Archives for the month of: August, 2016

So now that Telrac Kendrall has captured his quarry we are back to Edge of the Empire to see if intrepid smuggler Cal Ozan can recover the datacard from the derelict vessel drifting within an asteroid belt…

Session Log:

-Generate destiny for the session: Two dark side destiny to start with. Great.
-Telrac is still within the asteroid belt and has to fly through the belt to get to the derelict vessel.
-That means he has to succeed at three average pilot checks again, one difficulty die is upgraded to a challenge die by spending one dark side destiny: First check: Failure with one advantage. Cal suffers a minor collision which causes one system strain for the Never to Late.
-Second check is succesful with one advantage.
-Third check is a success with a triumph and one advantage. Cal reaches the vessel and manages to dock without any problems.
-He puts on his spacesuit, takes the plasma cutter, his toolkit and the magnetic grappling hook gun with him and heads for the airlock.
-Not wanting to take any risks he uses the plasma cutter to cut away the lower half of the hatch, so that he can crouch and crawl through the opening.
-Cautiously he enters the vessel, there is no artificial gravity, no life support and no power, everything is dark.
-He turns on his helmet’s flashlight to iluminate the area, a corpse in a ship’s jumpsuit is floating through the airless corridor, his features preserved by the vacuum.
-He heads for the cabin where the datacard is supposed to be, according to the description he got, pulling himself along a cable he shot against the hallway wall with his grappling gun. Is the card there? Likely: Yes!
-Sure enough he finds the datacard at the described place. He quickly slips it into his spacesuit pocket.
-Cal then continues to search the derelict ship and any corpses he finds for valuables. Does he find any? Very likely: Yes! Total worth of 1d6 x 500 credits: 2500 credits (now 6060 total).
-He is lucky: A quick search reveals valuables worth about 2500 credits (in credchips, precious metals and small high tech components).
-He doesn’t want to lose any more time so he quickly heads for the hatch. Does everything go smooth? 50/50: Exceptional NO! rolled a 98, crap…
-As he heads for the cut off hatch he is suddenly shaken violently as the ship around him makes an abrupt move…something hit the ship! He quickly pulls himself faster along the cable towards the hatch…
-…just to stare into a vacuum. The impact has ripped away the docking clamp connection. In the short distance he can see the Never to Late, drifting slowly away.
-He needs to act fast! Is the ship still close enough to use the grappling gun? 50/50: No! Rolled a 90, lucky me, 91 would be exceptional no.
-Cal has a feeling the distance might be to great already. Does his spacesuit have small maneuvering thrusters? Very unlikely since it is not mentioned in the gear description: Exceptional No! Not only does it not have any maneuvering thrusters, the suit’s power supply is also nearing reserve levels!
-The suits power is getting low and he sees no way to get to his ship. His only hope is to restore some basic emergency power to this ship and use it…he heads for the engineering compartement.
-To restore the power he needs to succeed at a hard Mechanics check. I will upgrade the check twice with the two light side advantages I have now (since the emulated GM used his Dark Side destiny and they got coverted): Thank the maker, success with one threat!
-Cal manages to restore emergency power, however the ship is in such a bad shape that he only has enough energy for one try. He has to get it right the first time…
-He straps himself into the pilot seat and plots a course…The maneuver will be a hard pilot check and the difficulty is upgraded once by the emulated GM (since he now has destiny available again, thanks to Cal): Fuck. Failure, however with four advantages.
-Cal’s calculations are off, he overshoots slightly. Just as he is about to make corrections the power cuts out. But the maneuver got him close enough to try now with the grappling gun.
-He dashes towards the hatch, aims the grappling gun…and shoots! It will be a hard ranged light check, since Cal is wearing an unwieldy spacesuit, is under a lot of stress and in zero-g: I will upgrade the check once with one destiny: Failure! Man, how can I be so unlucky…but I got two advantages.
-Cal watches in horror as the magnetic grappler misses the Never to Late’s hull by a tiny margin.
-He turns on his spacesuits emergency beacon…maybe the strange freighter he encountered earlier is not to far away? Is it in range of the beacon? 50/50: Yes, it is in range of the beacon. Does it respond? Likely: Yes….puh….close one, but remember, always give yourself a chance to fail. It makes success so much more worthwhile.
-As if somebody has heard his prayers the Gthroc-transport Cal encountered earlier appeared from behind a larger asteroid and slowly approaches the derelict vessel.
-Through his helmet comlink Cal hears the familiar calm voice: “I take it you need assistance now?”
-“Yes, please hurry and get me off this wreck. My spacesuit’s power supply is running real low and my ship drifted to far off, I can’t get to it. A lift would be appreciated.”
-“Stay tight…I bring her around.”
-A short while later the Gthroc transport docks at the cut open hatch, seals the docking clamps, and opens it’s hatch so that Cal can board…

