Showing posts with label After-Action Reports. Show all posts
Showing posts with label After-Action Reports. Show all posts

Saturday, January 20, 2018

Psi-Wars Tinker Titan Rebel Spy Session 3

Player Characters

Knight Commander Evander Rook, Imperial Space Knight
Sherri Grace, Slave-Soldier Bounty Hunter
 Abbot Chance, Imperial Intelligence Handler
Commander Nal Aldru, Imperial Black Ops Fighter Ace
 Lieutenant Kyra Elso, Imperial Black Ops Handler
Commodore Sho-Taro Greaves, Imperial Navy Officer, CO of the Warmain
 Commander Badri Hara, Imperial Navy Officer, XO of the Warmain
Agent Damari Nash, Imperial Intelligence Spy

After hatching a somewhat convoluted plan in session 2, our group of Imperial agents finally made planetfall on Grist. The intention was simply for Nal, Nash, and Grade to drop off a team of investigators to stir up trouble, then make their way to our main objective in Director Thorn's dig site. Perhaps unsurprisingly, that plan started to run into problems even before the group's shuttle landed on the planet.

One Mr. Shin San Sage contacted our shuttle on the way down, claiming that he was a local businessman and that he'd like to show us the "curated" tour of the capital. Nal, being a suspicious sort, directly accused Mr. Sage of setting up a trap. At this point, Sage made it clear that he was not someone we wanted to ignore, and that he did have ties to the criminal element in the city. While we also have reason to suspect that he has ties to a rebellion on Grist, it was enough for Nal to agree to arrange a meeting with him at a later date.

Nal then called up his contacts with the Gaju syndicate to arrange said meeting, and while they were cooperative, they also made it clear that they expected some financial compensation to be forthcoming. Nal demurred on the details of payment for now, but did make it clear that he'd arrange something...once he was back on the Warmain.

At this point, the shuttle made its way down to its designated landing pad in the aptly named Heap. What a mess this place is, with what's likely centuries of construction over older construction over older construction, and with a rather ad hoc approach to maintenance. But smelly and messy as it is, it's also where the Imperial port is, and it's also where a welcoming committee was waiting.

One group consisted of local Imperial security agents and the governor's assistant, Tera Masterton, having an animated discussion that seemed to involve the shuttle and what exactly was to be done about it. The other was a not-quite-regulation Imperial having a lively discussion with his robot.

Seeing the reception, our team made sure that the Shinjurai princess, who Nash had previously snuck onto the shuttle, was properly disguised in case the inspectors decided to come aboard. I somehow doubt that Mina was keen on wearing the battleweave armor and helmet, but she did agree to it.

Our team then debarked to meet with the various people on the landing pad, and after seeing that they brought investigators and not a squad of soldiers, some of the tension went out of the security group. Nal very politely handed off the investigators to their "tour guides", making quite an impression on Ms. Masterton in the process. He then delivered Knight Commander Rook's request that he meet with Governor Voss and Subadmiral Starlane "at their earliest mutual convenience."

The news of a knight commander being in the system caused something of a stir, with Masterton going pale and Kyto Caster, Director of Security,starting to make what where likely urgent communications with his staff. Still, knowing that we were here to talk and not start making arrests/take over the planet seemed to relieve everyone involved, and our investigators went off on their very carefully managed tour. They likely won't find anything too interesting, but they're around to be visible, not necessarily to be effective.

That left the other pair on the dock to address, and the scruffy man turned out to be the very personable and direct Assistant Director Hal Stillwalker and his robot Pawn. He was particularly enthusiastic about meeting Sherri Grace, who wasn't quite as eager about it, and Nal was definitely not impressed. Stillwalker intimated that he knew Director Thorn had asked for help, and that he had made some important discoveries in the wilderness, but that they were matters of some secrecy.

