Next session of my game is upon me. The characters have been investigating a mining complex which contained some ancient ruins. They are accompanied by an archeologist grad student NPC (the profession, not the EotE career) by the name of Nesbin Finch. They had to hike out the long way, since one of the players got "creative" with some of the cave structures, and sealed off their only way back.
I want the next session to be a major Strain. Partly it's because the Ambassador hasn't had a chance yet to exercise his Inspiring Rhetoric, and partly because, well, it'll be fun
The idea is a creature called the Vaxur (which they are already aware of but have never met) that hunts in packs like wolves or hyenas. Its main tactic is to hide and slink in tall grass, communicate and coordinate using native insect sounds (specifically, a type of cricket) to keep their prey unaware, and when the time is right, lunge in for a thump or bite before dashing back into the grass. If the group panics and scatters, or someone gives chase into the grass, they'll swarm any loners. Poor Nesbin Finch may be susceptible...
I don't want to make the situation too "roll-y", but was wondering if anybody has ideas how to emulate these tactics mechanically. Defense 1, and cover from the grass; Brawn 3 for the minions, plus skills in Brawl, Cool, and Athletics. The Cool is for the continual "ambush" nature of the encounter, and I kind of want it to apply to Defense, e.g. if they're jumping out of the grass, getting off a shot before they disappear again should be difficult, so perhaps any Cool advantages can be used for additional setback.
For the party, I'm thinking the attacks would come at most every other turn, maybe only one individual targeted per turn, that way they could roll to predict something. I would have them roll Fear first, but allow Survival, Perception, Vigilance, etc to pick up on a coming attack, mitigating whatever "ambush" advantage the creatures have. Any other ideas?
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And, in case anyone's interested, here's the preface to the session. All the PCs are Force sensitive, but the NPC doesn't know this:
You emerge from the tunnel system into a long narrow defile, an arroyo as Stranko identifies it, which winds down to a wide open grassy plain. Rugged dark hills line the western horizon, silhouettes against the setting sun. The "golden hour" is turning red. To the south are sharp mountain peaks, the very tips dusted with snow. To the north the land climbs slightly, open valleys nestled between tall mesas.
You know where you are, at least by coordinates, but not by geography. Home is north and east, you know that much. A direct route "as the hawkbat flies" might be several hours walk. You can't get a comm signal, and this fact perhaps rings a bell...there are areas known for their "dead spots" in the Eastfall Badlands, you must be in one of them. It's also possible one or more of you have been here before.
Nesbin Finch pipes up, marvelling at the open expanse and sunset. "My planet is over populated", he says, "I've never seen anything like this!" He takes a deep breath and gives a huge sigh of satisfaction. He snaps a few images with his datapad while the rest of you discuss
your route.
"Can I see it?" he suddenly asks. He means the holocron, the cube Stranko found under one of the many skeletons littering the temple complex. Stranko hands it over. Nesbin handles it gently and with care, no sign of his usual clumsiness. "I wonder how it opens?" he muses. "I don't know anybody sensitive to the Force, do you?" He hands it back. "We'll probably have to report it to the university..." he trails off, uncertain. "Well, I guess we should get going."
The sun sets, the afterglow still giving plenty of light to hike by. The grass is up to your waists as you swish through it. A slight breeze keeps the worst of the biting insects at bay. The first fire beetle lifts off from the tips of grass, like a dancing star. In the distance a kukura bird laughs, and a cricket begins its raspy call...