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Ideas for heroic scoundrels, 2 ABY?
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MrNexx
Commodore
Commodore


Joined: 25 Mar 2016
Posts: 1887
Location: San Antonio

PostPosted: Thu Aug 20, 2020 8:17 pm    Post subject: Reply with quote

Yora wrote:
The page doesn't really mention the plot. What specifically are you thinking of?


So, the series starts with your character doing some work for Happy Dap, because your sister (who is the brains of your operation) needing maintenance on her janky cybernetics. The initial plot might not work well during the time period you're thinking of... because there'd be less reason for a strong blockade of a sector... but you start with several disparate groups forced into cooperation. Like, the Rebels have to work with a local merchant league and the local smugglers group, and the local organized crime, because they're all being crushed by the Empire. Getting through the blockade requires the contacts and resources of several factions... the Rebels have the comm systems, the smugglers have the ships, the organized crime has the outside contacts, while the merchants have the cargo that the system needs.

That lets your character start at the criminal/scoundrel end, but be working with the Rebels out of necessity. Their motives don't have to be good, but they wind up making contacts with the Rebels anyway. Do they work with them? Do they get an instant when they can choose to betray them for gain from one of the other factions?
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Yora
Lieutenant Commander
Lieutenant Commander


Joined: 29 Jun 2018
Posts: 158
Location: Germany

PostPosted: Thu Aug 27, 2020 5:09 am    Post subject: Reply with quote

I've been looking at the templates, and I think setting up a recommended list could be a good way to give players an impression of what they can expect from the campaign, like what character archetypes would well connect with the elements of the adventure and what skills will get plenty of opportunity to loose.

I thought about making my own, based on the premade ones. But in most cases the attributes and recommended skills already look right as they are, so it's basically just renaming them to put them in context for the campaign.

Cargo Pilot (Brash Pilot, no starfighter skills)
Disowned Noble (Arrogant Noble)
Frontier Mechanic (Engineer)
Gambler
Imperial Deserter (Retired Captain)
Mercenary
Scout
Senatorial Aide (Young Senatorial)
Senatorial Guard (Loyal Retainer)
Smuggler

The Disowned Noble is from the core worlds but had to leave for some reason or another ti make a new life in the Outer Rim.
The Imperial Deserter was a junior officer in the Imperial Navy but ran away and went into hiding after the Empire started occupying unruly planets and replaced the government with Imperial officers.
The Senatorial Aide used to work for an Imperial senator (or planetary ruler) who disappeared after the senate was dissolved, and so went into hiding before being arrested for aiding a traitor (real or imagined).
The Senatorial Guard used to be a personal guard of an Imperial senator and left Coruscant after possibly fighting stormtroopers trying to arrest politicians.

With three to five players, 10 templates should be plenty enough. And if a player wants to make something else, they still should help narrowing down what characters would fit well into the campaign.
I think it also neatly lays the ground for getting characters that start out at least leaning towards good with potential to become greatly good.

Also to help undecided players to pick, I got this list of 10 recommended species: Duros, Human, Mon Calamari, Quarren, Rodian, Sullustan, Trandoshan, Twi'lek, Wookiee, Weequay.
All very old classic evoking the classic Star Wars feel.
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Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 7551
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Aug 27, 2020 9:08 pm    Post subject: Reply with quote

Sounds like a great basis for a PC group.
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