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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 1:28 am Post subject: |
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MINI-ADVENTURE 7: DOUBLE DOWN
Mission Brief:
Break into a Separatist safehouse in a rundown hotel.
Plant 3 disguised listening devices.
Avoid detection.
Report intercepted intelligence back to Gundross.
Success yields a promised 100,000 credit bonus—but in truth, the agents are being set up.
SURVEILLANCE PHASE
Establish Observation Post:
Renting an adjacent room requires:
Persuasion (15) + 1,000 credits
Beat by 5, cost drops to 500 credits
Room cost: 100 credits/day
Two Search or Perception (10) rolls/day to spot comings and goings
After 5 total successes, they identify the best time to break in
INFILTRATION PHASE
Entry Options:
Bribe staff: Persuasion (20) + 3,000 credits for a passkey
Fail: Still lose credits unless silenced by other means
Pickpocket concierge Pickpocket or vs Perception 4D+2 (16).
Slice the door lock: Security (25)
Fail by 5+: alerts the surveillance detector
Erase alert: Computer Programming/Repair (20)
Inside the Room:
Plant 3 bugs: Security (10)
Bypass:
Surveillance Detector: Computer programming/repair or Sneak (15)
Silence Bubble Generator: Equipment Repair (15)
Computer terminal: Computer Programming (10)
COMPLICATION: A Knock at the Door
Bounty hunter arrives, looking for Bandor Ootka.
Opposed Con vs Perception 4D+2 (16) to bluff him
Succeed by 5+: he leaves with a grumble
Fail: He draws a blaster and threatens the heroes
Persuasion vs Willpower 5 (18) may calm him
Otherwise, combat ensues
If they don't open the door, he tries to bypass the lock with Security (15) and enters armed.
MONITORING THE MEETING
If the heroes succeed:
Ootka returns and later meets with Doon Gorot, a Duros arms broker.
They discuss a weapons transfer on Mezhra Station (Bay 6-AT4).
Ootka confirms this in a com call to his contact, then vanishes.
THE REAL SITUATION
Agent Gundross is working for the Separatists and set up the heroes to be captured for interrogation. He sends them to the station with Ananah Kragana, a Bith operative who will assist them—until she betrays them at the rendezvous.
ENCOUNTER: DEAL GONE BAD
Setup: The heroes travel aboard the Verdant Song with Ananah to Mezhra Station.
She opens a maintenance tunnel into Bay 6-AT4.
They arrive just before or during a supposed weapons exchange.
Once the weapons are revealed, Ananah turns on them, and the ambush begins.
BAY 6-AT4: BATTLE FEATURES
Illumination: Bright
Cover: Cargo crates (2–5m high), loading vehicle, ship
Force Field Vent: Disabling it causes explosive decompression (use Vacuum Rules: 5D damage/round)
Service Tunnel Access: Heroes enter via west wall (DC 15 Perception to spot loose panel if resealed)
Service Pit: 10m drop (4D damage)
COMBAT ENCOUNTER
Adversaries:
Ananah Kragana
Separatist Assassins x4
CONCLUSION
Outcomes:
Heroes Captured:
Taken aboard the freighter to Skako, interrogated or used as propaganda.
Heroes Victorious:
Capture Ananah or the assassins → interrogation reveals Gundross’s betrayal.
Republic Intelligence rewards heroes with the 100,000-credit hazard pay and commendation.
OPTIONAL SKILL CHALLENGE: Bypass the Bay Undetected
Goal: Get into Bay 6-AT4 without raising alarms
Difficulty: Moderate (8 successes before 3 failures)
Sneak (15): Slip past guards and surveillance
Security (15): Bypass alarms and bay locks
Hide (15): Stay concealed among crates and shadows
Command (15): Coordinate silent movement or false orders
Search (15): Identify blind spots in security
Failure: Triggers early combat before heroes are fully prepared.
Source: Galaxy of Intrigue (p.180-184) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 1:45 am Post subject: |
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MINI-ADVENTURE 8: EXTRACTING ALEECE
ADVENTURE BACKGROUND
Aleece is a long-term Rebel spy within the Corellian Sector Moff's circle.
