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Posted: Thu May 07, 2009 7:17 pm
Not without making them a threat to yourselves.
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Posted: Thu May 07, 2009 7:22 pm
well, we'll have to kill one of them anyway. the plan won't go off without a stretcher...
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Posted: Thu May 07, 2009 7:27 pm
No XP will be awarded if you kill 'em.
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Posted: Thu May 07, 2009 7:32 pm
meh, at least kharma will smile. they'll be out of their misery.
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Posted: Thu May 07, 2009 11:52 pm
so, like does that mean that we have to set the things free and then blast them to get exp?
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Posted: Fri May 08, 2009 12:03 am
Pretty much. But since you're letting them go just so you can kill them and gain XP, I could argue Dark side points all around.
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Posted: Fri May 08, 2009 12:42 am
Yeeeeah that’s what I thought. Damn it GM, I’m a sex symbol. Not a doctor. blaugh
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Posted: Fri May 08, 2009 1:00 am
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Posted: Fri May 08, 2009 1:10 am
And with that. Good night folks. See ya on the flip side. 4laugh
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Posted: Fri May 08, 2009 1:28 am
New Order
Ral-24 Des-24 Nelo-21 Stormtroopers(4)-19 Imp Doc-18 K-blade-17 Imperial Gunner-17 Nolaa-16 Roth-11 Mutants-10
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Posted: Fri May 08, 2009 5:57 am
On the original subject matter of the mutants, Sish wouldn't bother letting them go for the quick xp. He has more important things to worry about, so he'd end them quickly and move on to his normal agenda.
Now onto killing the p***k with a big mouth that shot me.
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Posted: Fri May 08, 2009 9:17 am
First rule of combat; seek cover. Everyone into the med-bay.
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Posted: Fri May 08, 2009 9:23 am
You'll have to say something along those lines on your turn.
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Posted: Fri May 08, 2009 9:34 am
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Posted: Fri May 08, 2009 9:36 am
Wish Ral would have rolled his damage. I might just do it for him so I can get Zel over with.
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