While Nash, never one for operational security, would probably have asked for more information right then and there, particularly by revealing that we had an Imperial Mandate, more cautious minds prevailed, and Stillwalker was placated with assurances that we'd talk to him if anything came up. This was probably for the best, as Stillwalker's grasp of operational security seems to be about as good as Nash's.

With the welcoming committee sorted out, that left the question of how to get out to Director Thorn's camp without drawing attention. After some discussion, including it being pointed out that there was no way to hide the shuttle's departure, it was decided that our team would ascend to space, lose themselves in Grist's orbital debris belt, and then descend to the planet in stealth mode.

Nal, being a good pilot, handily made the necessary rolls. Unfortunately, the timing of his descent coincided with a major sandstorm hitting Director Thorn's camp. While this on its own wouldn't have been much of a problem, a figure in the storm spots the shuttle, and then something strange happens. The shuttle begins to rust and age rapidly, shorting out instruments and making a difficult descent even more challenging. Fortunately, the shuttle holds together, and while it won't go down as the most graceful landing, Nal brings it to the ground in one piece.

And as it so happened, the shuttle landed right where we wanted it to be: in the middle of Director Thorn's camp. Of course, no one told Thorn we were coming, and he was quite surprised to see us, but he wasn't too concerned about who we were at this point, because, oh yeah, an attack was imminent.

Thorn and his security forces were reasonably dug in, with a trench and a few heavy weapons emplacements to anchor it, and our team ran for the cover of the trench. At this point, the Ashwalkers attacked, with sniper fire taking out the gunners of the repeating blaster and the anti-vehicle blaster emplacements.

Despite the poor visibility, Sherri Grace was able to make out some shapes in the distance, and fired off a withering volley of surprisingly accurate shots in their direction. While the sandstorm made the results of that fire uncertain, it's probably safe to say that some targets were hit. Nash and Nal had less luck, and everyone else, not being PCs, were keeping their heads down after the sniper fire.

The snipers then returned fire, and Sherri Grace made a very fancy leaping, spinning dodge to get out of the way. Nal decided to make a run for one of the gun emplacements to provide suppressing fire, but unfortunately, this was when the Ashwalker's flanking force showed up. A bunch of unarmored combatants with vibroblades, one heavy with a Gatling blaster, and one really heavy monster with a giant vibroaxe.

Sherri, who hasn't spotted the flankers just yet, continued to fire on the sniper's position. Nal, thinking quickly, shot out the controls of the repeating blaster to prevent the Ashwalkers from getting to it first and using it against the group. Nash then tries to put down the monster by making some very nice shots to its face, but alas, his holdout blaster proves to be utterly inadequate for the task, and merely draws the monster's attention to him.

Nal failed to dodge the attacks coming his way, but as he's wearing heavy armor, they didn't do so much as tickle him. The impact did knock him down, however, which proved to be less of a problem than it could have been. Sherri dodged some more attacks, and Nash faced one very angry monster with an axe. He not only fails to dodge, but Luck fails him as well. Fortunately, the attack proved to be only a Flesh Wound.

I somewhat lost of track of what happened when after that, but Sherri proved highly effective, putting down more of the attackers, including two that had just realized that the unarmed Princess was hiding in the trench. Nal put down another attacker, and decided not to bother Dodging attacks that clearly couldn't hurt him. Nash, unfortunately, was still facing the monster, and barely survived another attack with an invocation of Flesh Wounds. Then he made a brilliant shot on the giant's hand, utterly destroying it and forcing the creature to go to hand to hand combat. Being a hulking brute, this still would have ended badly for Nash.

The Gatling heavy also managed to get into the trench at this point, and was all set to mow down everyone when Sherri put his weapon out of action. The security troopers recovered at this point, and started pouring fire into the monster, but even that didn't seem to faze the brute. Nal then called for Kyra Elso to take the anti-vehicle weapon, which she did, but not before Nash ended up pinned against the trench wall and soaked in some unpleasant stuff. Fortunately, before the monster could press its advantage, Kyra put it down with a well-placed shot from the heavy weapon.

