Two Wednesdays ago, Marvel Comics (/Disney/Lucasfilm) published the first issue in its new line of Star Wars comics. This was a bittersweet event for me. I first started reading Star Wars comics with Dark Horse's release of the Dark Empire title back in 1991. While I didn't love everything that Dark Horse produced, I though they did an excellent job of maintaining the brand. When Disney acquired Lucasfilm last year and announced that Marvel would regain the license, I was sad to hear it. Even so, I was interested to see what Marvel would do in the aftermath of the consolidation.
To Marvel's credit, this premiere seems to have been highly anticipated--so much so, in fact, that my friendly local comic store was sold out when I went to buy the issue on the next day, and so I had to wait a week in order to do so. C'est la vie.
As a first impression, I like the art. It's fairly straightforward, and the characters look how they're supposed to look. The action starts up quickly, and there are a number of moments that really capture the Star Wars feel.
On the other hand, I'm concerned about the focus and scope of the storyline. It features the main characters from A New Hope--and doing a nice job of including Chewie and the droids in meaningful roles, by the way. It also brings in Darth Vader. While I can understand starting the series with a bang, I'm worried that we'll see too many near-miss confrontations between Luke and Vader, and that it will become tiresome. I'd also like to see more original characters, ones that might actually be killed during combat. Only time will tell, I guess.
-Nate
Sunday, January 25, 2015
Thursday, January 22, 2015
Tests of the B'omarr
Presented here is the first of what will hopefully be a series of puzzles that B'omarr monks could use to test the PCs.
-Nate
-Nate
Tests
of the B'omarr
Members
of the B'omarr Order have their knowledge and intelligence tested in
a variety of ways. This includes tests of logic, familiarity with
sacred teachings, and the ability to remove oneself from physical
worldly concerns. Presented below are some puzzles that B'omarr monks
might use as a challenge for visitors who wish to deal with them.
The
Puzzle Box
For
this test, the PCs are presented with a broad, flat metal box with an
elaborate grid engraved in its top, along with six rings of six keys.
Each ring holds six metal keys; all of them on a given ring are
engraved with the same number: 1, 2, 4, 5, 7, 8. They are given one
clue: “Seven is the key; what is the correct order?”
1
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2
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3
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4
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5
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6
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The
key to this puzzle is remembering that the numbers one through six,
when divided by seven, produce repeating decimals that all use digits
matching the numbers on the keys—and all in variations of the same
sequence. To that end, the correct order of keys is this:
1
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1
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4
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2
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8
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5
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7
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2
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2
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8
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5
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7
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1
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4
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3
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4
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2
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8
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5
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7
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1
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5
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7
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1
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4
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2
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8
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5
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7
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1
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4
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2
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8
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5
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6
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8
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5
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7
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1
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4
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2
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If
the PCs are able to devise the correct order, the box opens. Inside
is a small scrap of parchment with a single question: “What comes
next?” The correct response is either 0.999999, repeating, or, more
simply, one.
Monday, January 12, 2015
Monks
Detailed
here are some of the characters who can be found in the B'omarr
Monastery.
Initiates (Minions)
Brawn 2 Cunning
2 Presence 2
Agility
1 Intellect 2 Willpower 3
Soak:
2
Wound Threshold:
5
Strain Threshold:
NA
M/R Defense:
0 / 0
Skills (group only):
Brawl, Discipline, Perception, Vigilance
Talents:
None
Abilities:
NA
Equipment:
Robes
These
new members of the order may lack in many of the refinements that
their superiors possess, but they bring plenty of zeal. To them are
given such tasks as guarding the monastery, performing manual labor,
and the like. They perform these tasks with cheerful efficiency,
knowing that enlightenment will eventually be their reward.
