Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Sunday, January 10, 2016

Star Wars Shards of the Empire Season 01 Episode 00.2 Lonesome Mynock


The remaining members of Mynock Squadron sit at an old spacer bar on Sullust called "The Tramp Freighter".  Tomorrow is their last mission together, their squadron is being disbanded and the members discharged from the New Republic starfighter corps due to cutbacks being made after the New Republic signed the Galactic Concordance.  This should be a time for celebration but they are not celebrating.  Three days ago their commander Kole Wuxxor and another Mynock pilot the Rodian Crada Vork were lost while scouting the borders of Hutt Space near a planet called Ord Lonesome. They received a distress message from their squadron mates that they were trying to land their damaged X-wings on the planet.   

"Damn it we can't leave this up to the New Republic.  I don't believe in their rescue mission" Tash Raden says then takes another sip of her Corellian brandy.  "Yeah I think we should go get them ourselves!" Dack Cuthus says crossing his arms.  Jen Kule sets her ale down "You know Ackbar is urging caution.  He's afraid of being too aggressive so close to Hutt space" she takes another drink "You're right it's up to us to rescue the Captain and Crada".  "Well First Lieutenant I say we drop off those supplies at Void Station then make a jump to Ord Lonesome before the fleet can figure out what's going on.  By the time they send someone after us we'll be on the planet" Dack takes another drink and looks back and forth at his companions.  They all nod to each other.  "It's settled then." Tash finishes the rest of her brandy in one gulp setting the empty glass down hard on the bar.  
        

Mynock squadron arrives at Void Station.  Dack and Jen pilot their X-wings while Tash flies her HWK-290 "Blood Talon" full of supplies and parts for the station.  Lowbacca, Tash's copilot and gunner, man's the Talon's turret.

Void Station was once a pleasure palace owned by a Bothan information broker who was killed after trying to double cross Darth Vader.  The Bothan government is bringing it back online to help them keep an eye on the Hutts who have been making aggressive moves into their territory.

A Bothan voice comes over the comm "Mynock squadron this is Void Station.  Be careful on your approach.  We've had Hutt Raiders in system".  "Roger that Void Station" replies Jen Kule.  Almost on cue three fighters emerge from a cluster of small asteroids.  "Incoming! Two Y-wings and one Kihraxz." Tash exclaims.  "Buckle up Hemmy!" Dack shouts to his Astromech.


 One of the Hutt Y-wings scores a hit on Jen Kule's X-wing taking down her shields but then Jen and Tash focus fire on the raider and it explodes in a brief fireball.  Dack fires on the Kihraxz scoring a hit.  The other Y-wing hits Jen again doing significant damage.  


 "Get those supplies to the station Tash!" Jen commands.  The HWK-290 breaks off and makes a run for the Bothan station.  Dack finishes off the Kihraxz.  The remaining Y-wing takes a shot at Dack damaging his shielding but then moves off at full speed away from the furball.  Jen throttles her X-wing after the thug firing as he flees.  "Let him go Mynock 10.  He ain't comin back" Dack says.
  

"Thank you Mynocks!  Those thugs have been giving us problems for days." the Bothan at the station says.  Mynock squadron lands at the station delivering the supplies.  The Bothan techs patch up Jen Kule's X-wing in a few hours and the squadron takes off again.

They arrive at the Ord Lonesome system after several hours in hyperspace.  "Hey Jen something is jamming our communications" Tash says.  "I'm also picking up a settlement on the surface.  It's shielded and I'm also detecting some kind of tracking system.  Probably a weapons system." she continues.  "We better be careful.  There is a canyon about 20 kilometers south of that settlement.  Let's land there just to be safe" Jen Kule says.  "Eye, eye Mynock 10" Dack replies.

The three ships land in the Canyon and the pilots gather their survival supplies before heading out.  "Lowbacca will stay with the Talon.  You guys should leave your R2s with your X-wings in case we need a quick extraction.  I'm gonna take Pinky." Tash pats her yellow and white astromech.  "Sounds like a plan.  Lowie you good with that?" ask Jen.  "ARRRGHUU!" the Wookie gunner replies in agreement.


 The trek across the desert is difficult but their pilot survival training serves them well.  There is not a lot of life on Ord Lonesome.  Some lichen and scrub dot the landscape and a few small lizards dash about between the rocks.  They stop to take a drink from their canteens when suddenly R2-P3 beeps a warning.  "What's up Pinky?" ask Tash.  "Look out!" shouts Dack.  A large, furry, hound like creature charges the party.  The pilots fire their blasters at the creature as it closes in on them but it dodges their shots.  The beast leaps at Dack snapping at his throat.  Dack steps aside and dispatches the hound with a single shot behind it's ear. "Well I guess there is something on this planet more than a bunch of lizards" Dack says breathing heavy from the excitement.


 After several hours travel by foot the three pilots approach the settlement.  A sign outside the town reads "Fort Lonesome".  "Not too creative with their names here." says Jen.  After entering the town they see an old man working on some kind of beat up speeder.  "Hey can you point us to the local watering hole buddy?" Tash ask.  "Why sure folks" says the old man "just head down this street towards the fort.  the 'Lonely Spacer' is just across from the fort.  Can't miss it.  More tables on the outside than inside.  Should be pretty busy this time a day."  "Everything lonely or lonesome around here eh?" Jen ask.  "Well it's kinda fittin ain't it?" the old man shrugs "You folks have a nice day and watch out for Zorrax's enforcers".  The old man waves as they walk away.  "Who do you suppose this Zorrax is?" ask Tash.  "No idea" says Dack.

