Share Your Story

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

This forum is full of some of the most imaginative and amazing gamers who exist. Share a bit of your roleplay and maybe others can draw from this for their own games!

Briefly describe the campaign setting you are playing in. Where is it situated? Who are the characters? What makes your “big bad” unique/memorable/scary etc.

Alchemical Problems

Set a after the Dark Empire trilogy (EU), where all of Palpatine's evil toys have been loosed in the galaxy.

We play a clean up crew hired by a collector turned cyborg villan to collect and subdue Lord Insanire and the Acolyte of screaming. We also are facing The Broken God who is like this techno-organic thing.

Sci-fi horror, body horror alchemy with a dash of humor!

Our crew had changed a bit but settled on @Edgehawk who plays Astrid a treasure hunter, archaeologist badass and by default our more level headed leader.

@Cartergame as York Vonn of Dantooine! Our good natured armored big gun, the glue that holds the team.

Me as Shard an Omwati artisan, tech genius cyborg, victim of Tarkin's occupation and maw technician training program failure sold into slavery as a living computer to a hutt. Now free and bitter the sarcastic ethicist and wildcard of the group.

@jnrschulz as Durrak our alternative force tradition disc blade using single sentence samurai, a bit goth, mistrusting both jedi and sith alike!

@TheGuardian118 as Bennar, our newest recruit, still a bit of a mystery we rescued him from the horror of a mall rampage!

@April our awesome gm!

Edited by TheShard
41 minutes ago, TheShard said:

Alchemical Problems

Set a after the Dark Empire trilogy (EU), where all of Palpatine's evil tips have been loosed in the galaxy.

We play a clean up crew hired by a collector turned cyborg villan to collect and subdue Lord Insanire and the Acolyte of screaming. We also are facing The Broken God who is like this techno-organic thing.

Sci-fi horror, body horror alchemy with a dash of humor!

Our crew had changed a bit but settled on @Edgehawk who plays Astrid a treasure hunter, archaeologist badass and by default our more level headed leader.

@Cartergame as York Vonn of Dantooine! Our good natured armored big gun, the glue that holds the team.

Me as Shard an Omwati artisan, tech genius cyborg, victim of Tarkin's occupation and maw technician training program failure sold into slavery as a living computer to a hutt. Now free and bitter the sarcastic ethicist and wildcard of the group.

@jnrschulz as Durrak our alternative force tradition disc blade using single sentence samurai, a bit goth, mistrusting both jedi and sith alike!

@TheGuardian118 as Bennar, our newest recruit, still a bit of a mystery we rescued him from the horror of a mall rampage!

@April our awesome gm!

Nice! I like it, and thanks for the links, yours might be the most accessible pbp for others to check out with it all situated here in the forums!

Once my GM finishes the conversion to Obsidian Portal I’ll see if I can’t do similarly, it’s a rambling, raccous adventure but it might be easier to show than to tell! Lol

Intrigued to see what others have in their games!

The game I GM has run off and on since 2002; the PCs advanced from level 1-9 under WotC's Revised Core Rules, then the game moved online and they advanced from level 10-12 in Saga Edition, and about a year ago we took the plunge and converted the characters to the FFG system with 1,000 earned XP.

We shoot for a very straight-up Star Wars OT atmosphere, although so far the game has been set in Prequel era (Order 66 is finally about to happen soon). The events of the game make up my Star Wars headcanon. The PCs are often in a position to affect major galactic events, but we don't consider the events of the movies changeable.

PCs-----

Johal Bendal, human Ace: Gunner/Squadron Leader/Politico -- The group's face, and sort of its leader. He is currently running for senator from his home planet of Pirin after its last senator, his shadowy former mentor Vinge Arpad was arrested for conspiracy. Captain of the space transport Pirinine Heir. An excellent pilot, and an even better persuader.

Kell Triallo, human Bounty Hunter: Assassin/Survivalist/Marshal/Mercenary Soldier -- A former criminal who grew up with a similar background to Johal, in one of the wealthy houses of Pirin, but left her family after an ill-advised youthful affair with Senator Arpad. For many years she was a member of the Genoharadan assassin society. She was hired to assassinate Johal several years ago, but they fell in love and Kell left her life of crime to join his group of adventuring friends. (She began as an NPC and became a PC later in the game.)

Daver Wattra, human Consular: Sage/Niman Disciple/Protector -- A Jedi scholar and master of the Force, the most proficient seer in his generation of Jedi. He specializes in what used to be called "sense" powers: Foresee, Sense, Farsight. A while back, Daver discovered the holocron of Jolee Bindo, and is gradually coming to see the wisdom in Master Bindo's view of the Force. In particular, he has begun to question the Jedi prohibition on attachment.

Wrrlichuk, Wookiee Seeker: Hermit/Ataru Striker/Peacekeeper -- A Jedi general, naturalist, and a great warrior. Wrrl is not the Force-using prodigy that his friend Daver is, but he has a great destiny ahead of him. He has foreseen that one day, perhaps hundreds of years in the future, he will sit at the head of the Jedi Council.

Sallaban, Gungan Soldier: Medic/Sharpshooter/Vanguard -- Adopted by Wookiees at a young age and raised on Kashyyk, Salla fights with a bowcaster and considers himself more Wookiee than Gungan. He has spent most of his life fighting, first against Trandoshan raiders and then in the Clone Wars, but in his heart he considers himself a doctor.

In their many years of adventuring, this crew has taken down any number of villains. Most recently, they won the Battle of Pirin. Senator Arpad, Johal's former mentor and a political rival of Chancellor Palpatine, sought to win the public's gratitude by ending the Clone Wars. The problem was with how he did so. He secretly arranged to build a weapon called the Ion Conduit on Pirin. This massive ion device would deactivate all ships and droids within the system. His plan was to lure General Grievous's fleet into the system and trigger the Conduit, disabling Grievous and the bulk of the Separatist droid army in one blow.

