MegaGame 2015 Turning Points

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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

Fixed

These are turning points that occur on a fixed schedule during the night. Primarily involves the Military Tattoo.

Triggered

These turning points occur just once, when a particular condition is met. These are more significant and long lasting effects, both mechanically and story wise.

The Big Explosion

Trigger Team: Brendan

The Coriscanti Front uses explosives to destroy the support spar for the landing pad the Team and the Alderaainian Youth have landed on. Besides providing a loud bang, this turning point greatly increses ISB and CSF meters.

Lights Out

Trigger Team: Tim

Act I Turning Points

  • Shopping Trip (Brendon - Act I)

Selecting what equipment is on the ship, as well as the medbay and armory which could be accessible if needed. affects Tim. Get list or tokens from Brendon.

  • Call for You (Brendon - Act I)

The Players pass off the Front Door Infiltration team’s contact info to the SAG leader. To Benjamin: They may get contacted for the protection or recognize their identity.

  • Gone in 60 parsecs (Brendon - Act I)

Players initiate a chase or alarms. To Tim: Alarms go off only a could levels above you. If there is open space, you may see the chase sequence.

  • Liberating Resources (Brendon - Act I)

If at the Imperial base at the same time as the distraction group This has an effect on the Empire Day Celebrations.

  • Un-TIEd Fighters (Brendon - Act I)

The Players may take out the TIE fighters and bomber or take out their fireworks (they are explosive!) This has an effect on the Empire Day Celebrations. The Coruscanti (Brendon - Act I) The Players may deal with the CLF in a number of ways, either allying with them, pissing them off, etc. This has an effect on the Empire Day Celebrations. They could call off an attack or could be really stupid and make a second attempt in the arena. Indicate degree of smarts or stupidity. This has an effect on the CLF’s general attitude towards regular people, like the other players. Indicate positive or negative. They could become aware of other teams and aid or hinder them. The CSF could be antagonistic or new allies. Indicate as such.

  • Well, that was Educational (Benjamin - Act I)

Players have ended their tour! Time now goes less timey-wimey in order to sync out the start of the show.

  • A Little Short (Benjamin - Act I)

The SAG abandons their security increase ISB attention 2 pts

  • Face on the Milk Carton (Turning Point) (Benjamin - Act I)

Tourist lost in the Temple! To Tim: Museum workers and security may be searching through the Temple for the missing person.

  • Wear the Robes and Join the Cult? (Benjamin - Act I)

Join the LASR inner circle and are misidentified as “potential” by Scipione Esquita. Indicate which if encounter revealed: Other players can bank on the fact that they know members of the inner circle of LASR, but they may be recruited too. Boost dice to social interactions.

  • If they refused, setback dice.

Power Outage (Tim- Act I) The Power Goes out! Will go into narration for the blackout (all) at the end of act I. A nearby droid can narrate the fact that there are capacitors and there may be a slight delay. If Timely, will initiate narration and break immediately.

  • Spill the Beans (Tim- Act I)

Players were obvious to a local informant in the underworld that they were working with another team (or teams). This can point to them. Indicate who was indicated, or we’ll roll.

  • Racial Profiling (Tim- Act I)

The Players have killed the imperials tracking a bothan spy whose known associate has arrived on planet (a brother). They begin to look at bothans VERY CLOSELY. To Adam: HA! Prejudiced bastards.

  • First Person Shooter (Turning Point) (Tim- Act I)

Players start making a lot of noise in the hallways, running and gunning. To Benjamin: Tour Groups and other civilians will be escorted out of the Temple.

  • It’s the Fuzz! (Adam- Act I)

The Players tip off either CSF or ISB as to what is going on with the explosion. To Brendon: You may have an accidental information leak if your team is working with them. Raid!

  • Escort to the Dance (Adam- Act I)

The Players tip off the CSF that the target is Lexia Vilppu, Vilppu now has a CSF bodyguard. To Benjamin: Lexia comes with friends!

  • Oops I broke it! (Adam- Act I)

The players destroy something significant and it will pull maintenance teams away from the temple To Tim: Pull off personnel, and change their attitudes, appropriately. Undone work may be available.

  • Nice Job Fixing it, Hero (Adam- Act I)

The players are posing as maintenance, and this frees up real maintenance teams for real jobs! To Tim: Increase personnel, and change their attitudes, appropriately.

Act II

Benjamin

  • Gift from the Darkside(Benjamin- Act II)

Should Zomba Ma both know of the other jedi and no longer personally leading the hunt, he will offer to help the other groups by using the basic dark-side battle mind on them.

  • Drawing the Eye (Benjamin- Act II)

The players use the stolen Mephite crystal in their light saber, which glows like a beacon to those who can sense the force, causing fear tests to those who do not know what it is (sith included).