She believes Snaeb Fronk, her escort, may betray her to her uncle, Moff Krax.
General Airen Cracken sends the heroes to extract her before she's exposed.
Provided:
Imperial security uniforms
Forged IDs, weapon and ship permits
A Firespray-31 Patrol Craft
An old Imperial clearance code
ARRIVAL IN CORELLIAN ORBIT
Challenge: Get clearance to land
Con vs Flight Officer's Perception 4D+1 (15)
Use the provided Imperial code
Failure: Adds security at Docking Bay 49 (Stormtroopers on alert)
MAKING CONTACT
Meet Aleece in secret; she insists on attending Moff Krax’s party to avoid suspicion.
She suspects Snaeb Fronk knows she’s a traitor and might report her.
Heroes must pose as her personal security detail.
ENCOUNTER: DINE AND DASH
Setting: Moff Krax’s lavish birthday gala
Heroes play the role of bodyguards.
Aleece mingles with nobles and flirts to maintain appearances.
Fronk's Interrogation:
Fronk arrives and questions Aleece privately.
Intimidation vs Fronk’s Willpower 2D+1 (8) causes him to back down.
Second check reveals:
He hasn't reported Aleece yet.
He mentioned suspicions to Imperial officers at a cantina.
SKILL CHALLENGE: THE PURSUIT OF FREEDOM
Goal: Extract Aleece and escape the city and orbital blockade.
Type: Extended skill challenge
Target: 11 cumulative successes before 3 failures
Dynamic Difficulty: Difficulty increases one step per failure.
Planetary Systems or Streetwise (25): Find back routes
Search (20): Locate safe paths
Stealth Sneak vs pursuers' Perception 4D+1 (15): Lose tailing guards
Treat Injury: First Aid or Medicine (15: stun)/(25: revive): Requires medpac or medkit
Space Transports (21–25): Once airborne
Astrogation (30): For navicomputer & hyperspace jump
Special Rule: Skill checks are rolled in initiative order
Success: Escape with Aleece
Failure: Capture or death
ESCAPE FROM DOCKING BAY 49
Docking Bay 49: Trapped
Firespray is under heavy guard by Imperial heavy stormtroopers
Aleece reveals access codes to Docking Bay 46, where her uncle’s personal Lambda-class shuttle is kept.
FEATURES OF THE AREA
Illumination: Daylight, no penalties
Cover: Crates, terminals, civilian transports
Civilians: Crowds provide concealment penalties
Computer Terminal: Can be used to reroute bay commands
Bay 46: Lambda-class shuttle (access granted)
Bay 47–48: Empty
Bay 49: Firespray (guarded)
ENCOUNTER: DECEPTION, FIGHT, OR FLIGHT
When leaving the party:
Two guards stand at the exit
Con vs Perception 4D+1 (15) to pass unnoticed
Fail: Try Bureaucracy (20) to explain
Fail again: Alarm sounds, pursuit begins
DOGFIGHT ESCAPE
Once aboard a shuttle:
Heroes must perform opposed Starship Piloting checks vs TIE Fighters (5D)
Astrogation (30)
Shuttle can jump to lightspeed once clear of Corellian defense grid
CONCLUSION
Outcome Result
Escape with Aleece: Commendation from Cracken; medals; promotions
Aleece dies or is captured: No reward; heroes scrutinized by Alliance
Heroes captured: Likely tortured; used as propaganda; mission fails
Aftermath:
Moff Krax blames kidnapping, not betrayal.
He places a bounty on the heroes.
Potential return in future campaigns as hunted fugitives.
Source: Galaxy of Intrigue (p.184-187) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 5:33 am Post subject: |
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Jent Koush
Type: Imperial Naval Logistics Officer
Age: 36 Height: 1.78 m Weight: 76 kg
Appearance: Trim, soft-spoken officer in a crisp, but often dusty, duty uniform. His eyes carry a haunted look, and his datapad is never far from reach.
