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Star Wars: Force and Destiny - Fantasy Flight GamesIn my review of Star Wars: Force and Destiny, I explained how the game’s core mechanic uses three inconsistent pairs of symbols in order to generate a huge mess of meaningless results that even the game’s designers can’t figure out how to interpret or use consistently.

Now I’m going to show you how you can make it a little better.

THE NEW CORE MECHANIC

Build and roll your dice pools the same way.

(1) The Triumph symbol counts as a Success, but also has the additional effect of either (a) cancelling Despair, (b) cancelling all Threat symbols, or (c) if there are no Threat symbols, counting as two Advantage symbols.

(2) Despair does the exact same thing in reverse: It counts as a Failure, but also has the additional effect of (a) cancelling Triumph, (b) cancelling all Advantage symbols, or (c) if there are no Advantage symbols, counting as two Threat symbols.

(3) Any effect in the game that uniquely requires a Triumph symbol requires 4 Advantage instead. Similarly, anything that uniquely requires a Despair symbol can be triggered with 4 Threat.

(4) With the exception of damage and recovery, the number of Success or Failure symbols you roll is irrelevant. (The only thing that matters is the binary assessment of whether you succeeded or failed.) Everything else in the rules that ask you to count or use Success instead uses Advantage.

(5) The guidelines for Knowledge skills are chucked completely: If you succeed on a Knowledge check, each Advantage gives you an additional piece of information. If you fail, Advantage can give you a lead on where information can be found. Threat either corrupts the information in some way (misleading, missing detail, missing context), gives you straight out misinformation, puts you in immediate danger (such as an angry alien in a bar shouting, “You’ll be dead!”), or alerts the bad guys to your search (like stormtroopers noticing that you cut off the alien’s arm).

DESIGN NOTES

Essentially, what I’m doing here is lopping off one of the dice result tiers and having Triumph/Despair cancel each other so the symbols are all counted the same way. The system will no longer generate 18 different possibilities (with varying degrees along multiple axes), but the system will still give you:

Succeed
Failure
Succeed-Advantage
Succeed-Threat
Failure-Advantage
Failure-Threat

You get two bits of information: One is a binary success/fail. The other is good/neutral/bad, with varying degrees of good and bad.

In play, I think you’ll find that this:

(1) Gives you guidance essentially indistinguishable from the original system;

(2) Results in dice pools being resolved about three times faster (because of simple symbol cancellation and players needing to report less tangled information); and

(3) Quietly eliminates a wide swath of the game’s dizzyingly inconsistent mechanics.

PROVISO

This house rule won’t magically fix the entire game: Mechanics that flirt with elegance are still going to be mired in a bloated, inconsistent mess. And you’re still going to have to lay out $180 to get a complete Star Wars game.

But it helps. It helps a lot. And I think if you’re interested in putting a little more elbow grease, then it also gives you a pretty good foundation for cleaning up all the other problems these games have. (Your next stop would be to start stripping all the weird inconsistencies which remain in the game. Working from my system cheat sheet can probably simplify that process.)

Good luck!

FFG STAR WARS – FURTHER READING
Review of Force and Destiny
Force and Destiny: System Cheat Sheet
FFG Star Wars: The Big Fix
Star Wars: Red Peace

The core rulebooks for Fantasy Flight’s iteration of the Star Wars Roleplaying Game are incredibly gorgeous. For several years I would walk past them in game stores, pick them up, and say, “Wow!”

Then I’d look at the price, realize I wasn’t likely to get a Star Wars game together any time in the near future, and then slowly put the book back on the shelf with a lingering pang of regret.

Star Wars: Force and Destiny - Fantasy Flight GamesOver time, though, I started putting the book back faster and faster, and eventually I just stopped picking them up. And that’s largely because I find Fantasy Flight’s packaging of the game absurd.

Back in 2012 when they released the beta version of Star Wars: Edge of Empire for $40 I didn’t have a problem with it: It provided early access to the game. Nobody was being forced to pay for it if they didn’t want to. And it wasn’t the first (nor the last) time that a beta program had a price of admission.

