FATE Wars: A Short Campaign

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virgil
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FATE Wars: A Short Campaign

Post by virgil »

For those who don't read my blog, I've been running a biweekly Star Wars campaign for the last couple months.

[size]System and Setting[/size]
I will be using the Bulldogs! rules system for this campaign (Trouble level), with a few additions/modifications from the Starblazer system that I will detail in the next post. It's a system that uses the FATE mechanics, much like Spirit of the Century and Starblazers. Before we begin, let me introduce a few discussions regarding the system.

Frank's brought up the flaws of the Refresh economy, as well the three problems the system doesn't handle well; Wall-Flowers, Attention Whores, & Favoritism.

Favoritism and Wall-Flowers are difficult problems to overcome, especially as my S.O. actually is going to be one of the players. The primary solutions to these issues is to move away from rules-lite systems entirely, which the sacrifice is currently not worth. The thing I can do about "DM's Girlfriend" syndrome is to be aware of such and make an active effort to watch my behavior. Wall-Flowers I'm hoping to mitigate with a house-rule I'm going to instate to handle the Attention Whores and Refresh rules at the same time.

What I'm going to create is a communal FATE pool. Whenever a player is compelled, the earned FATE point goes toward a pot that any player can choose to draw upon as if it were their own. Therefore, the player whose foibles bring down consequences upon the party does not subsequently gain the monopoly in the ability to control the narrative to handle the consequences. What this ideally does is also provide the Wall-Flowers a resource to use FATE points without having to interject to gain them; which I am aware is not ideal, but it's at least a gentle nudge so they do not face undue resistance.

Next, I will raise the Refresh of every player to 12 and instate mandatory character creation to buy abilities and stunts until their Refresh becomes 6; no more, no less. Some characters will be wizards or own spaceships, while others will have iron will and steely gazes. I cannot think of a concept that would truly be expected to have less stunts than others without that player asking to be an NPC, which isn't what the system is about.

Setting
It's the year 3502 BBY, two decades since the crushing defeat of the Dark Lord of the Sith, Darth Desolous. The shadow of the Sith Empire over the galaxy at large is considered no more a threat than pirates. While there remain planets under the dominion, any available military is spent maintaining what planets remain under their sway.

The Dark Lord of the Sith, Darth Collude, is rife with paranoia and fear of assassination. Effectively leaderless due to Collude's priority of surviving over governing, the Dark Council grip of control is nearly total.


The Force
While in Bulldogs, psychic powers are placed under the umbrella of a single skill, I feel that this game would be lessened by doing that. In a narrative, magic is inherently greater than the mundane. Mundane actions are burdened and circumscribed by our own personal experiences, while any limitations with magic must be explicitly pointed out. Even outside of that, open-ended systems mean that a broad, general skill is superior to a narrow, specific one. You can simply do more and different things with Engineering and Psychic than you can with Artillery; and being able to do more means you have greater narrative control, which is not a desirable outcome.

So as to prevent the Force from being all empowering, the Psychic skill shall be removed, and more narrow skills are added to be selected based on the character's aspects. This means you need something like "Peace is a lie. Through strength, I gain power" to be able to choose Sith focused skills.

The options below are available to all who take the Jedi Aspect; taking a Sith aspect will do largely the same thing, switching out Empathic for Exude Energy [Lightning stunt], and other Force Traditions (or even aspects that incorporate specialized training) would give different options.

Base Jedi Skills
Empathic Talent [Skill] Can sense emotions without direct contact. Spend Fate point to roll vs target's Resolve. Each shift allows a Yes/No question about the target.

Mind Control [Skill] Affect a number of minions equal to shifts generated. If a leader is present, must overcome the leader's Resolve skill. Can be used to cause the minion to ignore the character, allow them to pass, or leave. It cannot cause them to kill themselves. Spending a Fate point will 'win over' the minions to join and attach for the duration of the scene.

Dominate [Dark Side, Mind Control, Stunt] Control named foe, spending Fate point to use skill vs Resolve, targeting Composure track. During attack, target at -3 to physically act against controller. If target taken out, they are under complete control, the dominator at -1 to all actions to maintain concentration; which is lost if they take any consequences. Releasing control leaves the target with no composure stress and Major mental consequence.

Mental Shield [Mind Control, Stunt] Negates -3 penalty while attacked with Dominate. Can also use Mind Control in a blocking maneuver.

Telekinesis [Skill] Gives same attribute as Might, but at a distance. Number of shifts generated is the number of exchanges the item can be carried before rolling again. Zero gravity lowers difficulty one level.

Feather Touch [Telekinesis, Stunt] Allow delicate handling of objects, such as turning a key, typing, or writing.

Move Self [Telekinesis, Stunt] Can target self, allowing use of the Fly skill. Defaults to Mediocre

Move Heavy Loads [Telekinesis, Stunt] Weight-based difficulties reduced by two steps.

