Professional Documents
Culture Documents
Revelations
Episode II of the Polarization Trilogy
A One-Round LIVING FORCE Tournament
by Margaret Heintz
Edited by Ron Heintz
As the mysterious crime lord is revealed and the personal motives exposed the violence
steps up as Nirama realizes that he's fighting not only for his empire, but his life. An
adventure for LIVING FORCE heroes of levels 4+. This scenario should be played
between “Challenge” and “Showdown” (Episodes I and III of the “Polarization” trilogy.)
© 2005 Lucasfilm Limited and TM. ALL RIGHTS RESERVED. RPGA is a registered
trademark of Wizards of the Coast Inc. Used under authorization. This scenario is
intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Revelations is a standard RPGA Network eyes only. Text intended for the players is in bold
tournament. A four-hour time block has been set italics. It is strongly recommended that you
aside for this event but the actual playing time paraphrase the player text, instead of reading it
should be about three and a half hours. aloud, as some of the text is general and must be
This is an adventure for all levels of LIVING adapted to the specific situation or to actions of
FORCE heroes, and therefore characters levels 4 the player characters.
and higher are appropriate. If your players bring
characters level 1-3 ask them to level them to level House Rules
4 (as if they now had 6000xp). If your players do There are a large number of players throughout
not have heroes, help them create new ones (see the world playing LIVING FORCE, and it’s impossible
your event coordinator for hero creation to supervise them the way one might in a home
instructions). campaign. As a result, we have a few house rules.
It is a good idea to ask each player to put a These are outlined here for you.
nametag in front of him or her. The tag should
have the player’s name at the bottom and the Atoning for Dark Side Points
hero’s name, species and gender at the top. This Heroes may, at the discretion of the GM, atone for
makes it easier for players to keep track of who is Dark Side Points acquired during play by spending
playing which character. one Force Point to atone for one Dark Side Point.
The Hero DOES NOT have to earn a Force
Campaign Notes to the GM Point in the scenario in question to do the
When running this adventure, or any Star Wars atoning with. Heroes may only atone for one
adventure, keep in mind the Star Wars adventures DSP per scenario played, and only if, in the
should seem like the Star Wars movies. The judgment of the GM, the hero shows proper
action should flow quickly and the players should remorse and understanding of the dangers of the
not get caught up in too many mechanical details dark side. Players are required to keep a running
of what they are doing. Describe things in total on their log sheets of all Dark Side Points
sweeping statements, and recall scenes from the ever acquired, even if the hero has atoned for
movies when necessary to help players visualize them.
what is going on. More than anything else, have
fun.
LIVING FORCE adventures are not designed
Dissipate Energy
purely to kill characters. If you believe a combat is
Dissipate energy only works against energy
genuinely too tough for a group you are running,
scale it down. If you believe it will be far too damage to Wounds. It has no effect against vitality
simple, scale it up—within reason. Do your best to damage or stun weapon attacks. Also, the DC for
keep fights cinematic and interesting, and if the Fortitude saving throw should be "10 + damage
someone dies because they made a glorious dealt," not just "damage dealt".
sacrifice, that’s fine. What we want to avoid are
the “dumb” deaths that result from a string of bad Illusion
dice rolls. That’s not cinematic, and it’s not what Use of the Illusion skill allows a save when the
Star Wars, or LIVING FORCE, are about. hero views or otherwise interacts with the illusion. If
the player succeeds at the save, the illusion is seen
Reporting the game for RPGA: The RPGA as an outline only, and anything that might have
tracks adventures for the Player Rewards otherwise been hidden inside or behind the illusion
program. The Senior GM or Event Coordinator is visible. Illusion cannot be utilized to create "an
should provide a form to the GM for this purpose. illusion of nothing"; it cannot make something
Both the GM and the players need to list their invisible.
name and RPGA number on the form.
GMs of RPGA tournaments are expected to Stun
be familiar with the RPGA Rules and Penalty If a hero hit by a stun attack makes his or her
documents. These are available as downloads Fortitude save, the hero is unaffected by the stun
from the RPGA web site at www.rpga.com. attack and takes no damage. A hero who fails the
Fortitude saving throw is unconscious for 1d4+1
A note about the text: Some of the text in the rounds. This ruling includes heroes in the area of
module is written so that you may present it as effect of a stun grenade. This house rule
written to the players, while other text is for your supersedes the rules in the SWRPG-RCR.
In the year 179 A.A. (After Artom) Nirama took Encounter 3: Eleven of Flasks
over from Riboga the Hutt. He quickly abolished Escra Fey'lya contacts the heroes before they
the slavery trade and restructured the organization leave Cularin for Tolea Biqua in order to show them
so that his underlings could not attempt a similar the "signature" sabacc card found on the premises
coup. The profits that Nirama had hidden and of the firebombing. Escra will bluntly tell them to be
diluted were quickly reestablished. Although the on their toes.
pirates remained a thorn in his side, just as they
had been for Riboga, Nirama quickly became one Encounter 4: Bet
of the richest and most powerful beings in the The heroes travel to Tolea Biqua to meet with
Cularin system. the mysterious figure bent on destroying Nirama’s
But a funny thing happened over the years. organization. There they meet Riboga the Hutt.
