SWMG 2015 Tim'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

(about) +185 xp, free Force class for the sensitives

Tim's Into the Garbage Chute! Crawlers

  • Cor Baize, Force Unleashed Human Jedi Hired Gun: Mercenary / Force Sensitive Emergent (Brendon)
  • Nacond Tetsu, Seer and Solver Rodian Tech Technician: Outlaw Tech / Force Sensitive Exile (Brendon)
  • Na'seca, Twi'lek - Explorer Trader- was one of Adam's original (Benjamin)
  • Latyl Harcourt, Rebel Medic
  • Tryn Kre'av, 5th backup Rebel of choice Bothan Spy

Overview for Act 1

Sandwich Shop

The team will meet the spy here. The spy was followed by a pair of ImpInt agents. It will be up to the players how to handle them.

Underworld

The entrance to the Temple is down here, through a sewer duct. They will pass the wreckage of their insertion ship here. An informant will be nearby investigating (looting) the crash. A twi-lek and Jawa will speak with the players to gather information. Drop in the Slummer Village before the grate if time needs to be taken up. Athletics check to get into the grate.

Sewage and Utility Line

Squeezing through will be an Easy Coordination check. Upgrade will make it hard with the risk of breaking equipment.

Utility Room

Large as a football field, functions as a substation for the sector. Several rogue droids will assault the team here. This is the location to shut down the power. Shutting down power will either end the act (if timing is appropriate) or will keep going until the break.

Cesspool

A mixture of biological and mechanical waste in a large pool. A masher is present but no longer functions.in the pool is a dianoga that will activate only if the water is seriously disturbed, as it is blinded. Jumping from trash pile to trash pile will be an Average Athletics check but will disturb the pool. Jumping from one pile to another carefully will be a Hard Coordination check.

Water Main

A room filled with wildly churning water with turbines below the surface. Getting through without shutting them down will be hard but not impossible. An Easy Education check will identify an electromagnet holding a door open that lets in the water. Cutting the power will close that door. Otherwise it will be a Hard Athletics check with two black dice and an upgrade. Failure will be strain loss, Despair will be wound loss from clipping a turbine.

Maintenance Access

The ladder is a long climb, being an Average Athletics check with a black die. A pair of Imperial Guard will be at the top with an Engineer to check out the power loss. They will not be present if the power is still on.

Hallway

If the team has blazed through here, flip a Destiny point to have a PR0XY unit show up. Otherwise, a squad of Army troopers.

Library

If Ben's team gets here first, the maps will be gone. The Jedi will have an alternate macguffin to grab if this happens.

Act 1 Ending

The power will shut down throughout the temple, leaving only emergency lighting on.

Overview for Act 2

Hallway

As the players exit the Library, the Inquisitor will kill the lights in order to steal the MacGuffin and lead the PCs on a chase

  • Chase Scene: as a normal chase, but using Athletics/Agility instead of Pilot. This will lead them into the Arboretum. There could be Imperial Guard blocking their path.

Arboretum

Inside is hot and muggy. The trees have overgrown and twisted inside a room the size of two square miles. The Adept will commence his hunt here. The door the PCs enter through will seal with a Blast door as soon as they enter. Jungle will provide a free upgrade to Stealth but with a penalty to Resilience. The Adept will play a game of cat and mouse, a la Predator. A pair of Stormtrooper Scout/Snipers will also be waiting inside on the Adept's orders. Traps will also be spread along the ground, a mix of natural traps and land mines. A Survival check will discover the traps, and an Average Knowledge Warfare will give an upgrade to Perception checks to find the Snipers from knowing counter sniper tactics.

Upper Hallway

This will be another chase scene as the players force the Adept out of the Arboretum. This time, the Adept will use the Force to throw things in the way, like fallen columns to upgrade Athletics checks.

Rooftop

TBD

Collaboration Points

ACT 1

  • ISB Warned: An early fight with a pair of ImpInt agents on counterintelligence operation will tip the ISB to what's happening.
  • What a hunk of junk! : Infiltration team has encountered the broken half of their insertion ship, and evacuation is now uncertain.
  • Power Outage: The infiltration team had to redirect power to make it through the water main. Power is cut to the sector.
  • Whack a Mole: Imperial Guard at the exit!
  • ThIs isn't a First Person Shooter!: The team abandons all stealth and rampages through the Temple.