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 M  I  N  O  R  .  R  E  P  O  R  T
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2020-09-14

STAR WARS SOLO RPG

SYSTEM
    Characters are defined by a class (Knight, Queen, Joker) and two suits define their personality and agenda.
    The Character can take up to two wounds (or three if Knight).
    As a "Pulp" game, the character won't die easily. After wounded he could flee or be captured but hardly die.
    Saves are done with a Blackjack system, Dealer stand on 17 unless otherwise noted, success would be 17+.
    As in Blackjack if you draw less than the dealer or more than 21 is a bust or a failure, but over 21 can be worse.

CHARACTER
    J♥3♦ Samira, Bounty Hunter (Joker), Beskar Daggers, Heavy cloak and a veil covering her face and her Armorweave.
    Honour: A mission taken is a mission completed, I won't stain the impeccable name of my family.
    Politics: Natural from Serenno the planet of Counts, she's from a family of aristocratic hunters obsessed by Mandalorian relics.

SETUP
    Coruscant - Summer, 9 ABY

    > 9 ABY - nine years after the destruction of the first Death Star.
    > Roll for a mission [Augmented Reality pg32]: Pimp, Wants to, Kill, Cop.
    > I'm going to consider 'cop' as a Captain. So the mission is to Assassinate an Imperial Captain.

    Two figures discuss in a private room at "The Deep Glass", a pub in one of Coruscant's most shady suburbs.
    Sitting in a cushioned chair there is a man using a "Hookah", an exotic device imported from Jedha.
    The smoking are filling the entire room considerably worsening the poor lighting.
    On the other side of the table, Samira is having a drink.
    The loud music from the pub penetrates the private room as the old building's walls lack proper acoustic,
    which hinders the clarity of the conversation, but helps keep the discussion between the two of them.

    Samira:
        "I miss Jedha, Coruscant is killing me..."

    Mr. Johnson:
        "You still owe me, Samira, but I promise this will pay the debt."
        "You just need to hurry up, my client determined three days and you've already spent the first one complaining."

    Samira:
        "What you're asking is very difficult, John, it's a Captain.
        "Besides being risky, if I fail I'll ruin my reputation."

    Mr. Johnson:
        "You don't have a reputation, Samira…"

    Samira:
        "Look, let's get this straight."
        "To begin with, we agreed that I would pay my debt in my own time, and you also owe me some favors."
        "Besides, it's a risky mission, you want me to kill a former Imperial Captain who's interfering in your pimp's business."
        "For starters, is this Captain a clone or what?"

    > Mr. Johnson knows if it's a clone at 17+ = 22 (bust, I decided it's a clone but he doesn't know any better)

    Mr. Johnson:
        "I don't have that Intel. It certainly can't be a clone."
        "Those are needed for more important things than taking care of some random planet's small city."

    Samira:
        "Coruscant isn't just any planet."

    Mr. Johnson:
        "Look, Samira, you're the only one I have for this job, nobody wants to mess with the Empire, or what's left of it."
        "But if you help me, I'll give you some information that's of interest to you."

    Samira:
        "You know very well what's of interest to me, John. What do you have up your sleeve?"

    Johnson takes a drag of smoke, after a few seconds' pause…
    The music outside picks up and Samira takes a final sip of her drink.

    Mr. Johnson:
        "I heard about some kind of codex, or scroll, I don't know, describing the laws, code, whatever, Mandalorian."

    Samira:
        "Damn it!"
        "How long have you known this?"

    Mr. Johnson:
        "It's been a while, but you know that information is power, I've been waiting for the right time to convince you."

    Samira:
        "Very clever. But I still think it's too risky, it's no use having the codex if I'm not alive to read it."
        "You forgive my debt and tell me about the codex and we're all set."

    > Mr. Johnson is unlikely to accept the offer, and Samira isn't that good at negotiations.
    > Johnson accepts on a 19+ = 16 (I stand, it's a failure but could be worse at over 21)

    Mr. Johnson:
        "It's the debt, or the codex."

    Samira:
        "The codex." says Samira, smiling with an indescribable audacity.

    Mr. Johnson:
        "Very well, deal with the officer and I'll tell you on which planet they've found it."
        "The officer's name is Heijenn."

    Samira:
        "Consider it done, my dear."
        "The Empire no longer exists; I'm surprised there are still ex-Imperials around."

    Mr. Johnson:
        "Well, most of them were forced to do many things, imperials can't exactly be held responsible for everything."
        "Many were imprisoned, some remain hiding. I don't know exactly what this ex-officer is doing or if he's wanted or not."
        "Apparently, Heijenn is not the name he used in the Empire."

    Samira:
        "Sleep peacefully; your client will be satisfied." says Samira, as she gets up from the table and leaves.

ACTION
    A light rain covers the skies of Coruscant after dusk, leaving the suburban streets muddy.
    The smoke from e-cigarettes and busy food stalls reflects the fuzzy lights of digital billboards in the rain puddles.
    With bars and pubs packed, people bump shoulders as they try to cross the busy suburban streets.
    Samira knows exactly where to go to get more information.
    A few credits in the right hands and the rumors spread quickly until the answer arrives.

    > If successful in a Save Samira will discover in this scene where to find the former officer.
    > Since Samira has contacts of some notoriety in Coruscant, I'll adjust to 17+. I hit 22, it's a failure, won't end good.
    > Roll Additional Events: 7 “A new enemy has been created” I'll consider the Imperial Captain now knows he's being hunted.