The Gatling heavy, with his weapon out of action, tried to draw and throw a grenade, but Sherri put a stop to that with a burst of laser fire, and he ended up being blown to bits by his own grenade. With that harrowing fight over, the princess, who is alive but very much shaken, suffered a natural reaction to the violence and mess and, as Mailanka delicately put it, "added to the mess". Nal, being a rather outspoken sort, loudly complained that this is why he didn't want her here to begin with.

Director Thorn, on the other hand, seemed to be utterly unfazed by the battle, merely stating that it was "worse than normal". He then invited the group in to explain just who they were and why they were here. He was informed that we were responding to his request for aid, and the princess was rather disappointed to learn that he had not, in fact, sent out a request for her to meet with him.

The fallout of that revelation would have to wait for next session, though, for Director Thorn had important information for us. He had discovered a Titan, a vast warmachine of alien design, and with the arrival of the Marrowheart in the system, it had begun to stir. With that, the session ended.

Thoughts

Due to our decision to split the party, I had to spend this session sitting on the sidelines, because Rook needed to be in the capital to meet with the Governor and Subadmiral. I'm not particularly bothered by this, because I had a lot of fun watching the sessions unfold.

Nal is probably the most entertaining player we have, and watching him interact with the various NPCs and PCs was good fun. Mailanka also has a pretty diverse cast, and while that means there's lots of people to keep track of, it also keeps things interesting.

Sherri Grace easily wins my vote for MVP in this session. If it weren't for her and her blaster pistols, that fight would have gone badly for the group. Not only were they outnumbered, but they were outmaneuvered. But even with the appalling conditions and long ranges involved, Grace still hit far more often than not, and since most of the opponents were mooks, that was enough to put them down. All in all, some very impressive work.

The group needs to rethink their loadouts. While Nal and Kyra were reasonably well protected and armed, Nash's holdout blaster proved entirely inadequate against an armored foe, and both Nash and Grace probably need to think about investing in heavier armor. Yes, it might be encumbering, but it will help keep them alive.

Speaking of which, Luck and Impulse Point expenditures played a big role in keeping the PCs alive. On no less than four separate occasions, using them meant the difference between life and death for the PCs. This is a testament to just how deadly that fight could have been, and even that wouldn't have been enough if Grace weren't putting down targets as fast as she could spot them.

Communications were a bit of a problem in this session, particularly with keeping track of turn order. A visual turn tracker of some sort would probably have been helpful in understanding who was supposed to go when.

What-If

Two of our player characters, Knight Commander Evander Rook and Commodore Sho-Taro Greaves, didn't make the big fight. How would things have gone differently if they had been there?

For a start, it would have completely changed the numbers game. Between the two of them, they bring no less than fifteen competent troopers with them, and they probably wouldn't have frozen like the security troopers did.

Both Rook and Greaves have Tactics, and so they could have picked up on the enemy plan before the flankers appeared, giving at least a little more time to react.

Rook also has Leadership, and I think Greaves does as well, so they could have rallied the security troopers earlier in the fight, which would have partially offset the Ashwalker numbers.

Looking at what Rook in particular would have brought to the fight, one of his big contributions would have been a ludicrous Intimidate score. If he spent two FP on the long range Aspect technique, he could easily have rolled against 22 to scare off the attackers (base 16, +4 Aspect, +1 armor, +1 force sword). Even without those modifiers, a roll against 16 is pretty good.

Also important is that most of the combatants were melee, and Rook uses a force sword. Anyone who attacked would likely have had their weapon destroyed before being killed in the next attack. Even Umber, the big hulking monster, would likely have had a bad time of things. A destructive Parry would have deprived him of his axe, and Rook's force sword deals a terrifying 8d+24 (5) worth of damage. I don't know how much HP Umber had, but I doubt he'd have lasted long.

