02-25-2014, 12:53 AM
Okay, so this is my first attempt at playing a solo rpg. This is kind of an experiment, as I'm basing my adventure on the Edge of the Empire adventure 'Escape from Mos Shuuta'. I want to let the story take on it's own life, but by the end it might end up being pretty much like the original adventure.
I'm using the free rpg system 'five by five' to play out much of the mechanics of the game. I don't want to go into a lengthy description of how the system works, but basically you roll 2d6 and multiply the numbers, trying to roll equal to or below the target number. Also, 6's count as 0's and doubles always fail, but they get you karma points which can be used to boost other rolls.
Combat is also a little different, in that the enemies always attack first, and then the players attack. However, players have a chance to roll an interrupt, allowing them to attack first, as well as after the enemies. Attacks only do 1 wound, unless a critical is rolled, dealing an additional wound.
I find that I really like the 5x5 system, as it is pretty simple and seems to work well with solo rpg'ing.
This first part of the adventure is mostly combat. This might be totally boring to read. I apologize for that. In the future I might decide to play out the combat and then just summarize for posting.
In any event, here goes. The story takes place on Tattoine at Mos Shuuta. The heroes of the story were all trapped in some kind of servitude to Teemo the Hutt, but have just made their escape from his palace.
Here are the Characters and stats:
(Stats range from UNskilled(0), NOvice(2), APprentice(3), JOurneyman(4), ADept(5), EXpert(6), MAster(8), GRandmaster(10), ELite(12), WOrld class(15), and LEgendary(20))
Kriga (Rodian)
Shoot- EX(6)
Resist-AD(5)
Tracking-JO(4)
Perception-NO(2)
Gunner-AP(3)
Trouble trait: Sneaking/Stealth
Weapon: Slugthrower rifle (10)
Armor: Light(1)
Jarrod Evenstar (Human)
Sword Attack-AD(5)
Quick reflexes-EX(6)
Parry-AP(3)
Force sense-NO(2)
Force influence-JO(4)*requires spending force point (magic point)
Trouble trait:Escaping traps
Weapons: Light vibro sword (8), vibro sword (10)
Armor: Light(1)
Kara Char (Twi'lek)
Shoot-AD(5)
Quickshot-AP(3)
Resist-NO(2)
Computers-EX(6)
Stealth-JO(4)
Trouble trait: talking with people
Weapon: Blaster rifle (10)
Wesk Ralk'yg (Bothan)
Shoot-AP(3)
Dodge-EX(6)
Heal-JO(4)
Repair-NO(2)
Pilot-AD(5)
Trouble trait: Strength/physical
Weapons: 2xBlaster pistols (8)
Armor: Medium (2)
So, the heroes (Kriga, Jarrod Evenstar, Kara Char, and Wesk Ralk'yg) have just escaped from Teemo the Hutt's palace. Chased by a bunch of Teemo's Gamorrean guards, the heroes duck into a Cantina. Unfortunately, there is no back exit, and they have only a few moments before the Gamorreans burst through the entrance.
There is a devaronian bartender serving drinks. A Twi'lek woman dances on a stage at the far end of the cantina. Many patrons fill the establishment, some at the bar, some at tables, and others in private booths along the wall. A few look up in surprise as the heroes enter.
Kara Char has a Journeyman(4) skill in stealth, so she will attempt to hide in one of the booths.
Roll=1x5=5. Close, but a failure. She tries to squeeze into a booth to hide, but she just can't seem to conceal herself very well.
Jarrod decides to use a force point (I'm substituting force for magic in the 5 by 5 rpg system) to try and force influence the bartender to let him hide behind the bar.
Jarrod: (to the devaronion bartender; gesturing with his hand) "You will not alert the guards to my location."
JO(4) Roll=2x2= doubles. auto fail, but Jarrod does get a Karma point.
Jarrod tries to duck behind the bar, but the devaronian prevents him saying: "What do you think you're doing? Get out of here!"
Things are not going well for our heroes.
Kriga decides to just deal with the enemies head on. He takes aim at the entrance in preparation for the Gamorreans. (I'm going to let him use his shoot skill, even though he is not shooting. If he is successful, I will give him a +1 rank shift to his chance to attack in the upcoming combat)
EX(6) Roll=3x4=12. Total failure. He attempts to pull his gun out and ready his aim at the entrance, but he fumbles a bit with his weapon in the excitement of the moment.
It's up to Wesk to attempt to get some slight advantage before the Gamorreans get there.