… but then they did it again for Age of Rebellion and for Force and Destiny. And it began to look a lot more like a marketing strategy: By executing a beta-beginning-core triumvirate for three separate games, it looked suspiciously as if Fantasy Flight Games had figured out how to sell the same core rules nine times over.

And there’s really no justification for it. The claim by the game designers that the “core experience” of the Star Wars universe is for Han Solo (Edge of Empire), Princess Leia (Age of Rebellion), and Luke Skywalker (Force and Destiny) to all adventure separately from each other is utterly bizarre.

On top of that, however, there’s the specialized dice. I don’t actually have a problem with a game using a specialized dice set, but these are sold at $15 per set… and in order to get a dice pool large enough that a table of beginning characters can reliably make their checks without having to reroll dice to form a full pool you’ll need three sets. So there’s another $45 you need to spend in order to start playing the game effectively.

Money-grubbing corporations will grub money, right? Fair enough. But I think what I find particularly frustrating is that the Star Wars roleplaying game should be a major point of entry for players new to RPGs. And that’s particularly true right now as Star Wars enters its second renaissance. And instead of opening the door wide to those new players, Fantasy Flight has packaged the game at an exorbitant price point which makes it basically as unattractive as possible.

Honestly, the cost would have kept me from ever trying the game. But I had a friend who wanted me to run it for them, and they purchased all the books and supplies. So let’s lay the cost aside and talk about the game itself.

CORE MECHANIC

In FFG’s Star Wars, your character is defined by their Characteristics and their Skills. In order to resolve an action, you take a number of Ability Dice equal to either your Characteristic or your Skill, whichever is higher. Then you upgrade a number of those Ability Dice to Proficiency Dice equal to either your Characteristic or your Skill, whichever is lower.

Star Wars RPG - Dice Pool(For example, let’s say you’re making a Brawn + Athletics check and you’ve got Brawn 3 and Athletics 2. You’d take three Ability Dice because the higher score is 3. Then you’d upgrade two of those to Proficiency Dice because the lower score is 2. That would give you dice pool of one Ability Die and two Proficiency Dice.)

This basic pool can be then be modified in various ways: The GM can add Difficulty Dice (representing the difficulty of the task), which can be upgraded to Challenge Dice by various horrible circumstances. Particularly notable successes or failures on previous checks might also grant you Boost Dice or Setback Dice, and so forth.

The key point is that all of the dice in these pools are marked with a number of different symbols: Success, Failure, Advantage, Threat, Triumph, and Despair. You roll all the dice, you count up all the symbols and…

MECHANICAL NONSENSE

 … and that’s when the hoverpads fall off the landspeeder.

After you’ve rolled the dice, you have:

(1) Success vs. Failure (these cancel, multiples successes accumulate but failures don’t)

(2) Advantage vs. Threat (these cancel, multiples of both accumulate)

(3) Triumph vs. Despair (these don’t cancel)

Ignoring quantitative differences, these give you 18 qualitative results:

Success
Failure
Success-Advantage
Success-Advantage-Triumph
Success-Advantage-Despair
Success-Advantage-Triumph-Despair
Success-Threat
Success-Threat-Triumph
Success-Threat-Despair
Success-Threat-Triumph-Despair
Failure-Advantage
Failure-Advantage-Triumph
Failure-Advantage-Despair
Failure-Advantage-Triumph-Despair
Failure-Threat
Failure-Threat-Triumph
Failure-Threat-Despair
Failure-Threat-Triumph-Despair

I’m a huge fan of systems that characterize the quality of success or failure (instead of just treating those as binary qualities). But why do we need to count each tier of dice symbols in a slightly different way? And why do we need three separate tiers of symbols? This system literally generates outcomes like, “Moderate success with something vaguely good, but also something vaguely better than vaguely good, but also something seriously bad in a vague way.”

Okay. So you flip over to the skill guidelines hoping for a little guidance… and that’s when you discover that even the designers have no idea how to use their convoluted dice system.

For example, advantage can’t turn failure into success… unless it’s a Knowledge skill, because then advantage can grant you “minor but possibly relevant information about the subject” even on a failure. (Except… if you’re gaining access to relevant information, that sounds like a success, right?)

