Archives for the month of: March, 2014

Encounter 2:
I rolled NPC Action, vengeance/war.
As NPC I rolled randomly on my race / profession table and got Quarren Mercenary. My interpretation: The Quarren Mercenary was hired by another smuggling group to exact vengeance against the group that hired Ash in the ongoing drug war.

I wanted to avoid drawing attention from planetary security so after launch I headed straight for the atmosphere and orbit first. In space, I made a small detour around the planet and re-entered the atmosphere on the far side of the spaceport. I flew low, avoiding settled areas as much as I could and headed for the coordinates.

The landing site was a small jungle clearing. I gently sat my ship down but kept the engines in standby mode, just in case I needed to make a quick exit. I lowered the ramp and stepped into the clearing, hand on my blaster.

“Anybody here!?”

A few moments later, a group of four Rodians came out of hiding. Two of them were pushing a repulsor sled with five large crates loaded onto it.

“You are late.” one of the Rodians said.

“I wanted to make sure that nobody takes notice of our little exchange, so I made an effort to avoid any planetary security scans.”

The Rodian just nodded and signaled his men to load the cargo. They complied.

I got some instructions to follow after arrival on Aldere and then the Rodians disappeared into the jungle.

I took of and backtracked my course to orbit. As I entered the higher atmosphere my scopes showed a vessel on an intercept course. A Firespray patrol craft. These vessels were not used by planetary security and I got a bad feeling about this.

I tried to contact the vessel, but it didn’t respond. It kept a short distance but by now it was obvious that it followed me. I calculated the shortest path to the edge of the planets gravity well and went to full throttle. The Firespray followed.

The attack came at the halfway point between the planet and the edge of the gravity well. Without a warning the Firespray started shooting. I had my shields up, now it was time to fly!

I pushed the ship to the limit. The enemy pilot was good, but I gained on him. However, I took two heavy hits. The aft deflector shield collapsed. I really needed to invest some money in this ship to upgrade her specs! Come on baby, hold together!

I had to resort to every trick in the book but I managed to get to the edge of the gravity well. The jump to Aldere was already calculated. The Firespray gained on me again and fired as I punched it and made the jump to lightspeed…

Game Mechanics:
To get to the rendezvous point in the jungle without drawing the attention of planetary security I rolled a pilot check vs. DC 20 to “fly casual”.

The dogfight was my first try of my narrative, skill challenge like, space combat “rules”. I enjoyed it. I ruled that I needed three successes to “win”, which in this case meant I got away. I gave my ship a hull rating of 4 and a Combat Capability of zero, since it is an of the rack ship. The check was a pilot check vs. DC 20. I rolled three successes in a row, so I took no hull damage and escaped unscathed.

For the hyperspace calculations I made an astrogation skill check vs. DC 15.

Here comes session two of Ash’s adventure featuring the 13th Age ruleset. I said before that I limited the adventure to a prelude and six further encounters. So here comes encounter number one (technically, it is number two, since the prelude featured an encounter as well, but I count the prelude as prelude and the encounters as encounters…I know, it doesn’t really make sense….).

Encounter 1:

I rolled PC Negative, punish/extravagance, interpretation: Ash is followed by the members of the street gang he encountered in the prelude who want to get revenge for his extravagant show of superiority in the cantina. They tracked him down via a network of informants and wait for the perfect moment to strike…

I lay low for two days, mostly staying in my ship. However, I needed a few things before I could head off towards the coordinates to load the cargo. So in the morning of the second day I had to make a short trip into town. I locked the ship down good, checked my blaster, threw over my trusted leather jacket and headed towards the market district.

Something felt wrong. I had the distinct feeling that I was tailed. I used a few tricks I picked up during my career to single out any possible shadows. Nothing special, basic stuff, walking around in circles, quickly running behind a corner and waiting there and stuff like that. Sure enough, without much effort I was able to confirm my suspicion. Three thugs, a Rodian, a Shistavanen Wolfman and a Twi’lek, were on my tail.

