Olympus RPG Blog

Olympus Role Playing Group Blog


The Operators
  • GM: Gigermann
  • The Baroness (Mel)
  • Mayhem (FX Engineer)
  • Shredder (Ronnke)
  • Zoltar (Rigil Kent)

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The Team™ are former members of a “kill team” assembled by The Company™ to conduct The Operation™ wherein they killed a bunch of people for…reasons. After the last mission together, The Operation™ was completed (successfully or otherwise), and The Team™ was disbanded, and everyone then went their separate ways. The recent report of the death of Dungeonmaster brings the Team™ together once more. It was decided they would take a cruise-vacation to the Bahamas, during which they would see DM properly put to rest, as he wished, by spreading his ashes at sea.

The Team™ of assassins consists of:
  • The Baroness (“Ness”): A female sword specialist, and recently-jilted bride. (Kill Bill “The Bride” ripoff.)
  • Mayhem (“May”): A company-engineered guns specialist. (Hitman “Agent-47” ripoff.)
  • Shredder : A long-retired empty-hand specialist, here with his family .
  • Zoltar (“Zed”): A Middle-Eastern Ḥashshāshīyīn, and de facto team leader. (Assassins’ Creed-inspired.)

They are completely unarmed.

Part 1

  • The ship, Mardis Gras Cruise Line’s Ocean’s Escape, departs Port of Miami for Nassau, Bahamas, at 17:00. (Day 1.) The Team™ settle in to their vacations separately, but are seated at the same table for dinner, at which, they are informed by the ship’s 2nd Officer Kenneth Graves that conditions will be favorable for the memorial ceremony tomorrow at 10:00, to be conducted on the Deck 4 promenade at the ship’s stern, with privacy provided.
  • At 10:00 (Day 2), the Team performs the memorial service for Dungeonmaster.
  • As the Team is returning, they round the corner to find five, armed, Middle-Eastern men, dressed in rough crews’ uniforms, in the process of tipping the 2nd Officer overboard and cleaning up blood from the deck. Shredder bids his family to go back the other way, to find help.
  • The Team immediately engages the obvious-terrorists in combat, lightning-quick, too late to save the 2nd Officer, but too fast for the terrorists to reach their duffel full of weapons. One is kicked overboard. Two are shot dead with their own silenced pistol. In the middle of the fight, a sixth emerges from one of the lifeboats overhead, and is pulled down hard to the deck, and choked-out.

See the Daniverse Blog for the GM’s post-game debrief.

Part 2

Note: Mayhem’s player was absent for this session

  • The Team collects the terrorists’ weapons and gear, including some master-keys to the ship, unsuccessfully attempts to interrogate the living, fanatical terrorists, and dumps the lot of them overboard. They take the gear with them in the duffel.
  • An announcement is heard over the ship’s PA system: “Attention, ladies and gentlemen. We regret to inform you that a contagion has been discovered aboard this vessel. To avoid unnecessary health risk, the captain has ordered that all guests and non-essential crew are to return immediately to their cabins, and remain until the all-clear is given. Please comply quickly, and in an orderly fashion. Medical crew will be visiting shortly to account for all guests and perform a brief medical examination. The sooner all are accounted for, and cleared to return, the sooner you can get back to your Fun Day at Sea activities. Mardis Gras Cruise Lines sincerely apologizes for the inconvenience.” As some of the terrorists they just encountered were attired as “medical personnel,” the Team suspects this is part of their plan.
  • Shredder takes off around the promenade after his family, but fails to locate them quickly. The Team follows, and decides they will all go inside, and keep an eye out for the family while they look for the authorities.
  • A call is heard on one of the terrorists’ captured radios, translated by Zed: “Target has been located. At the Bolero’s bar, Deck 4 aft. Sweep teams secure the family and start locking guests in their cabins as soon as they start to settle in.” The Team decides to try to reach the “target” first. Mayhem suddenly decides to “do a Bogotá,” appropriates some of the weapons from the duffel, and takes off on his own.
  • Inside on Deck 4 aft, they find an explosives/weapons engineer, Dr. David Dalavi , hiding behind the abandoned bar, in the early stages of drinking to their inevitable destruction; he is responsible for the terrorists’ capabilities, and is the reason for the attack, in order to extract him and force him to continue making weapons for them—a fate he is on the ship to escape. The Team intercepts and kills a handful of terrorists when they arrive to capture Dr. Dalavi, and afterward, escorts Dalavi up to Deck 10 to gather his wife and daughter and find somewhere “safe” for them to hide.
  • On the way up, again, the terrorists’ radio reveals: “We have the family. 1298, Deck 10.” “Hold them there while we secure the Target.”
  • At the Deck 10 hallway, the Team observes that the passengers appear to have all been locked in their cabins from the outside.
  • Outside the Dalavis’ cabin, the Team takes up defensive, flanking positions: Shredder goes through a neighboring cabin to their balcony and scales across, while Zed enters through the front door, obscured by his “not-ninja” invisibility, and Ness waits in ambush just beside the door, propping it open. When the terrorists within, holding Dalavi’s family hostage, respond to the open door, the Team assaults, taking them all out in mere seconds.
  • As they regroup, the Team hears the approach of an inbound helicopter.

