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[pbp] [IC/OOC] Star Wars Force & Destiny: The Clone Wars [NEGOTIATIONS AT SARKA]

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    The request gave him a moment's pause, "No, that won't be an inconvenience. We respect the First Ambassador's wishes, and look forward to meeting with him."

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    "Very good! We look forward to seeing you, Master Jedi. The First Ambassador hopes you will indulge yourselves in the local culture in the intervening time," the droid said, the holodisplay winking out.

    So you have a couple options here--you can have Dade and Dermond go out, together or split up, and check out the Sarkan capital or we can just skip right to the meeting with the First Ambassador. You can also see what the deal is with that other message you got. What do you guys wanna do?

    tags: @DaMoonRulz @Fuselage

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2016
    Also I'm going to be flipping a Dark Side point to a Light Side for certain... events.

    Hua ha ha ha haaaa...

    Destiny: 1 Light, 2 Dark

    Super Namicchi on
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    :eek:

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    edited January 2016
    Dade is all about local technology!

    Fuselage on
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Dermond would be good with meeting the First Ambassador alone and having Dade and Three follow up with the second diplomat

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    You don't have to split up to do that unless you want to. You have a few hours of in-game time before you are expected for dinner.

    That said if you want to roll it that way it's fine by me!

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    This Three guy seems like a stand up dude, but this is good on the job training for Dade and I trust his instincts more than this droid's programming. Dade can do his local stuff and Dermond will meditate. Or nap.btheyre very hard to distinguish.

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Can I use my underworld knowledge combined with my briefing of this world to see if I can gain information about the coming and going of Separatists? I've got death sticks to trade! What? Dade may have found himself caught up with a gang in the time between Dermond's departure and his acceptance to the Jedi.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I wanna do some cool Force shit too. So story wise Dermond is going to try to meditate and look through the Force to see where Second Diplomat Selssra is now, to see if it's safe to communicate with him, to send Dade and Three to meet with him, if he's not in custody.

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    For Dade--Underworld will get you knowledge of the local underworld; facts about the different syndicates and gangs, things like that. Streetwise will get you knowledge on how to successfully contact some of them. If you want to go this route you can make the Underworld check at 2 purples and a red. The result of this roll is going to set the pool of the Streetwise check.

    For Dermond--go ahead and make your roll. Bear in mind you need Two Pips to successfully activate the Seek power.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Ok. Explain the pips to me like I'm an idiot

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    When you activate a Force Power you roll Force dice (white) equal to your Force rating. Pips are Dark or Light. Either can be used, however as a Light-side Force User to take advantage of Dark Side pips you have to take 1 strain, flip a Destiny point from Light to Dark, and suffer Conflict equal to the number of Dark Side pips you want to use.

    If you have enough pips (in this case, 2) you activate the power. If you don't, the power fizzles, there is no try, the Force is clouded, etc.

    When it comes to combat, Force powers cost Actions to activate, which means you can attempt them again next time your turn comes. Since this is Narrative Time, there are no retries. What you get is what you get.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    ok, so here we go

    Geth roll 1eF for seeking the Second Diplomat [/color

    seeking the Second Diplomat [/color:
    1eF 1 Dark Side [1eF=DS]

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    I swear, baby, this never happens to me!

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    Dermond

    The room was quiet and dark, a serene stillness filling the small space, enough to provide an adequate place to commune with the Force.

    "Find what is lost, the Force can," Yoda had said, "Difficult it is. Shifting, moving, ever changing." Taking a deep breath, Dermond Malo, Jedi Knight, immersed himself in the currents of the living Force.

    His senses were assaulted. The deep hiss of steam, the smell of natural gas, the shout of a man. "Please--" and then suddenly he was back in the room, sweat coating him, gulping for air. Fumbling for the nearby chronometer, he righted it and read the time; it was nearly time for the meeting.

    Clouded, the Force is. As soon as @Fuselage gives me details on his trajectory we will do a 'Meanwhile' with his leg of things.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Before I roll I know I have three green but there's also a little black box with a red line in it. What the heck is that?

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    That just means if you get a black setback die on a check with that skill you get to take it away.

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Geth, roll 3eA+2eD+1eC for Underworld Knowledge

    Underworld Knowledge:
    3eA+2eD+1eC 2 successes, 2 threat [3eA=A, S/S, S/A] [2eD=F/Th, Th] [1eC=Th/Th]

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    Good roll. I'll have a post up sometime today detailing what it's going to give you and how it'll affect your Streetwise.

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2016
    Dade
    I'm going to let you narrate how you learn this information, where you go and who you talk to, but essentially the criminal activity on Sarka is based around exporting the famous Nova Rubies. They're valueless to the Sarkans themselves but the rest of the galaxy is crazy about them, and the mining and sale of the gems is tightly controlled by the government. There are several criminal rings on Sarka that operate illegal mines and employ smugglers to get the gems off-world and into the market.

