Escape from mos shuuta pdf download
Players work together a fun and exciting game. Custom dice The other players take on the role of individual charac- are used to add an element of randomness to the game. There are four pre-generated so the outcome of the story isn't known beforehand. Each hero characters included in this box.
If you are a hero player character has unique characteristics and game rules dictat- choose one of the character folios and keep it in front of you.
Over given task. With the contents of this box you can get straight to the action. But first you'll need to assign some roles. Only the GM should read the rest of this book; 1t contains secrets and surprises for tl1e course of the adventure and reading ahead can spoil the funl. The 4-fold map features 4 d1st1nct map images a map of the Krayt Fang in its hangar bay on one side, a map of the streets of Mos Shuuta on the reverse. G AME rules. It's best lo play though the fourteen custom dice used to adventure contained in this Adventure resolve skill checks and gener- Book once to learn the rules.
Players can place these tokens on the table or on the included game map to indi- cate where each character is during a given scene. Both games by inventing their own adventures. They For players who are ready for a more complex. This core rulebook is the different. Both use a flexible system of actions and maneu- starting point for a complete line of roleplaying products.
In short. It is both a fun adventure for you and your friends and a way to learn the rules. If you're ever in doubt about what to do. You can look up the "right" answer in the rulebook later.
The Another common page element is a sidebar like important thing is that everyone has fun. As you play through this adventure. You can refer text Iike this: to these sidebars Lo figure out how to resolve the action in a given encounter. It normally describes Not every page or encounter has a rules sidebar t11e scene or l11e cl1aracters.
Although new rules are introduced the important clue or l1int1 first time the players are expected to use them. The rules for building and resolving a dice pool are Eact1 of U1ese blocks of read-aloud text will have 1n described on page 8 On future pages. Lowhhrick the Wookiee Hired Gun. Depending and asides to assist U1c GM rn rug l11c scene. OL11er l. Mos Shuuta is situated on the top of a tall.
As the story begins. The PCs are attempting to escape the servants of the ruler of Mos are expected to start in the cantina page 8. Each of the PCs is in trouble with junk shop page The other locations in Mos Shuuta their character folios. The only way to get off the planet are briefly described on page Because the ind1v1dual cl iff or otherwise leave Mos Shuuta without stealing a ship.
If the PCs attempt to skip an encoun- guarded ter, the GM can explain that they will be passing over vital rules.
These trans1t1ons can be as simple as "You ta Cantina, the Command Center, and the Krayt Fang in its all walk from the cant1na to the junk shop," or as complex landing bay. They're also a great opportunity to mix in some of the color and variety of The Mos Shuuta map is reproduced here for your con- Star Wars.
Each location on the map is marked with a page. The Galactic Empire struggles to maintain control 1n the midst of civil war. It a starship and flee Teemo's forces Fortunately, a would also be helpful for each player to have a pencil or pen suitable starship has recently docked at tile landing and some scratch paper to take notes bay a fre1ghter called the KRAYT FANG.
When everyone 1s ready to begin. Instruct each hero player to mark 2 strain 1n the appropriale place on his or her character sheet. If a character ever sur fers more strain than his or her strain threshold, the charac- ter collapses unconscious.
The PCs will have opportunities to recover strain 1n the future. The adventure has now begun' Proceed to Encounter 1 and flip the map to show the interior of the cantina. I n this encounter. They have an opportunity to hide themselves before the goons arrive.
Collect a pool of dice - the dice listed on his The Devaronian bartender pauses in his ct1ores to character sheet for the skill in question. Noman dances to recorded music Private booths line the walls, 2. Roll the dice. Tt1e arched Those are the bare bones steps of any skill check. You only have a few moments to find a hiding place before Teemo's t11ugs arrive.
VVl1at do you do? Doing so is a skill check. The core mechanic. Stealth check. Charm or Coerce Success ' symbol, the task succeeds. This dice pool consists of both "good dice," contributed by the character's er. Deceit own abilities and pos1t1ve circumstances.
Cool Each character's skill entry on his or her character Once each hero player makes his sheet has a dice pool indicated. Therefore, assembling the his or her skill check. Each character's dice pool is as simple as reading the hero player wil l do this entry on the character sheet and gathering the appropriate dice. When the dice are assembled. In addition to success and failure. If al l of the PCs hide successfully.