But the Conduit would also destabilize the radiation belts that protect Pirin from the radiation of its powerful sun, rendering the planet uninhabitable. Our heroes discovered this conspiracy once Arpad began resorting to murder to cover it up, destroyed the conduit and used its ion accelerator to defeat the Separatist fleet without destroying the belts. It was a difficult decision, since it meant allowing Grievous to escape, but they couldn't let the senator sacrifice a whole planet just to win the war.

Some other big bads they've taken down:

--The four Overseers of the Genoharadan, who were hired by Darth Tyranus to sabotage Coruscant's oxygen-recycling system

--The Malkite poisoner Zashu Dexor, who made the mistake of trying to eliminate Kell to secure his place as next in line to lead the Genoharadan

--A clone of Jedi Master Jorus C'baoth, sent secretly by Darth Sidious to find the Bindo holocron

--Black Sun Vigo Pless Altin, the crime boss who hired Kell to kill Johal

--Rall Enfanti, leader of a small commando unit of Jedi called Saber Team, who was corrupted by the Dark Side

Edited by DaverWattra
16 minutes ago, DaverWattra said:

The game I GM has run off and on since 2002; the PCs advanced from level 1-9 under WotC's Revised Core Rules, then the game moved online and they advanced from level 10-12 in Saga Edition, and about a year ago we took the plunge and converted the characters to the FFG system with 1,000 earned XP.

We shoot for a very straight-up Star Wars OT atmosphere, although so far the game has been set in Prequel era (Order 66 is finally about to happen soon). The events of the game make up my Star Wars headcanon. The PCs are often in a position to affect major galactic events, but we don't consider the events of the movies changeable.

PCs-----

Johal Bendal, human Ace: Gunner/Squadron Leader/Politico -- The group's face, and sort of its leader. He is currently running for senator from his home planet of Pirin after its last senator, his shadowy former mentor Vinge Arpad was arrested for conspiracy. Captain of the space transport Pirinine Heir. An excellent pilot, and an even better persuader.

Kell Triallo, human Bounty Hunter: Assassin/Survivalist/Marshal/Mercenary Soldier -- A former criminal who grew up with a similar background to Johal, in one of the wealthy houses of Pirin, but left her family after an ill-advised youthful affair with Senator Arpad. For many years she was a member of the Genoharadan assassin society. She was hired to assassinate Johal several years ago, but they fell in love and Kell left her life of crime to join his group of adventuring friends. (She began as an NPC and became a PC later in the game.)

Daver Wattra, human Consular: Sage/Niman Disciple/Protector -- A Jedi scholar and master of the Force, the most proficient seer in his generation of Jedi. He specializes in what used to be called "sense" powers: Foresee, Sense, Farsight. A while back, Daver discovered the holocron of Jolee Bindo, and is gradually coming to see the wisdom in Master Bindo's view of the Force. In particular, he has begun to question the Jedi prohibition on attachment.

Wrrlichuk, Wookiee Seeker: Hermit/Ataru Striker/Peacekeeper -- A Jedi general, naturalist, and a great warrior. Wrrl is not the Force-using prodigy that his friend Daver is, but he has a great destiny ahead of him. He has foreseen that one day, perhaps hundreds of years in the future, he will sit at the head of the Jedi Council.

Sallaban, Gungan Soldier: Medic/Sharpshooter/Vanguard -- Adopted by Wookiees at a young age and raised on Kashyyk, Salla fights with a bowcaster and considers himself more Wookiee than Gungan. He has spent most of his life fighting, first against Trandoshan raiders and then in the Clone Wars, but in his heart he considers himself a doctor.

In their many years of adventuring, this crew has taken down any number of villains. Most recently, they won the Battle of Pirin. Senator Arpad, Johal's former mentor and a political rival of Chancellor Palpatine, sought to win the public's gratitude by ending the Clone Wars. The problem was with how he did so. He secretly arranged to build a weapon called the Ion Conduit on Pirin. This massive ion device would deactivate all ships and droids within the system. His plan was to lure General Grievous's fleet into the system and trigger the Conduit, disabling Grievous and the bulk of the Separatist droid army in one blow.

But the Conduit would also destabilize the radiation belts that protect Pirin from the radiation of its powerful sun, rendering the planet uninhabitable. Our heroes discovered this conspiracy once Arpad began resorting to murder to cover it up, destroyed the conduit and used its ion accelerator to defeat the Separatist fleet without destroying the belts. It was a difficult decision, since it meant allowing Grievous to escape, but they couldn't let the senator sacrifice a whole planet just to win the war.

Some other big bads they've taken down:

--The four Overseers of the Genoharadan, who were hired by Darth Tyranus to sabotage Coruscant's oxygen-recycling system

--The Malkite poisoner Zashu Dexor, who made the mistake of trying to eliminate Kell to secure his place as next in line to lead the Genoharadan

--A clone of Jedi Master Jorus C'baoth, sent secretly by Darth Sidious to find the Bindo holocron

--Black Sun Vigo Pless Altin, the crime boss who hired Kell to kill Johal

--Rall Enfanti, leader of a small commando unit of Jedi called Saber Team, who was corrupted by the Dark Side

That’s badass! You guys have been playing for so long that the world must seem more real than the canon universe at this point. The plots and intrigues are imaginative and the characters seem well fleshed out. If you guys have a blog or something link that, I’m sure people, like myself, would love to see more!

16 minutes ago, Khazadune said:

That’s badass! You guys have been playing for so long that the world must seem more real than the canon universe at this point. The plots and intrigues are imaginative and the characters seem well fleshed out. If you guys have a blog or something link that, I’m sure people, like myself, would love to see more!

It does feel more real, although it helps that our version of events is quite compatible with the canon story. The only significant difference is that Asajj Ventress has a different backstory in our continuity, and she died a while back in a saber battle with Wrrl.