I drew my blaster, stared right at the Twi’lek who I thought to be the leader of the pack and addressed him directly:

“Listen buddy! If you want to get the jump on me you have to do better than that. That little dance in the cantina was just a warning. You guys are way out of your league if you think you can mess with me. We don’t want to ruin a beautiful day like this one with a little bloodshed that early in the morning do we now? I was just about to leave and mind my own business, so let us just be reasonable and drop this thing.
I will count to three. If you are still there I swear I’ll put you down so fast, you wouldn’t know what hit you! One! Two!”

I could basically see the Twi’lek thinking about it, trying to estimate his odds. He was uncertain…..but not stupid. Before I got to three he made a quick gesture with his lekku and turned away. The others followed. I was relieved. I didn’t really need any more attention but I wouldn’t have hesitated for a second. Fortunately, no killing was necessary.

I finished my business in town, went back to the ship and lifted off, setting a course for the coordinates I got…

Game Mechanics:

This was a short session, however, by my standards it was still an encounter. In my book, an encounter is any situation that involves risk and a chance of failure. In this case, I had three decision points that could have affected the outcome and turned the encounter into something nasty.

First, I had to check if Ash notices his assailants. I made a skill roll using his Wisdom modifier + Man of the Streets background + level for a total of +8 and I set the difficulty at 18, which is between a normal and a hard task (normal is 15, hard is 20). I succeeded which gave me the chance to try to intimidate them. Second I intimidated with Charisma mod + level + Man of the Streets background (total of +9) vs. a DC of 20. I succeeded again so third I determined if they let me go by using Mythic. I ruled the successful check would not automatically mean that Ash gets away, just that the possibility is there. If Ash had failed the check, he would have been attacked for sure. However, because of the successful check I assigned somewhat likely odds and rolled a yes result, so I got away and the encounter was over.

So even if it was a peace of cake encounter it still featured three chances to fail.

And like I said before: A good piece of advice for solo rpging that I read is: Always give yourself a chance to fail!

I got this from this wonderful article here:

http://shiftkitty.angelfire.com/DDSolitaire.pdf

Credits go to Lora Allen for writing it.

After converting or more precisely creating Ash as a second level 13th Age character it was time to play. Since I want to play one-shot adventures with Ash I decided to use a freeform modular approach, like I did to finish my Risus adventure, meaning I will decide on a fixed number of encounters that are played in order in the context of a backstory.

So I decided I will play a prelude which is used to obtain a quest and six encounters thereafter. The encounters will be generated using Mythic as a random idea generator and should relate somehow to the quest or, in the case of later encounters, to the encounters that happened before.

I played out the encounters mostly in my head, taking sketchy notes by hand. For the write-up I will use the I perspective I tried before, I kinda liked it. Also, notable game mechanics will be explained in a seperate section at the end.

The adventure begins…

PRELUDE

After the unpleasant turn of events during and after my last assignment I decided to stay away from corporations for a while and do a little independent work. In the past I heard a few spacers talk fondly about the Tamesh sector. According to spacer talk it is an out of the way sector on the edges of the Outer Rim, bordering the Unknown Regions. The imperial presence there is supposed to be light, most officials are thought of as receptive for monetary persuasion and one should be able to make a decent profit there without to much trouble. So I decided to check it out.

After some asking around I was pointed towards the planet Camil in the Camil system. The planet was known for being the religious enclave for an order of disciplined monks, the Servants of Zen. Even though the monks chose to live a simple life, forsaking most of modern technology to stay spiritually pure, they have a well-trained and well equipped security force that employs top-notch technology. Their primary mission is to safeguard the monks and ensure that they can lead their life of simplicity. Their secondary mission is to strictly enforce the planet’s laws and regulations. According to rumors the monks generate a fairly healthy profit by selling rare spices and “drugs”, substances that help in meditation, that they produce according to a recipe passed on over generations.

The trade in these substances is regulated and restricted, however, there seems to be a very large demand for it. This is where independent merchants like me come in. I had a contact in the beautiful costal city of Limra, located in the tropical region of the planet on the southern continent. The area around Limra was dominated by fertile plains and a tropical rainforest. Limra only had a landing pad and a limited service starport. I gently sat my ship down on the pad and headed for the Portside Cantina, where I was supposed to meet my contact.

