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  • giorgis 12:58 am on June 23, 2020 Permalink | Reply
    Tags: EABA, MUNE, Recluse, ,   

    The tale of Dash Kile, a Rebel agitator 

    Back to Star Wars for this session. I’m starting a new character, Dash Kile. I won’t spend much time detailing him, instead. I might commit more in the future. Maybe could even do flashbacks.

    Oracle/Emulator: I’ll be using a Recluse+MUNE hack I really liked. It’s Recluse, but on double 1s and double 6s you get a MUNE intervention with 1s being a No to the Question and 6s being a Yes.

    Game System: I’ll be using Star Wars D6 with adapted dice rules from EABA. Essentially you ‘take the best of three’. So If I have 5D+1 in a skill, I will roll 5D (with wild die as normal), and then only take the sum of the best three dice, and add the pip. I’ll have the option to drop one die and take a +2, since 3D+2 on average is better than 4D taking the best three. Difficulties will be adapted accordingly, as well as damage rolls.

    Dash is a young, hot headed rebel agitator, a street urchin, with utmost hatred for the Galactic Empire.
    He has heard of the Rebel Alliance, but is not affiliated with them, not yet at least. Still trying to get his footing in the whole resistance thing.
    Objective: Overthrow the Galactic Empire
    Quote: You gotta fight for your right!

    Dash is hanging out in the local cantina, The Trout, a haven of scum and villainy in Chrella VIII, the 8th moon of the 25 orbiting the Gas Giant Chrella, and the only habitable.

    Q: Is everything as expected?
    A: No and, TWENE: Increase Simple element

    A simple element in a cantina is people.

    It’s more crowded than usual.

    Dash will try to learn of any rumors regarding local imperial activity.
    Dash: Streetwise (Moderate): 6: Failure

    Dash asks around, some connections, but doesn’t manage to glean anything. Some push him away as annoying.

    So, now I decide to take an important decision. Failure shouldn’t be Flat. It should be interesting. So I decide that it means that Dash’s asking around has raised suspicions.

    Q: Do Imperials arrive in the cantina?
    A: Yes, Intervention: New Entity
    Q: Is the entity Imperial?
    A: Yes
    Dash: Perception (Moderate): 11: Success
    Q: How many Imperials?: 1D (Wild): 3

    As Dash finishes his talk with a regular, he notices a Trandoshan talking to a uniformed officer, pointing in his general direction.

    Officer: Search (Moderate): 4: Failure

    The crowd in the cantina makes the Imperial search difficult. Dash, swiftly makes it for the rear exit.

    Q: Is there a rear exit? (Likely)
    A: Yes
    Q: Is it accessible?
    A: No, Intervention: Advance Plot: Someone helps dash.

    Dash enters the kitchen. Stress evident in his face, trying to find desperately a way out.
    The cook, a fat man in his 50s, with a thick mustache, looks at him. He steps on his toes to look outside the kitchen pass and sees the officers. He opens up a huge crate of Crix, local, slimy, smelly amphibians the size of a small cat. The indigenous aliens found them a delicacy, but the human settlers can barely stand them. Still, the poor need to eat.
    “Get inside” He directs Dash.

    Dash: Perception (Moderate): 11: Success
    Q: Does the cook seem trustworthy (Likely)
    A: Yes, and Dash has a feeling he won’t be betrayed

    Dash eyes the cook well, considers his options and jumps in the crate, holding his nostrils. Hundreds of the little critters crawl over him as the cook closes the crate cover and places another crate on top.

    Q: Do the Imperials search the kitchen? (Likely)
    A: No
    Q: Does the cook betray Dash (Unlikely)
    A: False Presupposition. Since the Imperials never enter the kitchen, and they leave shortly after it doesn’t even occur to the cook to betray Dash. They must have been called elsewhere.

    A short while later, Dash sees the crate cover open, and the cook waiting for him, an arm extended.
    “Come, get out.” He tells him.
    Dash, reeking of Crix, brushes off a couple critters still attached to him.
    “Thanks!” He says relieved.
    “Don’t mention it.” The cook replies. “It’s safe to leave now kid.”
    Dash pauses for a moment.
    “I gotta repay you somehow. Do you wanna hurt them? For what they did to the locals? to the settlers? to our planet?” He asks.

    UNE: Comfort (bearing), History (Focus)

    The cook shakes his head. “It’s a sad history, that of our planet, but I don’t want any more trouble. I just want the comfort of peace.”
    “Which you won’t find as long as our streets crawl with Imperial scum!” Dash replies.

    Dash: Persuasion (Moderate): 17: Success!

    The cook nods. “What do you have in mind?”
    Dash smiles. “Can you spare a bag of these slimy smelly critters?” He asks.
    “I bet it would teach them a lesson if we filled a couple of their speeders with them. Would send a message, and would take them more than a day or two to clean it up!” Dash eagerly adds.

    Q: Does the cook agree to the plan?
    A: Yes

    “Alright kid. I’ll give you a bag. It’s a gift from me, to them. Just make sure it doesn’t trail back to me.” The cook says and starts filling up a bag.

    At night, Dash, goes to the nearest posting of Imperial troops, a bag of Crix on his back.

    Dash: Perception (Moderate): 13

    Q: Are there any speeders? (L)
    A: Yes
    Q: How many? (1D3): 3
    Q: How many guards?: 1D (Wild): 4

    Dash tries to sneak to a side alley, to set off a firecracker for a distraction.

    Dash: Sneak (Opposed): 17/4: Success
    Dash: Demolitions (Easy): 9: Success

    Q: Do the Imperials rush off to the noise?
    A: Yes

    The Imperials seem a bit sleepy, and don’t notice Dash jumping around in the shadows. He goes behind some trash cans, and sets off his firecrackers in 5 minutes, and rushes back in position.
    As soon as the bangs are heard, the Imperials are startled. They pinpoint the source of the noise and run off, leaving the speeders unguarded.

    Dash: Security (Difficult): 11: Success
    Q: Does Dash make it in time before the Imperials return?
    A: Yes, but barely and they have a trail to start searching.

    Dash spreads the slimy Crix around in the speeders, He puts them in the driver and codriver seats, under the engine, in the glove box, everywhere. He already reeks of them, so the smell doesn’t bother him.
    He has just finished dirtying up the third speeder, when he hears the distinctive boot steps of the Imperial troops. He knows his time’s up and runs off.

    Imperial Officer: Command 4 people (Moderate): 11: Success: +2D
    Imperials: Search (Opposed): 19/7: Success
    The Imperials find Dash.
    Q: Is he cornered?
    A: No, and there two escape routes.

    Soon Dash realizes the Imperials are on his tail. He tries to lose them, turning around in some narrow alleyways, and squeezing under a few fences, but no matter what he does, he can’t shake them. He doesn’t know if it’s the smell, or they have managed to triangulate on him and come from two sides, but soon, he has to turn and face them.
    One thing he knows for certain, is that no matter what, he mustn’t get caught.
    He draws his blaster pistol, and hopes it works. He hasn’t shot it before actually.

    I’ll ask a few questions first:
    Q: Is there cover?
    A: Yes, but it’s only light cover
    Q: Are there buildings? (UL)
    A: False presupposition. There are trees. They have reached a huge park.
    Q: Are the escape routes close by?
    A: Yes, but there’s no cover to reach them. Dash will have to be in the open.

    Exhausted from the chase, Dash, takes cover behind a tree. They have entered Flass Park. Looking around, he notices a large ditch for monsoon rainstorm torrents. This could be his chance to escape. If he manages to get into the sewers, he’ll surely lose the Imperials in the labyrinth. But he has to risk his life to do, and they’re closing in on him from both sides.

    Dash: Perception: 13
    Imperials: Perception: 8

    Round 1:
    Dash acts first: Shoots Imperial Officer: Distance 40m (Long): 18: Hit Leg: 14/8: 7+: Incapacitated
    Imp1 shoots Dash: 8: Miss
    Imp2 shoots Dash: 10: Miss
    Imp3 shoots Dash: 12: Hits Cover: 12/13: Tree absorbs all damage

    Round 2:
    Dash shoots Imp2: 7: Miss
    Imp1 shoots Dash: 18: Hit Torso: 4/4: No damage
    Imp2 shoots Dash: 16: Hit Leg: 11/10: 1+: Stunned
    Imp3 closes in on Dash 20m

    Round 3:
    Dash shoots Imp3: 10/7: Hit Head: 16/5: Killed
    Imp1 Willpower (Moderate): 12: Stays
    Imp1 shoots Dash: 15: Hit Head: 14/(Dash will spend 3 CPs): 13: Stunned Twice
    Imp2 Willpower (Moderate): 9: Success
    Imp2 shoots Dash: 12: Hits Cover: 13/13: Tree absorbs all damage

    Round 4:
    Dash runs full speed to the ditch. Spends 2 CP to run.
    Dash Running: 15: Success
    Imp1 shoots Dash: 19: Hit Head: 18/(Dash will spend 5 CPs): 15: 3+: Wounded
    Imp2 shoots Dash: 16: Hit Torso: 13/4: 9+: Dead

    As the Imperials close in, Dash makes out the officer giving order, and blasts him straight on the leg, dropping him. With Dash shooting with lethal force, the Imperials don’t consider twice. They start shooting back. Two of them miss, but the third hits the tree Dash is hiding behind, burning a hole in its trunk.
    Dash finds the opportunity to shoot again, but he misses. A blast grazes him, shaking his resolve.
    An Imperial trooper tries to close in, and Dash shoots him right on the head, the blast finding his target’s face, killing him instantly. The Imperials stand and fight, giving Dash a hard time, a shot grazing his head, while another hitting the tree, and Dash feels grateful for the tree, that has saved his life.
    Seeing as he is trapped and starting to get wounded, Dash makes a run for the ditch, but caught out in the open, the Imperials shoot him in the back. One blaster shot finds his head, and another right on the back, and he falls down, dead. The dream of a revolt, dying with him.