We don't have a blog or anything, but we do keep a pretty complete log of the game. Much of it is unedited play-by-post, gchat and AOL Instant Messenger sessions (yes, our game is that old). So you'll have to read through a lot of dice rolls and the like, but you're welcome to take a look at the log. I put a fairly up-to-date PDF version on Google Drive: https://drive.google.com/open?id=1-fVAXAsu6xkZw5K-j_5tt8_qG9U36HfQ

I should warn you that it's a somewhat unconventional game, in that there is only a single player, my BFF Johnny. He controls all the PCs. This is what's allowed us to keep the game going for so long--only two people we have to organize, and both of us are fully committed to playing this game until the characters croak or we do (not sure which will happen first, since we have a Wookiee Jedi PC). Anyway, when it makes sense for the PCs to converse among themselves we divide control of them between the two of us, so I have more control over the PCs than a typical GM. It's a weird play style, but it's worked for us for a long time.

Edited by DaverWattra
On 1/7/2018 at 1:16 PM, Khazadune said:

This forum is full of some of the most imaginative and amazing gamers who exist. Share a bit of your roleplay and maybe others can draw from this for their own games!

Briefly describe the campaign setting you are playing in. Where is it situated? Who are the characters? What makes your “big bad” unique/memorable/scary etc.

I have been running FFG star wars for multiple groups for over 2 years now. The group I'm gonna talk about has been playing for roughly a year and a half.

Group name (in and out of game) The Nova Crew

The game is set mostly on Nar Shaddaa as their base of operations, however they travel across the galaxy for their work. The Nova Crew is a band of smugglers slowly turning into mercenaries (with hearts of gold).

The Characters

Original Crew:

Arruna O'lan: Arruna is an orange Twi'lek female from Alderaan who went into the profession of hunting large game (explorer/big game hunter). She's a sucker for Alderaanian wine and takes trophies from her hunts. Most recently she's kind of become the space mom of the crew.

"Big L": A very large, very ginger wookiee male. Always on the lookout for food and for "the raid boss", Big L puts himself in the thick of it when it comes to tough situations and is skilled at protecting his allies from danger (hired gun/body guard). As of now, Big L has taken some time away from the Nova Crew to help out his fellow wookiees in finding and freeing others.

Neleste Senmonte: Neleste is a selonian female who's honed her skills from the honor guard into being a bounty hunter on the Outer Rim (bounty hunter/gadgeteer). She's a natural pilot, a fierce warrior and is learning to become a better leader. To all the scum of the galaxy, you do not want to threaten her family, her crew or her ship, the Nova Hawk.

Xandar: A human male, a scoundrel, a cowboy, a gunslinger and a burgeoning Jedi (in secret even to most of his crew), Xandar is a complex and yet quite simple character (smuggler/gunslinger/FSE. He's the more connected of the crew, personally knowing their boss who tells them about new smuggling jobs. He's known in different circles by different names, usually because he's wanted by most authorities wherever he goes. He and Big L go way back, having helped each other out of a bad situation as kids.

The newbies:

Chico Chan: Chico is an odd one, even for a Pantoran of his age, particularly fond of racing but easily distracted from the task at hand. Despite his relatively little natural talent for racing, (explorer/driver) he's been the underdog and come out on top of more than one race, much to his rival's chagrin. He's a friend of DunKan's, though they both bicker like enemies when together for more than a couple minutes.

DunKan Limid: Not a lot is known about this Xexto by anyone yet, though they've all agreed to help him search for his companion, which was taken by some thugs in very distinct, very unique looking armor. The one thing everyone does seem to know, is that DunKan enjoys things that burn easily (hired gun/demolitionist).

Jim Schwartz: Jim, a human male, made a name for himself as a Slicer working for his father but has now decided to explore the galaxy more fully, searching for information about the Jedi. He's a cousin of Xandar's, who has sort of helped hone Jim's skills a little (technician/slicer/FSE).

Notable npcs:

Fluffin McGuffin: An aging arconian male, Fluffin has made a good business for himself as a smuggling consultant. He used to run jobs himself, now he simply finds word of jobs needing taken and brokers deals for payment, then hires on crews to do the dirtywork for him. He's got a close personal connection with Xandar, raising him and Big L from a fairly young age to become smugglers that surpass even the likes of him. He's jovial and upbeat but not one for fighting. He knows all the great places to eat in town.

Kylienn Senmonte: Neleste's twin, a proud warrior that has gone on to become a security officer aboard a mining operation. Unknown to her people, she's been doing her own investigation of the events that led to her Sept-Sister's death, in an effort to help Neleste solve the mystery.

Javen Hans: a smooth-talking human male, known associate of Arruna's. He's also a big game hunter by trade and tends to sort of rival Arruna during group hunts.

Besh Kelto: a hot-tempered hotshot pilot, Besh recently lost his credibility as the top street racer on Nar Shaddaa after Chico Chan bested him.

Goshan: A zygerrian slaver that once captured and nearly sold off both Arruna and Big L. Neleste and Xandar stopped him at the time but he's still out there somewhere.

Kalira Miran "Dactillion": A Pau'an bounty hunter, Kalira staged an elaborate kidnapping of Fluffin recently to capture this bounty that's been rumored to work with Fluffin. Turns out that the bounty was Xandar and turns out Xandar is her son. A very happy reunion began but was short-lived. Both parties went their own ways but left the line of communication open.

Uta'Jimlin "Jim" Scoperover: A street urchin that's stolen from the Nova Crew once or twice. He's run into them a few times in their travels. It seems he gets around the galaxy quite a bit.

Torrga the Hutt: The happier and less-dead cousin of Lahgo the Hutt. Torrga and the Nova Crew go back a ways, to when they first formed up due to some blacklisting maneuver by Lahgo. For a Hutt, Torrga is a pretty easy guy to deal with. He's mostly interested in keeping his power on Nar Shaddaa and enjoying life.

Villains:

Well to be fair, some of them are dead at this point. There currently isn't a specific enemy I can single out right now that's the group's main antagonist, though, if I had to say anything, I'd say the Empire is generally a faction they do their best to avoid.

The Nova Crew generally plays things safe and tries their best not to anger any parties while they are on the job. That said, they've dealt with the likes of:

The Empire

A Swoop gang by the name of "The Sons of Crime"

Force Using mad scientists

Scavengers

Bounty Hunters

Pirates

5 hours ago, GroggyGolem said:

I have been running FFG star wars for multiple groups for over 2 years now. The group I'm gonna talk about has been playing for roughly a year and a half.