About half way to the cantina a group of thugs wearing some kind of Hutt clan symbol approach the three pilots.  "You there.  Your new around here.  The mighty Lord Zorrax the Hutt demands tribute from all off worlders.  That will be fifty credits if you don't want any trouble."  a Rodian thug says.  "That so?" replies Tash "You don't look like a tax collector." her hand settles on her blaster pistol grip.  "Let's just pay them.  We don't want any trouble." says Jen.  "Oh fine, you guys owe me." says Tash as she tosses the Rodian a cred stick. "I was kinda in the mood for trouble" Dack whispers under his breath.  "That's better.  You may now enjoy the comforts of Fort Lonesome." the Rodian thug spreads his arms indicating the surrounding town of broken down adobe structures.  The thugs laugh to each other as they walk away.  "Lovely folks in these parts." Dack says.  "That's the way it is out here in the Outer Rim." replies Tash.


 They press on to the cantina.  It's a small adobe building not much larger than the surrounding houses.  Several tables sit outside the structure just as the old man described.  "Oo oo Ootini!" a pack of Jawa surround R2-P3.  "Hey back off that's my droid!" Tash shouts pulling her blaster from her holster "A little far from Tatooine?" she say pointing her blaster at one of the scavengers.  Putting his arms in the air the Jawa excitedly says something unintelligible to his companions and they all scurry away around the corner.

As they enter the cantina an old human woman leaning against the bar says "Welcome to the Lonely Spacer what can we get you?" she takes a drag off her cigarette.  An old and odd looking droid serves their drinks and the three begin to mingle with the crowd trying to gather information about their missing companions.  After a while Tash motions to the others to go outside.  The three find an empty table and sit down.  Tash leans in speaking low "That Duro in there gave me some good intel." she looks around before continuing.  "This Zorrax the Hutt has only recently taken over the town.  He's got his headquarters at the fort." again Tash scans the areas before speaking.  "According to the Duro, Zorrax has our friends but he also told me he's got some kind of renegade Imperial allies calling themselves 'The Dark Shadows'".  "We should try and talk to the Hutt." says Jen "Perhaps we can pay a ransom or do some kind of job for him and get our comrades back".  "Let's go look for that Rodian.  Maybe he can get us in to see his boss" replies Dack.
    

 They come across the Hutt enforcers in the midst of a conversation about pod racing.  The thugs are so wrapped up in their discussion they don't notice the humans approach.  "Zorrax told me himself that he's going to set up a new stadium here on Ord Lonesome.  Now that the Imperials are gone lots of people are talking about starting the circuit up again." the Rodian says to his friends.  They nod in agreement.  "Hey there we need to talk to your boss." says Tash.  The Rodian spins around "You three again?" he says coldly.  "If you want to talk to Lord Zorrax it's gonna cost you....  200 credits each for an introduction." the Rodian continues.  "That's a bit steep!" Dack growl drawing his blaster.  "Now, now friend it's a small price to pay for an audience with a Hutt!" the Rodian says putting his hands up and backing off a few steps.  "How bout we just shoot you then and take your jobs?" says Tash.  "Wait, no!" Jen yells looking back and forth between her companions in shock.    


 The thugs reach for their blasters as Dack drops the Rodian leader with a shot to his chest.  Blaster fire fills the small street.  Tash ducks behind the corner of a building for cover.  Jen snaps out of her shock and joins in the fire fight.  Thugs drop one by one but Dack takes a shot to the shoulder.  In a few moments all five thugs lie on their ground.  "Poodo, one of the bastards got me." Dack says digging the med kit out of his survival pack.  Pulling on one of the thug's jackets  Tash points to the clan patch "Let's go see this Hutt about getting a new job."  Jen shakes her head but grabs a jacket and follows the others towards the fort.


Walking up to the fort there are a few thugs milling about but no one seem to pay them much attention.  Stepping into the largest structure they see a Hutt napping on a small dais surrounded by thugs.  Behind him is a Nexu with a Klatooinian handler.  Sitting to the Hutt's right is a Quarren.  The Quarren stands and says "Mighty Zorrax we have unannounced guests."    The Hutt shakes his head and opens his eyes looking straight at the three pilots.  At first Zorrax looks surprised but then he scowls "Who the hell are you and why are you wearing my colors?". Tash steps forward spreading her hands with her palms out but the Hutt cuts her off with a wave.  "I have few humans in my service and you are not them.  How dare you wear the crest of the Desilijic clan in my presence!  Explain yourselves!" Zorrax booms now clearly enraged. Tash stammers "M, ,mmm, mighty Zorrax we intended no insult.  Clearly you have many unworthy enforcers in your organizations. You need more talented people protecting you.  Allow myself and my companions to serve you we are..". "Silence fools!  You think you can murder my loyal subjects and get away with it!" the Hutt yells.  The Klatooine moved up next to the Hutt, loosening the leash on the Nexu. The creature pulls forward towards the three pilots.  The rest of the thugs raise their weapons.  Raising his arm the Hutt seems to regain his composure.  "I will not abide such insults" he says "Kill them!" the Hutt points at the three pilots.

The interior of the fort erupts in blaster fire.  The Nexu's handler lets go of the creature's leash and it leaps forward towards the New Republic pilots.  Drawing their blasters the three run shooting as they flee.  Jen drops the Nexu with a single shot between the monster's eyes.  "ARRRRGH!  Kill them!  Kill them all!" Zorrax howls in rage.    

 Ducking out the back unnoticed R2-P3 moves away as fast as his propulsion motors will allow him.  The droids audio receptors pick up the commotion inside the fort.  Scanning the surrounds for a safe place to hide he emits a low whistle through his binary vocabulator trying to calculate the reasoning behind his organic companions errors.  

 Tash, Dack, and Jen make it out of the building.  Jen drops the Klatooinian in the door way.  Tash shaps off a shot and knocks a Aqualish from a walkway above them.   "Quick get to that small bunker, we can take over that launcher!" Tash shouts.


 The three Mynocks run towards the small bunker with the Hutt thugs in close pursuit.  Falling behind them Pinky chirps at them in binary.  Suddenly two blaster bolts strike the droid stopping it in it's tracks.  Smoke pores from the droids housing and the doid shuts down with a low whine.  "Pinky!" Tash shouts but she keeps running.
 

