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  • giorgis 12:36 pm on September 14, 2019 Permalink
    Tags: , , donjon, , , , , , , ,   

    A scout mission gone awry 

    Reflections on my first solo play adventure


    When I first heard about solo playing I was very skeptical. I decided to try it out nevertheless and my first two attempts were a disaster.

    In my first try, I tried to play without the use of an Oracle, but by being the GM and emulating the character. Didn’t work out, and my character was slaughtered by a critical hit that severed his knee in the first round of combat in the first scene.

    Second try, I used BOLD to set up a story, and started using an Oracle to set up the scene, but quickly I got lost in questions that made no sense and abandoned it.

    Both of these were set in an agnostic fantasy setting, and herein lies the first two problems I had to solve. I needed to have some meta knowledge of the setting my character lived in, and also knowledge of the game mechanics so that I won’t be losing a lot of time.

    So I chose Star Wars D6. I know the setting. I’ve watched the movies and several of the animated series episodes. It’s also a huge universe, so I could mix canon stuff with things I made on the fly through the Oracle. Secondly I have the physical books in my collection from my TTRPG days. No more going back and forth in pdf files trying to browse to the page I want.

    In retrospect, those two were excellent choices that helped drive my play forward.

    I created a scout character. I chose a scout because he is prone to solo adventuring, and I wouldn’t have to think a lot about an adventure hook. So without a second thought I used a name generator until I got something I liked and off we go.

    Here I made a mistake. I didn’t spend some time to create some proper background for Roy. Yes, he wants to explore and he wants to make a name of himself. That’s very shallow. It caused me a few headaches down the road where I wasn’t sure how Roy would react. So he acted how I would act.

    I tried to fix it later by using BOLD for a backstory, but still I have a gap there. For the future I intend to use some random roll based on Septimus and OpenD6 chargen which has several traits that will have both roleplaying and game mechanics impact. Lesson learned.

    First play session in, and I have a very bad roll in astrogation. Which destroyed Roy’s ship and has him evacuate in a hurry to survive.

    That was great! At the moment I couldn’t see it, but a story module could have been designed that way and it happened in game!

    The cinematic nature of WEG Star Wars D6 payed out. Roy’s adventure turned oh so different because of this starting event.

    Third or fourth session in, I realize that Roy won’t get far all alone. He needs assistance. I managed to bring that to him through the Oracle and UNE and bring out Luca, who would become a secondary PC-NPC later on. Balancing is important.

    Here’s how I started mixing up Oracle rolls and game mechanics. Whenever there is a game mechanic rule about something, it takes precedence. Otherwise I ask The Oracle. Pretty much how the GM would arbitrate. So Roy managed to persuade Luca to help him. Why? I assume that in the end it was Lucas nature rather than the promise of a vague unknown reward.

    A topic that came along many times was the combat maps. Theater of the mind vs grid map. I tried both, but since I don’t have a dedicated board or something similar, I went with theater of the mind. It also resolved faster. When soloing theater of the mind also has no misunderstandings. In the future I want to bring out my legos and try such a visualization.

    Now a long journey begins. With the duo jumping back and forth between systems trying to get the information on those data cores. At some point I got frustrated. I think it’s one of those moments where a GM railroads the players back into the adventure.

    I couldn’t see the big picture of how interesting this was. Thankfully the fellow lone wolves who read on my story pointed it out, and I stuck with it, and a couple sessions later, the data cores are unlocked, and the duo, accompanied by Kuna heads off to the mysterious coordinates.

    Looking back, I see that all this struggle gave the adventure depth. It has a prologue, main theme, and we’re heading to the revelation and epilogue. Another lesson learned. Never abandon the story, there are always hooks.

    Somewhere around here I decided to play around a bit with the game system. No matter how cinematic, for reasons I explained elsewhere, the addition and target numbers slowed down the pace when playing. I switched to a homebrew D6 Legends with pips success resolution mechanic and never looked back. It’s easy, fast has narrative determination if desired and success levels so that I can tell how well the character did.

    Now heading to the end one of the hardest things I had to tackle was metagaming. I haven’t solved the issue yet, but I have identified several cases where it happened, and I intend to write down some rules on how to avoid it.

    In several of my sessions I knew things my character didn’t. I fixed those cases but still, it either stole some of the surprise elements or made me feel like I was cheating, when I disregarded them to go with the story and Oracle flow.

    I also made a couple mistakes and had to trace back and delete a paragraph or two and catch the story again from there. So another rule I follow is that unless it’s written down in the cleaned up form (e.g posted here) if I made a serious mistake I can scratch it and restart from there.

    There were a couple sessions where I noticed my errors afterwards, and the consequences were dire, with the team wounded and losing their starship, but in fairness I stuck with it.