After a few minutes I was approached by a Quarren. My contact.
“I was told you are in the transport business.” the Quarren said.
“That is correct. What do you need transported and where to?”
“Me? Nothing. I just happen to know somebody who does.”

“Fine with me. So whats the cargo and the destination.”

“A few tonnes of rare camilian spices that need to get to Aldere. Without going through customs first.”

“I figured that much. And I heard security here is pretty tight, even if it doesn’t look that way.”

I checked my datapad and realized, that it is also a pretty long trip.

“Also, Aldere is not exactly around the corner. My fee is 8000, 4000 in advance.”

The Quarren chuckled and looked at me slightly annoyed.

“Who do you think you are. You will be paid 5000 after the delivery.”

Alright, so the usual dance begins…so be it.

“I am someone who knows what he is doing. Do you think I am new in this business? I’ll settle for 7000.”

“Listen flyboy. I got a lot of people that I could call for the job. I decided to talk to you. So you better prove your worth first or I’ll call somebody else.”

Well, let’s book this one as a business establishing endavor.

“Allright, but you will pay 50% in advance.”

“Let’s make it 30% and we have a deal.”

“Agreed. So how does this go. Where do I load the cargo.”

The Quarren handed me a data chip and asked me to be at the stored coordinates at noon two days from now. I had just put away the chip as a group of four ruffians entered the cantina and headed straight towards our table. I immediately knew that trouble was coming our way.

“Hey you little stink. We told you to stay out of our turf. Looks like you need a little reminder. And if I don’t allow you here, we certainly don’t allow your friend here as well.”

The ruffian was addressing the Quarren, his followers eyed me carefully. I knew how to handle these local wannabee gangsters. They think they are big fish, however, they swim in a small pond. Probably none of them ever left this planet. They prey upon the fear of the common people and are probably not used to resistance. The best thing in a situation like this was to seize the initiative…

“Listen Uglyface. Didn’t your parents teach you to be quiet if two adults are talking to each other? You got exactly ten seconds to take your fellow Hollowbrains and get out of here or I will be forced to send you to your room.”

I stared at him, showing no sign of anxiety or emotion, my hand rested on the grip of my blaster. He seemed shocked and puzzled at the same time. I was right. He didn’t expect resistance. But he was probably to stupid and proud to just leave. So here we go…

“Ten!”

I used the table to propel myself towards him, hitting him square in the face. His nose broke, blood was everywhere. Before the guy next to him knew what hit him I smashed his kneecap with a short kick and brought my knee up in his face as he bent down from the pain in his knee. Then I was rushed by the remaining two and took some heavy hits. These guys knew how to throw a punch, I’ll give ‘em that! After my quick start the battle extended in a full-scale brawl. I got pretty roughed up but in the end I stared at four beaten and bloodied ruffians laying on the floor.

“Let’s get out of here.” I told the Quarren.

“I think we are done anyways. I’ll be at the coordinates in two days. Maybe you should keep a low profile for a while. I’ll do the same.”

I made a quick exit, hand on my blaster, ready for anything…

Game Mechanics:

The negotiation was handled with a Charisma modifier + Man of the Streets background + level (for a total of +9) roll vs. a DC of 20. 13th Age does not track skill modifier for NPCs or works with opposed rolls. All skill checks are made against a DC determined by the “environment” in which the character acts. A DC of 20 is a hard task in an adventurer tier environment (levels 1-3). I figured it would be hard for a new face to be able to get 8000 credits. I failed the first roll so I tried for 7000 and fumbled (natural 1) so I decided the negotiations were over. Take it or leave it so I took it.

The intimidation attempt against the thugs was a similar check against also a DC of 20 which I failed. However, with my initiative modifier of +10 I got the initiative as a sure thing. The opposition where 4 level 0 mooks for starters, to get a feel for the combat rules. The combat was played with generic pawns on a sketchy map, quickly scribbled onto an erasable battlemat. I used melee basic attacks (unarmed strikes). First impressions: I like everything. To just roll against DCs is liberating, no need to come up with NPC stats and the abstract positioning without counting squares speeds combat up a lot but still gives a good impression of who is where an doing what. The mooks combat stats are quickly generated by the tables in the monster generation section of the SRD which is basically D&D monster math:

AC is level + 16

Attack is level +5

HP and Damage are found in the table.