    Session Summary

    The flow was so easy. The game was just progressing fast. As I explained in a post recently, I think I found the reason I was having a hard time driving the adventure, and now I think I found my solution. I put myself into Dash’s shoes and tried to think of ways to meet his objective, and then act on it. Yes he failed, but the adventure was driven by his passion.
    I’m a bit sad that Dash perished, I was looking forward to adventuring with him, but the dice have spoken.
    I enjoyed the EABA/D6 hack as well as the Recluse/MUNE. I’m still not quite certain about the balance in the EABA/D6 hack, maybe I’ll have to reconsider some options, but overall it was fast, and easy to remember.

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

    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


    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


    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.


    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 😀


    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)


    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: , , , MUNE, , , ,   

    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.


    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.


    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 11:07 pm on August 22, 2019 Permalink | Reply
    Tags: , MUNE, , ,   

    Solo StarWarsD6 pt14: Frozen Moon 

    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
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers, OpenD6 Space Ships
    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.

    Q: During the hyperspace trip, did Kuna attempt to hack the Red Rancor’s transponder code?
    A: Yes, but without access to a starport, he can only fake an existing code. The ship will now register as The Clear Sky.
    I decided against rolling for success here, since Kuna has plenty of time to hack the code.

    During the trip, a heated discussion erupts between the trio.

    “1700 credits it is, right? Kuna?” Luca brings a full pouch to the mess table. “Since you fixed our transponder code, I’ll take that as a payment for transporting you off the ticking time bomb that is Prine, and consider us even.”

    Q: Does Kuna agree (unlikely)
    A: No

    “Not so fast-“. He replies. “I wanted to stick around Prine. Had no idea you were taking me with, until we got attacked by those Thugs. Since I saved your boy along the way, I want in.”
    “In?” Roy asks.
    “Those coordinates seem to hold something of value. I want a share, a third of what you find.” Kuna makes his proposal.

    Q: Does he offer to join?
    A: No

    Luca thinks about it for a moment. “If you want a third, you will have to tag along with us, and forget about the 17 hundred. You’re either in the team or not.”

    Bargain, Opposed, Luca/Kuna: 1/0.

    “Alright.” Kuna says reluctantly. “I agree.”

    A few days later, the Red Rancor emerges from hyperspace to their destination.
    Roy and Luca man the cockpit, and Roy runs a sensors scan of the system.

    Roy: Sensors: Scan: 5 Successes

    I used the Planet Generation tables from the Galaxy Guide to Scouts, complemented by a couple system generation tables from the OpenD6 Space Ships. It’s the first time I’ve used those, so afterwards I discarded a couple results (concerning planet function, etc) that would enable meta-gaming and asked The Oracle instead.

    According to my solo rules, I will be asking the Oracle up to 5 questions to find more about the star system.

    Sensors show a yellow-white sun in the system orbited by one huge gas giant planet.
    The gas giant is orbited by 2 large moons.
    6 comets are detected orbiting the system.

    Q: Do the sensors pick up anything else in the system (e.g spaceships, stations).
    A: No
    Q: Are there energy emissions from the moons?
    A: No
    Q: Are there any life form clusters?
    A: Yes and, it’s a very big cluster located in Moon #1.
    Q: Is there a suitable landing area in Moon #1? (Likely)
    A: Yes

    “I’m picking up a gathering of life forms on one of the moons. It’s very cold there and the atmosphere is barely breathable for humans. We will need accessories. I found us a suitable landing spot.”
    “Point me there.” Luca says as he takes over the flight controls.
    Soon the Red Rancor bursts through the purplish atmosphere of the moon.

    Q: Is it day?
    A: No, and the night has just begun

    The Red Rancor lands without lights, to minimize detection, in a small crater on the frozen moon, near the destination.

    Q: Are there masks for all?
    A: Yes, and the Red Rancor is also equipped personal cold weather clothing.

    Intervention:Entity Negative.
    Who: Luca
    Portent: Handmade Tonsillitis

    Roy gathers his scout gear. He is glad that Karflo has provided him adequately to confront almost any survival situation. His scout armor is well suited for the cold hostile environment, and the breathing apparatus will be more than enough for the thick gassy atmosphere.
    “Do you guys have cold weather gear? Breath masks?” He turns to his team.
    Luca smiles with a grin and brings out two thick fur suits from a closet. He reaches down to a drawer beneath his seat and pulls out a couple breath masks. “Courtesy of the previous owner. Did some patching myself.”

    Armed and equipped, the trio steps out into the cold.
    Within minutes Luca starts coughing. They look at him. “The air.” He says with difficulty. “It stinks and burns.”
    Roy points at his mask. “There must be a problem with your mask.”

    Luca: Strength: 3 Successes

    “I can keep up, boy. No stinking gas can stop me.” Luca says angrily.
    Roy disagrees. “We should repair it, and then head out to scout. We don’t know for how long we’ll be outside and we can’t have you drop down poisoned.”

    Persuasion opposed check. Roy (+1 bonus due to being right) vs Luca: 2/1

    ”Alright boy.” Luca sighs. “Can’t have you dragging my sorry ass back to the ship.”

    They return to the Red Rancor and Kuna uses his toolset to fix the malfunctioning mask.

    Kuna: Technical: 2 Successes

    He manages to get it working, but he had to disable one of the two filters. It’s going to be operational, unless Luca is under heavy strain.
    “Next time, ask me to do the patching.” He says and he winks with his real eye as he throws the mask for Luca to catch.

    I decide that since there were only 2 successes, the mask is going to give Luca a -1 to Stamina rolls.
    1D = 3 hours have elapsed.

    They head back out in the glacier.
    It’s still dark outside, and the white glacier only makes walking more difficult. They move slowly towards the sensor’s designated point.

    Since it’s a long trek, I decide to roll Roy’s skills on the following to see how they fared:
    Climbing: 1 success
    Survival: 3 successes
    Hide: 1 success
    Search: 0 success

    With the following resolution mechanics:
    0 – Automatic failure
    1 – Ask the Oracle at disadvantage
    2 – Ask the Oracle
    3 – Ask the Oracle at advantage
    4 – Automatic success

    Q: Do they manage to reach their destination? (unlikely)
    A: No, but they are almost there
    Q: Do they beat the cold weather elements?
    A: Yes, but it has slowed them down.
    Q: Are they detected by others?
    A: Yes
    Also, since they automatically failed their search roll, we have an encounter.
    Q: Are they human?
    A: Yes

    Since they are human, there must be a reason for them to be in the far reaches. Possible scenarios.
    Rebel outpost.
    Imperial secret base.
    Forgotten colony.
    Karflo lost outpost.
    Portent: Protective selfishness.

    I roll the Imperials. I have some ideas of what the Empire is doing out there and how Karflo and Viltro May be connected but I will be keeping them for the Oracle for now, to restrict meta-gaming.

    Ambush by Snowtroopers. I will be giving the snowtroopers an advantage of 2 (camouflage, darkness). They roll 1 success for a total of 3.
    Roy: 0
    Luca: 1
    Kuna: 0
    They all fail to detect the snowtroopers and they surprise them.

    From now on I will be enhancing the wild die as a narrative mechanic.
    A total success result with a wild die of 6 will be a Yes, And and noted with a (+)
    A total success result with a wild die of 1 will be a Yes, But and noted with a (-)
    A total failure result with a wild die of 6 will be a No, But and noted with a (+)
    A total failure result with a wild die of 1 will be a No, And and noted with a (-)

    1D = 5 Snowtroopers

    As the trio tiredly walks through the glacier, pushing on, they listen only to the sound of their footsteps, the snow creaking beneath their weights. Thick purple gas covers pockets of ground here and there. These are the places were the atmosphere is most toxic for humans.

    Suddenly, as they turn behind an opening in the glacier, they meet with the wrong end of three blaster rifles. Engaged in their difficult trek, the group is caught unaware.
    Imperial snowtroopers wearing cold assault gear are aiming at them. Two more are covering from afar.

    “HALT!” The squad leader shouts. “Who goes there! Identify yourself!”

    I roll the distances of the snowtroopers to the group.
    First three snowtroopers: 60 meters
    Last two snowtroopers: 240 meters

    Luca reaches for his blaster rifle and the shooting immediately begins.

    Note: The combat lasted a whole 16 rounds. I won’t be detailing the combat mechanics of each shot. Only important events and narrative to keep it in a readable state.

    Round 1:

    The snowtroopers surprised the group, so they act first.
    They have a -1D to Dexterity (& Blaster) due to their armor.
    I decide that their assisted targeting negates the darkness penalties.
    I ask if there is moonlight (from the 2nd Moon) to see if the group will have partial darkness penalties.
    Q: Is there moonlight?
    A: Yes
    Partial darkness penalty to the group, increases difficulty by 1.

    The Snowtroopers and the team exchange fire, but they all miss.

    Round 2:

    Roll for Initiative. The team rolls a 15 while the stormtroopers a 1 and a complication!
    In initiative I am adding the totals, and not counting successes. I am undecided yet as to what mechanic to use, and I want the extra detail, to avoid concurrent events.

    The trio shoot at the snowtroopers but they miss. The imperials have some miscommunication and are confused. The squad leader order his two teammates forward, but only one follows. The other stays back and keeps shooting. Due to the great distance, no shot finds its target.

    Round 3:
    The two snowtroopers close the gap and are really close to the team. The blaster rifles are much more accurate now. During the shots fired, Roy is grazed by a blast. He feels a bit dizzy, but gets back to combat quickly.

    Round 4:
    The shooting continues. Luca barely stuns the squad leader. In a careful shot, the snowtrooper closest to the team hits Roy on the chest. The blast goes through and Roy is wounded. He feels the heat and pain of the wound, and worries if his adventuring days are over just as they were beginning.

