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Thread: Recruiting: Fringers, Smugglers, Bounty Hunters, and Ne'er-do-wells of All Sorts

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Default Recruiting: Fringers, Smugglers, Bounty Hunters, and Ne'er-do-wells of All Sorts

    You weren’t sure exactly why your number was called, but you’d been a “participant” in the
    Imperial Corrections System long enough to know better than to look a gift bantha in the mouth
    when that number was repeated farther down the block and your cell door slid open.

    Standing out on the level four walkway, the jeers and insults of a thousand other
    inmates...beings of every species, description...created a background din as two Corrections
    officers, flanked on either side by a pair of guards, decked out in riot gear, walked up to you.

    “Nice of you to bring the whole crew out.”, you commented with a smirk toward one officer, as a
    pair of the guards gave you a thorough pat×down.

    After a quick nod confirmed that you were unarmed, the group surrounded you and turned
    toward the main processing area for the block, with little more fanfare than one officer snarling a
    curt, “Let’s go.”

    Over the next several hours, you were dragged to a half dozen different offices, usually in
    binders, each asking their fair share of questions, before passing you on to the next.

    Eventually, some functionary, in some office, let slip that this was all part of exit processing,
    rather unexpected, considering you still had quite a bit of time left. Any questions you tried
    to ask, however, were harshly stifled, if they got any response at all.

    Finally, you found yourself Outside.

    The endless green lawn of the rear entrance of the Imperial Corrections System’s detainment
    center sprawled out to your left and right as your eyes struggled to adapt to the harsh noon
    sunlight. Behind you, the security droid manning the outer perimeter gate of the prison
    slammed said gate closed with a noisy finality, and the overwhelming silence of the massive
    permacrete building behind you subconsciously motivated you to walk forward.

    In that direction, a speeder lot sprawled out almost as expansively as the lawn, the two being
    connected by a broad, well maintained walkway across the lawn that perfectly bisected the it
    with a light gray stripe of the same permacrete used to build the prison complex itself.

    At the far end of the fifty meter walkway, parked across its path, sat a gleaming, black speeder,
    of some unidentifiable model that dripped of luxury and elegance. In front of that speeder stood
    a woman.

    Or girl. It was tough to tell at this range, and the professional business attire she wore offered
    no help in determining her age. Tall×ish and slender, with poker straight dark brown hair to her
    shoulder blades and impervious black sunglasses like two perfectly round shields, guarding any
    expression she might betray. She wasn’t smiling by any measure of the word, but she didn’t
    seem to be frowning either as she stood a few paces in front of the speeder in a posture barely,
    but perceptibly more relaxed than a soldier at attention.

    As you closed the distance to about ten meters, you opened your mouth to issue a greeting, or
    ask a question. Before you could manage to put voice to thought, however, the mysterious
    young woman (at this range it was easier to estimate her age in the early 20s), beat you to it.

    “Greetings.”, she began, almost startling you with the abruptness of it all, “Though I’m sure you
    have many questions, I’m not here to answer them, beyond this: your record has been cleared
    as far as the Empire is concerned. You are free to do as you wish with your new freedom, but
    I’d strongly encourage you to keep this”, she tossed you a comlink, “...on your person. At an
    appropriate time, someone will contact you. And when they do, the circumstances surrounding
    your release will become more clear. Understood?”

    Whether she missed the fact that she’d asked you a question or simply didn’t care, the young
    woman turned without waiting and palmed the door control on the speeder, revealing a nearly
    completely dark interior. You thought you might have seen the movement of another passenger
    inside, but couldn’t be sure, with the stark contrast from the intense midday sunlight.

    As you looked on, the young woman hesitated, then turned back to you, “Almost forgot. It’d be
    rude of me to secure your release and then provide you with no provision or recourse but to
    resort to crime again to provide your own necessities. Please use this until you can make other
    arrangements, or are contacted.”

    With that, she again tossed you a small object. Catching it deftly, you immediately recognized
    the shape of a credit chip. Squeezing it’s edge displayed it’s value...a number high enough to
    make your eyes go wide. Before you could look back up to ask about it (or express any
    gratitude), the speeder door closed and it was off, nearly silently gliding out of the prison
    speeder lot...
    Looking for 2-6 players interested in the above premise, details as follows:

    System: Fantasy Flight's SWRPG ruleset, EotE, AoR, and F&D are all available to players, though any Force sensitive character will need to be *really* compelling...this is intended to be a non-Force game, though I won't necessarily rule it out completely.