First verdict: Nice start.

Oh, I almost forgot: The encounter was generated by the Mythic result dominate/fears which I interpreted as a street gang is dominating this part of town because of the fears of the inhabitants. And of course they don’t like it if somebody is conducting business on their turf. And I survived the brawl with 2 HP left! I took a couple of critical hits. But thanks to my heroic approach all HP are restored after a short rest, meaning after an encounter. From what I have read so far, 13th Age is similar to D&D 4e and assumes that you basically go into an encounter fully healed (they also use healing surges, however, they call it “recoveries”) so the encounters are balanced against fully healed heroes, which means my approach does not break the system.

For those of you who read my posts about 4th Edition D&D here http://solonexus.blogspot.de/2012/05/carstens-d-4th-edition-solo-tips-part-1.html know that I make no secret out of my love for 4th Edition D&D. So I got curious about 13th Age and read the system reference document that you can find here

http://www.pelgranepress.com/?p=13316

or here

http://www.13thagesrd.com/

At least the parts about character creation, classes, combat, building battles etc. I really like some of the mechanics:

The open-ended skill system (which I already tested in Risus using cliches, it’s basically the same) and the abstract but structured combat rules that seem to combine (at least in theory) the best of both worlds:

You can use miniatures and maps but don’t have to count squares and worry to much about what the best move or position would be.

Like I wrote before my plan is to use Ren “Ash” Ashfield, corellian smuggler and hot-shot pilot, for one-shot adventures in the Tamesh sector, converting him to different rulesets.

As a little interlude to my EotE campaign I will test parts of the 13th Age system in an adventure featuring Ash. After he completed his last assignment I figure he is level 2 now by 13th Age (or d20) standards.

I will use the 13th Age reference document to create him as a scoundrel using the rogue class as a template and re-skinning powers or talents as necessary to fit the sci-fi theme.

So let’s get to it:

To generate my ability scores I will use the 28 point buy method, giving me the following array:

16, 14, 14, 12, 10, 8

As race I pick human (technically corellian, but that counts as human) and choose +2 Dexterity as my racial ability bonus.

As class I pick Rogue and choose +2 Charisma as my class ability bonus.

As human I start with two feats (instead of one) and have the racial power “Quick to Fight” which means I can roll twice for initiative and choose the better result.

For my feats I choose: Further Backgrounding, giving me +2 background points and Improved Initiative, giving me +4 to my initiative rolls (if Han shot first, Ash can too).

I assign my ability scores as follows:

Str 8, Con 12, Dex 18, Int 10, Wis 14, Cha 16

and pick the following backgrounds:

Daring Corellian Smuggler +5 (gained through talent, see below)

Fast-Talking, Well-Connected Man of the Streets +4

Luck-Independent Gambler +4

Unconventional Mechanic +2

Ash is wearing a heavy leather jacket (lets make it plastoid weave leather which is leather with energy resistant plastoid fibers woven in) which I count as light armor, which, according to the Rogue class table gives me an AC of 16 (12 base + 2 level + 2 as middle mod of Con/Dex/Wis).

His mental defense is 14 (10 base + 2 level + 2 as middle mod of Int/Wis/Cha).

His physical defense is 15 (12 base + 2 level + 1 as middle mod of Str/Con/Dex).

Now for some re-skinning:

Since 13th Age is a fantasy rpg it focuses on melee combat and according to all the weapon tables for the classes most weapons deal 1d8 damage (per level). The Rogue deals 1d8 per level with melee weapons but only 1d6 with ranged weapons.

However, melee combat is not such a big thing anymore in a sci-fi setting (except for some exotic lightsabers and vibroblades) and range weapons dominate. So I switch the weapons table around and rule that Ash deals 1d8 per level with his heavy blaster pistol (and should he ever use a melee weapon it will only be 1d6 instead).

