Defection of the Kuma [OOC]

By Blackbird888, in Star Wars: Age of Rebellion RPG

This is the OOC thread for Defection of the Kuma .

And the Kuma is the titular EF76 Nebulon-B escort frigate.

Character creation is Knight level. Pick your starting bonuses (extra experience, credits, or both) according to Force and Destiny; Duty remains at 5. If you're going to become Force-sensitive, Morality will be used, but it won't be in the forefront of the game.

NPCS:

Bixala Turandi, Imperial Helmsman

Lieutenant Bixala Turandi is a gray-haired, grim-faced human woman, who has served aboard the Kuma for as long as the ship has been in service, and serves as the ship helmsman.

Beginning her naval services in the days of the Old Republic’s Judicial Forces, Turandi once rose to the rank of Captain, with her own ship and crew. When the Clone Wars broke out, she continued serving, captaining a Consular light cruiser in the defense of the Core Worlds. When the Empire came into power, an old rival of hers gained the sway of the Imperial Admiralty, and Turandi was demoted and moved from one backwater assignment to the next, before being assigned to the Kuma as it left the shipyards of Kuat. Although her belief that this would be her chance to rise was dashed with the Kuma’s rocky history and poor management, she has continued to serve as the helmsman of the Nebulon-B ever since.

Although quiet and very bitter, Bixala serves effectively and has an air of experience about her. Most of the crew is intimidated by her presence, though they are rather fond of her and her diligence.

Cambur Quimm, Imperial Quartermaster

Cambur Quimm is a human male, and serves as the quartermaster aboard the Kuma .

Called the “ship’s friend” by the crew, Quimm is affable and talkative, full of laughter and capable of spinning dubious though entertaining stories for anyone who’s willing to listen. In charge of the ship’s supplies, some might say he could be a bit too lenient with them, although no one can deny his keen organization and business skills. He is quick to admit his nearly crippling addiction to gambling, and it has often left him in dire straits, not to mention in trouble with his superiors, from time to time.

Quimm doesn’t “concern himself with the complex things,” as he puts it, in regards to the Empire and politics in general, and most agree that it’s hard to pin down his real history, aside from his gambling habits.

Iamba Lur, Imperial Flight Deck Officer

Lieutenant Iamba Lur is a Coruscanti human female, and serves as the chief deck officer aboard the Kuma, coordinating between the starfighter squadrons and ship command.

Once a young and talented TIE fighter pilot, an engagement with Rebel X-wings left Lur with a cybernetic right leg and several cybernetic organs. Although she attempted to get back into the cockpit, physiological trauma prevented her, and she never made a full recovery. Not wanting her talents to go entirely to waste, a favorable superior officer saw to it that she would sustain a career in the Navy, and she now serves aboard the Kuma, putting her firsthand experience in the cockpit of a TIE fighter to help strategize starfighter missions. She is something of a stickler for the rules (inherited from her upbringing and possibly her accident), and often chafes against the sometimes rowdy starfighter pilots assigned to the Kuma .

A full-blooded Coruscanti, Iamba believes entirely in the right of the Empire, and is quite susceptible to Imperial propaganda. She still does, however, dream of flying again, and can perform adequately in slower craft, such as shuttles and freighters.

Kuma Squadron Pilots (can be expanded a bit if necessary)

The (remaining) starfighter pilots assigned to the Kuma are often referred to as a “pack of animals” by the crew. Through a combination of insubordination, undisciplined habits, below average skill levels, and other factors, the Kuma’s aces are a ragtag but tightly knit bunch.

Many are still mourning the loss of several of their comrades, the second squadron that was assigned to the Kuma . A few are bitter over being saddled with the aging Z-95s that the Kuma carries, although they have come to love the reliable fighters. A few have faced discrimination and other injustices at the hands of Imperial commanders.

The pilots are known almost exclusively by their call signs, or, in general, as them .

Ibindaro Elator, Imperial Engineer

Ibindaro Elator is the chief engineer of the Kuma .