Telepathy [Skill] Use Rapport, Empathy, Deceit at a distance; Telepathy rank acting as a restriction (if Telepathy < Skill, skill at -1). Friendly communication is difficulty equal to number of zones plus intervening barriers.

Sixth Sense [Alertness, Stunt] Fate point for +4 Alertness check when making one or versus a known opponent's Stealth

Jump [Athletics, Stunt] +2 Athletics to jump

Regeneration [Endurance, Stunt] Treat healing times as three time periods faster for consequences. Pay a Fate point in a scene to start regenerating, regaining 1 stress per round so long as they remain stationery and are not attacked

Control Energy [Dark Side, Skill] Rank also determines damage value, requires a stunt for the energy's form. Range is same zone.
Force Lightning [Control Energy, Stunt] Can send a stream of lightning against a target in the same zone. On a hit, the character can spend a Fate point to add the 'Electrocuted' aspect or a minor consequence. Armour provides no defence to stress caused.

Absorb Energy Weapons [Control Energy, Stunt] May make a block against energy weapons, rolling Athletics and Control Energy, using the greater total of the two for the blocking attempt. May also use Absorb Energy instead of Athletics for general defence. Alternatively, for a FATE point, absorb up to 4 points of Stress from one attack as a passive defence.

Absorb Energy [Control Energy, Stunt] Able to heal self by drawing energy from the environment. Able to heal 1 stress with mediocre difficulty providing there is working technology at hand (which will malfunction for the round) or in the same zone as a source of strong energy ambiance.

Absorb Energy [Control Energy, Stunt] Use in place of Fists attack to damage powered targets (batteries, robots, energy beings, etc). On a hit, causes Stress on the powered target or can spend a Fate point to place an aspect of "Running out of Juice."

Force Momentum [Telekinesis, Stunt] When using a Fate point to increase a physical effect, the bonus is +3 rather than +2.

Buried Presence [Stealth, Stunt] The character can not only hide their alignment to the Force or even their sensitivity to the Force, the bonus from Sixth Sense doesn't apply for purposes of detecting them in general.

Shifting [Stealth, Stunt] Enhances In Plain Sight stunt to permit moving up to a slow creep

Force Resistance [Racial, -2] Like the Yinchorri and Toydarians, you are immune to mental manipulation from the Force

Equipment

A kind of necessary feature to describe, since any Star Wars campaign will have someone choose Sith or Jedi who wields one or more laser swords.
Lightsaber (Damage 4, Deflect, Superb Cost, Energy) Can use weapon skill to defend against projectile attacks. Melee weapons, unless energy or specially noted, cannot block a lightsaber. Epic (+7) for a pair of sabers. Note, energy weapons are unhindered by armor, but can be blocked by energy shields.

An elegant weapon [Weapon, Stunt] If Spin obtained on defense, make an immediate ranged attack against another target using Lightsabre skill and Range of 1 zone. Damage is equal to deflected attack.

Following a standard closer to Starblazer Adventures, you start with 15 items equal to your Resources or less in cost, purchasing items above your Resources requires a Resources check. Failing will result in you not being able to roll again during character creation, though as in the regular system, you can choose to get it anyway with a number (equal to how much you failed by) of negative aspects that I can tag for free once per session each.

Group Purchases - If desired, you may forgo one or more of your starting item options to increase another's Resources by +1 for a single purchase. You cannot do a group effort for Resource purchases like this again, only during character creation.

Sith Tremor Sword (Damage 4, Great Cost) No real extra cost other than being capable of blocking lightsabers.
Discblade (Damage 2/3 shields/0 armor, Range 1, Fair Cost)

Starships
Hyperspace Travel Operations roll required, against Mediocre difficulty. The time required is a few minutes if navigation data is 1 year old or less, one hour otherwise. Failure requires a second check to notice the error before making the jump to hyperspace, failing the second check means the ship will exit hyperspace at a random point along the route and take 1 consequence. Modifiers include:
  • Using nav computer (+1)
  • No nav computer (-2)
  • No Holonet access (-1)
Travel Time 1 + steps up or down chart (from starting position) in days. Add another day to travel time if going to different quadrant.
  • Deep Core
  • Colonies
  • Inner Rim
  • Expansion Region
  • Mid Rim
  • Outer Rim
  • Unknown Regions
Hyperdrive multiplier
  • +1 - x4
  • +2 - x3
  • +3 - x2
  • +4 - x1
  • +5 - x0.5
For those wondering about the slow hyperdrives here, it's established in the setting that there have been actual advances in hyperdrive technology between this era and that of the movies. It's never been very well clarified, and the setting does lend itself toward stagnation, so I've left it at a single step of advancement.