See the Daniverse Blog for the GM’s post-game debrief.

Part 3

  • The Team discusses next steps with Dr. Dalavi, present with his wife and young daughter, and also the man from the neighboring cabin, Bob Janikowski . They are interrupted by the room’s TV, when the ship’s 1st Officer informs all passengers that medical personnel will be coming by to clear and release them. It is decided to stash the Dalavis’ and the neighbors in the Team’s own cabins nearby, hoping they won’t be expected there. Bob mentions having seen some “recording equipment” being moved into the theater on Deck 3 by some shady individuals, and the Team decides to check it out.
  • At the elevator block on the way down, the Team is surprised by the emergence of a pair of terrorists half-carrying/dragging an unresponsive Mayhem, who sports a bag-over-the-head. The Team attacks quickly and rescues Mayhem, who is only a little injured, with no real memory of how he found himself in such a state.
  • On the way down to Deck 3 forward, the Team overhears a Russian-accented-Arabic speaker on the terrorists’ radio (translated, again, by Zed) saying the helicopter has been unloaded, and has departed, and that the “boss” will be coming on the next one.
  • The Team approaches the Deck 3 theater entrance, taking a brief respite to discuss tactics and arm-up. Zed sneaks in first, followed by Mayhem. They spot eight terrorists rambling around “looking for something” and complaining (in Arabic) about the “magician.” (This cruise featured a semi-famous magician act, the star of which is presumed to be the subject of the terrorists’ search.) Using a side-channel on the captured terrorists’ radio to communicate, Shredder and Ness sneak in to join the others, as they all circle into better ambush positions.
  • Due to a miscommunication, Mayhem “goes loud” with a captured submachine gun, and a brief, bloody fracas ensues, resulting in all eight terrorists dead or dying, and no Team injuries.
  • The magician comes out of hiding, clapping in celebration, before spotting a bloody corpse and fainting.
  • A voice crackles over the terrorist radio addressing the Team directly, and says: “You lot have been very unhelpful to the cause. I have no doubt that threatening to kill you will do much good, considering the situation. But perhaps someone here can persuade you to desist? As it happens, some nice people came to warn the Captain there were terrorists aboard. One of them would like to speak to you…Say hello, dear.” Janet, Shredder’s teenage daughter, responds: “Umm…Hello, whoever-you-are. Please don’t make them kill me…”

See the Daniverse Blog for the GM’s post-game debrief.