Star Wars: Edge of Empire - Fantasy Flight GamesIf you’re making a Computer check, then additional successes reduce the time required to make the check. But if it’s a Stealth check, then you’re going to use advantage to reduce the time required. With Skullduggery you use advantage to gain additional items, but if you’re making a Survival check you’ll use successes to gain those items.

It goes on and on like that.

So you have a system that’s supposedly feeding you “useful” information, but the designers can’t even figure out how to interpret the results consistently despite multiple years of development and nine different products featuring the core mechanics. Why should we believe that this system is going to do anything useful at the table?

Based on my experiences running the game, it doesn’t. A system that says “success-but-complicated” or “success-but-extra-awesome” is giving you valuable guidance in adjudicating the outcome of a check. What FFG’s Star Wars gives you, on the other hand, is a tangled morass.

But maybe I was still missing something. So I talked to people who were playing the game. And what I discovered is that people who were enjoying the system were almost universally not playing it according to the rules.

Many of them weren’t even aware they were doing it. (Subconsciously house ruling away the inconsistencies in how symbols of different tiers are tallied is apparently very common, for example.) It’s as if we were talking about a car, I mentioned that the gas pedal sticks, and multiple people talking about how great the car is to drive said, “What’s a gas pedal?”

Even among those who were aware they were changing the game, it would lead to some really weird conversations where I would criticize the dice system; someone would reply to say that they loved it; I would ask what they loved about it; and then they would reply by basically saying, “I love the fact that we changed it!”

Which is, I suppose, the ultimate condemnation of the system.

THE REST OF THE SYSTEM

What about the rest of the system?

Actually, there’s some really interesting stuff in there. The way mooks are handled is really elegant, allowing the GM to rapidly group their actions together (all the mooks using suppressive fire on Star Wars: Age of Rebellion - Fantasy Flight Gamesone guy) or split them apart on the fly (as the mooks pursue PCs who split up while running through the corridors of the Death Star).

Also of note are the starship combat rules, which do a really nice job of creating a simple structure that (a) captures the dynamics of the dogfighting we see in the Star Wars films and (b) allows all of the PCs on a ship to take meaningful actions during the fight.

But there are two problems.

First, you can’t escape the core mechanic. It is, after all, the core mechanic. It touches everything. So, yes, the starship combat system’s mixture of starship maneuvers and starship actions creates what looks likely a really dynamic structure… but the core mechanic you’re rolling multiple times every turn is still a clunky, time-sucking disaster.

Second, the system is frankly riddled with inconsistencies.

For example, combat initiative works in all ways exactly like a competitive check… except for how ties are broken. Why?! Why would you do that?

Another example: The difficulty of a check to heal someone is dependent on how injured they are. Similarly, the difficulty of repairing your ship is dependent on how damaged it is. If you take those rules and you put them on a table, you end up with this:

Star Wars: Force and Destiny - Medicine & Damage Control

Oh! That’s nice! They’ve unified the difficulties so that you can easily memorize and use… Wait a minute.

What the hell?!

I honestly can’t tell if that’s just incredibly sloppy design or if it’s actually a revelation of Machiavellian evil. (I literally keep looking back at the rulebooks because my brain refuses to accept that this is true. But it is.)

The whole game is like this. (We’ve already talked about how the skill guidelines seem to take an almost perverse glee in never doing something the same way twice.) It’s almost as if the designers said, “This system is pretty slick and elegant… let’s go ahead and randomly change half the mechanics for no reason.”

CONCLUSION

Somewhere inside the nine core rulebooks that FFG has published, I feel like there’s a pretty good Star Wars game screaming to get out. And if you’re the type of roleplayer who’s comfortable just kind of playing vaguely in the vicinity of the actual rules, you might even be able to find it in here occasionally.

But all the clunkiness adds up.

I designed a short little scenario for the game: A few modest combats. A little investigation. Some cool set pieces.

It’s the kind of scenario that, if I was running it in most systems, would take one or two sessions to play through. As we wrapped up our fourth session, we still hadn’t finished it. The mechanics superficially lend themselves to dramatic, swashbuckling action, but the system is so sluggish in pace that even simple combat encounters drag out. The result is that the system takes narrative material and stretches it out until it has long since been drained of interest. It’s bloated, unfocused, and…

Ah. I know what this reminds me of.

