I have this small 3-5 session campaign I wrote I've been itching to run for years now, and these are the rules I want to use for it. Because I have crusty old antagonistic-gaming-style friends who aren't much into Star Wars (passing familiarity with basic themes is all...), I have to make it somewhat generic. Also, I will have to give them pregen characters because I don't want to bog down a whole session with character creation, as we only meet once every couple months at most.
The setting is: the characters are undercover cops who got too close to somebody important. Somehow the tables got turned on them and they got framed for drug dealing and murder, justice was fast-tracked, and now they're on a prison ship headed for some place terrible (I'm so bored with Kessel, but that's the idea). Lots of hush money has been paid to make this happen, and there are a few NPCs, including the ship's captain and other prisoners, who have relevant info on what really went down. The PC's goal is to get out, clear their name, and, if they choose, exact revenge.
The tale opens on the prison ship, but things quickly go haywire as the ship hits something or the engines fail or whatever...in any case, we now have a prison ship full of inmates and guards all at each others throats vying for the escape pods...and it only gets worse from there ![]()
So I need to pregen some undercover cops. I'm not too worried about spending extra XP to get the right Talent trees and skills--after all, their past histories suggest decent abilities--but I don't want to go overboard and make them too tough.
The Smuggler seems like a perfect fit, with usually Scoundrel or maybe Thief as the first specialization. After that, adding either a Trader, Assassin, or Mercenary Soldier tree would probably give enough proper class skills, and enough variety of talents to complement each other.
Any other things I should consider? How much extra XP would give these guys a flavour of competence?