    Feel free to name them and give them Star Wars spice, including make up some minor characters you may have talked to to get the information on these criminals. I'd like to see a great post with that interaction. Based on your roll the check for the Streetwise is going to be 2 purple and 2 black, which I'm going to upgrade with a Destiny Point flip from Dark to Light, making the difficulty 1 Purple 1 Red 2 Black.

    The Streetwise check is going to determine your encounter with these criminals, so good luck! I believe you have a talent that allows you to eliminate a black die from Streetwise checks, so there's that.

    Super Namicchi on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    Destiny Pool: 2 Light 1 Dark

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    I'll need to try over my lunch break or something to give it what it deserves.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    You can't dance all your problems away

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2016
    Don't be too proud of this choreographical terror you've constructed, @Fuselage. The ability to improvise cultural dance is insignificant next to the power of a well-rehearsed number.

    Super Namicchi on
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    We go into battle yelling the Malo battlecry "FIVESIXSEVENEIGHT!"

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    edited January 2016
    The few hours that Dade had spirited away from Dermond and Three-Eye was an eye-opening on the state of Sarka and its underworld denizens. After replacing his robes with his spare clothes and concealing his lightsaber, Dade set out to truly experience this planet in an effort to improve their odds at accomplishing this mission. After sneaking down some dark alleyways he bought his way into a game of pazaak with his last pack of death sticks. Back on Corellia pazaak cards were used in their own unwritten communication outside of the game, and Dade followed his hunch that it may ring true here as well.

    After a confusing and unproductive few games with his new acquaintances, Smokey, Hisser, and Eye-Lick (he didn't ask their name but came to learn the core of their identities through their mannerisms) he stumbled deeper down into the underbelly of the city until he had found what he'd been searching for this whole time; the underground dance team circuit. Despite being the odd human out and almost interrupting the dance off between the Sssskarlin Avenue Pale Scales and the Ssssssixth Sssstreet Dark Marks, Dade adjusted well to his new surroundings. Dance is a universally understood language and revered art that finds its way from the sleaziest cantina to the most powerful courtrooms, and dancers all understood that. "I came here to shake my tail and dance, and I'm all out of tail!", Dade interjected into the crowded room as he shook his hips and one leg to show off his lower extremities and human physiology.

    A few scrapes from various events, including one oddly shaped bruise on his chest, and much rhythm later - Dade slowly crept back into the diplomatic guest quarters, still smelling like the hookah smoke that young female Sarkan had enjoyed blowing onto him.

    Fuselage on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    Don't forget to toss them bones for the Streetwise check--you're not done yet!

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Geth, roll 1eP+2eA+1eD+1eC+1eS for Pop-and-Lock Streetwise Check

    Pop-and-Lock Streetwise Check:
    1eP+2eA+1eD+1eC+1eS 1 failure [1eP=S/A] [2eA=A, -] [1eD=Th] [1eC=F/F] [1eS=Th]

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Dermond and Dade: Not the greatest Jedis

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Dade entered the room to find Dermond putting on his lucky diplomatic attire (a dark green tunic with barely perceptible black embellishments) and fixing himself up in front of a mirror in the Star-Warsian restroom. "I tried finding Selssra during my meditation. I only caught a small glimpse, nothing usable, but what I did see was...unsettling."

    He made his way into the main suite, "I hope you had better luck th-..." The Jedi's nose wrinkled and he frowned, "Are you using death sticks again? You told Mom you were going to quit as part of your New Corellian Cycle pledges."

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Dade slowly shook his head as he stirred a small cup of quick-caff, "No, it would take a great deal to send me back to death sticks and I can't imagine that in my lifetime. Some of these Sarkans are devout imbibers, however. Unfortunately I'm no more knowledgeable on anything useful to us now than when I left."

    After drinking his caff, Dade changed back into his customary light gray robes with the slightest pale green fringe on his tunic and prepared to continue their mission.

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2016
    Er, if you went back to your room after the Underworld roll you've lost your opportunity on the Streetwise.

    Super Namicchi on
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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Oh. I figured after doing the underworld and streetwise stuff I'd return to the room and link back up with the group, failure or not.

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    Well, that's a given, but Streetwise is a check that requires you to go out and meet with people, and involves a scene.

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    FuselageFuselage Oosik Jumpship LoungeRegistered User regular
    Well crap, I'll write something up in a bit then.

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    edited January 2016
    I guess I should have clarified it a bit better--Underworld is what you roll to know how to contact the scum of any given place. Streetwise is actually going out and meeting with said scum. Underworld rolls are generally pretty low risk as it's all just information gathering, but Streetwise is where the meat is.

    If you want to bring Dermond with you that's cool, but bear in mind that if you do so you will not be able to follow up on the lead with the Second Diplomat.

    Super Namicchi on
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    I just need to know what choice you're making--if you want to follow up on the Streetwise I will set the scene for you. If you want to let it go that's cool too.

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