FFG’s game is the Special Edition of Star Wars roleplaying games.

Style: 5
Substance: 1

(Substance would be a 2, but you have to buy the game a minimum of three times to get all the rules to play something resembling any of the Star Wars movies. So, weighing its value against the actual price of $180… nah. And that doesn’t even include the dice.)

Author: Jay Little, Sam Stewart, and FFG Development Team
Publisher: Fantasy Flight Games
Cost: $59.95
Page Count: 456
ISBN: 978-1-63344-122-4

FFG STAR WARS – FURTHER READING
Review of Force and Destiny
Force and Destiny: System Cheat Sheet
FFG Star Wars: The Big Fix
Star Wars: Red Peace

Star Wars: Force and Destiny - Cheat Sheet

(click here for PDF)

I routinely prep these cheat sheets for RPGs that I run or play and share them here on the Alexandrian. But for those who haven’t seen them before: These summarize all the rules for the game — from basic action resolution to advanced combat mechanics. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GM and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

This particular set of cheat sheets has been prepared for Fantasy Flight Games’ Star Wars: Force and Destiny roleplaying game. Force and Destiny is the third game in a trilogy of Star Wars games that FFG has produced — the others being Edge of Empire and Age of Rebellion. There are a few minor differences between the games, but they’re 99% identical and you should find that these cheat sheets prove valuable regardless of which system you’re running with only a few minor changes.

I’m a fairly lazy fellow, though, so I’m not going to be making those adjustments for the other games. In order to make it easier to customize these sheets if you’re playing one of the other games, I’m also making the original Microsoft Word document available:

Force and Destiny – System Cheat Sheet (Word)

You’ll also need these fonts:

Fantasy Flight Games - Star Wars Fonts

(FFG Star Wars Fonts)

(Without the fonts, the Word file is just going to look really, really weird.)

Over the next couple days I’ll also be posting a review of FFG’s Star Wars games and possibly a short scenario I designed for Force and Destiny.

HOW I USE THEM

I keep a copy of the system cheat sheet behind my GM screen for quick reference and I also provide copies for all of my players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to summarize all of the rules for the game. This consolidation of information eliminates book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet is designed to be fairly intuitive. The actual sequencing of the pages is mostly arbitrary (although topics are obviously grouped together if they require multiple pages):

PAGE 1: Fantasy Flight’s Star Wars RPGs use a lot of symbols. A lot of symbols. So those are all summarize here, along with the basic difficulty tables, and the core check mechanics. Heart of the system, basically. New players will need to know all of this.

PAGE 2: The core of the combat mechanics. New players will need the left column and the right column. For the maneuvers listed in the middle column, you’ll also need to discuss Move. I also recommend discussing Aim and Taking Cover (without which, PCs are going to have a really rough time of it in combat).

PAGE 3: Advanced combat options and the Recovery rules. You’ll want to include a brief coverage of the Medicine skill in your initial system briefing. (Players always want to know how they can get their hit points back.)

PAGE 4: This page has all of the effects you can purchase using advantage, triumph, threat, and despair for both personal combat and vehicle combat. This is an oft-referenced page and you’ll probably find yourself using it more than anything else in the cheat sheets.

PAGE 5: All the disparate Force mechanics brought together in one place. This can be thought of largely as the Force and Destiny specific page. It’s the one you’ll want to swap out if you’re playing one of the other games (or supplement if you’re combining all of them together).

PAGE 6: Equipment & Environment. ‘Nuff said.

PAGES 7-8: All of the rules for Vehicle Combat. Took a lot of experimentation to figure out how to organize this information so that (a) it would all fit on two pages and (b) players could instinctively know where to look for something without a lot of practice. (For the most part, players can mostly focus on the first page, while the GM will need to more frequently reference the second. The exception are the damage and repair rules.)

PAGES 9-10: Critical Injury and Vehicle Critical Hit tables. Also ’nuff said.

PAGE 11: Skill Guide. This collects all of the guidelines given for using skills and resolving skill checks (except for skill uses that are summarized elsewhere in the cheat sheet, like using Medicine to treat injuries). Incredibly useful when adjudicating actions.

