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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Fri Aug 08, 2025 7:53 pm Post subject: |
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Mini-Adventure #3 – The Finding of Lost Souls
A young cousin named Sibyl has vanished after being lured away by mysterious traveling priests. Tracing her path leads to the remote, oppressive world of Veroleem, where a forgotten cult “processes” converts in a horrifying ritual deep within a mountain temple.
Episode I – The Call
A distant relative contacts one of the heroes:
“Sibyl’s gone missing. Last I heard, she was with strange priests at the starport. Please… find her.”
Streetwise (15): Learn the cult is recruiting at the docks, promising “enlightenment.”
Investigation (20): Find Sibyl’s friend, who admits she left with them.
Astrogation (20): Cross-reference transport logs to plot a course to Veroleem.
Episode II – New Promise
The heroes land in New Promise, a silent city where locals avoid outsiders. Confronting a robed figure ends with insults—and moments later, they’re arrested by Constable Girath on fabricated charges.
Combat Option – The Arrest
Constable Girath: all lstats 2D except for: Dexterity 3D, blaster 5D, brawling parry 4D, command 4D, Strength 3D. Move: 10. Slugthrower rifle (4D), stun baton (STR+2D stun), light armor (+1D physical)
Deputies: all stats 2D except for: Dexterity 2D+2, blaster 4D, brawling 3D+2, melee parry 3D, Strength 3D. Move: 10. Slugthrower pistol (4D), stun baton.
Overwhelming force—surrender may be the only viable option.
Episode III – Jailbreak
In the cell, the heroes meet Bale, a member of the local resistance. He offers escape in exchange for help taking out the cult.
Persuasion (15): Convince Bale to share temple intel.
Security (20): Unlock cell doors with crude tools.
Sneak (15): Avoid patrols while escaping.
Search (10): Recover confiscated gear.
If successful, Bale guides them to a safehouse and the Coreesh Mountains Temple.
Episode IV – Assault on the Temple
The temple’s grand hall is eerily quiet. Captives, including Sibyl, are restrained before a massive processing machine. Cultists prepare the ritual.
Map Features
Glow Panels: Blaster hit (Easy 8) plunges room into darkness (+2D to sneak, -1D to blaster at range).
Observation Platform: 3 meters high, provides +1D cover, STR 2D.
Steam Jets: Dodge (15) or take 3D damage.
Encounter – Cultists of Veroleem
Master Cult Adept
Type: Fanatical cult leader / manipulator
Species/Sex: Human (Male)
Age: 42 Height: 1.92 m Weight: 86 kg
Appearance: A tall, severe Human in blood-spattered robes and a bone-white ritual mask. His voice carries cold authority; his eyes flick constantly between captives and levers.
DEXTERITY 3D
Brawling parry 4D, dodge 4D+1, firearms: pistols* 4D+1, melee combat (knife) 4D, melee parry 4D
KNOWLEDGE 3D
Bureaucracy 4D, languages 4D, planetary systems (Unknown Regions) 4D, scholar (occult/cult lore) 4D+1
MECHANICAL 2D
Repulsorlift operation 3D, sensors 3D
PERCEPTION 4D
Command 6D+1, con 6D, intimidation 7D, investigation 5D, persuasion 6D+2, search 5D
STRENGTH 3D
Brawling 4D, stamina 4D
TECHNICAL 3D
First aid 4D, security 4D+1
Special Abilities:
Force Skills: Control 3D, Sense 3D, Alter 2D
Force Powers:
Control: Concentration; control pain; enhance attribute (Perception); remain conscious; resist stun
Sense: Life detection; life sense; magnify senses; receptive telepathy; sense Force
Control & Alter: Telekinesis injure/kill
Sense & Alter: Projective telepathy; dim another’s senses
Control, Sense & Alter: Affect mind
Story Factors
Dark Convertor: He truly believes the processing “saves” souls; will risk everything to finish a ritual batch.
Web of Informants: Deputies, temple attendants, and a few “converted” officials feed him rumors and bodies.
Cold Zealotry: He bargains only to buy time; once in control, he becomes ruthlessly efficient.
Move: 10
Force Points: 2
Character Points: 12
Dark Side Points: 10
Equipment: Heavy Slugthrower Pistol (5D; 3–10/30/100; Ammo 12), ritual Knife (STR+1D; Max 5D), blood-Spattered Robes (grant +1D to Intimidation against commoners/captives who recognize the cult), skeletal ritual mask w/ voice-amp & comlink (Counts as a secure comlink), temple key-sigil (security cylinder), injector and 2x vials (stimpak, +1D to a single STR or Stamina roll, then –1 pip to subsequent physical actions for 10 minutes), one sedative (opposed by Stamina; on failure, target suffers –1D actions for 1D minutes).
Background: A small-time itinerant preacher who learned that fear moves people faster than faith. On Veroleem he found the cult and its ancient “processing” machine—then found his calling. He turned recruitment into harvest, stitched a local police liaison, and now runs the temple like a slaughterhouse with hymns.
Personality: Unforgiving, methodical, and theatrical. He barks orders from a platform, likes to stage “choices” that aren’t choices, and savors the moment captives stop resisting.
Objectives: Complete the current processing cycle, expand recruitment to the starports, and root out the resistance. Long term: export the ritual to neighboring worlds.
A Quote: “Kneel. You may enter the Machine as cattle or rise from it as Chosen. I am merciful; I offer you the choice.”
Cult Acolyte: All stats 2D except for: Dexterity 3D, melee combat (vibroblade) 4D, intimidation 3D, search 2D+2, sneak 3D, Strength 3D, brawling 3D+1. SA: pack tactics (+1D to melee combat when adjacent to an ally); fanatics (–1D to all actions if the Master Cult Adept is down). Move: 10. Vibroblade (STR+2D), light ceremonial armor (+1D physical, +1 energy), comlink.
Adept uses intimidation and mind tricks to sow confusion.
Acolytes flank, attempt to grab captives as shields if losing.
Reinforcements: If the fight drags, 6 more acolytes arrive after 3D rounds.
Episode V – Escape & Aftermath
Victory frees Sibyl and several other captives. Delay too long, and more cultists arrive—requiring a desperate retreat.
Rewards:
2,000 credits from Sibyl’s family.
Optional: Returning other converts may lead to future missions against the cult.
Long-Term Arc: This is a first step toward liberating Veroleem from cult control.
Source: Unknown Regions (p.200-203) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Fri Aug 08, 2025 9:05 pm Post subject: |
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MINI-ADVENTURE #4: "A Fool’s Charge"
The heroes are contacted by a junior officer, Lieutenant Amalia, an attendant to a high-ranking officer in a galactic-scale naval force. She explains that her superior needs the heroes’ expertise to track down a stolen piece of military hardware and return it quickly without drawing undue attention. She offers 5,000 credits per hero, plus a bonus if the cargo is returned undamaged.
The transport ship carrying the undisclosed hardware was attacked in the Outer Rim Territories near the border of the Unknown Regions. With a little research, the heroes learn of an allegedly abandoned garrison established by the Old Republic as an early-warning outpost.
Traveling to that region, the heroes’ ship is attacked by enemy vessels resembling those that hit the cargo transport. The heroes defeat their attackers and, by following the trail, discover a small assault group orbiting O’reen, with a refurbished battle cruiser as the flagship.
After slipping past the ships in orbit and landing on the planet, the heroes infiltrate a well-guarded military research post to retrieve the stolen hardware: a prototype tactical computer. Unfortunately, they’re caught in the act and must fight their way out of the starport and past the ships waiting in orbit.
Looking for Trouble
Setup. Amalia gives the attack coordinates. If the PCs might be asked why they’re heading to a backwater, let them prep a cover story: Con or Bureaucracy (Moderate 15).
Legwork & Approach
Old Outpost Rumor. Planetary Systems or Scholar (20): the Old Republic ran an early-warning outpost here after the Great Sith War; abandoned, coordinates lost.
At the Site: Strange ping. Sensors (15) detects an archaic broadcast nearby; (25+) pins it as an old early-warning satellite.
Skirmish: Two Aging Fighters
A pair of obsolete interceptors drop in and order the heroes to power down. They fight to disable/die (won’t break off).
Tracing the Raiders' Origin
Reverse the jump. Astrogation (25+): Back-solve their last hyperspace vector to a likely point of origin.
Salvage the Flight Computer. Starfighter Repair (20) to pull it; then computer programming/repair (20) to read it. Success, exact origin, clearance codes, and a heads-up that O’reen runs active orbital patrols.
Flip a Captured Pilot. Start unfriendly. Shift with Persuasion opposed by Willpower (or use Intimidation if that's your vibe): Friendly, admits he’s O’reen Star Corps. Helpful, explains orbital patrol patterns and that a clearance code is required to approach O’reen. He doesn’t know about the stolen hardware (different unit).
Mechanical Notes
Clearance Code: Treat as a decisive advantage (+11 to +15) for ID/detection opposed checks (or grant PCs +3D on relevant Con/Bureaucracy/Communications spoofing) until they do something off-script.
