This is a recruitment thread to "The Departed" role-play game.
"The Departed" refers not to the excellent movie by Martin Scorcese, but to the fact that this game departs from EU Canon, and that the core members have departed with/from the New Republic (or even, perhaps, the Imperial Remnant) to lead the life of fly-and fire-for-hire (FireFly) mercenaries in a newly established Private Security Contractor firm.
And yes, I blatantly ripped off the name from Joss Whedon. Copyright lawyers take note: while I did take certain inspiration from the excellent but short lived TV series, this game in no way resembles the plucky crew of Serenity making their way in a hostile 'Verse against an oppressive central government.
If this game even manages to reach a tenth of the character development, humor, and heart of the FireFly TV series, it will be more a testament to the players involved than anything I do. (That's right, I'm already blaming the players for any copyright infringements/lawsuits; "It's all their fault, yer Honor! I swears it!")
The Galactic Situation is thus: (timeline: 14 years after the Battle of Yavin, 10 years since the New Republic has beeen founded, 9 years since the New Republic took Coruscant, 6 years since the Thrawn Crisis.)
The New Republic: the New Republic controls about 1/3 of the known Galaxy, but its support is, generally speaking, "soft." Many worlds, remembering (and not that long ago!) the perils of a strong, central government, are not eager to strongly embrace even the New Republic. Many of the Core Worlds, where the Imperial yoke rested lightly, are also "soft" on the New Republic.
Quite a few of the worlds in the Mid Rim and Expansion Regions that the New Republic does have in its sphere of influence were badly damaged by the retreating Imperial Remnant (employing a scorched earth policy) during the waning days of the Galactic Civil War, and as functional "contributors" to the New Republic, they are marginal, at best, but they are getting stronger as recovery efforts yield results. New industries have replaced old; new starship yards are beginning to launch new freighters, and in some cases, warships as well; vast stretches of farm land have been reclaimed from the ravages of war and are once again yielding sufficient crops for export. These worlds, nearly destroyed by the Empire, and having been rebuilt by the New Republic, are of course firmly in the New Repblic sphere of influence. In some cases, fanatically so.
The Imperial Remnant/New Empire: the Imperial Remnant has undergone some interesting changes.
First, they have largely (and quietly) dropped their humanocentric recruiting and promotion policies. There's still some "Old Guard" types who still espouse Palpatine's humanocentric gibberish, though.
Secondly, Grand Admiral Thrawn (who narrowly escaped death by the hands of his Noghri commandos) commands the Imperial Fleet, and while it isn't strong enough to (re)conquer their former territories, it's more than capable of defending what they have left.
Third, the self-styled "Archduke" Greyfin II has emerged as a likely contender to ascend to the vacant Imperial Throne. He's a smart, wise, capable ruler, openly renouncing humanocentric policies and publicly promoting capable non-humans to elevated positions within his territories. Thrawn (and thus the bulk of the Fleet) supports him to varying degrees. It doesn't help that Thrawn has many "Old Guard" tendencies (aggressively militaristic), even if his Chief-of-Staff, High Admiral Gilad Pellaeon, is firmly "New Guard" (cautious diplomatic).
But Greyfin II is not interested in (re)conquering anyone. Instead, he's bolstered "the Commons" within his territories, to counterbalance "Old Guard" Imperial reactionaries as well as effectively countering various Noble House's machinations and intrigues. He promotes open commerce, an independent and impartial Judiciary to bring equal justice to all Imperial citizens, and a cautiously neutral attitude towards the New Republic, coupled with a diplomatic approach to non-affiliated worlds that has yielded some small (yet occasionally surprising) gains for the Imperial Remnant/New Empire.
The Imperial Remnant/New Empire is still a top-down government, with various levels of nobility, and they are still a "law-and-order" type of government, but it is not the ruthlessly brutal regime it was under Palpatine's reign. It is shot-through with scheming and intrigue amongst its various Noble House, each jockeying for power, possibly even the vacant Imperial Throne. New Guard and Old Guard factions covertly vie for power and control of their portions of the armed forces.