Part 4

  • Still in the theater, nearby video screens flicker to life, showing the scene on the bridge and revealing the speaker to be the ship’s 1st Officer John El-Saleem . He continues: “Now, as I see it, you have a few choices: You can throw yourselves into the sea—that would be most convenient, though unlikely. You could surrender yourselves—also unlikely—but maybe in exchange for buying these hostages a little more time. Such a waste…” *jams the gun a bit* “You could attempt a daring rescue—that seems the most likely scenario, though unlikely to succeed. Anyway, I suppose we should demonstrate our resolve…here” The camera pans to other nearby hostages (including Shredder’s wife and son) before settling on one of the security officers, as he is shot in the head. After some background screaming, El-Saleem continues, “We look forward to seeing what you choose,” before cutting off the feed.
  • The Team decides to head for the bridge, which is back up on Deck 10 forward, not far from their cabins. It is decided to reconnoiter the bridge from outside; while the others wait in Shredder’s cabin with the Dalavis, Zed will climb out on the balcony and cross forward to the bridge.
  • Aside from a number of dead, the only occupant Zed finds on the bridge is the 3rd Officer, now “acting-captain,” Bradley Ocean , having survived in the toilet during the takeover. The bridge has been smashed up, presumably to prevent anyone from regaining control. The rest of the Team joins Zed and Brad on the bridge, and manages to find a working-enough screen to see a security camera view of the Pool Deck, where Brad thinks the bad guys went. They see that the hostages are tied, seated, in the center of the pool area, around a “device”—an obvious ambush.
  • Brad leads the Team through the back-areas to the nearest exit on Deck 11, just forward of the pool area.
  • The Team observes from what cover they can find, attempting to determine the nature of the device: it does appear to be a bomb, and the hostages are all wired to it. A couple of drones are spotted orbiting the area at a distance. Zed uses his “not-ninja” powers to reach the hostages unseen, for a closer look at the device, and decides it is beyond his meagre technical ability.
  • The Team begins to converge, to go back and fetch the bomb-expert, Dr. Dalavi, when a handful of terrorists emerge from the room behind the stage on the other side of the pool area. They immediately open up with automatic rifles, and an RPG, which detonates at the feet of 3rd Officer Brad. At the same time, a pair of them also emerge from atop the bar behind the Team, almost catching Mayhem by surprise, before being immediately gunned down by him. The Team dodges fire, trying to close the distance, when Mayhem squarely shoots the new rocket the RPG-gunner is in the process of loading, detonating it, killing the remaining fighters nearby.
  • Many of the hostages were thrown to the ground as a result of the blast, one fleeing in a blind panic , revealing the bomb to have been a fake. As the Team converges on the center-pool area, the movie-screen above them shows a disturbing scene: a number of heavily-armed, well-disciplined terrorists, forcing their way into Shredder’s cabin, dragging out Dr. Dalavi and his family.

See the Daniverse Blog for Part 4a/Part 4b of the GM’s post-game debrief.

Part 5

  • Shredder has had barely enough time to reunite with his now-released family, when one of the former-hostage security officers is instantly killed by a hidden sniper. The sniper nearly takes out Ness as well before they all scramble to cover. Mayhem, believing he hasn’t been spotted, observes carefully the sniper’s probable location, and with one well-aimed shot, eliminates the threat. Moments later, one of the drones sweeps in toward the Team’s position, but is shot down before detonating.
  • Another helicopter is heard on approach to the ship. Presuming this to be “the boss,” the Team takes up the remaining RPG and heads forward, hoping to catch it as it settles onto the landing pad at the bow.
  • At the Sun Deck, as far forward as they could get, the Team is met by a handful of veteran terrorist troops, wearing ship’s security body-armor, and tending to the dead sniper, El-Saleem. A brief but furious firefight erupts around the min-golf course, with showers of broken glass. Mayhem is injured by fragmentation from a hand grenade; not dire, but he will need medical attention.
  • As Mayhem takes aim at the incoming helicopter with the RPG, the Team can see Bassil Malik al-Ghazal (The Boss) hanging off the side. Mayhem fires. As the warhead explodes the helicopter, the boss is seen being thrown away into the sea, before the flaming hulk of the aircraft smashes into the landing pad.

See the Daniverse Blog for the GM’s post-game debrief.

Part 6

  • Having spotted Dr. Dalavi and his family escaping his captors when the helicopter crashed, the Team immediately head down toward Deck 4 to intercept them before they can be reacquired by the enemy. Mayhem has secured the sniper’s rifle. Meanwhile, the acting-captain, Brad, takes the others with him, to start letting the passengers out of their cabins and begin evacuation procedures. But the ship can’t launch the lifeboats until it has come to a stop, so the engines will have to be shut down somehow.
  • Around the Deck 7 stairwell, the Team spots a squad-sized element of terrorists sweeping the Royal Promenade, clearing the storefronts and working their way aft. Deciding they must be hunting the Dalavis, the Team decides to move quickly: Mayhem will remain to provide cover-fire with the sniper rifle, while the others make haste to reach the hopefully-unaware squad, before giving the signal to attack. Shredder and Ness take the stairs, Shredder going down to Deck 3, to emerge from the casino below, into their blind-spot. Zed cuts a cable and swings down to the Promenade floor, arriving as a model aircraft display crashes behind him. The terrorists react to the commotion by opening fire, and taking cover in the nearby shops, but are picked off by Mayhem as the others close the gap to finish them off. Meanwhile, another squad emerges at the far end of the Promenade. The Team leaps into the vintage car on display outside a nearby bar, and slams it into the group of terrorists, catching them all unprepared.
  • As the grateful Dalavi family emerges from their hiding place, another group is just appearing from the back-rooms nearby: a team of a few of the ship’s security personnel, led by Security Officer Richard Strong . They had been fighting back as they could from the lower decks, and had heard someone was above, making trouble for the enemy. Mr. Strong confirms the terrorists have control of the engine room, and also have a huge bomb set up in the engine room on Deck 1. He offers to lead the Team below-decks: The Team will go after the bomb, while Mr. Strong’s security team retakes the engine control room. Dr. Dalavi goes along with the Team, to defuse the bomb, once secured.