Little incidents that affected Nirama's empire
required responses that affected Cularin's future. Encounter 5: Call, Hold or Fold
And as Nirama began to see how much his empire
Riboga entertains the heroes. He lets them
was tied to Cularin they became one and the same.
know his terms of surrender for Nirama. He then
Although never completely forgoing his criminal
explains that they have to still deliver the terms.
organization Nirama became a mayor player in the
The heroes must run the gauntlet to get back to
legitimate running of Cularin, helping to finance the
their ship.
Militia and using his smuggling connections to run
the Thaereian blockades. Now, instead of
Encounter 6: The Whole Pot
operating from the shadows, Nirama stood in the
spotlight. The heroes must flee Tolea Biqua with their
Needless to say he was spotted. lives and escape the asteroid field to safety.
Riboga, his eyes never far from Cularin and his
old accountant, was not too surprised at Nirama's Important Note to Judges: There are two
success. It proved his early belief that Cularin was important things to remember in regards to the
a system with potential. Nor was he particularly Polarization trilogy:
surprised at Nirama's altruism; not every race is 1. The players are going to lose this trilogy.
gifted with the Hutt's total lack of conscious and Rigoga is going to oust Nirama and
greater men than Nirama have succumbed to hero bystanders are going to suffer in the
worship. In fact, Riboga approved of it. After all, it process. The heroes' goal is to minimize
made Nirama that much easier to attack. collateral damage and save lives.
In phase one (Polarization I: Challenge) Riboga 2. It is important not to let slip the fact that
attacked some of his old enemies as well as some Riboga is the power behind the events of
of Nirama's lieutenants. Now Riboga is ready to Challenge and Revelation until he reveals
move openly, announcing to Nirama that he has himself. The heroes may infer it but, until
returned and is behind the attacks. And to demand they meet him, there is no proof.
Nirama's surrender. Riboga has prepared the
former casino, Riboga's Barge, as a meeting house Clarification regarding tiering notation: when
and some tests to see what kind of people Nirama you see something like “DC 15/20/25”, use the
will send. Riboga believes you can tell much about lowest DC for the middle tier, the middle for high
a being by the tools they use. tier and the third for upper tier. In this scenario,
tiers are for character levels: 4-6, 7-9 and 10+. In
Encounter 1: New Dealer some cases the DC does not follow the usual
A restaurant, owned by a former member of progression from tier to tier (e.g., DC 10/15/15) to
Nirama's organization explodes, drawing the heroes reflect that higher level characters simply get so
into rescue work. good at some tasks that they become almost
trivial.
Encounter 2: Eleven of Coins
Nirama arrives on the scene asking for a favor,
not for himself but for the people who have been
attacked or will be in the future. A tentative meeting
has been arranged and Nirama would like the
Drive By
The traffic thickens and slows. The driver
Encounter 4: Bet in the groundcar behind you doesn't stop
quickly enough and the two speeders bump
Key ideas of this encounter: Riboga uses the each other lightly. Your driver ignores it and,
drive to the Barge to "test" the heroes to find what as the traffic begins to move again, pulls
kind of people Nirama chose and, therefore, what ahead.
type of a person Nirama is. Suddenly there is the roar of repulsors as
When the heroes have been told the facts read or Key ideas of this encounter: The heroes
paraphrase the following: discover that the card provided safe passage to,
not from, the meeting. A running gun battle, back
Riboga laughs, a belly laugh of the volume to the ship ensues. The heroes can then report to
that would knock over small children and Nirama.
shatter glass. He turns to Speaks and says
something <<Refer to Riboga Speaks #2 for The vehicle used to bring the heroes to the bar
actual text>> before lapsing into quiet, for him, is still parked outside. Access codes are still in the
chuckles of amusement. Speaks smiles, half onboard computer (keys in the ignition). There are
bows to the heroes. a variety of other vehicles parked nearby if they
"Riboga is amused. He may let you live. wish to "borrow" something different. Security
Do you have anything else to tell the great and systems on vehicles on Tolea Biqua are fairly easy
grey Riboga?" to circumvent; a DC 15/18/21 on Repair, Disable
Device or a Profession related to vehicles will get
After the heroes have spoken their piece or it started.
indicated that they have nothing further to say: No stats are given for the vehicles. Your goal
with the chase is to recreate the feeling of the bike
Riboga will make one of those spraying chase in Return of the Jedi or the airspeeder
raspberries that Hutt's are infamous for and chase in Attack of the Clones rather than rolling a
speak briefly to Speaks <<Refer to Riboga lot of dice. Encourage the heroes to give
Speaks #3 for actual text>>. Speaks nods, descriptions of the chase.
sighs and turns to the heroes. There are three ambush points. Assuming the
"Riboga is now very bored with you. He heroes don't stop they will last three combat
has decided not to let you live after all. Or rounds each. There is a final scene at the docking
rather, one may live to carry the message to bay, where the heroes must get by the guards to
the traitor Nirama. You should flee for your get to their ship. Once on board, they are "home
lives now." free".
