Wednesday, July 19, 2017

Star Wars Shiz: Death Star Mega Dungeon! - Occupations

You read that right! While running a session of my Star Wars DCC thing, one of the players casually suggested the idea. It immediately piqued my interest. I have been struggling with funnel ideas for this setting/system, and knew right away this would solve my problem.

The general idea is the characters, 0 level, manage to escape the destruction moments before the catastrophic explosion destroys the Death Star II. Their pods crash on Endor, and they're tasked with scouting out the wreckage that pelts the forest moon, recovering any important/sensitive information, and reporting back to their deck commander.

I decided to go with a procedural generation method for a lot of the details in this funnel, so that it could be played with the possibility of different outcomes, outside of/in addition to player agency. I also wanted it to be quick, and easy. So if your players are generating characters at the table, you could roll up the scene while you wait. If you're looking for a way to get players more involved with the setting, having them roll the results is a great option too.

At this time, there are 4 main bits you need to generate before play can start
1: The section of the Death Star that your players will be exploring. You could roll up several, and introduce some hex crawling between destinations, too.
2: The condition of the section that fell, perhaps it's mostly intact, and surprisingly stable, or the complete opposite.
3: The orientation in which the section landed, miraculously the section landed right side up, or maybe the hallways become vertical tunnels since the section landed on its side.
4: Finally, you need to determine how far away the survivor's escape pod/shuttle landed from the wreckage.

First things, first! Your players need some characters. Character generation is mostly the same as DCC - 3d6 in order abilities, d4 health, etc. [consult your GM, or pg. 16 of the rule tome for additional details]. The main differences being race/occupation, and starting equipment..obviously.
A YUGE shout out to the folks who answered my call to aid on G+ with suggestions a few weeks back.
- N. Phillip Cole (NPC)
- Jon Hammersley
- Jonathan N.
- Gary Soldati
- Grand DM
- Nathan Roberts
- Gordon Cranford
- Nathan Henrique
- Craig Steinhoff
- Will Tijerina
- Jon Sprague
- Jon Marr (Purple Sorcerer)
- Dan Morgan
- Jake Jorgensen
- Claytonian JP
- Jarrett Crader
- Dylan CB
- Simon Gray
- F. Andrés Domene Cáliz
- Gwendolyn Harper
- Jason Hobbs
- James Walls
- Rick Hull
- Marc Plourde
- Danny Prescott
- EN429
- Rogue Mathematician
Couldn't have done it without you guys. Much appreciated

Deathstar Occupations

 

1d100

Occupation

Weapon

Trade Good

1

Academy Trainer

Whip (1d4, grapple)

Datapad w/training documents*

2-5

Accountant

Datapad Stylus (1d3 dmg)

Imperial account info

6

Animal Breeder

Herd prod (as force pike)

Creature egg **

7-10

Astromech Droid***

Tazer (as stun baton)

Concealed item for someone else (randomly determined)

11

Bacta Tank Window Washer

Sludge Scraper (as knife)

Bacta [single use], activation codes

12-15

Cafeteria Server

Plastic Tray (as club)

Imperial rations [1d6+1]

16

Captive Political Terrorist

Shiv (as knife)   

List of accomplices

17

Captive Primitive Species

Bite (1d6)

Small pouch of colored rocks [1d14]

18-20

Captive Rebel Scum

Shiv (as knife)

You barely escaped with your life!

21-23

Career Counselor

Laser pointer

Datapad loaded with thousands of résumés

24-27

Chef

Knife

5lbs. meat **

28

Club Bouncer

Fists (1d5)

Sleek black suit, ear piece

29-30

Communications Repair Technician

Electro-Driver (as knife)

Small pack of various patch cables, carbon scorching cleaner

31-35

Construction Worker

Hammer (as baton)

Tool kit

36

Cryptologic Linguist

Hold-out Blaster

Translator [loaded with 3 languages]

37-40

Damage Controlman

Fire extinguisher (as club)

Flame retardant suit (+3 vs fire)

