MegaGame 2015 Imperial Meters

From The Z-Team Wiki
Jump to navigation Jump to search
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

Coruscant Security Force

External References
Coruscant Security Force
Coruscant Guard

The trick of the Coruscant Security Force meter is for the teams to keep it high enough to occupy the CSF agents in the area, but not high enough for them to call in the Imperial Guard, or for the Imperial Guard to take notice and take over the investigation.

The Scale

The CSF meter is a 25 point meter. When it is below 10, there are CSF detectives/droids to spare to look around for people in hidden locations, respond to alarms and similar ways to be a pain. If the meter goes above 15, the section chief begins to worry and calls the Imperial Guard for aid.

Movement

  • Big Boom: The Big Boom Turning Point: Like the ISB meter, the CSF meter jumps 10 points when this event occurs.
  • Boys in Red: Every time a team of Imperial Guard are deployed, the meter drops by 3 points.
  • Occupy Jedi: When the Aldaarainans begin their protest, the CSF meter jumps by 5 points.

Imperial Security Bureau (ISB)

The dreaded Imperial Security Bureau is responsible for all major acts of terrorism and other investigative concerns. This includes, of course, what the players are up to. The ISB meter measures their awareness of the actions occurring in the square, and the amount of resources they're spending on dealing with it, on a 25 point scale. At the beginning of the game, it starts at 1/green.

Adjustment Values

  • Time: The meter will decrease by 1 point per hour as ISB analists wait to see if their previous actions have had an effect (or look for patterns).
  • The Big Boom: The destruction of the landing platform will instantly add 15 points.
  • I'm Listening: Use of the team-to-team comms will increase the ISB meter by 1 point, as they gain new information to work with.

Cards

  • Increased ISB attention

The ISB track is rising, and the spider sense is tingling. The eyes are searching, though they may not necessarily be quite that focused. Increase attention from members of the Imperial Security Bureau, or traps, triggers, alarms, etc, that could alert their presence.

  • Decreased ISB attention

The ISB track is decreasing. Maybe they are focusing their attention in another area, or on another group (the Alderaanians, the Coruscanti). Either way, they aren’t on the look out quite as much as before. Decrease attention from members of the Imperial Security Bureau, or traps, triggers, alarms, etc, that could alert their presence.

  • Increased CSF Attention

The CSF track is rising, and the spider sense is tingling. The cops are on patrol, though they may not necessarily be quite that focused. Increase attention from members of the Coruscant Security Force, or traps, triggers, alarms, blocked off areas, etc, that could alert their presence.

  • Decreased CSF attention

The Coruscant Security Force track is decreasing. Maybe they are focusing their attention in another area, or on another group (the Alderaanians, the Coruscanti). Either way, they aren’t on the look out quite as much as before. Decrease attention from members of the Coruscant Security Force, or traps, triggers, alarms, etc, that could alert their presence.

  • Boys in Red

The CSF is overwhelmed and has called in backup to deal with some of their bigger problems in policing. They’ve called for SWAT… wait, um… we don’t have SWAT… we have the Imperial Guard. Those lovely armored Boys in Red with their swirly cloaks are going to make appearances. Even if you don’t use a squad or duo, allude to their presence. Regular CSF patrols are drawn off and replaced with focused Imperial Guard units.

  • COMPFORCE!!! (*Fistshake*)

Plays at 21 or 22. The ISB is overwhelmed and has called in backup to deal with some of their bigger problems in policing. They’ve called for SWAT… wait, um… we don’t have SWAT… we have COMPForce. Those lovely elitist insane racist bastards are going to make appearances. Even if you don’t use a squad or duo, allude to their presence. Regular ISB patrols are drawn off and replaced with focused COMPForce units.

  • You’re Perfect. I Can’t Ask Any of These Characters To Go

The ISB track has been maxed out! Yularen is sending one of his more trusted agents into the field to suss out the issues at hand, potentially making contact with one of the groups or observing them to learn about this other faction.

  • They’re Adding Ketchup to the Mayo!

The CSF track has been maxed out! The situation is clearly too dangerous for the regular policing forces and the Imperial guard, with their scary stormtrooper armor in ketchup red, will be our normal forces. They also are seeing ketchup red, and are more aggressive.

