak Classic +0, hoping Lorlorn will try the same thing again. Phew! He is right, Lorlorn plays Outflank +1 a third time- a brave strategy but Arin held his nerve and beat it! He gets 21+0, but then +2 as Classic beats Outflank, for 23. Lorlorn gets 22+1 for 23, and again Arin wins the draw!

Lorlorn tries to spin around Arin again, but even with slightly awkward timing, Arin’s sudden switch back to a more cautious style pays off, and he is able to fend off Lorlorn’s move, and break away for a breather. Both combatants eye each other again…

Both sides are low on moves, and thinking fast. Lorlorn can’t see himself winning anything with a Power +0, so he plays his Classic +1. He is lucky- Arin thinks Lorlorn will end as he started and play another power move, so he played his Outflank, even at +0! Arin gets a 21, and Lorlorn scores 25 again.

But when Arin tries to outmanoeuvre Lorlorn himself, it is Lorlorn who copies his adversary by going back to pure swordplay- Arin can find no way through and is forced back.

Score is 3-2 to Lorlorn at the end of the first set.

Lorlorn is guessing well but winning heavily on your attack is no good if you cannot break your opponent on HIS attack! You only need to win by one point- on no points, even, on your attack- so Lorlorn has not made the most efficient use of his moves. As no-one has broken the other, this duel is directly evens so far.

Now both sides choose and draw moves again. Lorlorn notes Arin’s like of Classic, and how his Power moves worked well in that round, so this time he chooses two extra Power and one Outflank move. Arin takes a risk. He takes THREE Classic moves- he thinks this will serve him better than the evens approach he tried before.

Lorlorn gets: Power +2, Power +1 (x2), Classic +1, Outflank +1 (x2)

Arin gets: Power +0, Classic +0, Classic +1 (x2), Classic +2, Outflank +1

Both sides seem pleased.

Arin leads off with a Classic +1, hoping Lorlorn will not repeat his tactic from last time, Indeed Lorlorn does not, instead switching to using a Classic +1 of his own. Both sides have the same Classic score, and played the same Classic card, so clearly the attacker wins.


Both sides return to the attack with a fast exchange of swordplay blows. The attacks and blocks are good, but it is Lorlorn who first takes a momentary step back, without wishing too…

Lorlorn now decides to turn this match around by playing strong right now! A victory in this round will leave him 4-3 up. Although he will not have broken his opponent, it will mean Arin will be playing to stay in the match- a great psychological advantage to Lorlorn! He plays his Power +2, a gamble but a strong one, as Arin seems to be favouring Classic again. Arin plays Classic +1 again- Lorlorn is right! He gets 20 +2 +2 for 24, beating Arin’s 22!

… but Lorlorn returns with ferocious power, catching Arin’s next careful blow in a clinch and driving him backwards! Lorlorn advances towards Arin, starting to drove his guard away…

Arin is indeed nervous- but not just because if he loses this round he loses the match! He has spotted something- his Classic +2 is now a trump card!

Let us look at the situation if Arin plays the Classic +2 when it is his attack. This will give him a base score of 23. Lorlorn can not beat this! Why? Well, let us look at Lorlorn’s three most powerful responses:

Power +2: 20+2+2= 24- win

Classic +2: 21+2= 23- lose, as Arin is attacker

Outflank +2: 22+2= 24- lose, as Classic beats Outflank, so Arin’s score will go up to 25

So Lorlorn would win with a Power +2… but he just played that! And there is only one in the virtual deck, so Lorlorn cannot play it again, no mater what he drew! Therefore, the Classic +2 cannot lose when Arin attacks.

Now, Arin COULD use that Classic +2 to save the match right now. But that would be panicking- Arin isn’t losing the match yet, that is an illusion. He still has the advantage in this round. But, he knows now that if he breaks Lorlorn just ONCE, Arin will win automatically, as he follows that up with his trump! So, right now he just has to stay calm and keep this round safe. Well, Lorlorn just played a strong power, so Arin actually feels relatively safe playing his weak Classic move, at +0.

