Saturday, February 2, 2013

Game Session One - The Train Job

 

People present


Joe as Pash
Becky as Kallatherie
Russell as Brick
René as Dasha
John as L'Entu
Adam as Gamemaster

Objective


Find the income engineers with the plans for the Xwing and successfully escape Tatooine.

What Happened


Stopping the Train


The group gets into an escape pod, and Joe successfully rolls his piloting skill as the team plummets towards Tatooine. Nothing special happens, but we assume that we avoided something bad. The team checks the tracking device to determine which direction they should head in. They notice that, in the distance, there is a hover train heading in the direction they need to go. The team debates about how to best stop the train so that they can hitch a ride.

John suggests that the whole team tries to push the escape pod in the way of the train. Russell asks if there are rock outcroppings around, and Adam tells the team that there is one hanging right over the tracks. Russell rolls his gunnery skill and successfully starts a landslide that blocks the tracks. The team makes their way towards the train and John picks up a hand-sized rock from the landslide. John successfully rolls his outer rim knowledge to determine that the nearest city is Mos Espa.




Getting on the Train


John then attempts to walk onto the most crowded section of the train as if he were a normal passenger. He fails his stealth roll and attracts the attention of eight people on the train who point their guns at him. René and Joe use the distraction as an opportunity to sneak off to the car just behind the engine - they succeed with their stealth rolls. John tries to convince the armed men that the team is a group of geologists and that the municipal government in Mos Espa will reimburse the train for a ride - he fails his roll.

Meanwhile, René successfully picks the lock on the car and Joe attempts to sneak past the Banthas he sees there. Joe fails his roll and is ejected from the car by four stampeding Banthas. Becky decides it's time to put her coercive prowess to use  - she punches through the glass of the engine car and rips the engineer out of the train. She successfully puts him in a half-nelson and threatens to slit his throat with her vibro-ax if they don't let the group on the train and get going. She fails her coercion roll, and the engineer refuses.

René then picks the lock to the passenger car where the majority of armed men reside, and she uses a force point to give herself a stun grenade. She tries to throw it at their feet, but fails the roll. Since she rolled advantages to go with the failure, Adam decided that the grenade explodes outside the train and tricks them into believing that the group has more firepower than they expected, so the armed men surrender. John successfully rolls his deceit to convince the train that the group is with Black Sun, and that the criminal organization will reimburse the train for their ride.


Riding the Train


The group settles into the seats - John sits next to Russell up front, René and Becky sit next to each other a row behind, and Joe sits in the far back by the door between cars. Moments later, three stormtroopers enter from the back. Russell rolls his stealth to see if they fail to see him - he is unsuccessful. The lead trooper speaks into his comm "Sir we've found the." John cuts him off and shouts to René "Use the comm jammer!" René flips the switch and the trooper's comm turns to static. Joe nonchalantly points his gun at the stormtrooper in the back and fires a blaster bolt clean through his skull. John climbs underneath the train seats as Russell stands up and massacres the front stormtrooper with a vicious salvo from his rifle. The remaining stormtrooper exits the car through the back door.

René opens the door with her blaster ready, and but the stormtroooper is not waiting for them. She attempts to disable the coupling linking the cars, but fails. John fails his cool roll, and is too nervous to go over and attempt to disable the coupling. Joe finally passes the roll and unlinks the rest of the cars from the train.
The team then needs to figure out how to dispose of the dead stormtroopers as Adam informs the team that they would probably raise suspicion. While the rest of the team is busy pushing the bodies off the train, John extorts the other passengers by threatening to blame the stormtrooper deaths on them - he successfully rolls his deceit skill and receives 10 credits. To help avoid being spotted, the group decides to leave the train at a ten minutes walk from the city. Joe shoots the train's controls to prevent it from arriving and potentially informing of the team's presence.

Rewards

  • 2 xp
  • A rock
  • 10 credits

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