    Round 5:

    3 complications this round. Luca has a successful shot to the squad leader, but he suffers a complication. I decide that its a suddenly empty blaster clip, whereas it should have lasted much longer.
    The third snowtrooper (the one who was confused and didn’t follow) missed his shot and suffered a complication. I ask the oracle (wanted to be fair) if his missed shot hit his teammate who went forward, and got a Yes.
    The fifth snowtrooper suffered a complication to his missed shot as well. I decided that his power pack overloaded and his blaster rifle short-circuited. He will have to switch to his sidearm.
    With their men down, I ask the oracle:
    Q: Do the snowtroopers send a distress signal?
    A: No

    Luca hits the squad leader flat in the chest. As he makes the shot, he notices that his clip is empty. ‘Strange’ he thought he was certain he had a full clip.
    Roy tries to avoid getting shot, jumping to the ground and rolling.
    Kuna follows through with a shot to the squad leader, his blast, bringing him down. One less snowtrooper to worry about.
    The snowtrooper who didn’t move forward misses Roy, and by mistake, he hits his teammate who is in front. The friendly fire in the back downs the snowtrooper instantly. The other two stormtroopers covering their rear, miss their shots, one of them suffers a major short-circuit, disabling his blaster rifle.

    Round 6:

    To avoid combat dragging forever I will be asking ‘If anything unexpected happens’ every 5 rounds.
    Q: Does anything unexpected happen?
    A: No
    Q: Do the snowtroopers send a distress signal?
    A: No , but they may soon (turns to likely)
    During this combat Roy was hit, and I decided to use 2 CPs to save him. It was a good call, because he still got incapacitated.

    In the heated exchange of fire, Roy sees a blaster shot coming straight towards him. In an inhuman feat, he manages to turn his body in the last minute and instead of receiving it to the face, he is hit on the shoulder. The wound is great though, and the pain leaves him down. Unable to move any further.
    The shooting continues while the last snowtrooper tries to get in range for his blaster pistol.

    Round 7:

    Q: Do the snowtroopers send a distress signal? (Likely)
    A: Yes, and it’s an ion flare.
    I roll 30 minutes time for anyone (?) to arrive.

    The shooting continues with a lot of missed shots. Roy writhes in pain on the ground. The snowtrooper closest to the team draws an ion flare and shoots it upwards to the darkness, illuminating the region, and signaling everyone nearby.

    Round 8:

    Another complication! I decide that the ‘confused’ snowtrooper (the bozo who failed to follow commands and shot his friend) doesn’t store the flare gun properly and it ignited the rest of the ion flares on him. Short-circuiting everything and causing diminishing stun damage per round.

    As no one seems to hit anything, the snowtrooper who signaled with the flare, fails to secure his flare gun in the belt properly. All the ion flares ignite at once, stunning him and short-circuiting his gear in a flashy display of electricity.

    Round 9-14

    Q: Do the snowtroopers retreat?
    A: No, and they press on.

    The long distance accounts for further missed exchanged shots. At the end, the snowtrooper with the blaster pistol gets in firing distance.

    Q: Does anything unexpected happen?
    A: No

    Round 15:

    The stunned snowtrooper regains consciousness.
    Q: Does he retreat?
    A: No, but he remains confused, trying to realize what’s going on.
    Luca receives a shot and I used 3CPs to counter it, so he just got stunned.

    The stunned snowtrooper slowly comes together. But he just sits there, not doing anything. Confused.
    The snowtrooper with the blaster rifle

    Round 16:

    Q: Does anything unexpected happen?
    A: Yes, and will roll twice on TWENE

    1. Decrease major element
    2. Decrease simple element
      I decide that the elements are the snowtroopers and the glacier.

    The continuous noise of battle causes an echo which leads to a massive collapse of a part of the glacier, engulfing the snowtrooper to the rear.
    Kuna manages to hit the snowtrooper with the blaster pistol, incapacitating him.

    Q: Does the last (bozo) snowtrooper make a run for it or surrender?
    A: He makes a run, but is cut off by the collapsed glacier.

    Luca heads over to Roy who can’t move at all, to see his condition and how to help him.
    In the meantime Kuna captures the last snowtrooper, who unarmed and unaided has no chance but to surrender.

    Session background: A big fight in this one. Now, in retrospect:
    What I liked: The quick resolution of the homebrew success mechanics. Definitely keeping this one.
    What I disliked: The long stale fight rounds. Sure, there were chaotic complications and unexpected events, but I need to find a better way to run combat than “I shoot, you shoot.”
    What I won’t be doing the same: The successes to oracle mechanic (fail, disadvantage, Oracle, advantage, success). It’s redundant. I’m rolling more dice and asking more questions, when I could just interpret the results of the number of successes.
    What I will be doing the same: The narrative wild die mechanic. The combat didn’t help much, but this feature looks promising and I intend to build up on it.
    What was the most difficult?: Meta-gaming. I got hold of a lot of information during planet generation that was GM knowledge only. Lesson learned, next time I will be rolling on tables as the information becomes apparent. Also the story of the Imperial Secret base. I needed some information to work with and send the snowtroopers, but until the story is revealed, nothing is set in stone, and I am willing to change such GM info. Who knows where The Oracle will take me?
    As a side note I want to state that the character sheets of Roy and Luca are uploaded to the links in the beginning of the post.

  • giorgis 10:22 pm on August 3, 2019 Permalink | Reply
    Tags: , MUNE, , ,   

    Solo StarWarsD6 pt13: Crack It 

    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
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, 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.
    Also I have uploaded all my previous and the current posts in my blog Solo, Pen, Paper and Dice, and will do so with future posts as well.

    Roy and Kuna head to the bleeding man. His blast vest has been torn through by the blaster shot. He can barely keep his head straight. Roy grabs him.
    “Who are you? How do you know about the data cores?” He asks, as he kicks his blaster pistol away.

    Q: Does he have information?
    A: Yes
    Q: Does He answer?
    A: Yes, and he will tell them everything

    Intervention: New Entity
    I decided that the intervention will occur, right after, the goon will spill his guts, telling them everything.

    “We were hired. By Viltro. You can find everything in my datapad.” He coughs some blood, as he tells Roy what he wants to hear.

    Roy wanted to stick around and ask more, but footsteps are heard down the hall. They are not alone anymore.
    “We should leave.” Kuna pulls Roy’s arm. “Or we may have to explain him” he says pointing at the severely wounded man.
    “And leave him here like this?” Roy asks.
    “His friends will take care of him.” Kuna explains. “Come, we don’t have time to waste.”

    Roy: Search: 3/VE: 2 Successes

    Roy grabs the datapad from the wounded man. He looks around in frustration, and follows Kuna, who is fleeing away.

    Q: Do they meet up with the new entity? (footsteps)
    A: No, but only because they were quick to flee
    Q: Do they reach the landing bay safely? (likely)
    A: Yes
    Q: Has the Red Rancor returned? (likely)
    A: No, but it’s landing soon
    Q: Does anything happen while they wait?
    A: No

    Droids, and landing crew have started filling up space barges with Ratau mineral fuel, as per Deng Carrick’s requests. The first space barge has already launched, and as second is being loaded.
    In the landing bay next to the barge, miners are on queue to board a transport shuttle that will take them to the Gauntlet of Ulan.
    “What is happening here?” Kuna asks.
    “All these are going to the pirates.” Roy replies.
    “Slavery?” Kuna says.
    “No, they are to choose if they want to join the pirate crew.” Roy says.
    “That pirate is smart. He has found desperate hardy souls, and a nice haul. He is getting richer and stronger.” Kuna says, watching the whole process carefully.
    Roy nods. “Let’s just hope he will keep his word…where is Luca…?”

    As if his question was heard through the void of space, the old Ghtroc 720 freighter appears in the distance. After a few careful landing maneuvers, the Red Rancor is in the bay, and Luca disembarks. He calls for the both of them to come closer.

    “Glad to see you both. Now, we need restocking.” He says as he boards the freighter. “Then we’re out of here.”
    Roy and Kuna follow as Luca closes the door behind them.
    “We were attacked. Viltro thugs were after us. They know about the data cores.” Roy hits Luca with the information in three quick sentences.
    “We should have seen this coming. We have been delayed a lot.” Luca sighs. “They must have taken apart your old ship and found the missing part… and after our escape, they have my info and the Red Rancor’s transponder codes.”
    “They had this on them” Roy pulls out the datapad.
    “Give it to me.” Kuna reaches out. “I’ll have it’s secrets split open in no time.”
    Roy hands over the datapad and Kuna quickly connects his own datapad to it and begins hacking it.

    Kuna: Computer Programming/Repair: 1/E: Failure (One Success, 2 are needed, it’s going to take a while longer).

    “The Tooka is out of the bag, Roy. Now that they know about the data cores, we need to double our efforts and get there before they get to us. We need to extract the nav data. If only restocking didn’t take so long.” says Luca.

    Q: Does restocking go as expected?
    A: Yes, and it finishes faster
    In the meantime, Kuna continues on cracking the datapad.
    Kuna: Computer Programming/Repair: 2/VE: Success.

    “I’ve got it!” Kuna says, and he connects the datapad to the Red Rancor’s screens so that they can all see.
    There is a dossier, with a photo of Roy, looking like it was taken from security cameras in Anan. There isn’t much information on him, just that he is an employee of Karflo, and that he has a 2000 credit bounty on his head.
    Another dossier has a photo of Luca, from his piloting license, as known associate of Roy, and the Red Rancor transponder information.
    Accompanying these dossiers, is a message. “Apprehend the asset alive. He is in possession of data cores. Return the cores intact for a reward of 5000 credits.”

    The trio stands in silence for a few moments. Roy feels overwhelmed. He knew that he had started a life of adventure, but he didn’t expect a bounty on his head! He doesn’t want to get caught, and even more he doesn’t want to spend time in prison.
    Luca breaks the silence. ” Seems like after our last stunt, Anan belt is out of limits for a while boy.” He turns to Kuna. “Can you find the sender of the message?”

    Kuna: Computer Programming/Repair: 3/D: Failure.