Avoiding Undue Attention
Big picture. Once the PCs learn the raiders came from O’reen, they plot a course there. If they exit hyperspace at system edge and slow-cruise in, they’re initially undetected. A Tactics (space) check (Moderate 15) suggests this plan and grants +1D to the first Sensors analysis roll.
What They See on Approach
Sensors (10): Confirms heavy traffic and a battle cruiser in orbit.
Sensors (15): Identifies the cruiser as under refit with tenders, frigates, repair barges, plus multiple patrol loops.
Sensors (20): Maps one patrol loop’s timing/holes → +1D to a single infiltration attempt.
Sensors (25+): Full pattern map, +1D to all approach rolls this scene.
Getting Past the Net
Pure Slip-Through (speed & stick):
Space Transports/Starfighter Piloting (20). Success you thread the patrol seam, Fail by 1–5 suspicion (one patrol shifts course; next check at +5 difficulty), Fail by 6–10 intercept launched (single cutter challenges you; one opposed piloting check to shake), Fail by 11+ general alert (broad ping; expect multiple contacts or ID demand).
Find and Ride the Blind Spot:
Sensors (20) to locate a coverage hole; Tactics (15) can add +1D to this scan or the follow-up. Then Piloting (15) to fly the line. On any failed leg, apply the same consequence ladder as above.
Clearance Code Spoof (if acquired):
Communications or Bureaucracy/Con to transmit/roleplay the code (15). While you behave "on-script,” treat enemy detection as if you have a decisive advantage (GM: give PCs +3D on ID/detection opposed checks, or apply –11 to –15 to enemy rolls). Any contradictory behavior (wrong vector, wrong transponder metadata, obvious armament) downgrades the edge to +1D or null.
Patrol Sensor Ops: Sensors 4D (older suites); space transports 4D; Space 6, Move 330, Maneuverability 1D.
Apply situational mods from your table: +1–5 slight, +6–10 good, +11–15 decisive.
If They're Made
Challenge to halt/ID: Comms/Con (15) to stall; failure triggers intercept.
Short chase to atmosphere: Run 3 opposed Piloting (20) rolls; 2+ net wins = clean descent; otherwise, one volley before they drop below the net.
Using the clearance code during a stop-and-challenge gives a one-time +3D to the social/comms roll if the fiction still fits.
Finding Paydirt
Goal. Locate the stolen tactical data core on O'reen and get inside the Orbital Deployment Center (ODC) perimeter to reach the analysis station.
Culture & Cover
Xenophobic/Militarized Locals: Apply –1D to Con, Persuasion, Bargain with O'reenians unless the PCs pass as locals or uniformed personnel.
Look the Part:
Con (15) to pass as near-Human O'reenians; non-Human PCs need appropriate concealers/helmets.
Bureaucracy or Cultures (15) to mimic procedures, salutes, and checkpoint etiquette; success also cancels the –1D penalty when dealing with enlisted guards.
Finding the Analysis Station
Streetwise (15) among drivers/dockhands, recent "acquisitions" are being processed at an analysis station just inside the outermost ODC perimeter.
Search (15) while moving through the district spots signage, cargo tags, and escort traffic pointing to the station.
Investigation (20) with snagged paperwork or a tapped comlink confirms the exact building and shift-change windows.
Getting Past the ODC Perimeter
Use the clearance code (if obtained earlier)
Communications, Bureaucracy or Con (15) to transmit/roleplay the code.
While on-script, treat patrol/ID checks as if the party has a decisive advantage (GM: grant +3D to spoofing/ID opposed rolls or apply –11 to –15 to enemy checks).
Forged Orders & Uniforms
Forgery (20) to produce a move order for "secured cargo/escort."
Bureaucracy (15) to format it correctly for ODC.
Security (20) to clone/encode a code cylinder (optional but grants +1D to all gate interactions this scene).
March in With a 'Prisoner' or Escorted Cargo
Face PC does Con (15) to play harried NCO; another PC uses Command (15) to keep the squad in crisp formation (on success, group gains +1D to the next checkpoint interaction).
Sneak (20) for any shadowing PC bypassing the gate while the "escort" is distracting.
Quiet Route (service corridors/utility trench)
Search (15) to find maintenance access; Security (15) to bypass mag-locks; Sneak (20) to cross a patrol lane.
On any failure, run a quick opposed Sneak vs Search 3D+1 sentry (spotlight patrol).
Inside the Perimeter (reaching the station)
Assumption of legitimacy: anyone with an armed escort is generally left alone. PCs with visible "escort" gain +1D to resist casual scrutiny; blatant civvie behavior removes this benefit.
Navigation: Search (10) to spot the station’s cargo ramp and loading flow.
Final access: light guard post manned by new recruits:
Con or Bureaucracy (15) to breeze through; a flashed code cylinder adds +1D.
Security (15) to cycle the door during a blind camera sweep (set up with Sensors tap, Moderate 15).
Persuasion vs Willpower 3D to talk past an uncertain corporal; failure doesn’t auto-alarm, but raises Suspicion +1 step (see below).
Encounter: Armed Withdrawal
This is the climax at the analysis station inside ODC. The party needs to seize the tactical data core and exfiltrate without getting bagged by a city full of soldiers. The exterior guards are new recruits—lean into bluffs and procedure over firefights.
Read-aloud: The station looks like a giant storeroom. Eleven workers cluster around benches piled with starship parts—turbolaser housings, ion drives, and crates of cabling. Most of the activity surrounds a plain terminal cabled to several auxiliary consoles. A heavy cargo speeder idles by a loading ramp. No one seems to notice you—yet.
What PCs Can Learn at a Glance
Computer Programming/Repair or Starship Repair (15): The "terminal" is a capital-ship tactical data core.
Computer Programming/Repair or Tactics (15): Cores hold comms/IFF and doctrine—fleet-level advantage.
Search (15): Spots the core already mounted on a cargo lifter and a heavy cargo speeder with enough armor to shrug small-arms.
Getting Inside the Door (quick options)
Command, Con, Bureaucracy (15): A brisk, confident “escort delivery” gets past the rookies. Flashing a code cylinder adds +1D.
Security (15): Cycle the door on a blind camera sweep (set up with Sensors 15 from a tapped panel). Failing quietly bumps a Suspicion track (see below) but doesn’t auto-alarm.
The Moment it Goes Loud
An O’reenian military supervisor (see stat block) steps in, clocks the ruse, and reaches for his sidearm. He barks orders as researchers dive for cover and draw pistols.
Action Flow (use all or part)
Opening Volley: Supervisor fires, then takes cover behind benches (+2D cover).
Orders: Uses Command (15) to grant allies +1D to their next action this round (modeling Born Leader).
Researcher Fire Teams: Groups of three combine actions—two aid, one fires at +1D from combine, +1D if benefiting from Command.
Wild Option: PCs can hook up and fire the improvised turbolaser (below) or bait shots into the exposed generator.
Area Features (analysis floor)
Bright lighting.
Workstations/Benches: Provide +2D cover cover to those behind them, STR 4D; going prone stacks well.
Improvised Tools: STR+1D, –1D to hit (awkward).
Heavy Cargo Speeder: Enclosed cab (Full Cover), perfect to move the core out (stats below).
Improvised Turbolaser (jury-rigged): Scale: Starfighter (6D over Character), Shots: 2 then the generator is drained. Starship Weapons Repair (15) to hook up. To fire: Blaster artillery or starship gunnery (25+); –1D (no proper targeting computer). Damage: 5D (Starfighter scale); treat as a 3-meter burst. Versus characters, apply scale (+6D), so effectively 11D at point of impact (GM: you can step damage down by –1D per meter from center to keep it cinematic). On a miss by 10+: wild scatter 1D meters in a random direction.
Volatile power generator (half-plated): Fragile: any single attack with damage total > 10 causes an explosion (unless the turbolaser has already fired twice). Explosion: 7D/5D/3D energy at 0–2/3–4/5–6 meters; failed Dexterity 15 also knocks prone.
O’Reenian Military Supervisor
Age: 38 Height: 1.82 m. Weight: 84 kg.
Appearance: Crisp uniform, precise movements, regulation short cut; every crease is to spec.
DEXTERITY 3D+1
Blaster 6D, blaster (pistol) 7D, brawling parry 4D+2, dodge 5D+1, melee combat 4D, melee parry 4D
KNOWLEDGE 3D
Bureaucracy 4D+1, bureaucracy (logistics) 5D+1, intimidation 4D+2, languages 4D, scholar (starship systems) 4D, tactics (ground) 5D, tactics (space) 5D, willpower 4D
MECHANICAL 2D+2
Communications 4D+1, repulsorlift operation 4D, sensors 4D, space transports 3D+2, starship gunnery 3D+2
PERCEPTION 3D+1
Command 6D, con 4D+1, investigation 4D+1, persuasion 5D, search 4D+2
STRENGTH 3D
Brawling 4D, stamina 4D
TECHNICAL 2D+2
Computer programming/repair 4D, first aid 3D+2, security 4D+1
Story Factors:
Militarized culture: Expects codes, courtesies, and procedure; treats "civilians" with suspicion in secure zones.