    Premise: Beyond what's stated above, the player characters have had their 'debts to society' paid off by a mysterious new personality in the Outer Rim. While not strictly criminal, this 'person of interest' has need of capable individuals within that realm to help accomplish their goals. Thus, the player characters will all start off with some Obligation to this person (and should be accounted for at character creation). Characters created using AoR or FaD will be similarly indebted to this individual, though perhaps not through the EotE stat-based representation of such. Expect to be sent on errands legal and otherwise, which will require a healthy balance between brains and brawn to accomplish.

    Cast: You will be individuals with checkered pasts...how checkered, and in what way is totally up to you, but keep in mind that you should all be characters whose life story is being written, not old accomplished vets with most of their glory days behind them. I'm looking for the up and coming hunter, not the galaxy-feared household name. The cocky young pilot, not the legendary ace. Additionally, while this is a game that will take place largely in terms of activities best kept hidden from the authorities, truly evil, bloodthirsty characters are not really the best fit. Think more along the lines of Solo, Karrde, and Calrissian, and less Sing, Jabba, and IG-88.

    Setting: Time frame is approximately the height of the Rebellion. I actually haven't yet determined which side of RotJ we are on (or perhaps during), but if it matters a lot to any of the players, it can certainly be hashed out...either way, it will need to be determined before launch, since many of the scum you'll be dealing with have a vested interest in (or are collecting paychecks from) The Hutt.

    Lodging and Transportation: You will have a ship at your disposal, though the details are wide open to discussion. It can and will also largely depend on the makeup of the group. A bunch of smugglers will have probably been summoned for their smuggling ability, so a smuggling ship would make sense...whereas a gang of tough mercenaries might have a more combat-oriented ride. Basically, don't make a character that completely hinges on their ship, since it's not likely you'll end up with exactly what you have in mind. That being said, if you do have a character that should have a ship, it's entirely possible that it's still in impound from the debacle that landed you in the Big House in the first place, and getting it back may be one of your character's driving forces.

    Tone: This should be a "high adventure" type game...mostly serious, but the witty one liners, and occasional lighthearted humor are fine. It'll focus heavily on character interaction and development, and the dice will definitely take a back seat to the narrative. In fact, I may even decide to handle the majority of the dice work myself, behind the scenes. Ultimately, as far as I'm concerned, I'm looking for a good story. It's got to stay reasonable (no, you are not going to take out an entire regiment of Imperial troops alone), but like any hero in any story, you can expect to enjoy slightly more than your fair share of luck (another reason for me to handle most of the dice work; you never know when an extra boost die might fall into the pool).

    Advancement: While the focus should be on the story, everyone likes to improve. I plan on handling this fairly dynamically, handing out bits of XP in the OOC thread as we go. I plan to handle some of the mechanics that don't work nicely in PbP format (per session abilities, etc.) in a similar fashion...after a given amount of IC time has passed, you're good to use it again, or simply having these things renew after X amount of advantage (or even a thought that just occurred: allowing players to "bank" advantage to redeem for renewing these things...not sure on the specifics, we'll work it out).

    So for now...what I'd like from anyone who is interested:

    Write up a short piece about as long as the intro above, and introduce me to the character you'd like to play. Who they are, how they landed in prison, how they react to their newfound freedom, etc. Once we see what we're dealing with, we'll move on to stats (though you're certainly welcome to do stats at any time). I fully plan on handing out varying gobs of XP for cool intros and backstories, so that nobody will start out as a rank amateur, but that will happen after the character is created, as a "lump sum" sort of improvement.

    Any questions?
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  2. #2
    Registered User Ash DuQuennes's Avatar
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    I'm intrigued. I don't (yet) have those supplements, but my initial concept is a d20-analog of the Soldier/Scoundrel combination, or perhaps Scoundrel/Tech Specialist.

    The character concept would be a "face man," skilled in the art of the con, the lift, the plant (pick pocket/sleight-of-hand), able to fast-talk/bluff when needed, or run a comp unit to slice/dice someone's electronic security and boost the shiny, expensive baubles right out of their highly protected display cases.