  • The Team carefully makes their way through the maze of pipes and machinery in the engine compartments, and manages to catch the terrorists unaware in the noise and confusion below, dispatching them quickly from the shadows. They take up ambush positions above the guards left behind to watch over the bomb, including Dzhamal , their Chechen-born lieutenant. In a coordinated surprise-attack from above, the enemy is eliminated. Dr. Dalavi, after a tense mistake or two, manages to defuse the bomb, and the ordeal is finally ended.
  • The ship is evacuated as Coast Guard vessels arrive to collect everyone. The Team knows they can’t take public credit for the defense, but Mr. Strong and the Acting-Captain promise them a lifetime free-pass aboard any future Mardis Gras cruise, under-the-table.
  • Later news reports reveal that around a dozen civilians were killed, along with around two-dozen crew, with more than 50 terrorists killed or captured. And (almost) without exception, close witnesses to the Team’s efforts, obviously coached/rehearsed, declared, “Off-duty cruise-line security personnel helped fight off the attack.”
  • Dr. Dalavi and his family are not seen or heard from again, but through channels, it is suggested they were taken into Witness Protection, where Dr. Dalavi will undoubtedly end up doing the same work as before, this time, instead, for the government.
  • The body of Bassil Malik al-Ghazal is never recovered.

See the Daniverse Blog for the GM’s post-game debrief.

Insurgent Team Vanguard

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Episode 4: Twilight Hunters, Part 4

  • The moderately fast chase ensues, with Darrrill and Nim driving, while Bostco, Luck and Tina shoot at their pursuers. Between a mixture of luck and skill, the Team manage to escape, causing both pursuing speeders to crash and/or explode.
  • The team gets to the hangar bay without further incident, although a lot of people are confused as to what was going on. They begin to load up the weapons on a YT-2400 conveniently parked here while Darrrill heads to their already captured ship and begins to prep.
  • Over the station loudspeaker, a grievously injured Ral’Torak reveals their actions and puts a bounty on their heads … which naturally prompts a number of the ne’er-do-wells in the hangar bay to draw weapons and engage. A fierce skirmish ensues that leaves a lot of dead pirates on the deck.
  • And without further ado, both of the captured pirate ships roar out of the hangar and flee the Twilight Vale before making the jump to lightspeed. They leave behind them an enraged pirate captain …

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

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Episode 4: Twilight Hunters, Part 3

  • Upon meeting with Saw Guerra, the Team grudgingly agree to assist him in liberating a large cache of stolen weapons from the pirates.
  • The team’s plan has them hitting the armory from below, cutting through the floor, then absconding with the weapons on some load lifters.
  • Things naturally get a bit hectic as security tries to stop them, but the Team persevere and escape on the lifters … just in time to see the chief pirate, Ral’Torak, leading his own team of speeders after them!

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

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Episode 4: Twilight Hunters, Part 2

  • Having obtained access information to the Twilight Veil, the Team plan their approach, fully expecting severe difficulty in gaining access. Apart from some manuever difficulty, however, none of the pirates seem to care.
  • The secret pirate base is revealed to be a mismash of old starships, welded together to create a single, bizarre entity.
  • Aboard the base, the Team spend some time seeking out their target, Dexar Tao’ni, culminating in a meeting in the cantina. Dexar is more than interested in getting away, but he needs the Team to help him get someone else out as well. That someone? Saw Guerra.