Group name (in and out of game) The Nova Crew

The game is set mostly on Nar Shaddaa as their base of operations, however they travel across the galaxy for their work. The Nova Crew is a band of smugglers slowly turning into mercenaries (with hearts of gold).

The Characters

Original Crew:

Arruna O'lan: Arruna is an orange Twi'lek female from Alderaan who went into the profession of hunting large game (explorer/big game hunter). She's a sucker for Alderaanian wine and takes trophies from her hunts. Most recently she's kind of become the space mom of the crew.

"Big L": A very large, very ginger wookiee male. Always on the lookout for food and for "the raid boss", Big L puts himself in the thick of it when it comes to tough situations and is skilled at protecting his allies from danger (hired gun/body guard). As of now, Big L has taken some time away from the Nova Crew to help out his fellow wookiees in finding and freeing others.

Neleste Senmonte: Neleste is a selonian female who's honed her skills from the honor guard into being a bounty hunter on the Outer Rim (bounty hunter/gadgeteer). She's a natural pilot, a fierce warrior and is learning to become a better leader. To all the scum of the galaxy, you do not want to threaten her family, her crew or her ship, the Nova Hawk.

Xandar: A human male, a scoundrel, a cowboy, a gunslinger and a burgeoning Jedi (in secret even to most of his crew), Xandar is a complex and yet quite simple character (smuggler/gunslinger/FSE. He's the more connected of the crew, personally knowing their boss who tells them about new smuggling jobs. He's known in different circles by different names, usually because he's wanted by most authorities wherever he goes. He and Big L go way back, having helped each other out of a bad situation as kids.

The newbies:

Chico Chan: Chico is an odd one, even for a Pantoran of his age, particularly fond of racing but easily distracted from the task at hand. Despite his relatively little natural talent for racing, (explorer/driver) he's been the underdog and come out on top of more than one race, much to his rival's chagrin. He's a friend of DunKan's, though they both bicker like enemies when together for more than a couple minutes.

DunKan Limid: Not a lot is known about this Xexto by anyone yet, though they've all agreed to help him search for his companion, which was taken by some thugs in very distinct, very unique looking armor. The one thing everyone does seem to know, is that DunKan enjoys things that burn easily (hired gun/demolitionist).

Jim Schwartz: Jim, a human male, made a name for himself as a Slicer working for his father but has now decided to explore the galaxy more fully, searching for information about the Jedi. He's a cousin of Xandar's, who has sort of helped hone Jim's skills a little (technician/slicer/FSE).

Notable npcs:

Fluffin McGuffin: An aging arconian male, Fluffin has made a good business for himself as a smuggling consultant. He used to run jobs himself, now he simply finds word of jobs needing taken and brokers deals for payment, then hires on crews to do the dirtywork for him. He's got a close personal connection with Xandar, raising him and Big L from a fairly young age to become smugglers that surpass even the likes of him. He's jovial and upbeat but not one for fighting. He knows all the great places to eat in town.

Kylienn Senmonte: Neleste's twin, a proud warrior that has gone on to become a security officer aboard a mining operation. Unknown to her people, she's been doing her own investigation of the events that led to her Sept-Sister's death, in an effort to help Neleste solve the mystery.

Javen Hans: a smooth-talking human male, known associate of Arruna's. He's also a big game hunter by trade and tends to sort of rival Arruna during group hunts.

Besh Kelto: a hot-tempered hotshot pilot, Besh recently lost his credibility as the top street racer on Nar Shaddaa after Chico Chan bested him.

Goshan: A zygerrian slaver that once captured and nearly sold off both Arruna and Big L. Neleste and Xandar stopped him at the time but he's still out there somewhere.

Kalira Miran "Dactillion": A Pau'an bounty hunter, Kalira staged an elaborate kidnapping of Fluffin recently to capture this bounty that's been rumored to work with Fluffin. Turns out that the bounty was Xandar and turns out Xandar is her son. A very happy reunion began but was short-lived. Both parties went their own ways but left the line of communication open.

Uta'Jimlin "Jim" Scoperover: A street urchin that's stolen from the Nova Crew once or twice. He's run into them a few times in their travels. It seems he gets around the galaxy quite a bit.

Torrga the Hutt: The happier and less-dead cousin of Lahgo the Hutt. Torrga and the Nova Crew go back a ways, to when they first formed up due to some blacklisting maneuver by Lahgo. For a Hutt, Torrga is a pretty easy guy to deal with. He's mostly interested in keeping his power on Nar Shaddaa and enjoying life.

Villains:

Well to be fair, some of them are dead at this point. There currently isn't a specific enemy I can single out right now that's the group's main antagonist, though, if I had to say anything, I'd say the Empire is generally a faction they do their best to avoid.

The Nova Crew generally plays things safe and tries their best not to anger any parties while they are on the job. That said, they've dealt with the likes of:

The Empire

A Swoop gang by the name of "The Sons of Crime"

Force Using mad scientists

Scavengers

Bounty Hunters

Pirates

I like it! You’ve got a good vibe going. The crew does there jobs in the galaxy and in their own way shape their corner of it, but without the fate of everything hanging in the balance. I’ve started in a few games where I just wanted to live in the universe but for one reason or another they tend to grow beyond the fringe life to a more central/political/military style game. My favourite characters have been the ones who wanted to use their skills to open small businesses and retire to the Outer Rim.

I wanted to ask you, how do you run your hunts? I see you have a nemesis as a hunter and such... what kind of game? How do you set the tone? Do you use the location and creature to play on the tones of the setting? (i.e. horror themes, suspense, fantasy, mystery) How have you handled hunts in the past?

I see you have swoop bike racers and gangs, how have you incorporated these elements? (We ran something similar for a time, the other players ended up making a Sons of Sullust video or something to play off the sons of anarchy parody)

Yeah when I started the campaign I told them I didn't want to mess with canon. It gives us a good poin of reference for what is happening in the timeline. Still, just because the canon doesn't mention some insane plot by black sun or something like that doesn't mean it didn't happen. The galaxy is huge.

