Something fun to do

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

Create a dark side / sith..

The setup...

Era would be between episode 1 and 3.. When Palpatine was a senator/new chancellor..

You character has heard a calling.. Voices.. And has become partially obsessed

With finding and studying the sith and artifacts

Now create a dark side.. Sith character

Oooh I like these threads, any specific limits? Only basic character creation? Any extra earned XP to work with? Or even knight level?

I will say you have 2 options..

Do a beginner character with 10 bonus xp and a knight level..

Also if you wish 2 characters per option.. One more of a force user aka palpy type.. And one more physical aka Vader type

So up to 4 characters in all

2 beginner.. 1 palpy type.. 1 Vader type

2 knight level.. 1 palpy type.. 1 Vader type..

Should be fun.. Who doesn't like character creation lol

Edited by LordEnforcer

Four?! Sheez... I don't know about four, but here's one. I present...

Drak Noslen, sketchy Nemoidian archaeologist turned unwitting Sith weapon.

Nemoidian Drak Noslen was always fascinated by the stories his history professor father told him of the galaxy, of the old Republic, and of even more ancient races and cutlures. When it was time for him to further his education past primary school, Drak chose to go into the field of archaeology and archaeoanthroxenology. He excelled, not so much at the technical aspects of the science, but at the histories, stories, myths, and legends of yore.

In school, Drak discovered that the relics of the past sometimes brought fortune to those who recovered them and sold them to the right people. He discovered this, unfortunately, when he was approached by an individual who wanted him to steal an item from his professor's office for some extra credits. After this, Drak became obsessed with fortune and glory, and he decided to turn his education into treasure hunting.

His first few forays did not net him much profit, but it did whet his appetite for more. Drak soon discovered that museums and institutes of learning did not have as much of the available resources, i.e. credits, as did private buyers to continue his hunting. And some items, he was to discover, could fetch even more if certain legalities could be ignored.

Careful research led him to a world in the Outer Rim where there was a potential ruined temple, some sort of monastery. Religious items of the past were a favorite among the nobles of the Core worlds. Arriving at the planet, he found the ruins and began exploring them. There wasn't much to find, but he collected items he thought might bring some credits and packed them into crates. They were interesting things, but nothing of exotic value. He spent almost a month there and was ready to leave.

It was then that he begin hearing the voices. No more than whispers at first - tricks of the sad silence and loneliness of the ruined monastery. But it drove his curiosity to discover more. His sleep was often interrupted by dreams of violence and unbridled emotion, flashes of red and black. He found that when he was in the lowest reaches of the temple, the ethereal voices were loudest, almost coherent.

Eventually, Drak found the monastery had a hidden vault beneath its foundations. The lock to the its heavy door required both of his hands and arms to go into, up to his elbows. In it he could feel levers and dials but could not see them. Something in there must have been sharp because he pricked both of his palms fiddling about in the lock. The lock clicked, and the door opened. Inside was a single sarcophagus inscribed in runes unfamiliar to him. Cracking the lid, he found bones and rags, and a curious, almost organic, scarab-like amulet. He plucked the amulet from the tomb and the voices ceased.

Drak made his way to Corellia where he could sell the more mundane loot to the university there. The amulet, though, would go to a fence he knew in Coronet City, maybe for ten times as much as he could get for all the rest. He would have to sneak it in past customs, however. The best way to do that might be to simply wear it underneath his tunic. Docking his ship in the city, he prepared to open his doors to the local customs agents. He slipped the amulet on.

The agents entered Drak's ship and found him writhing in pain on the deck. When they attempted to help him, he lashed out with his mind in a berserk rage. He raised them off the floor and slammed them against the bulkhead. They gasped for mercy as he crushed them. Their pain, their sadness... their deaths... fueled him and his own pain subsided.

Calm again, he began to understand the power within, and the voices returned, but more sultry this time, more provocative. They told him of riches beyond his imagining. They told him of power beyond his grasp. Drak began to understand there were more relics like the amulet that could be added to his flesh that would make him invincible. He also learned a new word: Sith.

(TL;DR: Drak found an organic Sith relic; it grafted to his chest; now he's a Darkside guy searching for more of these relics.)