DEXTERITY 2D+2
Blaster 4D+2, dodge 4D
KNOWLEDGE 4D
Bureaucracy 6D+1, law enforcement 5D+2, planetary systems 5D
MECHANICAL 3D+2
Capital ship piloting 4D, communications 4D+1
PERCEPTION 3D+1
Bargain 4D+1, command 4D+1, con 5D+1, investigation 4D+1, persuasion 5D, search 4D
STRENGTH 2D+1
Brawling 3D+2, stamina 3D
TECHNICAL 2D+2
Computer programming/repair 4D+1, forgery 5D+2, security 4D
Story Factors:
Secret Sympathizer: Covertly aids Wookiees, smugglers, and others resisting the Empire through subtle manipulation of records and patrol assignments
Unverified Rebel Contact: It remains unclear whether Koush works for the Alliance or simply acts on personal conscience
Under Suspicion: The ISB has begun audits in his sector; any misstep could lead to arrest or execution
Move: 10
Force Points: 1
Character Points: 10
Equipment: Imperial uniform, encrypted comlink, datapad with record-scrubbing software, hold-out blaster pistol (3D+1), manifest falsification overlays, forged inspection clearances
Background: An administrative officer stationed on Kashyyyk, Koush was initially indifferent to the plight of the Wookiees—until he saw a child beaten for slowing on a labor march. Since then, he has quietly adjusted records, blocked arrest orders, and enabled smugglers to exfiltrate targets. His actions remain unnoticed, for now.
Personality: Reserved, precise, and difficult to read. He follows protocol to the letter—but he’s the one writing the protocol. When he chooses to act, he does so with quiet, relentless intent.
Objectives: Continue undermining Imperial exploitation of Kashyyyk from within. One day, pass actionable intelligence to someone who can truly strike back.
A Quote: "Sometimes the most dangerous act of rebellion is letting the wrong ship go unnoticed."
Source: Galaxy of Intrigue (p.113) _________________ Don Diestler
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Forceally Commodore


Joined: 20 Feb 2007 Posts: 1093
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Posted: Fri Aug 01, 2025 8:56 am Post subject: |
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You seem to have posted stats for Belindi Kalenda and Jan Ors twice. Also, the first entry for Belindi Kalenda has Belindi Kalendo for the name.
As you know, we used to make those D6 conversion PDF for the WotC sourcebooks. Want to consider putting all this into a second Galaxy of Intrigue D6 conversion PDF? |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 10:52 am Post subject: |
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SKILL CHALLENGE: LOCUS STREET CHASE
Difficulty: Moderate to Very Difficult
Challenge Complexity: Standard Chase (8 cumulative successes before 3 group failures)
Recommended Use: When pursuing enemies through a populated, unfamiliar city using vehicles (e.g., landspeeders).
Narrative Premise
The heroes pursue Corporate Sector assassins through the rainy, fog-choked streets of Locus, navigating twisting alleys, looming buildings, and unpredictable foot traffic. They must succeed at enough key maneuvers to trap the assassins before they disappear into the Neutral Zone.
Challenge Structure
Goal: 8 total group successes before 3 group failures.
Failure accrual rule (Containment): Only accrue a failure in a round where no character earns a success.
Opposed Rolls: Some rolls may be opposed by the assassins’ stats (noted below).
Streetwise (28) or (23 if familiar): Recall street maps, gang routes, or shortcuts through Locus.
Search (25): Notice recent speeder tracks, signal lights, or visual cues to track the target’s route.
Repulsorlift Operation (18) or vs. Assassin's Repulsorlift Operation (4D): Pilot through debris, alleys, and sharp turns to maintain pursuit.
Sneak vs. Assassin's Search (4D+1): Maneuver silently to cut off or ambush the assassins down side routes. Add +1D due to gloom.
Only one success per player per round counts toward the goal.
A roll that beats the Difficulty by 10+ counts as 2 successes.
A roll that fails by 10+ counts as 2 failures.
Optional Challenge Effects
Containment Rule: Failures are only counted if no hero succeeds in a round.
Combined Actions: Multiple heroes may combine their rolls on a single skill to help another player (standard D6 combined action rules).