Career soldier: Prioritizes chain of custody and researcher safety over personal risk.
Move: 10
Character Points: 8
Equipment: Blaster pistol (4D), combat gloves (STR+1D), encrypted comlink (earbud mic), code cylinder (primary) and decoy cylinder, datapad (secured), rank plaque/ID wafer, 2 power packs, binder cuffs, pocket medpac, utility vibroknife, light armored vest under uniform (blast vest; +1D physical, +1 energy).
Background: Academy-groomed and relentlessly procedural, he was placed over the analysis station to integrate captured tech into doctrine without leaks.
Personality: Precise, suspicious, decisive under fire; keeps scientists on task and troops in line.
Objectives: Secure the tactical data core, protect his researchers, and maintain an unbroken chain of custody.
A Quote: “You don’t belong here. Hands where I can see them—now.”
Researchers (11): All stats 2D except for: blaster 3D, dodge 3D, Knowledge 3D, scholar (technology) 4D, Technical 3D . Move: 10. Blaster pistol (4D), datapad, comlink.
Gate Guards (2): All stats 2D except for: Dexterity 2D+1, blaster 3D+1, dodge 3D, search 3D. Move: 10. Blaster pistol (4D), comlink, code cylinder scanner, guard uniform.
Heist mechanics (clean beats)
Secure the core: Two PCs can push the cargo lifter; Lift tests aren’t needed—lifter carries it.
Load Out: Repulsorlift operation (10) to back the heavy cargo speeder into place; Mechanics 10 to lock the load.
Cover Story: Bureaucracy or Con (15) if challenged inside; a flashed code cylinder adds +1D.
Exit the building: Security (15) to time the door; or just roll with the escort fiction.
Through the ODC Perimeter: Reuse your clearance code edge (treat ID/detection as +3D for the PCs while on-script).
Shipboard Egress: Short chase (3 opposed Piloting, 20). With the code and a “scheduled transfer” vibe, you may skip pursuit entirely.
Heavy Cargo Speeder
Boxy, armored repulsor hauler used in O’Reen’s depots. Enclosed cab and shock-isolated bay let it move fragile loads (like a tactical data core) through small-arms fire and rough terrain. Sluggish and loud, but tough and reliable.
Heavy Cargo Speeder
Craft: O’Reen Depot Heavy Cargo Speeder
Type: Armored cargo hauler
Scale: Speeder
Length: 7.8 meters
Skill: Repulsorlift operation
Crew: 1 + 1 loader
Crew Skill: Repulsorlift operation 3D
Passengers: 2
Cargo Capacity: 1 metric ton (data core + lifter)
Cover: Full (enclosed cab)
Altitude Range: Ground skim up to 8 meters
Maneuverability: 0D
Move: 70; kmh 200
Body Strength: 5D
Game Notes: Shock-isolated bay grants +2D to any rolls to keep delicate cargo intact during collisions/rough terrain (applies to cargo integrity checks, not vehicle Body).
Conclusion & Rewards
Supervisor’s datapad orders: “Load core to Fort Maximus.” Use as cover to move the cargo across the city and straight to your ship.
Leaving O’reen: avoid attention if you can; otherwise outrun pickets (see chase above).
Amalia’s payout: 5,000 credits per hero; if the core is undamaged, she arranges a legal ship upgrade up to 25,000 credits. If damaged/destroyed, full pay but no upgrade; you get priority repairs at her base.
Source: Unknown Regions (p.204-207) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:03 pm Post subject: |
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MINI-ADVENTURE #5: PURSUING VERINOS
Into the Unknown: The trail leads from known space into the Unknown Regions and down to the isolated world of Giaca.
The Canyon Run: Closing in, the heroes pursue Verinos through sheer, angular canyons and toroc groves, battling hazardous terrain and hostile wildlife.
Cornered Prey: Verinos retreats to a hidden compound where he’s backed by several allies and nasty emplacements.
No Backup Coming: Cut off from outside help, the heroes must capture their quarry—or cut losses and escape.
Why They Care
You can swap Verinos for another foe who fits your campaign. The heroes’ motive might be:
Bounty/Justice: Chasing a posted reward or an escaped criminal/traitor.
Personal stake (best): Verinos stole something important and hard to replace in the Unknown Regions—credits, a lightsaber, a datacard of sensitive intel, etc. The more personal the item, the hotter the pursuit.
THE CHASE
Context. A beacon on Verinos’s ship won’t track across the Unknown Regions, but once you’re in the same system it’s good enough to home in. Survive approach, dive into Giaca’s canyons, and ride the quarry down to a crash.
Approach & reacquire
Astrogation (20): thread the messy approach to Giaca. Fail by 5+: add +1D difficulty to the first canyon piloting roll.
Sensors (15): Reacquire the beacon in-system; (25+) to hold a hard lock through clutter (gives +1D to oppose his evasions).
Canyon run (3-round skill challenge)
Each round: Starfighter Piloting or Space Transports (20) to weave the basalt columns.
Fail by 1–5: Scrape, ship resists 4D.
Fail by 6–10: Hard strike, +5D terrain damage and –1D to next piloting roll.
Fail by 11+: Collision, forced landing next round.
Maintaining Lock: Sensors (25+) each round; losing it means you only have bearing.
Outcome: Verinos panics and crashes out of LOS.
Crash Site & Crossing
Landing (Repulsorlift operation, 15): Set down on muddy opposite bank; failure = sink deeper, needing Mechanics (10) and 1 round to extricate.
Terrain: Mud (20); river is rough, Swim (15).
Rig a Line/Raft: Mechanics (15) reduces Swim (10).
Wreck Search & Clues
Fire/Flood mpose –1D to Search inside the hull.
Search (20): No body; find tossed gear.
Mechanics (10): Identify spent jetpack canisters.
Search (15): Spot the tight tributary crevice he used to peel away.
Tracking the Flight Path
Canyon is 5–8 meters wide, river-choked; Verinos used bursts of jetpack only.
Perception (Heroic 35) or Survival (Very Difficult 25): read scorch/boot landings and continue pursuit through the narrows.
Obstacles on Foot
Rockfall Fields: Climbing/Jumping (15) or detour (adds 1D minutes).
Waterfall Ascent (9 stories): Climbing (25+), –1D for wet stone unless you place pitons/lines (negates penalty).
Big Basin, Many Exits
Flying overhead is inconclusive (maze of columns). Ground search:
Search (25+): Find a hastily hidden jetpack behind rocks.
Mechanics (10): It's damaged; needs parts you won’t find on Giaca.
Survival (25+): Picks up Verinos on foot heading into a narrow crevice.
BRINTAK ATTACK
The brintak pounces from elevation as the heroes exit the crevice onto a basalt column field flanked by a toroc grove.
If you need to ease difficulty, use the Injured Brintak variant (below), implying Verinos wounded it earlier.
Terrain
Basalt Causeway: Uneven footing; running/jumping (15) checks if sprinting between columns.
Toroc Trunks/Roots: Provide +1D cover when using them as hard cover; climbing a trunk is Climbing/Jumping (15) due to slick bark.
Tracking After the Fight
Survival (15) to pick up Verinos’s trail to the cul-de-sac; on fail, they still find it after ~30 minutes.
From the air, the cul-de-sac is camouflaged: Search or Sensors (25+) to spot.
Brintak Tactics: Opens with a pounce on the most isolated target, uses a tentacle to pull someone into bite range, then cycles between maintaining the grapple and biting. If reduced to Wounded Twice, it roars and attempts to break contact unless defending a kill.
THE HIDEOUT
Recon & spotting
Search vs Sneak (guards ~3D): Notice that you’ll be seen unless you go low/crawl or time the sweep.
Search (25+): Catch two sliding panel ports near the top—concealed E-Web positions.
Security (15): Learn the camera sweep timing (6-second arc); grants +1D to the next stealth/entry check if used.
Entry Options (pick/stack)
Deception at the Gate: Con or Bureaucracy (20) vs guard Willpower 3D. Starts unfriendly; one bad beat → immediate fire. Flashing plausible papers, uniforms, or a prisoner grants +1D.
Stealth to the Wall: Sneak (20) using rocks and column shadows; Climbing (20) to scale. Ropes/pitons negate wet-stone penalties.
Blind-Sweep Pop: Security (15) to hit the gate/cycle a service hatch during the camera’s blind; then Security (15) to pop the lock.
Vertical Breach: Climb an adjacent column and lower a line; each PC Climbing (20). On any failure, trigger a single alert shot (one guard fires; not full alarm ... yet).
Noisy Option: Remote det or shaped charge at gate; treat as grenade (Demolitions) adjudication—expect an immediate general alert.
When it Pops Off
Panels Slide; two E-Webs open fire from narrow slits.
Grenades from above: defenders lob down into approach lanes.
If PCs bring vehicles/starships into LOS, a floor missile tube pops and fires concussion missiles between columns or over the wall.