Tash is the first to reach the bunker.  She runs inside firing behind her as she flees not realizing that there are four other Hutt enforcers inside.  "Poodo!" she shouts raising her blaster she tries to shoot at a Gran in front of her.  With a pop her power pack shorts out.  Tossing the useless weapon aside she steps forward and punches the thug in it's middle eye-stalk.


 A frantic battle ensues inside the the small bunker.  Jen shoots a thug then scrambles up the small ladder to the roof of the structure.  Even in close quarters both the thugs and pilots miss several shots trying as much to avoid getting killed as anything.  Dack drops a thug as Tash knocks the Gran out with another punch but then Dack takes a shot to the guts and goes down hard.


 Thugs converge on the small bunker from all over the fort.  Through a hail of blaster fire Jen scrambles across the roof of the bunker and hops into the crew served concussion missle launcher.


 Jamming the launchers joystick to the left Jen targets the other launcher and fires.  In a massive explosion the other launcher goes up in flames.  She then targets the main structure of fort and fires again.  Chunks of ferrocrete fly in all directions sending the the thugs outside scattering.  A few thugs are hit by the flying debris and killed or knocked out.


From inside the smoking fort everyone can hear Zorrax yell "Stand down!  Stand down! Bring their leader to me!".  Tash looks around.  Surrounded she put her hands up and says "Try anything funny and my friend will bring that fort down on top of your boss.".  A Rodian thug grabs Tash by the arm and leads her out of the smaller bunker.


Tosh looks up and sees the Blood Talon and the two X-wings flying towards the fort.  She looks down at her smoking droid and realizes that it must have contacted her copilot before it was destroyed.  She tries to pause for a moment as she looks at her loyal astromech but the Rodian thug drags her on.


"Well, well, it seems you scum are more trouble than I took you for." grumbles Zorrax.  "Tell me why you are really here?".  "We're just out of work pilots looking for a new job.  That Hawk 290 outside is my ship and the two X-wings with it belong to my companions.  "X-wings and a Hawk 290..." the Hutt contemplates "You still take me for a fool.  You are with the New Republic.  You are here for your pilots" Zorrax crosses his arms.  "Yes we are and we have you at a serious disadvantage." replies Tash.  "So you do.  Fetch the prisoners." commands the Hutt.

Captain Kole and Crada Vork are brought into the fort.  "Release them." Zorrax.  A Gammorian cuts their rope bindings.  "Well this is an interesting rescue operation you have going here Lieutenant Raden." Captain Wuxxor says turning to Tash.  "Yes sir, you could say that." replies Tash.  "The New Republic will pay for heavily when my clan hears about this!" Zorrax says angrily.  Pointing at Tash the Hutt continues, "And you and your friends will have a bounty on your head so large you won't be able to go anywhere in the Outer Rim without being killed.".

Without another word Tash turns and leaves with the other two Mynock pilots following.  Outside she sees that Lowbacca is already towing Pinky up into the Talon with a magnetic grapple.  The Wookie lowers a chain ladder and a harness that they use to recover the others.

Before exiting the launcher Jen fires her blaster into the controls.  She's the last one aboard the Talon.  As they head back towards their rendezvous point Jen says "That's the last time I ever want to try and negotiate with a Hutt".


Back at their canyon landing site Crada Vork secures Dack into a bunk on the Blood Talon and begins to tend to his wounds.  "I suggest we get out of here as soon as we can.  I'm taking Mynock 11's X-wing." Captain Wuxxor explains.  "Yes sir!" the others reply in unison.

The three ships take off.  "Well have to get to the nav beacon before we can jump out of the system.  Let's head to Void Station first.  Dack will need their help." Kole commands.  "Roger that Mynock 1" replies Jen.  "Sir I'm picking up TIE fighters approaching from the nav beacon!" Tash shouts over the com.

"Attention Rebel scum this is the 'Mauler' of The Dark Shadows.  Surrender now or be destroyed!" comes a voice over their comms.


the TIEs swarm in heading straight for the HWK-290.  Jen and Kole split off heading for some cover.  "Flank them!" commands the Captain.  The lead TIE opens up on the transport scoring a direct hit.  "Shields out!" shouts Tash "You guys better hurry or I'm space dust!".


The TIEs swarm around the Talon scoring several more hits.  Lowbacca fires back at one of the hostiles doing some damage to the small craft.


 The X-wings turn back into the fight.  Captain Kole takes out the lead TIE in a hale of laser cannon fire.  "Good shot Captain!" Jen shouts.  Panicking the TIE pilots turn to engage the X-wings.


Jen lines up another Imperial fighter and shoots damaging the enemy fighter.  Captain Kole knocks out another TIE "Scratch two!" he shouts.


As the Talon reaches the Nav Beacon the two remaining TIE's turn to pursue with the Mynock X-wing hot on their tails.  Before the former Imperials can fire the Mynocks destroy them.  "That was way too close!" Tash exclaims as she engages the HWK-290's hyperdrive.


Mynock Squadron drops out of hyperspace in the Void station system.  Ahead of them they see a small New Republic fleet orbiting the asteroid base.  Their comms crackle to life.  "Mynock Squadron proceed to Void station and land.  Do not attempt to flee.  That would be most unfortunate.".  "Don't worry I can assure you we will comply" replies Captain Wuxxor.

After landing the Members of Mynock squadron are escorted to a large conference room.  Sitting at the table is Admiral Ackbar and several New Republic officers.  Ackbar stands and walks towards Captain Wuxxor shaking his hand.  He then turns to Crada Vork shaking the Rodian's hand as well.  "I'm so glad to see the two of you alive.  Welcome home." Ackbar says.  "Thank you Admiral." Wuxxor replies.  "As for the rest of you" the Admiral turns towards, Dack, Jen, and Tash.  "I should have you thrown in the brig and put up on charges but seeing as you are at the end of your service with us the New Republic has decided to give you an honorable discharge.  We will however be taking your last months pay to help us cover the cost of your little adventure.  It will cost us a small fortune to repair our relationship with the Desilijic clan.  They are still none to friendly towards us after that incident on Tatooine."  he pauses "Good luck with your new life and may the force be with you.".  The members of Mynock squadron snap to attention and salute "Yes sir!" they reply in unison.  The Admiral returns their salute then exits the room.