Scene 9 – Showdown in Sakar Spaceport
-Alright, it’s now or never! Telrac gets out his blaster rifle. While taking aim he sets it to stun. He fires…Does he hit Rhyanna? Add one bonus die for crack shot, one penalty die for Rhyanna being alert, roll unmodified die: Yes, but it’s only a grazing hit. Rhyanna is not stunned but a little numb.
-The element of surprise was gone. Rhyanna draws her blaster and returns fire. Does she hit? Bonus for blasterslinger, penalty for being numb and for Telracs armor, roll one penalty die (roll two, take worst result): rolled 5 and 6, damn!
-The blaster bolt hits Telrac in the shoulder, wounding him. Telrac drops the rifle and draws the blaster pistol.
-The Twi’lek associate fires a quick shot while dashing back towards the docking bay entrance…does he hit? bonus for Telrac being wounded, penalty for Telracs armor, make normal roll, rolled 4
-The Twi’lek stumbles as he runs forward, the shot grazes Telracs leg, causing even more pain and immobilizing him. The Twi’lek falls prone.
-Telrac takes another shot at Rhyanna, this time he doesn’t bother with the stun setting. Does he hit: bonus for crack shot, bonus for her being numb, penalty for being wounded, penalty for her being agile, roll normal die: 6, yes!
-Telrac grits his teeth, disregarding the pain for one second, this shot has to count…he aims…and hits! The blaster bolt hits her square in the chest, her eyes widen as the intense pain runs through her body. Rhyanna collapses.
-However, Telrac is not out of danger yet! The Twi’lek takes another shot: bonus for Telrac being wounded, penalty for his armor, roll normal die: 4
-He hits Telrac in the leg but his weapon runs out of ammo after the shot.
-Telrac is in bad shape…his shoulder and leg are hit, he can barely move or keep himself up…he fires…two penalty for his serious injury, one bonus for crack shot, roll one penalty die: 2, a miss
-The bolt goes wide and hits the floor. Telrac activates his helmet comlink and calls for starport security. He then tries to duck back into cover…
-The Twi’lek quickly slaps in another power pack and returns fire…two bonus for Telrac’s injury, one penalty for his armor, one penalty for having to reload in haste, roll normal die: 5, a hit!
-Telrac was a bit to slow, another bolt hits him in the back…all goes dark, he falls to the ground, incapacitated.
-Does starport security arrive in time? (50/50): Yes! lucky me
-Is Rhyanna dead or still alive? (50/50): Alive! lucky me again
-Telrac wakes up in an infirmary (again). Starport security has stabilized him and treated his wounds. Rhyanna and her associate were taken into custody.
-Telrac asks for an officer from an imperial bureau of criminal investigations to make a statement and claim his bounty for capturing Rhyanna (sort of, with help).
-Does all go smooth or does he have to deal with some red tape? (50/50): red tape, of course
-The officer explains that technically starport security have taken Rhyanna into custody, however, he states that Telrac contributed considerably in locating her and making the arrest possible in the first place. Long story short, he only gets to claim half of the bounty (7500 credits, now 8400 total). Administrative fees, starport security costs and several other bureaucratic costs are deducted, as well as medical bills.
-Telrac know better than to argue with an imperial bureaucrat. He accepts the 7500 credits, pays his fees and bills, gathers his equipment and heads for the spacer’s section. Time to upgrade some of his equipment…

Verdict regarding FU:
A great system for fast and loose cinematic games. Either for a quick pick-up game at a convention or to try out different genres with a home group. The system does not get in the way of the story and leaves enough room for customization or house rules.
I unconciously implemented one rule already: According to the rules as written the GM does not roll any dice, only the player does. However, during combat I tend to ask: “Does the enemy hit?” and roll dice for the enemy, taking into account all modifiers instead of asking “Does the PC get out of the way?” and roll dice for the PC. I am just to accustomed to the principle of whoever acts also rolls. However, this approach does not hurt the system in any way so I will just keep it.

I am not sure if I would use FU for an extended solo campaign however, because I do get some enjoyment out of working the gears of a system as part of solo gaming. It gives me the feel of actually playing instead of just doing creative writing with limited narrative control. Personally I like systems with a medium amount of crunch for solo gaming: D6 System, Microlite 20, Edge of the Empire (and the Fantasy Flight Star Wars line in general) are good examples of systems that have just the right amount of crunch. I do like the d20 system as well, however, with one restriction: Complex PC using all the options of feats, skills and class features vs. streamlined NPCs. As long as I don’t start looking up what every feat or spell an NPC has does the d20 system is fine for solo play as well.

Just my two cents.

We continue our story as unlucky bounty hunter Telrac Kendrall has to start from square one…

Scene 6 – Back to square one
Location: imperial infirmary
-Telrac wakes up in a hospital bed. An imperial officer waits in a chair at his bedside.
-”Ah, Mr. Kendrall, nice of you to wake up. You were lucky that you had such a good armor, otherwise we wouldn’t have this conversation. Would you tell me what happened?”
-Telrac explains that he is a licensed bounty hunter and that he was chasing an imperial fugitive that he tracked down, filling the officer in on all the details.
-He also asks to block all outgoing traffic in case Rhyanna is still in the city and trying to escape.
-Does the officer comply? No.
-The officer denies the request: “You have to understand Mr. Kendrall, that we can’t take such extreme measures for just one person who is not on the galaxy’s most wanted list. There are business interests of the empire to consider that outweigh the chance of a possible escape of your quarry. Deliveries need to be made, the imperial military depends on their supplies getting to them in time. I am sorry. But the doctors have told me that you are free to go, all your injuries have been taking care of. So you can continue your investigation.”
-Remove all conditions, gain one FU point for the battle.
-After some administrative formularities Telrac is free to go. He gathers his gear and immediately heads for starport traffic control…