    In one of my sessions, just when I thought the team would be handed over to the Imperials, I had a player moment. I thought of something my character would do based on what he knows, which was a solution to the problem! This was very important to me as it gave me the thrill of playing the game instead of narrating or making rolls to see how well I did.

    20 sessions in, and when the dramatic outcome of saving the Amalsi didn’t occur, I knew I had to wrap things up.

    At first, I took focus away and just wrote a short epilogue on how they went to Aros and lay low.

    It just didn’t feel right. So I split it up and step by step, I played the epilogue, which gave me the closure I wanted, and some extra plot hooks.

    It feels much more fair and complete now.

    Another thing I learned was how to focus in and out. That’s another advantage of the D6 system. The skills can be for a quick action (sneaking past a guard) or a long term series of actions (sneaking through the wilderness). It assisted me when doing the repairs on the Dragonfly and in the epilogue when I wanted to wrap things up. I could have scenes with Luca meeting up the black market contacts and the data forgers, but that could have sidelined to new adventures and I didn’t want that at the time.

    Another challenge is bookkeeping. I am not great at organizing notes. I have printed the base character sheets but I don’t update them regularly. So I use a combination of paper copy and electronic notes.

    The most serious issue here is keeping track of credits and resources. In game I resorted to asking The Oracle if my character had a desired item. Much as a player would ask his GM. I am underway to using something similar to OpenD6 Funds attribute. Will see how it plays out in the future.

    I closed the adventure at a point with several plot hooks. We have Kuna with major cybernetic enhancements and a Sith artifact. Deng, a pirate captain scouring through the system, the fleet footed Kimby running away from Lligon Tuk and the Empire bringing it’s wrath down to the Amal moon. When I catch up I intend to use BOLD waylays to see what happened in the downtime.

    All in all, it was a very fun experience. I will be keeping the D6 Legends homebrew for my next games, unless I want to try something else explicitly.

    I have some new solo styles I want to try out so I am hitting pause on Roy and Luca, to catch up on them again later.

    Brief summary of story


    Our protagonist, Roy was assigned a Scout mission from his corporate employer. He set off with his ship to explore, but a disaster happened in hyperspace and he was stranded in unknown hostile territory.

    There he met with Luca, an old smuggler who agreed to help him in return of a share of the reward on whatever they find. Luca flies the Red Rancor, an Ghtroc light freighter.

    They recover the Nav data cores but they’re locked and encrypted and they set off trying to find a hacker.

    They meet with Kimby, one of Luca’s contacts, but she disappears at the first hint of trouble as she is being hunted down.

    Then they find another hacker, named Kuna, but they can’t afford to pay him, so they do a cargo run to gather the necessary credits.

    When they return, the station where the hacker resides is under pirate blockade, and they have to mediate between the pirates and the station command to get to their objective.

    They succeed, joined by Kuna who cracks the security of the Nav data cores and jump to their destination.

    There they find a frozen moon, and their first contact is with Imperial forces. Despite their small strength, probably due to the fact that this was an Imperial scout force, in the second skirmish with the protagonists, they ambush them, and the Red Rancor is destroyed.

    The team is captured by the locals, the Amalsi who intend to exchange them to the Empire in return for some of their own.

    They manage to escape and reach the frozen cavern of the abandoned ruins of an ancient Amalsi city under the glacier.

    There they learn the story of the moon, how an evil wizard who landed there terraformed the planet in his attempts to mine out some crystals.

    They fight off some beasts and manage to find the wizards starship. They bring it back to operation and fly out of the city.

    The team then assaults the Imperial outpost and obliterates it. The Amalsi join in the attack, but when they meet with our protagonists later, there is an incident with Kuna and the team had to escape with their hides intact.

    Finally they reach back civilized space and Kuna goes his own way, taking one of the wizards artifacts that he found as his share.

    Review of tools and systems


    WEG Star Wars D6:

    The core rulebook and setting I played the adventure. I will definitely be returning to it.

    Pros: Low amount of crunch, Skill and in-game mechanics descriptions for most situations, NPC stats easy to eye-ball, Easy Wounds system with quick resolution.

    Cons: Target numbers hard to choose fairly, Adding up dice pools can slow down solo play, Combat can become stale shootouts, Rules can be missing at places.

    Additional books used: Galaxy Guide to Scouts, Pirates and Privateers, Tales of the Jedi Companion.

    D6 Legends Homebrew

    Homebrew rules to solve some issues I face. I will be keeping it and evolving it as I play more.

    Pros: Can be used with D6 systems without conversions, Fast success result resolution.