There's also considerably more upward mobility for the daring, adventurous, and enterprising being to not only prosper, but advance.
The Unaffiliated/"Open Space": the other 2/3 of the known galaxy. These worlds (and in some cases entire sectors) range anywhere from flatly hostile to, determinedly neutral towards, or cautiously supportive of, either the New Republic or the Imperial Remnant/New Empire. In some cases, system clusters or even entire sectors have banded together under regional governments, even if, in some cases, its not much more than a Chamber of Commerce writ large. Most of these Clusters or Sectors are jealously territorial, and permit neither New Republic or Imperial Remnant/New Empire forces within their borders.
This has led to many "safe sectors" for the lawless. Piracy, smuggling, even slavery, is resurgent in many areas of "Open Space."
Mucking up the overall situation is that there are few "hard" borders between factions; a pro-New Imperial planet can be a few hours away via hyperspace from a pro-New Republic planet. Open warfare between factions has become non-existent; minor border skirmishes are rare, but not unheard of. Privateers and commerce raiding is much more typical of the type of conflict most likely to be seen on GNN (Galactic Net News).
The Galactic Civil War: has essentially "run out of gas." The New Republic, saddled with the burden of both rebuilding a functional government, as well as rebuilding and garrisoning numerous worlds, basically ran out of resources to press the Imperial Remnant; as its borders shrank, the Imperial Fleet was able to concentrate more and more forces behind the capable leadership of Grand Admiral Thrawn until they were able to effectively rebuff the last New Republic Task Force incursion without a shot being fired (the New Republic fleet commander sized up his opposition, decided it wasn't worth the high cost it was likely to take, and withdrew before the two fleets could come to blows).
An undeclared yet nonetheless tacit cease-fire exists between the New Republic and the Imperial Remnant/New Empire. The New Republic is further frustrated by the (admittedly few at this point) Unaffiliated worlds that have voluntarily gone over to the Imperial Remnant/New Empire. After all, the New Republic espouses democracy and free will amongst beings; how could they legitimately object to free peoples voluntarily aligning themselves as they see fit?
What's even more absurd is systems like Muunilinist: swayed by the charismatic diplomacy of Greyfinn II, they have declared for the Imperial Remnant/New Empire, yet still guarantees both New Republic and Imperial Remnant/New Empire Credit Ratings, and allows both New Republic and Imperial Remnant/New Empire forces basing rights in their system (carefully separated, of course!). Both parties stay on their "best behavior," lest untoward activities lead the IGBC to impose financial sanctions on either party. New Republic and Imperial Remnant/New Empire commanders are often publicly, teeth-grindingly, diplomatically "correct" to each other, even if their subordinates occasionally intrigue against each other. All with plausible deniability (of course!).
The Players: The New Republic, faced with uncertainty and an ever-evolving situation with the Imperial Remnant/New Empire, finds that it no longer needs the strong-willed, independent minded "Heroes of the Rebellion," and is slowly and quietly replacing its officer corps with more "polished," politically-savvy commanders. No one is being given "the boot," nor "shown towards the door," but it has become apparent to rank-and-file former Rebels that their services, while appreciated, are No Longer Required.
Several of these former Rebels, having seen the "writing on the wall" as it were, have resigned from the New Republic. Pooling their resources and contacts, they have acquired business loans to purchase old military equipment that was being retired as well. With their old, nearly "useless" equipment, and their experience and training, these few founded FireFly Security Services.
Establishing themselves on the planet of Tirahnn (in the city and system of the same name, and astride the Parlemian Trade Route, with quick access to The Daragon Trail and the Hydian Way), most of their start-up capital went to refurbishing their 24 Y-Wings to the BTL-S7 variant, their 12 X-Wings to the T65CA2 variant, and reconfiguring their two CEC CR90 Corevettes to a purely military role, such as stripping out amenities like "Executive Suites" and "Executive Conference Rooms" for expanded living capacity, troop quarters, expanded armory and armor "morgue," enhanced crew automation, upgraded weaponry and sensors, an expanded brig, and specialized docking gear for boarding actions.