Lorlorn returns to form, playing an Outflank +1. Darn- he did not expect Arin to play three Classics in a row! Arin scores 21+2 for a 23, whilst Lorlorn gets 22+1 for a 23, and Arin wins the tie as attacker once more!


Undaunted, Arin keeps to his swordplay strategy, and when Lorlorn tries to flip over his head, Arin spins and blocks and drives the Dark Sider backwards, regaining the initiative and seeing a route for victory…

Arin is now even MORE nervous- he knows that victory for him depends on this round! Lorlorn does not know this and is playing as normal. He decides Arin is going to take this all the way in one long string, for four classic moves on a row- so Lorlorn plays a Power +1. But Arin has in fact played his Outflank! He did that for no other reason than his Power move was crap, and he is saving his trump Classic move. Lorlorn has a 21, but Arin scores 21 +1 +2, for 24, and a solid win! Arin is now 5-4 up and cannot lose the next round- Lorlorn is beaten and does not even know it!

Lorlorn tries to smash the irritating Jedi aside, but Arin is reading his opponent now, and rolls to Lorlorn’s side, before springing up, and, smiling as he senses victory, pushes him forwards to the edge of the rail again…

It’s all over. Arin plays his Classic +2 with a wide smile on his face, without any hassle at all. Lorlorn eventually selects another Outflank, hoping Arin is out of Classics, but we know he cannot win.

And with a final exchange of swordplay, Arin catches Lorlorn’s guard, flings the sabre out of the Fallen’s grasp, and Lorlorn falls back over the rail and drops downwards…

Arin jumps down after Lorlorn, into the bowels of the garbage disposal- but he cannot find his quarry…

Lorlorn lost by only two rounds and gets a good roll- only superficial wounds from that loss- he now escapes through the maintenance shafts of the base, using Iron Will to deflect Arin’s Sense. However, losing this duel concedes victory to the Jedi.

Then, there is a descending electrical hum as, in the control room, Marakith finally shuts the damn turrets down!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:37 PM
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Up top, Var-Ell confronts the other two Jedi.

“Pathetic fools…” he said. Gremane runs up to help his Master, but Var-Ell reaches forward and, with a mighty pull, yanks the sabres out of Gremane’s hands and throws them far upwards, where they clatter somewhere nearby.

This was very difficult! But Var-Ell has activated the power ‘Emotions- Anger’. This means he must now attack a target with every action he makes, and everyone gets +1 to hit him, but now every time he makes a roll he can spend a force point to get +2 to that roll- even after the roll! He uses Combat Push to try and disarm Gremane (it can be used to pull weapons out of hands). Disarming a Lightsabre is a whacking great +5 to difficulty, but Gremane is only a Padawan. He dodges the attack also, making his total defence 19. Var-Ell, as a Revenant, has a Force Attack of 15- nasty! He rolls +2 for a 17… not enough… except his anger makes him strong! He blows a force point to get +2 to his roll, as Emotions lets him do, to get 19- and the sabres are disarmed! ‘Emotions’ is very powerful- and can be activated for no frames!

Kumar now pushed off the debris that landed near him, and charges towards Var-Ell. But Var-Ell reaches forwards, and Kumar is left paralyzed in a grip, which Var-Ell maintains tightly, slowly choking Kumar to death…

Grip- nasty power. Kumar will dodge Var-Ell’s attack (using, of course, Mind of the Warrior to make it no cost!), but Var-Ell rolls evens, for a 15. Kumar’s dodge is 16 (impairment does not affect your defence!) but another force point spent from Emotions takes Var-Ell’s attack to 17- uh-oh! Kumar is caught! This is big trouble. If Kumar can just get close to Var-Ell, the Revenant is mincemeat (his duelling score is 18/21/18- a rather crappy total of 57; that’s the problem with being crippled!), but now he is paralyzed! If Kumar had the Force power dissipate, it would be but one force and one frame to disrupt the attack and free himself- but he doesn’t, and now he is taking five damage (not reduced by strength) every three frames- which immediately takes him to 34 damage, double impaired and soon taking death checks!

Kumar struggles and chokes as Var-Ell lets out a long, horrid laugh… then there is a thud as Gremane lands next to him. Var-Ell turns… and gets the Padawan’s boot in his face.

