Category: "SW: CW"

Episode 5: The Delta Conspiracy, Part 5.5

by DM B  

Pretty much one, big, epic fight...

E'tan E, Leet and Janna + Heavy and a dozen clones + Nee d'o and twenty Glemnarkians (armed with advanced Republic weapons released by Dunga the hutt) vs. Colonel Boroosh and his elite Trandoshan henchmen (armed with blaster rifles and light-saber resistant melee weapons).

All but two of the Trandoshans were killed; the final two surrendered. E Leet managed to incapacitate and capture Boroosh after a lengthy one-on-one fight. Boroosh has armour in the same lightsaber-reistant material that Darth Obsirius is using. Commander Dreck was released from captivity.

The Trade Federation appeared. Mehket, Neimoidian envoy of the Federation was presented with evidence that the Republic didn't supply Glemnark with weapons. That it was the work of a rogue clone, working for the Separatists. Providing Nee d'O and friends with stolen/captured weapons (just like the ones on Rigelia). The Federation left the scene, vowing to take up the matter in the Senate.

The good:
- You've saved the station from begin taken over by the Trade Federation
- You've foiled the Separatist plot; preventing the Trade Federation from supplying Aunbrun with (LOTS!) of weapons.
- Which in turn means you've prevented a second Aunbrun invasion of Glemnark!
- You have a very fast ship (Cragus' YT-1210)
- You have Lo'kahrn and Vilus Vulpa helping out.
- You have your own squad of Clones

The bad:
- Obsirius has absconded with the Light of Reason and everyone aboard. Perhaps he planned it all along, perhaps he changed his plans when you screwed up his plot.
- Cragus is on the corvette; could have been woken up.
- Onna Dio is on the corvette; could be dead, captured, or turned to the Dark Side!
- The Oracle is on the corvette
- The Force-sensitive children is on the corvette!
- Mayzin Turin (Preseident's daughter) is on the corvette
- E'tan's friend, Dr. Zoliis is on the corvette.
- Plus lots of others that you've picked up along the way

The to do:
- Go to Hexan (where Obsirius is headed)
- Scout out the place
- Come up with a plan
- Defeat Cragus and Obsirius
- Free everyone
- Become heroes!

Episode 5: The Delta Conspiracy, Part 5

by DM B  

The Light of Reason is ready to go, but Master Dio has decided to stick around to foil what must be a Separatist/Sith plot. The Republic can't afford to let the Dark Side take control of the space station and/or a couple of planets.

You got into a pretty epic fight with Darth Obsirius. E'tan managed to destroy his lightsaber, but other than that the fight was pretty one-sided. You did, however, manage to preventhim from killing Loh'karn, which was nice since you could finally get the Twi'lek to talk.

You got some more information about the plot too, most of it from Loh'karn, your Twi'lek friend, but also from looking around the station, finding Cragus' hidden ship, speaking to the Republic Station Commander etc.

- there are Trandoshan mercs on the station, working as security

- the Trandoshans are secretly in the employ of the Sith

- the Trandosshans are waiting for the right moment to strike (which is probably very soon now)

- the planet Aunbrun is making ready to re-invade Glemnark

- the Glemarkians have been stockpiling weapons to defend themselves

- the Glemarkians have been buying weapons from the 'Republic', but those weaposn must be stolen or something, because it is the Separatist who are supplying them

- when the Aunbrunite invasion fails, they will have to call upon Separatist aid to end the 'outrage' of the Republic secretly having broken its own embargo

- you've not yet discovered what kind of excuse the Aunbrunites will use to justify their invasion; maybe it has something to do with the Prince?

- as a little side note; you found Cragus' light freighter, with one of his clones on board (it was taken to the corvette)

 

You need to act NOW. Seize control of the stations command module and thereby the defence systems. That won't be easy, not with the Trandoshans and the Sith. You've the aid of the stations Glemnarkians; they have been armed with weapons released by Dunga (who essentially stole them from the late Cragus - who has already sold them to Glemnark).

 

Episode 5: The Delta Conspiracy, Part 4

by DM B  

Long overdue update: Last session ended with a lengthy trek through the bowels of Delta Station, several droid fights - the destruction of rogue Clone Trooper named 'Cragus'. After an epic brawl E'tan finally managed to land a blaster shot (peculiar tactic for a Jedi) on Cragus' jet-pack, even as he was blasting away.

Jedi 1 - 0 Cragus!

There is definitely a Separatist plot unfolding aboard the space station. You're just not sure exactly what is up. There is also some disagreement about whether you should take your ship and run for Hexan or stay and help out the people on the station. Oona has said 'stay and fight'.