Tall, dark-skinned, and well-built, Elator is straight-laced and commanding. Unlike many Engineers and Technicians, Elator is calm and thoughtful, well-spoken and polite, and is still incredibly intelligent and skilled at what he does. He knows the Kuma inside and out, and is extremely committed to his duties as chief engineer. Unlike many serving aboard the Kuma , Elator doesn’t believe his skills is misplaced or that he has been slighted by anybody, so few know why such an intelligent man was assigned to the troubled ship. That being said, the fact that the Kuma often seems to gets mishandled, forgotten, or overlooked vexes him.

When off duty, Ibindaro is friendly and somewhat sociable, although his duties means he is rarely off duty. He often works closely with LE-HE11, which everybody sees as extremely odd.

LE-HE11

LE-HE11 is a distinct LE-series repair droid that serves in the engineering of the Kuma , in the semi-official capacity as overseer of the ship’s other repair droids. Although painted the standard black and gray of most Imperial droids, HE11 can be easily identified by the constant and loud stream of mixed binary and Huttese, most of which can be translated as blood-curdling obscenities. If HE11 is not screeching vulgarities and insults at the other droids, it is doing so to the organic members of the crew, and it very rarely ever speaks in Basic. HE11 has gained the appropriate nickname of Hell Machine among those who work with him.

Hell Machine often works alongside Ibindaro Elator, and the man seemingly has an amazing and unflinching tolerance for the foul-mouthed droid. Hell Machine has had numerous memory wipes, but quickly reasserts its personality. The ship engineers and droid techs theorize that the droid has concocted several failsafes and backups to circumvent its “meatbag masters” from controlling it, although Engineer Elator is firm that it’s probably a fault in its hardware.

Saandar Fos, Mirialan Sharpshooter

Saandar Fos is one of several Mirialan soldiers conscripted to serve aboard the Imperial Nebulon-B frigate Kuma .

A naturally quiet person, Fos was appointed a commanding position among the recruits, not for any talent or performance with a blaster (which is considerable), but because of his seemingly obedient, submissive attitude. In truth, any Mirialan can tell his attitude is one of somberness, as his body tattoos indicate him to be a criminal of a grievous nature, although neither they nor Saandar are willing to discuss the details.

When not on duty, Saandar can be found in his quarters in quiet meditation and prayer.

Quantos Lin, Mirialan Vanguard

Quantos Lin is one of several Mirialan soldiers conscripted to serve aboard the Imperial Nebulon-B frigate Kuma .

Quantos is an affable, talkative Mirialan, although he is often considered obnoxious and is prone to complaining about his unfavorable situation. Not at all pleased with his conscription, Quatos is constantly reminiscing, talking about, and lamenting over his home world of Mirial, and expresses to anyone around him on his desire to return home. Despite this, he is a skilled fighter, and is skilled in short-range shootouts.

When not on duty, Quantos is often found in common areas, talking and socializing with other members of the crew, although mostly with the other Mirialan conscripts.

Simber Hax, Imperial Analyst

Simber Hax is a young, newly appointed Imperial Navy Midshipman, serving aboard the Kuma .

Simber Hax, an Outer Rim native, once dreamed of a life traveling the galaxy, and was quick to leave home, but almost just as quickly she found her journeys at a dead end. Taking up work as a comm operator for the small Imperial detachment at Kwenn Space Station, she was on the shortlist of new ‘recruits’ for the Kuma, even though she was only serving in the capacity of a civilian. Needless to say, she is completely inexperienced in combat, and is incredibly nervous.

When not on duty, Simber likes to remain in her quarters, either watching holos or trying to catch up on military protocol, although she has also formed an odd friendship with several of astromech and navigation droids she works with.

Nask Hegroon, Imperial Midshipman

Nask Hegroon is an Imperial Navy Midshipman, recently assigned to the Kuma .

Although Nask once dreamed of a life of excitement and prestige in the Imperial Navy, his experience in Officers’ Academy was rather poor, as his superiors and peers quickly learned that, for all his enthusiasm and earnestness, he is somewhat… lacking in good sense. Although he passed, he was at the bottom of his year, and was shuffled off to an out of the way location so as not to cause problems, winding up serving on Kwenn Station. The entire experience of having his dreams dashed has left him rather bitter and dour, although he is extremely dedicated to whatever duties he is assigned.

