Socorran Osma Bags

By OriginalDomingo, in Star Wars: Edge of the Empire RPG

I am planning on running a few games for my PCs based out of the Socorro sector, heavily influenced by WEG's supplement, Blacks Sands of Socorro. The idea is to provide them a safe base of operations with a less ruthless criminal element. While it is a haven for smugglers and pirates, the code of honor for the major smuggling operation, the Black Bha'lir, seems to keep things in check. The roleplaying aspect of linking up with such an organization might help to curb the murder-hobo instinct.

One of the elements from the WEG book that I want to include is the "osma bag." The bags are made from a collection of trinkets that tell a person's story as well as their destiny. Seems like a fun exercise in roleplaying and GM foreshadowing, but I'd like to have a mechanical benefit as well. I don't plan on telling the PCs about the benefit even after they buy one. They may eventually figure it out, but at first they will receive the benefits but not know the reason. I wanted something like a powered-down destiny point mechanic tied to the nature of the bags, so this is what I came up with. What do you think?

For a small donation of 20 credits, a shaman will assemble an osma bag for any visitor. After a lengthy discussion, the shaman will thoughtfully assemble a collection of objects together with a pinch of blessed sand and place them into a leather pouch to be worn around the neck. The objects can be anything from modern scrap metal and old microchips to natural objects such as stones, bones, and teeth. Any outsider wearing an osma bag adds (1 boost) to any Charm, Deception, or Negotiation check with Ibhaan’I tribesman. Furthermore, the items allow PCs to call upon the spirits of Socorro for guidance. Once per session, at the GMs discretion, the mystic guidance allows a single PC to upgrade one Survival check to survive the harsh conditions of the Doaba Badlands–for example, checks to find water, determine direction, or find shelter against a coming sandstorm.

I like it. Nice and subtle, and potentially lifesaving.

I tried using the Black Bha'lir as a way to keep my PCs from going murder hobo. It failed spectacularly and my players ended up inadvertently doing some significant damage to the organization before that campaign was done. Most of it stemmed from them acting in the Bha'lir's name and attracting the wrong sort of attention from Black Sun. Reprisals were pretty fierce.

That place sounds nice. [sigh]

I'm so done with Hutts.

Any outsider wearing an osma bag adds (1 boost) to any Charm, Deception, or Negotiation check with Ibhaan’I tribesman.

Furthermore, the items allow PCs to call upon the spirits of Socorro for guidance. Once per session, at the GMs discretion, the mystic guidance allows a single PC to upgrade one Survival check to survive the harsh conditions of the Doaba Badlands–for example, checks to find water, determine direction, or find shelter against a coming sandstorm.

Don't think you need the word "outsider" (do they not like their own people?), but 1st bit sounds good.

Spiritual stuff... how about you add a Force Die to your pool instead? White's add extra Advantages only (otherwise you're stepping on the toes of actual Force users).

The reason why I had mentioned "outsiders" was that I would expect them to be pretty common among the Ibhaan'I tribesman, more like the norm. An outsider going out of their way to embrace some aspects of the local culture would be viewed more favorably, hence the boost die. Also, in case you don't have the book, there are 4 tribes on Socorro. This only works with one of them. It definitely does not work with the Bhalurai, violent anti-tech savages.

Perhaps the outsiders should suffer a setback die and the charm removes it instead of granting a boost die.