STAR WARS: RETROSPECTION- Descent

Started by Bardock4235 pages

"I do not know him, I believe. And they are not bound by the Order, but do the will of the force? Maybe I could be like that, if I survive this mission"

Clarion nods.

"Much has happened to you since Zehat, and I would advise finishing your training before pursuing a life of wandering, but you are more than welcome. Consider yourself an honorary member, at the moment."

"I am very grateful for your help."

Does the transmitter ever do anything, btw?

The transmitter you stole does not... but the one you have been given will be used to send you information about where you will be stationed, according to the opening message (which is very shortly after deleted by the automatic wipe).

You can use that one to get information while using the other to try tracking the signal.

Excellent. Well, I will work on the other transmitter then, until I have to go to my post.

Does Clarion have any further information for me?

Clarion does want to inform you that she has business to attend to on Naboo and so will be away, but has nothing further for you.

"This is your mission, after all," Clarion says. "I will help where I can, mind you, but you will be the one to crack the Syndicate."

-

At this point, there will be a change in gameplay, to account for Con's activities under the employ of the Syndicate. It would take an eternity to roleplay each and every thing that Con does, and so there is an alternative.

It becomes quickly apparent that cracking the signal to the communicator will be a long-term project, due not only to Con's minimal technical know-how but also due to changes to the signal and its security; the Syndicate constantly updates it.

As a result, Con will be making rolls over time. He needs to accumulate 30 successes total, and once he has done so, he will have determined the originating point of the signal, from which the Syndicate sends all of its commands.

Until he manages to do so, Con will continue working as a 'soldier' for the Syndicate. You quickly discover that the Syndicate soldiers are meant to enforce the interests of the Syndicate while winning over the public; they are quicker to respond to incidents where the police are needed, due to one being stationed per city block.

To show this, Con will be presented with a situation. Instead of roleplaying through it, I will ask how Con would handle the situation in its entirety, and then make the appropriate dice rolls to see how he did. He will be judged on skill as well as character; both will determine whether or not the Syndicate decides to take further interest in him, so that he can get into their good graces.

Meanwhile, Clarion will return to Con from time to time in order to help. She may present him with missions that will collect evidence against the Syndicate, which will be treated the same way as Con's Syndicate duties. They will be presented and Con will state how he would handle them, and then make rolls accordingly.

Does this make sense?

Yeah, I think I understand. You give me a situation, I tell you how Con will handle it in regards of making people like the syndicate, but at the same time doing their will.

Precisely. You can also safely assume that each will revolve around a certain skill. We will chart everything as such:

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CON'S PROGRESS

Signal Tracking: 2

Syndicate Missions: 0

Clarion's Missions: 0

Morality: 10

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'Signal Tracking' will follow how many successes Con has gathered. Right now he has two from his initial analysis.

'Syndicate Missions' will follow how many missions he has completed for the Syndicate successfully.

'Clarion's Missions' will follow how many evidence-gathering missions Con completes, while trying to get dirt on the Syndicate to help along his investigation.

'Morality' will be deducted from if Con does something... less than Jedi-like for the Syndicate, or even for Clarion. Clarion is remaining adamant that you stay true to the Jedi ways, despite being involved in this.

Sounds good.

So, let's get started. Each 'round,' Con will handle the missions for the Syndicate and the tasks for Clarion, then make his Fix-It check on the communicator.

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SYNDICATE MISSION ONE

In the first month of Con's duties, he is stationed in the downtown area. It is here that the Syndicate's efforts to improve its public relations are most apparent. Old buildings are being renovated by workers contracted to the Syndicate, roads repaved, loans made to struggling businesses.

Con receives his first message on the communicator. In text, it tells you that a speeder-wreck has occured on the other side of your block involving two speeders. They want you to check it out. When you get there, you can see that the speeders have crashed hard; the driver of one car is unconscious, and the other is... apparently responsible for the accident because he is booking it down the street.

What does Con do? Summarize and provide which skills are being used to handle things.

I will use my blaster shooting in the air and yelling at the guy bailing to stop (or worst case attack him physically to stop), then get him to stay by intimidating (2+4 dice) him, then I quickly tend to the unconcious guy via Medicine (1 + 4 dice). During all that I will try to get people surrounding to help, and if necessary call an ambulance.

Con pulls off three successes with Intimidation when firing his blaster into the air and the man drops flat for fear of being shot through. Tending to the unconscious man does not go quite as well; Con cannot figure out what injuries he sustained in the crash. However, calling for help from others gets things done! Con does not have Leadership but manages a single success on a straight Charisma roll. You find someone with some medical expertise and someone else calls for an ambulance.