Wesk figures that things are going bad enough already, so why not use his trouble trait and at least get karma point out of it (when using a trouble trait, you only succeed on doubles, but you automatically get a karma point). He decides to overturn a large table in the center of the cantina to provide himself some cover (using strength)
(TR) Roll=1x6=0, but unfortunately not doubles.
He attempts to lift the heavy table, but realizes too late that it is bolted to the floor.
Just then, 6 Gamorreans burst through the entrance. These are Peons, and only have 1 wound level. They also do not deal critical hits.
Gamorrean
Slash attack: (4)
Weapon: Medium Axe (10)
Armor: Light armor (1)
Because the heroes did so badly, I'm going to give them a -1 rank shift to interrupt down to a minimum of unskilled.
Interrupt rolls:
Kriga UN(0) roll= 6x2 = 0. success!
Jarrod: Quick reflexes EX -1RS AD (5) roll=1x4 = success!
Kara: Quick shot AP - 1RS NO (2) roll = 2x3=6 = failure.
Wesk: UN (0) roll=2x3=6 = failure.
Kriga and Jarrod will get a chance to attack the Gamorreans first.
Kriga manages to finally get his weapon leveled at the enemy and takes a shot.
EX (6) roll = 3x3 = doubles. auto fail. Kriga gains a karma point.
One of the Gamorreans squeals in excitement as the shot narrowly misses him.
Jarrod rushes forward and uses his sword attack with his off hand holding the light vibro sword.
Sword attack AD(5) roll= 2x6 = 0. Hit! Roll for critical (light vibro sword (8)-1RS for armor(6) roll = 1x2= 2 success!
(against peons, a critical hit allows a player to make an additional immediate attack. Limit once per combat sequence 'segment')
One Gamorrean's lifeless body falls to the ground. Jarrod quickly whips his sword back to attack another.
AD (5) roll = 1x5 = 5 Hit!
A second Gamorrean falls dead.
The remaining 4 Gamorreans step back in fear at seeing 2 of their comrades so easily taken out. But their fear of Teemo the Hutt's punishment is far greater. They rush forward to attack.
The nearest one strikes back at Jarrod.
Slash (4) roll = 3x3 = doubles. fail.
Will the remaining Gamorreans all attack Jarrod?
(Somewhat Likely) No, and...
In fact they will split up and attack each hero.
Gamorrean #2 rushes forward and attacks Wesk.
Slash (4) roll = 2x4 = 8. fail.
Gamorrean #3 swings his axe around the corner of the booth at Kara
Slash (4) roll = 2x2 = doubles = fail.
And the last one swings his weapon down forcefully on Kriga
Slash (4) roll = 3x6 = 0 hit!
Kriga is not good at defending, so he will take the hit. 1 wound.
Now all heroes get a chance to attack in the final segment of combat.
Kara leans out of the booth and attempts to blast the guard closest to her.
Shoot AD (5) roll = 2x4= 8 miss.
Wesk then shoots
AP (3) roll = 1x6 = 0 hit! roll for crit (Blaster pistol (8)-1RS for armor(6) roll = 5x5 = doubles. fail, but a karma point.
Jarrod now brings his other vibro sword around to attack
Sword Attack AD(5) roll = 1x2 = hit! The Gamorrean falls dead. (I figure the other Gamorreans aren,t close enough, so I won't roll for crit to get an extra attack)
Kriga now takes the final shot this round for the heroes.
Shoot EX(6) roll = 5x5 = doubles. fail. Karma point.
Only 2 Gamorreans left now. A new round of combat starts, with rolls for interupt.
Kriga UN(0) roll= 4x4 doubles. fail. Karma. (3 for Kriga now)
Jarrod EX(6) roll = 1x2. success.
Kara AP(3) roll = 3x6 = 0. success.
Wesk UN(0) roll = 2x4= 8 fail.
Jarrod and Kara will get to act before the Gamorreans.
Jarrod leaps over to attack the guard near Kriga
Sword Attack AD(5) roll = 4x6 = hit!
Only 1 Gamorrean left now.
Kara takes another shot
AD(5) roll = 1x2 = 2 hit!
The last one falls dead.
Throughout the battle, many of the patrons left, or jumped for cover. They now go back to their seats. Probably not uncommon for such things to happen in a cantina in Mos Shuuta.
The devaronian bartender approaches.
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!"
Jarrod: "Look, sorry for the trouble. Here's a few credits for the damage. We need a way off this planet quick. Can you help us?"
(He probably isn't really interested in helping us, but then again he wouldn't mind getting trouble-makers like us away from him)
(50/50) Yes, and... +Event: Move / Rumour
Okay. 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?
Innocently / Less.
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."
He hands Jarrod a datacard.
