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Template: The Courier
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shootingwomprats
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PostPosted: Sat Oct 26, 2019 7:51 pm    Post subject: Template: The Courier Reply with quote

Still converting stuff from FFG's "Cyphers and Masks". Here is an attempt at a template. Suggestions, etc welcome.

Quote:
COURIER
There is more to military intelligence than stealing the enemv's secrets. That data must be secured and delivered to the specialists who can best exploit it. The Courier specializes in transporting critical information, often while working incognito far behind enemy lines. These experts take the necessary risks of repeatedly crossing through security checkpoints or even active battlefronts. They must be capable of operating under foes' scrutiny without drawing undue attention. To a certain extent, these Spies are a very
specialized type of smuggler, dealing primarily in information rather than physical goods. Not surprisingly. many Couriers developed underworld contacts working as smugglers prior to joining the Rebellion.

ENSURING DELIVERY
In order to avoid Imperial entanglements, Couriers must be capable of operating without drawing attention to themselves. As they cannot expect to always succeed, these characters must also recognize the signs of trouble and have the ability to act quickly to escape entrapment. Because they often face overwhelming odds, personal speed is typically a higher priority than a trusted weapon.

Some Couriers prefer to work consistent routes as they shuttle information away from prying Imperial eyes. These specialists need a reliable cover story that they can use repeatedly. They might pose as merchants or transport drivers plying consistent trade routes. In a few instances, a Rebel might even take on the cover profession as a means of obtaining additional income, carrying innocuous cargo to market while smuggling critical information. Such Spies go to great lengths to ensure that their business interests are completely legitimate, so that they do not attract any undue attention. They also make sure that those interests are at least marginally profitable. A merchant who loses money consistently for years, after all, is just as likely to draw government attention as one who manages exorbitant profits. These individuals may even establish friendly relationships with the guards along their routes, and their frequent passage through Imperial territory becomes just a part of a station's routine traffic. In these cases, typically only a subset of their transits include military intelligence.

Other Couriers deliver critical data to Rebel specialists in a variety of locations instead of adopting a mundane occupation that involves travel on regular routes. Some are enthusiastic adrenaline junkies who call on wild speed and quick thinking to overcome Imperial security. More risk-averse Couriers simply excel at developing good cover stories and staying true to their roles during a mission. Adrenaline junkies or not, these Couriers are unlikely to have any established relationship with the local Imperial guards. Consequently, they must quickly determine how to bypass security or rely on other intelligence sources to prepare for it.

COURIER
DEXTERITY 3D
Blaster
Brawling Parry
Dodge
Melee Combat
Melee Parry
Pick Pocket
Running

KNOWLEDGE 3D+1
Bureaucracy
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Willpower

MECHANICAL 2D+1
Communications
Repulsorlift Operation
Sensors
Space transports

PERCEPTION 3D+2
Bargain
Con
Forgery
Hide
Search
Sneak

STRENGTH 2D+2
Brawling
Climbing/Jumping

TECHNICAL 3D
Computer Programming/Repair
Droid Programming
Equipment Repair
First Aid
Security

Equipment: Holdout blaster (3D), agent's bag, several changes of clothes, fake ID, datapad, comlink, 800 credits.

Source: Age of Rebellion: Cyphers and Masks (p.8,24-25), stats by +Oliver Queen.

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Last edited by shootingwomprats on Sun Oct 27, 2019 12:09 pm; edited 1 time in total
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Naaman
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PostPosted: Sun Oct 27, 2019 10:41 am    Post subject: Reply with quote

Have you seen the show "Turn"? It was on Netflix a while back. It's about spies during the Revolutionary war. In particular, it's about the Culper ring and focuses on just this sort of character.

The suggested skills list looks good.

I could see dropping melee combat/parry and /or adding running. Also, he has space transports but not astrogation. Is this deliberate?

Do you see persuasion as appropriate, or do you think con adequately covers the necessary "fast talking"?
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shootingwomprats
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PostPosted: Sun Oct 27, 2019 12:08 pm    Post subject: Reply with quote

Naaman wrote:
Have you seen the show "Turn"? It was on Netflix a while back. It's about spies during the Revolutionary war. In particular, it's about the Culper ring and focuses on just this sort of character.


No I have not see this, but I do enjoy some good history. Thank you for the suggestion, I will check it out.

Naaman wrote:
The suggested skills list looks good.


Thank you.

Naaman wrote:
I could see dropping melee combat/parry and /or adding running. Also, he has space transports but not astrogation. Is this deliberate?


I was thinking of dropping the melee skills, but as those skills could apply to certain types of courier concepts I left those in. Running I certainly thought about, but wasn't sure. I think it would be a good thing to add in, though most players ignore the skill. As for astrogration, I did leave it out on purpose as this is more times than not handled by a nav computer. Also, I didn't want the template to feel too much like a smuggler.

Naaman wrote:
Do you see persuasion as appropriate, or do you think con adequately covers the necessary "fast talking"?


In my games, Con is when your lying, Persuasion when your telling the truth. In both cases you are trying to get someone to agree with it, it has to with how you go about it. So, yes, I think Con would be more appropriate to fast-talk than say Persuasion.
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