All in all, had either or both been in the battle, it would have been a lopsided curbstomp in our favor. As it is, it's a testament to just how effective PCs are that the three who were there managed to turn what should have been a massacre into a narrow victory.

Plans

Next session, we need to find out just what it is that Director Thorn needs to safely remove the Titan from the dig site and bring it back to Sovereign, because then we'll finally have the concrete information we need to make proper plans for accomplishing our mission.

We also need to make sure that Princess Mina Shinjurai isn't too traumatized by her experiences, because she's potentially a very useful ally to have. Oh, and she's an earnest, naive young lady who's a little in over her head. You'd have to be heartless to not feel sorry for her.

Rook and Greaves need to have their meeting with Subadmiral Starlane and Governor Voss, mostly to distract them from our interest in the dig site, but I'm also hoping to come out of there with more information and resources to use. The plan is to convince them that we're here to investigate reports of Cybernetic Union activity on the world, which is a hostile power in this region of space.

It's not entirely misdirection, either. In the short time we've been in the system, we've accrued significant evidence that there's a major rebellion fomenting, and it's not unreasonable to think that the Cybernetic Union is involved. And since this rebellion would cause us problems, we need to investigate it anyway.

I doubt we'll be able to keep our interest secret for long, though. After the last session, I think we need to seriously consider dropping a company of troops and some prefab fortifications on Director Thorn's camp to defend against future attacks. We might be able to recruit some local resources to do so, but we'll have to consider how effective it would be.

I'm also going to try and start developing a network in the capital city, because we need as much information as we can get. Rook can get some contacts among high society without much issue, but unless Nash, Grace, or Nal returns to the capital, the commoners and underworld are more of a problem. Fortunately, Rook does have a lot of money to spend, so hiring agents is not out of the question.

Tuesday, October 24, 2017

Psi-Wars Playtest Session 1 After-Action Report.

Player Characters

Knight Commander Evander Rook, Imperial Space Knight
Sherri Grace, Slave-Soldier Bounty Hunter
 Abbot Chance, Imperial Intelligence Handler
Captain Nal Aldru, Imperial Black Ops Fighter Ace
 Lieutenant Kyra Elso, Imperial Black Ops Handler
Commodore Sho-Taro Greaves, Imperial Navy Officer, CO of the Warmain
 Commander Badri Hara, Imperial Navy Officer, XO of the Warmain
Agent Damari Nash, Imperial Intelligence Spy

This past Saturday we had our first Psi-Wars playtest session, one that I've been looking forward ever since it was announced back in August. The scenario in brief is that Director Thorn, an archaeologist notable for finding interesting artifacts, discovered something particularly interesting on Grist. For reasons as yet unknown, he appealed directly to the Emperor's Hand for assistance in securing his find and rooting out a potential traitor.

For reasons that also remain unknown, the Emperor's Hand chose to send a Commodore and a Knight Commander as part of his carefully chosen set of agents. However, the high rank of both of these characters illustrates the importance of the mission, as did the choice to assign the Empire-class Dreadnought Warmain to the group.

The session began with a briefing on Grist by the lovely Lieutenant Shao-Chan Sun. The information given was...lacking in detail, and the carefully whitewashed nature of the reports gives the impression that someone, or several someones, are covering up the reality. Officially, the rebellion on Grist has been put down, the population is surly and disrespectful, but under control, and the local governor Gideon Voss and the military commander Subadmiral Shaw Starlane are doing at least a competent job.

Knight Commander Rook, not believing the reports given about the rebellion, had previously investigated the matter using the resources of the Order of Imperial Space Knights. This revealed that there were several potential leaders of the rebellion active on the planet.

The Order also underscored the importance of Director Thorn's work, with potentially mystical pronouncements about how he and his work would be vital in defending against a coming galactic invasion. Rook also received a prophecy of the usual vague sort, but it may prove important.