  • Switchboard Decrypted

The ISB meter is at 20. The ISB have decrypted the PC’s encrypted comms, and now all transmissions are being listened too. Do not reveal this to players. They need to figure it out for themselves, but play it accordingly with appropriate focused attention.

Cards from Individuals

  • Big Bada Boom (Brendon - Act I)
    • The explosive devices targeting the landing pad for Lexia Vilppu and the SAGroup have gone off. Imperial attention is raised dramatically. They targeted children! However whether it will become public knowledge or now will still be seen. Raises both the ISB and the CSF track 10 pts.
  • Car Alarm (Brendon - Act I)
    • Players activate the security systems in the ship parking areas
    • increase CSF by 1
    • decrease the ISB by 1
  • All Your Base…? (Brendon - Act I)
    • Players go to the Imperial base. Some options:
    • Players succeed at security systems: decrease CSF and ISB by 1 pt each.
    • Players fail at security systems or blast their way: increase CSF by 2 pts (it would incur Imperial Guard response over ISB)
  • Can I Take it for a Test Drive? (Brendon - Act I)
    • Players find the Coruscanti Front’s ship and “liberate” it.
    • write in for increase or decrease. They may turn it into imperials, etc.
  • A Little Short (Benjamin - Act I)
    • Players try to impersonate Imperial cadets and fail
    • increase ISB attention 2 pts
  • Indiana Jones (Benjamin- Act I)
    • Players try to break into the temple
    • increases CSF attention 5 pts
  • Face on the Milk Carton (Benjamin- Act I)
    • Players make such an impression that there is a missing persons report out for people in the Temple
    • increases CSF attention 1 pts
  • Senator Bait (Benjamin- Act I)
    • Players try to kidnap the senator (regardless of success)
    • increase CSF attention 5 pts, ISB 5 pts
    • breaking into his office only is 2 pts increase
  • It Doesn’t Belong in a Museum! (Benjamin- Act I)
    • Players break into a display
    • If it is a lightsaber display, this may be flagged for the lightsaber trap
    • increase CSF attention 3 pts, ISB 5 pts
  • Deputies for the Day (Benjamin- Act I)
    • Players witnessed a brawl and helped positively to defuse the situation.
    • decrease CSF attention 1 pt.
  • Wormtongue (Benjamin- Act I)
    • Players convince Alderaanian to not send security guards off
    • decrease CSF and ISB by 1 pt each.
  • Out of the Box (Tim- Act I)
    • Early fight with a pair of Imperial Intelligence agents (not ISB)
    • Increase ISB by 1 pt each.
  • The Great Blackout of (Tim- Act I)
    • Players successfully cut power off to the sector. This sets everyone off.
    • increase CSF and ISB by 3 pts each.
  • Whack-a-mole (Tim- Act I)
    • Players encounter the Imperial Guard and engineer either positively or negatively
    • Either increase or decrease CSF by 1-3 pts depending on encounter.
  • First Person Shooter (Tim- Act I)
    • Players start making a lot of noise in the hallways, running and gunning.
    • Increase CSF between 1-3 pts and ISB by 1 pt as they try to puzzle this one out.
  • Snake! This is a Sneaking Mission! (Adam- Act I)
    • Players set off alarms at the comms relay station, or get seen.
    • Increase CSF and ISB by 1-3 pts each, depending on play and outcome.
  • We are the Terrorists you’re Looking For (Adam- Act I)
    • Players make themselves suspects while investigating the landing pad explosion.
    • Increase CSF and ISB attention by 1 pt each.
  • First Punch (Adam- Act I)
    • Players cause a ruckus while people are finding their seats in the arena.
    • Increase CSF attention by 1 pt.
  • Tokyo Rose (Adam- Act I)
    • The players are leaking false information or suppressing correct information through the comms relay station.
    • decrease CSF and ISB by 2-5 pts each, depending on play.
  • Bite the Hand (Adam- Act I). All parts may be played:
    • The players provide authorities with evidence that the explosion at the landing pad was targeted at an individual.
    • decrease CSF attention by 5 pts, ISB holds at it’s current level (not a police issue, or they are “more focused.”)
    • Players provide authorities with evidence that it was the Coruscanti People’s Front
    • decrease ISB attention by 5 (but no effect on CSF).
    • Players give up CPF members’ location.
    • decrease ISB and CSF by an additional 5…
    • flip two destiny points per table to black.