Star Wars: My Kind of Scum [PbP] Session Zero

By Aurin, in Star Wars: Edge of the Empire Beginner Game

Welcome to My Kind of Scum, a play by post Edge of the Empire game hosted here on the Fantasy Flight Games forums. I don’t have a ton of experience with the FFG mechanics, and I’ve never run (or played, for that matter) in a PbP, but I’ve gamed for a long, long time and decided to give it a try.

The plan is to run the Edge of the Empire beginner box adventure, Escape from Mos Shuuta as a test run, then we can all assess if we want to turn this into a longer running campaign. Given that this is my first go at GMing a PbP in an unfamiliar system, I greatly appreciate this set of veteran gamers being patient with me as I get up the learning curve, and fully expect you to be vocal on spots where I can do better.

Here is the rogue’s gallery:

WaywardGM - Lang Shinqo (Mirialan Colonist/Marshal), grizzled ex-lawman with a troubled past ( sheet )

Shy Ion - Caizu (Chiss Smuggler/Gambler/Force Sensitive Exile), charming con artist with ‘uncanny luck’ ( sheet )

Blackbird888 - Trokhed “Trok” Raggera (Dug Explorer/Driver), gruff pilot wanted by the Empire ( sheet )

Kymrel - Dro-Kar Zakk (Green Nikto Bounty Hunter/Gadgeteer), ruthless bounty hunter prone to violence ( sheet )

Richardbuxton - HM-6T6 "Sixty-Six" (Droid Technician/Mechanic), bulky CEC maintenance and repair droid ( sheet )

The Queen of Scepters, a run-down VCX-85R tramp freighter ( sheet )

All of the characters have been statted out with at least broadly speaking. Feel free to continue to iterate on your characters as we progress through the background generation process.

Session Zero

Before we jump into the PbP, I wanted us to participate in a Session Zero, inspired by the lovely work done by Michael Wilson over at Begging for XP (article here ), adapted for our purposes. The goal is to add more detail to background NPCs and locations in order to make the universe feel more alive and the players feel more connected to the setting.

I’ve copied the relevant blocks of text from Begging from XP here and edited to fit our needs. We are going to create a number of faces and locations.

Faces: These are the NPCs that the characters regularly interact with. The important thing to focus on when building them is what they can do, what they want, how they relate to other NPCs, and if they support or buck the status quo.

It is important to drive home the status quo thing, especially for driving the creation of more NPCs. If we create a crime-lord that is part of the established status quo, we then ask who is running counter to that. Likewise, if there is a Rebel agent in town (against the SQ), then who are they working against (or maybe someone is hunting them)? If we do this right, we should end up with a living setting in which action is already taking place without the characters.

Locations: These are the primary places that the campaign will take place at. If this were a TV show, these would be built as permanent sets because they would see a lot of use.

Locations should be tied to faces, and vice versa. When we create a place, we should ask who is there to meet. Likewise when we create a person, we should ask where we can find them. There doesn’t have to be a 1:1 relationship; one face could have multiple hangouts, or a single location can be home to many faces. In general, though, there should be at least a single pairing per location/face.

Running Session Zero

Below is the system that we’ll run through here. Everyone is meant to participate and share and evolve ideas of one another.

Step 1. Discuss the Overall Direction of the Game

The general gist of the game is the PCs will be a bunch of spacers on the Edge of the Empire, trying to make their lot in life. The players will find themselves in the employ of the Anjiliac Kajidic, headed by the majestic and generous Popara the Hutt. The crew will compete all manner of jobs (both independently and for the Hutt), including bounty hunting, smuggling, and good ol’ fashioned thievery.

But before the crew can stake out on their own, they must first get out under the thumb of the dastardly Teemo the Hutt, a notorious Hutt gangster who rules over Mos Shuuta, a backwater settlement on the desert planet of Tatooine.

Step 2. Share Obligation and Back Story

All of you have two obligations - one is related to your character’s background, the other is related to something between your character and Teemo the Hutt. As a first step, you should share your obligations with the group to the level of detail you find appropriate.

Step 3. Discuss Planets

The crew will be based on Nar Shaddaa, but will travel from the Smuggler’s Moon frequently. Other locations that will be recurring are Tatooine, Kwenn Station, Ryloth, and Bespin.

Step 4. Create NPCs and Locations

This is the meat of Session 0.

In turn each player creates one NPC and/or location. Ideally, they create an NPC with some details, and then a place to find them. If that’s not possible, or they don’t have any ideas, or they are tying their idea to an existing location or NPC, then no worries.

After everyone has had one turn, continue, but now after making an NPC or location, you should also make a connection between NPCs (or locations if it makes sense). This connection does not need to involve what you just created. Maybe you want two existing smuggler NPCs to hate each other, or maybe you want a forbidden love between Rebel and Imperial agents. You could also just see an NPC and make a friend or rival for them (making the new NPC and connection at once). The more conflict you create here, the better.

There are going to be more ideas thrown out there than just the individual NPCs and locations. Maybe the NPCs are part of an organization, or maybe the locations belong to a single city that needs some detailing. Let that all flow and write it all down.

For a Face, the different details include: (i) name, (ii) description, (iii) location, (iv) organization, (v) they threaten / support the status quo by (vi) what can this person do for people, (vii) what do they need, and (viii) what makes you fear them.

For a location, the different details include: (i) name, (ii) description, (iii) planet location, (iv) faces, (v) why come here, (vi) what is a common smell or sound here, (vii) what actions do you receive bonus dice to, (viii) what actions do you receive setback dice to, (ix) who belongs here? (bonus to social), and (x) who doesn’t belong here (setback to social).

We’ll continue this process until we feel like we’ve added enough interesting spots and NPCs (aiming at 2-4 good NPCs per PC at a minimum). Let’s check in where we are after a week and assess where we are.