Terrain & Cover
Basalt Teeth: +2D cover if you go prone/crouch behind them; parapet grants defenders +1D cover. Climbing parapet from outside under fire: Climbing (20, –1D if no line).
Counter-Play the PCs Can Use
Smoke/Flash: Impose –2D to -4D on E-Web for a round.
Angle Denial: Hug walls/columns to stay outside E-Web slits’ front arc.
Overwatch Snipe: Called shots at the power pack cable (25) disable an E-Web for 1D rounds (or until reconnected).
Camera Hack: Security (20) to loop feed; grants +1D to all infiltration rolls for 3 rounds.
Grenade Bounce: Grenade (20) to bank a frag through a slit (GM: small aperture—miss scatters outside).
Running the Siege (quick guide)
Opening Minute: Verinos issues crisp orders from cover (command 4D+1) to bring E-Webs online and set grenadiers on bounce angles. He focuses fire on the team’s medic/sniper, then shifts to Full Dodge if flanked.
Counter-Play Hooks for PCs: snipe power leads on E-Webs (Very Difficult 25), blanket a slit with smoke (–1D Fire Control for a round), bank grenades off plating (grenade 20).
Exit Routes: rear service crawl (climbing 15, sneak 20) or a hoist to a column gap; if badly wounded, he throws smoke and executes tactical disengage toward a prepped exit.
Verinos
Type: Scoundrel raider-boss and thief
Appearance: Green-and-black jumpsuit, scorched from the canyon crash; dented partial helmet with dark visor; heavy pistol on hip, rifle slung, bandolier of grenades.
DEXTERITY 4D
Blaster 6D+1, blaster (rifle) 7D+1, dodge 6D, grenade 5D, melee combat (knife) 4D+1, melee parry 4D
KNOWLEDGE 2D+2
Bureaucracy 3D, cultures 3D, languages 4D, law enforcement 3D, planetary systems 3D, streetwise 4D, survival 3D, tactics (urban) 4D
MECHANICAL 3D
Communications 4D, repulsorlift operation 4D, repulsorlift operation (jetpack) 5D, sensors 4D, space transports 4D, starship gunnery 3D+2
PERCEPTION 3D+2
Command 5D, con 5D+1, investigation 4D+2, persuasion 6D, search 5D, sneak 5D
STRENGTH 2D+2
Brawling 3D+1, climbing/jumping 4D
TECHNICAL 2D
Computer programming/repair 4D, demolitions 3D, first aid 3D+1, security 5D
Story Factors:
Arrogant survivor; trash-talks on comms, cuts losses fast.
Polyglot thief (Basic, Minnisiat, Rammocate, Sy Bisti; plus others as needed).
Move: 10
Force Points: 1
Character Points: 9
Equipment: Heavy blaster pistol (5D), heavy blaster rifle (5D+1), 3× thermal detonators, knife, encrypted comlink, datapad, portable computer/slicer kit, jetpack (specialization applies; damaged earlier unless repaired), spare power packs, utility belt, visor helmet (reduces flash/glare penalties by 1 pip), stolen item motivating the chase.
Background: A career opportunist who graduated from smash-and-grab to high-stakes theft; Giaca is his last, loud redoubt.
Personality: Cocky, needling, calculating when cornered.
Objectives: Bleed the pursuers at the gate, then vanish with the payday.
A Quote: “You came a long way to leave empty-handed. Prove me wrong.”
Thugs (x5): All stats 2D except for: Dexterity 3D, blaster (repeating) 5D, grenade 4D, search 4D, Strength 3D. Move: 10. Heavy blaster pistol (5D); access to mounted heavy repeating blaster (E-Web class, 8D; narrow front arc; loader can add +1 pip damage on sustained burst); mounted grenade launcher (frag 5D/4D/3D at 0–2/3–4/5–6 m; limited ammo); battle armor with helmet package; 4 frag grenades; encrypted comlinks.
CONCLUSION
Capturing Verinos/Thugs:
Subdue to capture. Bind with Security (15) or improvised restraints (20).
Interrogate Thugs: Persuasion or Intimidation vs Willpower (3D). Success yields leads (fences, buyers, supply chain). Two net successes = detailed route/map clue.
Interrogating Verinos: Starts hostile; Intimidation opposed by Willpower (add +1D if he’s Injured or disarmed). Bargain/Persuasion can shift attitude with a credible deal. On a failed attempt by 10+, he clams up (no more attempts without new leverage).
Escape Attempts: Verinos will try Con (acting) to create a distraction, Security to slip cuffs (Very Difficult 25 without tools), or Sneak during transfers. Keep a light Suspicion track if you’re moving him between scenes.
Salvage & Spoils
Stockpiles: Enough rations/power for months; treat as logistics, not loot (unless your game tracks encumbrance/credits).
Garage: Two stripped speeder bikes + 1 wrecked civilian airspeeder.
Make 1 Working Speeder Bike: Repulsorlift Repair (20), 4–6 hours; good tools or extra hands: –5 to difficulty or cut time in half (combined actions to a max +2D). Wild 1: you need a common part from town (side errand).
Air Speeder Repair: Needs repulsorlift generator parts (not on Giaca). Once acquired, Mechanics (Moderate 15), 2–4 hours to get it flying; it’s unarmed.
Encrypted Notes (portable computer in Verinos’s quarters):
Computer Programming/Repair (25+) to break locally; proper slicer kit: –5 to difficulty; failure by 10+ triggers a 1-hour lockout. Success gives job history, paymasters, rendezvous coordinates (seed your next arc).
Features of the Area
Basaltic columns (ring around compound), treat as blast door–grade rock: STR 6D vs character-scale fire; speeder/vehicle weapons chip slowly; starfighter-scale fire will break columns (apply scale). Climb: Climbing (20); wet/slick penalties –1D unless using lines/pitons.
Landing zone (outside gate)
Open Ground: No inherent cover; dust shows traffic: Search (15) to read fresh comings/goings.
Metal Walls (between columns), 6 meters tall; scavenged heavy plating on frames, STR 4D (reinforced metal). Improved cover for defenders (+2D to be hit). Interior catwalks to two gunnery stations (the stations are separate from the guns—destroying a gun doesn’t harm the gunner).
Metal Prefab Buildings, quarters, garage, storage, generator hut, STR 5D (light prefab), prone to secondary effects (smoke/fires) on Wild 1 when hit by explosives.
Concealed Heavy Repeating Blaster (Wall Embrasure)
Type: E-Web–class fixed mount
Scale: Character
Skill: Blaster: repeating blaster
Crew: 2 (gunner + power/loader)
Cover: Gunner has 3/4 hard cover (narrow slit)
Fire Control: 1D
Range: 3–75/200/500
Damage: 8D
Rate of Fire: 1
Ammo/Power: External power unit
Fire Arc: Front-only through embrasure
Housing: Body 4D (destroying the gun silences it; station shielding protects crew)
Game Notes: Overheat: On a Wild Die 1 during sustained fire, the weapon cools for 1 round (no shots).
Concealed Concussion-Missile Tube (Floor Silo)
Type: Pop-up missile launcher (salvaged ship system)
Scale: Starfighter
Skill: Missile weapons or starship gunnery (GM's call)
Crew: 1 (operator)
Fire Control: 2D
Ammo: 5
Range (ground): 50–500/1/2 km
Damage: 9D (starfighter scale)
Blast Radius: 12 meters
Area of Affect: 0–4/5–8/9–12
Damage: 9D/7D/5D
Rate of Fire: 1
Cover/Targeting: 3/4 hard cover behind blast curb
Housing: Body 3D
Game Notes: Scale difference +/–6D to hit/damage. Cannot both deploy and fire in the same round; must be up to fire.
Source: Unknown Regions (p.207-211) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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Forceally Commodore


Joined: 20 Feb 2007 Posts: 1098
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Posted: Fri Aug 08, 2025 11:49 pm Post subject: |
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shootingwomprats wrote: | Shadow of the Dark (Control, Sense and Alter - Dark Side)
An entropic variant of Force Illusion. Creates hallucinations, ghostly figures, or projected scenes tied to the victim’s greatest fears of collapse and death. Unlike normal illusions, these prey on entropy visions and cannot depict creation or life-affirming imagery. Causes potential Willpower or Stamina checks to avoid collapse from dread. |
They need to a drool face.
You've definitely expanded on the Sorcerers of Rhand. I'm too tired right now to do a serious review. When I get the chance, I'm going to have to look through this thread and the Galaxy of Intrigue one you did with the original sourcebooks as references.
I do have this to say - for some powers, you only stated they were more advanced versions of other Rhand powers or twisted versions of already described Force powers. Are the difficulties and prerequisites the same as the reference powers? You should expand on those a little. Take the quote for example. It's a variation of illusion. Are the difficulties and prerequisites the same? Is illusion a prerequisite? The same questions apply to some of the other powers you listed.