Cost, creation, and maintenance are going to be different, and higher, by a bunch. Here are a few examples for purchasing...
Basic Scale 3 Ships [Shuttles, fighters, small freighters, etc] 3 separate Epic (+7) purchases, making it Advanced adds another purchase
Basic Scale 4 Ships [Medium freighters, patrol ships, gunboats] 3 separate Legendary (+8) purchases, making it Advanced adds another required purchase

Maintenance is required each month, and is going to be either Fantastic (+6) or Legendary depending on whether it's Scale 3 or 4 size ship. If you failed one or more times, you can still purchase the ship on credit, which raises the price for maintenance by one level per failed check to represent loan payments (loan lasts for a year). Failing a maintenance check bestows the "Disrepair" aspect onto the ship and forces a cumulative -1 to all skill checks until it gets proper maintenance, while also increasing the duration of the loan repayments by another year (assuming it's on credit); failing 3 cumulative maintenance checks for a loaned ship results in repossession as appropriate for the organization you got the loan from.
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virgil
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Post by virgil »

Image
Lambert
Species Twi'lek
Power Level (Refresh) Trouble (6)
Stress 5
Aspects
  • Been to Every Port
  • Anything Worth Doing is Worth Doing for Money
  • Pleasure Station Outlook
  • Do You Know How Much This Cost?
  • Bloodhound of the Keepers
  • Don't Shoot the Messenger
  • Could Sell Shoes to a Hutt
  • Should've Read the Fine Print
  • Apprentice to Mentok
  • Talk the Talk, Walk the Walk
Skills
+1 - Endurance, Intimidation, Investigation, Resolve, Empathy
+2 - Telepathy, Telekinesis, Gambling, Deceit
+3 - Mind Control, Rapport, Trading, Contacting
Stunts
  • Forced Presence [Telepathy] When using a Fate point for social effects, gain a +3 instead of a +2
  • Mental Shield [Mind Control] No -3 penalty while resisting Dominate
  • Merchant Prince [Trading] Finding buyer for material or trade goods to sell at +2
  • I Know a Guy [Contacting] +2 to make contact in area without any
  • Insider [Contacting] Use Contacting instead of Leadership when dealing with bureaucracies
  • Feather Touch [Telekinesis] Fine motor control
Gear (Resources +2)
  • Little Black Datapad [Contacting in place of Academics, Aspect: Sensitive Phone Numbers, AI (Deceit, Empathy), Miniaturization, Holosystem, Craftsmanship (Contacting)]
  • Rich Man's Shield [Armor 3, Hard to Detect]
  • Suit [Aspect: Very Professional]
  • Blast Pistol [Damage 2, Accuracy 4, Range 2; Aspect: Prototype]
Image
Lord Pradeque
Species Sith Pureblood of Korriban
Power Level (Refresh) Trouble (6)
Stress 8
Consequences Extra mild
Aspects
  • Holy Crap Did You SEE That Guy?
  • That's LORD Pradeque!
  • Peace is a Lie
  • I Will Claim a Sith Sword
  • You Won't Get Past Me
  • Through Strength I Gain Power
  • Screw You, Darth Tail Head
  • Pick on someone your own size
  • Don't touch my stuff
  • You won't get past me
Skills
+1 - Alertness, Contacting, Leadership, Mind Control, Survival
+2 - Control Energy, Intimidation, Weapons
+3 - Resolve, Athletics
+4 - Endurance, Might
Stunts
  • Wrestler [Might] Use Might in place of Fists in combat
  • Absorb Energy Weapons [Control Energy] Make a Block vs energy weapons, rolling Athletics and Control Energy (use higher result). For a FATE point, absorb up to 4 Stress from one attack as a passive defence.
  • (2) Minions [Leadership]
Gear (Resources +1)
  • Tremorsword (Damage 4)
  • Cortosis Power Armor (Armor 3, Cortosis, +2 Might rolls)
Image
Sorbin
Species Miraluka of Alpheridies
Power Level (Refresh) Trouble (6)
Stress 5
Aspects
  • Space Jew
  • Blind as a Miralukan Bat
  • Looking for Excitement