    But, he's not as good as he thought (overconfidence might be a character flaw), and his misdeeds caught up to him, landing him a "stretch" in stir for his "departure(s) from normative behavior."

    While not squeamish, he's averse to violence, mostly because it attracts unwanted attention, but also because of the complications violence entails; violence begets violence in response, and an escalating violence/response cycle is all too likely to arise.

    Able (or at least willing) to don an expensive suit (think Armani) with suitable accoutrements (rings, watch, etc) and mingle with "high-society," (or so he thinks; some traces of a rough, impoverished upbringing may yet linger to betray him), or to dress-down and mingle with thugs, infochants, and other unsavory types in the sleaziest of dives.

    If you need the goods, or the inside scoop, my man is your man.


    cold: the concept is similar to Zylo, from The Departed, but who stuck with the life of crime, instead of going all respectable and stuff.
    A. DuQuennes

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Very workable, and a role rarely filled in RPG groups (but one that will very much make an easier go of things in many of the situations I've got in store for this group. (Obviously, there's some situations where a blaster is the best/only way out...but in many cases in this game, a proper approach...or inventive enough departure...may preclude, or at least provide a workaround...to trigger-skills.)

    I've got all the FFG rulebooks (non-Adventure module, that is...but even several of those), so we can certainly work out how your concept relates to the rules-framework.

    Like any system, EotE certainly will allow you to attempt anything, though the tradeoffs of being a jack-of-all-trades still apply (though in limiting your "trades" to non-combat, you will be able to extend just how"jacked" you are in other departments, of course). Do you have any of the CRBs? I can work you through character creation, though it will obviously be much smoother a process if you're at least basically familiar with the options available and the way the system generally works.
    W.W.G.D. - What would Grimace do?

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    Registered User Ash DuQuennes's Avatar
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    I'll look into picking those up and perusing them. Probably from a local game shop, as I like to patronize brick-and-mortar when possible.


    Since I have no plans for any kind of Force User, I'm assuming Edge of Empire and Age of Rebellion will be sufficient?
    A. DuQuennes

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    Registered User Ash DuQuennes's Avatar
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    Quote Originally Posted by coldskier0320 View Post
    Very workable, and a role rarely filled in RPG groups (but one that will very much make an easier go of things in many of the situations I've got in store for this group. (Obviously, there's some situations where a blaster is the best/only way out...but in many cases in this game, a proper approach...or inventive enough departure...may preclude, or at least provide a workaround...to trigger-skills.)

    I came up with the concept to fill a "niche" in an established Table-Top group that just about had every conceivable skill-set/role covered by established players, in the Rebellion time-frame, from "hidden" Jedi to Smuggler/pilot (who could handle most routine repairs on their ship) to a Soldier/Scout "commando" type combat monkey (I don't know if you watch Z Nation on SyFy, but the character cross of "Warren" and "10K" would be a decent analog).

    A non-specialists specialist, I could fly the ship, in a "get-from-point-A-to-point-B-reasonably-safe-and-sound-fashion," work the sensors and shields, repair the ship and modify guns and gear to some degree, talk us out of some potentially sticky situations, and "boost" needed credits and gear on occasion when our own limited resources started to get scarce. As in, "where did you come up with 3,000 cr. and a shiny new speeder?"

    Me: "Where do you think? I stole them. Believe me, we need it more than that other guy did. :looking around furtively: We should probably get ghost, sharpish, before that guy notices his wallet's missing."
    A. DuQuennes

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Yep, more than sufficient.

    There's a lot of overlap between them in terms of overall explanation of how the game mechanics work, the primary differences being: slightly different species options (I can provide you with any you're interested in that have been covered in any supplement thus far), classes (kind of a big deal, since they're all totally different, but again, I can provide you with any you're interested in), and the "impetus mechanic" which is Obligation in EotE and Duty in AoR.

    Basically, either one will tell you what you need to know in overall game knowledge, and I can pick up the slack for anything you need to know the other way. If you think you are more likely to participate in (run and play) "galactic scum" type games, go with EotE. If you're drawing more toward games involving Rebels of any kind, and/or more military in terms of tone overall, go with AoR.
    W.W.G.D. - What would Grimace do?

