Author Topic: Suggestions on how to get that Jedi off your ship?
Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/19/07 5:22pm Subject: RE: Suggestions on how to get that Jedi off your ship?
Iknow its a bit late to add something but i have too. i really have too.
one word. Radiation!

for those that use WotC(D20) Check out the poison and disease section.
if u make your save u take tempoprary atribute damage points if u fail the save u take more temp atribute point damage. and if the damage is marked with an asterisk it means they must succeed another equal dc fort save or the damage to their attribute scores is permanet!!! devil

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
Most Eager GSE Player!
Sith Lord! Watch out!
John 3:16
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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/19/07 5:41pm Subject: RE: Suggestions on how to get that Jedi off your ship?
Yeah, El K, what happened here? confused What did you end up doing? Details Please! drooling

 

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Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/19/07 6:32pm Subject: RE: Suggestions on how to get that Jedi off your ship?
yes please tell.... praying

 

-----signature-----
"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
Most Eager GSE Player!
Sith Lord! Watch out!
John 3:16
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The_Future_POTUS 
Registered: Mar '07
6513_Obi-Wan Kenobi
Date Posted: 5/22/07 6:27am Subject: RE: Suggestions on how to get that Jedi off your ship? - Date Edited: 5/22/07 6:28am (1 edits total) Edited By: The_Future_POTUS
Have the interior shields activate and deactivate at random. Throw in grenades that explode and throw poison darts everywhere. You could find out what sort of technology is used in the light sabers. Maybe they don’t work when a certain frequency is hitting them? Or maybe the is a unique magnetic field that when generated pulls their light sabers to the wall and holds them there!

 

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As I watch the Jedi train and prepare endlessly for their self appointed role as saviors of the Galaxy
the Sith whom constantly strive and bicker with their comrades; always ready to prey on the weak,
I must wonder;
do none of these people have lives?
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El Kabong 
Registered: Sep '99
6893_Atari 2600, ESB
Date Posted: 5/24/07 12:14pm Subject: RE: Suggestions on how to get that Jedi off your ship? - Date Edited: 5/24/07 12:21pm (3 edits total) Edited By: El Kabong
Koohii posted:
Yeah, El K, what happened here? confused What did you end up doing? Details Please! drooling


Sorry - I thought I posted that! Oh, my old age is catching up to me.

Ok, here's how it went down.

They got onboard the battlesship by pointing their ship at them, using a quick burst of thrust, running silent and drifting right on up to them (nudging the ship as nessassary with the Force). Once in more or less position, they spacewalked on over to an airlock near the back of the ship just above the engines.

* Simple, plain old Destroyer Droids are damn effective in large groups. Throwing three or four groups of 5 at them at a time was more than enough to make them fight for every inch of ground (and really get worried when I put the super battle droids on the field). That more or less took up the bulk of the session (they were happy swinging sabers at a never ending supply of droids, so who am I to deny them that pleasure?)

* I tried the "Captain puts the hostages in the airlock" thing. He got on the intercom, announced his intentions, and the Jedi countered with (rough paraphrase here) "We've been playing nice up until now. If you kill those hostages, then things are going to get REAL ugly for you, really fast." and they rolled the hell out of their intimidation/con/convince skills.

* The Gammorian Opera, while psychologically unnerving (and noisy as get out), was pretty useless tacitly.

* I managed to separate the team, with most everyone in the main section of the ship with one lone Jedi (the weakest fighter of the bunch) in the command section, when I separated the globe. She was tucked away in a air duct, watching the TONS of battle droids and destroyer droids secure the bridge - when she pulled a ancient jedi trick and warped into the bridge. (and before you go "Aw, what the heck kind of superpowers is he allowing in his game - to be fair, this was a very, very, VERY difficult, lost ancient jedi art from the dawn of time that the character had been studying for quite literarily years now. It was the first time she actually TRIED it, and had she blown it - the character would most likely wind up dead. So on the surface it may seem munchkin, it's very rare with lots of checks and balances built in)

Seeing the Jedi pop onto the bridge, the second in command (who was never keen on fighting the Jedi anyway, but was overruled) promptly "place the ship under new management" and surrendered.

Anyway, the Jedi evacuated the Trade Federation (and hostages) folks down to Bespin - and then hit on a wicked idea. It would be a real shame if this fully loaded, fully armed battleship was ahem - "lost" in hyperspace on it's way back to the Republic. You see, the team - seeing the galaxy going to hell in a hand basket - started salting away supplies and money and arms just in case the worst ever happened. So they were more than happy to lay claim to the salvage rights to a ship they captured and add it to their nest egg.

And that's pretty much it.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 5/24/07 3:21pm Subject: RE: Suggestions on how to get that Jedi off your ship?
I'd allow the music to act as a -2 to -5 psychological/morale factor unless the party members made very difficult Will saves.

But, if they did, oh well.

Every once in a while, Freak Force powers are interesting to allow.
I once teleported the party across the galaxy. I had an explanation.
There was a research project to build a matter transmitter. The goal was to be able to send troops anywhere in the galaxy. The owner of the project hated the party for ruining many of his side schemes. As a result, he would teleport convict murderers, psychopaths, mercenaries, bounty hunters, or just people who had displeased him, fully armed, to the party's current location. Most of the time, the people just died. Sometimes they appeared as blobs of flesh scattered across a couple square meters or square blocks (depending on my mood & gore). about 1% actually arrived in condition to attack the party. Well, all that spacial disturbance focussed on them just happened to open up a pocket to teleport them when I needed to... whistling
Maybe that's something that can be added to your universe.
Or, not.

 

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Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
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El Kabong 
Registered: Sep '99
6893_Atari 2600, ESB
Date Posted: 5/25/07 12:25am Subject: RE: Suggestions on how to get that Jedi off your ship?
Actually I did have them make some Willpower rolls, but over the course of the game, they've actually been putting points into it - a house rule (well, more of a guideline) that the dice in willpower has match the highest force power. (The mechanics of the game dont demand it, but it makes sense with what we know about Jedi). So they were able to keep working and pretty much ignore it.

 

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