This post will go into the game details behind the narrative in the 5 Parsecs from Home After Action Report 2.
Here is a summary of the post battle rolls for the events after the 5 Parsecs from Home After Action Report 1. The Pirates the crew faced, named the Black Dragons, became Rivals. The crew received a Personal Trinket from the Battlefield Finds table. A Personal Trinket could turn into a Loot roll for a planet visited in the future if a 9 or higher is rolled on a 2d6. Each crew member obtained one XP. The Blast Pistol was broken but the crew also bought 2 Colony Rifles and 1 Infantry Laser. Leomes Gallo and Piklov Demir were in the sick bay and out of action for next turn.
At the end of turn 1, the crew’s currencies were the following: 10 Credits, 10 Story Points, and 5 Rumors. In addition, the Ship Debt was 14 credits total.
A note about Story Points. I had been using them to modify out of combat rolls to my favor, but I had missed the rule on p.66 of the 5 Parsecs from Home core book that states, “Any time you have rolled for anything, you may spend 1 story point to roll again, but the new result must be accepted. This works whether you are rolling for your own characters, an enemy action, or something that just happens in the campaign.” I could have been expending Story Points in combat to shift things to my advantage. I however did not do this as you can see in the last playthrough that I wrote up!
After buying the three firearms after the battle in turn 1, I reshuffled the crew’s equipment on the remaining four mercenaries. Their weapons loadout is reflected in the narrative.
Then, I rolled up random names for Piklov Demir and Levian Nuende’s Patrons. Levian Nuende’s Patron was a shadowy private organization called The Collegium. Piklov’s Patron was a wealthy individual named Arnav Ton.
I made similar rolls for the crew’s Rivals. Both Captain Bjorn Ivannox and Anriel had a criminal element as a Rival so I made them the same Rival, just with two chances of appearing (one for Bjorn and one for Anriel). I rolled up their name to be The Integrated Syndicate. In addition to that Rival, I also added the note that the Black Dragons, the Pirate clan they had just beaten, were now Rivals.
In Campaign Turn 2, before the battle, I skipped Travel Steps and went immediately to World Steps. In that step the crew lost a credit to crew upkeep; and Ship Debt (14) was paid down by two credits (12) but then gained one credit in value due to interest (13). I had 7 total credits remaining. I decided to not pay for medical care for my two humans in sick bay because I was running low on credits. To be frank, the addition of another mercenary or two could have swung the resulting battle in my favor. Lesson learned.
Next in Crew Tasks, Bjorn and Anriel tried to repair the broken Blast Pistol but failed and destroyed it outright. Fallox Encia tried to Trade but she found tourist garbage that wasn’t even worth a story point. I had decided that in the narrative she spent her time doing a screamcore music gig. Levian Nuende got lucky in his Exploration roll, found a trainer and gained 2 XP.
For a Job Offer I rolled that Arnav Ton, the wealthy individual, offered the crew a job with +2 credits in hazard pay. I decided to take this job immediately (it was only offered for this turn) but then a Rival tracked the crew down! The roll revealed the Integrated Syndicate as the rival, and I wove these random events into the story to make it feel more dramatic.
The deployment conditions of the battle phase were less than idea for my crew. First of all, the crew was Caught off Guard, meaning that the crew is forced to act in the Slow Action phase in round 1. Also, the Rival had Ambushed us, so the crew was forced to deploy with one less crewmember than the standard six, but since I was going into the battle with four squaddies, this particular disadvantage didn’t matter.
The battle progressed primarily as described in the narrative. However, in the fifth round both Anriel and Bjorn were taken out of action by a Guild Trooper and the Bounty Tracker respectively. I have to say, rolling up the Unique Individual the Fearless Bounty Tracker with an Aggressive AI, really inspired me to write him up as a character in the Interlude. I think the narrative became more dramatic and tense because of this as well.
As for the ending, what happens to the fallen Bjorn and Anriel? Who knows? I think it is a much more interesting plot if the question is not immediately addressed. As for the two crew members left in sick bay…
******
Epilogue
So now what? Well, I
plan on rolling up a new crew, totaling six and using the Crew Type Tables on
p.14 of the core book. My thoughts are that Piklov Demir and Leomes Gallo spend
all of the crew’s credits on hiring the new crew and getting away from the
planet where Captain Bjorn met his doom. Rumors and Story Points will be reset
to zero. However, since the ship is the same, I’ll have the new crew inherit
the current Ship Debt. Also, I figure
that any equipment on Bjorn’s team is forfeit. Gear, items and weapons stored
on the ship like the Nano-Doc will be migrated to the new crew. I’m not quite definite as to exactly what
rules I will institute, bend or ignore when creating the new crew so I’ll leave
those deliberations to a post in the future.
Will the new crew swear revenge on the Integrated Syndicate?
Are Bjorn and Anriel really dead or wish they were? Will we see that black-hatted
Bounty Tracker again? Only time will tell.
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