Chapter 1, The Living Force [IC]
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Intro crawl replaced by the vastness of space. A small, battered ship--trader by the look of it--zooms across the frame. The camera follows, the planet Ithurl coming into view.
Scene transition to the dim interior of the ship--the cockpit.

He speaks to his two apprentices, sitting pilot and copilot before him. "There are no star ports to touch down." His voice is thin and monotone. "Do you think the two of you can make a successful landing this time? I do not want to add additional maintenance to our ship."
Let's say the stakes here are slight damage to the ship, and an unhappy master... 2 rounds and need 2 successes.
Edit after draw - Ieyachus got a club; complication! Describe what that complication is and how it's affecting you!
Edit again, i meant FOUR successes not two! 😂
Deck Draws


Always eager to fly he took the yoke at the helm and dialed in manually to the ailerons and rudder. He didn't trust the computer to land the ship.
"Accounting for drag, and plotting approach vector. Let me know when to take us in."
Rolls
Agility - (1d6, RA)
(2) = 2
Piloting - (1d8, RA)
(85) = 13
Use the Force - (1d8, RA)
(4) = 4

"But take us in..."
Please feel empowered to narrate your own successes and failures in follow up posts to your rolls! If you would rather GM ever handle it just omit your narration of it or let me know 😀
Easing the nose cone down Ieyachus punched the forward thrusters and sent the ship into a headlong plunge into the atmosphere, careening at several hundred kilometers per minute down into the planet below. "Sith spit it's hot, low density altitude. Brace for free fall."
As if on queue the ship plummeted uncontrolled through the ionosphere, reentry speed making the ship itself screech as it greatly exceeded the sound barrier. "Straight and level." Ieyachus was looking at his instrument panel and riding the needles of his altimeter. "Brace for turbulence I'm punching the repulsors again."
Free fall wasn't so bad, it was arresting it that made for all the drama of landing. Roughly eight seconds to impact the repulsors came online and quickly arrested their fall, allowing Ieyachus to engage atmospheric thrust without liquefying those aboard the craft.
When they had slowed to a 1500kph Ieyachus stepped on the right rudder to overcome prop factor. He had to put his whole bodyweight on it to counter the spin. Ailerons neutral. Finally they had decelerated to 300kph, and Ieyachus began controlled descent. "Ahah textbook landing. I'm going to set her down in that clearing, I can see a settlement of some sort on the scope it'll be about a klick east of the LZ. Can't see anything with clearance closer though..."
Rolls
Electronics - (1d4, 1d6, RA)
1d4 : (2) = 2
1d6 : (1) = 1


Deck Draws


As the ship touch down she reach out with the force again to confirm that they are in the right place, only to find them 10 meters off to the left. There is a small complication as this area has been undermined by a gooffer-like creature, and the landing gear sinks 20 cm into the ground. It will take a bit of digging before they can take off, with the landing gears.
Sorry about that. I'll just point next time. I miss-typed one comma.
Rolls
Force - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (3) = 3

Acknowledging Ura, "Well done Apprentice Ura. Never forget, the Living Force is always speaking to us--wants to speak through us, and it will if we allow it to be so."
Master Dralles sweeps from the cabin and strides to the landing ramp. He engages a panel, and the ramp lowers with a *hisss* and and metallic clanking.
Already, from across the grass a group of natives are riding beasts approaches the starship. Master Dralles rests his hands on his wide belt and prepares to greet them.

Your master continues down the ramp, a hand raised in greeting. A moment of conversation with the leader of the riders, and Dralles bows and heads back to the ship.
"Well, they speak some amount of galactic common. Their leader, Gousrou, will take me to a larger settlement where I'm sure to find a mechanic. Then, the mechanic will fly back with me and we can get the hyper-driver motivator repaired."
Master Dralles takes on a lecturing tone. "The younger riders will stay here with you two. Be sure to comport yourselves my young apprentices." Ever the teacher, he waits to hear your understanding of the situation.
Your character practices "parkour" or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases (see Chases & Vehicles page 113).
Rolls
Persuasion Use the Force - (1d8, 1d8, RA)
1d8 : (4) = 4
1d8 : (6) = 6
The lead one watches Ura's acrobatic feat, then lowers his gaze and greets Ieyachus Kuga in return.

"Jedi...?"

He looks back and forth between the two apprentices. Excitement apparent in his voice.

"Our land is turning against us... Our river is drying. And the water that does flow is poison." The timber of his voice has a "watery" quality.

The wind rustles the nearby tall grass as they wait on your response. In the distance, a large bird of prey calls.
Rolls
Object Reading 2fp - (1d8, 1d6, RA)
1d8 : (6) = 6
1d6 : (4) = 4
Once she lets her feeling wander, she has a firm connection to the ship, but not the planet. She has a feeling that she and this planet are not going to be friends. First the landing zone and now this. Sigh
Rolls
Force - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (2) = 2
The locals stare at you both--eager.
Ieyachus held a finger up and made eye contact with both of the patrolling locals as if to say hold for a moment.
Taking his commlink he calls Master Dralles. "Master, I sense a great corruption in the land here. The locals say it is poisoning their river. I feel compelled to investigate this. It feels much like my homeworld which leads me to believe there is much taint from the Darkside. What should we do?"


Once back outside she closes the ship ramp and locks it down. Ready to see those caves


Ieyachus gets into the saddle with a Nimble step, not so graceful as Ura.
"We are moving to the Caves now Master."

Villagers watch you approach. A particularly tall figure observes your ride past the village.

"But you are not of the village, so we reason the risk is less to us."
The mounts are reigned in at the far end of the settlement, on the river bank. You'd notice that much of the vegetation round the water is wilted and browned.