We've been holding the hunt off for Arruna's next obligation actually. When I run obligation sessions is where I diverge most from the rules. I talk in private with a player ahead of time and ask what kind of session they would like to play in, any of the major plot points, what npcs are involved, etc. Then I throw in some twists to keep them on their toes. The reasoning behind this is that while they know the majority of the situation, as obligations are personal, they have time to prepare their minds to act and react appropriately. We've spoKen briefly about her hunt, which I won't disclose here just yet. I would say I would differ the tone of the hunt depending on the creature(s) and whether its a solo or group hunt. Survival would play a large hand in tracking, stealth would be super useful. Perception as well. Athletics for getting around difficult terrain. Might even throw in fear checks depending on the threat the creature possesses.

The swoop gang was initially written into my campaign back when I first started running the game. At the time I wasn't comfortable with improvising so I wrote out a 10 page campaign that took like a year for some groups to complete. Most groups and I decided at certain points in it that we didn't need to continue on with the campaign but we are still in that same version of the star wars galaxy. The gang was a thorn in the side of a Hutt that had blacklisted all the player groups into working for him, so he asked them to sabotage their stuff at their base. His cousin, torrga, wanted a more permanent solution to the problem. In this case, the Nova Crew went with torrga's request and took out the gang. Canonically they were the last group to run through this "scenario" built by Lahgo the Hutt to test whether he could trust his new employees or not. They were the last because they did actually kill the gang, steal their bikes and burn the base to the ground. Previously the gang had been showing up and making trouble for the group while they were investigating the "disappearance" of an employee of the Hutt.

Playing January 2017 (hiatus for the past two months), about 400xp.

Set in a time period straddling the battle of Yavin (starts a little beforehand, continues well afterward). The campaign which started out as a run through of Chronicles of the Gatekeeper, got caught up in an Imperial sting operation to catch surviving Jedi, blackmailed into robbing the Imperial Museum of Technology on Coruscant, got caught up in a cortosis smuggling ring which eventually led to us getting pulled into a conspiracy to kill Darth Vader and the Emperor being orchestrated by some rather irritated Moffs in the wake of the destruction of the Death Star.

The group consists of a goody-two-shoes Shistavanen who is intent on helping everyone who walks into our path, without really paying attention to the needs of the situation, a Mirialian kleptomanic who surprisingly is also down with helping everyone provided there is a reward at the end of it, a Togruta doctor who is fascinated by pain and involved in "unethical experiments", a ruthlessly pragmatic, self-serving and manipulative Arkanian who domineers over everyone he meets with sheer force of will (and the highest force rating in the party coupled with the influence tree) and finally a human craftsman who leans on the first two but is deathly afraid of the second two after the Arkanian used the force to compel a man to jump off a skyscraper while the Togruta laughed.

Needless to say, the party dynamic is... messy. Usually involving lightsabers being shoved in each others faces.

3 hours ago, BipolarJuice said:

Playing January 2017 (hiatus for the past two months), about 400xp.

Set in a time period straddling the battle of Yavin (starts a little beforehand, continues well afterward). The campaign which started out as a run through of Chronicles of the Gatekeeper, got caught up in an Imperial sting operation to catch surviving Jedi, blackmailed into robbing the Imperial Museum of Technology on Coruscant, got caught up in a cortosis smuggling ring which eventually led to us getting pulled into a conspiracy to kill Darth Vader and the Emperor being orchestrated by some rather irritated Moffs in the wake of the destruction of the Death Star.

The group consists of a goody-two-shoes Shistavanen who is intent on helping everyone who walks into our path, without really paying attention to the needs of the situation, a Mirialian kleptomanic who surprisingly is also down with helping everyone provided there is a reward at the end of it, a Togruta doctor who is fascinated by pain and involved in "unethical experiments", a ruthlessly pragmatic, self-serving and manipulative Arkanian who domineers over everyone he meets with sheer force of will (and the highest force rating in the party coupled with the influence tree) and finally a human craftsman who leans on the first two but is deathly afraid of the second two after the Arkanian used the force to compel a man to jump off a skyscraper while the Togruta laughed.

Needless to say, the party dynamic is... messy. Usually involving lightsabers being shoved in each others faces.

Wow! That’s a lot of personality at one table to handle! You must be adept at steering through the quagmire to keep something like that going for 400 xp. Normally people try to avoid clashing character personas but if done correctly where the players dont actually get offended but work together to craft the story, it can create one of the most amazing dynamics.

In a pathfinder game a few years ago my brother decided to play a Barbarian (really a Viking) who was violently afraid of magic... of course I played a shady Raistlin esq mage. The first meeting in the bar had his character try and intimidate me, so I used ghost sound to convince a group of Half Orcs he had spoke ill of their upbringing. The resultant bar brawl and chaos was the opening scene of our play together and eventually we developed a Raistlin/Caramon style bond that saw us become inseperable. Sometimes, some conflict is just what is needed!

Well to start off this game is a round robin between myself and one other concerning my Jedi defacto Knight Cynthiana Kuat {Sole Heir of Kuat Drive Yards!} {not formally Knighted by the Council, only promoted via her dying master on the battlefield during Clone Wars} and a Former Padawan turned successful Smuggler named Radimus Dorr

Gist of the story is Cynthiana needed a Kyber Crystal transported via smuggler, however she needed a smuggler who wouldnot notice or react to the Sith Holocron she has on her person at all times. Radimus fit the bill perfectly and she was then drawn to him, she smuggled herself into his ship and he later found her in the refresher.... Jacked up on Kessel refined spice, the really really really illegal stuff too! Blackout hammered she and Radimus had a fun few hours before she got out of the fog.

Long story short they came upon a Inquistor and her pirate vessel she was using at the time, Cynthiana rescued a dozen different lightsaber hilts while Radimus held off therest of the pirates, Finally taking down the Inqusitor allowing the two to flee to meet up with a friend of Cynthiana named Kinara Kaal on her destroyer the Obsidian Eagle.

Once the crystal was given, Cynthiana and Radimus left Kinara and headed int othe stars and picked up a signal, fromn an old Clone Commando group stranded with 24 Padawans and a Jedi Master on Dromund Kaas. They learn the Commandos had saved the children instead of killed them and as a result were stranded on the rain ensrouded planet for twelve years.