Scene 7 – Investigations at the starport
Lurag City spaceport traffic control center:
-Telrac heads for the control center administration office. There he shows is imperial bounty hunter license and demands that all arrivals from small craft and tramp freighters within the last three days be cross referenced with all arrivals and departures from one week before the bombing until three days after the bombing. Does the officer in charge comply? Yes, but it will take a while and there is a service charge of 400 credits.
-Telrac is in no mood for a fuss, he needs results quick, so he pays 400 credits (900 left). Does this cross reference produce any hits? Likely, roll two dice, take best result. Yes, and even though there are several matches, one of them is a tramp freighter registered to a pilot whose pilot and owners registration picture shows the Twi’lek Telrac met at the Dancing Gaslight cantina.
-Telrac looks at the security camera footage from the docking bay where the ship landed before the bombing incident to see who disembarked the ship. Does he see his quarry? Rolled a 5, Yes!
-So the guy he met is an associate of her and brought her here before the bombing incident. Most likely he also brought her here for the meeting with him.
-Is there any video footage from the arrival before his recent meeting with his quarry? Likely, roll two dice: Yes, and it shows the Twi’lek disembarking together with a Twi’lek wearing a hooded cloak but who definetly is female.
-Is the ship still docked here? No, damn!
-When did it leave, it can’t be that long ago? 1d6 hours ago, one hour! He just missed them.
-Telrac takes note of the ship’s name, type, registered transponder code and of the owners personal data. He copies everything to his datapad.
-Did they offer traffic control a target destination? Very unlikely, roll two dice, take worst one: No.
-Telrac now has learned of a new associate and of the ship she uses. He is certain he can put these leads to good use.
-He quickly heads for his transport and takes off and plots a course to the Helska system, where according to his data the Twi’lek’s ship, the Quickblade, was purchased and registered first by the Twi’lek. With a little luck this might be something of a home system or home base for the Twi’lek captain or he might have some ties there.
-Telrac makes the jump to lightspeed, heading for the Helska system…

Scene 8 – The Helska system
Helska System: controlled by imperial governor, heavy manufacturing industry, polluted atmosphere, a great percentage of the land is made up of mountain ranges, planetary capitol is Kaska Prime where the planet’s main imperial class starport is located. A smaller standard class starport is within the city of Sakar in the southern hemisphere.
-After pulling up the planetary database data for the Helska system Telrac decides to go for the smaller starport in the city of Sakar, located in the southern hemisphere. It just seems unlikely that a wounded imperial fugitive would land in an imperial class starport with increased security.
-But maybe they didn’t land at a starport at all but at some sort of hidden wilderness base? Time to find out.
-On his approach Telrac scans the area and surrounding traffic. Maybe the wanted ship hasn’t landed yet or had a delay and is still in transit. Does he locate the wanted vessel while approaching? very unlikely, roll three dice, take worst result: Rolled 3, 3, 4, close. No, but on his approach he sees a ship sitting in an open air docking bay that looks just like the one he is looking for, same type, same markings.
-Is there a docking bay available in the immediate vicinity? No, but in the same cluster of docking bays. Telrac sets his vessel down within the same docking bay cluster.
-He immediately runs towards the docking bay where the suspicious vessel is docked. Can he open the docking bay doors? Unlikely, roll penalty dice: No.
-He contacts starport security via comlink, states his intend, identifies himself and asks security to override the docking bay doors. Do they comply? No.
-Telrac curses under his breath. He then hides himself in another doorway and waits, observing the docking bay entrance.
-Does something happen within the next hour?Yes!
-Somebody approaching (1-3) or leaving (4-6)? The doors open and somebody is about to leave…
-Is it his quarry? No, damn!
-Or her associate? Since it is not his quarry I say it is unlikely and roll penalty dice: Yes! rolled 6 and 6…Yes and…
-Telrac was lucky: The man coming out of the docking bay was indeed the very Twi’lek he met in the Dancing Gaslight cantina and who he fought at the plaza.
-He makes a few steps, Telrac was ready to follow him, as he suddenly turns toward the docking bay entrance and talks to a yet unseen figure: “Are you coming? We don’t have all day. We need to see this streetdoc now.”
-”Coming!” Telrac hears a female voice. Shortly thereafter now one armed Rhyanna exits the docking bay…

To be concluded…

After a few sessions of Edge of the Empire I took a short break from the campaign to test out the FU rpg by Nathan Russel (get it over at I am playing an ex-imperial soldier who is now a bounty hunter.

The “drawback” of solo role-playing, if you want to call it a drawback, is the fact that you can play any system, any genre, any time. This ultimate freedom makes it hard to focus on a specific system, which in turn “forces” you to try out different rulesets.

So regarding FU I am pleasantly surprised: It lends itself to fast and cinematic gameplay with basically a GM emulator already built into the game (regarding Yes/No questions). The combat at the end of the session report was pretty intense. After reading the rules I had my doubts if that system lends itself well to combat, but it does.

And regarding my posting format I think I have found my preferred method for future postings. It is the unedited 1:1 posting of the actual write-up. Even though full prose captures the feel of the world better (in my opinion) the time factor is just to big to ignore. I actually would have to devote the time I could use to play a session to writing up a past session.