Acolyte (Rival)
Brawn 2 Cunning
2 Presence 2
Agility
1 Intellect 3 Willpower 3
Soak:
2
Wound Threshold:
12
Strain Threshold:
14
M/R Defense:
0 / 0
Skills:
Brawl 1, Discipline 2, Education 1, Lore 2, Medicine 1, Perception 2,
Resilience 1, Survival 1, Vigilance 1, Xenology 1
Talents:
Grit, Natural Scholar, Researcher, Resolve, Well Rounded
Abilities:
One free rank in each of two non-career skills
Equipment:
Robes
Those
monks who persevere through the initial testing process begin to
learn the secrets of the Order, growing in wisdom and fortitude. They
are charged with oversight of the monastery, commanding the lesser
initiates.
Curate (Nemesis)
Brawn 2 Cunning
2 Presence 2
Agility
1 Intellect 4 Willpower 4
Soak:
2
Wound Threshold:
12
Strain Threshold:
13
M/R Defense:
0 / 0
Skills:
Brawl 1, Discipline 3, Education 2, *Lore 3, Medicine 1, Perception
3, Resilience 2, Survival 2, Vigilance 2, Xenology 2
Talents:
Confidence, Dedication, Grit, Intense Focus, Knowledge
Specialization*, Mental Fortress, Natural Scholar, Researcher,
Resolve x2, Stroke of Genius, Toughened, Well Rounded
Abilities:
One free rank in each of two non-career skills
Equipment:
Robes
Only
the most dedicated individuals achieve of the levels of
self-discipline and understanding claimed by these monks. Indeed, for
them the only further step is to have their brains removed from their
bodies so that they can spend the rest of their lives contemplating
the mysteries of the universe unhindered by mortal distractions. Most
of the time, any given temple only has one curate in it.
Using the Monastery in an Edge of
the Empire Campaign
This location and its inhabitants can be incorporated into an Edge
of the Empire campaign in many different ways; a few of the
possibilities are detailed here.
- Given their ceaseless contemplation of the universe, the B'omarr monks are first and foremost a source of information. This is especially appropriate for PCs who pursue the way of the Jedi, since the monks have studied Jedi teachings hidden from the Imperials.
- The monks expect something in trade for their knowledge, however; ancient scrolls, datadisks and even holocrons are their preferred method of payment.
- Should one or more of the PCs decide to join the Order and follow its tenets, the situation could provide some excellent roleplaying opportunities.
- If the monks were to be threatened by outsiders (as is detailed in the Firestorm plot), they might seek out troubleshooters who could help with the problem.
Saturday, January 10, 2015
The B'omarr Monastery
Located
in the depths of a Nar Hutta swamp, this tower rises four stories in
height. It is built from roughly cut local stone and has a pointed,
sloping roof made of cast durasteel. It is located well away from
commonly traveled routes, providing the monks with the seclusion and
solitude they need to contemplate the galaxy's mysteries.
The
Monastery
Refer
to the appropriate map for the following location descriptions.
Level
1
The
tower's ground level can be accessed via broad double doors. Normally
a pair of guards are stationed here; they question visitors and, if
the monks approve, grant them access to the monastery. A spiral
staircase leads up into the tower as well as to its lower level,
although a door requiring a passcode (or a hard Skulduggery check)
bars the way to the latter. Beyond that there are also eight pillars
that support the upper levels.
Level
2
On
the next level up the staircase opens into the refectory, which is
dominated by three tables with chairs. This is, of course, where the
monks (those that still have bodies) take their meals. Doors provide
access to the kitchen and pantry. Windows provide natural light in
all but that last area.
Level
3
Monks
are quartered on this level; each cell is furnished with a bed, a
desk and a chair, and has a window that can be shuttered closed.
Level
4
This
level is little more than an open platform with the roof supported by
pillars; a guard rail encircles its perimeter. The monks use it for
meditation and relaxation.
Level
0
The
heart of the monks' efforts toward illumination are based here in
this underground level. There is a library for reading and discussing
texts, with three tables and chairs. Doors lead to an infirmary that
has three beds, used for emergencies and for those times when monks
coose to have their brains removed from their bodies. The final
chambers, with shelves lining its walls, is where disembodied
individuals sit in darkness and contemplate.
