Looking for 2-6 players interested in the above premise, details as follows: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...
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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