When not on duty, Nask mostly retreats to his quarters. Although he isn’t unfriendly, he seldom starts conversations on his own.

The Twins

A pair of R1-series astromech droids that have been serving as the main astromechs of the Kuma for as long as anybody can remember. Easily overlooked by most, the Twins are subject to numerous rumors and tall tales spread among the technicians and engineers of the Kuma, chief among them being that they’re as old as the Kuma itself. Either as a result of incompetence, their inconspicuousness, or a certain fondness on the part of their caretakers, but the Twins haven’t had a memory wipe in a very, very long time, well beyond standard Imperial protocol. This allows them to interface with the Kuma quite well, although they have numerous quirks as a result, as anybody who can understand binary can attest.

The R3s

Several R3-series astromech droids have been assigned to the Kuma , as is standard Imperial Navy protocol. The Kuma has five groups of five R3 units, referred to as Aurek Team, Besh Team, Cresh Team, Dorn Team, and Esk Team. The “head droid” is referred to as Prime (i.e. Aurek Prime) while the others are referred to by number (i.e. Aurek Two, Aurek Three, etc.). Aurek Team works directly with the command staff, Besh and Dorn Teams work with the gunnery crew, Cresh Team works with coordinating the ship’s starfighter and vehicle complement, while Esk Team works with the engineering crew.

Like the R1 units, nobody quite knows when the droids were last subjected to a memory wipe, leading each team to develop individual personality quirks that the team units mostly share.

Edited by Blackbird888

Stupid question - how do you want us to do dice rolling? Is there a way to do it in-forum?

Also, I'm new to PbP generally, are there any rules or guidelines I should know about?

Stupid question - how do you want us to do dice rolling? Is there a way to do it in-forum?

Also, I'm new to PbP generally, are there any rules or guidelines I should know about?

Orokos.com is a dice rolling website with support for Star Wars dice. That's what we use, and you can copy/paste the dice images.

2eA : 1 success, 1 advantage [2eA=-, S/A]

a--.png a-s-a.png

Like so.

The way I've run it, with a degree of success, is on the IC thread, you'll post in-character dialogue and narration, then, if you want to make a skill check or something, indicate by separating it from the bulk of the dialogue.

(In parentheses like this.)

Or a quote box like this.

I will likewise post the GM narration,

and then any indicators for skill checks or other details in a box like this, such as make a fear check , or Boost dice on Survival checks , and so on.

Then you post the results and we discuss the details here on the OOC thread.

Need to finish Corel's equipment list.

He's probably starting with a Kamperdine armored jacket, in regulations for imperal uniform. Sidearm may be traditional, even though his primary weapon is screaming at you. We'll see what I can afford from there.

Don't forget to think of your relative roles aboard the Kuma.

I am clearly the commisar. It as supposed to be my job to bring this possibly rebelious crew in line. Alas, I have other plans...

Can we get the character creation rules that we are using put on the first post?

Copied from the recruitment thread.

Page 12 of Lead By a Example, mentioned by blackbird. It's basically saying "if you're the commander of the group DBAD. Everyone is her to have fun and bossing others around is not fun, so don't."

And for the record I totally agree. I have a plan to play a Commodore who trusts in the skills of his specialists. His job is to make sure the right people are doing the right jobs just like a well oiled machine. Bossing NPC's is fine, but don't expect me to issue orders every round and expect you all to follow, that would just be plain rude.

I'm happy to talk about the relationships everyone has too, it's probably a good idea if there is an established link there for everyone since this isn't your bog standard "5 adventures walk into a bar" setup. I'll have more background figured out tomorrow and will look at finding ways of weaving other PC's in.

My character will be more in the realm of repair, communications, Intel, sensors, and catch all.