Wednesday, January 7, 2015
d6 Flashback
This is a quick post to mention two things. One is that I'm continuing to update the previous "Firestorm Plot" post, including working on a B'ommar Monastery map.
The other is to publicize a new PDF available in support of the old d6 System-based Star Wars RPG from West End Games. That was the system with which I started playing Star Wars; my friends and I played through numerous campaigns in high school and college, and they were a blast. This PDF presents articles, short stories and adventures in the style of the old Adventure Journal, and I hope this is the first of many issues.
WildSpace Magazine Issue 1
-Nate
The other is to publicize a new PDF available in support of the old d6 System-based Star Wars RPG from West End Games. That was the system with which I started playing Star Wars; my friends and I played through numerous campaigns in high school and college, and they were a blast. This PDF presents articles, short stories and adventures in the style of the old Adventure Journal, and I hope this is the first of many issues.
WildSpace Magazine Issue 1
-Nate
Friday, January 2, 2015
The Firestorm Plot
This post introduces a plotline that will be developed over the next few weeks.
-Nate
-Nate
The Firestorm Plot
One of the glaring weaknesses of the Imperial Fleet, made particularly evident at the Battle of Yavin, is its vulnerability to attacks by small, maneuverable starfighters. In theory the Lancer-class frigate is supposed to provide a solution to this weakness, but in practice it has not proven to be effective. For that reason one Imperial strategist, Captain Ebla Muir, has begun researching two seemingly different lines of inquiry, hoping for a discovery that can make the Lancer more effective.
The first investigation involves technology used by the Trade Federation before the Clone Wars. In that case, some of the Neimoidian pilots and technicians were given cybernetic implants known as datagoggles that linked them to their ships' computers and control systems. Although it granted them tremendous boosts as far as interface speed was concerned, it was not without paying a physiological price.
Because of those difficulties, the strategist has also been researching the traditions of the B'ommar monks. Those ascetics have a long-established tradition of removing their most enlightened practitioners' brains from their bodies and planting them in nutrient-filled jars connected to spider-like droids. By discovering their surgical secrets, Captain Muir hopes to devise a more effective means of implanting the Neimoidian datagoggles.
Opening Salvo
The PCs could first become aware of this plot when they meet an escaped test subject, a Human by the name of Terun Dovis. His cybernetic implant is malfunctioning, leaving him prone to attacking characters that he deems to be threats. This encounter can be dropped on the characters at any time, either between other adventures or while in the middle of other business. Dovis walks into the middle of whatever they are doing and opens fire with his blaster.
Terun Dovis, Cyborged Gunner (Rival)
Brawn 2 Cunning 3 Presence 2
Agility 4 Intellect 2 Willpower 1
Soak: 2
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0
Skills: Astrogation 1, Computers 2, Cool 3, Gunnery 4, Mechanics 2, Medicine 1, Perception 3, Piloting—Planetary 1, Piloting—Space 2, Ranged—Heavy 3, Ranged—Light 2, Resilience 2, Vigilance 3
Talents: Debilitating Shot, Exhaust Port, Overwhelm Defenses, True Aim
Abilities: One free rank in each of two non-career skills
Equipment: Ragged uniform, blaster rifle, malfunctioning datagoggles
Terun Dovis makes quite the first impression. He is dressed in the tatters of a black Imperial Navy uniform, the kind worn by gunners. Instead of the clamshell-shaped helmet, however, he has datagoggles affixed over his eyes. He is unshaven and dirty, and babbling incoherently—things like “Enemy sighted,” “Must complete the mission” and the like. Then he just starts shooting at a random character. Given his appearance and his skill with heavy weapons, this should be a dangerous but intriguing event.
Interested Parties
In the aftermath of the attack, the PCs should have some questions to ask. What is more, a number of NPCs are also interested in learning the story behind this seemingly random attack. A few of the possibilities are detailed here.