Later the former members of Mynock squadron sit in the stations bar quietly nursing their drinks discussing what their plans are.  A female Bothan waitress approaches them.  "Out of work eh?" the Bothan remarks.  Jen smiles and nods at the waitress.  "Hey it could have been worse right?" the Bothan continues.  "Listen I've got a friend on Corellia named Rogan Dexter.  He's looking for good X-wing pilots for a private security squadron he is forming.  I saw the way you handled those Hutt raiders a couple days ago.  I'll put in a good word for you." the Bothan says.  Crada Vork hands the waitress a cred stick.  "Thanks doll, we'll look into it." the Rodian says.  "Take care!" the waitress replies as she walks away.  Crada turns back to his companions.  "Well what do you think?" Crada ask  "The merc life is better than nothing."

The Blood Talon departs Void Stations bearing a fresh coat of red paint with off white markings.  Once clear of the station Tash reaches for the hyperdrive controls.  "Next stop Corellia!" she says as she engages the drive.

Notes:  Well that adventure was an exercise in going off the plan.  I was completely taken aback when the players decided to try and strong arm their way into Zorrax the Hutts organization.  It wasn't helped by the fact that none of their characters had any kind of negotiating skills and then they completely fumbled their attempts at diplomacy.  Despite all that I didn't have to fudge many of my roles even if I did have to be a little unrealistically forgiving in resolving the problems that ensued from the frantic combat at Fort Lonesome.  

Sometimes those kinds of completely botched up games can be the most fun to play.  It was certainly one of the more exciting sessions I have run so far and it was a lot of fun for me getting to play the part of an angry and enraged Hutt.  Everyone seemed to have a good time.    


Saturday, January 2, 2016

Star Wars Shards of the Empire Season 01 Episode 00 Not Dead Yet

The New Republic GR-75 Gallofree Medium transport "Rim Runner" sits in Orbit above the jungle world of Varonat an Outer Rim planet near Endor on the Corellian Trade Spine.  It's mission: ferry Republic Personel and military equipment off the forest moon of Endor and deliver them to Sullust. It is to rendezvous with two Y-wing starfighters from Gold Squadron at this location.  The Escorts are well overdue.  "Lieutenant Arkel scan the area for anything unusual."  The Sullustian Captian Muldo Mul paced back and forth across the bridge with his arms crossed.  This was suppose to be a safe rendezvous point for their missions but he suspected something had gone wrong.  "Sir I'm picking up some wreckage near the rendezvous point.  I can't identify it but it is enough to be a couple of starfighters". Lieutenant Sune' Arkel was an Zabrak pilot and technician.  She had only been serving aboard the Rim Runner for a few months.  The only other individual on the bridge was the navigator Darin-Une a Cerean who had only been aboard a few months longer than that herself.  This was to be the transport and crews last mission for the New Republic due to cutbacks made after the signing of the Galactic Concordance a few months ago.
Captain Mul rubbed his chin "I don't like this.... sound action stations we want to be ready..". Suddenly the entire ship rocked from a loud explosion.  "Sir we've got four TIE fighters and two TIE bombers!  They came out of nowhere!"  Arkel spun around in her chair to face the captain just as another heavy concussion missile hit the ship.  Two more impacted seconds after that "Abandon Ship!  Get to the escape pods!" shouted Mul and then his control panel exploded.  A large arc of electricity shot out of it and hit the Sullsutian square in the chest hurling him against a bulk head.  Darin-Une rushed over to check on the Captain but there wasn't anything she could do.  The two Republic crew members scrambled into the bridge escape pod and blasted away from the ship.  As they looked out the view port they could see TIE fighters chasing down other escape pods and blowing them up.  It was clear these renegade Imperials were not interested in prisoners.
      
 The escape pod crashed through the jungle canopy and made a fairly soft landing on the jungle floor.  Unfortunately for the two survivors the distress beacon was destroyed in the crash.  "Probably just as well.  Would have alerted the Imps to our location anyway." Arkel sighed.  Darin-Une checked the pods short range commutations system I'm picking up a bunch of what sound like encoded Imperial transmissions from several locations on the planet as well as some other strange transmission about 10 kilometers North" she said.  "Well strange is better than Imperial.  We should check it out."

The two gathered supplies and weapons from their escape pod.  Fortunately for them the bridge escape pod was equipped with a better selection of weapons and equipment than the standard ship pods.  In addition to blaster pistols and survival packs there were also armored flight suits and a break down sporting blaster rifle stored aboard.  Not wanting to stick around until the Imperials found them they set out for the source of the strange transmissions.

 Trekking through the jungle was tough but Sune' was a Zabrak and was used to living in harsh conditions.  She was impressed by how well her companion was keeping up.  Of course they both had received basic survival training during their service.  They had managed to avoid several rough areas and a few dangerous examples of flora and fauna.  Then she noticed the ground she was standing on was shifting slightly. "Look out it's a..." the massive serpent lifted it's head and opened it's mouth lunging at Darin-Une.  She jumped back drawing her blaster pistol and shot it right between it's eyes dropping it instantly.  "That was close" the Cerean said.