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

 

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Episode 4: Twilight Hunters, Part 1

  • Having received the information about Dexar Tao’ni, the Team travels to Alassa Major, a resort world, in order to seek out Greeva Varrin, a former Crimson Corsair.
  • The Team splits into two groups in order to maximize their investigative capability: one group, consisting of Luck, Nim and Tina concentrate on the underworld, while the other team of Bostco and Darrrill seek out higher end establishments. The former learns only that Varrin seems to owe a lot of people money, while the latter eventually locates the man at a casino after Darrrill loses some credits.
  • The Team converges upon the casino an attempts to question Varrin, but this leads to an attempt at shadowing that turns into foot chase. Unfortunately for Varrin, Nim is quite fast and Luck has a jet pack.
  • Varrin reveals that Tao’ni is likely hanging out in the Twilight Vale in the Stellara System. The Vale is considered very difficult to navigate and Varrin suggests the Team acquire a Crimson Corsair starship which will have a flight path preprogrammed in its navcomp.
  • Luckily, the Team have used the captured Corsair ship to come to Alassa Major, so upon letting Varrin go with their tanks, they return to the ship and Tina is able to slice into the computer to retrieve the coordinates. Now all that is left is to figure out a cover story…

Player Notes:

  • Full house again.
  • Bostco’s player FX Engineer had severe internet issues and ultimately wasn’t able to play; he logged in briefly but lost connectivity and was never able to regain it.
  • The players jokingly decided that Greeva Varrin was now a lounge singer and the GM rolled with it. We also kept joking that the old lady gambler was secretly a terrifying assassin or something, but nothing really came of that … yet.
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

Insurgent Team Vanguard

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Episode 3: Legacy of Ruin, Part 5

  • The Team arrives in-system within the captured Imperial shuttle and make their approach, using the codes obtained from the ISB personnel.
  • Upon landing, Bostco, Luck, Tina and Kinni Dedmiit, one of Kalen Brie’s men, enter the Imperial facility, with Bostco and Tina wearing ISB uniforms while Luck and Kinni are in stormtrooper armor.
  • At the detention facility, Luck enters Ronan’s cell to grab him, while Bostco chats with the senior security man. Ronan whispers to Luck that “they know,” which he relates to the rest of the team by using a code word. They’re blown.
  • The senior Imperial officer insists that Bostco walk in front of him and panics when he does not, drawing his firearm to shoot. Bostco fast-draws his own weapon and they exchange shots; Luck reacts immediately by charging forward, engaging the security men and nearby stormtroopers.
  • Once the situation is secure, the Team is surprised to learn that all cameras are already off which appears to be the work of Nara Tao’ni, the investigator from earlier. They learn from the surviving security officer that there is a trap waiting for them but this kicked off earlier than planned…
  • With the surviving security officer as a prisoner, the Team exfiltrates as a major power outage engulfs the complex.
  • Back aboard the shuttle, the Team flees, pursued by a pair of TIEs, but Darrrill’s expert flying allows them to completely elude the fighters before making the jump to lightspeed…

Player Notes:

  • Full house again.
  • Felt bad for Gigermann as we inexplicably had to leave his character behind at the shuttle so he twiddled his thumbs.
  • Not sure about the plan the Imps had here. I think if I was GMing this, there would have been a bunch of stormtroopers hiding in the other cells and, at a signal, they all spring out to ambush us.
  • Still struggling with the Spacecraft ship combat rules. I’m thinking there needs to be some sort of cheat sheet for it to simplify some things.

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Episode 3: Legacy of Ruin, Part 4

  • The Team come up with a plan: rather than ambush the Imperial shuttle in Phantine, they’ll hit them in a different system along the hyper-route.
  • With Bostco, Darrrill, Tina in the Aggressive ReConnaissance-170 starfighter, and Nim and Luck in the captured Crimson Corsair craft, the team jumps to Kalinda … and quickly ambush the shuttle. The fight is over almost before it begins, with Darrrill hitting with both of the ion torpedoes.
  • Luck boards the shuttle, quickly dropping the sole intact stormtrooper. This allows the rest of the team to approach and board as well.
  • The surviving ISB officers are captured and interrogated (thanks to Bostco’s drugs), which provides the team appropriately access codes. Rather than simply execute the prisoners, the team reaches out to their contact Kalen Brie who is quite interested in taking the prisoners. He links up with the team and sends a pair of additional soldiers who can pose as stormtroopers alongsie Luck.
  • To maximize the cover, the team leaves the Crimson Corsairs’ captured starfighter after having shot it up a little bit.
  • The shuttle makes the jump to lightspeed, heading back to Phantine…

Player Notes:

  • Full house again.
  • We really messed up the ion torpedoes. The GM misidentified how much damage they did and just one of them would have flat-out destroyed the shuttle. So the GM hand-waved it away, and then realized his mistake afterward.
  • Since Darrrill and Nim are non-humans, we got the two NPCs to act as stand-ins for Gigermann and Nosh next week. We expect at least one of them will probably die in the inevitable firefight.