Three class talents:

I pick Swashbuckle (as written), Tumble (as written) and Smuggler (instead of the Thievery talent of the rogue, it gives me the smuggler background at the highest possible bonus (+5) without spending any background points on it).

I figure for a sci-fi reskin the rogue class covers archetypes like slicer, outlaw tech, space pirate or smuggler so therefore these talents should be available as an alternative to the Thievery talent.

The three class features (Momentum, Sneak Attack and Trap Sense) are kept as written. Even if not that common, Star Wars features traps as well (hidden blaster turrets, monifilament wire traps etc.) and Sneak Attack is always useful, however, as a lone hero Ash will probably not get to use it often, since he has no allies that can engage enemies.

So I just rule that he can always use it once in the first round of combat against an enemy with a lower initiative than he has.

Now for powers I just rule that all powers that function with melee attacks function with ranged attacks as well and pick the following:

Evasive Shot (as Evasive Strike, just with a blaster pistol)

Tumbling Shot (as Tumbling Strike, just with a blaster pistol)

Roll with It! (works as written against ranged attacks as well, think of it as a last minute dodge which turns a hit into a grazing miss, therefore half damage)

Deadly Shot (as Deadly Thrust, instead of Dex + Str modifier for the attack I use Dex + Wis modifier for a ranged attack)

So now I have my talents, feats, powers and class features as well as backgrounds. That leaves me with HP and recoveries.

I decide to forget recoveries (it is just more bookkeeping) and take the heroic 4th Edition Gamma World approach where all HP are regained after a short rest. Yep, that is true, short rest, meaning basically after every battle.

For starting HP I get (6 + Con mod) x 4 at level 2 for 28 HP.

I will not use the Icons of 13th Age (obviously) and I will also skip the One Unique Thing, as these things are very much fantasy themed.

Ash is basically ready now, what I need to think about now is how to handle space combat. I always felt d20 systems didn’t really capture space combat or vehicle combat well, so I will try something new for this test: I will handle space combat in a narrative, skill challenge kind of way.

Basically, every player hero ship has only two relevant combat stats (in addition to the “fluff” stats like cargo capacity, consumables etc.): Hull and Combat Capability (or CC). Hull is a number that indicates how many hits the ship can take before being crippled or destroyed and CC is an all around stat that abstracts the ships fire control, handling, shields and firepower into a single stat which is expressed as a modifier (+2 for example).

If space combat breaks out, it is handled like a skill challenge. The player (or players) take turns making piloting (or other) checks against a DC. The DC is determined by the number and type of enemy ships and set by the GM, together with the number of successes needed to “win” the space combat.

Every successful skill check gains the players one success towards victory.

Every failure means one hit for the ship the failing hero is on. The CC of the ship of the hero making the check is added as a bonus to the skill check.

Example: Let’s say Ash’s standard YT-1300 (that he stole) has 4 hull and a Combat Capability (CC) of +0 (nothing special here, it is an “off the rack” ship).

He is intercepted by two TIE-fighters (standard TIE/ln model) and the shooting starts. The GM sets the DC for the combat at DC 15 and rules that two successes are needed to win. Ash’ s pilot roll will be his Dex modifier (+4) + his background bonus (+5 for smuggler) + 2 for his level + 0 for the ship’s CC for a total of +11.

He now rolls piloting checks. Every successful roll earns him one success, a failure reduces his ship’s hull by one point.

A ship’s hull damage does not regenerate like a character’s HP after the battle, it has to be repaired.

So, in space combat, only the players roll. The GM doesn’t have to worry about stats, initiative etc. He just sets the DC and number of needed successes according to what he thinks is a fitting difficulty as determined by the opposition the players face. The GM in turn provides an exciting narrative to every roll and describes the action fast and furious (of course playing solo, you have to imagine the excitement in your head by yourself).

Coming up next will be a stand-alone adventure featuring Ash, testing 13th Age mechanics, as an interlude to the EotE campaign.

Edit: I just realized that as a level two hero I will get another adventurer feat and I have a total of 5 powers instead of 4, according to the rogue class table. For the adventurer feat I pick the Adventurer Feat for my Tumble talent, meaning I can ignore the penalty to disengage checks if I am trying to disengage from multiple enemies.

