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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