By the way, both I and, by the looks of it, Richard have built our characters on the assumption of at least 10 extra starting experience being available from Duty or Obligation or something. Are we correct in this assumption, and how are you running that sort of stuff generally - Duty might be a bit difficult for people who aren't actually members of the Rebel Alliance, though I suppose it could represent duty towards the crew (of which there are a lot, if we're on a Nebulon - normal crew complement of 920).

Furthermore, I'd like to suggest that, thanks to severe bad luck and the incompetence of Captain Morson's late and unlamented predecessor, the ship has taken heavy losses, which have been partially replaced by local conscripts, including aliens. This gives a good reason for the crew to be disloyal to the empire, for aliens to be on board, and for shortages, relatively lax discipline, people acting outside of their specialities and other PC-ish shenanigans.

Good questions.

So, everybody has a starting Duty value of 5. But, I like to cut to the chase, so we'll be using Force and Destiny 's starting bonus system, which is to say, you simply pick one of the three following options: +5 XP/+1,500 credits, +10 XP, or +,2,500 credits, although seeing as we're starting at Knight level, credits shouldn't be a major concern. I suppose Duties chosen can be focused on the crew (raising it could be a good way to win their loyalty...), or to general concepts, like like galactic peace, justice, an so on. The characters may not be on board with the atrocities of the Empire, but through ignorance and a lack of options, they may go 'for the greater good, for the greater good.' That sort of thing.

The second part is a good idea. The main thing I need is a setting that both grants the Kuma a small degree of autonomy and isolation, but can still fall under the reach of the Empire. Nebulon-Bs operate mostly as picket, patrol, and escort, so it would operate as an anti-piracy and anti-insurgency vessel in a more wild part of the galaxy. I'm just drawing a blank on a good place.

The character concept I am working on is a Chiss slicer from Nar Shaddaa who was brought in by Imperial Intelligence after the debacle. A combination of appreciation for the technology of Hutt Space, the protection from certain enemies, and access to Imperial resources further cemented his "loyalty".

Advancement: Besides the Slicer Spec, I am considering a few others, mostly from the EotE. Are there any of those that are banned?

No, no restrictions as far as specializations go.

If everybody is agreeable to serving aboard the Kuma, I think I'll start the OOC thread, and we can talk a bit more there.

Hmm. If I may make a suggestion, Hutt Space might be one choice. The other would be Corellian space, as there's a degree of flexibility in command and control.

Second, how do we use the contribution rank if we will be going from Imperial to Rebel?

I'll also be taking the +10 XP and my characters "goals" would be tech procurement and resource acquisition. Between the lack of supplies for general maintenance as well as the rather inferior equipment, gear, weapons, and supplies, my character is looking for better access to gear.

Does ' Defection of Kuma' or 'Defection of the Kuma' sound better?

Defection of the Kuma sounds better.

And is it just me, or is Kuma not a very Imperial-sounding name anyway? Imperial ships all sound like Royal Navy Vessels but angrier - Avenger , Executor , etc.

Like I said, nice and neutral. It does mean bear in Japanese, but that's probably a coincidence.

If possible, it might be a good idea to add a bit more to it but that could just be me.

Still working on the character, should have it ready later today.

If there's no objection, I've designated myself as Marine Commander - if it involves shooting stuff with guns, that's my job. Clearly, if there is a mutiny on board, my troops will be crucial to suppressing it. Definitely doing the suppressing and not the mutineering. No siree.

In terms of 'duty', my focus will be on Personnel, both in terms of keeping our sorry crew alive and well, and persuading them towards a righteous cause (not that I'm particularly good at the second bit, with no skill ranks and presence 2, but so it goes.

I'd second the idea of Hutt Space, or another area out towards the raggedy edge. Corellia's a bit too core worlds for my taste though. The Rim will rise again!

Edited by TheTeaMustFlow

Hutt Space also has the advantage of already having a dedicated Gazetteer.

Second, how do we use the contribution rank if we will be going from Imperial to Rebel?

An entire Imperial frigate is quite the contribution, eh?

Updated Commisar Corel Kosigan's sheet. Should be complete, I think.

Does anybody have a copy of the Imperial Handbook ? It makes for a good reference for organization and structure.