I can’t really decide on a 5th power from the remaining 1st level powers, so I make up my own:

Aimed Shot:

Target: one nearby non-mook enemy.

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage.

Miss: Damage equal to your level.

Allways: You can choose to take a -2 or a -4 penalty to the attack roll to improve your crit range by one (-2 attack penalty) or by two (-4 attack penalty).

For the third Session of my Star Wars EotE Solo Campaing I continued a different method of documentation that I started in session two: I am still searching for the perfect method of documenting a solo session. I really enjoy writing full prose and dialogue, however, it can really be an effort, especially after a long workday. The thought of sitting down and writing sometimes kept me away from actually playing, because I didn’t feel up to it.

For the last session, I tried a different method and played the scenes mostly in my head while taking sketchy notes by hand in a paper notebook (I do think that some form of documentation is absolutely necessary to stay focused and to make the session count). A day or so later I than wrote the session report in one go from my notes. I didn’t document every roll but documented some key moments or as I thought important decisions or mechanics.

So for this session report I will try yet another approach: I played the session mostly in my head, taking notes by hand while playing. I will write the session report from my notes. I will not document game mechanics or rolls during the write-up but instead in a short paragraph at the end of the write-up. In that paragraph I will highlight some key moments or otherwise important rolls or GM emulation decision.

I am also trying a different perspective. I will write the session report using an I perspective, looking through the eyes of Cal. So let’s see how this goes, shall we?

After the cloaked figure picked up the cargo I was relieved and glad that it went so smooth in the end. Hopefully it will stay that way. The last thing I needed now were some imperial agents that this guy didn’t loose like he thought he did. I still had the the problem of the Never to Late being severely damaged and the 2000 credits which I got wouldn’t ge me far. Even if I hadn’t spent them already.

So I needed a mechanic. I already learned the hard way that the damage to the ship was beyond my limited capabilities. Time to ask around a little for a freelance mechanic. Maybe I would find somebody who needed something done so we could work out some kind of deal. Repairs for a favor or something. I had a feeling that the promenade with it’s fancy shops and restaurants was not the right place for me to look, so I headed for the somewhat seedier industrial zone and worker district in the lower levels of Zelpoint Station.

As I walked down a dimly lit sidepassage I heard a femaly voice.

“Get off me you filthy scum or you will regret it!”

“Oh come on sweety. You know you want it.”

Someone was in trouble. I drew my blaster and quickly headed towards the noise. Coming around a corner I saw two thugs, armed with vibrodaggers, harassing a human female (which was really nice looking by the way). The woman was wearing a tech’s overall and a toolbelt! This might be my lucky day. Without a second thought I intervene.

“Hey fatboy! You heard the lady. Get your damn hands of her!” I got my blaster drawn but didn’t point it at them. Maybe we can resolve this nice and quiet.

The thugs immediatly turned to face me. They seemed unimpressed. They just looked at each other, than back at me….and without another word drew their blasters and opened fire!

But I was prepared so I quickly dove for cover, returning two quick shots while in mid-air. Both shots hit them square, dropping them instantly. The distinct odor of burned flesh was in the air.

“Nice shooting hotshot.” The woman smiled at me while she offered her hand to help me get up.

human teck

“Anytime. The name is Cal. Nice to meet you Miss….”

“Fey, Trisha Fey. But please, call me Trisha. Looks like I owe you one.”

I smiled. That was exactly what I wanted to hear.

“Well…..If you say you….looks like you do. Who am I to argue with a lady? But let’s not stick around for too long. Let’s find something quiet and talk, before anybody shows up and asks questions we might not want to answer.”

On our way to a cantina I asked what this was about. She told me she made some modifications a starship that weren’t exactly by the book. Apparently the guy she did this for didn’t want anybody except himself to know about it, so he decided to silence her. At least that was Trisha’s theory. For me it was as good as anything and I didn’t really care. The important part was, that she indeed was a mechanic. And while she, much to my dismay, resisted all my charming comments and didn’t react to my innuendo she agreed to take a look at the Never to Late and repay me in kind. So, as promised, the next day she showed up in my docking bay, carrying a professional toolkit and advanced diagnostic package with her, together with some standard spare parts.