Turns out Gremane has flying charge as well- and a Combat score of 12. In typical bad guy style, Var-Ell thought he could ignore the Padawan once he was without his Lightsabre, not appreciating quite how much Gremane takes over his Master… Gremane makes a successful acrobatics roll to land next to Var-Ell, who does not want to defend himself as that will lose the grip! Gremane rolls +1 on his attack- a 13. Var-Ell’s defence is 14 (literally his Lightsabre is not out, but stylistically he has not been disarmed and o uses his full Lightsabre value in defence), so he would avoid the attack… except that Gremane gets +1 to hit as Var-Ell is using Anger. A Hit! Gremane has a strength of 7, and a basic attack does +1 to that, for eight damage. Var-Ell’s Strength is only four. Four damage isn’t much, but it is enough for Var-Ell to have to lose the Grip anyway!

“Leave him alone!” screams Gremane at the crippled man. Var-Ell steps backwards, as Kumar, steps forwards… and blurs out of the door, closing it as he runs.

Now, literally speaking, until the sequence ends, Var-Ell’s Anger should compel him to fight. Whilst this would be compelled in most fights, the GM rules that an exception can be made as far as forcing a blatantly suicidal duel is concerned. So in this event, Var-Ell’s Anger quickly turns to Fear, and he high-tails it out of there!

Kumar dashed forwards and tried the door. Locked! Quickly, he begins cutting it through.

“Gremane,” he said, “WHAT did Arin and myself tell you on the ship?”

“To stay away from the Dark Siders, Master.”

“Uh-huh. And what did you do?”

“I went near one of the Dark Siders, Master.”

“Did you have ANY idea how dangerous that was?”

“Yes Master. Sorry, Master.”

“And what have I told you about ALWAYS obeying me?”

“Sorry, Master. I’ve failed you.”

“Hmm. And Gremane?”

“Yes Master?”

“Thankyou.”

“No problem, Master. You have saved me enough times after all.”

“But you SHOULDN’T have gotten so angry with him. Remember your control. I’d have thought of something; these things are never the way that they look.”

“Do you mean, don’t get angry in the same way you are with me now, Master?”

Kumar gave Gremane a look as he kicked down the sliced-through door.

“Did I ever tell you how I executed my last Padawan for being lippy?” he said, heading through the door.

“Many times, Master…”

-

Var-Ell dashed to the adjacent part of the base- the hangar bay lying far below. There was a whooshing noise as the Icemark rose up through the chamber.

“Need a lift?” screamed out Lorlorn from the cockpit. Var-Ell jumped neatly aboard, and the Icemark rose up still further, out of the base.

Kumar came dashing out and made a huge jump to try and catch the ship- but Lorlorn, a good pilot, and Kumar, impaired, meant this was a long shot, and Kumar misses the jump, lading on the far side walkway instead. He sighed, and knew that this fight was over. He turned off his sabre.

“Like I said,” said Lorlorn inside the ship. “Perhaps best to let the Jedi have their little victory this time?”

“Shut up,” said Var-Ell, as he headed to the back.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:37 PM
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The next day

“What now, Master?” asked Marakith, as he and Arin strolled through the space port.

“We’re done,” said Arin. “We’ve seized the ships, and we know what our opponents are up to. But we didn’t track their ship so they could now be anywhere, and we don’t know where else they might be working from.”

“Then should we not try and find them?”

“That could take months or more of wasted time,” said Arin, “if it is possible at all. Pointless. And the Council is very wary of extended missions hunting Dark Siders- it didn’t go very well last time. Once you stop their operations, getting obsessed with tracking them down often does more harm than good. The Council already has a new assignment ready for me- there is a lot of other far more practical work to do.”

“But… their operations are not totally stopped! We’ve gotten this shipment but they might have others. And if they have established a relationship with Dodrak…”

“Trouble, yes. With any luck by wiping out this shipment we have made things difficult for them. I dare say they might show their faces again in future, and that they have other shipments. Also, they must be working for someone else; those two… I do not think they did this on their own. But until we get some direct evidence of them working in the Republic, there is little we can do.”