  • Never Leave a Job Unfinished
  • It Wasn't My Fault
  • What Do You Mean 'Your' Chair...right
  • If you want it done right
  • Hot-shot pilot
  • Only job I could get
  • I see...said the blind man
Skills
+1 - Stealth, Contacting, Resolve, Endurance (Tireless), Medicine
+2 - Artillery, Systems, Engineering (Greasemonkey)
+3 - Alertness (Sharp Eyes), Trading
+4 - Pilot (Walk Away from It, One Hand on the Stick), Guns (Long Shot)
Stunts
  • Tireless [Endurance] Endurance (+0 diff, +1/night) to resist need for sleep without penalties
  • Greasemonkey [Engineering] +1 with vehicles and reduced one time step
  • Sharp 'Eyes' [Alertness] +2 notice important clues
  • Walk Away From It [Pilot] Party can stagger out of your crashes at cost of half FATE points
  • One Hand on the Stick [Pilot] No penalty to action while also piloting
  • Long Shot [Guns] +1 range on guns
Gear (Resources +2)
  • Blast Sniper Rifle (Damage 3, Accuracy 2, Range 4)
  • Battle Screen (Armor 3)
  • Engineer's Toolbox (+0)
  • Star Suit (Aspect: Airborne Alacrity, Controlled Flight in Low G)
  • Medic's Field Kit (+1 Medicine rolls, +2 medicine on field wounded)
Image
Daquan
Species Omwati of Thyferra
Power Level (Refresh) Trouble (6)
Stress 4
Aspects
  • Run Like Space Gazelle
  • Easier In Than Out
  • These Ears Aren't for Show
  • Her Name is Betsy
  • I know all the hidey-holes
  • I'm sure they're nice deep down...way deep
  • Last of her kind?
  • Could sell ice to a wompa
  • Their names are Zeira and Igill
  • Element of Loyalty
Skills
+1 - Resolve, Telepathy, Academics, Investigation, Systems
+2 - Stealth, Medicine, Empathy
+3 - Alertness, Athletics
+4 - Telekinesis, Rapport
Stunts
  • Feather Touch [Telekinesis] Fine motor control
  • Mind Shield [Resolve] Negate -3 penalty while resisting Dominate
  • Environmental Immunity (Endurance)
  • Regeneration [Combat] Heal consequences at x3 speed, Fate to regain 1 stress/round if stationary and not attacked
Gear (Resources +1)[/list][*]Dual Discblades [Damage 2/3shield, Return to Sender, Powerful, Indirect Fire, Range 1, Anti-Armor][*]Battle Screen [Armor 3][/list]
Image
Imriel
Species Human of Dromund Kaas
Power Level (Refresh) Trouble (6)
Stress 4
Aspects
  • Peace is a Lie
  • Imperials...Everywhere
  • Politics & Cocktail Parties
  • Stanback, I Got This
  • Sorry Master, He Looked Sturdy
  • What's Better Than One Lightsaber
  • Sorry Master, He Looked Healthy
  • Nobody Wakes the Captain
  • Ship, Crew, Everyone Else
  • Last Pilot Struck by Lightning
Skills
+1 - Might, Rapport, Empathy, Deceit, Alertness
+2 - Endurance, Intimidate, Leadership
+3 - Weapons, Athletics
+4 - Telekinesis, Move Self, Control Energy
Stunts
  • Force Momentum [Telekinesis] When using Fate point for physical action, gain +3 instead of +2
  • Move Self [Telekinesis] Can fly at Mediocre (+0) quality
  • Force Lightning [Control Energy] Stream of lightning (4 Damage) against target in same zone. If hit, can spend Fate point to add 'Electrocuted' aspect or a minor consequence. Armour provides no defence to stress caused.
  • Close at Hand [Weapon] No supplemental to draw, blocking action at -2 penalty
  • Aura of Menace [Intimidating] 1/scene/target, FATE point to intimidate as a free action
  • Minions
Gear (Resources +1)
  • Dual Sabers [Damage 4, Energy, Weapon skill defend vs projectiles, unblockable vs melee unless cortosis, ignore physical armor unless cortosis)
Honey Badger
Size 4 (Advanced)
Structural Stress 5
Systems Stress 5
Skills
+1 Ship Systems, Flight Bay (Planetary Shuttle), Beam Weapon, EWS (Advanced)
+2 Beam Weapon, Ablative Armor, Energy Shield (Overload)
+3 Hyperdrive, Maneuver
Aspects
  • I've Got a Vornskr (Miralukan Mastiff) in my Hold & I'm Not Afraid to Use It
  • Seen Plenty of Action
  • Needle in a Haystack
  • She's Completely Unarmed...Oh Bugger