Step 5. Tie Obligations to NPCs

While this is all going on, players should be thinking of – and talking about – which NPCs play into their Obligations. This may change as the session moves on, but it should be settled before the end of Step 4.

Step 6. Finalize Characters.

After having made the setting and connected the Obligations to people, now we finalize the characters. Once that’s set, we can kick off the PbP!

Edited by Aurin

NPCs (in alphabetical order):

Emino Weelo, a bounty hunter operating out of Nar-Shaddaa

Weelo is a semi-respected bounty hunter who has formed a small team of hunters to allow him to take on more dangerous targets and get a richer reward as well as more notoriety in the bounty hunting game. He is a consummate hunter, meticulous in his planning and execution. He is fair to his team and somewhat honorable, but is not above taking criminal bounties from some Hutt or another when the price is right. He is not quite at the level where he gets a call to take on a private bounty, but is getting close, thanks to his tendency to take on high-profile bounties. And for what his targets might view as an alarmingly high success rate, thanks in no small part to the varied group of specialists on his team.

Dro-Kar spent a year working with Weelo, learning from the experienced hunter before setting out on his own. The two split on good terms, but Weelo made it clear that as his former protégé, Dro-Kar was expected to back off from a hunt if Weelo was hunting the same individual, unless Weelo felt like joining forces.

Race: Rodian

Location: Nar Shaddaa, Sweet Dreams Cantina

Organization: Independent contractor who will work for anyone who sets up a bounty large enough.

Threatens/Supports: Threatens any criminals with a bounty large enough to be interesting, as well as those who upset a Hutt enough to get a criminal bounty. Supports the rule of law in small parts by chasing down criminals.

What can he do: Hunt down and apprehend criminals. Obtain information on illegal activities. Hunt exotic animals.

What do they need: Fame/notoriety, credits.

Erpo Poolta, pawn-shop owner

Erpo Poolta is a slick Toydarian fixer who owns and operates Poolta’s Pawn Paradise in sector 84, sub-level 40 on Nar Shaddaa. Poolta is short, even for a Toydarian, with moss-green skin except on the bone-white belly and two wings that don’t flap quite as fast as they used to before middle age set in for real. Poolta has an amiable outlook on life and is a shrewd judge of character. After an accident involving two thugs from a Hutt gangster and a durasteel pipe his right wing is not quite right, causing him to fly slightly to the left, forcing him to overcompensate by twisting his body a little to the right as he flutters around. This makes it look almost if he’s moving diagonally to the left rather than straight forward when he flies.

Although the pawn shop is legitimate enough, Poolta makes most of his money from the other store hidden two levels below the shop where he sells both new and used illegal items. He is also well connected in the underworld and mostly independent of the Hutts so he frequently helps people who need to reach out to other people for certain activities of questionable legality. For a fee, naturally.

Poolta came through for Dro-Kar when he needed him the most, helping him get the sort of gear any self-respecting bounty hunter needs as he was starting out, in return for a little work. Dro-Kar has an amiable relationship with the Toydarian, who has given him tips and done him favors for the past two years. He recognizes that he owes him a debt of gratitude which he will eventually be called upon to pay off.

Race: Toydarian

Location: Poolta's Pawn Paradise, Nar Shaddaa

Organization: Independent contractor who pays the local Hutt crime boss for protection

Threatens/Supports: Supports the criminal enterprise on Nar Shaddaa by selling illegal goods as well as setting up the occasional deal

What can he do: Buy and sell mostly illegal or rare items. Set up deals when the price is right.

What do they need: Credits, favors

Jidannar Jieeber, prophetic infochant

Slick, sly and seldom stable, "JiJi" is about as legendary an infochant as they come around the Outer and Mid Rim. Always in the know, the Duros seems to have friends in both high and low places, and is happy to sell secrets to them or on them as long as the credits are right. Affiliated with various cartels and crime families, but only ever interested in taking care of himself, Jid makes sure everyone feels like he knows something dangerous about them, just in case they ever think it's a good idea to cross him.

Renowned for being able to source material no one thought existed, some had come to question the legitimacy of JiJi's information. However, one specific event has quelled the doubts. One day prior to the assassination of a planetary governor in the Corellian Sector, Jid released information surrounding the plot to the holonet via some associates (are you opposed to using Redmane for this? I want to tie this guy in!), specifying the exact time, location and nature of the hit, all to be carried out by someone hired by Imperial Credits.

Of course, it was written off as the ravings of some madman with too much spare time. Exactly one planetary rotation later, however, people were hailing JiJi as a prophet. This single event catapulted him to the upper echelons of the infochant world, where he has remained, selling his services for large sums of money or diverse favors. His erratic nature makes most people extremely wary of him, which he prefers; it means they don't know what to expect next.

Race: Duros

Location: Pops up all over the place, but usually found on crime heavy worlds.

Organization: Loyal to himself first, then whoever pays best - never truly a friend to any one party. Offshoot of this - a strange sort of cult has emerged from the Holonet, claiming JiJi is an all knowing, all seeing divine being sent to expose the sins and crimes of all. Jid is amused by this, but does not exploit it.

Threatens/Supports: Supports and threatens criminal enterprise in various ways, definitely threatens the Empire via knowledge of military actions and deployments.

What can he do: Find out anything, about anyone, any time - some say he's better than the Bothan Spy Network.

What do they need: Credits, information and occasional favors (usually the kind that you don't want to do).

Redmane, Infamous slicer

The infamous slicer known only by his HoloNet handle Redmane, is a tall and lithe Togrutan male with bright orange skin and intricately patterned white and black montrals. Little is known about his early life, though rumors speculate that Redmane was a former slave in the Outer Rim.

Redmane has gained much notoriety over the last few years as an Imperial dissident, focusing his slicing efforts to disrupt Imperial military action. Some wonder if Redmane is a rebel operative, while others believe that the Togrutan simply relishes in the chaos.