    Cons: Can’t be used in 100% of the cases, resulting in regression to the original D6 system

    MUNE

    Light, few page oracle with fast resolution and low bookkeeping.

    Pros: Easy, Fast, Intuitive

    Cons: The ‘buts’ can be difficult to narrate all times, regressing to simple Yes/No

    UNE

    Universal NPC emulator. Worked great for the cases I turned to it.

    Pros: NPC on the fly, NPC backstory

    Cons: The result may not fit the NPC.

    BOLD

    Book of Legends and deeds. What I loved about it is how easily it helped unleash a story when I was still learning my first baby steps in soloing.

    Pros: Produces great backstories. Can fill in in-between mission gaps.

    Cons: Can be difficult to combine the different story parts.

    GMA from beta Alone release bundle

    Had to print it out to use it, but it was worth the effort. It has great potential and is a quick assist at hand without having to search my online bookmarks for tools.

    Pros: No need for dice, no need for online portents, tailor-made for rpgs, solves multiple issues with one card.

    Cons: I don’t have the entire deck 😀

    donjon

    This site has a ton of resources from fantasy to cyberpunk to scifi. It’s my go to resource when I want something generated. I only head elsewhere if I don’t find what I need.

    Pros: Generators for almost every need

    Cons: Some generators enhance metagaming (System generators)

    Simplenote

    A cross platform note taking app that I use as an intermediary from paper to publishing.

    Pros: Cross platform (web, windows, Linux, iOS, Android), Note sharing, Markdown, publishing, export function.

    Cons: There are no folders so browsing can be a hard.

    Many thanks to the wonderful solo rpg community for all the knowledge sharing and support. It’s what inspired me to get on this endeavor.

     
  • giorgis 2:40 pm on September 12, 2019 Permalink
    Tags: , donjon, , , , , ,   

    Solo StarWarsD6 pt20: Insult 

    System: Star Wars D6 by West End Games.

    Setting: Star Wars Era of the Rebellion.

    Character: Royxand Handscul ‘Roy’, Corporate scout

    Luca Delste, Smuggler

    Kuna Desyk, Hacker

    Solo Tools: MUNE, donjon, GameMaster’s Apprentice deck of cards from beta Alone release bundle

    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Tales of the Jedi Companion, Pirates and Privateers.

    Homebrew Rules: D6Legends


    In this session, I’m using a homebrew rules system to streamline the difficulty rolls. I explain everything in detail in my blog here.

    You can view all my previous and the current posts in this subreddit and in my blog Solo, Pen, Paper and Dice.


    So I left off, when I couldn’t make something work with the intervention. The MUNE author wrote that when something like that happens, you can ignore MUNE. So that’s what I did, and moved on. I intend to roll again for an intervention in the next Oracle 6.

    Kuna joins his companions. “What’s the plan, defenders of the innocent?” he asks sarcastically.

    Roy doesn’t take the bait. “Find the imperial outpost based on our intel, bomb it before they have a chance to respond, land, and talk it out with the Amalsi on new terms.” He responds.

    “I also hear Prine station is short handed at miners, and the pirate crew of the Gauntlet of Ulan could use some reinforcements.”

    “I want to see you sell this to the Amalsi.” Kuna says and leaves.

    Q: Do they encounter any other starship?

    A: No

    Luca searches for the Imperial outpost, by scanning for different lifeforms than the main inhabitants (Amalsi) in the region that the captive snowtrooper had told them they were located.

    Luca: Sensors: 4/3: Success

    “Found them! Setting course for the imperial outpost, northern approach.” Luca says over the comms.

    The Dragonfly pierces through the atmosphere, and Luca brings her as low as possible to avoid easy detection from the outpost. There’s a good chance they’re expecting them. He just hopes they don’t have any anti-aircraft batteries.

    Q: Does the Imperial outpost have anti-aircraft batteries?

    A: No, but the have portable surface-to-air missile launchers (Apex Incisor Missiles).

    So I check the stats. The Apex Incisor has a max range of 1 km, but needs one round to lock prior to launch. At full speed that the Dragonfly is right now, they can cover this distance in one round, which will get the outpost within the short range for the 2 Concussion Sphere Launchers. I will roll initiative because if the Imperials survive the first bombing run, they may shoot before the Dragonfly returns.

    The outpost only has a few openings to the moon’s glacier surface.

    As the sound of the Dragonfly bursts through the atmosphere, a handful of snowtroopers emerge and start setting up a missile launch device. The targeting system starts to lock on the ancient starship.

    Roy sees the figures on his targeting magnification visors, but doesn’t care. His aim is right below them. If he makes the shot properly, the blast will take out the entire outpost.

    He’s glad they haven’t set up a garisson to the moon yet. Seems its only the initial scout force, and their transport must have gone to base to return with the brunt of the expeditionary force.