And since I prefer playing over writing I think I will stick with this format. So here is how the session went:

Telrac Kendrall – Character Sheet
Background: Former imperial army trooper who became independent bounty hunter.
Edge: crack shot
Edge: intimidating presence
Flaw: tends to use excessive measures to reach his goal
Gear: customized battle armor, masterwork vibroblade
Props: comlink, datapad, medpac, credchip (1300), bounty hunter license, utility belt, blaster rifle, blaster pistol, old worn out Gthroc transport
FU Points: 0
Conditions: wounded, incapacitated
Drives: To become a well known, wealthy and feared bounty hunter.

Session Log:
Scene 1 – Starting the hunt.
Starting Location: Heldara III – recreational resort and untamed wilderness – located in the mid-rim – warm to tropical climate – rich vegetation
-Telrac has landed in Dara City, the capital city of the planet. He walks into an imperial security office to check the local bounties.
-A wanted posting caught his attention (random NPC from Donjon’s generators): A female Twi’lek blasterslinger is wanted for murder and assault on imperial property. She is suspected to have ties to the Rebel Alliance. A Duros engineer is listed as a known associate, his name is Abis Dee and he was last registered on the planet Lebak II in the Outer Rim.
-The bounty is 15.000 credits for an alive capture. The name of the quarry is Rhyanna Ryl.
-She planted a bomb onboard an imperial weapons transport.
-An imperial officer and two pilots died in the explosion. Her actions have been recorded by a hidden security camera, therefore the bounty.
-Have the crimes been commited here on Heldara III? No.
-In this sector? Yes.
-Where? Kerulag System, mid-rim, gas giant with floating city (Lurag City) that has large gas mining facilities.
-Telrac boards his space transport, an old worn out Gthroc transport, and plots a course for the Kerulag system.
-Does he get there without incident? Yes and he sets a new record!

Scene 2 – Investigations in Lurag City
Lurag City: floating city in the clouds, hard working people, noticeable imperial presence
-Telrac gets landing permission and sets his ship down on an outside landing pad.
-He heads for the crime scene to take a look around. Is the crime scene freely accessible again? Yes, but it has been severly altered and reconstructioned after the explosion.
-Telrac takes a look around and makes note of all possible escape routes that he can see. He records everything by voice recorder on his datapad.
-Are there any access panels to sewers, air ventilation shafts or similar hidden passages? Yes, and they are freely accessible.
-Does he see any surveilance cameras near the entry points or within the passages? No.
-After his quick sweep of the area he heads for the security control center to take a look at the video footage from the incident.
-At the security center he shows his bounty hunter license and demands to see the video footage from the surveillance cameras around the crime scene from the day of the incident. Do they comply? Get one bonus die for his intimidating presence. Yes, but the security officer demands a fee.
-”How much?” 1d6 x 100 credits: 400 credits.
-Telrac threatens the man to report him to the imperials for hindering an investigation to locate an imperial fugitive and for abusing his position for personal gain. Does he still insist on his fee? Very unlikely, get one bonus die for intimidating presence and another for the threat: No but he also doesn’t offer any assitance for using the equipment.
-”Fine, knock yourself out.” The man replies and steps away, giving Telrac access to the consoles.
-Can Telrac locate the required files? Yes, but he can’t copy and download them. He has to watch them in the security center.
-Does he see Rhyanna Ryl on the records? Unlikely: Yes, lucky me. Rolled two dice to take the worst one and rolled a 5 and a 6. I am using this table for FU rolls and GM emulation: 1: No, and… 2: No 3: No, but… 4: Yes, but… 5: Yes 6: Yes, and…
-Telrac catches a small glimpse of a Twi’lek female. She was easy to miss but he spotted her.
-Can he determine the direction she apparently disappeared into? Yes. It looks like she was heading for the northern spacer’s section district.
-He knows where to continue his search. Maybe somebody in this district will talk. Telrac leaves the security control center and heads towards the northern spacer’s section district.

Scene 3 – Legwork in the spacer’s section
Spacer’s section: not so nice district of town, rough and tumble spacers, no love for the empire, mostly offworlders dwell here
-As Telrac arrives he immediately notices the stares of the bystanders. With his armor and weapons he sticks out and he looks like trouble.
-He realizes that he won’t get very far looking like this. He looks for a storage place where he can rent a locker and leaves his armor except the breastplate and his blaster rifle in the locker.
-He then goes to buy a loose hooded cloak under which he conceals his breastplate, vibroblade and blaster pistol.
-Looking not so intimidating now he asks around for some spacer cantinas where you could hire people for certain jobs without having to answer to many questions.
-Does he learn of such a location? Yes, lucky me again.
-One of the local merchants directs him to the Dancing Gaslight Cantina.

