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Templates: Entrepreneur, Marshal, & Performer
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shootingwomprats
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PostPosted: Thu Oct 04, 2018 10:17 am    Post subject: Templates: Entrepreneur, Marshal, & Performer Reply with quote

Back to converting EDGE OF THE EMPIRE materials. Here are some templates from the Far Horizons sourcebook. Comments appreciated.

ENTREPRENEUR
Entrepreneurs know that there is only one thing worth investing in—the future. Entrepreneurs are not unlike explorers in the world of business; they want to be the first to open up new markets, to revolutionize industrial practices, or to create new service industries people hadn't realized they needed, but once sampled, cannot live without.

THE BURDEN OF VISION
While the Entrepreneur is willing to bully, charm, or mislead others to achieve his ends, he prefers to rely on negotiations, bringing to bear facts, graphs, and projections for the future. In this way the Entrepreneur is similar to the Scholar. However, unlike Scholars, the Entrepreneur operates under the assumption that every problem can be overcome with a big enough credit stick.

Entrepreneurs may be free with their money, but they are never wasteful, and they are always looking for ways to cut costs, even if it skirts regulations. Most savvy businesspeople know that if one only plays by the rules, then one can only ever be as successful as the rules allow. Since the rules are usually written by the established corporations the Entrepreneur competes against, he believes the rules exist solely as a means to restrict progress, stifle innovation, and suppress competition. In short, rules were made to be broken. Even the most upstanding business person occasionally contracts operatives for industrial espionage or corporate intelligence gathering, and even if he morally objects to that behavior, he needs to know how to defend against it.

It is said that a sucker is born every second, and the Entrepreneur takes great pains to make certain he is never one of them. In all of his dealings, the Entrepreneur must remain vigilant against conversational traps laid by opponents during delicate negotiations. Preparedness is always a part of the plan, so that risk is mitigated and no circumstances result in absolute failure.

Every group can benefit from counting an Entrepreneur among its number. Their ability to negotiate a favorable deal in any number of circumstances, and the resources at their disposal, make Entrepreneurs invaluable members of the team. They make excellent leaders, and any party who allows an Entrepreneur to negotiate on its behalf will be pleased with the results. The Entrepreneur can also act as team quartermaster, outfitting the group with specialized, hard-to-find equipment with little notice, and both his pool of contacts and credit pouch are deep enough to keep the party informed on almost any subject.

Quote:
ENTREPRENEUR
DEXTERITY 2D+2
Blaster
Dodge
Melee Combat
Melee Parry

KNOWLEDGE 3D+2
Alien Species
Bureaucracy
Business
Cultures
Languages
Law Enforcement
Value

MECHANICAL 3D
Beast Riding
Repulsorlift Operation
Space Transport Piloting

PERCEPTION 3D+1
Bargain
Con
Persuasion

STRENGTH 2D+2
Brawling

TECHNICAL 2D+2
Computer Programming/Repair
First Aid

EQUIPMENT: Nice clothes, hold-out blaster (4D), comlink, datapad, 2,000 credits.

Source: Far Horizons (p.25-27), +Oliver Queen


MARSHAL
Criminals might run and criminals might hide, but the Marshal won't rest until he drags them back to town in binders. The presence of a strong Marshal is often the only thing keeping a colony from plunging into chaos. The Marshal has a gift for extracting information from witnesses and confessions from criminals, and separating lies and irrelevant information from the truth. Should suspects turn violent, the Marshal is equally adept at talking criminals into a pair of binders or blasting them into oblivion.

THE BURDEN OF PEACE
Where most Colonists are forced to rely on talking their way out of trouble, the Marshal finds that his blaster speaks almost as well as he does. Most law officers know that holding the weight of the law over a potential witness is the quickest way to modify his attitude. Marshals can throw the weight of their authority around to get answers. There is little government oversight on the fringe, and often a Marshal's word is the law.

Equally as important is the Marshal's knowledge of crime and criminal elements, especially those operating within his jurisdiction. A Marshal who doesn't take the time to familiarize himself with the local malcontents isn't going to be very good at his job. And when it comes time to go toe to toe with those criminals, the Marshal is ready. Most Marshals know how to use the blasters at their hips.