    He casts his thoughts away as he aims. It’s vital to shoot when the Dragonfly is as close as possible.

    Initiative:

    Team: 16

    Imperials: 9

    Luca: Space Transports Piloting to fly fullspeed above the glacier and get Roy at short shooting distance above the outpost: 7/4

    Roy: Shoots Concussion sphere: 4/2: Hit: 7/3: Destroyed, Concussion sphere: 3/2: Hit: 6/1: Destroyed.

    Luca maneuvers the Dragonfly in and out of the glacier canyons, and emerges above the outpost at less than 40 meters, when Roy pulls the trigger. Two concussion spheres are launched, pierce through the glacier below the snow rocket troopers and explode with violent force as soon as they enter the outpost.

    Both hit their target right on. Ice, snow and metal is launched everywhere as the Dragonfly flies past. The blast creates an avalance that brings down the snowtrooper force on the top, and the rumble reverberates under the glacier.

    Luca brings the Dragonfly to hover above the site of destruction.

    Q: Do any Imperials survive?

    A: Yes, but they are barely standing, routed and disoriented.

    Q: Do the Amalsi grab the chance to revolt?

    A: Yes, and they immediately rally and overpower their oppressors.

    Intervention: So this is the call for the intervention, and it fits perfectly for what I had rolled before that I couldn’t fit in. Therefore I won’t roll for a new intervention, but use that one.

    From the exposed opening, Luca can clearly see the aftermath of their attack. Some Imperial officers and snowtroopers try to wade through the snow and debris, but scores of Amalsi warriors armed with spears and javelins charge at them with all their fury, and the display is gruesome.

    As the smoke dies down, the fight ends. The Amalsi leave no survivors.

    Luca lands the Dragonfly in an opening above the glacier nearby.

    Amalsi start gathering in a circle, surrounding the Dragonfly, but they keep their distance.

    As Roy watches them he wonders if it’s fear or hatred about their ship that keeps them from approaching further.

    “I’ll keep the engine running.” Luca tells Roy and Kuna, as they disembark.

    Roy waits for a while near the Dragonfly, while Kuna stands a few meters behind.

    Suddenly, the Amalsi lines open, and their high chief, Vurrha Zatoq steps forward, accompanied by his strongest warriors. These Amalsi are taller and more well built than the rest.

    I will use the GMA to get a reaction from the Amalsi. I get a 6, which is quite average.

    “Meet again. Royxand of the Handskul clan.” Vurrha speaks. “You ride terrifying ancient enemy beast and help free Amalsi from Empire. You get pardon.”

    Roy accepts the greeting. ” Vurrha Zhatoq of the Amalsi. We accept your pardon. Hear me! The Empire will come again these were only scouts. You must leave Amal. Go to the stars. The Amalsi aren’t safe!”

    I will roll a persuasion, opposed.

    Roy: Persuasion: 2/3: Fail

    “Our home is Amal. Here we live, here we die.” Vurrha says with passion, loudly. “Hu-ha!” the Amalsi cry out in unison.

    With that, Kuna grabs the opportunity. He puts his hand on Roy’s shoulder. “You heard them. Let’s get out of here. They don’t want to be saved.”

    Roy doesn’t have a chance to answer, as he hears an Amalsi scream and start shouting something in their tongue.

    Roy will try to understand what it is about.

    Roy: Perception: 1-/2: Failure

    Roy and Kuna can’t understand what the fuss is about.

    Then, without warning, one of the Amalsi guards jumps forward, a javelin at his hand. He aims, and shoots it right towards Kuna.

    Surprise:

    Team: 6

    Amalsi: 14

    The Amalsi act first.

    I roll for the distance, and get short.

    Amalsi guard: Throw Javelin to Kuna: 2/2: Hit: 5/3: Left arm: Incapacitated

    Before Roy or Kuna have a chance to react, the javelin flies through the air, and pierces through Kuna’s left shoulder. Kuna drops down in pain.

    The surrounding Amalsi are already readying arrows into their bows. Roy realizes he has no chance, so he stands motionless.

    Then, the Amalsi guard, runs to Kuna, leans over him and snatches from his neck the talisman that he had found in the Dragonfly’s cabin.

    “You carry death here?” He shouts at Roy.

    The Intervention played out. It had to do with Join Locals, Sacreligious, and it’s an Entity Negative Event.

    “Leave.” Vurrha grunts slowly though his teeth.

    Roy wastes no moment. He grabs Kuna from his good shoulder, and they board the ship. As they enter the Dragonfly, he notices another Amalsi guard, bring a maul down to the talisman, shattering it in pieces.