    Kuna writes some code on his datapad. He shakes his head. “It’s been piggybacked a lot. It originated from Prine station, but I can’t decipher any more info.”
    “So Viltro has an agent here who hired those goons.-” Luca says, but he is interrupted by the comms.
    “Red Rancor. Restocking is complete.”
    “Let’s get out of here.” Says Roy who mans the copilot seat.

    From the cockpit window, Roy sees that the second space barge has launched, and a third one is being loaded. The shuttles that carried the miners away return, with only a fraction of the initial number of passengers. A lot of miners chose the pirate life rather than continue to serve under Eilana Dene.

    Q: Does everything go as expected?
    A: Yes

    The Red Rancor submits TransVere, and is granted approval for takeoff. Soon they are back in space.
    The only traffic blinking on the sensors are the shuttles returning from the Gauntlet of Ulan.
    The eight pirate ships are maintaining their blockade formation around Prine station.

    Q: Does Deng Carrick honour the deal? (likely)
    A: Yes

    The comms flash. “Red Rancor, you held up your part of the deal, it’s time to hold up mine. You are free to go.” The voice of the pirate captain is heard through the comms.

    “We shall stay in realspace until Kuna hacks the data.” Luca says from the pilot seat. “No more system hopping until we have a finite destination.”

    “Better get to it then.” Kuna says and goes to the mess hall, Roy following him.
    He unpacks a large datapad from his backpack and sets it up on the table.
    He looks at Roy with his cybernetic eye. “The cores please.” He sais with a tone.
    Roy nods and brings the data cores back from the nav console where they had hidden them.
    Kuna links them to his datapad, and starts hacking.

    Kuna: Computer Programming/Repair: 4/D: Success.

    One hour later, the Red Rancor has traveled a large distance away from Prine and the pirate armada. Kuna heads to the cockpit with the data cores in his hands. “They’re unprotected. You may plug them in.” He says to Luca and Roy.

    Roy jumps up with excitement and plugs the data cores to the Red Rancor’s nav computer.

    Roy: Space Transports Repair: 2/VE: Success.

    The green light in the nav computer indicates that the connection was successful and the data are not corrupt. Luca smiles and plots the course through hyperspace.

    Luca: Astrogation: 4/M: Success
    Base trip duration: 3h 5d.

    Session Background: I really enjoyed using my homebrew SWD6/Legends mix. The flow and the resolution of actions was quick, and I could quickly tell how much of an action was complete. My player was almost derailed once more from his tasks, but he managed to stay on track.
    Now it’s only a question if those unresolved challenges will catch up to them, since our team keeps running away.

  • giorgis 8:01 pm on August 3, 2019 Permalink | Reply
    Tags: , MUNE, , , ,   

    Solo StarWarsD6 pt12: With others on the trail 

    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, UNE, BOLD, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Pirates and Privateers
    Homebrew Rules: MythicD6, Advantages/Disadvantages

    Luca and Roy are escorted back to the Red Rancor by two Prine station security officers. As they arrive, they notice two more officers emerging from the light freighter, having finished their search.
    The duo, looks around at the landing bay for their hacker ‘friend’ but he is nowhere to be found.
    Luca turns to one of the officers, a young fella with blond hair and a thick moustache. “Did the man we send the message to arrive? Is he around?”. The officer looks frustrated. “I don’t know what you’re talking about. All I know is that you need to get back on board that ship and notify the pirates that we’re aligned, before they blast us all into space!”
    Roy intervenes. “At least let me go look for him. Both of us aren’t needed. Luca can deliver the message to the pirate admiral alone.”

    Roy: Persuasion: 9/8: Success

    The guard thinks about it for a moment, before finally receding. “You may go.”

    Before Luca vanishes back in the Red Rancor, he turns to Roy. “I’ll come back for you boy. If I’m not, then the pirates didn’t keep their word.”

    Roy leaves quickly, heading to Kuna’s workshop. Prine station houses around two thousand souls. With the recent space combat outside it, there is high commotion. People are swarming towards the hangar to try to find berth on a ship that leaves, others are discussing the pirate terms about miners joining the pirate crew, and a select few try to take advantage of the situation and use it for their personal gain. selling common goods at high cost.

    Q: Does Roy reach the workshop safely?
    A: Yes, but it takes him a bit longer than what it should.

    As Roy passes through the craftsmen sector, he notices a brawl erupting in the distance. Some folks are running towards the conflict, while others away from it. As he takes a few steps further, some officers with stun batons and riot gear run past him. He chooses to avoid the main path, even if the deviation will get him to the workshop a quarter of an hour longer.
    At last he arrives outside the workshop.

    Q: Is everything as expected?
    A: Yes, and Kuna Desyk is at the workshop

    Roy looks at the now familiar comm device and rings it to notify Kuna he has arrived. The robotic eye extends from the metal door and as soon as Roy is scanned, the door rolls open.

    “You took your sweet time.” Kuna says with irony. “Next time try to message me with someone else than Eilana Dene. I’m trying to keep out of her radar is possible.” He is sitting behind his desk like the last time, but this time he is not working on any project. “I’ve packed”. He add, nodding towards a backpack and a blaster rifle at the corner.

    Q: Do they return safely to the landing bay?
    A: No
    Q: Is it a random event?
    A: No
    Q: Is it someone after Kuna?
    A: No
    Q: Is it bounty hunters? (likely)
    A: No (didn’t see that coming)

    Here I would like to note, that I was really tired in my previous session, and even though I answered the question, I did not take it under consideration, and run with a portent. Reading it again, on the next session with a fresh eye, I realized my mistake, and now, with renewed creativity I doubled back on that event, and re-played the rest of the session with a different story, fit to the Oracle answers.

    Q: Is it someone after the data cores?
    A: Yes, and, they are not the only ones
    I don’t know yet, but they could be Viltro, Karflo, or someone else…

    Roy and Luca avoid the crowded parts of Prine station, to get to the Red Rancor as fast as possible. On one turn, they reach a less busy part of the station. It is a long corridor, with windows to the outside, and a couple of crates in the distance, where used station spare parts have been stored. Since it’s not a busy area, they have been left out there until someone picks them up.

    Homebrew Rule: Advantages/Disadvantages. Due to the crunch involved in searching through the different advantage/disadvantage modifiers in the Star Wars 2nd Edition rulebook, I've decided to implement a simple rule. When there is an advantage, Roll n+1 dice and keep the sum of the n higher individual results. When there is a disadvantage Roll n=1 dice and keep the sum of the n lower individual results. This cannot change a critical success or critical failure.

    I decide that it’s going to be an ambush, so Roy is entitled to a Perception opposed roll.
    Roy: Perception: 12/2: Success

    Roy catches a glimpse of some movement in the distance, near some part of the corridor which is not so well lit. He gestures Kuna to stop and cautiously points in the distance.
    In silence, Kuna scans with his cybernetic eye, while at the same time he gives Roy a blaster pistol, running it behind his back. He whips out his blaster rifle and shows to Roy ‘2’ with his fingers.

    “Actually it’s 3. Says a man behind them.

    As Kuna and the man point their guns at each other, the stranger continues. “Hand over the data cores and we’ll let you live.”
    Something in the way the stranger talked, gave Roy the assumption that he was lying out of his teeth. “Like hell we will.” Roy snaps and shoots.

    I will make a Knowledge check to see if Roy recognizes anything about them?
    Roy: Knowledge: 4/13: Failure

    Roy: 10
    Thugs: 8

    Homebrew Rule: MythicD6 System As discussed with /u/soypunk in another thread, I've decided to try out a 1-1 conversion of the MythicD6 successes/failures system for my Solo play. I will play out the combat with it, to see how it goes.

    Round 1:
    Q: Distance of thug (#3) that appeared behind them: 1D meters: 3 meters
    Roy shoots at Thug3: 3 Successes (need 2): Hit
    Damage: 1 Success against 1 Success: Thug3 is stunned.

    Kuna shoots at Thug3 twice (-1D)
    Kuna shoots at Thug3: 1 Success (need 2): Miss
    Kuna shoots at Thug3: 2 Successes (need 2): Hit! and a Complication!
    Portent: Steam chance
    Kuna’s blaster clip will lose all its ammo after the shot.
    Damage: 2 Successes against 0 Success: Thug3 is incapacitated.

    Thug1 is at 1Dx10: 10 meters
    Thug2 is at 1Dx10: 20 meters
    Thug1 shoots at Kuna: 2 Successes (need 2): Hit
    Damage: 3 Successes vs 3 Successes: Stunned
    Thug2 shoots at Kuna: 2 Successes (need 3): Miss

    Shots are fired in the blink of an eye. Roy’s blast hits with the man them. He seems a bit disoriented, but nothing serious. Then Kuna follows up with two shots from his blaster rifle. The first one misses, but the second get the man straight in the torso, knocking him out on the ground. As the second shot is fired, a steam fizzles out of the blaster rifle’s clip. In an instant, the clip has been emptied. “Luckily it didn’t explode” Kuna thinks while looking at it.
    The other two thugs who were hiding, shoot back, and a blast hits Kuna on the arm, but he wasn’t seriously hurt.

    Round 2:
    Roy shoots at Thug1: 0 Success: Miss

    Kuna reloads a fresh clip in his blaster rifle

    Thug1 stands where he is and shoots at Kuna: 2 Successes (needs 2): Hit
    Damage: 3 Successes vs 2 Successes: Wounded
    Thug2 shoots again at Kuna: 1 Success (needs 3): Miss

    Roy turns to shoot in the other direction, but fails to find his target. Kuna quickly removes the defective blaster clip, and puts a new one in the blaster rifle. The thugs keep shooting at Kuna, with the first one wounding Kuna on the leg.