Drak Noslen

Species: Nemodian

Career: Explorer

Specializations: Archaeologist, Force-Sensitive Emergent

Brawn: 2, Agility: 2, Intellect: 3, Cunning: 3, Willpower: 2, Presence 3

Wounds: 15, Strain: 12

Force Rating: 1

Skills: Athletics 1, Cool 2, Deception 1, Discipline 1, Perception 1, Piloting - Space 1, Streetwise 1, Vigilance 1, Knowledge - Lore 2, Knowledge - Outer Rim 1, Knowledge - Underworld 1

Talents: Well Rounded 1 (choosing Streetwise and Knowledge - Underworld), Researcher 1, Grit 1, Knowledge Specialization 1 (choosing Lore), Uncanny Senses 1, Toughened 1

Force Powers: Enhance (+ leap control i, + leap control ii), Move (+ magnitude 1, + strength 1, + range 1, + hurl items control), Sense (+ targeted attack upgrade control)

Equipment: Drak does not utilize guns or armor in his usual dealings. He is not opposed to them, he just doesn't use them. He has a small scout ship, a Corellian JT-710 he named King Li'ir, after a leader in early Nemoidian histomythology.

----

This is Drak between Episodes I and II, although his life and calling and circumstances are really outside the scope of the movies and its characters. Eventually he might find himself being noticed by Palpatine or Dooku or the Jedi and have to be dealt with. But until then, Drak will roam around searching for this particular collection of very ancient Sith alchemical artifacts. They are organic in nature, and will bind to his flesh, each one making him more powerful in the Dark Side.

250xp total. 90 for species, +10 for Obligation, +150 for Knight Level.

The game history of Palpatine in broad strokes:

Since Naboo is in the Outer Rim, he'll be a Colonist:Politico. He spends all his XP on characteristics, giving him 2/2/3/3/3/3 (the 2s are Brawn and Agility), taking a minor Obligation to a teacher in his high school, where he becomes class president, getting his first taste of power and adulation. He spends no XP on skills or talents, getting the basic free skill points the career offers.

He realizes quickly he's pretty good at reading people and getting them to do what he wants...better than can be explained through natural charisma. He comes to the conclusion that he must, in fact, be Force sensitive. He is both studious, and self-aware: and he understands he is grateful the Jedi did not identify him early. He knows enough about them and himself to understand that he could never adhere to their philosophy. Political power fills him with a joy he can't express. How much more powerful would he be with the Force? In game terms, with his first XP he buys the Force Sensitive Emergent tree, gaining FR1. He also buys the Sense and Foresee basic powers.

As he works his way through the political system (developing his Inspiring Rhetoric and Scathing Tirade) he begins to see the value of remaining "present, but in the background". He finds he can get far more done when he is not at the center of attention. The "Indistinguishable" talent from FSEm is particularly useful. At the same time, he begins to develop many contacts. In game terms, he purchases the Explorer:Trader tree, with its emphasis on Know Somebody, Smooth Talker, Wheel and Deal, and Nobody's Fool. The extra credits come in handy as he greases the wheels of politics. He spends Dedication from Politico to boost his Presence.

Eventually he brings Sense and Foresee to considerable levels, but is frustrated. He knows there must be more, but he has no desire to go to the Jedi to learn. By the time he takes FR2, he knows he needs to focus on the Force. He can Foresee it. He uses Dedication from FSEm to boost his Intellect, and picks up the Colonist:Scholar tree. While continuing to present himself to the world as a humble public servant, he delves deeply into the scholastic world. He learns a great deal about history, the abilities of the Jedi, and is able to separate truth from legends. Yes, they can move objects. Yes, they can influence the "weak minded". He tries this for himself and is one day surprised to hear a senior politician parroting his words. In game terms, he picks up the Influence power and eagerly begins to develop it. As well, he picks up Move, and begins to dabble...and finds there is a synergy when someone witnesses his actions and he has to use Influence to change their mind about what they saw.

He learns more, about the ancient wars between the Jedi and Sith, and eventually discovers the Rule of Two. It is like a bell tolling in his mind. Is there a Sith out there, right now? Are there already two? Or any at all? If there are any, how can he find them?

At this point his past becomes obscured. He is found by the Sith Lord, his Force abilities nurtured and challenged and developed. In game terms he takes numerous trees from F&D, learns the use of a lightsaber, and every application of Bind and Unleash.

Do not underestimate what can come from humble beginnings. If you really want to play a Palpatine, you have to take the long view.

very cool descriptions!