    “The what happened??” asks Luca as Roy puts Kuna in the medbay.

    “It was going well, until they saw that weird talisman on Kuna’s neck, and went berserk. I think they only spared us because we eliminated the imperial outpost. This place is no longer hospitable, Luca, we must get away.” Roy answers.

    Luca runs back to the cockpit, and lifts the Dragonfly above the ground, heading to the stratosphere.

    Roy uses the medpaks to stabilize Kuna.

    Roy: First Aid: 2-/3: Failure, Complication. I decide for the complication that the wound is particularly serious, and can’t be healed with First Aid. Medicine skill or Natural Healing only, can heal Kuna.

    Despite Roy’s attempts, he barely manages to stabilize the bleeding. He notices severe damage to the bone and ligaments and has no idea on how to treat it better.

    As is common between smugglers, Luca has Nav coordinates of some favorite spots stored in his personal data console.

    Q: Does Luca have astrogation data for Prine?

    A: No, but, he has for another system in the same sector.

    I will roll 1D-1 Days and 1D hours: 4 hours base hyperspace trip duration.

    Since the ships of that time period had no Nav Computer, but relied on Nav Beacons to jump, the difficulty will increase by +6.

    I decide to mitigate it by spending 30 additional hours plotting the hyperjump by hand, and have Luca spend 1 CPs to ensure success.

    Astrogation: 5/3: Success: Trip duration 98 hours (~ 4 days).

    The closest destination is Aros. Unfortunately he can’t plug it in the Nav Computer because the Dragonfly doesn’t have one. The calculations at that time period were being performed with Nav Beacons, none of which exist anymore.

    So Luca used a manual astrogator to try to plot a course to Aros. It’s a daunting task, so he took one day to ensure every last bit of the calculations was correct, before initiating the backup hyperdrive. He also took the longer route, avoiding any potential obstacles, even if that increased the duration of the trip by 30 while hours.

    4 days later, the ancient Dragonfly emerges from hyperspace in Aros system, after the planet with the same name.

    Roy: Planetary Systems: 4/3: Success.

    Q: Is there imperial presence in the system? (Unlikely).

    A: No, but, they still have contacts here.

    The planet is a small terrestrial mass with a small continent in a huge sea.

    Aros is not at all interesting to the Empire, so they can lay here low for a while.

    Luca: Sensors Scan: 5 Success.

    Q: Are there other ships nearby?

    A: No, there is no traffic.

    Donjon showed a standard starport.

    Q: Do they grant landing request for the Dragonfly?

    A: No, but, there are landing spots that are not part of the starport.

    Luca runs a scan of the system. No starship traffic at all. He contacts the starport.

    “Aros starport, this is Luca Delste of the Dragonfly, requesting permission to land.” He says over the comms.

    “We hear you Dragonfly. Transmit TransVere.” The starport operator replies.

    “The transponder code was damaged during our travels. We will register for a new one.” says Luca.

    “Negative Dragonfly. No TransVere, no landing. We can arrange for an official to come with a shuttle, but that will cost.” The operator says firmly.

    Luca looks over at Roy. “Let’s find us a landing spot and get someone to register the ship while we’re planetside eh boy?.”

    Roy nods. Luca runs sensors.

    Luca: Sensors Scan: 7+/3: Success

    He finds a nice flat spot with settlements nearby, but far from the starport, where they won’t be detected.

    Luca runs the Dragonfly silent, and slowly descends on the planet.

    Starport: Sensors Scan: 3/5: Failure.

    Luca opens the comms in a new frequency. “Hey Dua! This is Luca. You still have that condo available?” Roy looks at him wondering what is Luca talking about.

    “Certainly, comes a mousey voice.” ‘Sullustan’, Roy thinks. “Is it you and your Red lady?” Dua asks.

    “No, we parted ways, I am with someone older now, more mature.” Luca says.

    “Alright, just hope she’s younger than 100. The room might not fit her otherwise.” Dua keeps the conversation going.

    “Yeah, coming at you old friend.”

    The Dragonfly is guided by Luca’s steady hand in one of the settlements, where, a rooftop opens up, and a small docking bay is revealed. As they land, the rooftop closes up again. Inside, a small, grey skinned sullustan awaits them.

    Luca and Dua greet amicably and exchange their news. He tells Dua that they will stick around a couple weeks at least, while he refreshes his contacts. He needs a data forger for the appropriate documents for the Dragonfly, and a fence to sell the treasures they found.

    Luca: Value: 3/3: Success

    Q: How much is the market value for the 3 golden amulets?

    A: (1D+9 Credits/gram=15 credits per gram) the gold amulets cost around 13500 credits in total.

    Q: How many Coruscant Standard Carats is the diamond ring?