Scene 4 – The Dancing Gaslight Cantina.
Dancing Gaslight Cantina: dimly lit and smelly cantina, populated by offworlders, this place can be a little rough, the majority of the patrons are aliens
-Before he asks anybody anything he walks up to the bar, buys a drink and just listens. Does he overhear anybody talking about the incident? unlikely, since most of the patrons speak an alien language and it has been a few days. Roll one penalty die, take worst result: No, but he spots a pair of Twi’leks in one corner booth. Maybe they know his quarry.
-He walks over to the Twi’leks: “Can I buy you guys a drink?” Without waiting for an answer he sits down at their table, while doing so he lets his right hand rest on his blaster pistol underneath the cloak.
-The Twi’leks turn to face him. As expected they know Basic: “Who are you and what do you want? Don’t you see that we are in the middle of something?” The Twi’lek across from Telrac looks annoyed.
-”Don’t worry. I’ll be quick. I am looking for somebody who can help me, hmm, how can I put it…demolish something. A demolitionist you could say. You don’t happen to know somebody?”
-”Why would we? Do we look like demolitionists to you? Why don’t you go bother somebody else?”
-”It was never my intention to bother you. I just heard word on the street that there is a certain Twi’lek who is pretty good at this sort of thing. I thought maybe you knew her, you know, so from Twi’lek to Twi’lek.”
-As Telrac awaits their response he watches them carefully.
-Do the two know his quarry? Yes, and…(lucky me again) they are prepared to get him in touch with her. For a fee…
-”Why didn’t you say that you want to talk business.” The Twi’lek smiles. “I might know just the person and I am prepared to get you in touch with her. However, for my matchmaking services I require the small administration fee of 800 credits. Payable immediately of course.”
-Telrac looks at him, apparently thinking. “What kind of fool do you take me for? I am prepared to pay you 200 now and another 500 after I met your demolition expert. How does that sound to you?”
-Does he accept? No.
-”It doesn’t work that way. Either you pay me now in advance or the deal is off. I am doing you a favor here you see. I couldn’t care less if you find who you are looking for but if you have a job to do I suspect time is of the essence. Or is it not?”
-”Alright. I will pay 700 in advance, what do you say?”Yes, but I will be at the meeting as well. Just in case you try something funny.”
-”Fine with me. When can I meet her?”
-”Give me three days. Give me your comm code, I will contact you in three days.”
-Telrac hands him 700 credits (1300 left) and gives him his comm code. “See you in three days.” Telrac stands up and leaves.

Scene 5 – The Meeting
Location: busy plaza between tall buildings in the spacer’s section: crowded, speeder traffic in the air
-Three days later, Telrac is contacted via comlink and instructed to be at the commercial plaza at noon.
-He now wears his full body armor underneath his cloak. His blaster rifle is set for stun.
-He is at the plaza an hour early to inspect the area and get a feel for the place.
-Does he recognize something unusual in the crowd? Since it is crowded roll one penalty die: No, and he is so distracted that he doesn’t notice the Twi’lek arriving with another female Twi’lek, the wanted Rhyanna Ryl (Descriptors: agile, blasterslinger, alert)!
-”I leave you two alone now to talk business” the Twi’lek from the cantina says. “I’ll be over there in case you need me.” he tells to Rhyanna and leaves.
-Is the other Twi’lek from the cantina also hidden someplace? Likely: No, but he is nearby and listening in via comlink.
-”So what business do you want to talk about?” asks Rhyanna.
-”Actually, you are my business.” Beginn combat, turn 1: With these words Telrac gets his rifle out underneath his cloak and fires at her, trying to stun her. Bonus die from crack shot but penalty dice from her being agile and alert means I roll one penalty die: No, and…she manages to leap forward and to the side, grabbing his rifle. The stun bolt hits a bystander who goes down stunned. The crowd is alerted, the Twi’lek comes to Rhyannas aid.
-Rhyanna tries to get her own blaster out and take a shot at Telrac. Telrac tries to hinder her. bonus dice for custom battle armor and for being engaged with her, penalty dice for her being agile and a blasterslinger, roll normal die. Does he manage to hinder her? No, and…he takes a hit and is wounded.
-The other Twi’lek takes a shot at Telrac. Does Telrac avoid a hit? Bonus for armor and being engaged with Rhyanna, the bystanders have gotten out of the way by now, penalty for being wounded: Yes, but he loses his blaster rifle.
-Turn 2: Telrac draws his mastercrafted vibroblade and tries to cut off Rhyannas arm with it. Bonus for mastercrafted blade, penalty for being wounded and for her being agile, spend two FU points for two additional bonus dice, roll one bonus die: Yes! With one swift stroke Telrac cuts off Rhyannas right arm. She screams, blood is squirting out of the wound.
-Rhyanna turns to run away. Does she fall unconscious because of the wound and shock? Yes, but only after she has already covered some distance.
-The Twi’lek takes another shot at Telrac. Can Telrac dodge out of the way? Bonus for armor, penalty for being wounded. Make normal roll: No, and the bolt hits him square in the chest. Without his armor he would be dead, now he is just incapacitated.
-Telrac feels an intense pain in his chest as all suddenly goes dark…

To be continued…


Again, an unedited session report posted as written during the playing session. Space combat was handled on scrap paper and not summarized round by round in the notes. I usually run the battles on scrap paper at a quick pace. Summarizing every round would take me out of the game to much. So here it is:

