USH'S STAR WARS GAME- CAMPAIGN II EPISODE III (DARK SIDE)- The Way Back
A Long Time Ago, in a Galaxy Far, Far Away…
Music- Star Wars Main Theme
EPISODE III- THE WAY BACK
It is four years since the Battle of Naboo and the election of Supreme Chancellor Palpatine. Under his wise and popular guidance, the Republic is thriving and many see a new era of peace and prosperity ahead
But for those who oppose the Republic, times are hard. Under the watchful eye of the Bureau of Immigration and Undesirables, the influence of Dark Side Force users has receded. Dark Siders are finding it difficult to work within the Republic, and one group has been forced to stay working on non-aligned worlds near their secret base at EPIREUS
Here they work on maintaining their existence with what materials they can find, awaiting their chance to return to power and start influencing Galactic events once more…
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Welcome to Episode III of the second campaign. This is the start of a new storyline, after the prequel storyline that was the first two Episodes, and this storyline is… pretty big. As the start of a new storyline, it is a good place for new players to join, but the Dark Side is never an easy oath to follow, so be warned! And make sure you listen to the vets; they’ve learned a few lessons.
As the game opens, the players find themselves on their hidden base on Epireus, which they ‘acquired’ at the end of the last storyline. The importance of Epireus cannot be overstated- it represents a safe haven, secure form the elements, defensible, with the supplies you need to survive, and no-one else knows where it is. This puts you guys in a better position than you have been for bloody ages! Epireus is the central foundation for your entire storyline, so be careful with it!
After faking your deaths and killing the man hunting for you in the last story, the Galaxy has kind of forgotten about you during these last two years. They were far more concerned about Kuylen anyway. This gives you more or less a blank slate to work with. At this point, your ships- with their long-ago faked transponders- are clean, and no-one has wanted posters up about you anywhere. You guys have the power to change that… and probably best that you don’t!
Your cardinal rule is- never enter the Republic, The Bureau only has any power in there. Whilst you are outside the Republic you are safe. As soon as you step foot inside it, you are vulnerable. That’s easy to exaggerate. The Bureau don’t have ‘immediately sense anyone’ devices implanted in their heads. But why take the risk? One moment of carelessness could ruin everything; you have never had cause to take that risk yet.
Much of your time has been spent simply trying to preserve what you have. Whilst you have enough to survive- and some raw materials are available on Epireus, along with the slave labour needed to retrieve it- self-sufficiency is a rather horrible goal for people with your ambitions. Biggest problem of all is money. The economy is non-existent out here even if you had enough to sell, which you don’t. Without money, and without hi-tech parts, your situation is precarious. Already you have deconstructed Doon’s old ship and much of the orbital defence systems (which were knackered anyway) to keep your own ships, and the base, going. But you can’t go on like this forever, or even for much longer. SOMETHING has to come along.
And indeed something is. Sadly, it’s going to make your lives worse, not better. Meanwhile, you await your Destiny…
This coming mission is an extension of what was originally a prologue. Hence, it is pretty straight forward- a good chance to practice your skills again, and perfect your team play in a leaderless environment.
At this point, I need to ask everyone what, if any, predictive power they wish to use before the game starts. I’ll need to know it pretty quickly because once the plot gets underway you are forbidden from using them. As a reminder, the predictive powers you may have taken are:
Dreams. Using this gives you a small chance that the Force will have given you 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.
Manifest Destiny. Basically a Dark Side twist on Foresight. Whilst not literally better than Foresight, if you have it you will probably find it more useful. Manifest Destiny means that your future predictions become subjective rather than objective, and show you how you personally can increase your power, and become better than you are. It is how Palpatine creates his labyrinthine plans. A successful use of Manifest Destiny will give you information on what you should do to become more powerful. Normally this will, of course, be of relevance in the coming story- though Foresight talks more directly about story events. Manifest Destiny is very much focussed on you alone.
Instincts. The power of the Living Force gives you no warning about the future at all, but makes you more likely to do things right once you get there. A successful use of Instincts will give you a certain amount of re-rolls to use during the story, which you can use whenever a die roll goes badly to get a better result.
So, if you have Foresight, don’t use Dreams, Foresight is simply better. So if you have a choice, chose between either Cosmic Force prediction in advance, or Living Force sense at the time. And if you have Manifest Destiny, you have a choice between broad help from Foresight, or personal help from Destiny.
If you wish, you may reduce your force rating by one for the story to get +1 on your prediction roll. The Force power Augury also gives a bonus to these rolls. If the upcoming storyline is drastically relevant to you, you get +4 to the roll, but I will not tell you that in advance.
Choose one; I shall make the roll and tell you the result. Bear in mind that the rolls are not easy and if you get a result you have been lucky.
As Dark Siders, you get an additional option- if you wish, you may receive your Prediction, if any, in secret, by PM. Bear in mind that I will tell everyone the results of the rolls, so if you do choose to get it in secret, everyone will know that. Well, anything to increase paranoia, eh?
At this point you mal also choose to use powers like Domination or Corruption. Please inform me by PM.
Good luck folks; the next post I make will be the starting situation.