Prelude 1: Karl and Travis

A game set in the early years of the Republic, at the beginning of the Great Galactic Civil War. With armed conflict approaching, the masters of the Jedi Order have begun their own silent, War of the Force.

Poll: Are you Karl or Travis?

Yes
2
33%
No
4
67%
 
Total votes: 6

od
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Re: Prelude 1: Karl and Travis

Post by od » Tue Apr 24, 2007 5:02 pm

A string of expletives burst forth from Travis as he heads out of the turret. In need of defense or not if anything else of the ship goes the zero g turret is not the right place to be. The only comfort Travis has is that there is a second escape pod...though without a hyper drive.

BrokenWire2086
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Re: Prelude 1: Karl and Travis

Post by BrokenWire2086 » Tue Apr 24, 2007 5:19 pm

Marcus punches several buttons across the consol as he evaluates what he can from the command chair. "Hull breaches, shields intact, engines gone, hyperdrive offline, I think we are lucky to be alive." He then gives a pause as he looks back at the screen, "Ohh, blast... Get back in that turret we still got the slug after us, and angle the shields back to the front, I have no controls over this boat." Marcus then un-straps himself from his chair and moves to stand up.

HeWhoIsnt2
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Posts: 139

Re: Prelude 1: Karl and Travis

Post by HeWhoIsnt2 » Wed Apr 25, 2007 5:38 am

Jahn's eyes open wide with suprise at what just happened. Though, he did his best to try and get the shields back up to par, his hands working as quickly as he could over the console of the unfamilar interface display.
Wern't we in the free and clear? Anyways...comp use to reangle shields and try and get some of the shield points back.
"Three things that arn't funny: beatings, stabbings, and mimes. Why is it then that beating and stabbing a mime is so funny?" -Dave Attel

BrokenWire2086
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Posts: 1777

Re: Prelude 1: Karl and Travis

Post by BrokenWire2086 » Wed Apr 25, 2007 7:25 am

What occurred was as follows. The Questor launched its escape pod and then followed it up into space as the pod continued to its launch point. In space two craft emerged and the fight insured which resulted in the launch of two torpedoes. After a brief firefight the pod reached its hyperspace launch point and then came to a stop. Marcus moved the ship to sit behind the escape pod to protect it with its shields and give it a chance to make the jump. Travis attempted to shoot down the missiles and had a catastrophic failure which resulted in his shooting the ship with its own weapon system. The first missile hit the shields which were set double back and held against the blast. The second missile scored a critical success (bypass shields and damage reduction) and passed through the shields and struck the Questor directly. The escape pod then launched into hyperspace. This left the Questor with -2 hull points (it takes -100 to blow up a ship) no computers and no engines. The last ship which was attacked had been hit in its engines which resulted in it dropping back to a crawl, but as the Questor is now without power the other craft will catch up with it and be able to attack.

Ultimately this was a case of bad luck on the dice, but at the same time the group had been having equally good luck with its attack rolls up until this point.

HeWhoIsnt2
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Re: Prelude 1: Karl and Travis

Post by HeWhoIsnt2 » Wed Apr 25, 2007 9:19 am

Alright...clarifies things quite a bit. But...we're dead in the water, right?
"Three things that arn't funny: beatings, stabbings, and mimes. Why is it then that beating and stabbing a mime is so funny?" -Dave Attel

BrokenWire2086
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Re: Prelude 1: Karl and Travis

Post by BrokenWire2086 » Wed Apr 25, 2007 9:24 am

The ship has no power, its engines are offline and the computers have been turned to slag. I wouldn't call it dead in the water as that would imply you were just sitting there when the truth is more the ship is traveling back towards the planet (flipping end over end) as the inertia of the blast has knocked it back into the gravity well. This isn't something that will impact upon your lives in an immediate way as you have plenty of time before the ship reaches the atmosphere and still have the other attack craft to worry about. Thankfully the shields still function and the weapon system is online (that and you have gravity and life-support so things could be allot worse)

od
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Re: Prelude 1: Karl and Travis

Post by od » Wed Apr 25, 2007 4:43 pm

"On it," Travis says over the intercom and then sits back down in the turrets chair. As the ship spins in space he watches the slow moving crafting flying towards them. Travis holds his fire, with the engines gone his arc is likely limited and he doens't want to reveal any dead zones to his enemy before he has to. Taking aim, he prepares to shoot the approaching ship when it gets in range.