    Round 3:
    Q: Is there any cover near Kuna?
    A: Yes, but it is 10 meters to the front, near their attackers

    Roy shoots at Thug1: 3 Successes (needs 2): Hit
    Damage: 3 Successes vs 2 Successes: Wounded

    Kuna shoots at Thug2: 2 Successes (needs 1): Hit
    Damage: 0 Successes vs 0 Successes: Stunned

    Thugs: Willpower check or Flee: 0 Successes: They flee.

    Roy makes a shot that connects to the thug closer to them, who is hurt to his weapon arm. Kuna shoots the other one, who is dazed, as the shot scratched him barely. Seeing their leader down, and under suppressing fire, the two thugs look at each other and flee away.

    Session Background: So MythicD6 seems to be working fine so far. I may keep this ruleset.
    I am wondering to see what will happen next. Will our duo go after their attackers, and engage in a chase, or will they try to get any clues from the downed enemy?

  • giorgis 7:58 pm on August 3, 2019 Permalink | Reply
    Tags: , MUNE, , , ,   

    Solo StarWarsD6 pt11: An Offer You Can’t Refuse 

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

    The pirates lead them through the corvette’s tight corridors. In every other corner, there is an operating station, manned by a spacer who has turned to piracy for a living.

    Q: Is there any conflict with the crew (unlikely)
    A: No

    The hardship and their pride is evident in the looks that they give Roy and Luca as they pass them by. They are not bothered by the newcomers, and quickly return to their task at hand. Roy can’t tell if it’s due to fear of their escort, or their captain.

    Finally, a blast door opens, and they are brought to what seems to be the bridge of the Gauntlet of Ulan. Their gaze is drawn to the main window, where they can easily see the Red Rancor in the Gauntlet’s grasp.
    Looking around, Luca can see several officer station on the bridge, coordinating the crew running the ship’s systems.
    In the middle of the window panel, in a big throne like chair, sits the man who most likely is the captain.
    He is middle aged, with a scar running from the left eyebrow down to the cheek. He has black, greying hair and is wearing flashy clothing.

    I use UNE for the NPC motivations: Guarded, Inquisitive, Questions about allies

    “I’ve brought them, captain.” The Teltior says.
    “Yes, Kodo. Stay with us while we have a chat.” The captain replies and continues, to Roy and Luca. “My name is Deng Carrick. I am the captain of the Gauntlet of Ulan and elected admiral of our little armada.” He points outside to the other spaceships. “Who are you?”
    “I am Luca Delste, and this is my copilot, Roy.” Luca says in a steady voice.
    “What are you transporting?” He asks.
    “Our hold is empty. We were in Keena, but we couldn’t find a reasonable delivery.”
    “And you came all this way without any profit? Surely you must have good reason.”
    “Ratau mineral fuel can make you rich if you sell it to the right place. This is the place to profit.” Luca says, worried by the string of questions.
    “You make it sound really profitable. Whatever. What is your relationship to Elaina Dene? Do make special runs for her?” Deng pushes on.
    “We only run from customers what pays good credits.” Luca says adamant.
    “So you want me to believe that you came here empty, without credits and without connections?” Deng looks at Luca inquisitively.

    Luca: Con against Deng (3D/4D): 16/15: Success!

    “Alright. You may be telling the truth. Let’s see if my crew verifies your statements.” Finally Deng seems satisfied.

    Q: Does Deng require anything further from them?
    A: Yes, but basic trust has been established.

    Pirate crew: Search Red Rancor: 1: Failure

    The captain receives a message on his datapad. He turns to Roy and Luca. “Seems you are a man of your word, Luca. Your ship is indeed empty. Let me make you a proposition then, and you might get to keep her.”

    So here I have an idea for the story, that the pirate captain might need something from them involving Prine, so that they have a chance to meet with the data hacker if possible.
    Q: Does it involve flying to Prine Station? (likely)
    A: Yes

    “During space combat lots of things can go wrong, and as you may have noticed, the Prine station’s comm array was obliterated. And to make matters even more interesting, the ion charge from the explosion, took out the backup relay as well. The problem now is that, we can’t talk to them, and we have demands to make.
    If we are to board them, they’ll answer in force for certain. I don’t want to risk the lives of my crew for trivialities, and here you came.” A sardonic smile draws on Deng’s face.
    “You are neither their enemy, nor mine, you fill in a very specific niche. You can relay our demands to them.
    I am in a good mood and gave you a nice opportunity. I generally don’t space cooperating prize crews, but if you refuse, the Red Rancor will stay with me, and you will be marooned in some off-world planet. Do you fancy survival in the outer rim?”
    Luca has a question: “What if they disagree to your terms? is our deal null?”
    “They won’t. Even then, consider our deal valid. I just want the message relayed, and your return with the answer.”

    Luca and Roy look at each other. Roy is nodding for Luca to accept.
    “Fine. We agree. Tell us the terms.”

    Q: Are the terms material only?
    A: No, he wants personnel as well

    “It is 1000 metric tons of Ratau mineral fuel to be delivered within 12 hours of message delivery. In addition, the mining shuttles will be sent to dock here, to the Gauntlet of Ulan. Any miner wishing to join our crew may do so freely. They will be eligible to one share each. My terms are non-negotiable. Until term acceptance, we will destroy any ship coming in and out of Prine Station.” Den eyes Luca carefully. “As I said I’m not risking the lives of my men, or giving them any leverage. The two of you will go alone. Try to flee, and I’ll feed you to space slugs.”

    Roy and Luca are escorted back to the Red Rancor.
    Kodo turns to them before closing the airlock behind him. “Do as the Captain said. You will live another day. Cherish the change you were given.”

    The two ships disengage, and Roy and Luca, slowly reach the cold hard realization of what occurred and how close they were to dying. Still they are not in the clear.

    “At least he didn’t sell us into slavery.” Roy says. “Or fed us to space slugs. Let’s deliver the message and hope noone will shoot us.” Luca fills in. He powers the engine, while Roy diverts power to the front shields. Slowly they move towards Prine station.

    Q: Does Prine allow them to land?
    A: Yes, but, they send a squad of troopers in the landing bay.

    The last few minutes of the flight towards Prine station have Roy and Luca on edge, fearing a barrage of lasers towards them, being shot from the remaining station turrets.
    They are monitored, but not shot at, and they fly into the landing bay. As the landing gear is extended, a complete squad of troopers is arranged in battle stations, under cover against the Red Rancor.

    Q: Do they have heavy weaponry?
    A: Yes
    How many?: 4D: 12 Troopers

    Two troopers set up a portable repeating blaster, aimed towards the Red Rancor. A further ten troopers, have their blasters aimed in the same general direction.
    From inside the glass of the cockpit, Roy and Luca raise their hands, to show that they will disembark unarmed and without any harmful intentions. They lower the exit hatch, and step out.

    Q: Are they shot at? (unlikely)
    A: No, and seeing them unarmed and submissive, the sergeant orders his men to lower their guns and arrest them.

    “Don’t shoot!” Roy shouts. “We’re just messengers.”

    Four of the soldiers, cuff them, grab them and carry them away while the rest of the squad enters the Red Rancor for another thorough search. This time from the miners.

    I am considering the possibility that Deng Carrick may have betrayed our characters and used the Red Rancor as a Trojan horse to damage Prine further and get them to surrender.
    Q: Is there a bomb on the Red Rancor?
    A: No
    Seems Deng is a man of his word.

    They will be transferred to the detention area where Eilana Dene will be there with the head of security and one brute.
    Q: Is Eilana human?
    A: No, she’s a near human, a Wroonign

    They are brought to the detention area of the station. It is small, with several bright lights. Officers come and go, all armed heavily, ready for any imminent boarding actions.
    Roy and Luca are seated in front of a metal table, wearing magnetic cuffs to hold them in place.
    In the corner of the room is a woman wearing expensive clothing. She has blue skin and dark blue hair, and is leaning against the wall, looking at the visitors.

    Roy: Alien Species: 7/13: Failure. Roy doesn’t know that species the woman is.

    Standing beside her is a muscular man in a miner officer uniform. He has some insignia patched on his jacket. His arms are crossed in a defensive stance and seems to be waiting for an order.
    Finally, looming behind them, a pig like Gamorrean is grunting heavily.

    Luca: Streetwise: 9/13: Failure. Luca doesn’t recognize Eilana Dene, unless she identifies herself in some way.

    She speaks up. “My men are searching your ship as we speak. You are Luca right?” She looks at Luca. “And Roy, is it?” to the copilot. They both nod.
    “Why did the pirates let you go? Why did they send you here?”
    Roy speaks. “Your comms are down, we have come to deliver their demands!”
    Her eyes squint with anger. “DEMANDS? you dare ask DEMANDS?” She shouts, and in unison, the Gamorrean smashes his fist against their table, leaving a big dent behind.
    “We are but the messengers, we had no choice!” Roy exclaims.

    Roy: Persuasion (opposed roll against Eilana): 13/12: Success (cutting it close!)

    She backs down. “Very well. You are right. My quarrel is not with you.” She takes a breath.
    “What do they want?”

    “1000 metric tons of Ratau mineral fuel and any miner who might wish to join them. They give you 12 hours, and will keep up the blockade.”

    Deng Carrick: Intimidate (opposed roll against Eilana): 21/8: Success

    She pauses and thinks for a moment. “We will oblige. I suppose you are to return with our answer.”
    Roy nods. “May I also ask?” he takes initiative. “We were coming here to get our friend Kuna Desyk. He wanted transportation. Can you tell him Roy and Luca are here for him if possible?”

    Luca looks at Roy amazed at how quickly the boy used his wits, and under pressure.

    Q: Does Eilana Dene grant the request?
    A: Yes

    “That won’t be a bother. I’ll have one of my men message him.”

    Q: Does Kuna go to the Red Rancor? (likely)
    A: No (why? something must have happened, we’ll have to find out).
    In the meantime, the Red Rancor is being searched by the Prine officers
    Search: 10/18: Failure

    Session Background: Seems our group had to mediate between the two sides, and only one is the winner. Will they be able to locate the hacker? They are in the middle of running the message requests, and it will be difficult to find the time.
    Also, I have started using simplenote, and uploaded Roy’s stats. I’ve also used BOLD to create a background for him, that I will upload when I can.