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    After some thought, I think the precise setting will be during RotJ.

    Xizor is dead, and with that, the head has been lopped off of Black Sun. The Vigos are scrambling both to secure their holdings, as well as to increase their spheres of influence in ways that would have been stifled under more cohesive leadership. Interestingly, many vigos have seen fit to work together, understanding that such cooperation was what got them to their high station anyway, and now they were free of the manipulations of the Prince. The underworld in the galactic core is more violent and chaotic than it has been for decades.

    Similarly, out on the Rim, big news is slowly spreading: the Hutt is dead. Many formerly entrapped henchmen are finding themselves suddenly free, and like the vigos, many of Jabba's lieutenants (and competitors) are making a mad scramble to pick up the pieces and establish themselves upon the turf of the late Jabba's soon-to-be-crumbling organization. The stabilizing force he presented in the Rim's criminal landscape is gone and great upheaval is starting to break loose. Similarly, the loss of such a key personality has provided a rare opportunity for rapid change in the typically slow environment of politics in Hutt Space. The connections, alliances, repressions, and forced compliance that Jabba had established are deteriorating as fast as the news spreads of his demise, and that power vacuum will be filled. Until it all shakes down, though, everybody had best hang on to their credits...and blaster...with both hands.

    At the vertex of these two power vacuums, Durga Besadii Tai finds himself at a pivotal crossroads: his Faleen "owner" is gone, leaving him without the debt owed to Black Sun, yet keeping all of his connections and influence from that sphere of his operations...at the same time, his main Hutt rival has just been unceremoniously removed. Durga knows he will need to act quickly and decisively, as there is much up for grabs...but if he moves too quickly and spreads himself too thin, he could lose everything.

    Similarly, the Imperial presence on the rim finds itself in the unique position of having the criminal elements, so long having more or less ignored one another to thumb their noses at the Empire, suddenly degenerating into all out internal warfare. This has given ambitious Moffs and commanders the opportunity to exert their influence, many with the backing of the law and a star destroyer, in order to manipulate the situation to their advantage as well, both for the glory of the Emperor as well as personal gain.

    Finally, corporations that have dealt on both sides of legitimacy find themselves in an extremely bull market, with orders coming in faster than they can be processed, let alone filled. It's also a better time than ever to gain advantages over competitors through means either impractical or even outright impossible just a few months ago. Like every other player, these leaders of business know that the good times won't last long, so they plan to make hay while the sun is shining.

    As far as I've given it thought, I see no need to deviate at all from the established "story", so prospective players can generally proceed on the assumption that the lore is accurate in this time period. If you have any specific questions, feel free to ask and I'll let you know for sure.
    W.W.G.D. - What would Grimace do?

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    Registered User Ash DuQuennes's Avatar
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    Well, drat and blast, the B&M local game store didn't have it. Said they'd call around to other stores (it's a small, local chain of game and comics shops) and see if they could get it in for me, then give me a call.

    You'd think that, maybe, they'd have computerized inventory that they could just look up; apparently not.

    If I don't hear from them tomorrow, I'll just get it online from FFG direct.
    A. DuQuennes

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    I'd imagine that any place with limited inventory space (like a lot of gaming shops) might decide to devote space that'd ordinarily be a few copies of EotE and AoR to additional copies of the fairly new FaD. If they're smart, though, they'll balance that out again in time for the holiday season.

    At first, I was kinda annoyed by the FFG marketing strategy...and I still don't like the idea of having to buy 3 big rulebooks to get the complete game (didn't like it in DnD either)...but the more I get familiar with the system and flip through the books, I kind of like their overall marketing strategy beyond the CRBs, which are, at this point, kind of a necessary evil.

    Basically, their supplements to this point can be broadly classified into one of three categories: career book, setting book, adventure book. The last is pretty obvious, but it's worth noting that they *all* include a bit of the material like career/spec options, equipment, weapons, ships, races, etc. that tended to be more "clumped" in some of the WotC books (making, say, SotG, UAA, A&EG, and the Hero's Guide "must have", while something like the Galactic Campaign Guide or Rebellion Era SB got a fairly lukewarm reaction. The upshot is that while gamers will need to do a bit more of their own indexing ("Now I know I saw Nautolan stats somewhere...lemme check my index...ah, here it is: FaD p. 42!"), it's also ensuring more even consistent sales for FFG which is ultimately a good thing for gamers.