One of the best, if not the best, slicer on Nar Shaddaa, Redmane’s services are in constant demand by all manner of individuals from Hutt kingpins to bureaucrats with a mind towards espionage. While Redmane is willing to work for cold, hard credits, he prefers to deal in favors.

His base of operations unknown, Redmane and his associates conduct business in the backroom of the pleasure den, the Carbonite Slipper, a club catering to the wants and needs of offworld clientele.

Race: Togrutan

Location: Carbonite Slipper, Nar Shaddaa

Organization: Independent contractor

Threatens/Supports: Threatens the status quo by actively running slicing operations against the Empire

What can he do: Slicing-for-hire services with discretion

What do they need: Credits, favors

Edited by Aurin

Locations (alphabetical order):

Nebulous Neimoidian Nik-Naks

A second hand, or thrift, store with an eclectic range of items from clothing and trinkets to art and furnishings to large caliber weapons, Neb's is the place to go if you're tight on funds and need something special. Run by and elderly pair of Neimoidians, Uubmo and Pluff Trethi, the store caters to all comers, as long as you don't start any trouble within its walls. Uubmo is a cantankerous old fellow who loves telling stories, while his wife, Pluff, is kindly and jovial. Neither of them shy away from hard bartering, however.

Nar Shaddaa is the perfect world for a store like theirs, as anyone from urchins to underworld bosses can find something unique. Many an engagement token has been purchased from Neb's, and the Trethi's have encouraged the rumors that items from their store are the secret to long and happy marriages - why, you only need to look at them as an example! No one knows much about their past, other than they swiftly change the topic when it is brought up.

Neb's is located in the middle of a bustling commercial district, bordered by a chain clothing store and a droid repair shop. The Trethi's get along famously with their neighbors, making sure to send customers next door for the right reasons.

Planet location: Nar Shaddaa - Commercial district somewhere in the sub levels.

Faces: Uubmo Trethi - aged male proprietor, Pluff Trethi - aged female proprietor.

Why come here: If you can't find it elsewhere, you might find it here (quite literally their motto), also for information on the surroundings, what is happening lately and getting pointed in the direction of certain things.

What is a common smell or sound here: A common sound is the chattering of Uubmo telling stories that are sometimes true, but more often than not, complete fabrications. A common smell is of the couple's tea, always a ready pot brewed.

What actions do you receive bonus dice to: Negotiation for small items (anything under 2 Encumbrance or lower).

What actions do you receive setback dice to: Coercion of any sort, they simply are not intimated easily - also resisting Charm checks, the old couple are far too endearing.

Who belongs here: Anyone. Especially those looking for something.

Who doesn’t belong here: No one specific, however they do remove anyone who causes a fuss.

Poolta’s Pawn Paradise

The modest pawn shop situated in a fairly busy but down run shopping area in sector 84, sub-level 40 on Nar Shaddaa is certainly no palace. Small and grimy windows displaying previously loved merchandise certainly don’t entice the common shopper to stop by for a bargain. The shop is owned by Erpo Poolta, a Toydarian fixer.

Poolta does buy and sell used merchandise in his pawn shop, although his employer, another Toydarian by the name of Eppine Renlo, tends to take care of that so that side of the business. Poolta focuses more on the real source of income for the business. He makes most of his money from the other store hidden two levels below the shop where he sells both new and used illegal items. The other shop is really just a small room connected to the main store through a small turbolift he had installed, and a large back room where he stores illegal items out of sight of his customers. The customer is only ever allowed into the small front room, with Poolta hovering into the storage room to see if the item desired is available.

Planet location: Sector 84, sub-level 40

Faces: Erpo Poolta, Toydarian male owner. Eppine Renlo, Toydarian male member of staff.

Why come here: For equipment, gossip or to find work or leads

What is a common smell or sound here: In the storefront you always hear the shoppers passing by, but in the back there is mostly noise from a backup generator Poolta keeps for emergencies.

What actions do you receive bonus dice to: Streetwise to find non-lethal illegal items of rarity 7 or less.

What actions do you receive setback dice to: Skulduggery due to extensive security systems in place.

Who belongs here: Honorable scum.

Who doesn’t belong here: Tourists, dishonorable scum, law-enforcement.

The Carbonite Slipper

Located deep in the bowels or Nar Shaddaa, The Carbonite Slipper is a pleasure den frequented by all manner of clientele and very popular among spacers and transients passing through the Smuggler’s Moon. A front for the Anjaliac kajidic, the Slipper is operated by a Klatooinian tough named Utaro. Utaro isn’t the brightest, but he knows that the credits keep flowing so long as his Hutt masters are appeased. While catering to seedy clientele, the Klatooinian has a zero tolerance policy for those who get too rough with the girls (unless they pay extra) and has removed a patron’s fingers with a vibroknife for getting too handsy, if the rumors are to be believed. The Gundark Biters, a swoop gang with a penchant for violence and heavily involved in spice dealing, act as informal protection for the pleasure den.

The main seating area hosts and handful of stages interspersed between many small tables, with exotic dancers of all species gyrating to hit singles from the Core Worlds playing over the sound system. The room is dimly lit and filled with smoke as patrons enjoy spice of various forms through hookahs provided for every table.

Though the footprint of the Carbonite Slipper is across a single floor, the Slipper extends beyond the main seating area into a labyrinthine stretch of coordinators leading to small rooms and alcoves to give clients willing to spend the premium credits additional privacy.

