Wednesday, August 6, 2014

The Mag-Lev Job

A previous article presented the layout for a Corellian mag-lev train, along with stats for the characters who are frequently found aboard it.


Detailed here is a short scenario in which one or more groups of characters decides to steal a valuable item that is being transported aboard the train. Before this situation begins, however, the GM needs to answer a few important questions.

What is the item?
It works best if the cargo is something small—and therefore relatively portable—but valuable. Some possibilities include:
  • A Jedi holocron
  • A collection of valuable loot (see above for some options)
  • An archaeological artifact such as the Cirra Mace, the Loag Dagger or the Sharka'k Noor
  • A rare and valuable piece of technology such as a personal stealth field or a component for modifying a starship
  • A cargo pod of drugs
  • A cargo pod of medical supplies
  • A living being who's being transported while incapacitated

To whom does it belong?
The answer to this question should be an influential being. Perhaps it belongs to a crime boss such as Tebora the Muun or Slarr the Hutt. This works best if it is an NPC with whom the PCs have previously dealt. If it is in the possession of the Empire, why is it being transported in secrecy? Whatever the case, the act of stealing the item in question is one that should increase the PCs' Obligation to one party or another. (If the PCs are part of an Age of Rebellion campaign, on the other hand, this raid could be a means of increasing their Duty.)

Who wants it, and why?
Are the PCs after this item because they want it for themselves? Might they be hired by a crime boss, or even perhaps by the Rebel Alliance? To balance out the increased obligation mentioned above, the PCs should gain a reward in the form of cash payment, the favor of a crime boss or the Alliance, or the use of the item or goods in question. As a twist, of course, the PCs could be hired to protect the shipment, facing off against mag-lev robbers such as Sen Wral and the nerf-rustlers mentioned in a previous article.
As long as the PCs can succeed, delivering the goods to the party that wants them could make for another adventure in and of itself.

How is the deed to be done?
There are a number of factors to consider when it comes to stealing the goods. Somebody needs to board the mag-lev so as to scope out the situation, locating the item(s) in question and determining how they're being guarded. This requires stealth and/or subterfuge.
In addition to the living beings who've been assigned to protect them, the storage compartment itself and the cargo container should be sealed with mechanisms that require Skulduggery checks to bypass; failure could trigger an alarm, deliver a stunning shock to the thief or have some other kind of negative consequence.
Once the PCs do manage to acquire the goods, they need to remove them from the mag-lev. Perhaps the means of doing so is to have one or more characters bring around a speeder or a starship onto which they can be transferred. This requires matching speeds and trajectory with the mag-lev via suitable Piloting efforts, and then Athletics checks to move goods and characters from the train to the other vehicle.
Finally, there is always the possibility that the PCs are pursued. This could certainly occur if a character failed to acquire the goods without setting off an alarm. Alternately, there could be a homing device located in the cargo container, one that the PCs need to find and disable if they're going to make an escape. Depending on the being to whom the goods belong, the pursuit could be criminal enforcers in Z-95 Headhunters, Imperial TIE fighters, or something else.

The Opposition
Detailed here are three criminal types who can serve as guardians of the cargo. They are all Klatooinans, and all three operate under the name M'Beg. They think it's a pretty funny joke.

M'Beg the Talker (Rival)
Brawn 2 Cunning 2 Presence 3
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Charm 1, Coercion 2, Cool 1, Deception 2, Discipline 1, Negotiation 2, Perception 2, Ranged—Light 2, Streetwise 1, Underworld 1, Vigilance 1

Talents: Black Market Contacts, Dodge, Grit, Indistinguishable, Rapid Reaction, Street Smarts

Abilities: One free rank in Brawl, Ranged (Heavy) or Ranged (Light), plus one free rank in any non-career skill

Equipment: Heavy clothing, blaster pistol, comlink

This M'Beg is the face of the group, the one who handles negotiations and thus acts as the leader.


M'Beg the Hitter (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 15
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 3, Cool 1, Coordination 1, Melee 2, Perception 1, Ranged—Light 1, Resilience 2, Streetwise 1, Survival 1, Vigilance 1

Talents: Frenzied Attack, Heroic Fortitude, Knockdown, Lethal Blows, Toughened

Abilities: One free rank in Brawl, Ranged (Heavy) or Ranged (Light), plus one free rank in any non-career skill

Equipment: Heavy clothing, blaster pistol, truncheon, comlink

This M'Beg is a being who prefers to communicate with his fists or a good stout piece of durasteel pipe.


M'Beg the Shooter (Rival)
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Cool 1, Coordination 2, Gunnery 1, Mechanics 2, Perception 1, Piloting—Planetary 2, Piloting—Space 2, Ranged—Heavy 2, Ranged—Light 3, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 1

Talents: Barrage, Brace, Durable, Grit, Spare Clip, Toughened

Abilities: One free rank in Brawl, Ranged (Heavy) or Ranged (Light), plus one free rank in any non-career skill

Equipment: Heavy clothing, blaster pistol, blaster carbine, comlink


This M'Beg can act as pilot and mechanic for the team, but likes it best when the shooting starts.


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