What you've managed to piece together thus far:

- The Separatists are using Starport Delta as a staging point to smuggle weapons and other items to Aunbrun and Glemnark - in contravention of the Republic embargo. There is also reason to suspect they have more droids hidden away around the station. Their master plan has not been revealed yet, but they are surely up to no good.

- Dunga the Hutt is part of a greater Hutt crime syndicate. He's been quite helpful and has promised aid against the Separatists. Which is nice of him, but is it good to help a Hutt become more powerful?

- The Glemnark delegation (led by Ni d'O) is outraged at being tricked; they didn't know Separatists were involved, only that they were buying Republic weapons from a Clone. Weapons they need to defend themselves from Aunbrun aggression.

- The Aunbrun delegation (led by Prince Orelion) didn't seem overly concerned when Janna visited. Perhaps they are willingly in league with the Separatists? Janna thinks that is a possibility.

- The station population of fringers, refugees and other civilians are anxious about the future. You have good connections to this diverse group through your NPC contacts; Zollis, Vilus Vulpa and Lo’kharn.

You must now figure out what to do next; how do you stop the separatists when you don't know what they are planning to do next?

LIGHT OF REASON

Stripped of all non-essential equipment (except the bar) by Vilus Vulpa (part of his payment). But can actually fly and fight again!

While some of the people you've carried have jumoed ship on Starport Delta most have remained on board. So while the Ligth of Reason only has a handful of clones and partof its original Republic crew it's filled with all manner of worker droids and refugees from Arcuuna Station, Omar, younglings from Consovor, and more refugees from Rigelia. Quite the crowd!

TEAM JEDI

- Aslar To'ung, E Leet's master. Was killed by an assassin droid aboard Arcuuna Station.

- Master Oona Dio is mobile again (but not in great shape she probably shouldn't fight Sith or anything like that)

- E'tan. Skilled and eager, but rash and prone to violence. Oona tries to guide him, but he rarely listens.

- E Leet. Continues to unflinchingly follow the path of the Jedi.

- Tito Jax is still lost behind enemy lines (i.e. on planet Rigelia)

- Navik Nix, your Rodian Jedi, is still dead. Rest his spirit.

- Younglings. The ship is still home to about two dozen Force-sensitive children of various ages.

TEAM SITH

- Darth Tempos. Fell to her death in the lava cavern beneath the secret base on Consovor.

- Mystery Sith. Last seen on Rigelia as you fled that planet.

Episode 5: The Delta Conspiracy, Part 3

by DM B  

The plot thickens...

Jedi Master Oona Dio is no longer in mortal danger thanks to the ministrations of Dr. Zollis, your friendly neighborhood Quarren doctor. She remains incapacitated on board the Light of Reason, floating around in a tank or whatnot.

Analyzation of one of the droids revealed a few interesting items of information:

- the ARE Separatist droids

- it's been around 100 hours since they came aboard/were activated

- they were instructed to shoot indiscriminately at both sides, but to avoid Prince Orelion, the Aunbrun representative.

- fortunately their core programming overrode their mission parameters and they went for the Jedi first.

- you got a hazy image of a Clone Trooper working with the droids.

Lo’kharn the Fixer helpfully pointed out that the box E'tan had stolen (bad Jedi) was in fact a Hutt spice box, keyed only to open at the touch of a Hutt.

- the box was from Jabba the Hutt to Dunga the Hutt, the local hutt rep on the station.

- rather than doing it the easy way E'tan chose the hard and violent way (bad Jedi).

- Dunga revealed that the clone called himself Cragus and was an infamous arms dealer, smuggling advanced weapons to Glemnark.

Ni d’O, the Glemnark representative, was rather upset when he heard the news: That his good friend the arms dealing clone was in league with the Separatists.

Janna had somewhat less success when she spoke to the Prince. He was polite and all, but he didn't seem overly converned. But then again the only thing you have on him is the droids being ordered not to shoot him.

Episode 5: The Delta Conspiracy, Part 2

by DM B  

Short version:

1. You landed and found the station filled with all manner of fringe elements and war refugees. Almost like Mos Eisley, just abaord a space station.

2. You purchased medicines for the crew. That used up most of your credits.

3. You got repairs for the ships from a Verpine mechanic (by trading away supplies and 'non-essential' ship components).

4. E'tan got a new friend; a Quarren doctor who (surprisingly) managed to actually fix Oona Dio from dying to merely incapacitated.

5. E'tan stole something from a Hutt crime syndicate (the one belonging to Jabba). Just because he felt like it. Interesting that the Hutts are involved. You're probably going to regret that.