- The proprietor of any establishment damaged in the attack—such as Haiuk the Whiphid or Vius the t'Landa Til—could demand answers about why it happened and who's going to pay to fix things.
- Recognizing the Imperial uniform and the unusual datagoggles, agents of the Rebel Alliance such as Nog and Cham Teleus would want to investigate the matter, and are willing to pay like-minded beings to do so.
- Minions of the Hutts such as the technician Traborn Yerg might covet the technology, or even recognize this Imperial activity as a threat to his boss's interests.
Whatever the case, the PCs should have some motivation to investigate this business further.
Additional Information
The PCs can also use their skills to gain some more information. An average Mechanics, Warfare or Xenology check reveals that the datagoggles are device used by the Trade Federation in the years leading up to the Clone Wars, and that they allowed pilots to interface directly with their ships. A Medicine check of a similar difficulty confirms that the device seems to be malfunctioning, causing considerable mental strain to the attacker. Medical treatment might be needed to keep Dovis alive, but the malfunctioning of the device means he can't be returned to consciousness at the moment.
The Imperial Response
Once the PCs have had some time to process these details, Captain Muir and her Imperial goons arrive on the scene. They move to secure the situation and, if he is present, to take Dovis into custody. She asks bystanders about what happened here, more to gauge what they've learned than out of any real concern for any damage or injuries caused. This interaction could allow the PCs to learn a little more about the situation, or at least to confirm that the Empire wants to hush up the incident. They need to be careful, however, lest the captain becomes worried about how much they know.
Captain Ebla Muir, Imperial Researcher (Rival)
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 3 Willpower 2
Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0
Skills: Astrogation 1, Computers 3, Core Worlds 1, Discipline 1, Education 3, Gunnery 2, Leadership 1, Lore 1, Mechanics 3, Medicine 2, Melee 1, Negotiation 2, Outer Rim 1, Perception 2, Piloting—Planetary 2, Piloting—Space 2, Ranged—Heavy 1, Ranged—Light 2, Vigilance 2, Warfare 2, Xenology 1
Talents: Black Market Contacts x2, Gearhead, Grit, Larger Project x2, Signature Vehicle, Toughened
Abilities: One free rank in each of two non-career skills
Equipment: Imperial uniform, comlink, blaster pistol, datapad
Captain Ebla Muir is fervently dedicated to the cause of wiping out the Rebellion. She is also a gifted technician, an ability she uses in developing new weapons for the Empire. The latter trait she inherited from her parents, who were techs aboard a corporate transport; the prior she developed when they were killed during an attack by pirates believed to be associated with a rebellious organization. Now she combines the two qualities in an effort to wipe out all of those who threaten peace and security in the galaxy.
At a first impression, Captain Muir comes off as being businesslike and cold. She warms up to beings who share her love for technology and the Empire, however, and can even be friendly with those who earn her respect and trust. So far that hasn't happened for many beings, however.
Imperial Stormtroopers and Stormtrooper Sergeant—Refer to pages 420-1 of the Age of Rebellion core rulebook to find stats for them.
Next Steps
Following this confrontation, the PCs have a number of options; a few of these are detailed below.
Tracking the Imperials is one possibility. While they are not being open about their activities, they are also not operating with total stealth. To that end, the PCs might be able to tail them back to their local base of operations. Doing this requires a hard Survival check , with modifier applied as appropriate. Success lets the character(s) in question follow as the Imps board a Bantha II cargo skiff and trek through the nearby Nal Hutta swamp to the B'omarr monastery. The GM is, of course, free to add chance encounters with creatures such as a dragonsnake in order to keep the pursuit lively.
Another option is for one or more of the PCs to plant a tracking device aboard the Imperials' skiff. Doing this requires both an average Mechanics check to rig up a suitable piece of technology, and a Skulduggery effort opposed by the stormtroopers' Perception efforts in order to put it in place it without attracting attention. Should the latter effort fail, enterprising characters might be able to talk their way out of the ensuing confrontation using a Deception check opposed by the stormtroopers' Discipline result, with modifiers applied for a good or bad story.