“But how can we get evidence if we do not work on the case?”

“Just the way things are, I am afraid, Marakith.”

“So in the meantime we have to wait until people start dying again?” Arin sighed.

“People will also die, my Padawan learner, if we spent months on paperwork following a possibly useless trail instead of continuing to perform our duties elsewhere where we are needed. I wish I could fight all the evils of the Galaxy at once… but it just does not work like that. All we can do is try our best given the circumstances given us.”

“But can’t the Republic help us? They must have vast resources they can use to keep watch for people trying to sell ancient weaponry!”

“Possibly,” says Arin. “And I have submitted a report to all the relevant authorities, of course. But…”

“… nothing will come of it,” finished Marakith. Arin nodded. “It makes we wander why we bother.”

“Because it is the right thing to do, Marakith,” said Arin, heading into the bay where his ship was docked. “And we should never lose sight of that. Now, you will like this new assignment. Have you ever been to a gas giant before? Well, they…”

“Master Jedi… Arin Luxor?” came a voice. Arin looked up. A tall, thin man was waiting by the Eye of the Moon, wearing an unfamiliar grey uniform.

“That’s me,” said Arin, raising an eyebrow.

“Ah!” said the man. “Excellent. I thought I would get all your info on the two people concerned directly from you rather than trying to build a file myself; save time.”

“Sorry…” said Arin. “This is in connection with… what?”

“Umm…” said the man. “Did you not get the message from Coruscant?”

“I’ve not been back to my ship,” said Arin. “I sent a report form the local security nexus, that is all.”

“Ah!” said the man. “I am sorry, I was misinformed.” He reached into his uniform and pulled out an identity card and badge. “Agent Rado Helkin, Bureau of Immigration and Undesirables. I read your report, Arin. I am here to conduct operations from this point onwards.”

“Oh!” said Arin… slightly nonplussed.

“Immigration?” asked Marakith, confused.

“That’s right!” said Rado, amiably. “I am here to stop these people buggering around all over the Republic, without a care in the world- too much of that in the past. Your Master here has done good work- you are very lucky to be working with him.”

“I know that!” said Marakith.

“Yes, my congratulations to yourself and Kumar,” said Agent Helkin. “You have nipped what could have otherwise been a MAJOR situation in the bud. Now we can move in and ensure it never happens again! There are only so many ways to move that amount of arms, after all.”

“Well… very well,” said Arin. “You do your part, and I’ll move in as soon as you are ready!”

“Err… you?” said Helkin. “I don’t understand.”

“Yes, me… in apprehending these people!” Helkin laughed.

“Arin!” he said. “As a Republican Agent I obviously have many powers afforded to my authority, but the ability to requisition Jedi isn’t one of them! Nice at that would be…”

“You mean I’m not in on this any more.”

“Of course not! You’ve been re-assigned- and I KNOW you know that!”

“I assumed there had been a change of plan!”

“Oh, no no no! That wouldn’t be very efficient. As you know, there are a hundred other places that need you, Arin. Your part in this is done and we are very grateful. We’ll take over from here.”

“But surely… once you find them… you’ll need myself and Kumar.”

“You could be anywhere in the Galaxy by then! Not very practical, Arin, you have to admit.”

“Even so… Agent Helkin, I am not sure you appreciate quite how dangerous these people are. Myself or one of my comrades should handle any confrontation.”

“Arin, I’ve read your report. Believe me, I understand perfectly. Try not to worry unduly- I don’t plan to get myself killed!”

“But…”

“And as you know, Arin… this sort of job, the Council is rather nervous about… it is precisely why this kind of thing falls under my remit! Things are changing for the better, Arin. You’ve already DONE the hard part in confronting them- we’ll make sure that does not even need to happen again. They won’t get the opportunity to try and re-establish!”

“That’s good to hear,” said Arin. “But... please, be careful.”

“Arin, I promise you, I’ll be fine. Let me do my job, yeah?”

“Of course. Well, I’ll tell you what you need to know…”


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:38 PM
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“It’s not that I doubt his ability,” said Arin, on his ship and in communication with the Temple, “it is just that… well, you cannot deal with these people in a conventional manner.”