While on Dromund Kaas, Radimus had need of a new lightsaber crystal, going to the Dark Temple as it was known the two each had a trial, one for Radimus to discover what exactly was balance in the Force, and one for Cynthiana to discover the sdame thing and how feelings mattered to keep that balance. Both of them spoke with Yoda but didnt see him

Returning to the kids they make a plan and escape the planet, only to run into a Interdictor Class crusier, which thanks to Cynthiana being head of KDY gives her coded access to lockout crews and remoted pilot a KDY built vessel as needed. As a result they leave Dromund Kaas in style, word never gets back to the Empire that a ship was used by KDY officals.

They then re-steal a CR90 Corvette that was originally stolen directly off the factory floor as soon as it was done, the original buy was never revealed as yet, they then headed for Arda system and settled upon Arda 3 where our story currently continues with an Interested Party now on their trail thanks to three of the kids, a Cathar girl named Milla, and two human boys currently unnamed at this time saved Radimus, who was faking being an Imperial Officer named Major Davos from falling to his death.

Where the story goes from here.... well... Lets just say Death Race {starring Jason Statham} has nothing on a A-Wing race!

Been playing off and on for the past year or so. The game is set during the time of the Galactic Civil War, beginning several months prior to the Battle of Yavin and moving forward from there. The game is styled after the Inglorious Basterds and inspired by the Inglorious Rebels game hosted on the Order 66 podcast.

The characters began as a small Special Operations mission group deployed behind Imperial lines in the former Tion Hegemony. When the campaign started, the Empire had just executed Operation Strike Fear and were positioning themselves to retake the Mon Calamari homeworld. The characters were tasked with disrupting Imperial operations in order to buy the Alliance time to reestablish themselves in the region and mount a defense of Dac.

The characters began at Knight-level play and are as follows:

Zane Alrik (Commodore/Ambassador)

Zane came up in the Chandrillan Security Force as a naval officer. He graduated from the Brionelle Memorial Military Academy and was a junior officer on various ships of the line. After several years service, he was promoted to a position as a military attache. He served in the Chandrillan embassy on Corellia before defecting to the fledgling Rebel Alliance.

Zane was dispatched to Dac, where he helped assess their military strength and bring them into the Alliance. He assisted behind the scenes when Dac was subjugated and helped the Mon Cal regain their freedom. He is the defacto leader of the character party.

Cabe Talos (Tactician/Enforcer)

Cabe was a child of privilege on the pro-Imperial planet of Corulag and attended the planet’s prestigious war college. He then transferred to the Imperial Academy on Carida where he enrolled in the Stormtrooper Officer program. Psychological tests revealed he was unfit for the Stormtrooper Corps, but was allowed to continue. Upon graduation, he was assigned to the Imperial Security Bureau’s Enforcement Division. Deployed to Corellia, Cabe was responsible for hunting down common criminals and seditionists alike.

After several years, Cabe moved to Ryloth, where he ran ISB Tactical Units to aid in suppressing the Free Ryloth Movement. Cabe grew disillusioned, betrayed his command, faked his death, and faded into the underworld he had come to know. He worked as a bounty hunter on Ord Mantell for a time before being recruited by Alliance Intelligence where he served as a retrieval agent in the Counter-Intelligence Division.

Tallia Quinn (Assassin/Performer)

Tallia was raised in poverty on Ryloth and eventually sold into the service of a Hutt crime lord, who trained her to be a cunning assassin. She served him for years before deciding to abscond with her freedom. Tallia returned to Ryloth and began to employ her skills for the Free Ryloth Movement.

Tallia operated under the guise of a Twi’lek dancer, using her charm and guille to get close to several Imperial officers, all of whom she killed. She soon became one of the most wanted persons on Ryloth and would have been captured had the Alliance not taken her in. Tallia was assigned to Alliance Intelligence as an assassin in Passive Operations.

Tev Ar’wen (Gadgeteer/Marauder)

Tev was born and raised on Sriluur and raised to wage war, much like the vast majority of Weequay. Tev served for a time in the Dnalvec Militia and fought against the Houk people in Sriluur’s decade long civil war. Tev was not content with continuing service and resigned to find more lucrative options.

Tev found work as a mercenary and gun for hire. He worked for a variety of criminal interests, to include Hutts and pirate fleets. When the Empire subjugated Sriluur, Tev was outraged. Members of his former military unit convinced Tev to join the Rebellion, where he served in Support Services as a security officer onboard Rebel freighters.

Orrin Tamb (Demolitionist/Outlaw Tech)

Orrin worked his whole life for the SoroSuub Corporation in their mining and energy divisions. Having been so dedicated, Orrin could not stand to see his employer and beloved homeworld bend to Imperial rule. As such, Orrin joined with the Sullustan Resistance as a saboteur on the inside.

Orrin was among those captured by the Empire during Operation Strike Fear. He was en route to a penal colony when the Alliance rescued him and his fellow prisoners. Ortin joined with the Rebellion immediately thereafter and was assigned to Special Operations.

We’ve played through slightly modified versions of numerous modules from over the decades, plus a goid number of original material threaded throughout. We did the Perlimian Haul, Dead in the Water, Tattoine Manhunt, Black Ice, Friends Like These, the modular encounter for Dac from Strongholds of Resistance, and a bastardized version of the EotE Beginner Game. It’s been a pretty solid campaign, if somewhat intermitant.

Edited by Atticus Havelock

Here you go:

On 2018-01-10 at 8:44 AM, Concise Locket said:

Here you go:

Well that’s handy!

@Concise Locket everytime you post i mistake your user pic for Neil deGrasse Tyson... Even though its probably a white dude in the picture ha ;)

Here is an update on Cynthiana and Radimus' story.

The relationship is now offically called Radiana as a combination of their names.