6. You also learned that the station is supposed to be watching the arms embargo of two warlike worlds nearby; Aunbrun and Glemnark. Both sides have their people on the station and they are not very good friends.

7. E'tan arranged for a meeting in Central Park where they would kiss and make up. That didn't work out so well when you were attacked by assassin droids.

8. The droids turned out to be Separatist Battle Droids in disguise.

I think that's about it.

---

Prince Orelion, Aunbrun representative: This Brunite is aloof and condescending. Never seen without servants and guards.

Ni d’O, Glemnark representative: This Arkian has lots of bravado, but less intelligence. Talks all the time.

Master Oona Dio: In desperate need of competent medical attention.

Doctor Zollis: Very talkative and annoying Quarren surgeon that has sought refuge on Delta to avoid a string of malpractice suites.

Vilus Vulpa: Verpine tech willing to fix the Light of Reason in return for a lot of supplies and ‘spare parts’ (i.e. stripped non-essential components).

Lo’kharn the Fixer: Twi’lek fixer. One of the most well-connected persons on the station.

Cypeen

by DM B  

The planets Aunbrun and Glemnark are both home to a distinct near-human species (characterized by a slightly ochre tint to their skin and slightly angular facial features) called the Cypeen. Both worlds are ancient colonies of the original Cypeen homeworld, a world whose location is now clouded by myth and legend. Stories speak of how in ancient times a great shadow arose from the depths of space, threatening to engulf the Cypeen homeworld. With great effort the Cypeen constructed two ark-ships (they had no hyperdrives back then) and sent them into the void, hoping that at least one would find a safe haven and continue their civilization.

In the event both ships arrived safely at their destinations, finding each a habitable world at the end of their long flights. The two colonies thrived in isolation for many generations, completely unaware of each other (or the larger galaxy for that matter). Until one day the people of Aunbrun were discovered by Republic explorers. Exposed to the galaxy they gained possession of modern technology – starships included. Thus began their search for the homeworld. A world they did not find, for it had long since been consumed by the Erberus Drift, a great gash in the structure of both real space and hyperspace. But they did find Glemnark.

After the joy of rediscovery had passed it quickly became clear that this was not going to end very well. The Brunites felt that the Arkians were backward and ungrateful. And the Arkians felt that the Brunites were haughty and had lost sight of their heritage. The bidding animosity soon escalated into open conflict.

The Brunites took control over Glemnark under the pretext of helping their poorer cousins. The Arkians felt they were being occupied and purchased weapons from smugglers and hired pirate ships to fight as privateers. A long and bloody war between occupiers and insurgents began, costing both worlds dearly. Eventually the Brunites abandoned their occupation and retreated back to their homeworld. The Arkians felt victorious and vindicated, but was left with a broken world and a people that knew only war. The Brunites were humiliated and faced a lengthy period of economic problems and social unrest.

Matters between the two worlds were never truly settled. As a result Aunbrun was denied entry into the Republic. The Republic sent Jedi to try and negotiate, but the negotiations failed. This rejection was another blow to Aunbrun’s pride and prolonged its economic difficulties. It also led Brunites and Arkians to both be distrustful of the Republic in general and the Jedi in particular.

The conflict between the two worlds continues to this day, but for many years the conflict has been ‘cold’:

Aunbrun has recovered somewhat economically, but it still feels the aftereffects of the conflict: A Republic trade embargo on hi-tech components that the Senate fear would end up in weapons. On top of that its military is much too costly for a world of its size. The roll of the years has not wiped away the desire for revenge, but the planet’s leaders are still wary of outright invasion – they haven’t forgotten what happened the last time. They bide their time while making life difficult for Glemnark through diplomacy, espionage and outright piracy.

Glemark is still a rather backwards place with a low level of industrialization and a poor technology base. Part of that is the Arkian culture, which promotes self-sufficiency and isolation. Another part is the machinations of Aunbrun which has made any sort of entry into the larger galaxy very difficult. There is no real trade with Glemnark for example, only a series of black-market operations that delivers some luxury goods and weapons.

Delta Station

by DM B  

Not far from the quarrelsome worlds lies an old Republic battlestation – Delta Station. The station is the sole remaining structure of its kind, part of an old defensive network built to watch the borders of an alien empire (the Hiiso Empire) that no longer exists. Now the station is primarily tasked with overseeing the embargo of Aunbrun and Glemnark. A skeleton crew mans the systems and oversees a squadron of patrol vessels.

The station is also home to a considerable fringe presence. The cavernous landing bays and interior spaces have become the home to smugglers and free traders of every kind. A surprising number of war refugees have also set up camp here. In their wake all manner of peddlers and tinkers have set up shop. And criminals have also joined in of course. As long as they do not rock the boat too much the overworked Republican security staff leaves them to their own devices.

