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The Others, Other, Other Red Meat (Force and Destiny)

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Also, the focus on the Force Artifacts is a red flag to me, especially in the civil war.  Putting out inquiries for holocrons, light sabers, and Jedi Artifacts is one way to get Inquisitors busting down the door.

 

I'm not talking about Force Artifacts, I agree that anything force related will probably get undesirable attention.  I meant just Piracy in general, though targeting Imps and selling to the Rebellion is one way of doing it, I'm just as fine with raiding the Rebellion and Bribing the Imps. Or any mix mash in between.  Heck could establish a rival Underworld faction on a large metropolis world and raid our enemies on armored up skiffs for all I care, as long as its good fun narrative.  A good Star Wars story to me doesn't have to involve meeting Luke Skywalker or confronting Vader, I'm sure a fair amount of peoples lives are mostly undisturbed by the civil war.

 

If we are going to be Rebels though, what is our groups function?  We certainly are an odd composition.

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Eh, I'm not a hundred percent sure on spending for upgrades just yet.  Especially if we go for an asteroid/space station base.

 

Don't get me wrong, I like the idea of a base on them  But no ship means no transportation.

 

Have we decided on which planet we want to start on?

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So here's what I'll suggest:

 

Go with a Rebel Base. Anyone with Duty gets attached to that Base. Free upgrade for you because you're already Contribution Rank 1 (I like to speed things along in PbP games, can you tell?), and the ability to buy more upgrades with the extra creds you've got right now. Base rules are in Desperate Allies. Planetary bases are easier to figure out & narrate, but asteroid bases have their certain charm :) 

 

Additionally, you can go with a Business (sounds like that more what you're in the market for instead of a Homestead) and anyone with an Obligation gets tied to the Business. Take or leave the "setting up my own Kajidic" motivation. Once we start play, you can take extra Obligation to outfit the business. The Business would be tied in some way to the Rebel Base...perhaps a supplier, perhaps a front, perhaps...? Business/Homestead rules are in Far Horizons. 

 

Anyone with no Duty or Obligation, but just Morality, can provide you guys with a ship, with a cost of 70,000 or less (subject to GM approval) as the Step 10 resource (from Force and Destiny Core Rulebook). Alternately, you can have your Force Users take a different resource, and as soon as you hit Contribution Rank 2, you can just requisition yourselves a nice Rarity 5 ship from the Alliance, subject to GM approval (from Age of Rebellion Core Rulebook)

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So here's what I'll suggest:

 

Go with a Rebel Base. Anyone with Duty gets attached to that Base. Free upgrade for you because you're already Contribution Rank 1 (I like to speed things along in PbP games, can you tell?), and the ability to buy more upgrades with the extra creds you've got right now. Base rules are in Desperate Allies. Planetary bases are easier to figure out & narrate, but asteroid bases have their certain charm :)

 

Additionally, you can go with a Business (sounds like that more what you're in the market for instead of a Homestead) and anyone with an Obligation gets tied to the Business. Take or leave the "setting up my own Kajidic" motivation. Once we start play, you can take extra Obligation to outfit the business. The Business would be tied in some way to the Rebel Base...perhaps a supplier, perhaps a front, perhaps...? Business/Homestead rules are in Far Horizons. 

 

Anyone with no Duty or Obligation, but just Morality, can provide you guys with a ship, with a cost of 70,000 or less (subject to GM approval) as the Step 10 resource (from Force and Destiny Core Rulebook). Alternately, you can have your Force Users take a different resource, and as soon as you hit Contribution Rank 2, you can just requisition yourselves a nice Rarity 5 ship from the Alliance, subject to GM approval (from Age of Rebellion Core Rulebook)

 

Hmm. I'm not a hundred percent certain about a few of the options.  Mostly because it seems to be a bit too much for the onset of a new campaign, but that could just be me.

 

From my perspective, let's go for a homestead/business.  No Rebel base for us to worry about, no ship just yet (unless it is something that is logical).

 

I would believe that the Alliance would use us as a waypoint/safe house/support area.  In addition, we could be contacts for them as much as they are for us.

 

Part of me would also like to bring in the Hutts a bit more, This is due to having two of them in the group.  Maybe as benefactors to Gormo and Amalgra's plans, especially since I am getting the whole gladiatorial combat feel.

