STAR WARS: RETROSPECTION- The Cursed Swarm
Boll-Gar
It is a time of great tragedy. The curse that was oft mentioned in the days of old has returned to blight the natural ways of life, threatening to consume everything and bring upon the planet the End of Days.
The village of Barum has fallen. First, the Sharers mounted their assault, using new technology gifted to them from the Wanderers- weapons that launched concentrated beams that cause death. The brave warriors managed to repel them, however; despite the Sharers being hardy beings and possessing new weapons of terror, their intelligence is low. Then, the Wanderers caused fire to fall from the sky, raining down upon the village Barum in bursts that destroyed their places of gathering. Finally... the Swarm returned, called into action by these Wanderers who then lost control.
"What will we do, Vaka?" asked Barum's bravest warrior to the Vaka, or priest. He speaks not in Basic, but in the primitive dialect of his people.
Vaka Tu'ral opened one clouded eye to peer upon the warrior. He says nothing.
"Have you foreseen the End of Days?" Dar pressed.
"No," the Vaka spoke. "I have not. There is a great darkness about us, but not so great as to bring a close to all things."
"What, then, have you seen?" Dark asked.
The Vaka closed his eye again and concentrated.
"You know that, as the Vaka, I have access to the stars. These Wanderers are not the only being from the void. I had called upon a friendly man to help us with our plight, to bring us medicine after the Garans attacked. There will be a man with them... he is called Iffa, and what weapons he wields will be greater than any the Sharers or the Wanderers can produce. He shall be our savoir."
The Vaka opened his eyes.
"You will bring him to us," the Vaka said to Dar.
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Welcome to "The Cursed Swarm," an episode of the Retrospection games. As an episode of this series, "The Cursed Swarm" 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, the Renegade Jedi Seth Ketra has decided to tag along with one of his smuggler buddies to see if he can end a costly conflict.
Being new character to the mythos of our games, not a great deal is known about Seth Ketra (mostly as his player, Liberator, has not submitted a background). However, much can be construed from Merits alone, and there we see that Seth has Ties to a group of smugglers. Perhaps Seth left the Jedi Order recently, in light of the failures of the Mandragos Committee to stop famine from spreading through the Galaxy, taking up with smugglers to get goods where they need to go? Or maybe Seth has made it his business helping smugglers run blockades or escape patrols for good causes? Whatever the reason, Seth has gotten himself involved with the age-old system of trade, most likely working as muscle due to the fact that Seth's focal points as a Freelancer lie within the handling of the elegant Jedi Lightsaber.
The time period is set in 28 BBY- four years after the events of The Phantom Menace. Seth Ketra has been contacted by one of his old smuggler contacts, a good man named Kart, Captain of the prized smuggler ship Dawntreader. He has been contracted by the simple Bollans of Boll-Gar to bring them supplies after a disastrous conflict with the reptilian Garans and their pirate supporters. Kart needs security in making this run, and Seth sees this as an opportunity to help those in need. But more is happening than they know on Boll-Gar... the Swarm has returned.
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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.