    I hate to sound like a fanboy of FFG, but I really think they made just about all the right moves in this license acquisition: the system is so drastically different from D6 and d20 that conversions are more of the "read the capsule and build fresh" variety, the rules embrace and encourage the free-flowing, high action narrative that is really in the spirit of the movies, every book is valuable in its own way, but you can easily get into the system with one book and not really *need* anything else, the careers/specializations tend to "aim" your character without really dictating what that character "must" be like.
    W.W.G.D. - What would Grimace do?

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    Quote Originally Posted by coldskier0320 View Post
    Finally, as I mentioned up above, I'm looking to launch a game again here fairly soon, though it will likely have a somewhat long recruitment/setup period here on the Traders InfoNet. If either of you guys read the premise and feel inclined, I'd love to see your ideas for a character!
    I like the premise, and character so far buuut...

    I know effectively zero about the FFG system, and simply don't have the resources to get the boox & study up. So I'll need lots of help/handholding in building a FFG character for this game. I'm not really feeling a Gunbunny vibe for this one, especially playing off Ash's concept. So if someone wants to build & run one: It's all you, Jarhead.

    Ash, what you have could be Zylo, on the way to Going Legit. This is a detour in the journey, or possibly the "experience prod" he needs to commit to changing destinations.



    The one character I can think of that'd work with Ash's concept would be one I loved, but never really got play: Saji Vreel from the Far Star game, if you can recall that far back Cold.

    I had to edit the post to correct a few grammar errors & fix the images after rearranging my Fotobukkit a year or three ago.




    Since Saji's effectively "On Walkabout" after graduating from Med School on Contruum, and his skills mean Credits aren't terribly hard to come by, I can see a few different ways he'd wind up in a Penal Facility.

    The easiest is the ISB Perspective: He's highly skilled, which makes him very attractive for recruiting by the Rebels - which makes him a potential threat. Add to that the fact he's one of the few "legit" Toprawans loose in the Galaxy and the Empire made quite a bit of fanfare & propaganda about bombing his home & family close to the Stone Age makes ISB rather nervous about his loyalty to the Emperor. Saji was probably rather closely shadowed by ISB (Not II as he's not a real threat to their operations...yet.) during his near-random travels around the galaxy, not only to see what he'd do but also ID any Rebel Recruiters who might "hit on him".

    At some point, ISB might've decided that they needed to place him in "Protective Custody for his own safety", with or without the accusation (probably false but ramrodded by the court as a Conviction?) that he'd gone all Breaking Bad & was cooking up illegal drugs by/for some local criminal group. He could've been forced to work in the jail's Medbay since they don't have to pay a Convict, and Penal Facilities tend to be hideously boring and moronic to someone of his intellect.

    Saji certainly has no love for the Empire, realizes the Rebellion is probably the only chance for liberating his home, but doesn't really trust either one to seriously accomplish his goals. A Criminal Faction would be straight out.



    Ash, how does Zylo working with & looking after a Doctor/Swoopie/Sniper with a potentially Very Shady family history grab ya?
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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Awesome.

    Early on, I may suggest picking one (possibly two) of those areas to focus on, as you're going to likely find yourself very short on XP if you go for all three, and likely only marginally better than untrained in each if you try to do them all.

    Realistically, an individual that is a pro at all three of those is likely going to be a fairly seasoned individual, and ideally, the characters here are fairly early in their careers...certainly not rank amateurs, but even a fairly average bounty hunter on their trail should be cause for major concern.

    If you'd want to focus on the medical end, I'd suggest the Colonist career and the Doctor specialization. If you're focusing on sniper, probably Bounty Hunter (Assassin). And for swoop jockey, Smuggler (Pilot).

    I have no problem walking you through character creation, but definitely think about your response piece to the intro as well, keeping in mind relative experience level. Also, unfortunately, the railgun is probably right out. I'll pore over the existing FFG material for a roughly equivalent weapon, but don't expect E-web caliber damage from anything (this isn't necessarily a bad thing though, as that also means, anyone coming after you isn't likely to be packing anything quite so nasty either)...and I'd certainly be open to the group making a concerted effort in the realm of "procurement" as a sort of downtime venture between major plot points of the story.
    W.W.G.D. - What would Grimace do?