If Palpatine had knowledge that these powers existed, he might have gone after them himself. |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sat Aug 09, 2025 12:40 am Post subject: |
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MINI-ADVENTURE #6: IMMINENT IMPACT
You’ve taken a hush-hush pickup for Tor-Ro-Bo on 244Core—load semi-processed ore, keep it quiet, get paid. Minutes after you touch down, rival Eeook security hits the pad and an unexpected meteor storm barrels in. Hold the line, hack the yard guns, free your ship from a wrecked hangar, and blast off before the sky falls.
Tone: high-stress heist under fire
Win: cargo loaded, pad defended, clean launch
Complications: heavy gravity, droid amnesia protocol, missile salvos, falling debris
Ideal skills: Blaster, Mechanics/Droid Repair, Space Transports, Communications, Command.
THE JOB
Base pay: 10,000 local credits up front + 50,000 on delivery of semi-processed TOL-type ore to a waiting cargo ship (short hyperspace hop from 244Core).
Secrecy Clause: If Tor-Ro-Bo is publicly linked to the operation, the heroes forfeit a significant portion of the back-end.
GM pick a number now (suggest 50% default; range 25–75% depending on how badly you want secrecy to matter).
Opposed Bargain vs TT4’s Bargain 5D. Each +5 = +10% to the 50k delivery payout (cap +30%).
TT4 (Protocol Droid): All stats 2S except for: Dexterity 1D, Knowledge 3D+1, bureaucracy 4D+1, cultures 4D, bargain 5D, languages 5D, law enforcement 3D+1, value 4D, communications 3D+1, Perception 3D, persuasion 5D, search 4D, Strength 1D, computer prog/repair 3D+1, security 3D. Move: 8. Encrypted comlink, data-wafers (contract), identity-scrubbed credstick for the 10k advance.
THROUGH THE CLUSTER
Characters thread an asteroid thicket along a Tor-Ro-Bo "safe" vector. Their Skyscan stations won't squawk, but neighboring corporate eyes might. PCs won't know in real time if they were tagged—mark it behind the screen.
Run the approach as 4–6 legs through the cluster.
Space Transports (20) to weave the rocks. If the piloting roll fails, detection check, Sensors 4D+1. If failed by 5+ resolve a collision test. If station wins a rival corp is mobilized planetside. PCs don't know ... yet.
1-3 Shards/Micro-debris (3D)
4-5 Boulder (car-sized) (5D)
6 Slab (shuttle-sized) (7D)
PROCESSING CENTER 879
Traffic Control & Approach. Characters are expected, standard clearances.
Communications or Bureaucracy (10) to slot into the landing queue smoothly; (15) if juggling a disguised transponder/alias.
INCOMING
Baseline loading
Two pale-green labor droids begin shifting raw TOL ore crates (Large–Huge).
Time: 60 minutes minimum under heavy-G.
Ways to speed it up (stack up to –30 min total)
Operate Cranes/Tugs: Repulsorlift Operation (15), –10 minutes.
Optimize Loader Routes: Computer Programming/Repair (15), –10 minutes; fail by 5+ = no gain.
Use Ship Winch/Alignment: Starship Repair/Mechanics (15), –10 minutes; fail by 5+ jams winch (+5 minutes).
Command (15): Coordinate two load actions this round.
The incident (~45 minutes)
A loader pops a hydraulic line, drops a crate (lid off; sandy ore spills down the ramp), and collapses blocking the hatch. An orange cleaning droid begins vacuuming.
Slick Deck: Moderate terrain (15) difficulty.
Clearing the Hatch/Finishing the Load
If the Players Do Nothing: The remaining loader finishes in 45 minutes (too slow for the meteor clock).
Repair the Downed Loader
Find Compatible Hydraulic Fluid: Search (20), fail, +5 minutes to scrounge.
Jury-Rig Fix: Droid Repair (25+), minimum 10 minutes work; up to two helpers can combine. Both loaders resume, 15 minutes to finish.
Tow it Aside With the Other Loader
Repulsorlift Operation (15), 2–3 rounds to hook/drag; fail 5+ scuffs hull (cosmetic) and wastes +2 minutes.
Finish Time: ~30 minutes with one loader.
Ship winch workaround
Starship Repair (15) to rig, Repulsorlift Operation (10) to pull, 3 rounds to clear; ~30 minutes to finish with one loader.
Muscle It
Lift/Strength (20, two PCs can combine) to lever the claw off the threshold (2 rounds), ~30 minutes to finish with one loader.
Spill Cleanup: Cleaner droid takes 10 minutes to vacuum into a spare container; PCs helping (two at a time) can cut that to 5 minutes with Stamina (10).
5T4 "Mouse-Foreman"
Type: Facility liaison droid (mouse-droid variant)
DEXTERITY 1D
KNOWLEDGE 3D
Bureaucracy 4D, cultures 3D+1, value 3D+2
MECHANICAL 2D
Communications 4D, ground vehicle 2D+2
PERCEPTION 3D
Search 4D
STRENGTH 1D
TECHNICAL 2D+2
Computer programming/repair 4D, security 3D+1
Equipment: encrypted facility comlink, maintenance dataport/lead, task light, ID-signet.
Move: 8 (wheeled)
Behavior: Polite, literal, work-focused; follows SOP to the letter; will not enter hazards.
Labor Loader Droid Type-879
Type: Heavy cargo handler
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 1D
Tow 3D
PERCEPTION 1D+1
STRENGTH 5D
Lifting 7D
TECHNICAL 2D
Equipped With:
Armor: +1D vs physical.
Comms/Control: local panel or line-of-sight tag; not autonomous beyond job loop.
Move: 6 (slow, steady)
Industrial Cleaning Droid
Type: Spill-recovery bot
DEXTERITY 1D
KNOWLEDGE 1D+2
MECHANICAL 1D+2
PERCEPTION 2D
STRENGTH 1D
TECHNICAL 2D+1
Built-ins: vacuum intake, squeegee arm, sample bin, facility dataport, short-range comm.
Move: 7
ENCOUNTER: CONTRACT ENFORCEMENT
Protocol 514 (droid memory wipe)
Effect: All facility droids forget the party. Most still obey general commands; 514 ignores players and will not help.
Droid Programming (31+) to suppress Protocol 514 on a single droid, 10–15 minutes. It doesn't restore erased memories; it just lets that droid help you now.
THE JIG IS UP
Missile salvo on the hangar, 6 missiles over 2 rounds target the hangar mouth.
Effect: Falling debris cascades at the hangar entrance (pipes, beams, plating). Characters make Dodge vs (15). Fail, take 4D, if "1" additionally pinned under falling debris (Lift, 15). Doorway becomes Difficult terrain (20) and offers partial cover (+2D, good for firefights, bad for launch). Clearing the mouth reuires Mechanics (15, cut/hoist) or Lifting (15, heave) per "chunk' (2–3 chunks total).
Eeook Patrol Speeder Arrival
A big observation/patrol speeder attempts to set down on the pad. If it lands, 4 security agents disembark and rush the party. If it takes meaningful damage on approach, it crashes onto the platform; crew take 4D crash damage and start Stunned.
Stop the Landing
Suppressive Fire on LZ: Command (15) to coordinate; gunners roll as normal—on any hit, force a Repulsorlift Operations (20) or the speeder aborts/overshoots (returns next round) or crashes on a Wild 1.
Pad Clutter: Mechanics (15) to swing a crane/stacker into the LZ; –1D to the speeder's Repulsorlift Operation skill check to land this round.
Emplacements & Enemies
Pop-Out Laser Cannon Emplacement (Wall Bin)
Type: Fixed pop-up defense
Scale: Speeder
Crew: 1 (remote or local)
Skill: Blaster Artillery
Fire Control: 1D
Range: 50–500/1.5/3 km
Damage: 5D
Fire Arc: Forward
Cover: Gunner 3/4 (armored cowling)
Housing: Body 4D
Game Notes: Deploy or retract takes 1 round. Computer Prog/Repair (Moderate 15) to seize control via facility network; opposed roll if already crewed. Tied to pad grid; if cut, gun is offline unless a local pack is rigged for 1D rounds of fire. On a Wild 1 during sustained fire, the cannon must cool for 1 round (no shots).
Eeook Security Agents (4): All stats 2D except Dexterity 3D, blaster (carbine) 5D, dodge 4D, grenade 4D, search 3D+2, Strength 3D. Move 10. Blaster carbine (5D), 2x frag grenades(5D/4D/3D), light armor (+1D phys, +1 pip energy), comlink, stun binders.
Eeook Patrol Speeder
Tactics: Opening pass, medium range, fire a two micro-missiles (separate attacks) at the pad or visible emplacements, then close to blaster range for suppressive strafes. While inbound, pilot declares evasive maneuvers (Full Vehicle Dodge vs incoming fire this round), gunner takes the missile shots. If the speeder suffers Wounded or worse, or the pad is "dirty" (active cannon, crane blocking LZ), pilot makes Repulsorlift Operation (20) to wave-off; on failure with a Wild 1, it crashes on the pad (apply 4D crash damage). The crew never leaves the vehicle unless Severely damaged. If landing succeeds, they hold the hatch for the 4 agents to debark and immediately lift to a racetrack pattern for overwatch.