 They continued through the jungle being a little more cautious than they had been.  It was getting towards mid day when they heard "Where the heck are they we've been searching for hours!".  The voice was human sounding but filtered through some kind of helmets comm system.  "Keep your voice down!  We know one of the pods came down in this location." another more normal sounding voice replied.
Peaking over the hill they saw a pair of armed humans.  One was dressed in an Imperial officers uniform and another was wearing the black flight suit and helmet of a TIE fighter pilot.  Darin-Une and Sune' Arkel drew their blaster pistols and shot as the two men.  The pilot was hit and took a step back but the officer returned fire.  Suddenly two more attackers began firing at them.  They appeared to be Storm Troopers of some kind.  The Republic officers traded fire with the Imperials.  The TIE pilot went down first followed by the officer.  Sune' was hit by one of the Storm Troopers and went down grabbing her side.  Darin-Une traded more fire with the troopers eventually taking them both out.
The Cerean then check on her companion.  Sune' was unconscious and she had a nasty blaster wound in her lower torso but she was alive.  Darin-Une pulled the med-kit out of her survival pack and went to work.  After patching the Zabrak up she woke her and gave her a shot of stimulant.  "Sorry I had to wake you.  We can't stick around here" she said.  "Where are the Imps" replied the Zabrak.  "Dead, I think" Darin pointed and the bodies of the Imperials.  "Well lets see if they have anything useful" replied Sune'.
The gathered a pair of blaster carbines and utility belts from the dead Imperials.  "That's odd this one seems to be equipped for cold weather" Darin said pointing at one of the Storm Troopers.  "Well I've heard rumors of renegade Imperial raiders operating out here in the Outer Rim.  I guess they have to make due with whatever equipment they have on hand" replied the Zabrak.  

 They continued on at a much slower pace through the jungle.  Sune' was having a hard time keeping up due to her wound.  Eventually they came across some ruins where they noticed a small encampment and a well maintained YT-1300.  "Looks like Pirates to me" said Sune'.  "We need that ship" replied Darin.  "Hey we've got a couple thermal detonators on these utility belts.  I've got an idea" said Darin.  
 They carefully moved over to a building about 50 meters from the ship and set the detonator to go off after several minutes.  They then took up a position on an over grown hill near the camp.  There were two pirates paroling the ruins around the camp and four hanging out at the camp.

 The detonator exploded blowing the ruined building to pieces.  One of the pirates patrolling through the ruins was hit and killed by flying rubble.  Two of the pirates scrambled out of the camp towards the explosion but two remained.  One ran to the com station "We are under attack! All units return to base" the pirate shouted into the com.

The Republic officers took out the pirates with stun blast and ran to the YT-1300.  The boarding ramp was down so they ran on board and and went strait to the cockpit after securing the ramp.  Within moments they blasted off heading for space.  The remaining pirates took shots at them with their blasters but the armored hull of the freighter protected it from harm.

As they got into space an alarm on the ships panel went off. "Four TIE fighters heading our way.  We need to get out of here!  Check the nav computer to see if anything is programmed in" shouted Sune'.  "Yeah, I've got something!  How about Corellia?" replied the Cerean.  "Punch it!" Sune' shouted.  The freighter jumped into hyperspace well before the TIE fighters could get in range.


It took four days to reach the core world of Corellia.  In that time Sune' Arkel was able to heal from here wounds with the help of Darin.  As they came out of hyperspace Darin was piloting and she laid in a course for the Corellian space station to make arrangements to land.  Before she reached the station the YT was intercepted by a pair of X-wing starfighters.  The freighters com system activated "Attention YT-100 285-0691 you are hereby ordered to proceed directly to docking bay 74 in Coronet City by the Corellian Security Force.  If you attempt to flee or power up your weapons you will be shot down.  Will you comply?".  "Yes sir..." Darin replied.

After landing in docking bay 74 Darin and Sune' decided to leave their weapons on the ship.  Outside they were met by a dozen armed and armored troopers and a CorSec officer.  "This ship was reported stolen two months ago by a Corellian citizen.  You are under arrest on the charge of piracy.  Come with us."  The two were taken into custody and booked into a nearby security station.  After spending a few hours in holding they were taken to questioning where they were questioned.  They gave their story to the detectives.  Four days later they were released by CorSec and given a reward for returning the YT-1300 by the ships owner.  Then they were told to stop by at the Republic Fleet office where they received their official discharge and hazard pay.  Now unemployed they decided to search for work together.


Notes:  This was an introductory adventure I ran for my new Star Wars campaign "Shards of the Empire".  The campaign is set a little more than a year after the battle of Endor and will follow the new story arc set by "The Force Awakens".  The events in the campaign start 30 years before the events in the movie before the rise of the First Order and the formation of the Resistance.  
I am using the Savage World system but I will also be using Fantasy Flights X-wing for space encounters.  
Tonight I only had two players show up so I did character creation and ran a short introductory episode.     

Monday, September 8, 2014

Wastelanders: A field guide to the people outside the dome. A Savage Worlds supplement for Dystopia.

Copyright Nate Miller Photography
Wastelanders
A field guide to the people outside the dome.
Written for the Houston Dome Daily By: Jack “Rusty” Smith
(With supplemental Savage Worlds Role Playing Game information for Dystopia: Wastelands and Empires. By Nathan and Michelle Miller)

Ever since the shit hit the fan back in 2075 life for the folks outside the domes or walled townships has become progressively worse. You might think that everyone out here is some kind of bloodthirsty savage but you would be mostly wrong.... mostly. Fact is there are all types of people out here but there are a few types that are far more common. This here “field guide” is intended to give more civilized folks a heads up on who they might encounter out in the wilds as it were.

My name is Jack “Rusty” Smith and I'm from the Ozarks in what used to be known as the United States of America. These days my stomping grounds are one of the most lawless and backwoods places you can find which is pretty much how it was before everything went to Hell. Just more so now.

(In the Dystopia: Wastelands and Empires setting humans are the only race of heroes avaliable. Instead of using racial templates like many other settings the Players and Game Masters may choose a Lifestyle from the following list instead)

No one trust a Drifter.
Copyright Nate Miller Photography


Drifters: There are folks that just don't seem to belong anywhere or with anyone. Drifters are typically loners who move about a lot either lookin' for somethin' or runnin' from somethin'. Occasionally they team up with other drifters for mutual protection but they never run with a very large group. They might settle for a bit in one place or another but something always drives them back onto the road.