The Marshal makes for a great leader in combat-oriented groups, or can provide some muscle to non-combat groups while still participating in social and investigative encounters. Marshals strike a great balance between social skills and combat, allowing them to speak on behalf of combat-oriented parties without being a liability when blaster bolts start flying. Their ability to sort fact from fiction makes them difficult to manipulate, and their gritty determination can carry an entire group that would have otherwise given up hope of success.

Quote:
MARSHAL
DEXTERITY 3D+2
Blaster
Brawling Parry
Dodge
Melee Combat
Melee Parry

KNOWLEDGE 3D+2
Alien Species
Cultures
Intimidation
Languages
Law Enforcement
Streetwise
Willpower

MECHANICAL 2D
Beast Riding
Repulsorlift Operation
Space Transport Piloting
Swoop Operation

PERCEPTION 3D
Con
Hide
Investigate
Persuasion
Search
Sneak

STRENGTH 3D
Brawling
Climbing/Jumping
Stamina

TECHNICAL 2D+1
Computer Programming/Repair
Droid Programming
First Aid
Security

EQUIPMENT: Heavy blaster pistol (5D), blaster rifle (5D), datapad, comlink, 750 credits.

Source: Far Horizons (p.25, 28-29), +Oliver Queen.


PERFORMER
The Performer must always be the center of attention, and if all eyes aren't on the Performer, he has ways to make them shift their focus. For them, all the world is a stage, and the Performer is always putting on a show. They can lie with more sincerity than even the Politico, and do so as easily as if they were running lines for a one-man showing of the Kallea Cycle. They can be as charming as a diplomat, and leave their targets enchanted and completely manipulatable. And far too many people underestimate the strength many Performers must possess for acrobatics, athletics, and even live theater.

THE BURDEN OF ART
The Performer often leans on pouts, winks, warm smiles, and well timed physical contact mixed with right lies to get whatever he wants from whomever he wants. He draws on the best lines from the greatest works of literature, theater, and holo from millennia past, and always has a unique, flattering compliment for any being from whom he might want something.

Other Performers may rely on different tactics in their interactions. A cutting comedian or brilliant actor can hurl a litany of insults that cut to the core of most beings, making them question their worth and their right to deny the Performer what he wants. Unfortunately, these almost psychotic breaks are just as likely to be directed against their closest allies and assistants as enemies. The Performer knows how to use this to his advantage, though, and can create a scene to distract a bouncer while his friends sneak into a club that would otherwise never have granted them access.

However, there is often more to a Performer than just words. Performers may include dancers, acrobats, jugglers, and other individuals who must possess impressive coordination and be at peak physical condition. Their acrobatic abilities can give some Performers an unexpected edge in a fight. In addition, many have been trained in martial arts and the use of stage weaponry for roles in theater or holovids. The agility and overall fitness required to perform on stage means they are often in great shape, and as such, it is not uncommon for the Performer to be the last one standing when the dust settles.

Whether the character is a galaxy-famous magician or merely the member of a traveling troupe of acrobats, the players can build their entire party around a Performer. Performers need an agent, bodyguards, assistants, technicians for their performance, a pilot, perhaps a personal physician, and certain friends or family for their entourage. Performers are able to take the lead in social situations and provide support during combat, but can also take a back seat to a diplomatic leader able to wrangle him. The only downside to including a Performer in the party is that whatever his specialty, he makes his living through some sort of acting. Once can never be sure what a Performer thinks about everyone else.

Quote:
PERFORMER
DEXTERITY 3D+1
Blaster
Dance
Dodge
Running

KNOWLEDGE 3D+2
Alien Species
Artist
Business
Cultures
Languages
Streetwise
Value

MECHANICAL 2D+2
Beast Riding
Repulsorlift Operation
Space Transport Piloting

PERCEPTION 3D+2
Bargain
Con
Investigate
Performance
Persuasion

STRENGTH 2D+2
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming

TECHNICAL 2D
Droid Programming
First Aid
Security

EQUIPMENT: Expensive street clothes, personal jewelry, stun pistol (4D stun), recording rod, custom chronometer, 200 credits.

Source: Far Horizons (p.25, 30-31), +Oliver Queen.

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Last edited by shootingwomprats on Sun Oct 07, 2018 9:35 pm; edited 3 times in total
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CRMcNeill
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PostPosted: Thu Oct 04, 2018 3:09 pm    Post subject: Reply with quote

Interesting. A lot to unpack here, so a couple initial impressions...