This frees you up to arrest the hit-and-run driver.

Mission success.

-

Nothing from Clarion at this time.

-

Con finds time to tinker with the stolen communicator. Two successes to add to his four as he gets a better idea of how the thing works.

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CON'S PROGRESS

Signal Tracking: 4

Syndicate Missions: 1

Clarion's Missions: 0

Morality: 10

SYNDICATE MISSION TWO

Another task comes Con's way. There has been a report of domestic violence and a gunshot in an apartment complex nearby that the Syndicate wants you to act on before the police do. When you get there, a man is threatening his wife and another man with a blaster pistol; something to do with a love affair. He is yelling obscenities and threatening to kill them.

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CLARION'S TASK ONE

There are rumors that a local shop in your jurisdiction is a front for a minor drug operation run by the Syndicate. Clarion wants you to provide evidence by spying, but not to interfere.

I will stand in between him and the other two and draw my sabre,then use my Intimidation skills again to tell him to drop the weapon, and that there is no point in killing them.

For Chlarions mission I will use Savoir Faire for my knowledge about buying drugs on that planet and my lying to pretend that I do want to buy some for my own use.

Btw, do I only have my 7 force points, throughout these missions?

When complications occur from Con failing a roll, we will pause to examine what else happens if it was not accounted for in the original summary.

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Con does not quite get what he wants out of the situation. When he ignites his lightsaber and directs it toward the angered man, he responds by trying to shoot Con out of fear (having only gotten one success on the Intimidation check).

Con will reflect the shot then attack the attacker with his fists to subdue him (Combat 2 + Agility 4)

With Combat schticks factored in, Con has a pool of eight dice and rolls three successes, just the right number! You bat the shot down into the floor, then rush up and smack the man over the head with the hilt of your lightsaber. The aggressor out cold and nobody harmed, you count yourself successful again.

Mission successful.

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An okay Savoir-Faire roll sees to it that Con can play the part of a buyer and knows how to get the deal going. However, a failed Lying check means that the shop owner becomes suspicious of you and the deal is closed out. Clarion thinks that not all was lost, you got the deal going, but you didn't manage to get any proof.

Task failed.

-

More tinkering with the communicator... just two more successes. You work out how the signal receiver and transmitter works; the transmitter has been deactivated intentionally. Reactivating it would be a bad idea.

--

CON'S PROGRESS

Signal Tracking: 6

Syndicate Missions: 2

Clarion's Missions: 0

Morality: 10

--

As for your question about Force points, they can be spent during this period for free as this is all happening over a lengthening period of time.

SYNDICATE MISSION THREE

Another series of debates between Senator Azrakel Joon and running opponent Broden Abzi are coming up, and the general people are not seen to be swaying in either direction. However, there are some speaking out against the Syndicate, and the Syndicate doesn't like this. There is a small protest occuring in front of the building where the debates will be held once more. The Syndicate asks that you crush this attempt at blatant campaigning for Joon, and paint the protestors in a bad light in the process.

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CLARION'S TASK TWO

Clarion wants to wait before taking another crack at the drug dealers, to give them time to grow comfortable again. Instead, she spends this time helping you with the communicator, giving you a chance at a free roll.

I will use Super Lift or Combat Push to make things fly from the group of protesters into the building and surrounding cars and perhaps even at any press that might be there, to make it seem like they have initiated aggression, then I will use grip on one of their people in the front ignite my sabre, and yell intimidatingly "Go Home, you have gone to far, if you don't leave now I will end this aggression by force".

It is Bombard that you are thinking about, Bardock. Rolling five successes, you do indeed manage to make it appear that rocks and nearby things on the ground are flying out of the group of protestors and striking nearby speeders and the press. The protestors are severely confused by this and when you threaten to put an end to their demonstration (using Intimidation, two successes), they disperse.

The deceitful nature of Con's methods are in bad taste, but not enough to lose a morality point as he did prevent anyone from serious injury. The Syndicate will be pleased regardless.

Mission successful.

-

Working with Clarion, you tinker with the communicator. She seems to have accumulated some technical skill herself, with a Fix-It pool of eight. Combining your dice for a pool of thirteen, you manage to put in five successes. Nifty! Clarion helps you remove the risk of accidentally activating the transmitter by deactivating it permanently, so that you can safely work on the receiver...

Task successful.

-

...which you do later, on your own time. Two successes and you understand how the receiver works.

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CON'S PROGRESS

Signal Tracking: 13

Syndicate Missions: 3

Clarion's Missions: 1

Morality: 10