The thing about Drifters is that you can never tell what kind you are dealin' with. They tend to run the spectrum between devils and angels. You never know if they are going to come to your aid when times get tough or stick a knife in your back and take your things. They are however highly resourceful and usually able to take care of themselves.

  • Outsiders: Drifters are often mistrusted and misunderstood by others. Drifters suffer a -2 Charisma when dealing with non Drifters.
  • Acclimated: Drifters have to spend most of their time in the elements. Drifters get a +4 to resist all negative environmental effects. (heat, cold, pressure, ect.)
  • Penniless: Drifters have to travel light. Drifters start with half the starting funds of a regular hero and can not hold on to money or wealth.
  • Fighter: Drifters have to fight to survive often. Drifters start with a d6 in either Shooting or Fighting skills


Zealots: Religious fanatics have been around since the concept of gods and what not came about. However the fall of civilization as we know it put these folks into overdrive mode. All over the globe there were some folks who turned to the divine for answers to the shit storm that most of us were tossed into. It doesn't matter if they worship a god, or gods, or “Zortog the Very Shiny” their line of bullshit is always the same. We are all being punished by the great holy one for our numerous sins and these folks believe they have been “chosen” to do the punishin' on the rest of us.

Zealots are always dangerous to deal with. Every one of them is more than a bit “touched” and they absolutely do believe in their holy missions. They may come at you with a message of peace and love claimin' their dearest savior is the only path to salvation from the livin' hell but they absolutely will turn on you the moment if you question their truth. They are best avoided.

  • Pig Headed: Zealots believe their truth is the only one that matters. Zealots therefore begin with the Stubborn hindrance.
  • Aggressive: Zealots attack with everything they have in combat and therefore gain the Frenzy edge.
  • Inspired: Zealots are dangerous and violent but they can be very good at converting others to their faith. Zealots start with a d6 in the Persuasion skill.
  • Martyr: Zealots will willingly die if they believe their holy mission demands it. Zealots begin with the Death Wish hindrance.

Amazons are always difficult tribes to deal with.
Copyright Nate Miller Photography

Tribals: Back in the day when things were less shitty these folks would have been hippie environmentalist types. Shunnin' most technology that doesn't involve killin' folks that trespass on their lands and livin' off the land is the way they like things. Tribal types usually avoid civilized folks as often as possible and prefer to live in loose bands close to nature. Some tribal types are more dangerous than others. Most just want to avoid civilization but some of them want to burn what is left of it down. A few of the more aggressive types have been rumored to engage in cannibalism.

Tribal types are hard to get along with. They don't trust outsiders although the friendlier ones will trade with others from time to time. If you end up on their land without their permission even the most friendly group may just as soon kill you as talk to you. If you see them in more civilized areas with more weapons than trade goods it might be a good time to run or at least gather up the local militia.
  • Backwards: Tribals rarely handle technology and don't understand how to repair it. Tribal characters start with the All Thumbs hindrance.
  • Live off the Land: Tribals are experts and living off the natural world. Tribal characters start with a d6 in the Survival skill.
  • Acclimated: Tribals live among the natural elements. Tribal characters receive a +4 to resist all negative environmental effects. (heat, cold, pressure, ect.)
  • Occhlophobia: Tribals live in very small communities with only a few family groups. Tribal characters suffer from Phobia of crowds as a Major hindrance.

Mystics are weirdos but they know how to patch you up.
Copyright Nate Miller Photography

Mystics: These weirdos are like Tribals without a tribe. They have pretty much the same outlook on life but prefer to live a bit closer to some form of civilization. Sometimes they are pretty handy to have around because they usually have a good knowledge of folk medicines and they usually know what local tribals consider to be their territory. Most aren't dangerous in the regular sense being that they tend to be pacifist but if you piss one off or threaten one you need to keep in mind that their knowledge of folk medicines comes with a knowledge of natural poisons.

Mystics are loaners and hermits. Most of them like a variety of pets and some of them are quite talented at handlin' all kinds of critters. Mystics always believe in some kind of spiritual world. Many worship “Gaia” or some other earth spirit or spirits. They are also almost always weird for the sake of being weird whether it is their schtick or just that fact that most are simply crazy.

  • Hippie: Mystics are peaceful people not easily provoked to violence. Mystic characters start with Pacifist as a Minor hindrance.
  • Folk Healer: Mystics are knowledge about a number of folk remedies. Mystic characters start with a d6 in the Healing skill.
  • Weirdo: Mystics are really strange individuals who often profess believe in spirits, ghost, faeries, and the like. Mystics start with Delusional as a Minor hindrance
  • Herbalist: Mystics are highly familiar with flora of all kinds. Mystics start with a d6 in the Knowledge: Plants skill.

The only thing more dangerous than a Nomad is a Nomad that is out of fuel.
Copyright Nate Miller Photography

Nomads: Some people were born with fuel pumping through their veins instead of blood like the rest of us. Nomads are those types of folks. They love vehicles and they hate to stay in one place too long. Nomads always travel in gangs and their vehicles are usually rigged with weapons and makeshift armor. Most Nomad gangs are opportunistic raiders but some of them operate like traveling merchants or circus performers. Most settlements are leery of Nomad gangs but they will usually tolerate them for a short time so long as they behave themselves. Some Nomad groups have permanent bases and regular routs but other groups just drift from place to place.

Nomads always find a way to live it up even in the wastelands. They are rowdy daredevils by nature who love to drink and fight. Most are dangerous most of the time and some are dangerous all of the time. They are all excellent drivers and usually pretty good gear heads as well.

  • Distrusted: Nomads are considered very dangerous by others. Nomad characters start with the Outsiders hindrance.
  • Road Warriors: Nomads spend most of their time on the road behind the wheel of a vehicle or motorcycle. Nomad characters start with a d6 in the Driving skill.
  • Hold my Beer: Nomads frequently engage in dangerous and reckless activities to impress other members of their gang which often gets them killed. Nomad character start with the Death Wish hindrance.
  • Party Animal: Nomads like to party like it really is the end of the world. Nomad characters receive a +2 bonus to resist the negative effects of alcohol or drugs.

