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EVENT D10: Defenders of the Republic

Posted: Tue Feb 12, 2019 1:42 pm
by Hatoful GM
Imperial forces are piling into the Jedi Temple in a wave of black robes and flashes of red, with black armored troops following their Sith masters with covering fire.

There is no one taking command - because everyone knows what must be done. The Sith must be stopped. The Jedi Order will not be crushed today.

Participants: Up to 5. Event will close once it has 5, or once 24 hours have passed.
Skill: Tier 1 combat. A Tier 1 combat is intended for those who are strongly focused on combat. Those who have it as a secondary focus, but with strong defensive capabilities, soak, or wounds may also be comfortable here.

Re: EVENT D10: Defenders of the Republic

Posted: Tue Feb 12, 2019 5:04 pm
by Silas Myles Pearson
Silas found himself at the front lines, with his buckler on one arm and saber in his other hand, though he had yet to ignite the blade. It seemed they were going to have to defend the temple, and he was ready. Or at least as ready as he would ever be.

Wounds: 0/15
Sreain: 0/14
Melee Defense: 2
Soak: 6
Force die committed to Brawn commited
4 stims: 2 in military belt pouch

Re: EVENT D10: Defenders of the Republic

Posted: Tue Feb 12, 2019 6:01 pm
by Ares Pax
Ares was by his friend, an intense aura emanating from him. He took deep breaths, holding his father's blade in one hand and his new saber in the other. It was currently unignited, but that was not far. He was silent, though he was standing closer to the enemies than Silas.

OOC:
Wounds: 0/16
Strain: 0/14
Soak: 5
Defense: 0

Re: EVENT D10: Defenders of the Republic

Posted: Tue Feb 12, 2019 11:14 pm
by Byron Mik
Byron was present, the Sith had finally come and yet for all their malice they could not destroy the Jedi, only a symbol. The Jedi were larger than him, larger than all of them and even if this was to be their last moment the Jedi would return. They would always return.

He gripped his ally tightly, cool steel and Gree engineering blended together spitting forth a green blade of force energy. The weapon hummed fiercely and the light itself was vibrant with digital after effects dancing along the blade’s length, an interesting quirk of the green technology used in the modulation of the blade.

“May the Force be with us,” he said calmly as he gripped the weapon with both hands.

OOC: Sense committed for 1 Upgrade to one roll per round, Soak 4, no Defense, no strain or wounds taken.

Re: EVENT D10: Defenders of the Republic

Posted: Tue Feb 12, 2019 11:34 pm
by Eir
Prove herself, or die trying. This is what she had trained for these nine years. Lightsaber in hand, she was calm and still as she waited for the moment to ignite it and act.


——
Wounds: 0 of 12
Strain: 0 of 13
Soak: 4
Defense: 0
Sense Committed to upgrade one incoming attack per round.

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 4:50 am
by O'vala Aeser
O'vala paced back and forth. This is it, she thought. She was more reluctant over the prospect of dying than she had expected. There was still no fear and yet she figured it would be a waste if she threw herself away without purpose.

"They will take not a step further," she muttered with both hands gripping her still unlit saber.

---

Wounds Taken: 0/13
Strain Taken: 0/14
Soak: 3
Defense: 0/0

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 7:51 am
by Faily
OOC: This event will move in three stages, which will be three different combats. After the end of each combat, you may roll to recover Strain (Cool or Discipline), and you have one chance at healing wounds (either with a Medicine check or Force healing, or just using a Stimpack) for yourself or another PC (but not both).

You are considered to have any items you would normally carry with you, including weapons and armor.

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 7:58 am
by Faily
The five of you quickly recognize eachother, and that you are all needed. As you move down the corridor to join the fighting in the main hall, three 4-man squads of Imperial soldiers intercept you. "Take them out," one of them said, and the troopers readied their carbines.

Initiative for this battle will be Vigilance.

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 8:04 am
by Eir
The snap-hiss of a lightsaber igniting was unmistakable, and Eir's ice-blue blade matched her glowing eyes as it came to life, humming with barely-contained energy.


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[D10] FINAL FIGHT! Phase 1 Initiative (Vigilance): 1eP+1eA 1 success, 1 advantage
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 8:04 am
by Byron Mik
Byron said, "Throw down your weapons and you shall not be harmed."

OOC: Byron was ready.

