SWMG 2015 Ben'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

Benjamin's "We Heart the Empire" Team

Step 1 Joining a Tour Group

There are 6 possible tours through out the day, with one already in progress when they arrive thus 5 avenues of entrance :

  • The Senators Entourage
  • The Alderaniaan SAG
  • The Outer Rim Imperial Cadets (last names starting in Ch-Co)
  • With LASR
  • With a personal signed invitation from the Emperor

Actual order of leaving, Alderaniaans, LASR, Outer Rim cadets, and the Senators entourage

also of note, one great way to gather information is from the public part of the museum in which some important people and events will occur

The Senators Entourage

There are a few ways of going about this, the most direct route is to try and gain an audience with him. Fortunately he will be at his office until just before the tour, which is easily found, although to actually speak with him before he leaves they will either need to sneak in or talk his secretary into announcing them.

Sneaking in will be easier than it sounds, I will let them plan it all out with boost dice for anything particularly clever, and setback dice for any obvious holes in there plans but only about a 3 difficulty, the Senate's degraded importance has left it with less security as well(plan on using a Darkside Point(DP for future use) here for a bit more tension, and to emphasis the consequences). Failure on this roll will mean that they failed to avoid security, which will attempt to detain them, from there the party could either try to talk there way out of it, fight there way through, or outrun them. Trying to talk it out will result in a 2/1 deception check where failure indicates they are kicked out and barred from the premises, and success indicates that he will helpfully lead them to the location appropriate to the lie (but not past the Secretary). Should they fight I will start with a minion group of 4 security guards (using the spaceport security detail entry from the book), there will be two teams of 3 plus an officer guarding the Senator should they decide to push through and finish the mission, with Storm trooper set to arrive in about 10 minutes, but the Senator will be unwilling to negotiate if this occurs so skip down to the kidnapping scenario part of the joining the senator. If they try to run have a difficulty 3 athletics check to outdistance security, where failure indicates the are tackled by the security guard taking a strain per failure, and a black die on any attempt at combat or deception that might occur after. That being said sneaking in will also come with a 2 setback dice penalty on negotiation with the senator.

To talk the Secretary into announcing them it will depend on which social skill they used. She is most easily coerced with a difficulty of 1 Red and 1 purple (for future simplification this will be shown as 2/1 difficulty) but I will add a DP and award conflict points for those who do this approach. The negotiation, charm, and deception check will be a 3/1, but charm check will have 2 Setback dice, and deception 3 also if they attempt to bribe her make it a negotiation check with boost dice added based on the bribe (follow the old 1,2,5,10 pattern starting with 50 for each boost die). They can also attempt to force trick her into into letting them in, if they fail any other social roll will have a extra setback die added for looking like a fool. Failure on any these rolls (except bribing) means they will have to find another way to get at the senator, either by trying to sneak in another way, bribing her or catch him between his office and the temple should they fail with advantage she will let slip when he is leaving the office to make it easier to catch him. The failure for bribing will make her demand a high bribe based on the number of failures/ disadvantages (one extra level on the 1,2,5,10 scale per failure, and 3 disadvantage count as a failure, 3 advantage counters a failure, with a minimum of one level increased and extra advantages applying to the negotiation after the fact).

To intercept him between places if you know where he is going to be (like if the secretary let slip when he is leaving and they wait for him just out the door, or his wife arranges a meeting outside the museum) than I will skip the rolls here, but if they decide to stake out his route than they will first need a perception check difficulty 2 unless they are doing it just outside the temple in which case it will be difficulty 3 due to the crowds, followed by a 2/1 difficulty stealth check to approach the senator without incident. Failing to notice the Senator will result in missing this chance to join his tour, and failing the stealth check will add 2 black dice on negotiation with the senator and additional black dice based on the results.

Negotiations with the Senator will be difficult, if they try to force trick they will discover he is not so weak willed, with a discipline of 4/2 and is willing to spend a DP to help resist this, and attempting will add 2 more black dice to future negotiations, that being said I will add boost dice for advantage and on the rolls made to reach him, and if they state any way they are preparing for the meeting (like dressing to impress or investigating him with some core world checks before hand) than I will award boost dice. The first step in the negotiations is getting across to the senator what they want with him, the type of social check will be based on how they do this (remember Coercion, Deception and leadership oppose discipline (4/2) and charm & negotiation oppose cool 3/2) Success will indicate that he will set a bribe price that they need to donate to his "campaign fund", failure indicates he will apologize that he cannot help them, he is only inviting friends and the backers of his campaign, if they take the hint after the failure and offer to become campaign backer they can do a negotiation check (3/3) success indicating he will offer them the same deal as success on the previous roll, failure indicating he will open the negotiations at double the bribe he was willing to offer on a success. If they try to haggle allow one more Negotiation check (3/3) success will decrease the bribe, but failure will not only indicate he is firm on the price but that he takes notice of you (also should 5 disadvantages be accumulated over the course of the negotiation he takes notice). Failure with despair should indicate that negotiations break down, he finds them too eager, Success with a despair should indicates he is asking for an additional "favor" that will seriously inconvenience them.

