SWMG 2015 Adam's Group

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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, infuriating security relay AA-7 and manipulating the security/warning systems provided a secondary plan. Upon receiving the extraction message over the comms, 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."

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?

When they exit the lounge (along with a number of other people), they will see CSF 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 will have done their job as well as they could have hoped, but perhaps to well - if the CSF start bringing in reinforcements or Imperial Guard, making an escape or even the mission itself could become 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: They will get stonewalled by the officers with a polite but firm "It is under investigation". A successful social manuver will extract that an explosion occurred at one of the piers, nobody is hurt (the official lie), everything is under control. High rolls or Triumph will learn that CSF is currently checking the remaining piers for explosives.

What Now?

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.