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

If the defection is coming from the top, as a unit, the actual atrocity may not actually need to be comitted- the captian may have taken one look at his orders and "nope'd" right over to the rebelion.

Absolutely, those orders still need reason though. I guess there could be a boring status quo that new orders change, then we go through the realisation that things under the Imperial Regime are not as they seem.

But some kind of defence posting to stop pirates or smuggling in some system would make sense too. Orders that have no reason for us to be suspicious of the atrocities going on, or are easy to explain with "for the greater good"

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

It would depend on how often the ship gets shore leave on said worlds. Frankly, that would not be an area that the Empire would want's fleet crews to witness.

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

If the defection is coming from the top, as a unit, the actual atrocity may not actually need to be comitted- the captian may have taken one look at his orders and "nope'd" right over to the rebelion.

It would have to be something significant, in that scenario. However, anything like that should be towards the end of an arc, that way it gives the players a chance of having worked for the Empire and see some "good" in it before turning rogue.

Sorry Blackbird, I don't have the Handbook.

Triple post :(

Edited by Kael

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

I've given that some thought and that's why I lean towards making the character from Aldeeran. Though I've also just considered going with if the captain orders it then we do what the captain says to do and making it less of an issue of morality and more of one of loyalty to certain people.

One of the biggest reasons I took the Rousing Oratory signature ability is for that moment when the crew (or Jacks command group) need to be swayed to his belief that fighting the Empire is the best course of action. It's not a "I convince PC's" moment, but more ensuring there isn't a mutiny from the crew.

There will (I assume) need to be some atrocities or one very horrible order for the ship to be involved in, to trigger the defection. So that may influence the decision on location, making it somewhere less under the Emperors iron first. Escort duty on a regular supply run from a mid rim area to the core. Witnessing the life being sapped from a series of systems as the imperial war machine consumes every resource available. Starving locals used as slaves on the strip mines that litter the surfaces of once rich farmland.

I've given that some thought and that's why I lean towards making the character from Aldeeran. Though I've also just considered going with if the captain orders it then we do what the captain says to do and making it less of an issue of morality and more of one of loyalty to certain people.

I believe we're starting prior to the destruction of Alderaan:

Incidentally, when in the timeline would this be set?

Probably a year or so before the Battle of Yavin.

Defection due to ill-treatment is also a possibility. And there's those of us who have 'Conscript' written on their character sheet and are just looking for an opportunity.

One of the biggest reasons I took the Rousing Oratory signature ability is for that moment when the crew (or Jacks command group) need to be swayed to his belief that fighting the Empire is the best course of action. It's not a "I convince PC's" moment, but more ensuring there isn't a mutiny from the crew.

I believe we're starting prior to the destruction of Alderaan:

Yup I know. But when that event goes down being from Alderaan provides more reason for moral outrage.

I believe we're starting prior to the destruction of Alderaan:

Yup I know. But when that event goes down being from Alderaan provides more reason for moral outrage.

Ah, alright then.

So its been quite a while since i really looked into Imperial Rank and their Plaque. As Captain of a ship, and unknown authority (ie i dont know how far his authority reaches) over other ships would Junior or Senior Captain be the correct rank for Jack? 6 squares with either 1 or 2 code cylinders?

Of the other PC's who is intending to be in a position of command, and where in the chain do you envision them being?

Then those that are not in an Officers uniform how do you think you will have respect/renown amongst the crew and officers. Im thinking things will be easier if the non officers have a good relationship with at least one of those of Rank.

Jack can pilot in a pinch, but its not his speciality, he is much better directing others in their duties. So I'm assuming we will need NPC's to fill the rolls we don't cover.

Nerd Herfer do you see your character as a Hotshot pilot of a Nebulon or a Tie? The only useless talent for a Hotshot in a Nebulon is the Koiogran Turn talent, everything else can be used.

I had to make a decision when i made Jack, between choosing the Rousing Oratory ability or getting Squadron Leader as a second Spec for the Field Commander talent. The Sig Ability was obviosly what i chose, but i plan on getting Squadron Leader down the line anyway.

wall of questions!