SWMG 2015 Adam's Group

From The Z-Team Wiki
Jump to navigation Jump to search
DDC Mega Game 2015
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Benjamin, Brendon, Tim
Backup GMs
Erik, Mark
Game Time
Saturday, 5 PM - 1 AM slot
Game Year
Post Order 66
Mechanics
Turning Points · Imperial Meters
Destiny Points
Plot
Act I
Act I Summary
Act II
Act II Summary
Collaboration Notepads
By Group
Adam's Group · Tim's Group
Ben's Group · Brendon's Group
Factions
Event Team · Police / Security
Alderaanians · Coruscanti
LASR · SAGroup
Other
Enemies · Temple District

Originally intended as a distraction team, the group's mission is to maintain the right level of disturbance to keep security occupied but keep reinforcements from overwhelming the others. The group will be the most involved with monitoring the ISB and Security meters and actively trying to adjust them. They are also in the best position to help the Alderaanians if something bad happens.

The Original Plan

As the distraction team, the original mission plan called for the group to meet with a scalper to obtain tickets for tonight's event. From there they were to enter the event and lay low until the event begins. From there they would begin a campaign of setting off alarms and knocking out Imperial Security members to increase paranoia and patrols. When attention begins to get to hot, they were to exit the event and provide secondary distractions.

If the imperials didn't take the bait, infiltrating security relay AA-7 and manipulating the security/warning systems provided a secondary plan. Upon receiving the extraction message by secure commlink, they were to return to the docking platform and board prior to the extraction of the infiltration teams.

First Encounter

The first learn the game encounter involves meeting with a seller who is scalping tickets for the event tonight. The Kubaz scalper had been contacted that a potential buyer was on the way, but no price has yet been set. The meeting was arranged for Quix.

Finding the Quix

Average Streetwise or Hard Perception. Simple roll allows for introduction to dice sides.

Negotiating with the Kubaz

"In the far back of the lively lounge, sitting alone at a large booth table, is the dark robed figure of a Kubaz. He must be the one who offered to sell you the tickets. He takes no obvious notice of your entrance, clearly keeping a low profile."

The Kubaz will introduce himself presently enough, but quickly moves on to business. He is somewhat in a hurry to get the transaction finished and get out before the humacentric Tapani get any funny ideas. He knows the tickets are valuable and will push to get what he can. Perceptions and simmilar can be used for early bonues - three negotiation roll will be used to settle final price. Use a Destiny Point. His starting price is a thousand credits (250 or 200 each depending). Each success will drop the price down 100 credits. Advantages can be used to get other information out of him about the upcoming event or rumors. A triumph will result in a communicator number, making him available for information later in the mission. Failure will raise the price again 50 credits each, max to it's starting value. Despair will result in him realizing the group is up to something and informing the CSF.

The Big Boom card with immediately end the negotiations as he accepts what ever price they're at/arguing over so he can get out and away from the district. Note they only have a thousand credits total, so success here means emergency credits.

What's Going On?

"Running out into the plaza, you can see a plume of black smoke rising to the south. You are far from the only ones staring that direction. It seems the explosion has gathered at least temporary attention from everyone on the courtyard. A pair of bright red and white Coruscant fire department speeders slowly circle the rising smoke in search of a fire to suppress. Down below, at courtyard level, you can see the flashing lights of CSF patrol cars."

When they exit the lounge (along with a number of other people), they will see smoke rising and CSF patrol cars and droids keeping people calm and trying to get the situation under control. Conversant fire department will be coming overhead to check for any blaze, etc.

The characters should quickly realize that the explosion could do any number of things. If it was accidental, it could be leveraged to keep CSF distracted. But if it was a terrorist action, the CSF start bringing in reinforcements or Imperial Guard, making an escape or even the mission itself impossible. Their first step will be to discover what happened, and if the mission is still operational.