Closest Shave (Shuttle)

Medium (3; 2 crew, 12 passengers)
Structural Stress 3
System Stress 3
Skills
+1 - Targeting Computer, Beam Weapon
+2 - Maneuver (Atmospheric Entry)
Aspects
  • Hottest Damn Thing Flying
  • Turn on a Credit
  • BFG (Spinal Weapon Mount)
Image
Last edited by virgil on Thu Mar 14, 2013 4:23 pm, edited 1 time in total.
Come see Sprockets & Serials
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Put a greatsword a maul and a greataxe in a room and ask them to take their pick
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virgil
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Post by virgil »

Session I
The party exits hyperspace alongside two other gunship to an out-of-the-way sector of space where at least two escort vessels lay in ruins and an invasion-quality flag ship floats with severe damage.

A small fleet of 2 metre tall pyramid-shaped fighters have already been deployed, and one of the Sith fleet is destroyed on approach. With some fancy flying, the blind pilot takes out a couple while X uses her telekinesis to wipe most of them from the bridge; this clears the way sufficiently for them to forcefully board the enemy ship.

They're the second to board, the first having already unleashed their cargo of murder and slaughtering the crew on-board As the primary hall is full, they take one of the more narrow corridors, and shrug off the trap. They throw a couple of their minions into the fray as they fight their way into the larger crew and real masters of the ship.

Image

Hacking the systems, they find the panic room and subdue the gold-scaled captain of the ship after gunning down his three elite bodyguards. Moving their way up to the bridge with the saurian-body shield, they force a surrender and lock the crew in the brig.

And thus begins the slow trek to planet Khem Tal after slapping down a heavy amount of engine tape as well as faith in the Force. During the two week journey, they investigate the ship for causes of its damage, and discover that it was a systemic power anomaly throughout the mundane systems after a surge in the entechment capacitors.

In addition, week one, three of Pradeque's soldiers run past him down one of the halls in terror. He stops two of them, demanding an explanation, and kills the one who stated "we were surrounded and fled for our lives." The second one gave a better response of feeling that the forces before them seemed like a worthy fight for their master and did not want to waste resources with a fruitless charge into their death without his command. The word given was that the four of them were on break (fourth was unaccounted for at this point) at the mess hall, when they heard chanting surround them and felt unimaginable terror and evil.

At the mess hall, the missing fourth marine lay face down in a puddle of his own blood, a finger used to draw out an inexplicable equation onto the floor with his vital fluid before expiring. The wounds were nonexistent seemingly bled out from all available orifices. Calling upon Jon Seer to help with his Force sight, they determine that an intense point of the Dark Side manifested in the area and entered the marine, eventually leaving in its equally inexplicable manner.

At Khem Tal, they're given the next mission by one of the Dark Council, the Sphere of Logistics herself. A stern, madame-esque human. Her focus is in supplying resources for the Empire is through prostitution, slave-trafficking, and drug smuggling; which means the connections for overt military resources are constrained. As a result, the party's new mission is without much in the way of aide. They are to find a shipyard large enough to handle something scale of their capture, friendly enough to allow two overt Sith oversee the procedure for the month or two long process, and to get it fully repaired and operational.

Image

Before getting further details on the next step, two scenes happen. Lambert calls upon his connection to solve the equation, and contacts a Givin he gave assistance in transporting A.I. modules from ship-nav system to interested buyers. The givin examines the equation, and declares it to be an integral formula describing the shape and mass of an ovoid ship, along with an energy distribution of a fission-based drive (matching their capture on all points). The equation uses the following numbers: 4, 8, 9, 15, 23, 111.

Image

Meanwhile, the Force sensitives of the party go planet-side to meet Darth Newton, whom they've been told has developed a new technique for drawing upon much greater quantities of Dark Side energy than typical. Pradeque and Imriel are less than impressed, disgusted and dismissive even, of the givin's technique. They describe his approach as both obvious and too Vulcan in approach, focusing on the precise; claiming that when picturing someone to hate to draw Dark Side energy, you must focus specific aspects as determined by their species (brow of a human, nose-hole of a givin, etc), as well pointing out intricately precise angles for each finger when using Force Lightning.
Last edited by virgil on Thu Mar 14, 2013 4:29 pm, edited 3 times in total.
Come see Sprockets & Serials
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Post by virgil »

Session II
And so, the players spend some time deliberating on the plan of action, especially since the one for Lambert is absent for this and the next one or two sessions. One is made, and the mission has begun, to Nal Shadda. Sorbin's reason for running to the Empire and becoming just a pilot was because he lost very valuable cargo he was smuggling for a Hutt named Bozzo, who happened to run a very profitable casino/pawn establishment on Nal Shadda; the very place they are headed. Sorbin is currently wearing a face concealing helmet to avoid suspicion, & checks with his connections to know when Bozzo isn't at the business.

They enter the foyer, mind tricking the staff at the front to let them bring their weapons inside and to not get in the way of any soldiers that come in later. They take a table near the back, where the wookie appraiser mans the vault/money-changing desk, and play a few rounds of Pazaak. While playing, the dealer realizes what Imriel is; and happens to be an Imperial spy, so he starts cheating on her behalf. When one of the other patrons at the table accuses Imriel of cheating, the dealer pulls out a blaster, loudly denouncing his insolence before a Sith Lady.

The head bouncer walks over, a Talani human with a light-foil, just before the dealer tosses his gun into Sorbin's hands to claim innocence. The bouncer tells Sorbin to put down the gun and come with him, to which Sorbin points out it isn't a gun, his long barrel sniper rifle is a gun. The bouncer's head explodes from the point-blank shot, the rest of the place erupts into chaos.

Imriel and Pradeque charge the wookie in the back, the omwati calls up her disc blades and telekinetically goes like a blender on the various guards, and Sorbin unloads a couple patrons of their valuables. Imriel attempts to lightning down the second main bouncer, the brother of the Talani who also wields a light-foil (duel duelists), who manages to absorb/deflect the attack long enough for Sorbin to also blast his head off. Pradeque wrestles down and bashes in the head of the wookie (some Imperials rumour that he's Massassi-caste). After the fight ends, Pradeque and Imriel's soldiers enter the place to keep any remaining patrons and surrendered guards pacified while the group begins to make their Santa sacks.

