STAR WARS: RETROSPECTION- The White Tower of Halloy
Six years ago
The room that the tall, grizzled man entered was a dark one, the only light being provided by the glow of a projected map. Holograms of stars float about idly through the air, all the Galaxy contained in one room. At its center, just beneath the swirling glow of the Galaxy’s Core, sat the Man in Black.
“It is done, sire,” the grizzled man said.
“Very good!” the Man in Black chortled without turning around. “Very good indeed! Did the Master gargle and scream when you shot her?”
“Er, I suppose she did...”
“Did she or did she not?!” the Man in Black suddenly spat.
“She did, yeah!” The man was never quite comfortable with his Lord’s questions. As an assassin, the man had trained himself to be cold and calculating... but the Man in Black pulsed with an inner fire, something ghastly and obscene. “The Padawan cried, too. Big bantha tears.”
“And what was his fate?” the Man in Black asked, knowingly.
The man sighed. “My position was compromised after my kill-shot on Master Ichinne. I had to go. The Padawan must’ve got a glimpse at me, but there’s no way he wasn’t emotionally messed up at that point. We’re clear.”
“So you don’t think the Padawan will become a Knight and pick up where his Master left off?” the Man in Black snarled. “Is that your professional opinion as an assassin?”
“I just don’t think we’ll...”
“I don’t PAY you to think! I PAY you to KILL!” The Man in Black rose through the projected glow of the Galaxy’s Core, seeming to rise through the clouds as if he were some angry god, his fist clenched. The man choked and gasped. After a tense moment, the Man in Black released his prey. “It is too late to kill the Padawan now. Denzral Vassisk will come for us, some day. Until then, we prepare.”
Beneath his hood, the Man in Black grinned.
“Rally the Cult. It is time to act.”
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Welcome to "The White Tower of Halloy," an episode of the Retrospection games. As an episode of this series, "White Tower" will be a very personal plotline, exploring events involving the players' characters. Going off of Ushgarak's Star Wars role-playing game, these mini-episodes occur in game-play's past. In this case, our subject and protagonist is Denzral Vassisk, a well-traveled and experienced Jedi Knight with a slightly troubled past.
Denzral’s training as a Padawan under the wise Jedi Master Kanna Ichinne was very standard. His teacher imparted upon him the ways of the Jedi and the skills he would need to thrive and grow into the boots of a Knight. Denzral took this to heart and sought to prepare himself in all possible ways, becoming widely skilled. However, during a mission to uncover the operations of a slave syndicate known as the Cult of Necros, Master Ichinne was shockingly assassinated. The Council promoted Denzral to the rank of Jedi Knight and asked that he put his Master’s death behind him; vengeance is not the way of the Jedi. But sometimes the Force acts in mysterious ways; whereas Denzral has moved on and become quite successful in his career thanks to his Master’s teachings, events are unfolding that will bring him back to those troubled times.
The time period is set in 30 BBY- two years after the events of the Battle of Naboo and The Phantom Menace. Denzral Vassisk has been tailing a group of marauders that has been foolish enough to attempt raids on Republic worlds, bringing them under the jurisdiction of the Jedi as invaders and breakers of the peace. He has finally determined their next target, based on their simple movements along the Republic border, and now prepares to meet them in person. However, there may be more to the band of criminals than is readily apparent...
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At this point, I need to know which, if any, predictive power the players will be using before the game starts. Once the plotline is in motion, you can’t make use of these abilities. As a reminder, your available predictive powers that you may have taken are:
Dreams. Using this gives you a small chance that the Force will have given you vague but truthful insight into what is to come in the upcoming story, giving you a chance to better react and deal with these events.
Foresight. This is better than Dreams- it represents you actually spending time to navigate the future to deliberately try and get warning of upcoming events. It can give far more clear and comprehensive visions than Dreams.
Dreams can come free, in which case you roll a single d6 die to see the outcome, the power triggering if you roll a 5 or 6. Alternatively, if you spend a Force point, you get a free Dream. With Foresight (which costs a Force point), if you get a result of 3, 4, or 5, you receive a Minor Revelation that provides clues, whereas a 6 gets you a Major Revelation, which gives you foreknowledge of an upcoming event.
The power Insight ensures that you receive at least a minor vision with Foresight, while it increases your odds of getting one with Dreams. If the plot is extremely personal to the character, they will receive a bonus to their Premonition roll.