“Uh flyboy. You got her really messed up. Didn’t they teach you how to treat a lady?”

“Well, you didn’t want to find out for yourself last night, so…”

“Knock it off, as I told you, you are not my type….let me see what I can do.”

Trisha informed me that she would need about nine days to get some essential repairs done and she made it clear she didn’t want me in there any more than necessary. According to her, I had a tendency to get on her nerves after a while, pfff I wonder where she got that idea.

So the first day I decided to raise my funds a little by taking part in some streetside gaming. Turns out that wasn’t such a good idea as I was accused of cheating and got into a little fistfight that night. Even though I won I got really roughed up so I decided to call it a night and headed back to the Never to Late to get some rest, grabbing a quick burger on the way. Trisha was already done for the day.

The next few days I stayed away from gaming and focused my attention on getting a new transport job for when Trisha was done. Thanks to my experience in the matter and my keen eye and good judge of character I came in contact with a slender Twi’lek female who looked to me as if she definitely wanted to keep a low profile. After a few probing questions we got straight to the point. She needed a discreet transport of the station to Ord Tamesh, no questions asked. Since people are harder to conceal than cargo I told her my fee was 6000. She didn’t seem to surprised, apparently she knew the fees for this line of work and how much it costs to run a starship. However she told me she could pay only 3000. We eventually agreed to 4000 credits and I generously agreed to payment after arrival. I told her I would be ready in two days, since Trisha wasn’t done with her repairs yet.

Two days later Trisha was done and she did a really good job. Even though I still wasn’t her type she agreed to exchange contact data strictly for business purposes in the future. You never know when you might need a mechanic.

Half an hour later my Twi’lek passenger approached. I waited in the docking bay entrance when I spotted them: A quad of four stormtroopers bursting around the corner. The distinct mechanical voice echoes through the hallway.

“It’s her! Blast her!”

And so the shooting starts…

Game Mechanics:

The search for the mechanic was an average streetwise roll. I got one triumph with two threat symbols. I decided the triumph would be something beneficial, however the two threat symbols quickly turned into two thugs that I first needed to defeat in order to get my triumph, in this case free repairs as payment for the favor. A roll of 1d6+4 told me that 9 hull points would be restored and I ruled that one point would need one day to fix.

The search for a job was also an average streetwise roll which netted one success with one advantage. I figured the advantage would mean that the passenger was willing to pay 4000 instead of 3000 but the result was not good enough to justify Cal getting the total of 6000.

Cals advances towards Trisha were resolved with a Presence vs. Willpower roll which Cal sadly failed.

The fistfight was a fight against a regular opponent using unarmed strikes in melee after flunking a deception roll.

Next up will be a fight against a four stormtrooper minion squad.

After a long break playing Elite and First Encounters I am finally back at the gaming table. It is funny how after not playing for a while the urge to play another pen and paper session builds up to the point where I can’t resist it and just have to get out the dice again.

So, without further ado, here is session two of my Edge of the Empire solo campaign featuring Cal Ozan, Human smuggler and scoundrel (game mechanics or behind the scenes info is in italic):

Cal was relieved as he made it into hyperspace. He should be safe for now, but he had work to do. The ship was in bad shape and there was some repairing to do.

Since I went through all the trouble and created a hex map I will of course use it and play out hyperspace travel as some sort of hex crawl. I know that once you are in hyperspace you are practically safe in the Star Wars universe but that would not be much fun so I use the following mechanics: Every hex on the map equals one day in hyperspace, multiplied by the hyperdrive rating of the starship (in my case x2 for a standard YT-1300, I use the stats for consumables, cargo capacity etc. from the D6 Star Wars RPG). That means Cal needs two days for the journey to Zelpoint Station. I will assign a 30% chance per day for an encounter. I got one encounter for the first day and no encounter for the second day. The encounter is determined by Mythic GME Action/Subject tables. I get inspect/energy.

So Cal focused his attention on damage control. He got his standard toolkit which he kept onboard the Never to Late and set to work, trying to repair burnt out conduits and wires.