You should have a good idea of the heroes'
Nothing will attack the heroes while they are in combat ability by now. Add or subtract goons as
the casino. The guards in the out room have necessary. You want a tough but survivable fight.
already left and Speaks is the only being here
other than the heroes. Ambush One
Speaks is unarmed. Killing him or using him A group of ten gunmen have taken position in two
as a hostage or shield would merit a DSP. balconies on either side of a street. The heroes
can fight back, try to drive on the sidewalk (and
Riboga Speaks therefore underneath one of the balconies) so that
These are reprinted as Player Handout 4. only one group of five can shoot or come up with
some other idea. This ambush lasts three rounds
Riboga Speaks #1: About time you got here! (approach, at the balconies, departure).
Nirama always hires idiots and incompetents.
Step closer but not too close. You reek. Ambush Two
A group of five gunmen have erected a barricade
Riboga Speaks #2: They are brave! But stupid. across the street. As they didn’t have much time
Tell them to spill their guts or face the barricade is rather low, thin and made up of
disembowelment. Ha! Ha! Spill guts. light material. The heroes can go over, through or
Disembowel! Ha! Ha! around (the barricade doesn't quite block off of the
sidewalks) or come up with some other route.
Riboga Speaks #3: I tire of this. They really are Again, this ambush lasts three rounds (approach,
naïve and gullible. Make sure one survives to at the balconies, departure).
get the message to the three-armed traitor.
The rest of them: kill them all. Ambush Three
An open vehicle with five gunmen and a driver
pulls out of an alley behind the heroes' vehicle.
The heroes can get their payoff or confirm the There are no certs for this scenario.
details of the "donation". If the heroes wish to
report their findings to other organizations or Heroes receive 5000 credits from Nirama for
people (Escra/OPS, Lanius/Jedi, etc.) you can themselves or the organization or charity of their
roleplay or abstract it. Everyone is surprised to choice.
see Riboga back in the system. While new task
forces and investigations will begin, ultimately, the
next move is Nirama's.
K Guards
G Guards
POOL this has
been converted from a
water pool to a mud
pool.
F Refresher.
Stats: IM +1; Def 20 (+1 Dex, +9 Class); Spd 10 m; VP/WP 90/15; Attack +8/+3 ranged (3d6 blaster
pistol); SQ find out new SA for scoundrel, crimelord, oglee; SV Fort +7, Ref +10, Will +10; SZ M; FP 6;
DSP 4; Rep 17; Str 14, Dex 13, Con 15, Int 16, Wis 14, Cha 15.
Equipment: blaster pistol, expensive clothing, blast vest hidden near him at all times, personal space
yacht Viper Wing.
Skills: Appraise +19, Bluff +20, Computer Use +15, Diplomacy +19, Forgery +18, Gather Information
+17, Intimidate +14, Knowledge (streetwise - Cularin system), +12, Pilot +5, Profession (accountant) +10,
Search +10, Sense Motive +18, Sleight of Hand +7, Spot +10; Read/Write Basic, Read/Write Caarimala,
Read/Write Huttese, Speak Basic, Speak Caarimala, Speak Huttese, Speak Tarasinese, Speak
Sullustan.
Feats: Alertness, Armor Proficiency (light), Infamy, Persuasive, Point-Blank Shot, Sharp-Eyed, Skill
Emphasis (Forgery), Weapon Group Proficiencies (blaster pistols, simple weapons).
Stats: IM +2; Def 20 (+2 Dex, +8 Class); Spd 10 m; VP/WP 39/13; Attack +8/+3 ranged (3d6 blaster
pistol); SQ +2 to Spot and Gather Information (factored in); SA Illicit Barter, Lucky (2/day), Precise Attack
+1;SV Fort +3, Ref +8, Will +3; SZ M; FP 4; Rep 9; Str 16, Dex 14, Con 13, Int 14, Wis 12, Cha 15.
Equipment: Blaster pistol, modified YT-1300 space transport Whirling Stars.
Skills: Appraise +7, Diplomacy +8, Bluff +15, Computer Use +11, Disable Device +13, Gather
Information +10, Forgery +6, Hide +6, Knowledge (Cularin system) +7, Knowledge (streetwise - Cularin
planet) +8, Listen +5, Move Silently +6, Pilot +13, Profession (Police officer) +4, Repair +6, Search +9,
Sleight of Hand +7, Spot +8, Read/Write Bothese, Read/Write Basic, Speak Basic, Speak Bothese,
Speak Tarasinese, Speak Huttese.
Feats: Cautious, Skill Emphasis (Disable Device), Skill Emphasis (Computer Use), Skill Emphasis (Bluff),
Skill Emphasis (Diplomacy), Weapon Group Proficiency (blaster pistols, simple weapons).
K Guards
G Guards
POOL this has
been converted from a
water pool to a mud
pool.
F Refresher.