    Samira crosses the suburb to another part of Coruscant where she believes she's going to find accurate information about the former Imperial.
    The destination is a pub called “Forever Voyage” in a middle-class area.

    Forever Voyage is a music bar relatively close to the center of Coruscant.
    The place itself is quite luxurious, but the clientele is not upper class.
    Samira walks through the club doors without saying a word to the security guards, as she has been there many times.
    Slowly approaching the central bar, Samira takes in a general overview of the place, looking from side to side.
    No sign of guards or any problem. Leaning against the bar, Samira is immediately served by a Quarren employee.

    Quarren Waiter:
        "How can I serve you?"

    Samira:
        "The usual..."

    Quarren Waiter:
        "Which would that be...?"

    Samira:
        "You know what that would be, 'Q."

    'Q, a Quarren ex-gunslinger on Tatooine, now avoided a life of risk as a bartender on Coruscant.
    He couldn't be called a friend, but he wasn't Samira's enemy, just a former coworker.

    'Q:
        "What did you come here for this time, Samira? I thought your place was in the suburbs."
        says the Quarren while pushing a glass of Coruscant Cooler.

    Samira:
        "I'm looking for information about a certain Heijenn."
        Samira drinks in one gulp.

    A cloaked man immediately rises from the bar and heads towards his quarters inside the club.
    The sudden noisy movement attract eyes and tension, as other patrons at the bar now look at Samira.

    ‘Q:
        "Go away Samira, leave the drink on the house."

    Samira:
        "’Q, if anyone here knows about this, then I’m in the right place."
        "After all, the Voyage security guards aren’t going to let anyone break anything, are they?"

    ‘Q:
        "Every day someone breaks something, and you know that." says the Quarren, collecting Samira’s glass.

    > Samira avoids a long range attack in 19+ = 20 (the attack miss)

    Before Samira could even think about leaving, a hail of blasters surged through the pub from the interior hall to the bar.
    Some shots ricocheted off the metal counter, while others shattered glasses, bottles, and hit some of the patrons.
    Samira was hit by a shot that opened a hole in her cloak, but it was absorbed by the Armorweave.

    > How many sharpshooters? Draw+1 = 3
    > Samira charges to attack on a 17+ = 19 (hit!)

    Samira quickly dashes across the hall while drawing her daggers, slicing the throat of one of the sharpshooters and having
    the dagger parried by the rifle of the second, who awkwardly defends himself, surprised by the bounty hunter's speed.

    > Avoid close range attack in 17+ = 23

    The two surviving sharpshooters fire again at the hunter, who at point-blank range feels his luck running out.
    One of the shots grazed a weak point on the Armorweave, causing Samira to kneel in pain.

    > Samira attack with daggers on 17+ = 18 (hit!)
    > On 19+ Samira's upper hand affect morale = 19 (hit, the third shooter won't continue fighting)

    Samira spins her body on its own axis, delivering a kick that draws a half-moon shape from the ground to the shooter's rifle barrel, knocking the weapon from his hands;
    the momentum of the blow also throws Samira quickly on top of the shooter, whose head is easily severed by the sharp Beskar on his neck.
    The shooter's head rolls on the ground, causing the survivor to jump in terror across the bar tables until he reaches the outside of the club.

    The mercenary begins chasing the survivor to try and get his information but is stopped by the club's security guards.
    Looking around, Samira now sees the damage she will have to pay for.

RESOLUTION
    Samira is having another drink, sitting at the bar of the Voyage.

    ‘Q:
        “Well, my dear, I told you to leave."
        "Unfortunately, you now have your thousandth debt. If the bar were mine, maybe I would even help you.”

    Samira:
        “Alright, ‘Q, I still think the one who should pay is the one who shot first.”

    ‘Q:
        “That would be fair, but the one who shot first died, and you're the one who brought the problem, you know how it works…”

    Samira:
        “Anyway, now you can tell me what you know.”

    ‘Q:
        “In that case, it's what I don't know."
        "I don't know who the guy you're looking for is, I only know that those people were here to keep watch on his orders.”
        "If you hadn't killed the others, maybe they could have told you something."

    Samira:
        "You're right, and maybe they could have paid the bar too…"

    Samira finishes her drink with a final apology and another debt to pay in Coruscant.
    Her only clue is that the former Imperial has eyes and ears scattered throughout the city,
    and while searching the bodies of the gunmen killed at the Voyage, both had the same Imperial tattoo on their wrists.
    Perhaps this is the clue that will lead her to find the fugitive gunman and further trouble.

BOOK KEEPING
    Timeline
        Mission: Assassinate Imperial Captain
        2020914 Investigated Imperial Captain whereabouts in Coruscant. (Summer, 9 ABY)
        A new enemy has been created: Imperial Captain now knows he's being hunted.

    J♥3♦ Samira, Bounty Hunter (Joker), Beskar Daggers, Heavy cloak and a veil covering her face and her Armorweave.
    [X] Honour: A mission taken is a mission completed, I won't stain the impeccable name of my family.
    [ ] Politics: Natural from Serenno the planet of Counts, she's from a family of aristocratic hunters obsessed by Mandalorian relics.

    Q♥ Mr. Johnson, Serenno Businessman
    Honour: An old family acquaintance, he's an information broker and negotiates shady missions, but right to his words.

    K♥ Q, Former Gunman and Outlaw, Waiter in Coruscant (Quarren race)
    Honour: Trustful ex-bounty hunter, old acquaintance and now an information broker.


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