Eeook Security Agent - Near Human (4)
DEXTERITY 3D+2
Blaster 6D, blaster (carbine) 6D+2, brawling parry 4D+1, dodge 5D, grenade 4D+2, melee 4D+1
KNOWLEDGE 2D+2
Bureaucracy 3D, survival 4D
MECHANICAL 3D
Repulsorlift operation 4D+2, sensors 3D+1
PERCEPTION 3D+1
Command 3D+2, perception 4D+1 (see Acute Senses), search 4D+2, intimidation 3D+2
STRENGTH 3D
Brawling 4D, climb 4D, stamina 4D+1
TECHNICAL 2D+1
First aid 3D, security 3D
Special Abilities:
Acute Senses (low-light): In dim light, gain +1D to Perception/Search and ignore the first –1D darkness penalty. May reroll one failed Perception once per scene in such conditions.
Move: 10
Equipment: Blaster carbine (5D, folded stock: can fire one-handed at –1 pip instead of the usual –1D penalty; extended stock), 2× stun grenades (5D/4D/3D at 0–2/3–4/5–6), light armor (+1D physical, +1 pip energy), comlink, binders, datapad, medpac, utility belt.
Tactics: Work in pairs (combined fire +1D); open with stun grenades to create captures, then Aimed carbine shots from cover. Use Running Attack to shift angles without MAP, and Evasion if grenaded. If a raid officer is present, follow Command orders for an extra +1D to the next action that round.
CONCLUSION
Clear the Mouth: Characters cannot launch until the hangar opening is passable.
Space Transports (20) to lift cleanly in heavy-G and crosswinds; –1D pip if debris is still falling this round.
If the raid's still going Eeook patrol speeders shadow the character's ship into upper atmosphere. Three opposed piloting checks.
Each leg Space Transports (20, add +1D hazard if meteors are active).
PCs win 2+ legs they break contact, Eeook breaks off at the upper-atmosphere boundary.
Eeook wins 2+ legs they get a parting missile volley (6D damage before they peel away).
If the Heroes are Captured
Release after several days once Tor-Ro-Bo lawyers grind the gears; heroes likely forfeit delivery pay and may owe hangar/cleanup fees (GM's call). OPSEC gaffes raise Heat for future jobs.
Rendezvous & Rewards
If they reach hyperspace, they meet bulk freighter Tor 7863 ~1 day later, transfer cargo, and get paid.
Payment: 10k advance already; 50k on delivery (modify per your negotiation & secrecy clause).
FEATURES OF THE AREA (THE HANGAR)
High gravity: Apply while planetside unless acclimated: –1 Move, –1D running/climbing/jumping, Dexterity-based skills. Stamina (15) once per scene temporarily removes the negative modifiers.
Landing Platform 9: Light-freighter pad boxed in by machinery, pipes, massive storage bins; plenty of scattered crates/pallets (+2D, STR 3D).
High Ground: Climb (15) the equipment to firing perches; wet/oily surfaces impose +1 difficulty.
Hangar Structure
Walls/Roof: Thin plates on a metal skeleton (Body 5D, easy to punch holes with repeaters; resists small arms better than nothing).
Huge Double Doors: Motorized; Security (15) to cycle manually if power’s flaky.
Holo-Projector/Comms Node: Communications or Computer Prog/Repair (Moderate 15) to patch to other center nodes or pull alerts.
Interior Clutter: Discarded crates, basic starship tools.
Roof Access: Ladder to hatch; roof is a maze of hot pipes and catwalks, Difficult terrain (20).
Environmental Objects
Storage Bin (towering): STR 4D; provides up to +4D cover.
Pipe Bundle (knee-high): STR 4D; 1/2 cover +2D.
Crane/Gantry: STR 5D; can be swung for ad-hoc blocking (Mechanics, 15) or dropped as obstacle.
Source: Unknown Regions (p.212-215) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sat Aug 09, 2025 3:54 pm Post subject: |
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MINI-ADVENTURE #7: ROGUE SEVEN IS DOWN
Storm Over Durace (atmospheric hazard)
Baseline: You must descend through the storm for 3 rounds.
Each round, the pilot makes Space Transports (15). Success, they thread the shear—no hit this round. Fail by 1–4, glancing strike — ship resists 3D energy. Fail 5+, direct strike — ship resists 5D energy.
Angle Shields (optional, each round): Starship Shields (15), +1D to the ship’s resist vs that round's storm damage.
Shorten the Ride (once during approach): Before round 2, the pilot can attempt to slip into a laminar pocket (Space Transport, 20), on success total descent is 2 rounds instead of 3.
Locating the Crash
Sensors (10, 15 if still in storm): Paint a mostly intact wreck on the Alkaline Sea shoreline, a few hundred meters offshore.
Space Transports (15): Set down on a safe approach pad or hover/set-down near the beach. Fail 5+, rough set-down, ship resists 3D from downdraft buffeting.
On-Site Search
Search (10): Cockpit empty; eject rails scorched.
Search or Survival (15): Two sign trails—pilot toward the high ground; astromech dragged/rolled toward the badlands.
Computer Programming/Repair (15, flight recorder): Pull a short loop of corrupted footage; enough to confirm both evac’d under their own power.
SEA MONSTER TENTACLES
Warning signs (before it strikes):
Alien Species or Survival (15): Spot swirls, slicks, and sucker-scars; you know this area is hazardous.
Each Round in the Zone
Initiative: Tentacles act at the start of the round.
Attack: A tentacle lashes one visible creature. Roll Brawling 6D vs the target’s Dodge. On a hit target takes 4D damage and is grappled (–1D to actions and player is pulled 3 meters toward the water at the end of each of your turns). Break free once per round, Strength (20) or opposed Strength vs tentacle STR 4D.
Ally Sever: Attack the tentacle segment (STR 3D). If it suffers Wounded or worse, it releases; Incapacitated, severed and withdraws.
If Dragged Into the Surf: Immediately suffer STR+2D bludgeon from additional coils. At the end of each round submerged, make Stamina (15) or take 2D corrosive (ignores normal clothing; sealed armor negates). Each additional round increases corrosive by +1D (max 3D). Allies on shore can pull a grappled victim Lift/Strength (15).
If a grappled victim is rendered Unconscious/Incappitated they are pulled under and consumed in 1D rounds unless freed.
Misc. Rules
Shooting into Water: –1D to hit submerged tentacles; ion does half; stun affects normally.
Multiple Tentacles: Use one lash per threatened PC per round .
Leaving the Zone: Once all visible targets are out of reach or 2–3 tentacles are Wounded/Severed, the creature withdraws for the scene.
HAZARDOUS JOURNEY
Tech Triangulation (beacon lock)
Computer Programming/Repair (15): Acquire the droid’s flickering distress ping. On success, each travel segment (10–15 minutes) make Communications (15) to keep the lock through interference. Fail, lose the signal; spend +10 minutes to reacquire (repeat Computer Programming/Repair 15).
Track Them the Hard Way
Survival (25+): Read spoor across basalt and scree (pilot to higher ground; droid toward the badlands). Failure, detour +20 minutes and roll a terrain hazard.
Grid Search
Survival or Search (25+): Systematic sweep, calling and scanning. Success, locate a confident vector in 1 hour. Failure, 2 hours and roll two hazards (resolve the nastier; the other is a near-miss clue).
Terrain hazards on Durace (quick-run)
1. Rock slide (scree slope)
Dodge (15). 4D damage from tumbling rocks.
2. Sinkhole Crust
Search or Survival (15) to spot the spiderwebbed surface.Fail, Dodge (20) to lunge clear; fail that, fall 3D meters for fall damage (per RAW), then Climbing/Jumping (10) to scramble out; rope assists grant +1D combined.
3. Basalt Crack & Wedge
A pack-mate gets wedged. Lift (20) or Mechanical (15) with a pry-bar to free in 1 round; fail, +1D rounds trapped (target suffers –1D to actions).
4. Edge Gusts (storm lip)
Dexterity (10) to keep footing; shooters suffer –1D pip to ranged this round.
5. Cave-in (if they go through a lava tube)
Search (15) to notice the sagging ceiling; avoid with care. If it collapses, Dodge (20) or 3D bludgeon and buried requiring Lift (20) from allies or 1D+1 rounds to tunnel out (–1D actions while buried).
6 Razor Scree
Crossing is Moderate terrain requiring a Stamina (10), cuts and reduced Move unless bandaged (First Aid, 10). Boots or improvised soles negate.
Clues & Confirmations You Can Drop
Search (15): A torn flight-suit tab, a snapped fusible link, or boot-scrape pointing upslope (pilot).
Sensors (15): The beacon spools readable for 1 round—bearing 085° from your position (gain +1D on the next nav/track roll).
Survival (15): Droid skid-marks and gouges where it rolled/was dragged.