PAGE 12: Item Qualities & Skill List. Kind of a final catch-all. I kept trying to get the Skill List onto the first couple of pages, but it just wouldn’t fit. No system cheat sheet would be complete without a complete skill list, though: When I’m running a system for the first time, the biggest struggle is figuring out what the skills are so that I can call for the right skill checks. Much easier to just take ’em all in at a glance.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them.

  • Panel 1: Basic Mechanics (with Skill Guide and Skill List behind it)
  • Panel 2: Combat (with Combat Options/Recovery and Attack Effects behind it)
  • Panel 3: The Force (with Starships and Vehicles and Vehicle Combat Checks behind it)
  • Panel 4: Equipment & Environment (with Critical Injuries and Critical Hits behind it)

Your mileage may vary here. I’ve also experimented with:

  • Panel 3: Starships and Vehicles (with Vehicle Combat Checks and Equipment/Environment behind it)
  • Panel 4: The Force (with Critical Injuries and Critical Hits behind it)

Star Wars: Force and Destiny - Fantasy Flight Games

FFG STAR WARS – FURTHER READING
Review of Force and Destiny
Force and Destiny: System Cheat Sheet
FFG Star Wars: The Big Fix
Star Wars: Red Peace

Go to Part 1

A few thoughts on follow-ups to this scenario:

  • Enkara-ulla contaminated the reservoir at the water tower with Rukian biology. That reservoir is connected to the water supply for thousands of San Francisco residents. What effect may it have had on them?
  • The Strange: Violet Spiral Gambit - Transamerica PyramidThe crisis at the Transamerica Pyramid may result in a huge up-tick in quickened individuals throughout the San Francisco region. (Particularly if the fractal worm showed up.) The Estate may be working overtime tagging new threats and recruiting new assets.
  • Speaking of the fractal worm, the PCs may need to work fast to plant a cover story capable of explaining its presence. (LSD in the water supply?)
  • What made the Transamerica Pyramid so special? Did Jack R. Beckett (CEO of Transamerica when the Pyramid was built), William Pereira (the architect), and/or someone at the Dinwiddie Construction Company include Strange technology in its construction? (Perhaps recursion keys or inapposite gates?)
  • The most obvious step is tracking Enkara-Ulla’s operation back to Ruk. As long as he, his notes, and/or his prototypes survive there’s a significant danger to Earth. (Such an investigation might start with tracking down the inapposite gate he was using to bring Rukian equipment and personnel to Earth.) Things could get even more interesting if the entity behind the Qinod Singularity takes an inexplicable interest in his technology.
  • The mailing list of Eschaton Electronic’s customers represents a database of people with potentially strong or unusual interest in cyphers. If the Estate became aware of it, they might attempt to secure a copy (if the PCs have not already done so). And once they’ve done that, they’ll start sending teams to investigate it.

TRANSAMERICA GATEHOUSE

Alternatively, the recursion rupture powers up the Transamerica Pyramid as a giant, multifaceted inapposite gate.

Because of the building’s unusual shape, all of the windows in the building are designed to rotate 180-degrees – flipping around so that they can be cleaned from the inside. After the Incident, however, when you flip one of the windows around you’ll find yourself looking into another recursion (or out into the Strange).

The Estate (or some other organization) moves in to secure the building and begin exploring the 3,600+ gates that the building now plays host to.

(Alternatively: Perhaps the windows act as gates without showing you what’s on the other side. That turns the building in to the recursion-equivalent of Frederick Pohl’s Gateway.)

PDF DOWNLOAD

If you’d like to download a PDF version of The Violet Spiral Gambit, click the link below. There’s also a link for downloading all of the props for use with this scenario.

The Strange: Violet Spiral Gambit - PDF Download

(PDF)

The Strange: Violet Spiral Gambit - Props Pack

(Zip File)

 

Go to Part 1

The Strange: Violet Spiral Gambit - Crown Jewel Alight

BACKGROUND

  • Enkara-ulla has replaced the Crown Jewel beacon atop the Transamerica Pyramid and filled the Spire below it with his multiply field-tested equipment.
  • When the PCs arrive, Enkara-ulla’s machinery is up-and-running.
  • His goal is to temporarily blanket downtown San Francisco with the law of Mad Science.
  • Enkara-ulla’s experiment will actually fail regardless of what the PCs do. However, if it’s allowed to continue to conclusion what it will do is rip a huge recursion rupture in the sky above downtown San Francisco. (See Failure, below.)

