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The Death of Liberty Campaign
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DougRed4
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PostPosted: Fri Nov 15, 2013 2:12 pm    Post subject: Reply with quote

Here's the updated entirety of Episode III (as I made a few minor changes to the earlier part):

Upon landing the Safe Haven on Shaymore, the group joins the native Sessehshellah as they recklessly attack an Imperial patrol that strays into their marshes. They easily eliminate many stormtroopers, but a hoverscout is able to flee. The party helps the Sesseh’ return with their dead and brings back a captive stormtrooper, but soon realize they have no way of dealing with a prisoner and turn the Imperial over to the natives. Word arrives that a nearby Sesseh’ village was wiped out by the Empire in a punitive raid. The Rebels provide laser pistols to the primitive natives and exhort them to more subtle and indirect tactics. After a week of training them, they set up an ambush. The combined forces dispatch a pack of amphibious waggorus, then take down another Imperial patrol, this time slaying all of the troops and commandeering their hoverscout. They help the Sesseh’ move to avoid a reprisal, relocating the camouflaged Safe Haven with the hoverscout aboard. Word arrives of a small Imperial scouting party (secretly watched by a nearby Juggernaut), but the team stays focused and avoids the bait. Bishop stays with the ship as the others, aided by Sesseh' Keva, Aku, and Naba, infiltrate a power plant through the water cooling circulation system. As other natives create a distraction, they sabotage the facility, steal a communications scrambler, and Void adopts the identity of a Lieutenant Javis. Intercepted transmissions reveal that Imperial hydrocarbon reserves are dwindling and that storage tanks at the main refinery represent a significant portion of the Empire’s reserve. Again working with their Sesseh’ allies, the heroes approach the compound disguised as Javis and stormtroopers escorting Rebel captives. Once inside the fence they attack, while simultaneously natives plant demolition charges at drainage valves for the tanks. Imperials cut them off, but a swarm of Sesseh’ reinforcements emerges from the water and overwhelms the enemy! The Safe Haven swoops in and picks up the adventurers just as the refinery explodes!
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Last edited by DougRed4 on Fri Feb 28, 2014 9:20 pm; edited 2 times in total
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garhkal
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PostPosted: Fri Nov 15, 2013 6:18 pm    Post subject: Reply with quote

Must have had some real good conning skills to pull that off since no patrols had reported in any prisoners getting captured.
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DougRed4
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PostPosted: Sat Nov 16, 2013 12:40 am    Post subject: Reply with quote

There was plenty of suspicion on the Imperials part, but when a Lieutenant shows up (I believe the Clawdite's roll was a 26 to disguise himself), especially when that Lt. had been missing (from the facility they'd sabotaged earlier), it bought them the few seconds they needed.
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DougRed4
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PostPosted: Sat Nov 16, 2013 12:50 am    Post subject: Reply with quote

Here's a picture of the first Imperial facility - a power plant, which they cruised through pretty easily.


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DougRed4
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PostPosted: Sat Nov 16, 2013 12:51 am    Post subject: Reply with quote

The final operation was a bit harder. Here you can see the Sesseh accomplices, along with the "stormtroopers" and "Lt. Javis".


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DougRed4
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PostPosted: Sat Nov 16, 2013 12:52 am    Post subject: Reply with quote

This one shows when they got a little deeper in the compound, and were facing further scrutiny. The two stormtroopers on the left are the PCs wearing stormtrooper armor.


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DougRed4
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PostPosted: Sat Nov 16, 2013 12:53 am    Post subject: Reply with quote

A shot of the final battle. On the top right you can see many of the Sesseh battling the Imperial troops.


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DougRed4
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PostPosted: Sat Nov 16, 2013 12:54 am    Post subject: Reply with quote

And lastly, Imperial troops arrived to cut them off (before the Sesseh reinforcements arrived).


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garhkal
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PostPosted: Sat Nov 16, 2013 6:07 pm    Post subject: Reply with quote

Nice. As a q, can you post stats for these Sesseh of yours?
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DougRed4
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PostPosted: Mon Nov 18, 2013 3:18 pm    Post subject: Reply with quote

Sure. I went with something pretty simple:

Average Sesseh’

Dexterity 3D
Knowledge 2D
Mechanical 1D+2
Perception 3D
Strength 2D
Technical 1D+2

Move: 7, Swimming 14

Then for the 'named' NPCs (many of the PCs buddied up with one), I often went with them being 1D higher (so they would have Dodge of 4D, for instance).
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garhkal
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PostPosted: Mon Nov 18, 2013 4:28 pm    Post subject: Reply with quote

No special quirks or abilities?
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DougRed4
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PostPosted: Tue Nov 19, 2013 4:43 pm    Post subject: Reply with quote

Not really. I considered giving them something related to swimming, and ended up just giving them a bonus to their Swimming rate, rather than writing something up. I think I'll (retroactively) give them some ability due to their claws as well.
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garhkal
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PostPosted: Wed Nov 20, 2013 3:41 pm    Post subject: Reply with quote

Hows about
Claws - when retracted, gives a +1d to swimming checks, but at a loss of 2 move due to greater capacity to maneuver but less 'push' through the water. If left out, they increase their speed by 2 but lose 1d from their swim checks due to being able to maneuver less.
Breathing - Sesseh are natural water breathers and air breathers, so they do develop gills like fish. As such, they can't be drowned.
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DougRed4
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PostPosted: Wed Nov 20, 2013 7:23 pm    Post subject: Reply with quote

As mammals, I would normally imagine they would be vulnerable to being drowned (which can happen even to whales, even though they can hold their breath for really long periods of time).

That is a pretty cool ability, though, that would make them sufficiently 'alien'.
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garhkal
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PostPosted: Thu Nov 21, 2013 2:02 am    Post subject: Reply with quote

Always been told i am good at whipping stats up on the fly.
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