Justice for Froz!
Game blurb
The Empire is in flames.
After the Empire's defeat at the BATTLE OF YAVIN, the idyllic world of FROZ rose up and declared for the Rebel Alliance. Grand Moff DARGON made an example of the planet, annihilating all life with an orbital bombardment. But this only pushed the other worlds of the CORELLIA sector towards the Rebel Alliance. Skirmishes, smuggling, and piracy are now rife across the sector.
Meanwhile, the few Frozians who escaped the genocide have only a limited life-span off the planet. They desperately search for the ZUDVIR, an unknown substance on Froz that supported their lives.
A small group of smugglers have received a lead on the identity and location of zudvir. Can they find it before anyone else? How much can they sell it for? And why did a Corellian agent murder the Nosaurian who sold the data to the smugglers?
Same page description
- Who prepares the story? The GM prepares the overall shape of the story, linear or branching. Players run their characters through these events. Within that structure, PCs and NPCs just do what seems right at that moment. This might or might not lead to a good story.
- What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus occasional story bits when they make certain kinds of rolls, subject to GM's approval.
- The rules will be: followed, come what may.
- Player characters are: expected to work together. Conflicts between them are mostly for show.
- How brutal is the game? Tell me what the consequences of failure could be before I do something. But sometimes, there are no good choices
- Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
- After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: where the character becomes an NPC, right away or fairly soon.
Game Details
- System: Star Wars: Edge of the Empire (the FFG funky dice system)
- Players: 3-5
- GM: Neil Smith
Character Generation
Tone: this is Star Wars and you're the good guys. Star Wars has a fairly clear-cut morality, so there are no good-guy murderhobos. That means that PCs won't murder, torture, rape, and similar: only evil people do that.
The PCs will be smugglers with their own light freighter. I'm hoping to put at least some vehicle combat in the game. So between you, the PCs will need to cover all the crew positions (pilot, gunner or two, mechanic).
You can take character careers and specialisations from any FFG book. Edge of the Empire will be the most obvious choice. I've got that, Force and Destiny, and the EotE splatbooks; if someone wants to bring along Age of Rebellion as well, I won't be upset.
Starting PCs will get 100XP bonus, which can't be spent on characteristics. That'll allow characters to get a few extra skills and talents.
When buying Talents, ignore the lines between them: you can pick any Talents in any order. However, you can't have more Talents at a particular XP cost than you have at the lower cost. For example, if you have two 15XP talents, you'll need to have at least two 10XP talents and at least two 5XP talents. You also can't get "Improved" type Talents without buying the "Basic" version of the Talent.
- Character generation tip: spend as much as you can of your initial species-specific XP allowance on characteristics, as they can't be raised with XP after this point. If you get the same career skill from both Career and Specialisation, take both points at initial character generation.
There will need to be at least one Frozian PC and at most one Force user. (Frozians have The Monves Path, their own Force-related, non-Jedi animist religion, but will use standard Force powers. Having a Frozian Force user would be great.) Inter-species relations in Corellia aren't the greatest, but I'll go over that at the time. Note that, according to Suns of Fortune, Corellian humans get a level of Pilot skill.
Species native to Corellia sector
- Corragut
- no species described
- Drall
- Suns of Fortune
- Duros
- Enter the Unknown
- Frozian
- Custom
- Govian
- As Human
- Nosaurian
- Custom
- Nubian (Humans)
- Standard / Suns of Fortune
- Selonian
- Suns of Fortune
As a high-population Core sector on a major trade route, virtually every species in the galaxy can be found in the sector.
Frozian species specification
See the Frozian writeup on Wookiepedia.
Characteristics
- Brawn 1
- Cunning 2
- Presence 2
- Agility 2
- Intellect 2
- Willpower 3
- Wound threshold: 10 + Brawn
- Strain threshold: 10 + Willpower
- Starting XP: 100
Special abilities
Start with one free rank in Discipline skill, one rank in Kill with Kindness talent
Use Iktotchi names for Frozians.
Nosaurian species specification
See the Nosaurian writeup on Wookiepedia.
Characteristics
- Brawn 2
- Cunning 2
- Presence 2
- Agility 2
- Intellect 2
- Willpower 2
- Wound threshold: 10 + Brawn
- Strain threshold: 12 + Willpower
- Starting XP: 100
Special abilities
- Start with one free rank in Athletics or Survival skill
- Natural weapons (head horns): +1 damage, Crit 4, Disorient 2
- Colourblind
- For 2 Strain, open mouth and emit light sufficient to illuminate a room for one round.
Use Anzati names for Nosaurians.
Factions in Corellia sector
- Corellian Liberty Alliance
- Overall group for resistance to the Empire. Includes both Red Tree and Corellia First.
- Corellia First
- Ethno-supremacists thugs, organising general strikes and similar against the Empire.
- Red Tree
- Politically savvy, largest group in CLA. Political wing of FAC. Campaign for independence from the Empire, but careful to not call directly for the dissolution of the Empire. Runs a large hearts-and-minds campaign to increase support.
- Free Army of Corellia
- Military wing on Red Tree. Engages in acts of sabotage, piracy against Empire.
- Frozian Justice Movement
- Campaigning group for Frozians. Working to bring war crime charges against Grand Moff Dargon for the sterilisation of Froz, to find a way for the Frozian species to continue, and to preserve the Frozian culture.
- Imperial Security Bureau
- Secret police and intelligence service. Think MI5 or KGB. Generally not concerned with purely planet-scope problems, but very concerned with anything that spills over into affecting the Empire as a whole.
- Sogwin-Daalt
- Duros-owned shipping and hyperspace mapping concern. Sells updated navigation information.
- Jansai Vem: employee of Sogwin-Daalt, sells information on the cheap to PCs and other smugglers.
Group vehicles
Main ship
Aratech 57-D speeder bike
The civilian version of the speeder bike from Return of the Jedi (Enter the Unknown p. 58).
Silhouette | Speed | Handling |
---|---|---|
2 | 3 | +1 |
Defence | Armour | Hull trauma | System strain |
---|---|---|---|
0/0 | 0 | 3 | 3 |
- Hull type
- Speed bike
- Manufacturer
- Aratech repulsor company
- Maximum altitude
- 20 metres
- Sensor range
- Close
- Crew
- One pilot
- Encumbrance capacity
- 10
- Passenger capacity
- 1
- Cost/Rarity
- 2,800/4
- Customisation hard points
- 3
- Weapons
- None