SWMG 2014 Act II: Forest

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Star Wars MegaGame 2014
Star-wars-logo.jpg
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 along the path they took and shut it down

Complications:

  • Cerebro has shutdown the train, so they will need to hike it back;
  • Cerebro has activated droids to prevent their escape, as well as ancient Rakata traps
  • Early on, have the party find an ancient tethered/belt-powered lightsaber. Two characters can use it.
    • NOTE: This will only work inside the Temple due to it being Force-attuned. (The battery pack is technically dead.) Once they are outside the Temple to power down the generator, it will no longer function.
  • Three-Alarm Levels:
    • As players go through the droids, they set off alarms which causes Cereberus to activate additional defensive, cumulative:
    • Tier 1: White Noise generator / Force white noise - black die to Perception/concentration
    • Tier 2: Motion floor plates - black die to concentration/coordination/athletics/perception
    • Tier 3: Stobe Lights and mirrors - black die to perception/concentration
      • NOTE: Tell Lisa, as these will affect EVERYBODY inside the facility

Encounter 1:

  • Combat droids; go easy at first, mooks
  • Activate Tier 1: White Noise generator - black die to Perception/concentration

Encounter 2:

  • Combat droids (with direct Cerebro control to show what Cerebro does)

Encounter 3 (optional)

  • Combat droids and/or sith creatures escaping from Brendon's team
  • Activate Tier 2: Motion floor plates - black die to concentration/coordination/athletics/perception

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)
  • Every time a Cerebro encounter happens, activate another Alarm until all 3 are activated

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
  • Mechanics, Melee, Brawl, or Lightsaber checks to deactivate sections of the tunnel from the Alarms. This is temporary; they will eventually hit a section where the black dice come back

Final Act II encounter:

  • Powering up the generator outside: (NO MORE BLACK DICE FROM ALARMS)
    • Deal with the mercenaries looking to potentially salvage the device
      • Light Side: Offer a deal; threaten; or resolve situation without (too many) casualties
      • Dark Side: Slaughter the mercenaries
    • (Optional) 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

REMEMBER: They need to coordinate shutdowns with other teams, have them wait if they are early!