Techs aren't always good in a fight but they can fix almost anything.
Copyright Nate Miller Photography

Techs: Without these folks life outside the domes and walled cities would be even harder. Techs are experts at repairin' damaged technology and re-inventin' old technology for new purposes. Some are very specialized experts but others are more “Jack of all Trades” types. Good Techs are in high demand almost everywhere except tribal lands and their services rarely come cheap.

Most Techs are a good deal sharper than the average wastelander especially those who specialized in electronics and computer technology although finding a genius mechanic isn't at all unheard of. Personality wise they run the spectrum but most are good at haggling a proper price for their skills.

  • Over Thinker: Techs are cautious by nature and prefer to test and re-test repairs and inventions before feeling confident in them. Tech characters start with Cautious as a hindrance.
  • Sharp as a Tack: Techs are smarter than the average wastelander due to their specific training. Tech characters start with a d6 in the Smarts attribute.
  • Gear Head: Techs spend most of their time fixing up lost technology in the wastelands. Tech characters start with a d6 in the Repair skill.
  • Tribal Enmity: Tribals do not trust Techs because they deal with and repair technology. Tech characters suffer a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Book Smart: Techs have to study technology to learn how to repair it. Tech characters start out with a d6 in the Knowledge Lost Technology skill.
  • Techno Babble: Techs find it difficult to communicate with others who lack their specific vocabulary. Techs suffer a -2 to Charisma when dealing with non Tech characters and NPCs

Militia members are the protectors of the wastelands when they aren't pushing you around.
Copyright Nate Miller Photography

Militia: Any decent sized town or settlement not large enough to have it's own private security company must rely on citizen militias. Most are organized by whatever passes for the local law and they vary in size dependin' on the population of the town. A few towns require every able body citizen who live their to be armed and equipped as militia but this is not always the case. Militia also vary highly in quality of equipment, organization, and training but they are almost never as well trained or equipped as private security companies.

Militia members tend to be more brave in the local watering hole than on the battlefield but most of them will fight when there is trouble on their door step. Most members are just regular citizens with a sense of civic duty but a few are just jerks who just like to push the locals around. In towns where the local law dog is a bully the entire militia tends to act more like a gang than a group of protectors.

  • Home Town Hero: Militia members have usually grown up in their town and or the surrounding area. Militia characters start with a d6 in the Local Knowledge skill.
  • Oath of Service: Militia members are required to promise to protect the local population and properties in a specific area. Militia characters start with Vow as a Minor hindrance.
  • Guard Duty: Militia members spend a lot of time guarding the boundaries of their local area and they quickly learn to spot dangers. Militia characters start with a d6 in the Notice skill.
  • Nomad Enmity: Militia members and Nomads don't get along. Militia members uphold the law and Nomads have no care for the law. Militia characters suffer a -4 Charisma penalty when interacting with Nomad characters and NPCs.

Tourist.  A danger to themselves and everyone around them.
Copyright Nate Miller Photography

Tourist: That would be you. If you ever venture outside the cozy confines of civilization that is. That's what most wastelanders call regular folks from the domes and walled cities. Believe it or not sometimes regular folks like you find themselves out here among us unfortunates. Most times it is because you got on the bad side of some corp or politician in your lovely home dome and you're fleeing from their professional enforcers. Sometimes you get the crazy idea that you are gonna find some grand adventure out here or even worse you believe you are on a mission to save us all from ourselves. Whatever the reason you almost always end up hightailing it back home in short order if you don't end up getting yourself killed first.

The best Tourist are insufferably arrogant useless whiners. The worst believe us savages need to be shown the proper way to live like civilized folks. Even Tourist who claim to have grown up in the poorest neighborhoods are never even remotely ready for the wastelands. You can't go on the dole in the wastelands. No one will provide for you or protect you. If you can't live by your own means you won't make it out here.

  • Babe in the Woods: Tourist spend most of their life in the protected confines of domed or walled cities and have no idea what life if like in the wastelands. Tourist characters start with the Clueless hindrance.
  • Life of Luxury: Tourist usually have a lot more E-script than wastlanders and since their equipment is newer than most wasteland equipment it can bring double it's value in trade. Tourist characters start with the Rich edge.
  • Sheltered: Tourist grow up in climate controlled environments thus they easily become uncomfortable in the wastelands. Tourist characters suffer from a -4 penalty to resist all negative environmental effects (heat, cold, pressure, ect.)
  • Educated: Tourist spent at least 12-16 or more years of their life in schools learning a variety of subjects. Tourist start with a d6 in any two specific Knowledge skills that do not have to do with the wastelands.


Scavengers can get you almost anything with enough time and money.
Copyright Nate Miller Photography

Scavengers: A lot of people died after things went south. Whole communities either died off from disease or nuclear fallout or some kind of civil strife. Those who could fled to the walled cities and domes as fast as they could. As such there is a lot of unclaimed property out there that isn't doing anyone any good. Scavengers are the prospectors of the wastelands. Always on the search for caches of lost technology or just some useful junk. Scavengers frequently operate in small groups and they very jealously guard their “finds”. Scavengers most frequently deal with techs unless they are lucky enough to find the occasional bit of perfectly workin' technology in which case they usually sell to the highest bidder.

Scavengers are secretive types who rarely trust anyone outside their own crew. In fact it is said they rarely trust anyone in their crews either. They are usually good at spottin' useful items and knowin' what they can get in trade or E-script for it. Most Scavengers are content to poke around the ruins of the past for useful stuff but a few are quite happy to scavenge technology from your still twitchin' corpse.