“We share your concern, Arin,” said Ki-Adi Mundi, “but the Bureau has the resources we sorely lack to co-ordinate an operation like this to shut these people out.”

“These people don’t work rationally, though,” said Arin. “I know their type; they’ll kill that Agent even if it makes no sense to do so!”

“Again, we do worry about loss of life,” said Mundi, “but he’s not an idiot. He knows it is a dangerous case, and it is not our place to cast derision on his bravery.”

“Hmm,” said Arin. “I guess I am just surprised at a civilian organisation offering aid at all; it never occurred to me they might try.”

“A great deal of effort is being made to keep control of crime in the Republic,” said Mundi. “We have been working in close co-operation with the Chancellor to ensure a peaceful future for us all; if we do that, we have to accept that not everything is our responsibility any more- others will take the cause also. We are still the primary defenders of the Republic, of course. But we have been making comment on the lack of support we get from the Republic for quite some time. The Supreme Chancellor is now working on getting us that aid- it seems churlish to dismiss it as not up to the job, just because of the extreme danger of a particular case.”

“I am thankful,” said Arin, “just when… IF the bodies turn up… I will feel like it is my fault.”

“Not at all, Arin. You cannot be anywhere at once. You are needed, and will be more help, elsewhere. Let the Republic do its job- and if the Force is willing, maybe you will be in the right place in the right time to aid.”

“Of course, Master. Thankyou. I shall leave Kahangrorn within the hour.”

“May the Force be with you, Arin.” The image flickered away.

“I don’t like it,” said Kumar. “What are they going to do if they trace the Dark Siders down? Serve them a warrant for not having the right travel papers?”

“From what the Agent said he doesn’t plan to confront them,” said Arin. “More to contain them; make sure they are not a problem.”

“They need finishing off,” said Kumar.

“Maybe another time,” said Arin.

“And if they come after him?”

“Well, that was my worry,” said Arin. “Even if he shuts down the whole operation, what if they take mindless revenge? I hope he knows what he is doing.”

“What do they mean by Undesirables, anyway?” asked Gremane. Everyone was quiet for a few moments.

“Criminals, I guess,” said Arin, eventually. “They want to stop free movement of criminals inside the Republic. So these Dark Siders come under their remit.”

“I would rather we handled it at the right time,” said Kumar.

“I guess we’ll just have to see,” said Arin. “Anyway. I’ll get you two back to Coruscant.”

---

“You failed me,” came the feminine voice on the comm..

“The intervention of the Jedi was unfortunate,” said Var-Ell.

“But predictable. You should have concluded operations faster.”

“We prioritised the important bits. After all, everything we really NEEDED is done. We have our relationship with Dodrak, and he is willing to buy- and we can supply!”

“He is still willing to buy after this fiasco?”

“We’ll make sure of it. We can move in another shipment at once if you will organise it.”

“That may not be wise,” said the voice. “If the Jedi have moved in…”

“Hah!” said Var-Ell. “That’s just the thing. The Jedi have moved on already! It could not be easier.”

“They will have left means in place to stop you.”

“Easily bypassed,” said Var-Ell “These local idiots are so easily influenced if you know the right Hutts. “We can do it quietly and quickly.”

“There are no other obstacles at all?”

“No. Well, some idiot from the Core Worlds is buzzing around moaning about Immigration, but that’s no…”

“Sorry? Who is this person? Describe this person to me.”

“What? He’s no-one important. Just some chump from the bureaucracy.”

“You said Immigration?”

“Yes… sorry, when did we start worrying about that sort of thing?”

Lorlorn walked in from the front.

“He was some sort of Agent, Mistress,” said Lorlorn. “I have not seen his type before. He was asking people questions about us.”

“A Bureau Agent?”

“Yes, that’s right,” said Lorlorn. “Why, you know of them?”

“Not as such… very well, you have done what you can. Pull out and return to base.”

“WHAT?” yelled Var-Ell, incredulously. “We have not finished the deal!”

“Forget the deal. Contact has been made; we can return to business later.”