It seems odd to me that a financially-oriented character like the Entrepreneur would start with less credits than a Marshall.

D6 Space put the Artist skill under Perception, which is borderline, but since so much of performance art involves people, it would seem appropriate. Knowledge would be appropriate for a scholar of art (perhaps as a Specialization of Scholar as opposed to a completely separate skill).

Anyway, that's all I have at the moment. I'll post again if I think of anything else.
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Whill
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PostPosted: Thu Oct 04, 2018 6:23 pm    Post subject: Re: Templates: Entrepreneur, Marshal, & Performer Reply with quote

shootingwomprats wrote:
Back to converting EDGE OF THE EMPIRE materials. Here are some templates from the Far Horizons sourcebook. Comments appreciated.
...
Source: Far Horizons (p.25, 30-31), +Oliver Queen.

This is cool! Thanks for sharing these. Are you going to adapt any other FFG SW careers to templates?

CRMcNeill wrote:
D6 Space put the Artist skill under Perception, which is borderline, but since so much of performance art involves people, it would seem appropriate.

Actually Artist appeared earlier as a Perception skill in The Thrawn Trilogy Sourcebook (a SW RPG 2e product).
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Voltron64
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PostPosted: Sat Oct 06, 2018 11:24 pm    Post subject: Reply with quote

Will we be seeing other FFG Careers converted into templates?
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shootingwomprats
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PostPosted: Sun Oct 07, 2018 12:47 am    Post subject: Re: Templates: Entrepreneur, Marshal, & Performer Reply with quote

Whill wrote:
This is cool! Thanks for sharing these. Are you going to adapt any other FFG SW careers to templates?


Voltron64 wrote:
Will we be seeing other FFG Careers converted into templates?


Yes and some other stuff too as it gets done and ready for release. Think Saga D6 Conversion.
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Telsij
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PostPosted: Sun Oct 07, 2018 5:12 pm    Post subject: Reply with quote

Always up for new templates -- it's what made "Heroes & Rogues" a fave supplement back in the day.

These FFG career conversion templates look good! Love FFG's "Burden of..." background text set-up.

Just FYI though: in the skills listed above, it looks like Performance was put into the Marshal template, instead of the Performer template!

Whill wrote:
Actually Artist appeared earlier as a Perception skill in The Thrawn Trilogy Sourcebook (a SW RPG 2e product).

So glad there's actually at least some official basis for Artist in PER (Also, where I've long had it, with Performance sometimes serving as a specialization of Persuasion.) What with the artist skill so often appearing under KNO in the Movie Trilogy sourcebook, I am again glad to see it elsewhere.

A more complex issue in a general sense (what traits most govern artistry, etc), but going forward, I think I'll allow for it to be under either attribute depending upon either GM/Player feels their artist skill is based more so on their academic study or their intuition/expressive skills.
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Whill
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PostPosted: Sun Oct 07, 2018 6:42 pm    Post subject: Reply with quote

Telsij wrote:
Whill wrote:
Actually Artist appeared earlier as a Perception skill in The Thrawn Trilogy Sourcebook (a SW RPG 2e product).

So glad there's actually at least some official basis for Artist in PER (Also, where I've long had it, with Performance sometimes serving as a specialization of Persuasion.) What with the artist skill so often appearing under KNO in the Movie Trilogy sourcebook, I am again glad to see it elsewhere.

Ah, I got rid of that book because the Trilogy Sourcebook SE and the three 2e Galaxy Guides on the films completely cover everything in the MTS.
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Telsij
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PostPosted: Mon Oct 08, 2018 10:03 pm    Post subject: Reply with quote

Whill wrote:
Telsij wrote:
Whill wrote:
Actually Artist appeared earlier as a Perception skill in The Thrawn Trilogy Sourcebook (a SW RPG 2e product).

So glad there's actually at least some official basis for Artist in PER (Also, where I've long had it, with Performance sometimes serving as a specialization of Persuasion.) What with the artist skill so often appearing under KNO in the Movie Trilogy sourcebook, I am again glad to see it elsewhere.

Ah, I got rid of that book because the Trilogy Sourcebook SE and the three 2e Galaxy Guides on the films completely cover everything in the MTS.


Yeah, back in the day, I absolutely wore the Special Edition version of the movie trilogy sourcebook out! The SE version also has the Artist skill in KNO, for the most part.
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