Investigation

  • Using the Comms: The players can decide to call out on their comms to see if the team is ok, but will increase the ISB meter accordingly. Calling Brendan's team, however, is the most efficient way to find out what happened.
  • Asking the Officers on the scene:

You push and maneuver your way to the front, only to be finally stopped the police cordon: a series of maglocked blue posts with small flashing lights on the top. Between the posts run a pair of light blue energy bands. Stun beams, most likely. A CSF droid stands at every few posts, watching the crowed and answering the occasional question. Looking over the cordon, you can see that the marked off space clearly includes the spaceport you landed at. Looks like the extraction team is going to have their hands full.

    • Asking a Droid

The majority of the beings holding the cordon are regular CSF patrol droids. They are not in the loop with any investigation, and cannot provide more than the well rehearsed lines of "An explosion occurred.", "It is Under Investigation", and "Nobody was injured.". Although they are unaware of it, the last one is a lie. Triumphs or a good skill on a directed question will reveal that the droid doesn't actually have confirmation of anything.

    • Asking an Investigator

A hard (Eote-purple-die.pngEote-purple-die.pngEote-purple-die.png) Perception check; (or Eote-purple-die.pngEote-purple-die.pngEote-purple-die.pngEote-purple-die.png Vigilance if not looking) will locate a CSF Detective-Investigator on his way to enter the scene. If they hurry, they can catch him just before he passes the cordon. If they miss him, they will have to sneak into the area or go to the garrison to talk with a DI. Unlike the droids, the DI has been briefed on what the CSF know so far, but is not particularly willing to talk. Success on a social check (see card for difficulty) reveals that they've already found out that it was not an accident, but a deliberately placed bomb. Advantage will uncover that agents are searching the other platforms and on alert for more activity.

Default Mission 1: Imperial Relay

There is a relay station on one of the structures that dot the perimeter of the plaza, it collects and retransmits the communications for CSF forces in the area. It's only lightly guarded, but has state-of-the-art security systems. If you get in, though, you would be able to get all CSF's communications and a lot of their information. You could, also, potentially suppress or provide miss information to then.

Getting to the Roof

The first stage it to get to the roof of the commercial building the repeater is on top of. The office itself is closed for the for the holiday, but a number of the employees are milling around catching up on work and/or waiting on the fireworks. They will have to get past the regular security guard for and sensor droids. Can talk their way though, though their species will prevent them from pretending to be employees (except perhaps maintenance.) Can also sneak in through the side door with sufficient skullduggery.

Entering the Substation

Default Mission 2: Solve the Explosion

As a major way to decrease both the ISB and the CSF meters, the players can figure out what happened with the Explosion, who the target was, and who did it.

  • Targeted Attack: Discovering this information

Targeted Attack

The players discover that the attack was aimed at SAG-Leader Lexia Vilppu specifically, reducing CSF's investigation load.

Act I End

Where ever they are, or in transit if they're between things, they will find themselves suddenly surrounded by regular stormtroopers. Here they feel the presence they have not felt for many years. They see Manny from some distance away - close enough to recognize him under the black robes, but far enough that engagement is impossible. They feel the power of the dark side from him, but at the same time, can feel the conflict still within him.

They must defeat some of the stormtroopers and flee the scene.

Act II beginning

During this Act, Manny will be personally directing the troops under his command to seek out the party - adding an extra layer of complication for them to have to evade during this section.

The Alderaanian Connection

If the CSF meter is to high (above 15), there will not be enough security to push the Alderaanians safely out of the arena, and LASR & Storm Troopers will "Help", leading to assault and abuse of the Alderaanians. The party may have a chance to warn the Alderaanians or help defend them against the assault.

The Conflict Within

The players may (hopefully) realize they can turn Manny back to the Light Side of the force. This will require them to confront him. If they chose to do this early on, they will have a chance to use him to reduce ISB & CSF through "official" channels. (Manny will call them off.) This will be incomplete however - before someone else comes after them.

If they instead wait until the second forced encounter, they can still turn him, but he will be unable to