---

Spire cluster: This big forest for spires and disks sits atop the utility core, rising above the command deck.

Main disk: Comprises the main volume of the station. Massive disk, nearly a mile wide and dozens of stories tall.

Command Deck 1: Situated on top of the main disk, well away from the lower decks. This is where the station is run from.

Landing bays: Numerous landing bays big and small lie around the edge of the main disk. A few are retained for official use, but the rest have effectively been given over to fringe element. Ships come and go as they please. Starship mechanics have set up shops, there are bars, gambling halls – whatever a spacer requires when in a port of call.

Commons: The outlying main-disk sections that have been opened up to war refugees. They have been stripped and mothballed for centuries, and now offer only the barest of necessities.

Central Park: Massive public park taking up the central portion of the main station disk. The park is a dozen stories tall, with internal galleries facing it. There is a big utility column rising from the center of the park.

Utility core: Runs from the generator hub at the bottom, up to the main disk and into the spire cluster on top. It contains power feeds, access tubes, shield generators, guns, and all manner of other odd ends. About 2 miles long, everything included.

Generator hub: At the end of the utility core is a big bulbous outgrowth; it houses the main power generators and shielding array.

Taros Fever

by DM B  

Taros Fever is a highly contagious, but ultimately harmless disease that infects starships crew around outlying spaceports in the Rim. Inoculation is possible, but the effect is limited without repeated treatments.

There is no known cure for the disease once it set in, but there are number of treatments that can help alleviate the symptoms.  Untreated Taros Fever leaves the subject incapacitated for several days, followed by a longer period (1-2 weeks) of general fatigue, weakness and dizziness.

Taros Fever has been eliminated in more civilized areas through strict quarantine measures and inoculation programs; which is why most major worlds and spaceports will not allow a fevered crew to land.

Episode 5: The Delta Conspiracy, Part 1

by DM B  

We fianlly had time to sit down and play a session again. Go us!

---

Following the retreat from Rigelia the Light of Reason set a course for the sector capital of Hexan. It soon became clear, however, that they would not be able to go there directly. The ship was falling apart, Oona Dio required medical assistance - and an outbreak of Taros Fever was sweeping through the ship. Without medicines they would not be allowed to land on Hexan without a lengthy quarantine. A new destination is needed; the choice is simple: Delta Station, an old Republic starbase that's quickly becoming the no. 1 Hive of Scum and Villany in the Erberus Sector!

CharSheet update

by DM B  

Your character sheets have been updated to lvl 7:

  • Still working on description of powers, feats and talents - a bit left to go, but there have been improvements.
    • Enhance Ability is now called Valor.
    • Other minor name-changes as well.
  • There are now 4 pages; powers, feats and talents now include a brief description of the effect.
  • For powers there are now boxes to track scene/episode use of powers.
  • Super-heroic characters like you get +1 language; so you both have a free language pick.
  • ETAN. Found an error i E'tan; he had the same ability increases at lvl 4 that E Leet had. I think he should have an increase in CON rather than INT, giving him 16 CON and 14 INT (and more Vitality etc.).
  • ETAN. Swapped Force Acrobatics to Force Inuition. You are already good at Acrobatics. Now you can roll good Initiative and avoid ambushes as well.
  • ELEET. I swapped Skill training Acrobatics to Endurance. No use having Acrobatics when you have the Force Acrobatics talent.

The new sheets have been printed; you can also find them on DropBox (v6.6).

Talent trees

by DM B  

There was some confusion regarding talents last time. They are pretty poorly presented in Saga Edition; and some are very good while others are completely useless. I've been meaning to streamline them a bit, so here goes:

Talents are just like feats, but unlike feats you're more limited in which talents you can buy. Usually only those talent trees that are available to you class. You can select from the talent trees listed. Most classes have fewer trees, but as Force-users you have extra options. There is one catch; you don't get very many talents (level/3, round up + bonus talents), so spend them wisely (E Leet currently has 4, E'tan 5). You can also use Feats to buy the Talented feat; which gives you a bonus talent...

  • Light Side: Mostly stuff that will let you ward off Dark Side attacks.
  • Jedi Guardian: Fast, tough, melee expert. That's the Jedi guardian. Example: Elusive target, resilience.
  • Lightsaber mastery: Lets you use your lightsaber to block and deflect incoming attacks; stuff only Jedi can do. Examples: Block, riposte, deflect, reflect.
  • Control: Lets you shrug off damage and deliberating effects.
  • Sense: Lets you use Sense in new ways; you could gauge the Force potential in another sentient, peer into the future to give yourself combat bonuses, etc.
  • Alter: Lets you use Alter in new and exiting ways; you could, for example, get better at using telekinetic powers or Force lighting, you could learn how to create Force illusions, and much more.