“But if we pull out now, it could be months or more before we are in a position to negotiate again!”

“Time is of no immediate consequence. Dodrak will have to wait.”

“I don’t WANT to wait! Listen, you think this man is trouble? NO trouble! I will go kill him. Right now!”

“You will do no such thing! You will obey me and return to base. Is that clear?” Var-Ell seethed for a few moments.

“Yes, Mistress…” he said, before stomping off to the cockpit.

“What’s going on?” said Lorlorn, into the comm. “Why do we suddenly fear the bureaucracy? It has only ever worked to our advantage.”

“I foresee trouble if you stay. Return to base. Now.” The link cut out.

Lorlorn went forwards and sat down next to Var-Ell.

“I have a bad feeling about this,” the Revenant said.

“Maybe a break will do us good,” said Lorlorn. “She’s right anyway; we did the important bit. And the threat of what Dodrak already got will keep him strong for now. We can wait.”

“I don’t like it at all.”

“Nothing to be done about it I suppose,” said Lorlorn. “I’d better set course for the Star Forge.”

Lorlorn typed in the co-ordinates, and the Icemark blurred into hyperspace.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jun 23rd, 2004 at 08:27 PM

Old Post Apr 28th, 2004 04:38 PM
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Ushgarak
Paladin

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Location: Chelmsford, Essex, UK

Co-Admin

So, there you go, there it all is, along with some basic lessons about how the different sides operate. Obviously the examples are not comprehensive but they should be good enough to give you a good idea about how things work.

Any comments or questions, fire away!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Apr 28th, 2004 04:40 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

ush you're nuts haven't read it all will do (thx for using all the different tricks, gives me a better look at it)


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Be smart, be cool, be sexy = be LIBERAL!

Old Post Apr 28th, 2004 06:15 PM
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Bespin Bart
Buggy

Gender: Male
Location: Everywhere

Star Forge? Crazy...


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THIS IS WHAT WE'VE WAITED FOR
THIS IS IT, BOYS, THIS IS WAR!

Old Post Apr 29th, 2004 11:02 PM
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Tptmanno1
Life Ponder-er

Gender: Male
Location: Dreaming...Or am I living...

Ahh, Ush is just messin around...
(I hope!)


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Old Post Apr 29th, 2004 11:04 PM
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Bespin Bart
Buggy

Gender: Male
Location: Everywhere

*Imperial March*


__________________

THIS IS WHAT WE'VE WAITED FOR
THIS IS IT, BOYS, THIS IS WAR!

Old Post Apr 29th, 2004 11:04 PM
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Baylin
Back in story!

Gender: Male
Location: Deep shit as always...!

big grin


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Old Post Apr 30th, 2004 07:13 AM
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REXXXX
Networking

Gender: Male
Location: San Diego

Moderator

Lorlorn and Var-Ell were from your gameplay, right Ush?

Wasn't it Lorlorn that got himself into multiple lightsaber duels in Game I?


__________________

Old Post May 1st, 2004 11:10 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

No, they are made up.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post May 1st, 2004 11:15 PM
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REXXXX
Networking

Gender: Male
Location: San Diego

Moderator

Oh...I knew that... big grin


__________________

Old Post May 1st, 2004 11:22 PM
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Fire
Senior Member

Gender: Male
Location: On vacation

Go Rex

*pst rex ush said something about XP this weekend*


__________________

Be smart, be cool, be sexy = be LIBERAL!

Old Post May 1st, 2004 11:41 PM
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Tptmanno1
Life Ponder-er

Gender: Male
Location: Dreaming...Or am I living...

WOOOHOOOOO!!!!!


__________________

Old Post May 2nd, 2004 12:00 AM
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Trickster
True KMC Jester

Gender: Male
Location: United Kingdom

Is this in any way related to the storyline?


__________________
"If clowns warred on monkeys, and the monkeys had guns, and were trained to use them, who would win?"

Death only gives another set of choices.

He who dies with the most toys. Still dies.

Old Post May 2nd, 2004 12:42 AM
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Home » Role Playing » Star Wars: Role Playing » USH'S STAR WARS GAME- Short Story/Gameplay examples

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