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."
Kriga: "Thanks. We'll do what we can to save your friend."
They head out of the cantina and make their way towards Spaceport control.
To be continued...
I'm using the free rpg system 'five by five' to play out much of the mechanics of the game. I don't want to go into a lengthy description of how the system works, but basically you roll 2d6 and multiply the numbers, trying to roll equal to or below the target number. Also, 6's count as 0's and doubles always fail, but they get you karma points which can be used to boost other rolls.
Combat is also a little different, in that the enemies always attack first, and then the players attack. However, players have a chance to roll an interrupt, allowing them to attack first, as well as after the enemies. Attacks only do 1 wound, unless a critical is rolled, dealing an additional wound.
I find that I really like the 5x5 system, as it is pretty simple and seems to work well with solo rpg'ing.
This first part of the adventure is mostly combat. This might be totally boring to read. I apologize for that. In the future I might decide to play out the combat and then just summarize for posting.
In any event, here goes. The story takes place on Tattoine at Mos Shuuta. The heroes of the story were all trapped in some kind of servitude to Teemo the Hutt, but have just made their escape from his palace.
Here are the Characters and stats:
(Stats range from UNskilled(0), NOvice(2), APprentice(3), JOurneyman(4), ADept(5), EXpert(6), MAster(8), GRandmaster(10), ELite(12), WOrld class(15), and LEgendary(20))
Kriga (Rodian)
Shoot- EX(6)
Resist-AD(5)
Tracking-JO(4)
Perception-NO(2)
Gunner-AP(3)
Trouble trait: Sneaking/Stealth
Weapon: Slugthrower rifle (10)
Armor: Light(1)
Jarrod Evenstar (Human)
Sword Attack-AD(5)
Quick reflexes-EX(6)
Parry-AP(3)
Force sense-NO(2)
Force influence-JO(4)*requires spending force point (magic point)
Trouble trait:Escaping traps
Weapons: Light vibro sword (8), vibro sword (10)
Armor: Light(1)
Kara Char (Twi'lek)
Shoot-AD(5)
Quickshot-AP(3)
Resist-NO(2)
Computers-EX(6)
Stealth-JO(4)
Trouble trait: talking with people
Weapon: Blaster rifle (10)
Wesk Ralk'yg (Bothan)
Shoot-AP(3)
Dodge-EX(6)
Heal-JO(4)
Repair-NO(2)
Pilot-AD(5)
Trouble trait: Strength/physical
Weapons: 2xBlaster pistols (8)
Armor: Medium (2)
So, the heroes (Kriga, Jarrod Evenstar, Kara Char, and Wesk Ralk'yg) have just escaped from Teemo the Hutt's palace. Chased by a bunch of Teemo's Gamorrean guards, the heroes duck into a Cantina. Unfortunately, there is no back exit, and they have only a few moments before the Gamorreans burst through the entrance.
There is a devaronian bartender serving drinks. A Twi'lek woman dances on a stage at the far end of the cantina. Many patrons fill the establishment, some at the bar, some at tables, and others in private booths along the wall. A few look up in surprise as the heroes enter.
Kara Char has a Journeyman(4) skill in stealth, so she will attempt to hide in one of the booths.
Roll=1x5=5. Close, but a failure. She tries to squeeze into a booth to hide, but she just can't seem to conceal herself very well.
Jarrod decides to use a force point (I'm substituting force for magic in the 5 by 5 rpg system) to try and force influence the bartender to let him hide behind the bar.
Jarrod: (to the devaronion bartender; gesturing with his hand) "You will not alert the guards to my location."
JO(4) Roll=2x2= doubles. auto fail, but Jarrod does get a Karma point.
Jarrod tries to duck behind the bar, but the devaronian prevents him saying: "What do you think you're doing? Get out of here!"
Things are not going well for our heroes.
Kriga decides to just deal with the enemies head on. He takes aim at the entrance in preparation for the Gamorreans. (I'm going to let him use his shoot skill, even though he is not shooting. If he is successful, I will give him a +1 rank shift to his chance to attack in the upcoming combat)
EX(6) Roll=3x4=12. Total failure. He attempts to pull his gun out and ready his aim at the entrance, but he fumbles a bit with his weapon in the excitement of the moment.
It's up to Wesk to attempt to get some slight advantage before the Gamorreans get there.
Wesk figures that things are going bad enough already, so why not use his trouble trait and at least get karma point out of it (when using a trouble trait, you only succeed on doubles, but you automatically get a karma point). He decides to overturn a large table in the center of the cantina to provide himself some cover (using strength)
(TR) Roll=1x6=0, but unfortunately not doubles.