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Episode 3: Legacy of Ruin, Part 3

  • Back in Minerva City, the Team begin seeking information on the streets about the detention facility and the prisoner. While this is happening, Tina manages to repair the lightsaber using the crystal she obtained earlier.
  • The streetwise investigation results in Nim making contact with someone who claims to have information. With Luck providing sniper overwatch, Bostco and Nim arrange at the clandestine meeting only to learn that it is the investigator, Nara Tao’ni. She recognizes Bostco and, after much back and forth, agrees to not turn them in as long as they assist her in extracting someone she is close to from the Crimson Corsairs.
  • From her, they also learn that the Imperial Security Bureau is sending a team to take prisoner out. This leads the team to make the decision to use their new gear to disable the shuttle, then use it to pretend to be the ISB agents.
  • Cut to an A-Team repair montage. Bostco and Luck work on getting some ion torpedoes obtained from Loophole functional – they get two working; the other three work on both the Aggressive ReConnaissance-170 starfighter and the Low Altitude Assault Transport (LAAT), successfully getting them repaired.
  • And now, the Team makes their plans…

Player Notes:

  • Down Nosh for the session.
  • Boiled down, it doesn’t seem like we accomplished a lot. We handled Job Rolls at the beginning, then had a bunch of roleplaying and a whole bunch of researching and repairing.
  • We’ve already determined that, if the two ion torps don’t disable the shuttle, then we’re on to simply destroying it.

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Episode 3: Legacy of Ruin, Part 2

  • With a roar, the beast attacks and the Team springs into action, with Luck using his jetpack to get into position atop the creature to attack with his vibroknife, while Nim darts between its legs to use his grapple line to tangle its legs and Darrrill unexpectedly engages it in melee combat even as Bostco and Tina distract it with blaster shots.
  • Darrrill ends up engaging in an unexpected … testicular grapple (words I never expected to type in a GURPS recap) with the creature which, naturally distracted it rather significantly so Nim could further tangle it up and Luck could jam the armed grenade into the hole he’d cut on the creature’s back. The result was rather sticky.
  • Afterwards, the Team had monster steak, Tina got permission to keep the (currently) non-functional lightaber, and Luck discovered that Loophole had a bunch of deactivated battle droids and weapons which the other clone intends to use against the Empire at some point.
  • Following their meal, Loophole takes the lot of them to a place with a lot of scrap and points out two functional, if admittedly old and in need of work, vessels from the Grand Army of the Republic: an Aggressive ReConnaissance-170 starfighter and a Low Altitude Assault Transport (LAAT). The arsenal of the Team is increasing…

Player Notes:

  • Full house again. Also a really short episode because Ronnke, the GM, was struggling with a brutal headache so he went back to bed after we ended; he almost canceled early it was that bad.
  • I think absolutely none of us expected to be in a GURPS game where a player grappled a monster … by the testicles. It left us in stitches.

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Episode 3: Legacy of Ruin, Part 1

  • Back in Minerva City, the Team has learned that the official story for Pallas has changed: according to Imperial propaganda, insurgents caused the deaths of people trying to decontaminate the city-state.
  • Bostco learns that an investigator is looking into the events and has consulted his family; he arranges a meeting with her, hoping to redirect her attention elsewhere and is (over)confidently convinced that he succeeded.
  • Tina experiences some strange dreams connected to the Kyber crystal she discovered, then ultimately ends up cornering Luck about her mother. The former clonetrooper then tells her about the day Order 66 was executed and how his previously damaged inhibitor chip allowed him to not take the shot at her mother…
  • The Team depart Minerva City and travel to the plateau where those events happened, following a ‘hunch’ of Tina’s. There, in the desolate wreckage, they encounter another former clonetrooper, Loophole, who has been eking out a life in this barren wilderness.
  • While at Loophole’s home inside the remnants of the destroyed Republic headquarters, the team hear the roar of an approaching great beast and rush to meet it…

Player Notes:

  • Full house again.
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!