USH'S STAR WARS GAME- CAMPAIGN II EPISODE IV (DARK SIDE)- Destiny

Started by Bardock42137 pages

Swiftness is always active I think, it makes draw your lightsabre faster and betters your reaction time.

But I think the point of Force powers that you can use the Master ones at cost of your Force pool, right?

Yup.

So wait I don't have to have Swiftness and Leaping in my active Shticks cause they are always active?

If so then I will replace them with Balanced Guard, and Cleave.

Originally posted by Newjak
So wait I don't have to have Swiftness and Leaping in my active Shticks cause they are always active?

If so then I will replace them with Balanced Guard, and Cleave.

Swiftness is always active I think. Leaping you might have to mention when you want to use it. But I think all force powers are independent from other Schticks.

That's how it seems in the rules, yeah.

Also, assuming we have brought the Epireans with us off of the ships, someone should probably instruct them to not get hit with that blast...

Originally posted by Peach
Also, assuming we have brought the Epireans with us off of the ships, someone should probably instruct them to not get hit with that blast...
I assume that will be in their instincts, but we should instruct them to fight. Though, I don't think we mentioned we took them...cause we are dancin' fools.

Just send them outside. I don't think we're gunna need them in this fight.

Originally posted by Trickster
Just send them outside. I don't think we're gunna need them in this fight.
Why make life harder?

Originally posted by Bardock42
Why make life harder?

They will propably get in a way and die anyway... they will be more useful as cannon fodder against Osokans, for example.

Originally posted by Lord Melkor
They will propably get in a way and die anyway... they will be more useful as cannon fodder against Osokans, for example.
True, I guess. We'll be able to take care of this situation anyways.

To confirm, Force Powers are special and always work in addition to your loaded schticks. Jedi are cool like that.

Rianna- cannot have two Guards loaded!

You may decline to use the Epireans if you wish.

Bah! Fine! Perfect Strike then.

(Thought it was just that they can't both be active at once?)

No, Guards actually conflict and cannot be co-loaded. There is tapping abuse that can otherwise happen.

Galder thinks we should save the Epireans for later. No point in letting them get slaughtered in this mess.

I agree about Epireans.

Azarl will have Block and Orthodox Guard active. And Martial Artist I guess. Inactive though.

Yeah have the Epireans wait and not get killed.

Yeah, no Epireans for now. This is easy.

Well, here we go then, eh? Time to test this sucker out.

First, just an overvew of how this stuff runs- I know you Matrix vets know all this but it is here for the new people and as a reminder.

We go turn by turn, you take one action each turn; I will update turns at what I find to be a reasonable speed. We have a lot of us playing, of course, but I like to keep a minimum of one turn a day (though as with everyone else, sometimes I am not around tp update stuff). If you miss a turn or more, I sometimes try to have you repeat your previous action if it is appropriate, else I 'bank' your turns by indicating how far behind you are. When you next act, you can make up your lost turns.

Please pay close attention to whether you have turns banked! It makes my life very difficult if you have, say, three turns in hand but only take one. Often it ends up with you having to lose your banked turns.

When using banked turns, don't use them to act against stuff that was not there at the time (so, if you have three banked turns, you cannot use them to take three attacks on something that only turned up one turn ago- it wasn't there when you would have been taking two of those turns!)

I am sure players will help each other out if need be.