Upon arrival at Arda 3 they get the kids safely to another Jedi who is in charge of a famous martial arts Japanese {Rurouni Kenshin time period} style complex built over a Force Nexus. Because Arda 3 is a extremely popular paradise world for tourism its only right that there are some crimial elements. Among which is an interested third party who want to get back at the Kajiic Clans. In this case a Kadjiic clan overseen by a Hutt named Kappa. Kappa who resides on the planet Affavan oversees underground GPs, or Grand Prix races, AKA illiegal racing. In this case its all A-Wing starfighters modified strickly for use on Affavan, some of the track is built in a floating mountains style area that thanks to wonked over terraforming, had formed gravity wonky zones

As a result of being saved by one of three kids {two human boys and a cathar girl} Radimus and Cynthiana are approched by the three 'men' which consist of the Three T's, Tavrend {male Nikto}, Ted {Human Male} and Tri'gerin {Male Bith}, a trinity of kingpins who used to be ABOVE Kappa until he edged them out in a race where their pilot was killed on the track. To get back at him, they want the prize money,. {7.7 million credits!!} "Anything extra" they are told "Is profit, you can keep it, but the actual prize money is for us and buys our silence" word on the streets is that a Jedi youngling is worth 100,000 to 1,500,000 credits!

One of the prizes is a luxary handbuilt A-Wing 2 seater which has the pilot seat actually made twice as wide for two people to easily fit. In addition to no hyperdrive as to have a "atmosphereic buffer zone" allowing the two lovebirds to sit on the 'hood' and not get sucked into dead space

Best part is, Cynthiana has to face down a Sith Lord named Sonyjae {Pronounced Sonyja} AT THE TRACK, Kappa also cooks up a deal with Sony to get Cynthiana and Radimus slain, or vice versa if they can outlast the Sith points to them!

Another best part is AFTER getting away they run into the original Inquisitor. Plan is to actually defeat said Inqui to move onto the meat of the story

Oh and both characters are I think in their 30s but I dont remember

On 2018-01-13 at 8:02 PM, Ni Fang said:

Here is an update on Cynthiana and Radimus' story.

The relationship is now offically called Radiana as a combination of their names.

Upon arrival at Arda 3 they get the kids safely to another Jedi who is in charge of a famous martial arts Japanese {Rurouni Kenshin time period} style complex built over a Force Nexus. Because Arda 3 is a extremely popular paradise world for tourism its only right that there are some crimial elements. Among which is an interested third party who want to get back at the Kajiic Clans. In this case a Kadjiic clan overseen by a Hutt named Kappa. Kappa who resides on the planet Affavan oversees underground GPs, or Grand Prix races, AKA illiegal racing. In this case its all A-Wing starfighters modified strickly for use on Affavan, some of the track is built in a floating mountains style area that thanks to wonked over terraforming, had formed gravity wonky zones

As a result of being saved by one of three kids {two human boys and a cathar girl} Radimus and Cynthiana are approched by the three 'men' which consist of the Three T's, Tavrend {male Nikto}, Ted {Human Male} and Tri'gerin {Male Bith}, a trinity of kingpins who used to be ABOVE Kappa until he edged them out in a race where their pilot was killed on the track. To get back at him, they want the prize money,. {7.7 million credits!!} "Anything extra" they are told "Is profit, you can keep it, but the actual prize money is for us and buys our silence" word on the streets is that a Jedi youngling is worth 100,000 to 1,500,000 credits!

One of the prizes is a luxary handbuilt A-Wing 2 seater which has the pilot seat actually made twice as wide for two people to easily fit. In addition to no hyperdrive as to have a "atmosphereic buffer zone" allowing the two lovebirds to sit on the 'hood' and not get sucked into dead space

Best part is, Cynthiana has to face down a Sith Lord named Sonyjae {Pronounced Sonyja} AT THE TRACK, Kappa also cooks up a deal with Sony to get Cynthiana and Radimus slain, or vice versa if they can outlast the Sith points to them!

Another best part is AFTER getting away they run into the original Inquisitor. Plan is to actually defeat said Inqui to move onto the meat of the story

Oh and both characters are I think in their 30s but I dont remember

Thanks for the update! It’s always interesting to see the game through other groups’ eyes.

On 1/15/2018 at 8:26 PM, Khazadune said:

Thanks for the update! It’s always interesting to see the game through other groups’ eyes.

Most welcome! We're already planning their family now, two kids, NOT TWINS, one of which, their elder daugthter, will be Force Sensitive, her name at the moment is simply Bluebird due to her unnatural blue/black hair, her brother is currently unnamed but I am leaning towards Aigatis as he's going to be his sisters advisor and protector.

Further updates to come soon as we lost our writing location and have to rewrite a lot of the A-Wing race on Affavan

2 hours ago, Ni Fang said:

Most welcome! We're already planning their family now, two kids, NOT TWINS, one of which, their elder daugthter, will be Force Sensitive, her name at the moment is simply Bluebird due to her unnatural blue/black hair, her brother is currently unnamed but I am leaning towards Aigatis as he's going to be his sisters advisor and protector.

Further updates to come soon as we lost our writing location and have to rewrite a lot of the A-Wing race on Affavan

A real world connection to keep in mind.... bluebirds were what the soldiers called the Nursing Sisters during WWI because of their blue cloaks. The sight of a bluebird was seen as salvation, as the women worked to heal their wounds. Your eldest daughter as a force sensitive would be pretty amazing if she went the healer route. I love obscure references and little Easter eggs.

We just started a campaign with 3 experienced and 2 new players.

The start: Rather than be given a ship, the group hatched a heist to steal a ship.

The set up: on an inhabited moon of a remote gas planet, the empire just gained control. In the transition somethings are going sloppy. 1 such weak point is the impound hangar.

The wild card: the moon has a cycle where it passes through the rings of the planet which is happening now. This has a chance of frying the power grids. (triumphs and despairs can be used to shut down powered systems... the party has 2 droids)

The hook: the impounded ship has illegal cargo that hasn't been unloaded by the empire yet and there are a number of parties with claims on the cargo.