-First, generate destiny pool for the session, something I forgot before: One dark side destiny. The emulated GM will use dark side destiny whenever available at the next opportunity.
-Cal needs to repair his ripped spacesuit before he can continue to explore the derelict craft. Average Mechanics roll, difficulty upgraded once for the dark side destiny: Failure with one despair and one advantage.
-Cal messes up and slips and further rips the suit. It is now damaged beyond repair (despair).
-Cal needs to return to Ord Tamesh to get another spacesuit and this time he should bring a spare!
-Journey back takes again six hours. Cal needs to get out of the asteroid belt before he can enter hyperspace.
-Three average pilot checks, he is now somewhat familiar with this area of the belt: All successful without any threat.
-Cal reaches edge of asteroid belt and plots a hyperspace jump back to Ord Tamesh. Average astrogate check: Success with one advantage, he shaves off two hours of his travel time, make only two encounter checks on the way back.
-no encounters, he arrives at Ord Tamesh four hours later.
-Are the people who overheard his conversation waiting for him and try to take the item since they think he has already recovered it? Somewhat likely: Nope, 67 from 65, close call.
-Cal lands without difficulties. He sells his cable for 2500 credits (now 4560 total).
-Shopping for some equipment: Buys two spacesuits for 400 credits and one hand scanner and one general purpose scanner for another 600, deduct 1000, now 3560 total credits.
-head back to the asteroid belt, another three encounter checks: two encounters this time
-encounter one: new NPC extravagance magic, will insert this npc after arrival
-encounter two: npc action adversity technology, this one is simple, the npcs that overheard the conversation are finally taking action using a new weapon that messes with Cal’s ship systems.
-Six hours later Cal reverts into realspace only to be greeted by a hostile fighter craft that closes in on him fast.
-The pilot hails him and demands that he turns over the datacard that he salvaged. Cal tries to explain that he doesn’t know what the guy is talking about. He is here on a prospecting mission to survey the asteroid belt for valuable resources. Hard Deceit check: Failure with one threat.
“Tell that to your grandmother, I don’t believe a word you say. Maybe I didn’t make myself clear.” The guy shoots with some sort of ion weapon and causes a grazing hit. The Never to Late suffers one strain (because of the threat). Now at 7.
-Space Combat! The ships start at medium range and at speed 3.
-Cal reacts quickly, pushes his ship to the limit and closes in into close range. He then fires his quadlaser turret which is fixed to forward fire only while Cal is operating the turret from the pilot seat.
-He misses as the hostile fighter dodges out of the way.
-The fighter comes around for another pass and misses also.
-Cal scores a decent hit with a triumph, reducing the enemy vessel to 6 points of hull, the triumph overloads the enemies shields. It loses it’s defense die.
-However, Cal is to slow dodging out of the way. The Never to Late is hit hard and reduced to 10 points of hull.
-Before things can get worse, Cal manages to destroy the enemy fighter. It explodes in a ball of fire.
-After the engagement Cal scans the area for more ships. Hard Computers check because of the asteroids and the debris: Failure with two threat. Cal was focused to much on his scopes, he fails to notice an asteroid that is on a collision course. Average Pilot check to avoid collision: Failure! Damn! The Never to Late takes two damage. Now hull at 8.
-Cal curses under his breath as his hull makes a screeching noise. This mission is surely not worth the trouble!
-Suddenly, a small Gthroc transport appears from behind an asteroid. A calm voice is heard over the comm: “Do you need assistance?”
-Cal is immediately alert, but the transport does not seem hostile. “Thanks, but no thanks. You are a little late to the party. Should have been here a short while ago as I was under fire. Now please excuse me.” Cal plots a course deeper into the asteroid field towards his coordinates.
-The calm voice answers: “Safe travels”.
-Cal wonders about this strange vessel apparently hiding within an asteroid belt but continues onward towards the derelict vessel…

The journey to the asteroid belt in hex 07 07 in the Tamesh sector would take me about six hours. According to my star chart the asteroid belt was of light density, which should make it easier to navigate it. I calculated a course that would bring me close to the asteroid belt’s edge, but not to close.

About two hours before I was due to revert to realspace I picke up a distress signal: A pleasure cruise liner was experiencing technical difficulties and needed assistance. However, I got careful regarding these matters since I stumbled into a pirate trap that was set-up this way. I was also in a hurry, so I ignored the call and continued on my programmed course.

I exited hyperspace…

“DAMN!” I was heading full speed towards a large asteroid as I reverted to realspace. My calculations must have been off! They catapulted me right into the asteroid belt! A collision was imminent. The giant boulder already filled the transparisteel viewport.

I acted like on autopilot, no time to think. I pulled up and directed all emergency power to the downward thruster. The combination of pitch and downward thrust game me enough time to avoid a fatal collision. A terrible screeching noise went through the ship, sparks flew, circuits burned (again) but I was clear. That was a pretty close call.

I needed a while to catch my breath and just floated there for a while.

But then it was back to business. I had a job to do here. I scanned the area for other vessels. The scopes came up clean. The coordinates my employer gave me pointed further into the asteroid belt. I had to navigate the belt. But thanks to me flying casual and my natural talent I managed to get to the target coordinates without further trouble.

And there it was, my target. A large bulk transport was dead in space amidst the asteroids. It’s massive hull dented from several small impacts that thanks to the slow speed of the vessel didn’t cause to much damage. The scopes picked up no power or atmosphere onboard the other ship, also no life signs.

I brought the Never to Late alongside and docked at an external hatch without to much difficulty. The docking clamps locked the two ships together and my thrusters were programmed to keep us stationary. I modified my shields to encompass both vessels.