    A: (1D (1/2 – 5 CSC): 5 CSC!

    Q: What is the market value for the diamons?

    A: 2000 credits, the diamond will cost around 10000 credits.

    Luca: Streetwise: Data forger: 4/4: Success

    Data forger cost: 1D+5 thousand credits: 6000

    Luca uses his connections to find a data forger team. They will forge the documents, and then hack the BoSS to submit them to the system. The entire attempt will cost 6000 credits.

    Luca pays for it from their initial credit stash from the Prine-Keena cargo run.

    Now seeing they are low in cash, he will try to sell the three golden amulets and the diamond ring. He evaluates then at about 900 grams good quality gold that will sell at about 15 credits per gram. The diamond ring has a huge stone that Luca estimates must be at 5 Coruscant Standard Carats and nicely cut.

    Luca: Streetwise: Fence: 5 (2+3 bonus)/3: Success

    Using his contacts, Luca manages to sell the jewelry for market value, and returns with 23500 credits.

    Now, Roy’s and his, share amounts to something less than 16000, so they can install a proper hyperdrive and a Nav Computer.

    The Hyperdrive is a Correlian Avatar-10 hyperdrive that will cost them 10000, plus 2000 for the Nav Computer. Installation costs will amount to 25%, for a total of 15000 credits, and it will take one week to install them in Dua’s docking bay.

    In the meantime, Roy, tries to find a proper hospital for Kuna.

    Q: Is there a hospital on Aros?

    A: Yes, but, it doesn’t have a bacta tank.

    Kuna tries to improve through natural healing: Roll: 5: Worsens to Mortally Wounded.

    Roy brings Kuna at the hospital, but the bacta tank is not working, and has been sent out for repairs. They give him the best possible treatment, but the wound is infected with an unknown bacteria, and Kuna actually worsens.

    The doctors give him an option to amputate his shoulder and replace the damaged part with cybernetics.

    Q: How much will it cost?

    A: 1D: 2000 credits.

    Roy and Luca take the credits from Kuna’s share and they pay for the procedure.

    Medical Droid: Medicine (Cybernetic surgery): 6/6: Success

    The surgery is successful, and Kuna finishes the recovery in the hospital. The medical droid did an excellent job.


    Now, the three companions, sit in the hall of the Dragonfly, with the remaining artifact lying on the desk in the front. It’s a small cube with weird markings all over it.

    “I’ll give you my remaining share, and I’ll get to keep it.” Kuna says.

    Luca: Value: 0-/3: Failure

    “It’s a deal. Take that alien trinket, and we keep the 6k.” Luca agrees.

    Roy isn’t sure if that’s the best deal, but seeing how Luca agreed so quickly he dares not interfere. Kuna wanted the darn thing in the first place, so maybe it’s for the best, he thinks.

    Kuna lets of a smile, picks the artifact, puts it in his pocket, and gets off the Dragonfly, his steps on metal echoing in the docking bay.

    As Kuna leaves, Luca puts his hand on Roy’s shoulder. “Smile boy, that’s one less weight on our shoulders. There was something evil about that box, that I don’t want to find out.”

    He then opens his arms, showing the Dragonfly. “We have a new toy and as many credits as we had before we went to that forsaken moon. Where would you like to go next? We’re free to go anywhere.”

    “Let’s go to the canteen.” Roy replies. “I heard that’s the place to go if you’re looking for an adventure!”.

    They share a laugh, and then head of for the so much deserved R&R.

    Rewards: Roy: 1 CP, Luca: 3 CP.

    Session Background: This adventure came to an end. I had more ideas in mind on how the Amalsi story would play out, but the Oracle and bad social skill rolls, gave it this short spin.

    The player side of the story wanted to survive, so when the Amalsi side didn’t seem to be a safe bet no more, I headed to safety.

    In the end I have excellent plot hooks for the next adventures of Roy and Luca, and a very interesting new ancient starship.

    Next, I intend to write down a summary on the entire adventure and how it played out.

     
  • giorgis 6:25 pm on August 1, 2019 Permalink | Reply
    Tags: donjon, , , , ,   

    Solo StarWarsD6 pt03: Fight or flight 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Solo Tools: MUNE , donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts

    Q: Did someone notice the distress signal?
    A: Yes, but by the time they will arrive the pod will be far away.
    Q: Did they notice the pod?
    A: Yes, but they will go to investigate the beacon first.
    Q: Is it safe to reach the belt in the pod?
    A: No, but the dangers can be evaded.

    Roy watched from the small window canopy into the void of space.

    Perception roll failure.