While working, 23 people materialize around the party, all wielding vibro-swords. They seem solid and real, but occasionally flicker as if afflicted with computer static. They demand that the party surrenders and tells them their future destination, to which the party unloads incredibly high rolls to my low rolls and blasts them all; except Imriel's lightning misses completely. Sorbin sees them for what they are, extreme concentrations of Dark Side energy manifesting into solid, if fragile, constructs.

The dealer, loyal and eager to please the first Sith he's met, abandons his undercover mission to assist Imriel. Joining her, he informs her of an escape route that Bozzo uses when wanting to evade pursuit when leaving the planet.

They supplement their theft with the resources provided by the Empire to go before Zorbo the Hutt, a 'legitimate businessman', owner of a rather large shipyard in the fleet, and nemesis of Bozzo the Hutt. With a bit of work, they manage to convince him to use his shipyard and a few materials to repair the ship, on the condition they perform two services. The first is to attack another of Bozzo's assets in about a week and a half, the second is to utilize the force of the capital ship on a location as its maiden voyage. Agreeing, the party returns to Khem Tal on their mission.

Upon arrival to the Sphere of Logistics, they discover that the position has been replaced with Darth Newton, who admonishes Imriel for her in inefficiently selected dress. Absolving the party of any responsibility with Zorbo's requested use of soon repaired capital ship, he provides a new mission to the party. Providing coordinates, their mission is to arrive and just start murdering. The details and reasons are deigned unimportant for their role, and they are dismissed. On the way out, another sith Givin stops by the party to provide passcodes that should prove useful during their mission.

Curious as to the nature of their mission, they look into it with some research. Sorbin calls in a fellow smuggler (in the eyes of non-Imperials), who is currently really tired from drastically increased workload by the new Sphere of Logistics. The destination is a remote moon colony that used to be owned by the Jedi for its lightsaber crystals, and was the site a number of battles during the Galactic Civil War. Due to its resources being uneccesary to the Jedi, and the Sith unable to maintain control or even a large enough Force-sensitive population to justify the need to make new lightsabers (reusing old ones is preferred), it's currently an independent colony of agrarian Chadra-fan (child-sized people with bat-like heads).
Last edited by virgil on Thu Mar 14, 2013 4:29 pm, edited 1 time in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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virgil
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Post by virgil »

Session III
The party receives a holocall from Zorbo the Hutt, to go to the planet Khomm, an agricultural world in the Deep Core that specializes in algae production. They're to steal a large sample of L-4 as well as the dataplans for it. The hyperspace travel takes two weeks, with a temporary interruption of being knocked out of hyperspace because of a gravity storm; nearly instigating violent attack from the planet, Calligrattica, they ended up in orbit while they attempted to reorient their location. There's a bit of eyebrow raising at the sensors picking up signals of beetles the size of mountains on the planet's surface, concerned that attack might be reminiscent of the scene from Starship Troopers. Thanks to allaying debate, they keep the territorial natives from opening fire, and continue on their way.

Upon reaching Khomm, they pose as wealthy patrons wishing to purchase L-4, and are greeted by one of the nobles upon a litter. He presents an ornate litter for the party to use, flippantly killing a number of slaves to provide higher quality ones when the opportunity arises.

As they ride toward the L-4 facility, the noble provides a tour of the planet and their algae producing ways, all in an attempt to ingratiate himself for the chance at profit. Due to the distances involved, the party stays the night in one of the palaces, where the grounds prove to be exceedingly heavy in slaves. The two most perceptive members of the party (Sorbin & Daquan) are able to notice, but the servants move entirely through secret passageways, using innumerable hidden hatches and doors to clean and refill food trays when their heads are turned. A couple occasions, one of the doors leads to a different room than before, the entire palace having been built semi-modular such that a dedicated team of servants below can operate the cranks to subtly rotate the rooms in relation to each other.

Just before dawn, Sorbin notices an armed individual sneaking into the room through one of the hidden doors, to which he knocks out the intruder with a blaster shot to the chest. The noble enters out of concern from the noise, and questions where the blood came from, blithely not acknowledging the body even when the party points at it; in fact, the noble starts to feel ill, leaves for a moment to retch. He returns to a clean carpet (the body is over Imriel's shoulder) and apologizes for his behavior, as he cannot recall what the concern even was, but is glad that the guests aren't concerned about the noise. Providing the privacy they asked for, the party dumps the body in the tub and do a little first aid after disarming him entirely. There is a fresh glass of ice water when they decide it to be time to wake him, and Imriel is creeped out by her boots already being cleaned of the blood without her noticing.