GM Note: The general intention here is that the Rukians on the 48th Floor will fall back into the Spire. There will be a big, climactic fight in the Spire itself. And then the PCs will need to ascend to the Crown Jewel and prevent Enkara-ulla’s machine from opening the recursion rupture.

GM INTRUSION: THE RUPTURE BEGINS

This intrusion can be triggered at any time when it would complicate something the PCs are trying to accomplish: Just as the PCs arrive at the building. While they’re arguing with security guards in the lobby. Just after they’ve been arrested by security. As the fight breaks out on the 48th Floor. (It should definitely start before they reach the Crown Jewel.)

BLUE LIGHTNING: Races up and down the exterior of the Pyramid, dancing across the surface of white quartz and between the 3,600 windows.

  • Speed defense (level 4) to avoid 6 points of ambient damage, then Might defense (level 4) to avoid losing next action.
  • Entering/Exiting Building: Blue lightning affects anyone trying to enter or leave the building.
  • GM Intrusion: Can be used for a blue lightning strike almost anywhere, but particularly in the Spire and Crown Jewel.

PANIC: Once the blue lightning starts, people will begin to panic (both inside the building and outside of it). PCs may need to deal with mobs (Might task to move through them). Once it becomes clear that the lightning is striking people trying to run out of the building, they may also need to take action to save people.

STRANGE CREATURES: The rupture can also serve as a vector for a GM intrusion which adds creatures from anywhere in the Strange or the recursions of Earth.

STOPPING THE RUPTURE: Once the experiment has been triggered, the equipment in the Spire is largely irrelevant. Its purpose was to catalyze the Enkara-ulla’s Ersatz Jewel. Once that’s done, the Ersatz Jewel runs by itself (see The Crown Jewel below).

FAILURE: If the PCs fail to prevent or interrupt Enkara-ulla’s experiment, the sky above the Transamerica Pyramid ruptures and a portion of the Strange is copied into the sky above downtown San Francisco.

  • Clouds billow out of the rupture, rapidly filling the sky above the pyramid.
  • Then the clouds are eaten away by huge, fractal roils of purple and blue which burn the eye that tries to follow them.
  • FRACTAL WORM: The massive tentacles of a fractal worm (Strange Bestiary, pg. 55) descend out of the roiling fog of the chaos-stuff. (Followed by the full bulk of the thing moments later.)

ACCESSING THE 48th FLOOR

  • The public is only allowed on the ground floor of the Pyramid (where a gift shop and historical center are located).
  • Access to the elevators requires passing through metal detectors monitored by security guards.
  • The 48th Floor is rented out by “Uller Manufacturing”: Mentioning that name or Andrew Uller counts as an asset for convincing the guards that you have legitimate business up there.

TRANSAMERICA SECURITY GUARDS (Level 3): health 12, damage 4, armor 1.

  • Perception as level 4.
  • Paranoid, all activities involving suspicion as level 5.

48th FLOOR

The Strange: Violet Spiral Gambit - 48th Floor of the Transamerica Pyramid

A single conference room with an elevator in a niche off to one side and a flight of stairs that lead down to the restrooms on the 47th Floor

VIEW: Surrounded by windows looking out over Alcatraz, Coit Tower, Golden Gate Bridge and Bay Bridge. (The Bank of America building to the south takes a chunk out of the view.)

SPIRE DOOR: On the wall of the conference room opposite the elevator, there’s a metal security door in the wall next to a 55” television. It leads to a short flight of stairs up to the base of the Spire.

VENOM TROOPERS (x2): The Strange, pg. 300.

  • Armed with slaughter accelerators that spit out a hail of plasma-charged flechettes.
  • After a round or two of combat, they’ll fall back into the Spire.