    He saw something far away heading towards his abandoned scout ship. Pirates? Smugglers? Or just a figment of his imagination?
    A steady beep was heard from the pod controls. Proximity alert! Roy switched to manual control to evade the space rocks heading towards the pod.

    Space transport piloting success.

    The pod controls were stiff, but Roy managed to evade successfully and the pod continued its course.

    Q: Does the pod reach the Anan Belt starport before the distress signal search party catches up?
    A: Yes, and the search party could not follow up with the escape pod.

    A few hours later Roy saw the huge asteroid base through the canopy. Freight starships coming in and out of the main hangar, lined up in a queue.
    He slowed down the pod to avoid any collisions.
    Some moments later the of jerked. A space tug had grabbed the pod with its magnetic claws and was hauling it to the starport hangar.

    The tug dropped the pod in a low traffic part of the starport. Roy catches a glimpse of the huge hangar before his attention is turned elsewhere.
    The pod door is secured from the inside, but after a few banging noises and the sparks of a plasma torch, an opening is created where the door should be.

    ‘Step outside. Keep hands visible at all times!’ A voice was heard from a loudspeaker.

    Roy steps out slowly, palms facing outward, to be greeted by three men in Viltro Syndicate red uniforms. The stripes on one of the men make him out to be an officer.

    Here I wanted to change the flow, and as a good GM give the player a chance to avoid a hard fate. The way the story was unfolding Roy was heading to the brig and the story would not be a space opera… Nevertheless I wanted to be fair and I asked the Oracle first.
    Q: Is everything as expected?
    A: No, there is a distraction.
    Q: Is it an explosion?
    A: Yes.

    The trio is looking closely at Roy, the soldiers nodding their blaster pistol barrels, signaling him to move on.
    ‘Step it up!’ The officer shouts angrily. A split second later, a loud explosion is heard through the hangar. A spaceship has turned into a fiery ball of flame. The men look at it startled.

    Roy does not wait to ponder what or why has happened. ‘This may be my chance’ he thought as he dashed a sprint through the hangar.

    ‘Quick! Get him!’ Shouts the officer.

    I am making some adjustments to the combat mechanics. Star Wars D6 has action declaration order which has no point in solo play so I decide that the action and declarations happen at the same time.
    Initiative Roy: 11.
    Initiative enemy: 8.
    Round 1:
    Roy moves first 4 moves x 10 meters.

    Roy sprints and hides behind some crates.

    Q: Do the soldiers shoot?
    A: Yes, but their weapons are on stun
    This is long range shooting since Roy sprinted and is at 40 meters away, the base difficulty is 20. 1/2 cover roll gives a further +14 to difficulty. I will be using the stars for Imperial Army Troopers for the soldiers while the officer has a further +1.

    Soldier 1: roll 22.

    The first soldier hits the crate Roy is using as cover.

    Blaster pistol damage 19 vs cover 8 = 11

    Crate is heavily damaged and the damage passes through reduced to Roy.

    Blaster pistol damage 10 vs Roy 13. No damage.

    The blast damages Roy’s cover and he feels the heat on his shoulder, but he doesn’t get hurt.

    Soldier 2: Roll 13, miss.

    The second soldier shoots but misses.

    Officer: Roll 21, hit cover.
    The officer hits the crate as well.

    Damage 15 vs damaged crate 6 = 6.
    Crate is severely damaged and damage passes through to Roy.
    Damage 11 vs 10, Roy is stunned.

    The blast further damaged the crate and this time Roy feels a strong hit numbing his neck and arm.

    Round 2:

    Q: Is there more cover?
    A: Yes, but Roy needs to moves 1d4=4 moves to get there.

    Roy sprints once more to get behind another crate. The distance between him and his attackers has doubled.

    Q: Do the troopers keep shooting, considering the increased distance?
    A: Yes, and they switch the blasters to full power mode.

    “Kill him!” The officer yells as he switches the blaster pistol from stun to regular damage.

    Soldier 1: Rolls 16, miss
    Soldier 2: Rolls 14, miss
    Officer: Rolls 17, miss.

    The trio shoots at Roy, but they fail to hit him.

    Right now, I realize that Roy needs to find a way out if he is to survive, since he is severely outnumbered, even if the enemy is inferior. So I ask the Oracle.
    Q: Is there an escape route visible?
    No, and the hangar blast doors are closing.
    Q: Is there any starship nearby available? (I.e door unlocked)
    A: Yes, but the crew is still inside.
    Q: Is the starship star fighter scale?
    A: Yes
    Q: Is it a transport?
    A: Yes, and it is field up and ready
    Here according to MUNE, I have an intervention. I roll a 2, positive entity.
    Q: Is the entity Roy?
    A: No
    Q: Is it the crew of the ship?
    A: Yes
    I use a portent for the crew: steamed sobriety.
    Now I got stuck a bit, a lot of questions, no action and I had to move on.