  • giorgis 12:50 pm on August 3, 2019 Permalink | Reply
    Tags: MUNE, , ,   

    Solo StarWarsD6 pt10: A Pirate Blockade 

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

    Luca turns to Roy. ‘We should get some rest. Tomorrow maybe we can find a fruit shipment to get to back to Prine. I’d like to have this extra cash to cover our return expenses.” Roy mumbles his agreement, as he falls to sleep in the Red Rancor’s bunk bed.

    The following morning, Luca and Roy get to the farmer’s market next to the starport, and Luca sets off to find a seller.

    Luca: Bureaucracy: 1: Failure

    Unfortunately, Luca can’t seem to find a seller with enough quantity to fill out the empty hold of Red Rancor. Either the Zhorwil infestation has reached high levels, damaging the crops, or it’s just not a season of harvest in Keena. Luca’s agricultural knowledge is limited, but truthfully he doesn’t care.

    A few hours later, they decide to head back to the ship. They don’t want to waste another day, so they decide to return to Prine, even with an empty cargo hold. They previous run, should be enough to cover the return expenses as well.

    Restocking costs them a further thousand credits. The take off process, moves one without a hitch, and soon they are granted leave for take off.

    Q: Does anyone meet them before take off?
    A: No, and there is a complete lack of traffic in and out of the starport.

    As the Red Rancor, flies through the humid atmosphere, heading to space, Roy mutters. “This is too silent Luca, I’d expect more traffic.”
    “Yes boy. One wonders where have they all gone. Keena isn’t the most wealthy trade port, but you’d expect some Imperial starships, considering its importance in the sector. Maybe they’re occupied elsewhere, but it’s just a silent hour.” Luca responds.

    Once they reach the necessary safe distance for hyperjumping, Luca initiates the hyperdrive. He has already performed the calculations in the Nav computer in the time it took them to get there.

    Luca: Astrogation: 23/4: Success.
    Here, I rolled a random moderate difficulty with a result of ‘4’.

    Their 23 day trip back to Prine begins. The journey is long, and they engage in long conversations.

    Q: Does Luca confide to Roy about his past?
    A: Yes.

    “Luca, how did you become captain of the Red Rancor?” Roy asks.
    “I used to work as a flight admiral for one of those big corporations like your employers. We used to work only with light freighters. We didn’t have the most competitive prices or the lowest running costs, but we could deliver last minute requests at the speed and efficiency the client wanted.
    I was quite good at it, and they had me planning the routes for the entire sector.”.
    “What happened? Why did you leave?”

    Q: Was he fired?
    A: No, but the management changed and he was no longer in line with the company.
    Q: Was it a targeted call?
    A: Yes, but it wasn’t just him.

    Luca sighs and continues. “Lon Pavond, that’s his name. He took over the company from his father and switched direction. Some new ruthless traders were hired to pilot the freighters, with questionable reputation. He fired anyone of the old crew that objected. He couldn’t fire me due to my connections and high severance cost, so he cast me aside. I was demoted from planning to cargo runs.
    Now, there were some runs that were weird. Off sector planets, shady contacts, I mean there were rumors…” He pauses. “Then there was this particular run, which was really strange. Something was off. The proper protocol numbers did not much. ‘Accounting error’ they told me. Once in hyperspace, I had an itch I had to scratch, and went to check the cargo.”
    “What was it?”

    Q: Was it drugs?
    A: No
    Q: Was it guns?
    A: Yes, but not blasters

    “Two crates of fruit, as per the ‘protocol’, and among them, hidden, several thermal detonators.” Roy is astounded as he hears it.
    “The system I was to deliver them, was deep in Imperial space. I’m certain I was about to be framed. Maybe even the Imperials were in on it. You know, me in prison, a few thermal detonators in Imperial hands, and a nice ‘smuggler’ arrest for the officer’s record. I ran to the cockpit and cut short my hyperspace trip, performing an emergency exit in realspace. In the middle of nowhere. From then on, I managed to scrounge some cash from selling the detonators in the black market, and change the ship’s Transponder code and vanish in the outer rim.”

    Realization struck Roy. All these smuggler types that he had heard about in the HyperNews were painted as ruthless nobodies, lowlifes, but in truth, they had a very real human factor aspect. These so-called smugglers were men and women whose stories had turned out not-so ideal. Even his own story was evolving in such a way. He couldn’t be called a ‘Corporate Scout’ as described in his imperial tax record submission. He was something else entirely.

    After the long trip in hyperspace, they emerge into Prine system.

    Now I ask, the simple question as described in MUNE.
    Q: Is everything as expected?
    A: No
    TWENE gives: Decrease major element.
    I have a hard time here, it’s the first time I’m using TWENE, but considering I lean towards the mining operations. The mineral fuel mining is the major element of the Prine scene, so it’s reduced somehow.

    As the Red Rancor closes into the blue rings of Prine, Roy notices something odd in the scanners. The number of mining shuttles coming from the surface is zero, only a few of them are in space, and those are heading towards Prine and not the station.
    “Not so many miners this time around Luca” Roy says.
    Luca verifies the readings on the scanners. “You think somethings wrong? Trust your gut boy. Guess we’ll find out soon enough. I’m transponding our landing request.”

    Q: Everything OK with the landing request?
    A: No
    Q: Is there a threat that doesn’t allow landing?
    A: Yes, and it’s imminent
    This is the 3rd Yes, And, so I get another intervention according to MUNE!
    Intervention: New Entity
    Portent gives: Filthy, Accessible
    The first thing that comes to mind with this portent is ‘Pirates’ since they would have access to such a lawless area of space, and well, they are filthy.
    Also, a Pirate threat would also explain the reduced mining shuttle traffic noticed before.
    Nevertheless, it could be something else, such as bounty hunters or rival unlawful corporations such as Viltro, so to be fair, I ask The Oracle.
    Q: Is it pirates?
    A: Yes

    Luca turns to Roy. “I get no response, are they not letting us land? or… Boy, run a sweep with the scanners towards the station.”

    Roy: Sensors Sweep: 12: Success in detecting small ships and Identifying capital ships.
    Q: Are there any capital ships? (likely)
    A: No, but the starfighter scale flagship is quite big.
    2D: 8 pirate vessels

    “I’m detecting at least 8 starships in a blockade formation around Prine.” Roy says.

    Q: Are there any defenders?
    A: No, and if there were any, they have been destroyed in a battle that happened before the Red Rancor arrived.

    “These must be hostiles. Scan the nearest. Do you pick anyone trying to intercept them or are we alone?” Luca says, powering up the shields and weapons. “I don’t like our odds, and we’re very low on fuel to jump out again.”
    “No friends that I can make of, Luca … just debris.” They pass by the half of what used to be a C-73 starfighter.

    Roy: Sensors Scan: 21/13: Success

    “It’s a Rendilli Light Corvette, but it’s ID is masked.” Roy reports to Luca.
    “Crap boy, it’s pirates. And that’s a fast starship that can’t be outrun. Do you detect any changes in their formation? did they notice us? maybe we could run dead silent…”

    Pirates: Sensors Sweep: 15: Success
    Q: Are they intercepting?
    A: No, but they hail the Red Rancor

    “Unknown freighter, this is he Gauntlet of Ulan. Surrender peacefully and no harm will befall your crew.” The comm line crackles with the hail from the nearest ship.

    Luca: Streetwise: 26/13: Success: Luca can ask 4 questions about the Gauntlet of Ulan
    Q: Is the Gauntlet of Ulan a known pirate ship? (likely)
    A: No, but Luca has heard a few things about his Captain: Den Corrik
    Q: Is Deng a famous pirate?
    A: Yes
    Q: Does he let the prize crews live?
    A: Yes
    Q: Has Luca met Deng before?
    A: No
    Distance between the Gauntlet of Ulan and the Red Rancor: 1D*10: 30 Space Units

    Luca turns to Roy. “Put the data cores in the Nav console. We’re about to be boarded.”
    He opens the comm, hailing the Gauntlet of Ulan. “This is the Red Rancor. We surrender.”
    Luca takes the credits in cash and the blaster pistols and stores them safely in his stash hiding place in the Red Rancor. In the meantime, Roy connects the data cores from KF-23 to the Red Rancor Nav computer. They won’t be accessible, but they will be concealed for now.
    Luca powers down the shields, weapons and thrusters, and they await for the Gauntlet to arrive.

    Light Corvette

    The Gauntlet extends a Cotterdam ship-to-ship airlock to connect to the Red Rancor. Once a seal has been performed to protect from the vacuum of space, the pirate boarders walk the short distance and Luca opens the airlock from the inside.

    How many pirates board: 1D: 4 Pirates.

    Four, heavily armed pirates, board the Red Rancor. The one who stands out is a tall, pale blue skinned biped with three-fingered hands. He wears his long hair braided, and carries a heavy blaster pistol and a vibrosword on his belt. His fingers tapping at the scabbard nervously.

    Roy: Alien Species: 19/13: Success. Roy recognizes the species is a Teltior.

    The other three carry blaster carbines. All of them wear Correlian armored vacuum suits. Even though Luca stated the Red Rancor’s surrender, these guys don’t take any chances. They mean business.

    Their leader looks at two of his comrades. “Search the ship.” And gestures them away. Then he turns to Luca and Roy. “Follow me. The captain wants to see you.” He orders the remaining boarder to bring Luca and Roy along, and he in turn pushes Roy who walks reluctantly.

    Session Background: So, here goes, part 10 of my solo play sessions. I am starting to realize that the MUNE Oracle provides a true sandbox experience. The universe feels alive and fluid with major random events happening. On the other hand I’m having some trouble setting all of this up in ‘one story’. I feel like I have the opposite effect of being railroaded. The side quests and events take up the main part of the sessions instead. I am still wondering, what’s in those nav data cores. What will they find there?
    Maybe it’s not the best tool for a Star Wars D6 solo play (I think the creator mainly used it for D&D) or maybe (more likely) it’s just my lack of experience with it.
    Nevertheless, I will keep on using this tool until the end of the adventure, so that I have a complete picture, before switching and trying something else.