Vigilance: 1eP+1eA 4 successes
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 8:06 am
by Silas Myles Pearson
Silas at least was ready for this... At least as ready as anyone could be for the violence about to commence before him. A nod was given to his compains as he ignited his Saber, the blade shining a gentle blue in color.

day 10 vigilance for init: 1eP+2eA 4 successes, 1 Triumph
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 8:13 am
by Ares Pax
(ghosting Ares initiative)

Ares was ready and resolute.

Defend Republic Initiative (vigilance): 1eP+2eA 2 successes, 1 advantage
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 9:41 am
by O'vala Aeser
"It didn't have to end this way. But you brought this upon yourself."

---

D10 Vigilance for Initiative: 4eA 3 successes, 3 advantage
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 9:58 am
by Hatoful GM
The Sith troopers level their guns at the oncoming students. "Blast 'em!"

...................................................

Sith Trooper Group 1 init, vigilance, group skill: 3eP 1 success, 5 advantage
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Sith Trooper Group 2 init, vigilance, group skill: 3eP 4 successes, 1 advantage, 1 Triumph
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Sith Trooper Group 3 init, vigilance, group skill: 3eP 2 successes, 2 advantage, 1 Triumph
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Groups 1 and 2 are at medium range, group 3 is at long
Group 2 aims, group 3 advances to medium.5
Troopers are defense 0/0, but will flip destiny when attacked

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 10:26 am
by Hatoful GM
One of the groups opened fire on the Jedi closing in on them.

...........................................

Sith Trooper group 2 shoot Silas, aim, flip on defense: 2eP+1eA+1eB+1eC 4 successes
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13 damage pre-soak

3 PCs up

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 10:41 am
by Ares Pax
His face set, Ares charged the nearest group, catching them by surprise. His newly-reforged lightsaber hummed as it cut them down.

..........................................................

2 maneuvers - move, engage

DotR, Round 1, lightsaber group 1: 2eP+2eA+1eC+1eD 1 success, 2 advantage
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7 damage, 1 adv crit, 1 adv boost next ally

Group 1 - 2/5 wounds taken, 2/4 troopers remaining

............................................................


Wounds: 0/16
Strain: 2/14
Defense: 0
Soak Value: 4

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 10:49 am
by Byron Mik
Byron rushed into battle his reen lightsaber deflecting blasts as he put the second quad into disarray with deft maneuvers anticipating attacks that ends with many of them scrambling for their weapons, perhaps he was giving them a chance to ethink their lives and flee…

Byron cut an inspiring figure as his weapon darted this way and that, ready to defend the Jedi Order.

OOC: 6 Advantage, use 2 advantage to recover 2 strain. Force Minion group 2 to drop their weapons, and final Advantage to boost next ally. 2 strain spent to move to Engaged, spent a Destiny. No strain taken, no wounds. Will spend Destiny if attacked and has Sense up for the first attack to be upgraded, preferred range attack.

Lightsaber vs. Minion Gm Destiny + Player Destiny + 1 Advantage: 3eP+1eA+1eC+1eD+1eB 2 failures, 5 advantage
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Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 11:02 am
by Silas Myles Pearson
Seeing the first two groups engaged in battle, Silas moved forward toward the last one. Perhaps he'd be able to tie them up while the other's brought down the other two groups. It might not be the wiseest strategy, but hopefully it would work out in the long run.

Mauever: close to short with group 3
2 Strain: move to engaged with group 3
Action: attack

Attacking Minion group 3, boost from byron. gm destiny flip, player destiny flip: 2eA+2eP+1eB+1eD+1eC 2 successes
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8 damage with breahc 1

7/15 Wounds
2/14 Strain
2 Melee defense
6 soak.

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 12:24 pm
by Hatoful GM
Group 3: 3/5 wounds taken, 3/4 troopers remaining

Re: EVENT D10: Defenders of the Republic

Posted: Wed Feb 13, 2019 12:33 pm
by Hatoful GM
The troopers engaged with Ares faded back, firing at him as they went. Blaster bolts hissed in the hallway, one grazing his temple.

.............................................................................

DotR, Group 1 shoot Ares, 2 dudes left, destiny spend on D: 1eP+1eA+1eC 2 successes, 1 threat, 1 Triumph
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Ares hit for 11 damage before soak. Triumph used for Crit
Crit on Ares: 1d100 47 Head Ringer - Increase the difficulty of all Intellect and Cunning checks by one until the end of the encounter.

Group one takes 1 strain, now at 3/5 wounds, 2/4 members remaining.

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