    Roy looks around for a way to escape. His sprint has got him away from the hangar blast doors that are slowly closing in. He doesn’t know if it’s because of him or the earlier explosion and he doesn’t intend to stay to find out. He looks to his left and there is a weary Ghtroc Freighter. The fuel lines detached, and the cargo bay door still open. ‘That’s my chance’ Roy thinks as he tries to sneak away from the soldiers into the ship.

    Round 3:

    Roy sneak roll 12 vs soldier perception 9+6 advantage due to the soldiers being aware of Roy’s general location.

    “He’s trying to get away!” The soldier shouts pointing at Roy, so much for sneaking in.
    Roy hops aboard and comes face to face with the resident, an old man, staring at him.

    Using UNE I got the following for the ships crew: Defective chieftain, acquire discretion. I combine this with the steamed sobriety portent to get a mysterious smuggler who used to lead a smuggling ring but left, and tried to keep his whereabouts hidden.

    “Help me” Roy says, “they’re after me, I did nothing wrong.”

    I roll on UNE NPC bearing lies and focus superiors.

    “Are you lying to me boy?” The man asks “Are you not a spy sent here by your superiors?”

    “No, no please listen, my ship crashed and I got stranded here by mistake. Get me out of here and whatever you may find on my ship is yours”.

    Q: Does the man get swayed?
    A: Yes, and he is willing to fight their way out of there.

    The old man pushes the button to lift the boarding ramp. “Do you know how to shoot a laser cannon?” He asks as he moves towards the cockpit.

    Session Background: It seems that Roy alone had some trouble especially considering the rocky start he had. Now a mysterious old man has joined him at the promise of a reward, and I’ll have to see how their relationship will play out. Maybe it’s a chance to get back to the track of the original mission, who knows?

     
  • giorgis 9:04 pm on July 30, 2019 Permalink | Reply
    Tags: donjon, , , ,   

    Solo StarWarsD6 pt02: Rupture 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Solo Tools: MUNE , donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts

    Q: Is the rupture sealable? (Unlikely)
    A: No
    Q: Are the ships comms working?
    A: Yes
    Q: Is the cockpit damaged?
    A: No, and all sensors and diagnostics are operational

    Roy slowly headed to the cockpit. Everything was intact here. He ran the ships diagnostics. Full engine failure. All power was coming from emergency power cells. ‘Time to see the damage with my own eyes’ Roy thought and walked to the engine room.
    A huge gaping hole in the hull lay where the engine used to be. The scout ship was no longer spaceworthy. It was time to abandon ship.

    Q:Are there any planets?
    A: No, and he is in an asteroid belt, the ship could be hit again any time

    Back to the cockpit. Sensors were still working, scanning all around showed no planetary bodies, but a lot of small asteroids in a collision course to the ship. ‘Crap, I’m on limited time’ he thought.

    Q: Is there a lot of time until the asteroids reach the ship?
    A: No, and the nearest asteroids are not big enough to land safely.
    I also rolled 1D6x15 minutes for ETA with a result of 2=30 minutes

    Roy hit the distress signal button and an emergency beacon was activated and jettisoned into space.
    Then he calculated the collision ETA to at least 30 minutes with the first smaller asteroids.

    Here I thought of using donjon system generator which by luck showed an asteroid belt!.

    Astrogation data show that he is in the Anan Belt system. Probably at the far end as sensors did not detect any of the known planets.

    Roy doesn’t know whether to thank or curse his luck. Anan Belt is populated, and it even has an Imperial Class Starport. But it is home to the Viltro Syndicate. A rival to his employer, Karflo Corp, eager to get profit in any manner of ways possible.

    Q: Is the escape pod damaged?
    A: Yes, but repairable
    I rolled a successful easy Starship Repair to perform diagnostics, A failed moderate Starship repair for 15 minutes, and a successful retrial. That was cutting it close!

    ‘Back to the task at hand’ he thought, gathering his gear to the escape pod. An orange warning light flashes in the pod. The label states Power. Some fuses and power circuits must be fried.
    Using the repair tools, 15 minutes later he has only managed to replace the burnt fuses. Working with the vac suit isn’t easy.
    Roy spends another quarter of an hour to repair the power circuit board. Power is rerouted and the escape pod is finally operational. He shuts the door closed, pulls the lever and breathes out a sigh of relief as the pod heads safely for the belt with its automated thrusters.

    Session Background: After a rough start for Roy (he rolled a 12 in astrogation mishap! In part 1) this play was quite uneventful. Mostly had to do with gathering info of the surrounding system and ensuring survivability.

     
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