 

As for a ship, it would depend on what kind and purpose.   I don't see us getting a tricked out combat shuttle for our use.

 

Proposal:

 

I believe that we should have the homestead/business be located on either Nal Hutta or Nar Shaddaa.  The reason for this is the access to tech as well as a ready market for any animals/fighting.  In addition, it provides a nice and convenient cover for the Alliance, especially when it comes to supplies and such.

 

Also, it allows us to figure out what kind of ship/ships to get, as a group.  It also let's start working on getting some minions/recruits, especially if we decide to leave the starting world for various reasons.

 

What do you all think?

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So we have:

 

Sarone - Sal, Mon Cal Mechanic: Technician

Nimsim - Gormo, Hutt Warrior: Aggressor

IT - Zarla, Kel Dor, Warrior: Starfighter Ace, Soresu Defender

Vrussk - Amalgra, Hutt Seeker: Pathfinder

 

Just waiting on Dramar

 

Are we supposed to be playing Hutts?

 

Wasn't there suppose to be a sixth person?

 

 

Since I am putting up such a fuss, I would like to present my proposal for the "Homestead".  I'm using the rules in the Far Horizons book if any wants to follow along.

 

Location: Nar Shaddaa

Function:  Ranch

 

Description:  The "Homestead" is actually a rundown building in the Corellian Sector this built on the outskirts of a group of buildings..  While structurally sound, the building has not been used in many years.  As a result, squatters and vermin have made it home as well as a build up of trash is seen.  Few guess who originally built the building, since the owners left before the Clone Wars, but it does have two landing platforms.

 

The building is five stories high, with the bottom two stories serving as a combination warehouse/garage.  The top three floors are divided up into office and residential space with latrines and areas for cafeterias and other meeting rooms.

 

In addition to the five floors, there is also additional basement space, including a room for a power generator.  Waste and water lines are connected to the municipal system, though there is a storage and emergency release backup.

 

 

That's the basic idea of my proposal.  I am thinking that we either go for a "ranch-style homestead" due to the current characters or a gladiatorial fighting/arms business.

 

The "Ranch-Style Homestead":  This concept focuses on making the homestead a kennel/menagerie for the party.  The idea here is that we take in various animals for healing, breeding, and training.  This can be anything from Nexu and Mastiffs to larger and possibly more exotic creatures as we go on.

  • Obligation:  Characters with an Obligation are here either to work off a debt or are in hiding (among other reasons).  Animal handling is a tried and true method of laying low, especially in conditions that are boring, dangerous, or both.

 

  • Duty:  Characters with a Duty are here for the Alliance's need for trained animals as well as potential resources in the animal world.  In addition, this location can offer a way for injured and sick Alliance Personnel  to get healed without going to a primary hospital.

The "Gladiatorial Arms":  The concept her focuses on the sale, refurbishment, repair, and resale of equipment used in gladiatorial fights.  While the source for this might be controversial, the use and employment of such weapons and technology can be applied to other fields and venues.  In addition, this can also provide a ready source of information about upcoming events and visiting celebrities.

  • Obligation:  Characters with an Obligation are here either to work off a debt or are in hiding (among other reasons).  In addition, those with a tech background can gain access to technology that would otherwise be restricted or illegal.

 

  • Duty:  Characters with a Duty are here to gain access to the technology and weapons used in the gladiatorial fights.  While not the best source and can be hit and miss, the possibilities are good that equipment and tech can be funneled to the Alliance.

 

So, what do you all think?

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For the sake of getting things moving, I think that's just fine for a starting point and more can be added as we go on. I'll say that I would like for Gormo to be seeking out knowledge of the Force, and that he'll be looking for these things on any planets we visit.

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The first and third options sound more like businesses, but yeah, I like all those options. Consider them pre-approved ;)

 

I am curious about making one more request.  Can we start off with one of the FFG modules before heading into your campaign?  I would like to see how we handle one or two of the FFG modules before going into a homebrew campaign.

 

Plus it'll give us a chance to work out any issues as well as give us a feel for each other's characters.

 

Any one else ok with this or think I should shut my trap?

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Or perhaps mild interests...?

 

I was hoping for other players to voice an opinion.