Failing either of these two options, the GM might allow other methods for investigating. This might include accompanying Lulu Ogrin (the Gungan swamp gas harvester; see above) on his rounds, programming droids and sending them out to conduct reconnaissance, or the like.
Finally,
as mentioned above, there's always the chance that another party
becomes involved in this business, perhaps in competition with the
PCs.
Visiting
the Monastery
Hopefully,
through any combination of the aforementioned methods, the PCs can
trace the Imperials back to the B'omarr monastery. Because the
project is a closely-guarded secret, the Imperials are keeping a low
profile. They have taken over the monastery, holding some of the
monks hostage in the building's underground level and forcing the
other monks to maintain the pretense of normal business. For that
reason visitors are greeted by an acolyte at the main entrance and
perhaps even given the test of knowledge. Even if they pass the test,
however, the acolyte tells them that there is no room for visitors.
This should strike the PCs as curious.
What
is more, an average Survival check reveals tracks from many different
beings in front of the monastery, including ones that match those of
Imperial stormtroopers. A second such check allows PCs to follow the
tracks to a clearing, on solid ground, in the nearby swamp, where
there is clear evidence that some kind of spacecraft has been using
it for landings. At that point, a hard Pilot—Planetary check can
confirm that the layout of the landing gear belongs to an Imperial
shuttle.
With
these details in mind, the PCs may want to press their need for
entering the monastery. The acolyte wants to let them, but risks the
wrath of the Imperials if he does so. To that end, he volubly
protests, but also tries subtly to encourage such a deed. For
example, he might declare “No, you are not allowed in here,”
while also beckoning the PCs forward with his hand.
Upon
entering, the PCs find that other “monks” are present in the
monastery's second level. These are actually Imperial Naval troopers
in disguise, however, a fact that can be revealed by a Perception
check opposed to their Deception efforts. Should their ruse be
discovered, the Imperials call for backup and attack the meddlers.
On
the lower level is a squad of stormtroopers, led by a sergeant. In
the event of trouble, they rush to attack. There is also a Naval
officer, however, who is armed with a grenade. If the 'troopers are
being overwhelmed, he opens the door to the room in which the brain
jars are being stored and
Imperial
Naval Troopers and Naval Officer—Refer
to pages 402-3 of the Edge
of the Empire core
rulebook to find stats for them.
Finally,
in the operating room on the underground level, the PCs can find
Captain Ebla Muir and the subjects on whom she's been working
(including Terun Dovis, if he survived his earlier escape). Muir is
flustered by the fighting and so, if she sees the other Imperials
defeated, she's willing to act in a cooperative manner. Even so, she
activates an emergency signal from her comlink, and then begins
stalling for time. To that end, she tells what she knows about the
Firestorm
project. As she does so, though, she occasionally lets her hand fall
to the comlink on her belt. A hard Perception check reveals this
unintended gesture; characters who examine the comlink can identify
the signal.
Captain
Muir also possesses a datapad; it is encrypted, requiring a daunting
Computers check to access. Characters who manage to do so can find
complete specs for the datagoggle system, along with for the
Firestorm
itself.
The
Inquisitor
At
that point, Inquisitor Neza Yerg arrives on the scene. Those who are
in a position to do so can see his Imperial shuttle descend from the
sky, setting down at the aforementioned landing field. Yerg is
helping to oversee the project, and as such is coming to make sure
that nobody reveals its secrets. To that end, he attacks first and
asks questions later. This should make for an exciting scene. The PCs
may wish to stand their ground and fight, but staging an escape could
be a better idea. Yerg is accompanied by four squads of
stormtroopers, each of which is led by a sergeant (see above). Yerg
leads two of them into the monastery, while the other two take up
positions outside the building and watch for trouble.
