Act 1: Dark Side

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Star Wars MegaGame 2013
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Erik, Mark, Tim/Benjamin
Game Time
Saturday, 6 PM - 2 AM slot
Game Year
Post Order 66
Mechanics
Character Creation · Turning Points
Plot
Prologue · Summary
Light Side
Act 1 · Act 2 · Act 3
Dark Side
Act 1 · Act 2 · Act 3
Conclusion

PC's are in a variety of menial jobs in the massive organization of Jara the Hutt. We should have another janitorial team, just for the continuity here. Adam had the idea that one group is on Huttlet baby-sitting duty. One group might work at a bar or casino. Each job provides certain advantages and disadvantages (as a janitor, your only weapon is a mop, but you have access badges to everywhere; as a waitress you have access to the cash register; the baby-sitters could ply the Huttlet who is thirsting to assert independence, etc.).

Players hear rumors of Imperials coming to negotiate with the Hutts, maybe someone comes in saying they saw a pair of stormtroopers on Nar Shaddaa. Bounty hunters are especially on the look out, and they get an official Bad Feeling About This. They need off the planet. And now. Act I is all about acquiring credits, weapons, ship passage, and whatever other supplies they might need to try to get off of the planet.

CLIFFHANGER PC's get into an open fight with stormtroopers and discover, to their horror, that Vader is here. This fight should be extraordinarily hard and badass, and the players should be inclined to use a Force Power at some point. If not, it's okay, but if they do, we can use it to our plot advantage. Remember, using the Dark Side gives an extra d6!

The game changes from simply leaving to evade an Imperial screening to running from the chief Jedi killer, the one that killed their friends and masters. The Empire isn't here for negotiations, Vader, so it seems, is here for them.