  • Useful Items: Scavengers usually have a number of small useful items on their persons and they are very resourceful in the way they use them. Scavenger characters start with the McGiver edge.
  • Enforcer Enmity: Scavengers frequently scavenge their lost technology from corporate or government controlled projects and facilities in the wastelands. As such they don't get along well with Enforcers. Scavenger characters suffer a -4 Charisma penalty when interacting with Enforcer characters and NPCs.
  • Tribal Enmity: Some of the best lost technology caches are frequently on Tribal lands and Tribals do not look kindly on trespassers. Scavenger characters suffer a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Burglar: A lot of lost technology caches are secured in locked vaults and facilities so Scavengers must learn to bypass these security measures. Scavenger characters start with a d6 in the Lockpicking skill.
  • Good Eye: Scavengers spend a lot of time combing through junk piles or searching overgrown areas for lost technology. Scavenger characters start with a d6 in the Notice skill.
  • Dangerous Prospects: Scavengers are very careless when they are searching for lost technology caches therefore they will often snoop around areas they don't belong. Scavenger characters suffer from the Curious hindrance.
  • Like a Ghost: Scavengers frequently have to sneak into guarded areas to recover lost technology. Scavenger characters start with a d6 in the Stealth skill.
  • Finders Keepers: Lost Technology is extremely valuable in the wastelands. Scavengers guard their finds jealously. Scavenger characters suffer from Greed as a Minor hindrance.

Enforcers: For a number of usually stupid reasons sometimes the high and mighty decide that they need to exert some kind of influence over the World's unfortunates. Usually they choose professional killers for this purpose because they usually want some resource we have discovered or to find some lost and important Tourist. Enforcers are professional private security contractors that work for the governments and corporations of the domed or walled cities. They are well equipped, highly trained, and utterly devoted to their contracts. They are most commonly found in the wastelands escortin' trade convoys or diplomats, lookin' for criminals or lost Tourists, or indiscriminately drivin' wastelanders off some bit of land someone important decided they needed.

Enforcers are not necessary cold and heartless. Some are devoted husbands, wives, mothers, and fathers or otherwise decent folks. When they are in civilization that is. Outside they are brutally efficient killers. They are conditioned to believe wastelanders are the greatest threat to civilization and that they are the thin blue/green/urban cammo, line that protects all that they love from sub human monsters. You really can't blame them but you can't trust them to do anything other that kill you without losin' sleep over it if they believe their mission dictates it.

  • Firearms Training: Enforcers receive extensive firearms training for their profession. Enforcers characters start with a d6 in the Shooting skill.
  • Hand to Hand Training: Enforcers receive extensive training in hand to hand combat for their profession. Enforcer characters start with a d6 in the Fighting skill.
  • Contracted: Enforcers are under contracts from either a government or corporation. Enforcer characters start with Vow as a minor hindrance.
  • Militia Enmity: Enforcers are frequently put in positions that put them violent at odds with the citizens of the wastelands and their Militia protectors. Enforcer characters suffer a -4 Charisma penalty when interacting with Militia characters and NPCs.

Trackers: Bounty hunters are sometimes employed by powerful people to track down wanted individuals when larger forces are unavailable or inappropriate. Trackers usually work alone or in small teams to hunt their quarry. Well armed and equipped for wastelanders Trackers are formidable combatants although they will usually employ more subtle techniques than Enforcers when trackin' their targets. For their own safety Trackers usually do their best to stay on the good side of local authorities and minimize collateral damage. It is considered unprofessional to inconvenience innocent bystanders among the members of their profession.

Trackers are usually a combination of skilled fighter, sharp investigator, and cautious negotiator. If they are smart they do everything they can to get the drop on their targets to minimize casualties especially if the target is preferred alive by their employers. Some however are little more than hired hit men.

  • Bloodhound: Trackers have to be adept at tracking fugitives over a variety of terrain. Tracker characters start with a d6 in the Tracking skill.
  • Tribal Enmity: Trackers frequently have to track fugitives who trespass onto Tribal lands which causes Tribals to distrust them. Trackers suffer from a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Man About the Wastlands: Trackers are experts at gathering knowledge about their targets off the street. Trackers start with a d6 in the Streetwise skill.
  • Nomad Enmity: Nomads make a lot of enemies in the wastelands and they are frequently on the bad side of powerful and wealthy individuals and organizations. Nomads are typically distrustful of Trackers. Trackers characters suffer a -4 Charisma penalty when interacting with Nomad characters and NPCs

Well that about covers the most interestin' types you might run into round these parts. The wastelands ain't no place to be for proper city folks so it's best you just take my word for it. Now thanks to this article and a fat transfer of E-script I'll be livin' it up in the Houston Dome! God Bless.

Note: I hope to make this available as a PDF soon.



This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”





Tuesday, August 26, 2014

Dystopia: Wastelands and Empires a possible project for 2015

I'm thinking about starting up a new Post Apocalyptic project for 2015 called "Dystopia: Wastelands and Empires".  Like my Solar Empires project I plan to use this setting for both miniature games and roleplaying.  Also like that setting the focus will be primarily human.  I already have a number of miniatures suitable for the setting in my collection but I'm sure I will buy more as the project progresses.

Setting Summery:  At the end of the 21st century an already collapsing society tipped over the verge after a brief nuclear exchange between the New Soviet Union and the North American Republic.  This nuclear war, though small in scale, ruined much of the Earth's already damaged echo system and caused major changes in terms of political power.  After several chaotic years most nations ceased to exist and instead larger metropolitan areas formed independent city states creating large domed structures to keep out pollution and radiation.  Life for citizens of the domed cities was fairly pleasant although tightly controlled by government and corporate forces.  Life outside the domes was anything but pleasant.  In the places that human life could still be sustained anarchy reigned.  Most survivors banded together to create tribes or gangs for mutual protection.  A few un-domed city states cropped up but they were far less sophisticated than their richer counterparts but most of the tribes lived a nomadic scavenging what they could off the bones of the past and constantly fighting others for their very survival.  Life continues the same to this day in the year 2142.