Pursuit Modifiers: Heroes may spend Character Points or Force Points to enhance rolls at critical junctures.
Success (8 Successes): The assassins are cornered in a dead-end alley or jammed plaza. They must abandon their speeder and face the heroes on foot.
Failure (3 Failures): The assassins vanish into the maze of Locus, their trail going cold. Tracking them further may require a new adventure hook or lead.
GM Notes: Use the Chase Rules from The Star Wars Rules Companion or Mini-Adventure Booklets for optional chase flowcharts. If using a battlemap, change terrain each round to create environmental shifts (e.g., market, alley, bridge, tunnel).
Galaxy of Intrigue (p.197, column 1) _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:11 am Post subject: |
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Dark Rage (Dark Side)
Control Difficulty: Moderate
This power may be kept up.
Effect: Enhances Strength-based melee attacks with rage-driven aggression. The user gains +2D to Strength-based attacks (brawling, melee combat) and damage. The user cannot perform any action except attacking or charging while using this power.
Galaxy of Intrige (p.214-215) _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:11 am Post subject: |
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Force Thrust
Alter Difficulty: Moderate
Effect: Uses the Force to knock an enemy back violently. The target is violently pushed back up to 10 meters. Treat as 4D impact damage vs. the target’s Strength for knockdown only (not wound damage unless they hit a hazard).
0–4: knocked prone
5–9: thrown 2–3 meters
10+: thrown long distance or into danger
+5 difficulty for each additional target beyond the first.
Galaxy of Intrige (p.214-215) _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:12 am Post subject: |
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Surge
Control Difficulty: Easy
Effect: Grants a burst of speed or heightened reflexes. Increases the user’s Move by +5 and adds +1D to initiative rolls. This is a utility power for closing distance or escaping quickly.
Galaxy of Intrigue (p.214-215) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:13 am Post subject: |
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Force Shockwave
Difficulty: Heroic
Effect: An enhanced, destructive variant of Force repulse. The user channels immense energy into a focused detonation, unleashing a powerful shockwave that blasts outward in a visible ripple of kinetic and concussive Force energy.
Game Mechanics:
All objects and beings within 20 meters of the user must resist damage or be thrown violently backward.
Targets make a Strength roll to resist effects:
Failure by 5–9: Knocked back 5D meters and stunned for 1D rounds.
Failure by 10+: Suffer 5D damage, knocked back 10D meters, stunned for 1D+1 rounds.
Objects/structures must roll against damage 6D or be destroyed/disrupted (GM discretion).
May cause structural collapse in confined or unstable environments (e.g., hallways, catwalks, hangars).
The user must succeed at a Moderate Control roll after the attack to remain standing and avoid exhaustion (or fall prone, −2D actions next round).
Required Powers: Force repulse, Force wave, Telekinesis, Control pain, Force push, Sense Force
Notes: This power is exceptionally destructive and highly visible. It is considered a dark side power unless used in extreme circumstances of defense or protection (GM discretion).
Typically associated with high-level Force users such as Starkiller, Revan (in some accounts), or other beings of immense raw Force power _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:13 am Post subject: |
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Force Shockwave
Difficulty: Heroic
Effect: An enhanced, destructive variant of Force repulse. The user channels immense energy into a focused detonation, unleashing a powerful shockwave that blasts outward in a visible ripple of kinetic and concussive Force energy.
Game Mechanics:
All objects and beings within 20 meters of the user must resist damage or be thrown violently backward.
Targets make a Strength roll to resist effects:
Failure by 5–9: Knocked back 5D meters and stunned for 1D rounds.
Failure by 10+: Suffer 5D damage, knocked back 10D meters, stunned for 1D+1 rounds.
Objects/structures must roll against damage 6D or be destroyed/disrupted (GM discretion).
May cause structural collapse in confined or unstable environments (e.g., hallways, catwalks, hangars).
The user must succeed at a Moderate Control roll after the attack to remain standing and avoid exhaustion (or fall prone, −2D actions next round).
Required Powers: Force repulse, Force wave, Telekinesis, Control pain, Force push, Sense Force
Notes: This power is exceptionally destructive and highly visible. It is considered a dark side power unless used in extreme circumstances of defense or protection (GM discretion).