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    Registered User Ash DuQuennes's Avatar
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    I put Edge of the Empire on order from FFG this morning; should be here by Friday.
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  13. #13
    Registered User Ash DuQuennes's Avatar
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    Quote Originally Posted by Vanger Chevane View Post
    Ash, what you have could be Zylo, on the way to Going Legit. This is a detour in the journey, or possibly the "experience prod" he needs to commit to changing destinations.

    I'm thinking perhaps an "alternate universe" Zylo, who never went legit. That is, unless cold wants to maintain any kind of continuity with The Departed. In spite of the time-frame difference, opportunities for cross-overs abound.


    Quote Originally Posted by Vanger Chevane View Post
    The one character I can think of that'd work with Ash's concept would be one I loved, but never really got play: Saji Vreel from the Far Star game, if you can recall that far back Cold.

    I had to edit the post to correct a few grammar errors & fix the images after rearranging my Fotobukkit a year or three ago.

    Since Saji's effectively "On Walkabout" after graduating from Med School on Contruum, and his skills mean Credits aren't terribly hard to come by, I can see a few different ways he'd wind up in a Penal Facility.

    The easiest is the ISB Perspective: He's highly skilled, which makes him very attractive for recruiting by the Rebels - which makes him a potential threat. Add to that the fact he's one of the few "legit" Toprawans loose in the Galaxy and the Empire made quite a bit of fanfare & propaganda about bombing his home & family close to the Stone Age makes ISB rather nervous about his loyalty to the Emperor. Saji was probably rather closely shadowed by ISB (Not II as he's not a real threat to their operations...yet.) during his near-random travels around the galaxy, not only to see what he'd do but also ID any Rebel Recruiters who might "hit on him".

    At some point, ISB might've decided that they needed to place him in "Protective Custody for his own safety", with or without the accusation (probably false but ramrodded by the court as a Conviction?) that he'd gone all Breaking Bad & was cooking up illegal drugs by/for some local criminal group. He could've been forced to work in the jail's Medbay since they don't have to pay a Convict, and Penal Facilities tend to be hideously boring and moronic to someone of his intellect.

    Saji certainly has no love for the Empire, realizes the Rebellion is probably the only chance for liberating his home, but doesn't really trust either one to seriously accomplish his goals. A Criminal Faction would be straight out.

    Ash, how does Zylo working with & looking after a Doctor/Swoopie/Sniper with a potentially Very Shady family history grab ya?

    Works for me.
    A. DuQuennes

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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    I'm not planning on any *hard* crossover, simply because I wouldn't want either game constrained by the other. Feel free to borrow as much of the existing material from The Departed as you like, keeping in mind that we're going with a more or less unaltered setting, starting between Jabba's last croak and the Battle of Endor. Expect that news to travel slowly at first if and when it does happen...and don't expect it to impact the lives of the unsavory types in any way other than enjoying the looser grip of a distracted Imperial military.

    Ash, I'm going to email you another PDF that includes some of the information from Age of Rebellion. The first PDF I sent does a great job of hashing out character creation and the basics of the dice pool, this one is more crunchy, but just as good (and includes (very) halted talent trees, though you can likely get full scans anywhere). It also has all 12 classes/36 specializations from the two books. I'll assemble all of the other extra specs available (via supplements) and list them here.
    W.W.G.D. - What would Grimace do?

    What kind of dust?
    Dirt-laced dust. Probably originating from the ground.

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    Quote Originally Posted by coldskier0320 View Post
    Awesome.

    Early on, I may suggest picking one (possibly two) of those areas to focus on, as you're going to likely find yourself very short on XP if you go for all three, and likely only marginally better than untrained in each if you try to do them all.

    Realistically, an individual that is a pro at all three of those is likely going to be a fairly seasoned individual, and ideally, the characters here are fairly early in their careers...certainly not rank amateurs, but even a fairly average bounty hunter on their trail should be cause for major concern.

