SWMG 2014 Act II: Forest
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Star Wars MegaGame 2014 | |
---|---|
Alpha GM | |
Lisa | |
Beta GMs | |
Adam, Mark, Benjamin, Brendon | |
Game Time | |
Saturday, 5 PM - 1 AM slot | |
Game Year | |
Post Order 66 | |
Mechanics | |
Character Creation · Turning Points | |
Plot | |
Act I Entry · One Ping Only Act II IT'S ALIVE! · FLIP ZE SWITCH! Denouement Coda | |
Collaboration Notepads | |
By Group Adam's Group · Mark's Group Ben's Group · Brendon's Group Other Cerebro's Stats · Enemies |
Pre-Encounters
- Make sure the players understand the plan: return to the power unit and shut it down
Encounter 1:
- Combat droids; go easy at first, mooks
Encounter 2:
- Combat droids (with direct Cerebro control to show what Cerebro does)
Encounter 3:
- Combat droids and/or sith creatures escaping from Brendon's team
Cerebro Encounters:
- Assumes direct control of battle droids fighting the group (upgrade to Nemesis or Rival level)
- Enhance the defenses against the group (adding black dice to combat/actions) due to security environmental manipulation
- Influence power: Cause fear in player(s), force Discipline checks
- Poltergeist: Move Object (usually small objects, causes up to 5 damage)
Non-combats encounter:
- Perception checks to possibly notice the Indiana Jones traps from Act I
- Rolling boulder trap
- Triggered needle trap
- Pit trap
- Bulkhead Door Trap
Final Act II encounter:
- Powering up the generator:
- Deal with the mercenaries looking to potentially salvage the device
- Light Side: Offer a deal; threaten; resolve without (too many) casualties
- Dark Side: Slaughter
- As they power up the node, nearby beasties who are irritated by the power frequency emitted by the devices begin to converge and attack. If mercenaries are still alive, they may help, otherwise the Padawans are on their own
- Deal with the mercenaries looking to potentially salvage the device