Faces:

Utaro, Klatooinan tough and operator of the Slipper

Redmane, infamous Togrutan slicer negotiates deals in the back rooms

Byrll Targa, swoop gang leader

What is a common smell or sound here: Corewards pop music, the musty scent of spice smoked through hookahs

Bonus: Streetwise checks to score spice; any check greased with credits - money talks in the Carbonite Slipper

Penalty: Deception checks with the dancers; to survive in this business, one quickly learns to identify who has credits and who doesn’t

Who belongs here: Pilots, spacers, swoop gangers, and those looking for ‘company’

Who doesn’t belong here: the prim and proper, droids

Sweet Dreams Cantina

The Sweet Dreams Cantina used to be called the Sweet Life Canteena, back before the up-and-coming area on Nar-Shaddaa where it was established failed to attract the rich and powerful as had been hoped. The developer who wanted to turn things around for sector 89, sub-levels 58-70 had tried to sell investors on the renovation project, frequently calling it the sector dreams would be made off. After a local Hutt gangster took exception to not being offered enough credits he quickly turned the developer’s dream into a nightmare which ended in bankruptcy. The area quickly went downhill from there, turning into a slum like so many others on the Smuggler’s Moon. And soon the proprietors started to call the canteena Sweet Dreams, not Sweet Life, and the name kind of stuck. The fancy neon-sign still says Sweet Life Canteena, much to the confusion of newcomers.

The canteena is a spacious affair, with the main entrance on level 61. The main floor houses a large bar, plenty of tables and chairs as well as several dark booths. The second floor used to house a dance floor, but it has since been altered and now has a stage and small tables and has regular “exotic artists” of surprisingly varied species and genders performing at all hours.

Planet location: Sector 89, sub-level 61

Faces: Reena Aflex, Human female owner. Rooma, Aqualish male head bouncer. Several droid staff.

Why come here: For drinks, entertainment and gossip. The place is frequented by bounty hunters and info-brokers, as well as locals on a night out.

What is a common smell or sound here: The place smells of sweat and cheap booze mixed with cologne and a whiff of spice. It is usually quite dark and shabby-looking since it has not been renovated in a long time. Only the second floor has music playing, on the first floor there is usually a loud chatter of dozens of customers talking, singing, shouting, arguing and singing some more.

What actions do you receive bonus dice to: Stealth and skullduggery due to the darkness.

What actions do you receive setback dice to: Coercion, the customers have seen it all before, as has the staff.

Who belongs here: Bounty hunters, fixers and regular people on a night out.

Who doesn’t belong here: Tourists, law-enforcement.

Edited by Aurin

Good luck. I would love to play, but I'm kind of busy at the moment. Even still, I am going to keep an eye on this.

Ditto, what kaosoe said :) will be watching this thread with great interest.

Can't really think of anything in particular to ask for, although considering how long I may/may not be able to commit, that's probably for the best. If I think of anything, I'll throw it out there, but for right now I'm cool with whatever.

Hookay then, let me kick things off.

I'll be playing Dro-Kar Zakk , a Nikto Bounty Hunter who has been trying to make his way in the galaxy. His main problem in life is a significant one; he is not a free being but a slave of Teemo the Hutt. You can read the background in the SWSheet, but in essence, he asked for a chance to buy his freedom, and the Hutt agreed (surprisingly, did he have a trick up his sleeve?).

Dro-Kar will be decent at hurting people, both with rifles and pistols (and his nasty claws if he has to), and coercing them into doing what he wants them to do. He is a Gadgeteer, so he will probably focus a bit on Mechanics and tinkering as well, although with his low Intellect it will require three to four ranks in the skill until he can really shine in that regard. He is a licenced bounty hunter, so that gives the group a bit of legitimacy and possibly income.

He worked as a member of a bounty hunting crew run by a mid-level Rodian hunter for a year or so before he had scrounged up enough credits to get a Bounty Hunter Licence, sponsored by his Rodian mentor. Since then he has worked picking up small fish with limited risk, and limited payoffs, collecting enough credits to buy his freedom for the price set by Teemo the Hutt about two years ago.

At the start of the story Dro-Kar has just made his last payment to Teemo the Hutt, fully anticipating walking out of his palace a free being. Instead, the Hutt merely "reminded" him that since he considered the contract a loan, the Nikto still had interests to pay. In effect, Dro-Kar is supposed to pay almost double what he has already paid as the amount currently stands. And with the interests still ticking he has realized that he will never be free this way. And even if he by some miracle came into the amount required, the honorless Hutt would just find something else to keep this nice source of income.

So. This is the status at the start of the game. I would hope we can work with the background of the characters to get some connections, and will be open to changing things around in Dro-Kar's background to accommodate his relationship with the rest of you.

I'll throw in an NPC and a location from Dro-Kar's background to get us started on that. His obligation is on one hand the massive debt to Teemo, but on the other a favor he owes a fixer operating out of Nar Shaddaa.

Erpo Poolta, a pawn-shop owner on Nar-Shaddaa.

Erpo Poolta is a slick Toydarian fixer who owns and operates Poolta’s Pawn Paradise in sector 84, sub-level 40 on Nar Shaddaa. Poolta is short, even for a Toydarian, with moss-green skin except on the bone-white belly and two wings that don’t flap quite as fast as they used to before middle age set in for real. Poolta has an amiable outlook on life and is a shrewd judge of character. After an accident involving two thugs from a Hutt gangster and a durasteel pipe his right wing is not quite right, causing him to fly slightly to the left, forcing him to overcompensate by twisting his body a little to the right as he flutters around. This makes it look almost if he’s moving diagonally to the left rather than straight forward when he flies.

Although the pawn shop is legitimate enough, Poolta makes most of his money from the other store hidden two levels below the shop where he sells both new and used illegal items. He is also well connected in the underworld and mostly independent of the Hutts so he frequently helps people who need to reach out to other people for certain activities of questionable legality. For a fee, naturally.

Poolta came through for Dro-Kar when he needed him the most, helping him get the sort of gear any self-respecting bounty hunter needs as he was starting out, in return for a little work. Dro-Kar has an amiable relationship with the Toydarian, who has given him tips and done him favors for the past two years. He recognizes that he owes him a debt of gratitude which he will eventually be called upon to pay off.