    If you'd want to focus on the medical end, I'd suggest the Colonist career and the Doctor specialization. If you're focusing on sniper, probably Bounty Hunter (Assassin). And for swoop jockey, Smuggler (Pilot).

    I have no problem walking you through character creation, but definitely think about your response piece to the intro as well, keeping in mind relative experience level. Also, unfortunately, the railgun is probably right out. I'll pore over the existing FFG material for a roughly equivalent weapon, but don't expect E-web caliber damage from anything (this isn't necessarily a bad thing though, as that also means, anyone coming after you isn't likely to be packing anything quite so nasty either)...and I'd certainly be open to the group making a concerted effort in the realm of "procurement" as a sort of downtime venture between major plot points of the story.
    What you've shot me implies it'll be easier to convert or rebuild Saji from D6 to FFG than it was to mold the d20 stats to fit Oan's concept. Once I've an idea what the limits are (Stats, levels, skills, etc.), I can give it a shot.


    Saji's main focus is full-on Doctor. Being from a largely wild world (prior to the Imperial Bombardment), IMHO he'd have some respectable blaster skills without being a Blasterslinger, and the best way to get through wild areas & farms where you have to use unpaved roads, game trails, even rivers & creeks, would be a Swoop - so some respectable skill there.

    Being a Backcountry Kid, he'd IMHO have some of those built-in Survival Skills. He's also a bit of an audiophile, and young enough that often headphones/earbuds aren't much of an option. I have a bit of an explanation & sizable YouTube Playlist already saved on my machine for him.

    He's not anywhere appraching a full-on Sniper, the stealthy infiltation/exfiltration aspect is more than half that job. While he should be able to hit at range better than most shooters, he's not a Pro Sniper.


    The railgun isn't that big of a loss, it was there mostly to stay on-par with the combat-heavy characters in Far Star, and make him more than The Medic That Needs Nannying (Most Marine teams have one guy specifically designated to literally - if required - sit on their assigned Navy Corpsman in combat and keep him alive). A very good example of what happens when this is not done comes from Saving Private Ryan. I don't see this game as being that combat-focused, so the railgun isn't needed as a balancing factor as long as Saji's able to hold his own to a decent degree instead of needing constant protection.


    It could well be that Saji was released from "Protective Custody" at the same time as the hardened Cons were as II/ISB had finished rooting out the Rebel Cell that was trying to get Saji (Possibly by force - which could've been Visit from Vader embarrassing if it was successful & made headlines. "Now we have to commit a SpecNav team to rescue a Toprawan kidnapped by Rebels hiding squarely in your jurisdiction because you couldn't do your job in a passably competent fashion..."), the Contact Agent saw an opportunity to scam Saji into joining their little operation & took it. Whomever the Boss is, I doubt they would complain about the Agents successful impromtu recruitment of someone of Saji's talent not specifically present on The List.

    II's worst nightmare is that Saji somehow gets shipped back to Toprawa & manages to help stage a successful & highly publicized Insurrection. For Propaganda reasons, ISB likely wants to maintain an image of him being a Loyal Imperial Citizen - highlighting how the System can maintain its control over less-than-ideal members of society. Toprawans, Bothans, Twi'Leks, and the like (in the style of the 1950's educational films: "Remeber, most Citizens can be trusted for casual interaction, but be sure to report any irregularities to your local Security Bureau office").


    What kind of Medical Gear the Imps would allow him to keep is largely your call. Depending on the length of his imprisonment, some to most of his Pharmaceuticals would be expired & useless. I think he'd have something more than a few Medpacks, but not anything as elaborate as a Field Surgery Kit. More than the average Medic would have, but it'll be a journey to get him fully kitted out. Acquiring more Medical goodies & gear is likely to be expensive, and possibly not through legitimate sources.

    Saji is still young, and still has some of that wildness & inexperience. While he doesn't think he's invincible, he's more willing to take risks than the average Trained Doctor due to his youth & relative inexperience (he certianly won't be as Galaxy-Savvy as Ash's character). Given galactic events and his personal treatment by The System following the Battle of Yavin, he's probly more than a bit messed up inside.



    In short I see the concept as workable, it's mostly a matter of making the stats, etc. fit.
    Last edited by Vanger Chevane; 26 October 2015 at 05:04 PM. Reason: scads of spelling corrections
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