The team reunites, Imperial troops hot on their heels. Now that the alarm has sounded will our Heroes depart the Blood Ambition or fight their way through to do more damage? What will Kith and AMP make of Matu’s grisly presents? And will they finally meet their Imperial mole Agent Alico?
We talk about how to inhabit a character and create a perspective to separate two characters in a scene. We also touch on ways of acting to make a character unique in your play group as a player Continue reading “Into The Character Tale”
After dropping a grenade in the hangar bay control room, Kith and AMP duck out of sight. Can they find the rest of their squad before the Blood Ambition‘s Stormtrooper patrols find them?
Ben and Rissa discuss running a module and some of the pitfalls that can emerge from trying to follow too close to the text as written. Continue reading “The Module Tale”
Narrowly escaping the Blood Ambition‘s hangar bay, we follow Neema and Matu as they attempt to lose their pursuers and rejoin their wayward teammates.
We created a steampunk setting in Genesys and look to different ideas that could come from the location we’ve created in Firemouth Outpost.
While Matu and Neema provide a distraction in the Blood Ambition‘s hangar bay, Kith and AMP sneak into flight control to enact their plan to slow the assault on Xorrn.
Ben Rissa and David talk about vehicles in Genesys and how they’re different from Star Wars while trying to remember all the rules for both systems. Continue reading “The Genesys Vehicle Tale”
Having successfully boarded the Star Destroyer Blood Ambition, our Heroes have to locate a target and disable it quickly if they’re to have any bearing on the opening salvos of the Battle of Xorrn.