The group did fantastic. They grasped the narrative style and ran with it using their skills to change the plot, up stakes, claim rewards. 2 of the party members really had huge impacts without ever firing a blaster. With no out of character conversation or stating what he wanted to do, one character talked the group into getting info on a better ship to steal:

Walked up to an info broker: "word is you have a list of the impounded ships." "[their rival] is bragging he's going to buy it from you for 500." "you sell it to us for 1,000 and skip the haggling." responding to everyone knows my price is 1,500 "fine we'll settle up for 1,500 and the info is ours"

Player completely dodged the fact that the broker usually considers them to low class to deal with by making the convo about the price.

Group decided to take out the power grid reasoning no one would bother investigating or putting it back on due to he lunar cycle that affects power. They set it up like a heist movie talked out the different stages of defense and fail safes, what tools and actions were needed to get past those.

Had 1 fight with storm troopers and 1 fight with the ship's original crew in the hangar trying to get their ship back.

Now they have a ship with illicit spice that a hut, ISB agent, black sun, rebels, and their rival crew wants and the only ones who knows how every party is involved is the GMs.

The crew is free to do with it what they want, dump it, sell it, settle up with an interested party. We don't plan encounters. Just rivals with goals.

Edited by Rebelarch86
18 hours ago, Rebelarch86 said:

We just started a campaign with 3 experienced and 2 new players.

The start: Rather than be given a ship, the group hatched a heist to steal a ship.

The set up: on an inhabited moon of a remote gas planet, the empire just gained control. In the transition somethings are going sloppy. 1 such weak point is the impound hangar.

The wild card: the moon has a cycle where it passes through the rings of the planet which is happening now. This has a chance of frying the power grids. (triumphs and despairs can be used to shut down powered systems... the party has 2 droids)

The hook: the impounded ship has illegal cargo that hasn't been unloaded by the empire yet and there are a number of parties with claims on the cargo.

The group did fantastic. They grasped the narrative style and ran with it using their skills to change the plot, up stakes, claim rewards. 2 of the party members really had huge impacts without ever firing a blaster. With no out of character conversation or stating what he wanted to do, one character talked the group into getting info on a better ship to steal:

Walked up to an info broker: "word is you have a list of the impounded ships." "[their rival] is bragging he's going to buy it from you for 500." "you sell it to us for 1,000 and skip the haggling." responding to everyone knows my price is 1,500 "fine we'll settle up for 1,500 and the info is ours"

Player completely dodged the fact that the broker usually considers them to low class to deal with by making the convo about the price.

Group decided to take out the power grid reasoning no one would bother investigating or putting it back on due to he lunar cycle that affects power. They set it up like a heist movie talked out the different stages of defense and fail safes, what tools and actions were needed to get past those.

Had 1 fight with storm troopers and 1 fight with the ship's original crew in the hangar trying to get their ship back.

Now they have a ship with illicit spice that a hut, ISB agent, black sun, rebels, and their rival crew wants and the only ones who knows how every party is involved is the GMs.

The crew is free to do with it what they want, dump it, sell it, settle up with an interested party. We don't plan encounters. Just rivals with goals.

This is amazing! Taking the usual start and adding in enough novel elements to shake things up and give players the freedom to make it awesome. I will likely borrow details of this for something I have planned, that lunar movement disruption due to Rings... it’s too perfect to pass up! Love it!

My group is using the business rules from Far Horizons to own a mechanic's garage in an out of the way corner of the Great Gran Hyperlane Run. They started out just trying to scramble by and navigate the intrigues of the local underworld, but soon enough they were plotting to be movers and shakers in their own right.

Our next game (tenth session), they are running a podrace that one of the characters is competing in. The others are trying to maintain order and keep the peace, as they built the track the podrace is being run on out of an old mine they picked up dirt cheap (with a hefty loan from a Hutt in whose honor the podrace is being run). Shenanigans are going to go down.

Complicating the PC's plans are the other criminals, naturally, but also the fact that the Empire has nationalized their world and a budding rebel insurgency is making it more dangerous to live in the capitol city by the day. The newly installed Imperial Governor has also insisted on attending the race (they know it's against Imperial law -- they know this is a set up -- there isn't much they can do to avoid it), and has asked the PCs to ensure she gets a surprise introduction to the Hutt.

In short, I have a crazy group of gearhead race fans lead by a Falleen Charmer trying to make as many credits as they can before their scheme comes crashing down around their ears and they have to flee their homeworld. It's a trip.

6 hours ago, JRRP said:

My group is using the business rules from Far Horizons to own a mechanic's garage in an out of the way corner of the Great Gran Hyperlane Run. They started out just trying to scramble by and navigate the intrigues of the local underworld, but soon enough they were plotting to be movers and shakers in their own right.

Our next game (tenth session), they are running a podrace that one of the characters is competing in. The others are trying to maintain order and keep the peace, as they built the track the podrace is being run on out of an old mine they picked up dirt cheap (with a hefty loan from a Hutt in whose honor the podrace is being run). Shenanigans are going to go down.

Complicating the PC's plans are the other criminals, naturally, but also the fact that the Empire has nationalized their world and a budding rebel insurgency is making it more dangerous to live in the capitol city by the day. The newly installed Imperial Governor has also insisted on attending the race (they know it's against Imperial law -- they know this is a set up -- there isn't much they can do to avoid it), and has asked the PCs to ensure she gets a surprise introduction to the Hutt.

In short, I have a crazy group of gearhead race fans lead by a Falleen Charmer trying to make as many credits as they can before their scheme comes crashing down around their ears and they have to flee their homeworld. It's a trip.

That’s a nice twist, with the PCs in charge of the track. Between the Imps, the Hutt and whatever other criminal elements might be snooping around, they are gonna have to be on their toes to escape this one AND turn a profit! I really want to see podracing and swoop racing take a wider role in some of the FFG published works so there are more ideas. Keep us posted with how this one turns out! I love when there are a cluster of interests and the PCs are Center stage!

An update:

Radimus has a ba****d child currently unnamed at this time and we dont know the gender yet either.

The plan is for said child to kidnap Bluebird and deliver her to Vader or Tarkin for the reward for Jedi children. Bluebird herself is worth nearly 20,000,000 credits alone at age 19.

Further info to come later