Neza
Yerg, Agent of the Inquisition (Nemesis)
Brawn
3 Cunning 4 Presence 2
Agility
3 Intellect 2 Willpower 3
Soak:
4
Wound
Threshold: 14
Strain
Threshold: 13
M/R
Defense: 1 / 1
Skills:
Athletics 2, Brawl 2, Coercion 1, Computers 2, Cool 2,
Coordination 1, Core Worlds 2, Deception 3, Discipline 2, Education
2, Leadership 1, Lore 3, Mechanics 1, Medicine 2, Melee 3,
Negotiation 1, Outer Rim 2, Perception 3, Piloting—Planetary 1,
Piloting—Space 1, Ranged—Light 3, Resilience 3, Skulduggery 2,
Stealth 2, Streetwise 1, Survival 2, Underworld 1, Vigilance 2,
Xenology 1
Talents:
Quick Draw, Quick Strike x2, Rapid Reaction, Side Step x2;
Control Upgrade, Magnitude Upgrade, Range Upgrade, Sense Basic Power
Abilities:
One free rank in Deception or Negotiation; Amphibious: Quarren
may breathe underwater without penalty and never suffer movement
penalties for traveling through water
Equipment:
Armored clothing, heavy blaster pistol, vibrosword, comlink,
datapad
If
Neza Yerg had been born in a different time, he might have come to
the notice of the Jedi Order and begun training as a padawan.
Instead, he grew up among the Separatist members of his species,
making him an enemy of the Old Republic. In the aftermath of the
Clone Wars, Yerg was apprehended by agents of Palpatine's New Order
and subjected to intense indoctrination. That was when the Imperials
realized he was Force-sensitive, leading to a major change in
direction for his life. They convinced him that it was the Jedi who
caused the war, and then trained him to help find any beings who
might wish to rebuild the Order. For this reason he is zealous in
pursuing his cause.
Like
many Quarren, Neza Yerg has grey skin and a tentacled face. He wears
midnight blue armored clothing, including a billowing cape, and
carries a heavy blaster pistol on his hip. He travels aboard a
Lambda-class shuttle, and is accompanied by a naval officer,
Captain Oswald, along with four squads of stormtroopers, each led by
a sergeant.
Fight
or Flight?
Should
the PCs decide to make a run for it, they could be chased by Yerg's
shuttle. The Inquisitor can also call for TIE fighter support if
needed. Given the swampy terrain surrounding the monastery, however,
clever characters should be able to lose any pursuit. Options for
making this dramatic include any of the following.
- There's going to be trading of blaster fire; when this happens, keep in mind that the jungle canopy provides significant cover for the fleeing characters, adding a setback die to the pursuing pilot's checks.
- The terrain itself is dangerous too, though, and thus adds two setback dice to the escaping pilot's checks.
- Passengers can attempt hard Perception checks to pick out a course for the pilot, thereby using Advantage to give the pilot boost dice.
- Technically apt characters can try using talents to enhance their speeder's performance.
- Refer to the chart on page 235 to find rules for vehicles that have different silhouettes.
- The charts on page 236 has suggestions for using Advantage and Threat in vehicular combat, while the one on page 237 details other in which passengers can help.
- In the event that the Imperial shuttle shoots at and hits the party's speeder, remember that the damage it causes is dealt to the vehicle and not the characters aboard it. Even so, a disabled speeder could crash. Should that happen, the PCs can always continue their escape on foot. For its part, the shuttle lands nearby and deposits two squads of stormtroopers to search the area for survivors.
Refer
to pages 240-1 of the core rulebook to find more guidelines for
handling chases.
Further
Developments
As
long as the PCs manage to escape from pursuit, they can deliver the
information they've acquired to the party who hired them. In the case
of Rebel operatives, those beings are interested in pursuing the
matter further. Agents of the Hutts may wish to do so as well, given
that the project presents a notable threat to any Hutt-sponsored
pirate activities.
On
the other hand, should the PCs be captured, then they might face the
full wrath of the Imperial Inquisitorius.
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