Let’s get this datacard and get out of here. I put on my spacesuit, took my essential gear and headed for the hatch. I wanted to try a subtle approach first before cutting the hatch open so I tried to hardwire the lock to restore some power and functionality.

Look what we have here. Underneath one of the panels I found some gold and platinum lined cables of the finest quality. Those metals should be worth quite a bit. A welcome extra income. I cut out the cables…DAMN! I ripped my spacesuit on one of the sharp metal edges. The pressure alarm was going off immediately and the door didn’t move one bit. I quickly moved back into the Never to Late and closed the hatch before the suit was completely depressurized.

Looks like I had some maintenance to do first…

Game Mechanics:
Since I failed the astrogation roll I figured I would be on a collision course but thanks to my advantages I had the possibility to avoid complete disaster with a hard pilot check, which I thankfully succeeded at, but the ship suffered one strain.

To get to my target coordinates I determined that I had to pass three hard pilot checks. I managed to pass all three of them and then asked Mythic if the ship would be there. Mythic said yes. It also said that the hatch won’t open so I had to pass an average mechanics check to be able to open the hatch.
I failed the test with one triumph and two threat which I interpreted as follows: I found some precious loot in the form of precious metals (the triumph) worth 1d6 x 500 credits but the threat meant that I ripped my suit in the process. And of course the door won’t open, since the check was an overall failure.

So, dear readers, I am still on the fence about how to post session reports: Unedited like I did with session 6 or as a narrative like I did here and several times before. I think both methods have their advantages: Unedited is faster, less work and gives more insight into solo roleplaying (at least how I do it). A narrative in my opinion captures the feel of the universe and the story better. So if you have an opinion on the matter, please let me know in the comments.

I have just finished session 6 of my Edge of the Empire solo campaign. Like I did once already with my Pathfinder adventure, I will post another unedited (or RAW, as I like to call it) session report which is exactly 1:1 the notes I took while playing the session. Why do I do that? Two reasons.

First, because it is less work of course. Usually I would write up a cohesive full prose narrative of the events with some direct dialogue added in and a short paragraph of game mechanics at the end. Although I find that more entertaining to read and it better helps to capture the feel of the universe (in my opinion) it is still additional work. By doing it like this every once in a while I get the sessions done.

Second, because I am a regular reader of other solo rpg blogs and member of the Lone Wolf Roleplaying G+ community and one question that pops up fairly regular is the question of people just starting out playing solo rpgs how to acutally do it. And while they usually have an idea of what it is about they still ask for some advice or insight about how you actually get started. It appears that people like to read as much about mechanics, play area set-up, methods of documentation etc. as they like to read actual play reports.

So, therefore I pull back the curtain and give you an idea of how I do my gaming. I wrote the notes while playing, rolling dice, adjusting character sheets etc. in the good old fashion way (real dice, pen and paper). This time I did the documentation using Quip and a notebook but I would do it in the exact same way with a pen and a paper notebook. And from the notes I would then write a narrative a short while later.

But not this time, this time, it is only the raw footage:

Session Log:
Tamesh Prime on Ord Tamesh:
-looking for another assignment: success with one threat, gets assignment but someone overhears the conversation
-after asking around and observing some people Cal is pointed to an indistinct cantina in a small alley of the spacer’s section
-he is pointed toward a wealthy looking human male who needs somebody for a job
-Cal approaches the man, he introduces himself as Mese Resa
-He needs somebody to salvage an important item from a derelict spaceship that was lost in one of the asteroid belts
-The item in question is a datacard with sensitive information. Cal is told he needs to know no more.
-Does Cal notice that their conversation was overheard? failure with two advantages
-Unnoticed, the listener leaves the cantina to make preparations…
-Cal wants 6000 credits for the job. Mesa wants to pay only 5000. Negotiate: failure, Cal accepts for 5000 but wants 2000 in advance. Negotiate: failure with one advantage, Cal gets 500 in advance (1560 total)
-Cal gets coordinates to last known position and access codes for internal security systems. Is told to hurry.
-The asteroid belt is 3 hexes away. It takes six hours to get there. I will make an encounter check for every hex I travel through
-Cal needs to buy some equipment that he might need: a plasma cutter, a grappling hook gun with magnetic grappler and of course a space suit.
-However, he doesn’t have enough funds. He decides to try his hand at some gambling to make more money.
-He finds a game in a cantina and bets 250. The first round is a draw. He gets his wager back.
-Second round: success with triumph! Cal wins back his wager + an additional 1000 credits (now 2560 total).
-Tries another round and bets 500: success with three successes and two threat, wins 500 (now 3060 total) but is accused of cheating (since he won two times in a row with great results)
-Can he talk his way out of this? no, failure
-The gamblers demand that he returns the money and threaten him
-Combat against two gamblers (minions): wounds 8 (4 each), soak 3, damage 3, critical 5 (unarmed strike), AAP
-Initiative: gamblers go first, Cal second
-the gamblers move to engage and take a swing but Cal dodges out of the way
-Cal draws his blaster and sets it to stun (-2 strain) and fires at the closest gambler and stuns him (6 damage, drops one gambler), regains one strain (for one advantage)
-The gambler takes another swing and misses, Cal shoots and stuns him as well.
-Cal gets the hell out of there. All strain recoverd at end of the encounter.
-Cal purchases a space suit, a grappling gun and a plasma cutter and orders it to his spacecraft, pays 1000 credits total (now 2060 total).
-Encounter on way to spaceship? 2 in 6 chance: no
-Cal reaches the Never to Late without incident, a short while later his purchased items are delivered.
-Cal askes for clearance and lifts off, leaving the atmosphere and starting calculations for the jump to lightspeed.
-Since the target coordinates are at the edge of an asteroid belt, the astrogation check is of average difficulty: failure with three advantages.
-His calculations are off, as Cal will notice once he gets there in six hours…