Reaching the Astromech (or the pilot)
When they succeed on any of the above approaches, call the segment: the beacon strengthens behind a boulder-choked cave mouth (next scene: shredded cavern), or a short-range comlink burst crackles from a cliff nest (mountain rescue). Your pick based on pacing.
THE AVKA CAVES
First looks & IDs
Search (10): Drag grooves, talon gouges; several pieces have been peck-dented.
Alien Species or Survial (15): Large avian did this. +5, identify avka: mountain nesters, greedy for colorful metal, fiercely protective of near-grown offspring.
Search (15): Notice a light trail of bright scrap leading upslope.
The Astromech (what you can salvage)
Droid Repair (15): Patch power; droid can communicate (wheel/locomotion still out).
Droid Repair (25+): Get it mobile enough to roll slowly with assistance (Move 3; falls prone on Rough terrain).
Computer Programming/Repair (15): Pull last route & telemetry (bearing to nest area; brief hololog). +5, extract a short distress ping you can rebroadcast for advantage later (one-time +1D to Communicate with it at range).
Security (10): Lock the droid’s motivator to prevent further power bleed (buys +1 hour of low-power uptime).
If they ignore the droid: it powers down in 1D×10 minutes.
Cave Hazards
Scrap Collapse: Moving a big piece triggers a slide. Dexterity (15) or take 3D (cuts/bruises).
Jagged Footing: Any Full Move through piles, Dexterity (10) or slip prone.
Metal Lure: Brightly colored gear draws pecks; a later avka will target whoever carries the flashiest scrap first.
Don't Linger (the bird may be home soon)
Noise draws attention. If the party makes a loud clang/explosion or spends >10 minutes rummaging, roll 1D:
1–3: a fledgling avka glides to the mouth to investigate (stats below).
4–6: distant screeches only; no encounter here (save Mom for the nest scene).
Sneak (15) keeps things quiet; a helper on Search can guide a path for +1 pip to the Sneak roll.
Clues Pointing Upslope (toward the nest)
Survival Search (15): Scuffed talon prints up-trail, mixed with the pilot’s boot-scrapes on steeper switchbacks.
Search (20): Find iridescent feathers and a knotted wire charm (avka “decoration”).
Alien Species or Survival (15): Avka keep near-grown young close—expect multiple at the nest.
What's in the Pile? (quick salvage)
Value (10): 1D useful parts packs (100–300 credits each) and a fresh power cell.
UP THROUGH THE MOUNTAINS
How to Run the Ascent (quick structure)
Break the climb into 3–4 segments (10–15 minutes each).
At the start of each segment, roll or choose one hazard below.
Smart preparation (ropes, rebreathers, pitons, mapping) gives +1D to the key roll or can skip a minor hazard once.
Staying in Touch
Communications (15): Get a bearing from Rogue Seven; success grants +1D to a single route/fork roll in this segment or lets you ignore the next hazard on a roll of 1–2 (1D) as he warns you off.
Fatigue
After two resolved hazards, each hero makes Stamina (Easy 10) or suffers –1 pip Move and –1 pip to their next DEX/STR check (shake off with a 1-minute rest or medpac pep, First Aid Easy 10).
Mountain hazards (pick or roll 1D each segment)
1. Rockslide Chute
Loose scree gives way above.
Dodge (15), fail, 4D damage.
2. Magma Rivulet Crossing
A glowing crack cuts the passage.
Climbing/Jumping (15, short hop or long gap, 20). Fail, searing heat 3D+1 damage.
Mechanics (15) to place a scrap "bridge" (negates jump difficulty for one crossing).
3. Steam Vents
Geysers pulse across the floor.
Search (15) to read the pattern, cross safely. Fail, Stamina (15) or take stun until area left.
Rebreather/Enviro mask: ignores the –1 pip penalty.
4, Crumbling Ledge
A knife of rock with a hungry drop.
Climbing/Jumping (20) to edge across. Fail, slip, Climbing/Jumping (15) with a belay to snag; otherwise fall damage per RAW for the drop (GM sets meters), then Climbing (10) to regain the ledge. Pitons/line reduce difficulty to (15).
5. Quake & Ceiling Shed
A tremor ripples through; stones rain.
Dodge (20) or take 4D damage.
Buried: Lift (20) to free in 1 round, otherwise 1D rounds to crawl out.
6. Forking Tubes/Maze
Three tunnels split in the heat-haze.
Survival (15) or Search (20) to pick the correct way (echo location, airflow). Shave 5–10 minutes. Fail, detour adds +15 minutes and triggers an extra hazard next segment.
Little advantages (reward good play)
Anchor & haul: Declare a proper lead-belay—next Climbing check gets +1D (combined).
Cooling breaks: A minute by a cool draft negates one steam penalty.
Scout ahead: One PC Sneak (Moderate 15) can “ghost” the next 10 m; on success, Perception (Easy 10) to call the safe path → group gains +1 pip on the hazard’s key roll.
ENCOUNTER: THE NEST
Area & Footing
Cliff Lip & Crater: Uneven, wind-scoured.
Footing: Hurried movement across the crater, Moderate terrain (15).
Cover: Intact "columns" provide partial cover—but getting adjacent risks hatching (+2D cover).
Identify the "Columns"
Alien Species (15): These are avka eggs; hatchlings are blind and react to vibration.
Search (25+): Spot silhouettes writhing inside the shells.
Sneak or Climbing/Jumping (20): Tiptoe/edge a move this round without triggering adjacent eggs.
Hazard: Shattering Avka Eggs
Trigger: a character enters a square adjacent to an intact egg.
Egg Burst Attack: roll 4D vs target's Dodge. Hit, target takes 4D (shell shards) and the egg hatches—place one Avka Young in that spot (it acts on count after the triggering character). Miss, no damage; the egg still hatches from the disturbance.
Occurance: Once per egg. (Mark broken shells.)
Avka Young (blind hatchlings) Tactics: Hatchlings lash at the last mover; they will switch to any new mover that enters their reach. A PC may draw one away by throwing a rock or setting a beeping device: Con (Moderate 15) (or Command 15 if coordinating) to lure one hatchling to that decoy square next round.
Getting to Rogue Seven (carry rules)
Hoist & Go: Strength (15) to shoulder Rogue Seven and keep moving this round. Success, bearer suffers –1D to all Dexterity-based skill checks. +10, bearer suffers no Dexteirty-based skill penalties. Fail, can still lift, but penalties are –1D Dexterity-based skill checks and 1/2 Move this round as player struggles, may try again next round.
Rogue Seven: Incapacitated, cannot fight. If things go south, the GM may let Rogue Seven rally for 1–2 swift bursts at –2D for one simple action (e.g., throw a flare, hit a comlink).
Ending the Cliff Fight
Eggs keep hatching only as triggered. Once the team secures Rogue Seven and clears the crater edge, remaining hatchlings hesitate (won’t pursue off their warm ground).
Clever groups can pre-trigger a path: shoot eggs from a distance (treat shells as Body 2D; a hit shatters and spawns a hatchling on your timing).
ESCAPE FROM DURACE
As the heroes reach their ship and lift, the mother avka stoops from the storm.
Starship Escape (run it fast)
Pick Outrun or Outfight (or both in parallel).
Outrun (pilot focus)
Each round, the pilot tests Space Transports (20) vs the mother’s Flying 6D.
Pilot wins: increase range band; after 3 net wins, you shake her in cloud and lightning. Mother wins: she attempts Dive & Snatch.
Outfight (gunner focus)
Treat the mother as a speeder-scale target. Apply scale modifiers: starfighter-scale guns suffer –2D to hit, +2D to damage (larger vs smaller).
Damage Notes: A mother’s claw on a starfighter/light freighter is speeder-scale vs starfighter-scale (smaller vs larger): she gets +2D to hit, –2D to damage; she’s more likely to grab or cripple a dish than core-breach your hull—telegraph this.
CLIFFSIDE NEST - FEATURES
Illumination: Day, normal. Night (low light): -1D to -2D to Perception-based skill checks and cover modifiers.
Wind & Footing: Moderate terrain difficulty (15).
Intact Egg Column: +1D cover from one arc; crouching tight +2D. Entering an adjacent risks hatching.
Avka Eggs
Object Stats: Immobile; Body 2D. A deliberate hit (10) can shatter an egg at range (spawns a hatchling on your timing).
Shattering Burst (on adjacency): When a character enters a square adjacent to an intact egg, it bursts—roll 4D vs target’s Dodge (or Dex). Hit: 4D shell damage (physical) and an Avka Young appears in that square; miss: no damage but it still hatches. Once per egg.
Quiet Step: Sneak (20) lets player move this round without triggering adjacent eggs.
Spot a Safe Lane: Search (25+) to mark a path with the fewest triggers.
Crossing Narrow Lips or Crater Rim: Climbing/Jumping (15); fail, Difficult terrain (20).