ENKARA-ULLA ON AIR: Enkara-ulla will commandeer the TV, displaying his face and using it to shoot electrical bolts.

  • Electrical Bolts (Level 5): 6 damage

THE SPIRE

The Strange: Violet Spiral Gambit - Spire of the Transamerica Pyramid

BASE OF THE SPIRE: A broad, open space with diamond-like girders above. The walls of the Spire are only open, aluminum grating – the window howls straight through them.

  • Strange, alien machinery has been suspended from the support beams like scaffolding. Thick, black cables run between them.
  • There are several ominous hums in the air; each overlapping and harmonizing with each other in a horrible, broken cacophony.
  • Bright lights pulse randomly here and there. Several thick laser beams stutter-step back and forth, like some sort of fiery morse code.
  • GM Note: The Spire is 212-feet tall.

STAIRS: Lower Spire is lined with a 100-foot steel stairway at a steep, 60-degree angle (+1 difficulty to move up or down it).

LADDERS: At the top of the stairs, there are two steel ladders that climb another 100 feet to the Crown Jewel above.

VENOM TROOPERS (x2): The Strange, pg. 300

  • 1 near the top of the stairs, 1 near the bottom.

RUKIAN SERVITOR DRONES (x8): Flying here and there throughout the entire height of the Spire.

ENKARA-ULLA: He’s up on the ladders, finishing adjustments to the last bit of machinery.

  • Andrew Uller: Non-descript guy. Mousy brown hair. He’s taken off his suit coat and has the sleeves on his dress shirt rolled up. His eyes have purple irises.
  • Manipulating Machinery: Causes various pieces of machinery to jut out or spark, causing 4 points of damage. (If he feels eminently threatened, he triggers his battle chrysalid transformation.)
  • Battle Chrysalid Transformation: Rips out of his skin. Mechanical wings spread wide. His human face sloughs away. (Prop: Enkara-Ulla)

GM Intrusion: Instead of dying, Enkara-ulla smashes out through the aluminum grating. (He’ll begin using his shoulder cannons to attack from a Long range, firing into the interior of the Spire.)

ENKARA-ULLA: level 5, health 30, damage 5, armor 2

  • Performs Mad Science tasks as level 7.
  • Melee Flurry: Can make two melee attacks as a single action.
  • Shoulder-Mounted Slaughter Accelerators: Can also fire two shoulder-mounted slaughter accelerators as part of the same action.

RUKIAN SERVITOR DRONES: level 2, health 6, damage 2

  • Rukian Servitor Drones are the size of a small dog with a vaguely insectoid appearance.
  • They’re biotech, with either metal wings or aeropter rotors grafted to their backs.

THE CROWN JEWEL

The chamber at the top of the Spire is a glass cap perched atop the Pyramid. It’s roughly the size of an office cubicle.

  • GM Note: The beacon that is normally located in the center of the Crown Jewel is a multi-faceted reflector inside a glass cylinder. Puts out 6,000 watts and is only lit on special occasions.

ERSATZ JEWEL: A huge, cylindrical console thrusts up out of the floor. Atop it is a device studded with long, purple crystals.

  • Strange Lore – Intellect task (difficulty 3): To recognize the purple crystals as violet spiral (see Scenario Background).
  • Removing the Jewel: Intellect task (difficulty 6). On failure, the person pulling the jewel out is struck by arcs of blue lightning.

BREAKING THE JEWEL: Deal 10 damage to the Ersatz Jewel and it will explode. (The explosion takes off the top of the Pyramid.)

  • Explosion: 12 ambient damage, Speed task (difficulty 6) to jump down the stairs and only take 2 ambient damage.

REMOVING THE JEWEL: As they begin working to deactivate the Ersatz Jewel, it will begin sending pulses of energy up into the air. The blue lightning will intensify. It’s a race to finish before the rupture occurs.

  • Rupture Race: Must succeed at 5 Intellect tasks (difficulty 5). If the PCs ever have more failures than successes, they’ve failed and the rupture occurs (see Failure, above).
  • Special: PCs can’t fail on the first check. If they fail the first check, arcs of blue lightning (6 ambient damage) course through them. (This still counts as a failure; they’ll need to dig out of the hole.)

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