Moments after you hide yourselves. You know they'll keep looking for you get violent. With their backs turned. Continue to Encounter 2. The cal led the in1t1at1ve order In most cases this calls Gamorreans are clustered by the door. The PCs should note on whether the heroes successfully hid from the where they are on the cantina map, based on their actions Gamorreans or not Note that each 1n1t1at1ve slot during Encounter 1.
Determine Initiative - 1n this case. If there are on ly 3 PCs. Each round of combat consists of a series of turns. Each PC can use any PC initiative slot. They can also act in one order on one between range bands engaged to short, short to round. In the case of NPCs. NPCs such as the Gamorrean thugs to act at the same time.
Just like PCs. Once all characters have taken a turn. Actions are not maneuvers; maneuvers cover anymore. After all characters have taken a turn. If the battle is now done one team has been turn by suffering 2 sLr a If there 1s more than 2 maneuvers during their turn, nor may they fighting to do, a new round begins and the process perform more than 1 action.
During this new round of combat, the order of initiative slots remains the same, but the characters may act in a Example: On her turn, Oskara draws her blaster different order they are not obligated to use the carbine a maneuver and fires at an enemy an same initiative slot as they did in the first round.
Her shot misses and Oskara elects to take cover behind a table by suffering 2 strain to perform an extra maneuver. They run for cover and generally keep out of the way; Tl1ese dice are 1ndependenL of Lile difficulty of L11e there's no need to track their activities. In the Star Wars. Short range: A few steps away An easy shol with a blaster ILlakes a single maneuver to move from Attacks are skill checks.
In this encounter. The active character should gather dice for his dice pool as 1nd1cated for lhe given skill Medium range Opposite sides or a room.
An average shot with a blaster Still close enough to be The difficulty of the attack check lhe number of easily seen and heard. If the attack 1s at long range which 1t won't be as long as everyone stays 1ns1de lhc canllna. If lhe attack is made with a Ranged Heavy attack. If the allack is a success. The damage inflicted by the attack 1s equal to the damage rating of the weapon. For example. The target reduces the damage he or she suffers by his or her soak rating a comb1nat1on of the character's natural toughness and the armor he or she is wearing.
If a character's soak rating reduces the damage to 0 or less. When a character suffers wounds. He suffers an immediate Critical Injury and remains unconscious until healed by another character NPCs who are defeated normally die outright.
If the PCs win : Characters may spend Advantage ti to do several things. In general. The silence that approval. Options include Tile Devaronian bartender approacl1es and laughs a brittle little laugh. Yho need Lo Spend I Advantage ti to recover 1 strain. The good ne1.
Tl1e bad ne1'l's is t11at bonus maneuver still only 2 maneuvers per turn. If the Gamorreans win :. Spend Advantage ti to do son1el11ing else ap- A Gamorrean cudgel svvings for your l1ead. From U1e aches and bruises all over your body. In got bored. Options include.. Each PC recovers strain equal to his Presence score or his ranks in the Cool skill , whichever is greater.
In a con1bal situation. Triurnpl1 symbols still count as a Success :tf syn1bol and n1ake an attack n1ore likely Lo l1it or deal more da1nagc. In addition. I n this encounter, the PCs must deal with an irritable junk shop owner named Vorn to secure a needed starship com- ponent - the hypermatter reactor igniter HMRI.
They can't for less than that. Some of the questions the PCs may ask, or strategies they may try, are noted below, along with Vorn's response. I only have one, and it's already proised to '.
As you step inside. His ship, the sembled droid and machine parts. Go outside and finish stripping that speeder bike 1Nreck. If the PCs choose see. Vorn's Negotiate. Opposed checks anything you could vvant. If they succeed, they negotiate a good price. If they fail, Vorn gouges them on the price, and asks credits. The characters may now talk to Vorn, ask him questions, and generally try to convince him to part with his HMRI.
Vorn is reluctant to sell the star- Lying to Vorn is certainly possible. If the PCs choose this op- ship part because he's already agreed to sell it to Trex the tion, they'l l have to choose one PC to make an opposed De- Trandoshan captain of the freighter the PCs are hoping to ceit check vs.