Source: Unknown Regions (p.216-219) _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:31 am Post subject: |
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TT4 (Protocol Droid): All stats 2S except for: Dexterity 1D, Knowledge 3D+1, bureaucracy 4D+1, cultures 4D, bargain 5D, languages 5D, law enforcement 3D+1, value 4D, communications 3D+1, Perception 3D, persuasion 5D, search 4D, Strength 1D, computer prog/repair 3D+1, security 3D. Move: 8. Encrypted comlink, data-wafers (contract), identity-scrubbed credstick for the 10k advance. _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:31 am Post subject: |
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5T4 "Mouse-Foreman"
Type: Facility liaison droid (mouse-droid variant)
DEXTERITY 1D
KNOWLEDGE 3D
Bureaucracy 4D, cultures 3D+1, value 3D+2
MECHANICAL 2D
Communications 4D, ground vehicle 2D+2
PERCEPTION 3D
Search 4D
STRENGTH 1D
TECHNICAL 2D+2
Computer programming/repair 4D, security 3D+1
Equipment: encrypted facility comlink, maintenance dataport/lead, task light, ID-signet.
Move: 8 (wheeled)
Behavior: Polite, literal, work-focused; follows SOP to the letter; will not enter hazards. _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:31 am Post subject: |
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Labor Loader Droid Type-879
Type: Heavy cargo handler
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 1D
Tow 3D
PERCEPTION 1D+1
STRENGTH 5D
Lifting 7D
TECHNICAL 2D
Equipped With:
Armor: +1D vs physical.
Comms/Control: local panel or line-of-sight tag; not autonomous beyond job loop.
Move: 6 (slow, steady) _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:31 am Post subject: |
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Industrial Cleaning Droid
Type: Spill-recovery bot
DEXTERITY 1D
KNOWLEDGE 1D+2
MECHANICAL 1D+2
PERCEPTION 2D
STRENGTH 1D
TECHNICAL 2D+1
Built-ins: vacuum intake, squeegee arm, sample bin, facility dataport, short-range comm.
Move: 7 _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:32 am Post subject: |
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Eeook Security Agent - Near Human
DEXTERITY 3D+2
Blaster 6D, blaster (carbine) 6D+2, brawling parry 4D+1, dodge 5D, grenade 4D+2, melee 4D+1
KNOWLEDGE 2D+2
Bureaucracy 3D, survival 4D
MECHANICAL 3D
Repulsorlift operation 4D+2, sensors 3D+1
PERCEPTION 3D+1
Command 3D+2, perception 4D+1 (see Acute Senses), search 4D+2, intimidation 3D+2
STRENGTH 3D
Brawling 4D, climb 4D, stamina 4D+1
TECHNICAL 2D+1
First aid 3D, security 3D
Special Abilities:
Acute Senses (low-light): In dim light, gain +1D to Perception/Search and ignore the first –1D darkness penalty. May reroll one failed Perception once per scene in such conditions.
Move: 10
Equipment: Blaster carbine (5D, folded stock: can fire one-handed at –1 pip instead of the usual –1D penalty; extended stock), 2× stun grenades (5D/4D/3D at 0–2/3–4/5–6), light armor (+1D physical, +1 pip energy), comlink, binders, datapad, medpac, utility belt.
Tactics: Work in pairs (combined fire +1D); open with stun grenades to create captures, then Aimed carbine shots from cover. Use Running Attack to shift angles without MAP, and Evasion if grenaded. If a raid officer is present, follow Command orders for an extra +1D to the next action that round. _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:32 am Post subject: |
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Thugs: All stats 2D except for: Dexterity 3D, blaster (repeating) 5D, grenade 4D, search 4D, Strength 3D. Move: 10. Heavy blaster pistol (5D); access to mounted heavy repeating blaster (E-Web class, 8D; narrow front arc; loader can add +1 pip damage on sustained burst); mounted grenade launcher (frag 5D/4D/3D at 0–2/3–4/5–6 m; limited ammo); battle armor with helmet package; 4 frag grenades; encrypted comlinks. _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:32 am Post subject: |
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Verinos
Type: Scoundrel raider-boss and thief
Appearance: Green-and-black jumpsuit, scorched from the canyon crash; dented partial helmet with dark visor; heavy pistol on hip, rifle slung, bandolier of grenades.
DEXTERITY 4D
Blaster 6D+1, blaster (rifle) 7D+1, dodge 6D, grenade 5D, melee combat (knife) 4D+1, melee parry 4D
KNOWLEDGE 2D+2
Bureaucracy 3D, cultures 3D, languages 4D, law enforcement 3D, planetary systems 3D, streetwise 4D, survival 3D, tactics (urban) 4D
MECHANICAL 3D
Communications 4D, repulsorlift operation 4D, repulsorlift operation (jetpack) 5D, sensors 4D, space transports 4D, starship gunnery 3D+2
PERCEPTION 3D+2
Command 5D, con 5D+1, investigation 4D+2, persuasion 6D, search 5D, sneak 5D
STRENGTH 2D+2
Brawling 3D+1, climbing/jumping 4D
TECHNICAL 2D
Computer programming/repair 4D, demolitions 3D, first aid 3D+1, security 5D
Story Factors:
Arrogant survivor; trash-talks on comms, cuts losses fast.
Polyglot thief (Basic, Minnisiat, Rammocate, Sy Bisti; plus others as needed).
Move: 10
Force Points: 1
Character Points: 9
Equipment: Heavy blaster pistol (5D), heavy blaster rifle (5D+1), 3× thermal detonators, knife, encrypted comlink, datapad, portable computer/slicer kit, jetpack (specialization applies; damaged earlier unless repaired), spare power packs, utility belt, visor helmet (reduces flash/glare penalties by 1 pip), stolen item motivating the chase.
Background: A career opportunist who graduated from smash-and-grab to high-stakes theft; Giaca is his last, loud redoubt.
Personality: Cocky, needling, calculating when cornered.
Objectives: Bleed the pursuers at the gate, then vanish with the payday.
A Quote: “You came a long way to leave empty-handed. Prove me wrong.” _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:33 am Post subject: |
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Heavy Cargo Speeder
Boxy, armored repulsor hauler used in O’Reen’s depots. Enclosed cab and shock-isolated bay let it move fragile loads (like a tactical data core) through small-arms fire and rough terrain. Sluggish and loud, but tough and reliable.
Heavy Cargo Speeder
Craft: O’Reen Depot Heavy Cargo Speeder
Type: Armored cargo hauler
Scale: Speeder
Length: 7.8 meters
Skill: Repulsorlift operation
Crew: 1 + 1 loader
Crew Skill: Repulsorlift operation 3D
Passengers: 2
Cargo Capacity: 1 metric ton (data core + lifter)
Cover: Full (enclosed cab)
Altitude Range: Ground skim up to 8 meters
Maneuverability: 0D
Move: 70; kmh 200
Body Strength: 5D
Game Notes: Shock-isolated bay grants +2D to any rolls to keep delicate cargo intact during collisions/rough terrain (applies to cargo integrity checks, not vehicle Body). _________________ Don Diestler
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Joined: 11 Sep 2013 Posts: 3239 Location: Online
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Posted: Sun Aug 10, 2025 1:33 am Post subject: |
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O’Reenian Military Supervisor
Age: 38 Height: 1.82 m. Weight: 84 kg.
Appearance: Crisp uniform, precise movements, regulation short cut; every crease is to spec.
DEXTERITY 3D+1
Blaster 6D, blaster (pistol) 7D, brawling parry 4D+2, dodge 5D+1, melee combat 4D, melee parry 4D
KNOWLEDGE 3D
Bureaucracy 4D+1, bureaucracy (logistics) 5D+1, intimidation 4D+2, languages 4D, scholar (starship systems) 4D, tactics (ground) 5D, tactics (space) 5D, willpower 4D
MECHANICAL 2D+2
Communications 4D+1, repulsorlift operation 4D, sensors 4D, space transports 3D+2, starship gunnery 3D+2
PERCEPTION 3D+1
Command 6D, con 4D+1, investigation 4D+1, persuasion 5D, search 4D+2
STRENGTH 3D
Brawling 4D, stamina 4D
TECHNICAL 2D+2
Computer programming/repair 4D, first aid 3D+2, security 4D+1
Story Factors:
Militarized culture: Expects codes, courtesies, and procedure; treats "civilians" with suspicion in secure zones.
Career soldier: Prioritizes chain of custody and researcher safety over personal risk.
Move: 10
Character Points: 8
Equipment: Blaster pistol (4D), combat gloves (STR+1D), encrypted comlink (earbud mic), code cylinder (primary) and decoy cylinder, datapad (secured), rank plaque/ID wafer, 2 power packs, binder cuffs, pocket medpac, utility vibroknife, light armored vest under uniform (blast vest; +1D physical, +1 energy).
Background: Academy-groomed and relentlessly procedural, he was placed over the analysis station to integrate captured tech into doctrine without leaks.
Personality: Precise, suspicious, decisive under fire; keeps scientists on task and troops in line.
Objectives: Secure the tactical data core, protect his researchers, and maintain an unbroken chain of custody.
A Quote: “You don’t belong here. Hands where I can see them—now.” _________________ Don Diestler
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