  • giorgis 12:48 pm on August 3, 2019 Permalink | Reply
    Tags: , MUNE, , , ,   

    Solo StarWarsD6 pt09: Pest Hunting 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Luca Delste, Smuggler
    Solo Tools: MUNE , UNE, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Galaxy Guide: 11 Criminal Organizations

    Q: Did anything occur while they were gone? (unlikely)
    A: No

    Luca and Roy return to the Red Rancor. Restocking, refueling and cargo loading has completed.
    Luca thanks the landing bay crew and prepares the ship for take off.

    A few minutes later, the Red Rancor is in space, heading for Keena.
    Luca runs the calculations by the Nav computer, and the ship enters hyperspace.

    Luca: Astrogation: 18/4(2D): Success
    24 days later, the ship emerges from hyperspace in Keena star system.
    Roy: Planetary Systems: 17/10: Success

    Keena is the only habitable planet in the system, which has another 6 planets orbiting its yellow sun. It’s a terrestrial planet densely populated with about 3 billion souls. Wetlands make up the majority of the land masses. The capital Benjy houses the Imperial justice administration for the entire sector. Due to the importance of the planet in the Imperial bureaucracy, the Imperial Governor, Tarsi Merol is the utmost authority on the planet.
    Despite the system’s importance, traffic is low and the starport services are limited.

    Luca turns to Roy. “Let’s hope our reputation doesn’t precede us.”

    Roy: Sensors: 13/10: Success
    Q: Are there Imperial patrols in the area?
    A: No

    As the Red Rancor approaches Keena, no Imperial starships appear on the scanners.
    They broadcast TransVere for landing procedures and head for the designated landing pad.

    Q: Is there any issue with the landing process?
    A: No, but it takes longer than usual.
    Q: How much?
    A: 1Dx10 minutes: 50 minutes

    “Red Rancor, your designated landing pad is 2F-55.” Starport control is heard through the comms. “The pad is not ready yet, please stand by.”
    50 minutes later, and wile Roy’s nerves are on the edge, fearing some issue the Imperial authorities, they hear from the starport operator again. “Red Rancor, please proceed with landing in the designated pad. Follow the northern route, low altitude approach.”
    With the thrusters set on atmospheric landing speed, the Red Rancor gently touches the surface of the landing area. The starport field is in the middle of the wetlands. The sun is about to set, giving an eerie feeling to the atmosphere.

    Q: Is anyone at the dock?
    A: No, but an A2 droid is there to receive manifest.

    They disembark from the vessel. Not a living soul is around, but an A2 accounting droid that approaches.
    “Please state the reason for your arrival, cargo and passenger manifest and desired stay duration.” The droid says and extends a datapad for Luca to enter the desired information.
    Once complete, Luca gives the datapad back to the droid. “Will you require something else?” it asks.
    “Yes, send a message to Yrat Arkner that her goods are here. Also arrange restocking for 25 days traver for a crew of two.”
    “As you wish.” The A2 droid responds.

    Q: Does the customer respond?
    A: Yes, but it will be 1D:2 hours before she arrives.

    “The message recipient has responded sire. She will be here in 2 hours to collect the cargo.” Adds the droid.
    “Alright then” Luca waves the droid away.
    “I say we wait until she arrives then we go for some RnR.” Says Roy. “I love the Rancor, but 23 days is a lot of time to be stuck inside.”
    “Yeah, yeah, we can have some fun after.” Luca agrees.

    A couple hours later, a luxury Mobquet Corona arrives. The driver steps out, and from the passenger door exits a middle aged brunette woman wearing formal business clothing. His hair is cut short, enhancing her sharp facial features. She approaches while the driver stays back, watching.
    “Luca?” she asks.
    Luca nods and extends his arm.
    She shakes it. “I am Yrat.” She looks at the ship. “And this would be the Red Rancor?”
    “Stocked with 60 tons of Ratau mineral fuel as ordered.” Luca says and smiles.
    She smiles back. “I’ll have the droids take if off your plate in the next few hours. 83 hundred credits will be transferred to your account as agreed.”
    “You would do me a favor if you paid in cash.”

    Luca: Persuasion: 12/10: Success.

    Yrat smiles again. “You made the trip without a hustle. That’s more than I can say for light freighter captains such as yourself. It wouldn’t be right to leave this unrewarded. I’ll pay everything in cash once it’s unloaded.”
    “It’s a pleasure doing business with you”. Luca says.
    “I would love to work with you again in the future.” She replies.

    Roy can’t help but wonder if there’s some chemistry between them.

    About one hour later, the Red Rancor is 60 tons lighter. The droids have stocked 3 containers, ready to be transported by Cargo Speeders. Luca and Roy, much richer, head to the nearest canteen in the starport.

    “The Cracked Cask.” Reads the sign outside the canteen.
    Now its late evening, so as the team enters, they see that the place is teeming with locals. A live band has already started playing to entertain them.
    Roy and Luca sit at a table away from the bar and the fuss of the evening and order a couple of drinks.

    Q: Is the evening uneventful?
    A: No, but nothing seriously dangerous will happen.
    Q: Does it involve another patron?
    A: Yes
    UNE: banal commoner, depress hardship, neutral.

    Suddenly, a drunk man sits at their table. Without invitation to sit or speak he starts talking to them about how hard is driving away Zhorwil pests out of his fruit plantations. His name is Porro.
    “You look like a hardy bunch. Would you care to do some hunting with me? Earn a hard night’s work?”
    Luca’s posture says no, but before he has a chance to open his mouth, Roy jumps in. “Sure would love to.”
    Porro’s eyes widen with joy. “Alright fellas, get your blasters and come with me. I’ll pay you. 10 credits per ‘head’. Never thought I’d find hired help here. See, that was my wife’s idea. She kept saying ‘go to that canteen by the starport, someone will be up to the task.‘
    Come, we got no time to lose. The Zhorwil only come out at night. Drinks are on me.” He leaves the payment with the barkeep and leads the team to his landspeeder, an XP-32-1 Sorosuub model.
    Porro pilots the vehicle recklessly in the marshlands, and about 15 minutes later, they are in a moist area with thick vegetation.

    They disembark, and Porro takes out his sporting blaster. He gives one flashlight to Roy and one to Luca. “These maggots eat my fruit at night. Kill them wherever you see them.”
    ‘Cla-cla-cla’ Roy hears and he sees a meter long cock-crustacean-insect like creature crawl from the marsh and climb a tree in front of him.
    Porro shoots and misses. “Get them!” he screams.
    Luca and Roy may be inebriated but they’re not crazy. They exchange looks. Luca lifts his shoulders in a ‘Who cares’ stance and they pull their blaster pistols. Pest hunting it is.

    Q: Are the Zhorwil hostile to invaders?
    A: Yes

    Initiative: Team: 8, Zhorwil: 10

    Round 1
    Attack Luca: 1: Miss

    Attack Porro: 10: hit
    Damage: 13/11: Stunned -1D

    Attack Luca: 5: Miss

    Attack Porro: 5: Miss

    Attack Luca: 6: Hit
    Damage: 9/16: No damage

    Shoots Zhorwil1: 13/8: Hit
    Damage: 15/4: Incapacitated

    Luca: 2 actions.
    Shoots Zhorwil5: 10/4: Hit
    Damage: 15/3: Incapacitated
    Shoots Zhorwil3: 9/4: Hit
    Damage: 8/6: Stunned -1D

    Shoots Zhorwil2: 10/4
    Damage: 14/1: Mortally wounded

    3 of the buggers surround Luca and start taking bites at him. He manages to evade 2 of them, but the third bites his foot. Thankfully the strong leather boot withstands the small teeth. Luca blasts off twice and kills one of them.
    Roy aims carefully and kills the one that bit Luca with a strong blast to the body.
    In the meantime Porro is on his own against two of the critters. He jumps around and they can’t bite him, but with a quick shot, one Zhorwil lies curling on its back, dead.

    Round 2:
    With 3 Zhorwil dead, I have to ask
    Q: Do the rest of the Zhorwil flee? (likely)
    A: No, but they will dodge fully

    Full Dodge: +8

    Full Dodge: +13

    Shoots Zhorwil3: 10/12: Miss

    Shoots Zhorwil3: 13/16: Miss

    Shoots Zhorwil4: 7/16: Miss

    The two remaining critters crawl around the tree so fast, that the team doesn’t manage to get a clean shot. Clearly they are semi intelligent, for when their brethren died, they turned from hostility to evasion.

    Q: Do the Zhorwil flee?
    A: No, but they dodge fully

    Full Dodge: +13

    Full Dodge: +14

    Shoots Zhorwil3: 16/17: Miss

    Shoots Zhorwil3: Complication: Roy fumbles and his blaster falls in the marsh.

    Shoots Zhorwil4: 6/18: Miss

    In his furry to kill the Zhorwil around Luca’s feet, Roy loses his footing and his blaster pistol falls in the marsh. Hopefully its not lost forever in the darkness or in a wet pit.
    Luca and Porro can’t get a hit on the evading critters.

    Round 4:
    Q: Do the Zhorwil flee?
    A: Yes, but they do it so fast, the team can’t shoot them.

    The two Zhorwil jump in a pit of water in front of them, and they flee so fast, there’s no point in trying to hit them.

    Roy: Search Blaster: 11/8: Success.

    Roy finds his blaster pistol.

    Q: Is it working?
    A: Yes, and it wasn’t damaged at all.