Race: Toydarian
Location: Poolta's Pawn Paradise, Nar Shaddaa
Organization: Independent contractor who pays the local Hutt crime boss for protection
Threatens/Supports: Supports the criminal enterprise on Nar Shaddaa by selling illegal goods as well as setting up the occasional deal
What can he do: Buy and sell mostly illegal or rare items. Set up deals when the price is right.
What do they need: Credits, favors

Poolta’s Pawn Paradise

The modest pawn shop situated in a fairly busy but down run shopping area in sector 84, sub-level 40 on Nar Shaddaa is certainly no palace. Small and grimy windows displaying previously loved merchandise certainly don’t entice the common shopper to stop by for a bargain. The shop is owned by Erpo Poolta, a Toydarian fixer.

Poolta does buy and sell used merchandise in his pawn shop, although his employer, another Toydarian by the name of Eppine Renlo, tends to take care of that so that side of the business. Poolta focuses more on the real source of income for the business. He makes most of his money from the other store hidden two levels below the shop where he sells both new and used illegal items. The other shop is really just a small room connected to the main store through a small turbolift he had installed, and a large back room where he stores illegal items out of sight of his customers. The customer is only ever allowed into the small front room, with Poolta hovering into the storage room to see if the item desired is available.

Planet location: Sector 84, sub-level 40

Faces: Erpo Poolta, Toydarian male owner. Eppine Renlo, Toydarian male member of staff.

Why come here: For equipment, gossip or to find work or leads

What is a common smell or sound here: In the storefront you always hear the shoppers passing by, but in the back there is mostly noise from a backup generator Poolta keeps for emergencies.

What actions do you receive bonus dice to: Streetwise to find non-lethal illegal items of rarity 7 or less.

What actions do you receive setback dice to: Skulduggery due to extensive security systems in place.

Who belongs here: Honorable scum.

Who doesn’t belong here: Tourists, dishonorable scum, law-enforcement.

Edited by Kymrel

Awesome, thanks Kymrel for setting us off to an amazing start (with both a face and a location!)

Don’t feel the need to fully flesh out the Faces / Locations (unless, of course, you want to!). You can paint with a broad brush and others can add hooks to/between the nodes as they continue.

As we add people and places, don’t be pressured to keeping your obligations as is; you can revise obligation to tie in your favorite NPCs as you see fit.

I'll hop in here as well:

"Redmane"

The infamous slicer known only by his HoloNet handle Redmane, is a tall and lithe Togrutan male with bright orange skin and intricately patterned white and black montrals. Little is known about his early life, though rumors speculate that Redmane was a former slave in the Outer Rim.

Redmane has gained much notoriety over the last few years as an Imperial dissident, focusing his slicing efforts to disrupt Imperial military action. Some wonder if Redmane is a rebel operative, while others believe that the Togrutan simply relishes in the chaos.

One of the best, if not the best, slicer on Nar Shaddaa, Redmane’s services are in constant demand by all manner of individuals from Hutt kingpins to bureaucrats with a mind towards espionage. While Redmane is willing to work for cold, hard credits, he prefers to deal in favors.

His base of operations is unknown, though Redmane and his associates conduct business in the backroom of the pleasure den [XYZ], a club catering to the wants and needs of offworld clientele.

Race: Togrutan

Location: [XYZ] pleasure den, Nar Shaddaa

Organization: Independent contractor

Threatens/Supports: Threatens the status quo by actively running slicing operations against the Empire

What can he do: Slicing-for-hire services with discretion

What do they need: Credits, favors

I've edited the post in your format.

Hello to all familiar faces and the new ones, and thank you for letting a long time GM have a chance to sit on the other side of the screen!

Here's the character sheet link to Lang Shinqo:

https://drive.google.com/file/d/0B70hhkG0NwjEZ1B5a0c2Z2lmVTg/view?usp=sharing

Who I will be moving into SWSheets sometime in the next day or two. As you can see, this Mirialan is a bit of an all rounder to start with, who will slowly specialize based on what we end up doing more of. To start, and likely the way you will all meet him, he has been in and out of Teemo's palace in the last little while, stranded on Tatooine with nothing but a swoop bike and the desire to get off the desert world. I also have some blanks to fill in, so any advice/ideas/help would be lovely.

Based on what I have just read of Kymrel's Dro-Kar character, I think we could have a good reason for them to at least know of one another. Lang has recently decided it would be a good idea, after a couple of bottles of Whyren's Reserve, to call Teemo something rather scandalous to his face. Perhaps this could be as a reaction to him seeing Dro-Kar getting the short end of the stick on the repayments?

Either way, Lang has since been tossed into the fighting pits, doomed to live out the remainder of his days as a gladiator, unless his fate can be changed.

The key things to know about him are his devout sense of justice, though it's the kind that is more balancing the books - i.e. an eye for an eye. He has not recovered from the loss of his settlement, and relentlessly hunts the people responsible, determined to mete out the same kindnesses they visited on the peaceful town he used to police. He has a swoop bike, in place of a cowboy's horse. Open to names here.

His acceleration through levels and the unlocking of new skills will be a combinations of learning new things and also remembering what he used to be, before he fell into drink and anger. Under the gruff and rugged exterior is a genuinely good person, but he's short on temper and time when it comes to dealing with miscreants.

Let me know what you think so far, and I will continue editing things as we progress to get in line with the amazing concepts above!

I'm The Shy Ion, and I'm going to be playing Caizu , Chiss Gambler/Force-Sensitive Emergent. She's a grifter and occasional "information specialist," and her Obligations both tie into one specific instance of the latter. A few months ago, she was hired by a crime lord to acquire blackmail material on Imperial Governor Jur Doros. A standard sort of break-in would have been nearly impossible, so her employer needed someone who could become close to the Governor—and Caizu fit the bill.