 

I was wondering if we could start with either "Taming the Dragon" (a modified Suns of Fortune adventure) or Black Sun Rising/Under a Black Sun.  Just change it so they are on Nal Hutta or Nar Shaddaa.

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Whichever is easier to run/the GM has access to. If you need an actual vote, I'll go with Taming the Dragon because it sounds like a euphemism.

 

 

I'll vote for Taming the Dragon, same reason as Nimsim :P.

 

And that's two of the four remaining voters (three if Damar never responds).

 

What are the totals for Obligation and Duty?  Tat way I can adjust my character as such.

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I'll need the group to decide who all are going to be taking on the Business as an Obligation. It can be one PC or all of you. Just needs to be tied to someone...and I'd suggest at least one of the Hutts ;) If you want to settle it on Nar Shaddaa/Nal Hutta, that is.

 

Assuming no one else takes a Duty, your Duty total will be at 20. 

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I'll need the group to decide who all are going to be taking on the Business as an Obligation. It can be one PC or all of you. Just needs to be tied to someone...and I'd suggest at least one of the Hutts ;) If you want to settle it on Nar Shaddaa/Nal Hutta, that is.

 

Assuming no one else takes a Duty, your Duty total will be at 20. 

 

There's not a real difference between a player owning the business and the group.  We could just have it be the group's obligation, especially since we have two Hutts.  It can be considered a partnership at best and therefore not tied to one person.

 

According to Far Horizons, the homestead/business is a group obligation, set out side the players' Obligation for the purpose of character creation.

 

As for myself, I'm going to be dropping Duty from 20 to 0, taking the +10 XP (-10 Duty) and extra 2,500 credits (-10 Duty), if that is alright.  This way it can be that my character just joined the group from another campaign and is trying to set up a new resource and supply point for the Alliance.

 

Any one else have an opinion/critiques on this?

Edited by Sarone

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Because we have Morality, Duty, and Obligation interacting with each other, I'll need the players who want their PCs to share in the benefits/drawbacks of an Obligation to actually buy into it. Were it a simple Edge of the Empire game with only Obligation, it'd be easier (since everyone already has Obligation then), but such is the nature of our game :) It'll be a very rich and meaningful experience, I think.

 

My original ruling of "any 2" still stands, so those with Duty & Morality cannot have (or benefit/suffer from) an Obligation.

 

Lowering your Duty so drastically will put you on the low rung for advancement in the Rebellion...as long as you are comfortable with that. In the long run, that Contribution Rank is gonna have way more impact than your starting credits. Just so you know!

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Well I'm very interested in taking either Duty or Obligation, I would prefer to take Duty but I'm not sure it makes as much sense as Obligation under my circumstances unless we have a more defined organization we belong to.

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Well I'm very interested in taking either Duty or Obligation, I would prefer to take Duty but I'm not sure it makes as much sense as Obligation under my circumstances unless we have a more defined organization we belong to.

 

That is true.  Sal was a member of the Alliance on some level, either through initial training or a follow up mission.  With s already getting Rank 1 in helping the Alliance I out, I figured my character is using this time as a vacation and educational/professional improvement.

 

Just curious, even though we don't have access to a starship at this time, do we have access to vehicles?

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Well I'm very interested in taking either Duty or Obligation, I would prefer to take Duty but I'm not sure it makes as much sense as Obligation under my circumstances unless we have a more defined organization we belong to.

 

Well the organization you'd belong to with Duty would be the Rebel Alliance. So that's pretty simple, really. But I can see how Obligation might be appealing for a Hutt...!

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Well I'm very interested in taking either Duty or Obligation, I would prefer to take Duty but I'm not sure it makes as much sense as Obligation under my circumstances unless we have a more defined organization we belong to.

 

That is true.  Sal was a member of the Alliance on some level, either through initial training or a follow up mission.  With s already getting Rank 1 in helping the Alliance I out, I figured my character is using this time as a vacation and educational/professional improvement.

 

Just curious, even though we don't have access to a starship at this time, do we have access to vehicles?

 

 

After deciding on a homestead/base, we can talk about vehicles (or ships). We could perhaps get your some ground/air vehicles or mounts, depending. 

 

First things first though...settle on a settlement (including who'll take the Obligation, or Duty if you want it to be a Rebel base), decide the location, and then we can go from there!

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