Nal, our Black Ops commando, received reports that the Cybernetic Union was likely working to foment rebellion and might mount an attack on the planet in the near future. Hardly the "everything's under control" that the local authorities want us to believe.

Of the Alliance, there were no indications that they were active near Grist, which is a long way from their holdings in the Light Arm.

As the briefing concluded, the Warmain exited hyperspace, only to be rocked by an explosion! As the alarm klaxons wailed, it soon became apparent that the explosion was caused by a collision with a fighter of an unknown type, and more of them were attacking a beautifully styled Taj Mahal class yacht. A yacht bearing the markings of the Shinjurai, a people who hail from Alliance space! Clearly, the news that the Alliance was not active near Grist was inaccurate.

Commodore Greaves, being the carefully prepared officer, was quickly able to respond to the situation (he has the Battlestations and Scramble! perks) by launching fighters and locking the yacht in a tractor beam. Nal and his handler Kyri jumped into fighters to join the fray, while Sherri persuaded her own handler to let her "borrow" a fighter as well.

Nal, as a Fighter Ace, performed well, severely damaging the enemy ace's fighter and narrowly evading return fire before destroying him the next turn. More interestingly, Sherri took down two fighters as well, though she was not a dedicated space combat character.

I don't remember what the Warmain's fighters did in this fight, which probably speaks to how insignificant they were, since the unknown fighters broke and fled after their ace went down.

Meanwhile, Rook and Nash made their way to the Warmain's hangar to oversee the boarding operation. The yacht possessed verification codes, but with a pattern that marked them as forgeries. Believing the yacht to potentially be involved in spying, Rook ordered that the crew be taken into custody. The space knight was greeted by a protocol droid, who said the "Princess" would meet him.

Rook and Nash followed the droid to the bridge, where they were indeed greeted by Princess of the Shinjurai. She claimed that she was asked to come to Grist by Director Thorn himself, and that she had a recorded transmission from him to prove it. After letting the terrified crew play the message, Nash spotted it as a forgery. Rook, after both rolling a Very Good reaction from the princess (it helps that he has Aspect) and deescalating the situation into something more conversational, invited the princess on to the Warmain to "continue the conversation". Which is a nicer way of saying interrogation, but appearances matter.

During this, Nal and Sherri were pursuing the fleeing fighters, and discovered that they were attempting to hide in the belt of debris surrounding the planet Grist. Sherri destroyed her quarry, so that was a dead end, but Nal was able to disable another of the fighters. After a bit of trash talking and rolling a 3(!) on Intimidation, he convinced the enemy pilot to reveal everything he knew. Apparently, he was hired for the attack on the yacht, but by whom? The plot thickens!

Still on the bridge, Commodore Greaves fielded a call from Subadmiral Starlane, who wanted to know just what the Warmain was doing showing up unannounced. He also demanded that the yacht and all aboard be turned over to him. Greaves, in response, showed Starlane the Imperial Mandate that gave him and the other PCs operational autonomy, then broke the call.

Now in a conference room aboard the Warmain, Commodore Greaves joined Rook in questioning the Princess, whose name we apparently never learned. However, we did learn that she was an admirer of Director Thorn and the Neo-Rationalist philosophy he espouses. When Thorn apparently asked her to bring an artifact from her family's vaults, the Princess jumped at the chance to meet her idol and followed the course that he gave without question.

Intriguingly, Thorn also asked that she bring an artifact, the Marrowheart, with her. Odds are that it's a power source or control device for something Thorn uncovered, and until we know more, it's going to stay safely locked up in the Warmain's vaults. The director is probably loyal, but letting a scientist as enthusiastic as he is have everything he wants is not a wise course of action.

The session ended there, but with a great deal to follow up on for next time.