The plan worked quite well, actually—Jur Doros trusted her completely, by the end. Unfortunately, she found herself caring about him just as much as he did her. She went through with the operation anyway, to her later great regret, and that's the part that went bad. In her haste to get away, she'd left evidence behind, and Imperial troops were after her. The only person willing to get her off-planet was a representative of Teemo the Hutt—and, with no other choice, she ended up owing Teemo a favor. Now he's looking to call part of it in, and she's looking to get away before she ends up working for a Hutt forever.

She's completely unaware of her Force-sensitivity—as far as Caizu is concerned, she's just a bit luckier than most people. I've talked to our GM, and we're explaining the Gambler specialization's luck manipulation as unconscious Force use on Caizu's part.

Caizu is definitely a face-type, of the fast-talking variety.

And I am sick and had bad sleep, so this is about all I can manage right now. I'll get an NPC written up soon, hopefully, but I didn't want to leave y'all hanging here.

Hi Shy! I have only just checked in with this topic again, and I am looking forward to playing alongside Caizu. Lang has a lot of "Social Support" stuff available to him, so he can quite literally good cop/bad cop Caizu when required.

I am going to finish up a face and a location for you today, Aurin. I need to get it done before the weekend or it won't be up until Monday. Busy few days coming up.

Edited by waywardgm

Sounds good, Wayward! Looking forward to seeing them. I'm itching to get going so I'm going to work on getting our kickoff done either this weekend or early next week (and we can continue to do the Session Zero simultaneously).

Hey there. I have another character, and a location he's linked to, for you today. This is another NPC that is linked to Dro-Kar's background.

Emino Weelo, a bounty hunter operating out of Nar-Shaddaa.

Weelo is a semi-respected bounty hunter who has formed a small team of hunters to allow him to take on more dangerous targets and get a richer reward as well as more notoriety in the bounty hunting game. He is a consummate hunter, meticulous in his planning and execution. He is fair to his team and somewhat honorable, but is not above taking criminal bounties from some Hutt or another when the price is right. He is not quite at the level where he gets a call to take on a private bounty, but is getting close, thanks to his tendency to take on high-profile bounties. And for what his targets might view as an alarmingly high success rate, thanks in no small part to the varied group of specialists on his team.

Dro-Kar spent a year working with Weelo, learning from the experienced hunter before setting out on his own. The two split on good terms, but Weelo made it clear that as his former protégé, Dro-Kar was expected to back off from a hunt if Weelo was hunting the same individual, unless Weelo felt like joining forces.

Race: Rodian

Location: Nar Shaddaa, Sweet Dreams Cantina

Organization: Independent contractor who will work for anyone who sets up a bounty large enough.

Threatens/Supports: Threatens any criminals with a bounty large enough to be interesting, as well as those who upset a Hutt enough to get a criminal bounty. Supports the rule of law in small parts by chasing down criminals.

What can he do: Hunt down and apprehend criminals. Obtain information on illegal activities. Hunt exotic animals.

What do they need: Fame/notoriety, credits.

Sweet Dreams Cantina

The Sweet Dreams Cantina used to be called the Sweet Life Canteena, back before the up-and-coming area on Nar-Shaddaa where it was established failed to attract the rich and powerful as had been hoped. The developer who wanted to turn things around for sector 89, sub-levels 58-70 had tried to sell investors on the renovation project, frequently calling it the sector dreams would be made off. After a local Hutt gangster took exception to not being offered enough credits he quickly turned the developer’s dream into a nightmare which ended in bankruptcy. The area quickly went downhill from there, turning into a slum like so many others on the Smuggler’s Moon. And soon the proprietors started to call the canteena Sweet Dreams, not Sweet Life, and the name kind of stuck. The fancy neon-sign still says Sweet Life Canteena, much to the confusion of newcomers.

The canteena is a spacious affair, with the main entrance on level 61. The main floor houses a large bar, plenty of tables and chairs as well as several dark booths. The second floor used to house a dance floor, but it has since been altered and now has a stage and small tables and has regular “exotic artists” of surprisingly varied species and genders performing at all hours.

Planet location: Sector 89, sub-level 61

Faces: Reena Aflex, Human female owner. Rooma, Aqualish male head bouncer. Several droid staff.

Why come here: For drinks, entertainment and gossip. The place is frequented by bounty hunters and info-brokers, as well as locals on a night out.

What is a common smell or sound here: The place smells of sweat and cheap booze mixed with cologne and a whiff of spice. It is usually quite dark and shabby-looking since it has not been renovated in a long time. Only the second floor has music playing, on the first floor there is usually a loud chatter of dozens of customers talking, singing, shouting, arguing and singing some more.

What actions do you receive bonus dice to: Stealth and skullduggery due to the darkness.

What actions do you receive setback dice to: Coercion, the customers have seen it all before, as has the staff.

Who belongs here: Bounty hunters, fixers and regular people on a night out.

Who doesn’t belong here: Tourists, law-enforcement.

Hi! Here's the SWSheets link for Lang: http://swsheets.com/c/uqmnhwx0h-lang-shinqo

And here's the face and place!

Jidannar Jieeber

Slick, sly and seldom stable, "JiJi" is about as legendary an infochant as they come around the Outer and Mid Rim. Always in the know, the Duros seems to have friends in both high and low places, and is happy to sell secrets to them or on them as long as the credits are right. Affiliated with various cartels and crime families, but only ever interested in taking care of himself, Jid makes sure everyone feels like he knows something dangerous about them, just in case they ever think it's a good idea to cross him.

Renowned for being able to source material no one thought existed, some had come to question the legitimacy of JiJi's information. However, one specific event has quelled the doubts. One day prior to the assassination of a planetary governor in the Corellian Sector, Jid released information surrounding the plot to the holonet via some associates (are you opposed to using Redmane for this? I want to tie this guy in!), specifying the exact time, location and nature of the hit, all to be carried out by someone hired by Imperial Credits.