Typically associated with high-level Force users such as Starkiller, Revan (in some accounts), or other beings of immense raw Force power _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:14 am Post subject: |
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Force Repulse
Difficulty: Very Difficult
Effect: An advanced version of Force wave, violently repelling everything in a sphere around the user.
All unsecured objects/creatures within 5 meters are thrown back up to 10 meters, taking 3D+ damage (GM discretion).
Can destroy fragile items or shatter weak structures.
The user must resist fatigue (Stamina or Control roll afterward).
Required Powers: Force wave, Force push, telekinetic kill
Notes: Visually dramatic and extremely dangerous. Starkiller was known for using this against groups or to clear spaces instantly.
Would you like these added to Force power lists in your sourcebook? Or would you like Force Shockwave (a higher-tier version of Repulse), or Force Maelstrom (seen with Revan) as well? _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:14 am Post subject: |
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Force Maelstrom
Difficulty: Heroic
Effect: Force Maelstrom is an advanced, devastating technique that combines telekinetic repulsion, Force lightning, and defensive shielding into a simultaneous, spherical burst of power. The user levitates, surrounds themselves with a shield of Force energy, lifts enemies or objects around them, and then blasts them away with a discharge of Force lightning.
Game Mechanics:
Phase 1 (Force Shield): The user becomes encased in a protective Force field, granting +2D to resist ranged energy and physical attacks for 1D rounds.
Phase 2 (Lift & Suspend): All beings and unsecured objects within 15 meters are lifted and held immobile (requires resisted Strength roll vs. Alter roll).
Phase 3 (Discharge): After 1 round of buildup, the user releases a powerful combination shockwave and Force lightning burst:
Damage: 6D to all affected targets
Range: 15 meters radius
Thrown Distance: 5D meters outward
Stun: Targets make Stamina check vs. difficulty 20 or are stunned for 1D rounds
Required Powers: Force shield, Telekinesis, Force repulse, Force lightning, Force shockwave
Notes: Considered a dark side power due to its destructive nature and suffering it inflicts. Rarely seen; used by beings like Starkiller, Darth Sidious (in theory), or legends-tier Sith Lords. _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:15 am Post subject: |
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Force Wave
Difficulty: Difficult (more targets increases difficulty)
Effect: Creates a concussive ripple of Force energy that sweeps out in all directions, knocking back or down opponents.
All characters within 10 meters must roll Strength or be thrown back 2–6 meters and fall prone (no damage).
A failed Strength roll by 10+ indicates stunned for 1 round.
Required Powers: Telekinesis, Force push
Optional: Add Sense for refined control (avoiding allies). _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:16 am Post subject: |
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Force Throw
Difficulty: Easy (to Moderate/Very Difficult for large/moving targets)
Effect: Force Throw is a direct application of telekinesis to hurl an object—or a lifted opponent—at high speed toward another target or the environment.
Game Mechanics:
Roll Alter to determine hit success vs. target’s dodge or static difficulty.
Roll damage based on the object’s size/mass and speed:
Small item (tools, knives): 2D
Medium (chairs, crates): 3D–4D
Large (speeders, droids): 5D–6D+
User may also throw multiple objects simultaneously at multiple targets (−1D per extra target).
Can also be used to throw a Force-lifted being against a wall or into another target.
Required Powers: Telekinesis
Notes: Dark Side Point if used to intentionally cause grievous harm or death to a helpless being. Jedi sometimes use this as a nonlethal method to disable or disarm. _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Fri Aug 01, 2025 11:17 am Post subject: |
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Force Storm (Localized Lightning) (Dark Side)
A dark side variant of Force Lightning with increased area and intensity, appearing as a roiling storm of charged Force energy.
Game Effects:
Range: 3-10 meters in cone or spherical radius.
Difficulty: Difficult (20) or higher.
Damage: 5D–8D, depending on character strength and intent.
Targets may soak with Strength vs. energy.
Can stun or incapacitate large groups. _________________ Don Diestler
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