Power Points: 2
Range: Smarts
Duration: One hour
Trappings: A mark on the forehead, potions, gills.
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation. Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and
lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example,
it protects against a flamethrower or bolt with a fire Trapping.
MODIFIERS
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Rolls
Force - (1d6, 1d6, RA)
1d6 : (665) = 17
1d6 : (5) = 5
You'd see that on from the entrance, the cavern runs straight and wide. The river flows down the center of it. Holes in the "roof," high above cast beams of light. The light is dim. The cavern stretches out of sight.

You can feel the toxins in the air, and your force power filter them from your blood as you breath them in.
IEYACHUS
The Dreamer inclines her head to you.

"The trouble began this last planting season, as the air grew warmer. That is when my dreams began. I was awoken from the first dream by a mighty tremor--as were all in the village woken. After that, the water began to run foul. And many in the village began to have dreams of pain and fear."
"Apparently an earthquake preceded the river turning to poison." He said to Ura as he began to make his way into the cave.
Half a Klick walking like this and you come to a massive open space. It's like a cylindrical cave, wide, and very high. The ceiling is lost in darkness, but you can see the walls are jagged and rough. Three separate waterfalls feed the shallow river you stand in, from opening high up the walls. The only way forward is one of these openings.
He hadn't expected to make it so far up the waterfall as he did, and quickly grabbed onto the outcroppings of rock kicking himself into a second jump, harnessing his momentum to carry him further up. Finally scrabbling up the last meter. It wasn't graceful, but proved his physical conditioning was advancing nicely. Mantling to the top of the fall he nodded over to the opposite path. "You coming with or taking your own way?" He called down to Ura a challenge evident in his tone.
Rolls
Athletics - (1d6, 1d6, RA)
1d6 : (5) = 5
1d6 : (2) = 2
Use The Force - (1d8, RA)
(7) = 7
Ura sets off, kicks off stalactites and stalagmites landing on the ledge next to Ieyachus. Where Ieyachus used the force to propel him, she uses it to secure her footing. She is coming in quick and Ieyachus has to take a few steps back to make room for her landing.
Well? She awaits his acknowledgement.
Your character practices "parkour" or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases (see Chases & Vehicles page 113).
Rolls
Athletics* - (1d6+2, 1d6, RA)
1d6+2 : (3) + 2 = 5
1d6 : (4) = 4
Force - (1d6, 1d6, RA)
1d6 : (2) = 2
1d6 : (2) = 2
Rolls
Notice - (1d4, 1d6, RA)
1d4 : (42) = 6
1d6 : (1) = 1

Rolls
Notice * - (1d4-1, 1d6, RA)
1d4-1 : (3) - 1 = 2
1d6 : (3) = 3
It's clear that were they to become fully disturbed by the pair of you they'd surely attack in panic and "self defense."
Rolls
Persuasion - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (5) = 5

The hanging creatures begin to move as if agitated...
(Post roll edit)...but settle back down as the apprentices make their way past them.
Rolls
Group Spirit Save (Spirit, Wild) - (1d6, 1d6, RA)
1d6 : (3) = 3
1d6 : (4) = 4
Several fissures in the walls pour water into the cavern--one of the water jets is a sick brown. The water pouring in collects in a large reservoir, before feeding the river you followed. Interestingly, the reservoir does not seem natural.
There is rocky ground all around the reservoir.
What do you do?
Bennies.
REROLL A TRAIT: Bennies grant a hero a reroll on any Trait, and best of all, you get to keep the best total from all your rolls. The only exception is a Critical Failure, which ends the attempt and must be accepted. Such is the price of tempting fate!
RECOVER FROM SHAKEN: This is instant and may be done at any time, even interrupting another’s actions if desired.
SOAK ROLLS: Bennies can also be used to prevent Wounds or recover from being Shaken. See Soak Rolls on page 96 for more information.
DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card (see page 91). This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.
REROLL DAMAGE: You may spend a Benny to reroll damage. Include any additional dice you may have gained for a raise on the attack roll.
REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points (Power Points and their use are explained on page 147.)
INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable.
Rolls
Repair - (1d4, 1d6, RA)
1d4 : (3) = 3
1d6 : (1) = 1
Your comm is not penetrating the planets soil; that or the fumes are somehow interfering.
As you take the sample from the pool, the water begins to bubble. A huge for breaks the surface of the water. A second one follows.

They let out deafening roars. One is larger than the other--all spines, tentacles, and gnashing maw. One's belly is distended and bloated looking.
They both feel alarmed, angry, and sick in the Force.
URA
The rock pops and hisses under the immense heat of your blade--water that contacts it steams away.
It'd be clear to you this is a task not up to your lightsaber; but perhaps another way...
You'd also hear the roar and splash of the creatures erupting from the pool.
The larger of the two creatures roars and charges at Ieyachus!
Task will be 3 rounds and need 7 successes!
The ultimate success will look like whatever path the narrative takes via your actions, and can be declared once the last needed success is gotten.
Deck Draws


Rolls
Persuade - (1d6, 1d6, RA)
1d6 : (1) = 1
1d6 : (2) = 2
Use the Force - (1d8, 1d6, RA)
1d8 : (7) = 7
1d6 : (1) = 1
Charismatic: Persuade Reroll - (1d6, 1d6, RA)
1d6 : (4) = 4
1d6 : (1) = 1
Moderate to difficult Dramatic Tasks always assume raises (at least 1 raise) will be needed to succeed.
Speaking of multi-action, @Jomsviking what does "Persuade" plus "Use the Force" mean? Where does the Use the Force come from?
The one with the distended mid-section lets out a honk of anger and lumbers out of the water toward you.
3 Rounds | 7 Success |
Round 1 | 1 |