Of course, it was written off as the ravings of some madman with too much spare time. Exactly one planetary rotation later, however, people were hailing JiJi as a prophet. This single event catapulted him to the upper echelons of the infochant world, where he has remained, selling his services for large sums of money or diverse favors. His erratic nature makes most people extremely wary of him, which he prefers; it means they don't know what to expect next.

Race: Duros.
Location: Pops up all over the place, but usually found on crime heavy worlds.
Organization: Loyal to himself first, then whoever pays best - never truly a friend to any one party. Offshoot of this - a strange sort of cult has emerged from the Holonet, claiming JiJi is an all knowing, all seeing divine being sent to expose the sins and crimes of all. Jid is amused by this, but does not exploit it.
Threatens/Supports: Supports and threatens criminal enterprise in various ways, definitely threatens the Empire via knowledge of military actions and deployments.
What can he do: Find out anything, about anyone, any time - some say he's better than the Bothan Spy Network.
What do they need: Credits, information and occasional favors (usually the kind that you don't want to do).

Nebulous Neimoidian Nik-Naks

A second hand, or thrift, store with an eclectic range of items from clothing and trinkets to art and furnishings to large caliber weapons, Neb's is the place to go if you're tight on funds and need something special. Run by and elderly pair of Neimoidians, Uubmo and Pluff Trethi, the store caters to all comers, as long as you don't start any trouble within its walls. Uubmo is a cantankerous old fellow who loves telling stories, while his wife, Pluff, is kindly and jovial. Neither of them shy away from hard bartering, however.

Nar Shaddaa is the perfect world for a store like theirs, as anyone from urchins to underworld bosses can find something unique. Many an engagement token has been purchased from Neb's, and the Trethi's have encouraged the rumors that items from their store are the secret to long and happy marriages - why, you only need to look at them as an example! No one knows much about their past, other than they swiftly change the topic when it is brought up.

Neb's is located in the middle of a bustling commercial district, bordered by a chain clothing store and a droid repair shop. The Trethi's get along famously with their neighbors, making sure to send customers next door for the right reasons.

Planet location: Nar Shaddaa - Commercial district somewhere in the sub levels.

Faces: Uubmo Trethi - aged male proprietor, Pluff Trethi - aged female proprietor.

Why come here: If you can't find it elsewhere, you might find it here (quite literally their motto), also for information on the surroundings, what is happening lately and getting pointed in the direction of certain things.

What is a common smell or sound here: A common sound is the chattering of Uubmo telling stories that are sometimes true, but more often than not, complete fabrications. A common smell is of the couple's tea, always a ready pot brewed.

What actions do you receive bonus dice to: Negotiation for small items (anything under 2 Encumbrance or lower).

What actions do you receive setback dice to: Coercion of any sort, they simply are not intimated easily - also resisting Charm checks, the old couple are far too endearing.

Who belongs here: Anyone. Especially those looking for something.

Who doesn’t belong here: No one specific, however they do remove anyone who causes a fuss.

Edited by waywardgm

I would like to just mention Trok's obligations, if anybody is actually curious: Debt to Teemo for breaking down on a job, and Criminal to the Empire due to being a runaway slave.

@Kymrel - thanks for another great one - really like the Rodian

@Wayward - yes, definitely connect Redmane. The purpose of this exercise is to mutually create a shared world with tie-ins between the different people/places and with the PCs.

@Blackbird - thanks for sharing! Would be great to hear about someone or some place in Trok's background. Where did the job breakdown for Teemo? Does Trok have good or bad contacts on Tatooine?

@All - I'll start organizing the faces / locations above for easy reference

I also finished the pleasure den that I began from Redmane. Here it is:

The Carbonite Slipper

Located deep in the bowels or Nar Shaddaa, The Carbonite Slipper is a pleasure den frequented by all manner of clientele and very popular among spacers and transients passing through the Smuggler’s Moon. A front for the Anjaliac kajidic, the Slipper is operated by a Klatooinian tough named Utaro. Utaro isn’t the brightest, but he knows that the credits keep flowing so long as his Hutt masters are appeased. While catering to seedy clientele, the Klatooinian has a zero tolerance policy for those who get too rough with the girls (unless they pay extra) and has removed a patron’s fingers with a vibroknife for getting too handsy, if the rumors are to be believed. The Gundark Biters, a swoop gang with a penchant for violence and heavily involved in spice dealing, act as informal protection for the pleasure den.

The main seating area hosts and handful of stages interspersed between many small tables, with exotic dancers of all species gyrating to hit singles from the Core Worlds playing over the sound system. The room is dimly lit and filled with smoke as patrons enjoy spice of various forms through hookahs provided for every table.

Though the footprint of the Carbonite Slipper is across a single floor, the Slipper extends beyond the main seating area into a labyrinthine stretch of coordinators leading to small rooms and alcoves to give clients willing to spend the premium credits additional privacy.

Faces:

Utaro, Klatooinan tough and operator of the Slipper

Redmane, infamous Togrutan slicer negotiates deals in the back rooms

Byrll Targa, swoop gang leader

What is a common smell or sound here: Corewards pop music, the musty scent of spice smoked through hookahs

Bonus: Streetwise checks to score spice; any check greased with credits - money talks in the Carbonite Slipper

Penalty: Deception checks with the dancers; to survive in this business, one quickly learns to identify who has credits and who doesn’t

Who belongs here: Pilots, spacers, swoop gangers, and those looking for ‘company’

Who doesn’t belong here: the prim and proper, droids

Compiled our progress so far so far so they're all in one place. Let's keep this going, too!