Episode 4: Flashpoint Rigelia, Part 4

by DM B  

The shuttle streaks away...and Mayzin Turin has a question; where to? E Leet suggests heading for the Droid Control Ship that must be in orbit somewhere. It must be disabled or all will be lost. Not the most well-considered plan perhaps, but the dice have been cast. Getting to the ship i surprisingly easy; they are, after all, flying the Sith Lord's personal shuttle! But Sith Lords are also entitled to a reception; so the docking bay is filled with battle droids on parade and Neimoidian officers. So much for that plan...

E'tan quickly shaves his head with his saber, gets a red tunic from one of the Congressmen, grabs a grey Neimoidian cloak, then tops off the disguise with a breath mask. Behold - a Dark Lord is among you! It's not a great disguise by any standard, but the droid guards are oblivious to trivial details and the Neimoidians are mostly concerned with bowing and scraping. Putting on a show E'tan orders his 'prisoners' taken to detention, the injured Jedi to the med-bay, and himself escorted to the bridge along with his remaining prisoner.

There is a brief fight with some Guard droids outside the bridge, but they get inside the command deck before the blast doors close. The Neimoidian command crew is captured and the droid army put on standby. Colonel Boroosh and his Trandoshans get a little suspicious then; but a quick bluff keeps them at bay while the Jedi formulate a new plan. Migor Nurgay, 1st Assistant Envoy, offers to help - he's thought through his options and they all end with him at the end of red lightsaber...Darth Obsirius is not the forgiving type.

Soon the droid army has been reactivated...after a 'brief communications failure'. The crew of the Light of Reason is released and escorted back aboard, then the corvette takes off with droid fighters flying cover - Republic prisoners being brought aboard for processing you see. Meanwhile the President are released and board the shuttle again; they will return to Rigelia to continue the fight. The Light of Reason arrives unmolested, E'tan and E Leet get aboard with the Neimoidians, as do the wounded and Mayzin Turin (she'll represent Rigelia before the Republic). Then the ship takes off again, dashing through the line of Techno Union frigates...and into hyperspace, heading for Hexan, the sector capital.

CUTSCENE

Behind them Colonel Boroosh orders his ships to fire on the Droid Command ship - he's convinced that the Neimoidians are up to no good or that the Jedi are aboard or in control. Whatever the case; the ship must be destroyed!

Primary rules changes

by DM B  

We use the Saga edition, with a few tweaks. Mostly taken from either the former edition or DnD 4E. Here is a summary of the most important changes:

  • There are 30 levels instead of 20.
  • You get a level bonus every other level (to attack, skills, defense).
  • At odd levels you get a feat.
  • You also get cool stuff at every level from your class; non-Jedi alternate between bonus feats and talents, Jedi between bonus feats, talents and force powers.
  • You get fixed hp (vitality) every level; you don't roll. For Jedi it's 5/level (x6 at 1st level).
  • There are also some changes to some skills (including 3 Force skills rather than 1), feat and talents.
  • There are a lot of changes to Force powers (they are more powerful).
  • Jedi are more powerful than non-Jedi; but they are (apparently not applicable to E'tan) bound by the Jedi Code.
  • Using the Force is either skill-based (i.e. lifting a big rock is Alter-based vs. difficulty, lifting another Jedi is Alter vs. Control) or work as any other attack (Force Push or Lightsaber Throw for example)
  • Attacks are either STR-based (melee), DEX-based (lightsabers and blasters) or CHA-based (Force)
  • Armor provides DR.
  • Some changes to the way vitality/healing surges etc. work.
  • Force points work differently; they regenerate regularly and can be spent in more ways.
  • Destiny points can also be used more creatively.

There are probably some additional changes, but these are the most important ones.

Lightsaber damage

by DM B  

Lightsaber base damage is 3d8 (just as it was in the previous edition of the rules). That's the same damage a blaster rifle does on the normal setting. Sounds about right to me.

Armor protection

by DM B  

Although we have switched to the Saga rules armor will continue to provide DR.

  • Armor provides no protection against lightsabers
  • Armor provides normal protection against blasters and other hi-tech weapons (primitive armor offers half protection against such weapons)
  • Armor provides double protection against other 'primitive' weapons (unless we're also talking primitive armor)

Exceptions are possible; as you've already noticed the new Sith has armor that is at least partially resistant to ligthsabers.

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