41

Darth Vader Stunt Double

Fake Lightsaber (as stun baton)

Vader suit, and an impeccable ability to do impressions

42-43

Decal Maintenance Technician

Laser cutter (as stun blaser)

Various decals, sm. Putty knife

44-45

Detention Block Guard

DH-17 Blaster Pistol

Cool black helmet/uniform, Rank: Sergeant

46

Espionage Droid***

Stun blaster

Sensitive Information ^

47

Garbage Compactor Overseer

Garbage prod (as staff)

Baby Dianoga

48-50

General Maintenance Technician

Power Prybar (as club, +2 force door)

1 roll of silver reflective space tape

51

Gladiator

Shortsword (1d5)

Loin cloth

52

Holoanchor

Holomic (as club)

Nightly news script

53

Hyperdrive Engineer

Multitool (as knife)

Personal Hyperdrive prototype ^^

54-55

IT Helpdesk Technician

Autowrench (as club)

50’ Network cabling

56-57

Imperial Lawyer

Hvy. Leather Briefcase (as club)

Imperial “Legal” stamp, Ink pad

58

Imperial Officer

SE-14r Blaster Pistol

Officer Uniform (including shiny rank badge) Rank: Officer

59

Imperial Page

Knife

Rank: Cadet, Datapad

60

Intelligence Analysts

Imperial “swag” mug (1d3)

Datapad w/Signal Scanner attachment

61

Intern (Pressure Maint. Tech) [Ugnaught]

Hydrospanner (as club)

Type II Restraining bolt

62-65

Office worker

Red “strokedge” hyper stapler (Red, as club)     

Imperial paperweight

66-69

Janitor

Mop (as staff)

100% concentrated cleaning agent [1 ltr.]

70

Leadership “Coach”

Instant Motivation Device

Psychological profile/Performance Indicators for every DS employee

71

Massage Therapist

Massage Roller (as club)

Oil [1 vial]

72-73

Medic

Crutch (as staff)

Medpac [2]

74

Musician

Jizz (instrument, as club)

Pack of reeds (1d3), sheet music (jizz), tips (1d30 credits)

75

Ordnance Disposal Technician

Frag Grenade

Blast vest + gloves (lgt. Armor)

76

Postal Clerk

Letter opener (as knife)

Limited edition Imperial holiday stamps (1 book)

77

Project Overseer

Whip

Advanced Calculator, Project sheets

78-79

Quartermaster

Random Weapon

Random piece of equipment

80-82

Security officer

Telescopic Baton

Security armor (lgt. Armor + helmet)

83-90

Stormtrooper

E-11 Blaster Rifle

Stormtrooper Armor (Lgt. Armor) Rank: Private

91

Structural Maintenance Technician

Macrofuser (as hold out blaster)

Utility belt

92

TIE Launch Technician

Orange safety wand (as club)

Orange reflective vest

93-95

TIE Pilot

Hold-out blaster

Flight Suit (+1 AC, 1hr. oxygen), Rank: Flight Cadet

96

Uniform Launderer

Clothes Iron (as club)

Extra Uniform

97

Vending Machine Repair Technician

Massive electro-keyring (as club)

1d6 snacks!

98

Visiting Senator

Hold-out Blaser

100 credits+ 1 Favor ^^^

99-100

Weapon’s Maintenance Technician

Busted Blaster Rifle (repaired in 1 turn)

Tool Kit, thick glasses

 

* The training documents have a onetime use, and require at least 8 full hours of study before their effect takes place. The character studying these texts may either reroll a single ability (3d6) or add 1d3 to an existing ability.

 

** Determine type, 1d6 – Dewback, Krykna, Akk Dog, Tauntaun, Blurrg, Endorian Chicken

 

*** Droid info found [here]

 

^ 50% rebel info/50% Imperial info

 

^^ Teleports within line of sight 1/day. 1 in 8 chance of random direction

 

^^^ As the Aristocrat/Noble feature.




Up next: The procedural bits I mentioned earlier

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