Difficult Mechanics check, failure with one threat, the ship suffers an additional strain and has a current strain threshold of 10.

However, the damage was beyond his skill and equipment, as he learned the hard way as a shower of sparks suddenly burned out another console.

“Damn! Looks like you are in for a little drydock vacation old girl.”

As if that wasn’t enough trouble already, the Never to Late shuddered as she was forcefully ripped out of hyperspace. Cal ran into the cockpit and looked at the scopes: An imperial interdictor cruiser loomed above at starport.

The comlink indicated an incoming transmission:

“This is the imperial vessel Locutus. Stand by for a customs inspection.”

Since the Never to Late wasn’t in any shape to risk anything, Cal complied. To his surprise and relieve they didn’t board his ship but inspected him by means of a very thorough and deep sensor scan.

I used Mythic to determine if the imperials would be satisfied by a sensor sweep only and they were.

To Cal’s relieve that seemed to satisfy them since they jumped to hyperspace without any further communication and Cal could continue his journey.

Without any further troubles he arrived at Zelpoint Station.

The space around the station was somewhat busy with small and large freighters. Nothing seemed out of the ordinary and Cal was allowed to dock.

Is he bothered by a customs inspection? somewhat likely, no

So far so good. Cal was assigned a docking bay and was not bothered by any customs inspector. He left the engines in standby mode and did as he was told. He unloaded his ship, sealed his ship but left the docking bay open and contacted the comlink frequency that he had.

“Cal here to whoever is listening. The package is here and awaiting pick-up. Docking bay 342.”

He didn’t wait for a response and decided to spend the time shopping. Since he was payed in advance he had 2200 credits.

Cal headed for the Zelpoint Station promenade where a lot of shops, clubs, casinos and restaurants were located. After a while he spent everything but 60 credits to get some necessary gear.

First he needed new stimpacks so he bought 10 of them together with a leather stimpack bandolier, like an ammunition belt, that provided quick and easy access to the stimpacks in the heat of combat. He also got an electronic lockbreaker (which was not that easy to obtain) an utility belt with some basic survival gear and various other things like extra power packs for his blaster (extra reloads to cancel out of ammo results) and stuff.

He was gone well over thirty minutes as he headed back to his docking bay.

Is the cargo gone? No!

So far everything went smooth, so Cal was very surprised to see the container with the shipment still where he left it. Something must have gone wrong.

Cal tried to reach his contact.

Does he reach him? very unlikely, Yes!

To his surprised, a rough voice answered.

“Yes?!”

“Cal here. I am standing in my dockinb bay, looking at something that shouldn’t be here anymore. What’s the deal?”

“I got hold up in some imperial entanglements. Had to make a few detours and loose some shadows, I am guessing ISB. Stay put, I’ll be there shortly.”

“Will do.”

Hopefully the guy knew what he was doing. The last thing he needed right now were some tripper happy imperial ISB agents.

After a few minutes a humanoid cloaked figure with a deep rough voice entered the docking bay.

Following some advice in a D&D solitaire article (“Always give yourself a chance to fail.”) I am checking if this is actually a rip deal or double cross. But since I figured the guy Cal is working for is trying to expand his enterprise and therefore needs somebody to do the delivering I think it is unlikely. Mythic thinks so to, so everything goes smooth.

The figure eyes the delivery and seems satisfied. At least he doesn’t say anything and moves the repulsor sled with the container out of the docking bay but not before taking the forged cargo papers from Cal.

“That concludes our business here. Maybe till next time.”

“We’ll see.”

Wrap Up:

I decide the successful delivery is worth 8 XP. I have no real clue how to award XP in EotE, but in the introductory adventure the PCs get 10 XP after a few encounters. Since I had two fights I think 8 is in order. I will set the rewards at about 4 – 10 XP per concluded “adventure” or “quest” and see how it will work out. According to my house rules for character creation and advancement just using the beginner game I pick up the Dodge talent from the Bounty Hunter Talents and have 3 XP left.

That leaves me with 60 creds in my pocket and a severely damaged ship in Zelpoint Station…