The intruder is a revolutionary, and points out the 'mysteriously' appeared torture implements next to Imriel when he starts to withhold information. Proper applied pain gets him spilling beans. His mission was to sabotage some of their gear and scare them away as customers to harm the nobles. Seeing the opportunity, Daquan offers to help the cause by telling him to find a way to get more nobles to the L-4 facility, and they will be rewarded.

Later that morning, Imriel and Sorbin state a need to make a holocall and to obtain some of the credits for the upcoming purchase, and are given a litter and mobile chef for their breakfast. Meanwhile, Pradeque & Daquan are carried to the facility. L-4 is an acidic algae that will dissolve metal, and metal alone, and works much faster with a specific alloy; a trait that must be tweaked on request.

While delaying for time, a high noble named Lord Nirsal and several other nobles arrive for highly esteemed guests, only to be blasted by a surprise arrival of the Closest Shave. It lands near the ruined crater of an entrance, in which Imriel & Sorbin pour out to kill the guards. It's a heated fight with the 30 soldiers, and Pradeque calmly picks up the L-4 containers and walks by, ignoring their attacks the entire time. The sales-noble is devastated before slain on the spot by Imriel when it's all said and done, and the party leaves the planet with their spoils.

At the station, they drop off the L-4 tanks and the data, noticing that Zorbo's accountants have been replaced with Imperial Givin and the ship has been repaired drastically faster than expected (nearly two months ahead of schedule). With a shrug, they continue toward the far off moon with the Chadra-Fan for their next mission.
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virgil
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Post by virgil »

Session IV
Arriving in orbit around the moon, their sensors pick up life signs in scattered areas throughout the surface, as well as two larger signals indicating established structures; one Imperial-made, another Republic. There were numerous smaller signals indicating outposts and similar structures over the place. Flying toward the Imperial Defense Control Tower, they see it surrounded by an idyllic community akin to the Hobbitshire. Decorative plants had been placed in the various windows and ledges of the originally ominous control tower, and the landing port had been replaced with the equivalent of a sports field.

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Interrupting the game, they land and stroll by the numerous confused Chadra-fan, ignoring their questions and pleas. Partway up the installation, they meet the mayor of the village, wearing a piece of modified equipment to act as a jetpack; thus giving him the headstart to catch up with the party. Asking why Sith were returning to a colony they had long abandoned earned him a blast of force lightning, his bodyguards thrown out a window after their own jet packs were disabled with the Force. Interrogating the mayor for the source of his tech, he told them they were modified salvage from the area, and promptly overloaded his own jet pack in an attempt at a suicide bombing to harm Imriel. Imriel pushed the explosion back and was unharmed.

They didn't have so easy a time against the heavily armed and armored Chadra-special forces unit, who also had a flying droid covered with lightsaber crystals, that attacked them near the control station for the entire Imperial Planetary Defense network. After a rough fight of flamethrowers, lightsaber-charged thermal detonators, and light shurikens, they managed to take out the assailant; mainly by realizing that the equipment was all modified extensions from the complex, and put in the passcodes they were given to deactivate everything in the area.

Rearming the facility, they told the network to essentially treat everything as a hostile invader (except their room and the landing pad where their shuttle was) throughout the planet.

The disturbance in the Force is felt by the entire party, and so very many of the inhabitants are blasted by exploding outposts they built around or automated defenses aiming toward them. While Pradeque looks out a balcony at the devastation throughout the land, Sorbin decides to look at the old logs for anything special that Darth Newton might be looking for. The main thing is that the Imperial general was complaining about the tendency for the Sith and Jedi that died on the colony to nearly immediately rise as dangerous force ghosts, making the fighting difficult because of their potential damage.

It's at this point that the party feels the disturbance in the Force continue to roil around and turn Dark, and starting to form a Force Storm over the entire planet. Thinking better, they head toward the shuttle, and find fifteen Chadra-fan that had been possessed by Force Ghosts and standing over the corpses of Pat's soldiers and wielding kit-bashed lightsabers; their eyes crackling with lightning. The fight is over swiftly by some truly astounding rolling on their side, especially considering relatively abysmal rolling.

They perform a strafe of the Republic installation before leaving the planet and start heading back to Imperial space. They're congratulated, curtly, for their mission and are contacted by the new Minister of Military Action; a Given named Darth Kenner. Darth Kenner informs Imriel that due to recent changes in the Sphere of Philosophy (a Givin has taken the position), they need to reevaluate their Sith for ideal missions in their military objectives. Their new mission is to escort a recently defected Republic droid programmer named Lord Asis without killing/destroying those who attempt to harm him. Further details would be provided by the Imperial attache with Lord Asis upon arrival.