They have managed to land a contract with Tirahnn's Planetary Constabulary as a reserve force, which provides basic barracks/troop housing, basing rights at Tirahnn City's Spaceport, and as one of Firefly's founders quipped, "It's enough to keep us fueled up, a roof over our heads, beans on the table, and just enough 'pocket change' to avoid vagrancy charges."
Their target markets are the various Mercantile Houses and Shipping Concerns looking for a tough, capable security force to escort convoys into and through the various trouble sectors of Unaffiliated Sectors/"Open Space."
FireFly Security is actively and aggressively recruiting to fill all the needed roles in their organization: former Rebels (pilots [Capital and Starfighter], techs, officers, gunners, soldiers) dissatisfied with the increasingly staid New Republic; ethical mercenaries and bounty hunters looking to work in a larger organization; savvy info-brokers willing to troll the dangerous areas for crucial information on pirate and criminal activity.
GM Notes: this will be a d20 RCRB campaign + House Rules, with character levels easily 8+. You will likely be shot at by bold pirates, often working in conjunction with opportunistic, so-called Planetary or even Sector "Constabularies/Militias"
I'm looking for:
1 fighter pilot to command a Y-Wing squadron (12th level)
1 fighter pilot to command an X-Wing squadron (12th level)
Possibility for other fighter pilots as Flight Leaders (10th level)
2 "Captains" to command a Corellian Corvette (one 13th level, one 15th level)
Possibility for other "Officers" as Ship's XOs, Gunnery Officers, Engineers, etc. (11th level)
Multiple "Troop Commanders" to command Soldier Squads or even Companies as "Security Teams" and "Boarding Parties (CO wil be 13th level, XO 11th level, Platoon Leaders/Sergeants 9th level, "Grunts" 7th level)
Various Soldiers/Scoundrels/Tech Specialists to form "Investigation Units" for "Special Ops Missions" in dark, dangerous places (wide open, 10th level average)
No actual Jedi w/o we have some serious GM-Player discussion as to why Master Skywalker hasn't recruited you and is using you to help rebuild the Jedi Order!
This will be a paramilitary organization, with a somewhat military flavor. But, being also a business/mercantile organization, strict military discipline is really out the airlock. No psychos, players or characters, please.
As well, the "special units," being largely undercover, will not be expected to uphold "discipline" as such, but will be expected to work together to accomplish a mission goal.
Tone and "flavor" can range from "The Office" level of corporate nonsense/absurdity, with tones of "MASH" (the movie) thrown in as well, to "Firefly" and "Farscape" levels of small-unit cohesion/play, to "Space: Above And Beyond" levels of starship/starfighter daring-do and space battles.
I'm actively encouraging willing players to "build" their squadrons/teams/ship's crew/etc. and to put their "stamp" on them, to "take ownership" and shoulder the burden of RPing groups of NPCs (within reason). Those who are looking to just play their characters will be provided with NPCs (albeit somewhat generic ones) run by me, the GM.
I'm willing to give it a shot.
Expected commitment: twice a month posts. I thinking a relatively low-impact (personal time-wise) campaign, giving players plenty of opportunity for their real-life job and family/social commitments. So, let's call it one post sometime in the first half of any given month, and one post sometime in the last half of any given month.
If interest/commitment level is there, we could go to once-a-week.
Style of play will lean more towards "story telling" than round-by-round dice tossing/number crunching, but there will be some of that stuff. Call it 80/20, maybe even 90/10 storytelling/dice tossing.
I have a great deal of info and exerpts from a lot of d20 and old WEG d6 material, so if there's info that you the player need for character creation, let me know.
Vanger Chevane, Terras Jedonar & Raven, and Drendar Morevo have already expressed interest, and may post characters at any time.
Vanger and Terras: 12th level, your choice of mix/match classes/prestige classes
Drendar, same for you but 13th level.
Put them up here whenever you're satisfied/ready.
Everyone else, please PM or email me, or post to "The Departed: Gauging Interest" thread in the Trader's InfoNet and let's discuss openings and concepts before putting a character up here.
Get crazy with the Cheez Whiz!
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