Preach, Sirra and Winta could all accomplish all tasks. None would consider themselves as having no chance.
In the Star Wars universe the same technologies have literally been around for thousands of years adn pervade the galaxy. That's why pretty much anyone can fly a starship, for example. It's no more exotic than driving a car.
But we can break it down by who's probably best at what.
Accessing and searching an Imperial terminal for info of Colonel Relnard.
Overriding a turbolaser turret's safety's and targeting a structure.
Both Intellect tasks. Preach or Sirra, Sirra has the edge with her Features. Although Winta has stronger Social traits, she also has that double Leadership Feature, so could certain assist anyone.
We shouldn't forget Bastian either. He's best at Agility tasks but could certainly attempt either task.
And guys, let's give AJ a hip-hip-hooray for playing 2BB-2 for us. Although AJ didn't get to create his own character like the rest of you, I think he made 2BB-2 his own and injected life into the little BB-unit.
Unfortunate? Quite the opposite. An excellent way to go. If you can't flee the scene like Luke or the Falcon, embrace it like Jyn Erso, just so long as it's to a backdrop of terminally exploding Imperial dreams. 2BB-2, signing off, the way he'd want to go.
She can, absolutely. She has no way to store the data, so she'll have to memorise it. Data in Star Wars is weird stuff! It seems to require huge drive decks and industrial cables to move around. Or an Astromech droid.
Did you see the size of the data cable the Falcon used to transfer the Star Destroyer plans from Sinta Glacier in The Rise of Skywalker?
It's a ruddy python! And that connector!! How many amps are they expecting?
Art in the Blood. Sirra's at an interesting point, mechanics-wise. She's on 7 Physical Stress, which takes her up to the top tier on her stress tracker.
That gives her 3 Physical Resistance from the tier, and +1 from her armour. 4 Physical Resistance is pretty hard to punch through but if any damage does, she only has 2 Physical Stress left before being mortally injured and having to cling to life.
What she can do is recover the Stress. This requires some in-fiction explanation of how she treats herself. Then her stress track would be wiped clean and she'd gain a Severity 3 Physical Trauma.
I've described her current state as her cyber-eye glitch worsening. She could treat herself relatively quickly by rips out the cyber-eye. Hardcore! This would give her the Severity 3 Physical Trauma, "One-eyed" but would also remove her Severity 3 Trauma "Frazzled Cyber-eye".
This can happen when you gain a new Trauma. FFG's Zombie Apocalypse rules contain the best example. If your hand is infected by a zombie bite (first Trauma), so you cut it off at the wrist (second Trauma), only the second one can apply.
What does Sirra have to lose then? Well, it takes time. Even if Sirra rips out the cyber-eye it will take a minute and add a few more onto their extraction time as they progress.
Demonstrating an interesting feature of FFG's End of the World system.
To some extent, you decide when your character gets hurt.
Until you wipe your tracker to recover Stress, all you've accumulated is Stress. Physical, Mental or Social. You get more and more roughed up and worn out but aren't seriously hurt.
Filling your tracker results in you clinging to life but your exact doom depends on whether it's the Physical, Mental or Social track.
Physical doom is death. Mental doom might be insanity. Social doom could be utter despair, or in Star Wars possessed by the Dark Side.
Either way, your character is clinging to life and might be taken out of play if they fail a roll.
You avoid this by wiping your tracker, recovering the Stress and gaining a Trauma. i.e., You avoid death by getting hurt.
There is a limit, of course. You can only have three Traumas in any category, Physical, Mental or Social, after which you can't recover any more Stress and a fourth Trauma will kill you instantly.
No line of sight. Though he's down a companionway on the level below Sirra. So she could move, stick her upper body through the opening at the top of the companionway. Inside the turret tower isn't spacious, everywhere's pretty close.
This diagram shows chairs, and from that you can see roughly how far apart everyone is.
Pandemonium. What would she use as a space-parrot?
things have been very crazy this whole week- even before... but this week got even harder to find free time.
had a job interview on Tuesday and was told to expect a follow-up in a couple weeks- the winter storm in Texas was just the week prior and this interview got pushed back as it was... go to the interview and it only lasted 15 minutes, but this company is mechanical services company/ plumbing/ heating/ electrical, thus very busy after the storm. the next day, i got a call that hey wanted me to start a day later. I suddenly had to shift gears to dig out clothes i hadn't worn in many months.
and the job is hectic- i was mentally fatigued at the end of day 1 and just crashed. day 2 went easier but it just felt like a long day.
anyway. I will try to catch up, but i'm not sure how active I can be in the long term- it is olay to ghost my character as necessary if I fall behind so the game doesn't get slowed.
That's great news, Phoenix Prime. Nowt wrong with being gainfully employed but any new job has an adjustment period. You'll find your stride, and don't worry about CFH, we'll keep things moving and J.B. involved.
OK, had to read through the adventure to answer this. It's not defined specifically but it tells to GM to handle each part of the base---the garrison, the generator, the hangar, the comms relay---separately as an individual location.
The base buildings are sat on platforms, themselves secured to the mountainside at different elevations. There might also be rock formations obscuring LOS at headheight from one part of the base to the next, etc.
So exact distance isn't so important. I think the intention is that they're at Extreme Range or equivalent. i.e., Characters at one don't easily interact with characters at another unless they have quadnoculars or a sniper rifle.
In terms of time it will take to travel between the garrison and the hangar on foot? I think 4-5 minutes. Considering you're carrying kit, there will be gantries changing elevation, storm, debris from uncontrolled demolition, hostiles in the area, etc.
Morning all. I have product council meetings at work yesterday and today so haven't had much time to write. I made a start last night though and should have something for you tonight.
Wow, my eyeballs are drier than a Tuskan raider's socks after all the web conferencing this week. But I moved us onto new threads and am excited to see what happens next, I can tell you that! Will both teams regroup, escape, will they make it off of GH-531? It's getting very dicy!
OK, Mirror Team. So peril in high places, obviously inspired by the ending of Empire Strikes Back and Rogue One, but also by the real-life sci-fi design of Ostankino Tower.
Imagine an incredibly high, relatively thin cooling tower with exhaust vents at the top, and girded by rings of equipment of various shapes and sizes at irregular intervals, all the way to the bottom.
The tower is about 600 metres from the top to the mountainside below. High! Though Jedi Knights have been shown to be able to arrest their fall from great heights.
Getting down will be tough. There might be an external ladder or cables running the length, but the Empire probably used a gravsleds or droids for maintenance so no elevators.
Mirror Team flew up the inside of the tower from below ground, to be expelled from hot air vents at the top. As it stands, Jix, Amos and J.B. are all near the top.
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