Hello everyone, I'll be stepping into the game going forward. I have created a Droid Technician Mechanic with the designation HM-6T6, known by most simply as "66". I'm still finalising its background but the general overview is it started life as a CEC heavy maintenance droid almost 200 years ago. For the best part of 160 years it worked on capital ships, performing heavy maintenance and system overhauls in the shipyards of the CEC. It was well maintained, with regular repairs and memory wipes. Ultimately though that was not its fate, one day when performing an upgrade to a hyperdrive on a smaller YT series the ship was stolen right out of the dry dock by an ambitious young ship jacker.

Ultimately 66 was sold a couple of times with the ship before ending up in the hands of Teemo. For 33 years now 66 has gone with barely any repairs and not a single memwipe. To say there are a few personality quirks is probably an understatement, but most relate to perfection and obstinance, so don't directly concern those around it. There is one thing that has become somewhat of an obsession for 66 though, and that's returning itself to its original condition, its become aware that its current state is far from ideal and has begun attempting to improve things. Unfortunately Teemo doesn't care, nothing is given, everything has a price.

After a couple of Droid battles in the fighting pit, with a number of victories, it's clear Teemo will be scrapping 66 as soon as it looses. Self preservation has become paramount, so a number of fugitives looking for an escape from Teemo are precisely what it needs.

http://swsheets.com/c/s146gzrjv-hm-6t6--sixty-s

Now as you may notice 66 isn't exactly a brainiac, but a Droid designed for replacing big modular components on corvettes doesn't have to be. Ultimately I expect to make up for it in skill ranks, but also to focus on actual flying of the vehicle. Driver is probably where 66 will end up, or Cyberneticist to play on its obsessive desire to return itself to original condition.

Edited by Richardbuxton

Welcome, Richard! I updated the top page with your character sheet. HTM-6T6 will fit the crew quite nicely!

Fohe Zhi

A Duros Ship Saleswoman

Fohe is an ex Pilot who now runs Zhipy Ships a sales yard for second hand light freighters, and swoops. She lost an eye and her thrill for flight when she crashed a customers freighter onto Talus. It was supposed to be a quiet delivery for her but things just don't work out some times. Since then she settled on Nat Shaddaa, taking over from her dad and former boss when he disappeared a couple of years ago.

Zhipy Ships has an underground side too it to, modifying swoops for illegal street racing. This is actually what drives Fohe, even if the day to day business that's beyond boring to her is what pays the bills. Her best customer is Byrll Targa, a local swoop gang leader with a thrill for speed. She has no known close family, other than the Mechanics she employs in the workshop.

Race: Duros

Location: Nar Shaddaa, Zhipy Ships

Organization: Self employed although pays protection money to a local Hutt.

Threatens/Supports: Supports smugglers looking for a fast ship with lots of hidden storage, therefore the local Hutt sends business her way. She also supports swoop gangs and their street racing by providing an illegal tuning service

What can she do: Buy and sell small freighters, speeders and swoops.

What do they need: ships and vehicles to trade. to stay out of the way of the Law. information on her father.

Sorry about the formatting, I'm on my phone most of the time which makes it more challenging.

Edited by Richardbuxton

Love Fohe Zhi and looking forward to hearing more about Zhippy Ships (and the illegal chop-shop she's running out of the back...)

Bumping this up and reminding everyone to follow...

Location:

Zhippy Ships

Located in a dense industrial sector of the smugglers moon, its in the lower levels of a manufacturing complex. The front of the building has a large hanger door and open parking lot for customers to land, with a pedestrian entry into the clean office. Everything is well organised and kept neat at Zippy Ships, Fohe's father tolerated nothing less than a neat clean work area. At the counter there is an old Protocol droid, CQ-3MD, who has been in the family for decades now. Its a mixed collection of different coloured parts but does the job of clerk well; it greets customers, books services and arranges test drives for potential buyers.

The Hanger is large, enough to fit a couple of YT series ships and smaller work areas for swoops and speeders, they even had a Wayfarer in here once when a customer needed the cargo pod modified to their personal needs. At the moment there is a pair of YT-1100's that Fohe purchased for a bargain from a shipping firm who were upgrading. Her crew are currently in the process of performing a major overhaul in preparation for sale, obviously they are receiving a little extra customisation to suit a less legal lifestyle.

Down one side of the hanger there is a row of small work bays, each with a small vehicle parked inside, all in pieces with Droids, Humans, Duros,Twi'Leks and even a Bothan working away on them. In total 13 sentients work for Fohe, with a further 16 Droids owned by the company to use in their work. most of the Droids are small monotask devices used more as assistants than full on mechanics. Although there is a red and blue Astromec who helps on test flights, and more importantly in analysing the swoops after races to look for potential optimisations.

Fohe has a her personal dwelling above the small work bays, each room of her residence has a view of the hanger, to say she lives and breathes vehicles is an understatement. There is a pod racer sitting up high on racks covered in dust that no one knows much about, rumours are that it belonged to Fohe's dad. The actual racing swoops are kept out of sight too, in a locked "spare parts room" in one corner.

Faces:

Fohe Zhi: owner of the business, she is almost always here.

Byrll Targa: A local Swoop Gang leader, has all his custom work done by Fohe to compete in the local underground swoop races. He can often be found here late at night going over the newest upgrades or last race with Fohe.

Common sights, sounds and smells:

Custom Speeders and Swoops, some finished while others are in thousands of pieces. the clanking rattling and screeching of vehicle repairs. The Smell of grease and metal welding. Some light freighters.

Bonus:

Bonus to finding Speeder, Swoop and Podracer parts or mods. Expert vehicle repairs and modifications, legal and illegal.

Penalty:

Parts and services are more expensive if you're not in the swoop gang. Any works can take longer than usual due to the focus on winning Street races.

Who belongs here:

Anyone into street racing or custom vehicles. Smugglers looking for specialised small freighters.

Who doesn't belong here:

Rival gangs and rival racers. Law enforcement, in particulars the local vehicle registration authority.

Edited by Richardbuxton