    Roy manages to find his blaster. Thankfully it landed on some tree root, undamaged and dry. He holsters it quickly.
    Porro gathers the dead Zhorwil remains. “Thank you fellas. We killed 3 of them, 2 got away, but they’ll think twice before returning. Nasty little critters.” He hands 10 credits to each, but Luca and Roy sternly refuse.
    “At least let me invite you to my house. My wife will make a nice Zhorwil stew.” He pats his stomach with his hand in a gesture of good eating.
    Before Roy has a chance to accept, Luca intervenes. “Thank you very much Porro. But we should be going back. We would only request a lift from you back to the starport.”
    “Yes, certainly.” Porro says disappointed.
    The group enters the landspeeder, and return to the starport.

    Session Background: So this time around things went a bit smooth. I asked a few questions to The Oracle just in case the imaginary GM had other plans for the players, but it was about time they got back on some steadier footing.
    A small side adventure occurred regarding helping the local village farmer, and along with Yrat, 2 new contacts are in the groups list.
    Since the story has evolved a lot, I need to spend some time and do some mapping along with contacts and bullet points for each entry, otherwise I might get lost and do some things that don’t agree with the story so far, or fail to see a connection that might help or make our characters’ life harder.
    I’ve created some NPC cards to start writing down stats in an easy manner for future reference.
    Also in some cases I’ve used random difficulty number generation as described in the rulebook. E.g. When Roy searched for his blaster, I assigned a ‘difficult’ difficulty and rolled it, just to be more fair when I can’t be objective.
    Also I’ve used BOLD right when the group landed, and got a ‘Noble death’ waylay with a ‘Fate’ solution, and couldn’t get it to fit in my story. But as /u/thredith suggested in another thread, I could apply this to another character that I know of from my story and the team will learn of it later when the story evolves.

  • giorgis 12:46 pm on August 3, 2019 Permalink | Reply
    Tags: MUNE, , ,   

    Solo StarWarsD6 pt08: After A New Asset 

    System: Star Wars D6 by West End Games.
    Setting: Star Wars Era of the Rebellion.
    Character: Royxand Handscul ‘Roy’, Corporate scout
    Luca Delste, Smuggler
    Solo Tools: MUNE , UNE, donjon
    Books: Star Wars The Roleplaying Game Second Edition (West End Games), Galaxy Guide 8: Scouts, Galaxy Guide: 11 Criminal Organizations

    “So what now?” Roy asks as the Red Rancor flies far from Ramain. “I’ve taken you across the sector for some info can’t crack and we don’t even know if it’s worth it.”
    “Don’t be so hard on yourself boy. I wouldn’t be here if I didn’t want to right? I got a choice after all. As for the value of the data, let’s say I have a hunch.” Luca says and pauses.
    “What worries me the most now is that we’re running low on resources, fuel and credits. I’m thinking we could jump to Prine. It’s out of the Imperial radar and we can find a cargo run that pays well to restock on supplies. Who knows, we might even find someone to crack our data while we’re at it. You in?” Luca extends his arm towards Roy for a handshake to close the deal.
    Roy shakes Lucas hand. “Sure yeah, I’ll help however I can.” Roy is relieved by Lucas behavior. They’re on this together, by choice.
    “You know boy, I’ve been flying solo for a few years now and it’s nice to have a copilot for a change.”

    I want to find out if Roy has heard of Prine.
    Planetary Systems: 3/12: Failure

    It’s the first time Roy hears of Prine. Maybe Luca will shed some light later.

    The Red Rancor finally reaches a safe distance from Ramain and Luca plots the hyperspace jump. Hyperdrive is engaged and the ship enters hyperspace.

    I decide on an easy astrogation difficulty and roll a random difficulty number with 2D: 9
    I also decided to use a 3D (with wild die) days + 2d12 (the twelve sided dice) hours base astrogation duration: 4d7h
    Luca: Astrogation: 20/9: Success.
    Trip time with Nav multiplier x2: 8d14h

    More than a week later, the Red Rancor emerges from hyperspace to Prine system.
    As Roy mans the copilot seat, Luca points at a planet with blue rings.
    “See that? That’s Prine. There’s a space station orbiting on par with the planet’s rings. It’s the only habitable place here. The planet below has no atmosphere, but is rich in mineral fuel deposits. Space barges come and go to the surface every day filled with miners in space suits.”
    “So it’s a mining corporation base?” Roy asks.
    Luca shakes his head. “It used to be. Then the workers revolted. Bad working conditions, too many fatal accidents and the like. The Empire would have been involved to quell the revolt if they had been notified. The corporation wanted to handle it from the inside. They bribed and supported Eilana Dene, the miner rebel second in command, and converted her to their interests. She overthrew the revolt and with the given arms she took back control. But – she decided to keep the business to herself. She still sells a portion of the extracted mineral fuel back to the corporation at the price of cost, to keep them happy. That seems to work, and they let her run this place as she sees fit.
    And now? now the miners work harder, longer hours, get paid, die more, and I’ve even heard of slavery… That’s what revolting will do to people, mind you.” Luca takes a pause to ponder at his monologue. “The fact that there is no official law here has made this place a favorite of fringe elements. We could buy mineral fuel cheap here and sell it at a higher price to any industrial worlds, or find a customer requiring our cargo transport services.”

    Q: Is there any problem during the docking procedure?
    A: No, and there is a landing bay ready to receive the Red Rancor without wait.

    The Prine station floats in space along with the blue ring around Prine. The blue ring consists of light dust particles and heavy gases that escape the planet’s surface during the mining process. The station is shaped like a big torus with a central rod in the middle interconnected to the torus with several small passageways.

    The Red Rancor hails the Prine station and lands on a designated landing bay. ‘It’s a simple bay without any luxuries.’ Roy thinks. ‘This place lacks even basic amenities.’
    As Luca opes the hatch door he turns to Roy. “You stay here, guard the ship. There isn’t much security as you might have noticed. I’ll go handle docking fees and restocking and then I’ll search for a point drop mission. If that fails we’ll buy Ratau mineral fuel to sell elsewhere. Keep your eyes peeled boy.”

    Docking fee: 20 credits.
    Luca searches for a customer for a point drop mission.
    Streetwise: 10: Easy result: Long Run, Large Cargo, Barely Profitable
    I decide it’s less than half of the ship’s hold. 60 tons of cargo.
    I roll the base duration which is 10d11h. This is double for base Nav multiplier and one day for dropoff and one day for take off: 23 days total.
    Since its barely profitable I roll 1D+6 twice and take the lowest: 6 base credits.
    60x23x6: 8280 credits.
    Restocking fee for 2 crewmen for 23 days: I roll a base cost of 20+3D= 27 credits. The restocking fee is calculated at 27x2x23: 1242 credits.
    Luca also will check to find a data cracker.
    Streewise vs Moderate (15): 18/15: Success.
    I decide that the whole thing takes 1D hours: 2 hours.

    I will roll to see if something happens while the group is split but I will put it to unlikely because they haven’t been able to catch a breath so far.
    Q: Does anything happen while Luca is away (unlikely)
    A: No, and the space station crew shift has started

    Luca returns after a couple of hours. There is a mechanic on deck overseeing the restocking of the Red Rancor. Luca hands him around 20 credits to look after the ship and meets up with Roy.
    “Look boy. I’ve got good news. I found us a run to Keena for Ratau fuel. Doesn’t pay a lot, but we should make around 7k of it, after restocking costs. I’ve also found a cracker for your data. We should go meet with him. Come.”
    “And the ship?” Roy asks.
    “I’ve arranged for these fellas to look after her while we’re gone. Not to mention no one will want to mess with our employer and her cargo.” Luca says.
    “I’ts Eilana Dene, right?”
    “Bingo boy. Sometimes you’ve got to make a deal with the devil.”
    Luca and Roy leave with the Nav cores to find the data cracker.

    They reach a quiet part of the station. Luca looks up the numbering outside of a metal door. “This is it.” He says and rings the comm button.
    A robotic eye extends from the comm device and scans them from top to bottom.
    “Who are you?” a synth voice is heard.
    “We are customers.” Luca responds.
    The automated door opens. Inside is a robotics workshop.

    Q: Is the cracker human?
    A: Yes, but he is cybernetically enhanced
    Q: Does he have any security?
    A: No, but he seems to be capable of handling trouble

    Droid parts and dismantled computers are stacked around the corners. Sitting behind a desk wielding a welder, is a man, mid-30s with brown hair and a beard. He is missing an eye, which is replaced by a red-emitting light infrared cybernetic implant sensor.
    “Keep your blasters holstered and we’ll be okay.” He says.
    “Are you Kuna Desyk?” Luca asks.
    “That I am. What is it that you want?”
    Roy brings out the Nav data cores and places them on the desk. “Whatever is in these.” He says.
    Kuna looks at Roy and then at the cores. “Ah, Nav data cores. Yes I can get that for you. It will cost.”

    I decide to roll 1D thousand credits: 2000

    “2000 credits.”

    Luca Bargain: 18/12: -15%

    “We don’t have the cash on hand. Make us a better price so we don’t go somewhere else while we gather it.” Luca bargains with Kuna.
    “Alright, 1700 credits. But that’s a final offer. If you came back with another price, you might as well go ‘elsewhere’.” Kuna pauses. “You can leave the cores with me so I can work, and you will pay me on delivery.”
    “I don’t think so. We have the extra time to spare.” Luca takes the data cores. “See you in around 2 months.” He says and along with Roy they leave to the Red Rancor.

    Session Background: I had the story flowing, and decided to go with it, and have the rolls to a minimum, just for fairness. Also I used a lot of the ingame mechanics to resolve GM actions (streetwise for contacts, bargain for haggling) which worked better than expected.
    Where I need GM intervention in metrics (astrogation time, costs) and neither MUNE or SW cover it, I started deciding an arbitrary dice to roll. I will start noting them down and create a set of rules to go with.
    Also I intend to start fleshing out the system with the astrogation times so far. I think it will be helpful in the future if my PC decides to revisit a previous scene.
    Finally the team seems to catch a break. There is a serious delay though. A long cargo run and back before they have another shot at cracking the data.

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