Vorn's Discipline. Opposed checks are steal for credits. He won't be talked into parting with it discussed in detail on page Buttering up Vorn isn't very effective, but it's worth a try.
Opposed checks are discussed in detail on page Intimidating Vorn can work. If the PCs choose this option. This is clever, and Vorn will show them the part. This makes ' any attempt to steal it later much easier. Fortunately, they'll get a chance to do exactly that, by stealing a ship called the Krayt Fang from a Trandoshan named Trex. This crawl was printed in the Adventure Book to be read to the players, and in a separate pamphlet for the players to read along. Wookieepedia Explore.
Star Wars. Clone Wars Droids Ewoks. Administrators' noticeboard IRC Discord. Tutorials Editing sandbox Things to do Status article nominations Featured article nominations Good article nominations Comprehensive article nominations. Explore Wikis Community Central. Register Don't have an account? Does he seem very upset? Likely Yes. Devaronian: "What do you nerf-herders think you're doing, shooting up my place of business?
Get out of here, now! Here's a few credits for the damage. We need a way off this planet quick. Can you help us? He has heard a rumor that a ship is going to be leaving soon. This might be a perfect chance for our escape. What kind of ship? I'm thinking a slaver ship.
Okay, the bartender wants to help us now, because a good friend of his, a Twi'lek girl has been captured and is a slave being transported to work in the mines on Ryloth. Devaronian: "Her name is Tanara. She was captured by a bounty hunter called Trex.
I would be forever grateful if you could free her. She is on the ship called the Krayt Fang. It is located at docking bay Aurek right now. Devaronian: "You can unlock the docking clamps on the ship at Spaceport control, with these access codes I managed to acquire. You'll still have to get past security and access the computers.
I can't help you with that. We'll do what we can to save your friend. To be continued Very enjoyable and sounds like an interesting system to use. Yes, that does sound like an interesting system. In transitioning to the spaceport, I am going to use the Mythic 'Chaos Factor'. I'll use this between scenes to determine if the next scene is interrupted or altered in any way.
I start with a chaos factor of 5, and use a die roll to determine if it goes up or down as the story goes along. So, our goal is now to help save this Twi'lek girl, and in the process hopefully steal a ship that we can use to get off of Tatooine. The bartender has given us some codes that we can use to unlock the docking clamps on the ship. We need to get to Spaceport Control in order to do this.
PC negative. Seems pretty obvious. Something is going to try and prevent us from completing our goal. But what or who is opposing us. I decide to use some Rory Story Cubes to help me out here.
Well, Trex is a Trandoshian, which are lizard-like in appearance. So the turtle makes me think of that. The tent makes me think of his home. Which would probably be his ship. Jarrod: "No, Please tell me that is not our ship! Yep, I'd say that's our ship. Now what do we do? Probably headed to Ryloth to deliver the slaves. I guess still head to Spaceport Control and try and get another ship and follow him. The heroes arrive at Spaceport Control without further incident.
They know word is probably getting back to Teemo of their escape, so they don't have a lot of time. Does Spaceport control have guards posted at the entrance?
Likely Yes , and From a distance, they recognize a Duros bounty hunter that was employed at Teemo's Palace. He's talking to some security droids at the entrance of the building.
Alerting them to be on the lookout for the escapees, probably. Looks like we'll have to find another way in. The heroes duck behind a nearby building, and work their way to the back of Spaceport Control, where there is a side entrance.
Is the entrance locked? Very Likely Yes. Is it a computer lock that Kara could use her computer skill to hack into? Somewhat Likely No , but There is a computer alarm system that she could try and disable. It won't unlock the door, but it will prevent the alarm from triggering if they try and force the door open. The alarms have been disabled. None of the characters is skilled at lockpicking, so they will have to just attempt to force it open. I'm going to use a simple UNskilled brawn check here, but I'll let another character attempt to assist.
If the assisting player succeeds, he can add a 2 rank bonus to the acting players roll. If he fails, he can still add a 1 rank bonus. So close. Now Kriga has 4 Karma, but can't be used on a doubles roll The door won't budge. It's locked tight. Wesk: "We could try shooting our blasters at the door, but that would just alert the guards. Kriga: "Let's just deal with the guards at the front entrance.
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