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Bitom
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Re: Prelude 1: Karl and Travis

Post by Bitom » Wed Apr 25, 2007 4:48 pm

With nobody telling him to do anything of greater importance, Karl does what he's been trained to do his entire life, he looks out for his own ass. He makes his way to the second escape pod and starts checking it for damage.

BrokenWire2086
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Posts: 1777

Re: Prelude 1: Karl and Travis

Post by BrokenWire2086 » Wed Apr 25, 2007 5:22 pm

Even with the ship critically damaged, combat continues in the vacuum of space. The Questor has a single advantage in that the attacking craft dose not understand how large of an advantage it has and is instead drawn closer to the defenseless craft. Making a single strafing run against the Questor the shots from the attacking craft go wide and it streaks past and into the arc of Travis. Opening fire on the other craft Travis is unable to compensate for the spinning of the ship and the zero G turret. All the while Jahn moves away from the fried computer and begins to work from the secondary command chair at redirecting the shields and bringing the worthless engine power to the shields.

The attacking craft swings around with expert speed and unleashes a barrage of blaster bolts into the undefended top section of the ship as Travis' gun is brought out of its arc from shooting back. The bolts spark and flash against the deflector shields which hold only by virtue of the quick work of Jahn and the rapid angling of the shields to match the movement of the craft flipping through space.

Eventually the ship rotates around again to provide a shot at the craft, but not before another barrage of blasts streaks past the cockpit of the Questor. Jahn continues his work with the shields and pulls a few more ounces of power out of the hyperdrive system and brings the shields up to an operational if not severally depleted status. With the attacking craft once again in sight, Travis closes his eyes and takes a calming breath before focusing in on the rapidly moving dot of a ship. Depressing the trigger with devoted patients Travis unleashes two bolts of plasma which streak out into space and tears away the front section of the two protruding arms of the craft.

While all this is going on Karl makes his way from the bunks to towards the kitchen area and the sole remaining escape pod. From what can be seen it appears that whatever damage has occurred to the ship, it wasn't done to the front and to the casual observations of the young kid it appears the pod is in working condition. A quick pull of the emergency handle reveals the door opens freely and shows enough room for six people to sit in relative discomfort.
Jahn-Shields=Angle shields to cover entirety of ship
Sith-Attack=Roll(3)+Attack(4)+Pilot(2)+Short Range(-2)+Bonus(10)=Miss(17)
Travis-Attack=Roll(2)+Attack(4)+Battlemind(4)+Feet(-4)+Pilot(2)+Point Blank(0)+Bonus(7)=Hit(15)

Jahn-Shields=Roll(19)+Computer(4)=3d6(23)
Shield Repair=Roll(4+6+3)= 13 points restored
Sith-Attack=Roll(9)+Attack(4)+Pilot(2)+Point Blank(0)+Bonus(10)=Hit(25)
Damage=Roll(3+3+8+10+6+3)x2-Damage Reduction(20)=46 points to shield

Jahn-Shields=Roll(14)+Computer(4)=2d6(18)
Shield Repair=Roll(3+1)=4 points restored
Sith-Attack=Roll(1)
Second-Roll=Roll(17)+Attack(4)+Pilot(2)+Point Blank(0)+Bonus(10)=Simple failure(33)
Travis-Attack=Roll(20)
Second-Roll=Roll(12)+Attack(4)+Battlemind(4)+Feet(-4)+Pilot(2)+Point Blank(0)+Bonus(7)=Critical(27)
Travis-Damage=Roll(9+10+2+1+3)x2=50 damage to hull
Battle Damage=Roll(10)+Damage(50)=Weapons Damaged.

HeWhoIsnt2
Level 3
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Posts: 139

Re: Prelude 1: Karl and Travis

Post by HeWhoIsnt2 » Thu Apr 26, 2007 1:36 am

Jahn shakes his head, his efforts are only barely keeping them alive at this point. But he continues his work, waiting until he saw Marcus enter the room before saying anything.
"Three things that arn't funny: beatings, stabbings, and mimes. Why is it then that beating and stabbing a mime is so funny?" -Dave Attel

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