Finally just in case there is the possibility to kidnap the senator or members of his family to try and coerce him into cooperating. This will have serious consequences, it will draw ISB attention. The senators wife and son will be examining the public area of the museum early on (see the section on the public part of the museum) and latter they will return to their home. Finding the senators residence is a difficulty 4 computer, streetwise, or core worlds depending on how the try to discover that information. Regardless if the try to kidnap the wife it will be a difficulty 2 coercion check with 3 boost dice if her son nearby and upgraded once with 2 setback dice if she has body guards with her. If successful they will give in to there demands, but the senator will hit a panic button when he meets up with her which will result in the ISB attention and increased security within the temple. Should they try this with the senator they face his 4/2 discipline but with 4 boost dice due to his desire to save his own hide. Failure indicates they make enough of a scene that the players probably need to escape or face combat, but still draws ISB attention.

The Alderaanian Sub-Adult Group (ASAG)

After they arrive the head of the ASAG will hole-up in his hotel, so finding him is the first step. One possible way is if they spoke with the star ship group they may know the whereabouts of the Alderaanians. Alternatively if they meet some of the Alderaanians at the public part of the museum than they may learn of his location. Finally if they try to find it through research a difficulty 4 computer, streetwise or core worlds check to figure out where he is depending on how they try to find it. If they ask him if they can join the tour he will jump at the chance believing it to be an opportunity to save his reputation. He has been severely over-exaggerating his recruiting successes, and will allow them to join the group if they claim they are members of the ASAG and if they help recruit other members for the "ASAG". If the PCs try to refuse this request I will require a negotiation or deception check vs difficulty 2, due to his desperation. He will also enthusiastically sends his body guards and send messages to the other members of the ASAG to try and recruit for him. Now if the PCs were successful enough on researching him, or have heard about it from other groups they may know there are threats against his life in which case they may try to convince him to keep his body guards with him, which will require a difficulty 2 social check with 2 black dice due to a higher regard for his reputation, and a belief in the empires ability to protect him. Also if they are particularly paranoid they may try to protect them themselves. If you join in recruiting you can do a charm test, a streetwise test, a coercion test, or a leadership, as many players who want can roll with no difficulty. This will benefit them a bit more latter, it will be easier to slip away if there are more people, and if they do not get at least 5 successes overall they will draw notice.

There is the possibility of the ASAG leader being taken ... I will contemplate after talk.

The Outer Rim Imperial Cadets

Fortunately due to bureaucratic nonsense this group is not as cohesive as it should be. Effectively this is a group of imperial cadets from academies far enough on the outskirts of the empire that they haven't bothered consolidating into a reasonable group. This makes it easier to infiltrate in some ways, but harder in others. In essence a good uniform and a good act should be enough, but emphasis on good. One way to telegraph this (also see public area section) is when the instructor comes to reprimand the rowdy cadets their ire could be drawn to an unkempt uniform. Also some cadet small talk covering patch (also see public area section) etc. The easiest way would be to get an actual uniform, although a realistic forgery could also work.

One way to get an actual uniform would be to ask some cadets for a spare, and there are a few way they could take this. Most will tell them to buzz-off, but there are some exceptions they may here about if they listen to cadet gossip they might here of a group willing to gamble anything that have staked out an empire friendly bar. Alternatively one of the particularly talkative troops who spends the entirety of his spare time in the museum public area would be willing to help the PCs sneak in if they say they just want to see the tour, but this will draw notice. Thirdly some of the cadets may be willing to part with them for money. For the gamblers, the pot is officially a spare uniform per hand vs 50 credits, using the gambling rules ( see side-bar page deception 2/2, cool 4/1 for behavior he will roll a force die, light side for cool, dark for deceit). For convincing the museum enthusiast for help you can try either a charm, or lore test at 3 they have convinced him that they share his enthusiasm for this piece of history and he will get his friend to help with some spare uniforms and the necessary modification, but will draw notice. If they try to buy some spare uniforms off of some of the recruits I will require a difficulty 2/1 and spend a DP on the first to upgrade, each success indicates a uniform they can buy, 80 creds per start, with disadv and adv moving the price up/down by 10. Finally you can try to sneak into the base, fortunately the number of people coming and going makes it fairly easy to sneak in so a difficulty 1 stealth test, and then a difficulty 2 skullduggery to open one of the lockers, or a computers check 2 to open one of the rooms. Note that the difficulty of any modifications will be increased by one unless they made sure they stole from one of the outer rim cadets. If they try to talk with those running around in the base, a difficulty 3/1 deception/charm check. Note that most of these methods will require the name tag or possibly patches to be replaced, which requires a mechanics check difficulty 2, plus 3 setback dice if they do not rent some equipment (10 cred) or steal it with skullduggery 2. Finally they could try to create one for themselves. 10 creds per uniform from a surplus store, then either a difficulty 3 outer rim check to properly customize it, or they have to go out to places where some of the outrim cadets are and roll a difficulty 3 perception check(use a DP) to get the right level of detail. failure really means upgrading the final modification check, plus one per failure, adv/disav add boost/setback dice. The final modification check requires a difficulty 3 mechanics check plus 3 setback dice if they do not rent some equipment (10 cred) or steal it with skullduggery 2, with the previous modifications. If they failed the modification roll they can still try to make it trough with a difficulty 3/1 deception test to either set up a distraction or bluster your way out of it, or difficulty 3 stealth check to just hide in the back, also a influence test will be resisted with 2/2 discipline

LASR

The members of LASR predominately hang out at Quix but occasionally some can be found elsewhere in the city, a few will be exploring the public area before their tour

Step 2 The Tour

The objective is to sneak away from the tour, but sticking with the tour could get you closer to your objective without risk of discovery, and could show you