Thoughts

The best thing about this session was that it got me excited about what was going to happen next. We've got a mysterious discovery on Grist, a Princess who's potentially the dupe of the traitor in Thorn's group, two major Imperial leaders who surely have secrets to hide, and a Gristian "rebel" pilot to interrogate.

I also had fun listening to Nal's player. He does the mindset of a gruff soldier well, and should prove very entertaining if I make good on my threat to pull him into a formal dinner.

On the downside, the session showed some of the weaknesses of a voice-only game. It's hard to know who's talking, but more than that, it's easy to overlook people who might want to have input or who haven't had a chance to speak. I think that this can be solved by doing a round-robin approach, where each person takes a turn in order to speak.

The space combat part went slow, and I think a large part of that is that no one is fluent with the rules yet. Mailanka, the GM, has examined them thoroughly, but it's clear that more practice, greater streamlining, or both may be needed to have them run smoothly.

For my character, Rook, having to ask what the range is for Aspect is annoying. The ability takes standard range penalties, but since it's often going to be used in non-combat situations, having to know just how far away someone is adds another detail. On the upside, it led to a Very Good reaction from the Princess, and I think that will be very useful going forward.

I was also disappointed that I didn't get a fight when Rook and his troopers boarded the Princess's yacht, but it was still fun to do the whole "We are the Empire and we are in charge" bit.

On that point, the group has a lot of power, in theory. They have the Warmain, which is a dreadnought and the most powerful class in the galaxy, a full regiment of ground troops, two hundred fighters, and two high ranking Imperial officers. They also have an Imperial Mandate that gives them free reign to accomplish their mission and orders everyone to cooperate.

That's the theory. In practice, the local governor and garrison commander could stall us using any number of procedural excuses, and if it came down to it, the subadmiral has more firepower than we do. More importantly, our objectives are to secure Director Thorn's findings and return it and him to Sovereign. We don't yet know what it is he's found, or what help he'll need to move it. Until we have more information, we need to tread lightly.

As far as character creation went, I found it to be a smooth and relatively painless process. In fact, the hardest part for me was learning how to use GCS. Oh, and picking gear. I still don't have a good sense of what equipment I should get, so while Rook has a very nice (and very expensive!) set of armor and a matching force sword, he still has more than half of his $1 million budget to spend. Note: Most characters don't have that much money. Rook is just Very Wealthy.

Everyone seems to have interesting backstories and motivations for their characters, but we didn't get a chance to explore that much this session. Hopefully the next one will allow for more intraparty roleplay.

Also, only one person in a group of five relatively high ranking Imperial PCs had Politics. I think we're all correcting that with our 3 points for the session. Heh.

Plans

For the next session in November, we're going to do what I'm calling Operation Trojan Horse and see if we can lure the person the Princess was supposed to meet into a trap. I don't expect anything to come of this, since they probably know about the battle in space and went into hiding, but maybe we'll get lucky.

After that, I believe an immediate with Director Thorn is in order. We need to know what's going on, find out what the Director needs, and work to secure his findings. From everything we've heard so far, it's probably some large, powerful alien technology that could have major ramifications for the galaxy.

Rook now has two secondary goals. The first is to cultivate the Princess as an asset for the Empire. Since she has a connection to the royal family of Shinjurai, she's a link to a world deep in Alliance space. Since that world is also home to a population who may harbor separatist leanings, they have the potential to change the course of the war against the Alliance. Also, if her relationship with Director Thorn is as good as she believes, the Princess may help keep him happy and cooperative.

A little manipulative, isn't it? Well, Rook serves the Emperor first and foremost, and accomplishing the Emperor's goals is paramount. However, if the Princess is as sincere as Rook believes, he may be able to help her meet her idol, which would be good for her.

Rook's second goal is to see Governor Voss investigated for corruption, and if found guilty of that and collusion with rebels, see him strung up on the appropriate charges. It seems like Voss has been enriching himself at the expense of the people of Grist, and since that threatens the Emperor's order, Rook cannot allow it to stand.