He attempts to lift the heavy table, but realizes too late that it is bolted to the floor.
Just then, 6 Gamorreans burst through the entrance. These are Peons, and only have 1 wound level. They also do not deal critical hits.
Gamorrean
Slash attack: (4)
Weapon: Medium Axe (10)
Armor: Light armor (1)
Because the heroes did so badly, I'm going to give them a -1 rank shift to interrupt down to a minimum of unskilled.
Interrupt rolls:
Kriga UN(0) roll= 6x2 = 0. success!
Jarrod: Quick reflexes EX -1RS AD (5) roll=1x4 = success!
Kara: Quick shot AP - 1RS NO (2) roll = 2x3=6 = failure.
Wesk: UN (0) roll=2x3=6 = failure.
Kriga and Jarrod will get a chance to attack the Gamorreans first.
Kriga manages to finally get his weapon leveled at the enemy and takes a shot.
EX (6) roll = 3x3 = doubles. auto fail. Kriga gains a karma point.
One of the Gamorreans squeals in excitement as the shot narrowly misses him.
Jarrod rushes forward and uses his sword attack with his off hand holding the light vibro sword.
Sword attack AD(5) roll= 2x6 = 0. Hit! Roll for critical (light vibro sword (8)-1RS for armor(6) roll = 1x2= 2 success!
(against peons, a critical hit allows a player to make an additional immediate attack. Limit once per combat sequence 'segment')
One Gamorrean's lifeless body falls to the ground. Jarrod quickly whips his sword back to attack another.
AD (5) roll = 1x5 = 5 Hit!
A second Gamorrean falls dead.
The remaining 4 Gamorreans step back in fear at seeing 2 of their comrades so easily taken out. But their fear of Teemo the Hutt's punishment is far greater. They rush forward to attack.
The nearest one strikes back at Jarrod.
Slash (4) roll = 3x3 = doubles. fail.
Will the remaining Gamorreans all attack Jarrod?
(Somewhat Likely) No, and...
In fact they will split up and attack each hero.
Gamorrean #2 rushes forward and attacks Wesk.
Slash (4) roll = 2x4 = 8. fail.
Gamorrean #3 swings his axe around the corner of the booth at Kara
Slash (4) roll = 2x2 = doubles = fail.
And the last one swings his weapon down forcefully on Kriga
Slash (4) roll = 3x6 = 0 hit!
Kriga is not good at defending, so he will take the hit. 1 wound.
Now all heroes get a chance to attack in the final segment of combat.
Kara leans out of the booth and attempts to blast the guard closest to her.
Shoot AD (5) roll = 2x4= 8 miss.
Wesk then shoots
AP (3) roll = 1x6 = 0 hit! roll for crit (Blaster pistol (8)-1RS for armor(6) roll = 5x5 = doubles. fail, but a karma point.
Jarrod now brings his other vibro sword around to attack
Sword Attack AD(5) roll = 1x2 = hit! The Gamorrean falls dead. (I figure the other Gamorreans aren,t close enough, so I won't roll for crit to get an extra attack)
Kriga now takes the final shot this round for the heroes.
Shoot EX(6) roll = 5x5 = doubles. fail. Karma point.
Only 2 Gamorreans left now. A new round of combat starts, with rolls for interupt.
Kriga UN(0) roll= 4x4 doubles. fail. Karma. (3 for Kriga now)
Jarrod EX(6) roll = 1x2. success.
Kara AP(3) roll = 3x6 = 0. success.
Wesk UN(0) roll = 2x4= 8 fail.
Jarrod and Kara will get to act before the Gamorreans.
Jarrod leaps over to attack the guard near Kriga
Sword Attack AD(5) roll = 4x6 = hit!
Only 1 Gamorrean left now.
Kara takes another shot
AD(5) roll = 1x2 = 2 hit!
The last one falls dead.
Throughout the battle, many of the patrons left, or jumped for cover. They now go back to their seats. Probably not uncommon for such things to happen in a cantina in Mos Shuuta.
The devaronian bartender approaches.
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!"
Jarrod: "Look, sorry for the trouble. Here's a few credits for the damage. We need a way off this planet quick. Can you help us?"
(He probably isn't really interested in helping us, but then again he wouldn't mind getting trouble-makers like us away from him)
(50/50) Yes, and... +Event: Move / Rumour
Okay. 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?
Innocently / Less.
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."
He hands Jarrod a datacard.
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."
Kriga: "Thanks. We'll do what we can to save your friend."
They head out of the cantina and make their way towards Spaceport control.
To be continued...