The attache was a Givin. Lord Asis was a portly human with a heavy amount of cybernetics, which only made Imriel hate him more (if he's under the knife that much, why not cut off some of the fat). There's a manufacturing facility abandoned due to all of the droids breaking free of their restraining bolts. Due to Lord Asis's programming experience, direct access to the control station at the heart of the facility would allow him to upload changes that would reactivate the restraining bolts. They're to refrain from destroying any droids along the way, as they will be newly acquired assets at the completion of the mission. In addition, the attache provides new uniforms to the Sith for a more optimal performance, as well as informs them that they will be under surveillance throughout the mission to better analyze their conduct to determine whether they need further optimization.

This earns the attache a broken neck, to which Lord Asis nearly gets ill from the sight; before handing over the holo-recording he was told to provide when the attache was killed. The recording is of the attache, telling them that there was a 47% chance of him being killed by Imriel, and that in preparation the recording was made to inform the party that due to his relative low value, his death would not detract from their evaluation of the success of the mission.

Lord Asis is asked to disable the surveillance, and is forced to inform the party that it's built into his cybernetics along with the system he needs to be able to access the control system, so disabling the surveillance on him would essentially invalidate the mission.
Last edited by virgil on Thu Mar 14, 2013 4:33 pm, edited 1 time in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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virgil
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Posts: 6342
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Session V
We have a return of our favorite twi'lek, Lambert. The current excuse for the character's absence was handling personal business before returning to help with the new mission on a mercenary contract.

Lambert pulls up some connections and manages to find the engineering manager within the Republic that knows the purpose of the droid manufacturing facility. It was designed to be a largely autonomous structure to produce a military force capable of wiping out the remainder of the Empire, letting it be a purely financial investment to minimize public awareness. They had a small research facility based there as the only living personnel for the entire facility, and were killed when the entire base went rogue. The droids weren't actively spreading or causing damage against the Republic unless forces were sent directly, so rather than expend even more resources taking it back, it was written off as a loss.

Obtaining the blue prints, the group flies over, meeting a fleet of a dozen droid starfighters. It's a particularly gruesome fight, but Pradeque manages to slice half of them while Sorbin and Sanada blast them into smithereens. The next step was getting into the orbital base itself, as it was very heavily armed. Their decision was to go into ramming speed and soften the hull enough for them to make a landing bay, they were awarded a second shuttle bay from the weapons fire.

Once inside, they took out a number of war droids with remarkable ease, eventually blasting down the door to the central control room. Inside was a 9' tall droid, already delivering a monologue at their useless flailing, only to lose its weapon mounts from Sorbin's rifle, its shielding and reinforced armor plating from Imriel's lightning, and then sliced in half by Sanada's blades.

Commanding Lord Asis, he hooks into the command module and finds a piece of code that near as he could tell the mere act of processing was causing nearby code to change. In order to install the proper restraining bolts, he had to direct the code into a data crystal and physically remove it from the computer systems, the effort of which caused a nosebleed. With the droids under their command, they had Asis direct them to pull the Honey Badger out of the station and into a landing bay

They make the holocall to Darth Kenner, going out of their way to make the call in front of the parts of the facility they destroyed on the way in. Darth Kenner is disappointed in their inability to follow orders, earning quite a few invectives and curses from Imriel. Kenner dismisses her and states that Directive 11 will commence regardless, as the restraint requested was purely to test for obedience.

The power on the station starts a cascading failing and the group begins to try to find Lord Asis out of suspicion, who requested to go lay down from the effort. They find him locked behind several energy walls in the brig, hiding from the group because he heard them getting angry and figured it likely they would kill him out of spite. Claiming ignorance of Directive 11, he doubles over from pain as a hidden cybernetic panel opens to reveal a lightsaber crystal oozing dark side energy. Just as the power fails in the brig and the doors turn off, the crystal begins to fire lightning in a spherical burst as it hovers in place. Every few seconds it pulses in a larger sphere with more damaging blasts.

Sanada throws herself out of an airlock to get into the Honey Badger, which is currently left adrift as the station powered down before it could finish pulling it in, taking advantage of her ability to survive in space. The ship will land in the docking bay soon.

Lambert attempts to telepathically connect with the crystal, and ends up seeing the other side, where a dozen Givin Sith sit around an identical crystal and chanting. Thinking ahead, Lambert grabs the data crystal and has his personal A.I. pull up the data to show, doing its best to not process the information itself. The data in the crystal is the exact same data being chanted by the Givin, and Lambert's attempt to recite back starts causing him to crackling with force lightning. As the crystal's own lighting is breaking the walls around it in an ever-expanding sphere, he breaks contact and the entire party heads for the docking bay to escape.

Leaving as the station fell into the planet below in a display of destructive force lightning, Imriel begins to interrogate Lambert on this previously unknown Force sensitivity, as all Force sensitives need to be recruited into the Sith or killed. Lambert bamboozles her with a web of lies and misdirection, blaming the crystal for his display on the station.

They land on Khem Tal, leave orders with station to start repairs on the Sphere of Logistic's tab, and head to see Darth Newton in person.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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