After we were safe in hyperspace I took a breather and went to look after my Twi’lek passenger. The stimpacks I injected her stabilized her and the bacta already started to heal her wounds. She was in good shape everything considered but then again it was only a shoulder hit.
She introduced herself to me as Val’ryl.

“Nice to meet you. That was a close call. I figured you would eventually mean trouble, but I didn’t think it would find us so soon.”

“Sorry Captain….”

“Call me Cal.”

“Well, Cal, like I said, if I could have taken a passenger liner I wouldn’t need your services.”

“Yeah, I know the business. Well, thanks to our little imperial entanglement I think I better go and see if I can mask our transponder code signiature. The imps probably have us on their wanted list now. We are on route to Ord Tamesh as requested and it will take us about four days to get there. Plenty of time to talk some more later on, I better get the transponder altered, just in case we are interdicted or something.”

“Thanks again for getting me out of there.”

I tampered a little with my transponder code signiature and altered it to broadcast a different ID, however, I burned some circuits in the process. The little girl really needed a good overhaul once I got the money. Since I didn’t trust my passenger I also encrypted all consoles and hatches with a security code, except for the passenger cabins of course and the recreational area. The fact that Ord Tamesh was a military stronghold with several garrisons didn’t make this mission easier. After I while I went to see Val’ryl.

“So, I got our transponder code altered, that should be enough to deceive any imperial patrols, hopefully. Speaking of the imperials, I would think Ord Tamesh is not really the right place for someone like you, who is not exactly on friendly terms with the imperials. What is your business there?”

“Forgive me Captain, but that is none of your business. Like I said, no questions asked. The less you know the better. You know the business.”

“Fair enough.”

Later that day I received a distress signal via hypertransceiver. Apparently a passenger ship has come under pirate attack. Even though I despise pirates the Never to Late was not in any shape for a serious engagement. I couldn’t help it and ignored the call, leaving the poor souls to their fate. For the duration of the trip I tried to fix what I could and get the damage under control but some of it was to severy for my onboard toolkit and my limited ability.

On the third day of the journey the Never to Late received another call for assistance. A pleasure cruiser was experiencing technical difficulties and offered a reward of 1000 credits in casino tokens for assistance. I have a weakness for casinos and figured it wouldn’t hurt to try and see what I could do so I altered our course slightly and dropped out of hyperspace at the designated coordinates.

I docked alongside the pleasure cruiser and assessed the damage. I realized it is beyond my ability, however, the grateful travel agency still gave me 100 credits worth of casino tokens for the effort. Never one to let a gambling opportunity slip I tried my luck in the casino but lost.

We continued our trip without further delay and arrived in the Ord Tamesh system. As soon as I exited hyperspace I was intercepted by a pair of TIE-fighters on patrol. They scanned me and checked my transponder signiature but luckily they didn’t find anything at odds with transponder, we came out clean.

However, they noticed that the Never to Late had some battle damage and demanded to know what happened.

“Yeah, that’s battle damage alright. I thought you guys had this sector under control. Apparently not. I responded to a distress signal. A passenger liner claimed to have lost all life support. Guess what, it was a decoy. As soon as I arrived at the coordinates, a bunch of pirates jumped me. I was lucky to get out alive.”

There was a moment of silence…

“Understood. You are cleared to land.”

That worked out alright. I was directed to Tamesh Prime, the planet’s capital city, and put the Never to Late down on a landing pad. Whenever possible I prefer to land at a pad with the clear sky above me, just in case I needed to make a quick exit. Lucky for me there were a few unoccupied pads that met that requirement.

I exchanged contact data with Val’ryl just in case she needed a reliable pilot in the future. I was pleasantly surprised that she paid me 6000 credits instead of the agreed 4000 credits.

“For your trouble and some necessary repairs.”

Then we parted ways. I spent 4000 credits on repairs and bought some armored clothing. Pants and a vest padded with concealed plastoid plates. After the Never to Late was in decent shape again, it was time to look for another assignment…

Game Mechanics:
The journey to Ord Tamesh was handled like a classic hex crawl with random encounter checks made every day. The encounters were inspired by the Mythic action/subject table.
The events after the arrival in Ord Tamesh were triggered by closed questions put to the fate chart:
Has the word of my illegal blastoff spread to Ord Tamesh? Yes
Has the empire increased security? Yes
Am I inspected after exiting hyperspace? Yes
The TIE pilots had to pass an average perception check to detect my fake transponder and they failed with two advantages so they noticed the combat damage.
Cals lie regarding the matter was an opposed deceit check vs. perception which I passed.
After touchdown I asked Mythic if the Twi’lek pays without trouble and got an exceptional yes result, so I figured I would get the 6000 credits that Cal wanted to begin with.