Smerg's Star Wars - A Secret Beginning


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Male Half Orc Cleric 2 Fighter 2
Gol Krallet wrote:
Smerg wrote:
HK had told me a couple weeks previous that work load was going to be intense for a number of weeks and he asked me to play HK if he was not able to make a post.

Guy's - I have to bow out of this game. I have spread myself too thin and have to scale back.

Thanks for the game so far!

I wish you the best and thanks for letting us know.


Male Half Orc Cleric 2 Fighter 2

Okay, I have a map.

I hope this looks good.

Hanger Map


Male Half Orc Cleric 2 Fighter 2

Alright, this is the 'logical' end of this story.

HK and Gol are dropped from the game due to work commitments.

Most of the 'hidden' past of the characters has been revealed.

If you want to finish the game at this point then this would be a good point to finish. You've saved the Jedi on the station from the Terentatek and prevented the theft of the ship from the ship yard.

You potentially have a bank account with a large collection of money; so, you could either return the credits or go live a happy life where ever you wanted.

Returning the money and confessing what happened with the additional claim of brain washing may mitigate a sentence but you can expect to still do a long sentence for the damage and suffering that occurred on the Spike.

Still, public sentences that get reported and private sentences for people willing to 'privately serve' the Republic can be different things.

I originally planned this to be a few months run to get a better feel for the Saga rules and not to tie people into something for a long period.

Options beyond this point are to to continue this story but advanced time (like a jump in time from New Hope to the Empire Strikes Back) or to go with fresh characters in a new story.

Anyways, I'm interested in your thoughts.

In the game thread, you can roleplay your concluding of what happened in the hanger as you 'explain' to the authorities. You still have your cover identities which will hold for a little longer which includes Gol's Security Badge and Doc's Medical Credentials.


I rather hope you guys continue. I've been enjoying reading your adventure.

If you do continue and are looking for another player, I'd be willing to roll someone up.

Grand Lodge

I'm enjoying the game, and I'm enjoying playing Kidd. So my vote on both would be to keep on keepin on. Sad to lose those two players, but we can either run with what we have or get some more involved... Barcas being one of them.

My only request would be this.. I love me some combat (Kidd being highly combat focused and all), and we didn't get much. It'd be nice to get to use this shiny lightsaber more often. :)


Licktoad GM

I would definitely be interested in a game like this.


mmmm.... *shrug* I'm game either way.
I like Vash, but I like making characters as well so...
Vash is a talker mostly and she has really gotten to shine in that regard as a tinkerer/hacker/talker with force power (seriously, can you ask for more?) but I still regard myself as a noob in sw-se so I'm game for starting fresh and trying somthing else. A scout maybee? Or a straight Jedi?
So... whatever, I guess.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Actually, continuing or not depends on what you had in mind to continue.
Did you have a strong story focus in mind? (Risk: Railroading)
Did you have a general sandbox in mind? (Risk: Diffusion)
What you have in mind will have a lot to do with a player continuing or not.


I really like the idea of fast forwarding. That way, if people want to change characters, they can, and if people want to keep their characters, they can. Maybe five years down the road when something related to our mission is found, perhaps a derelict ship that contains a data core that can only be opened by our bio-signatures?


Male Half Orc Cleric 2 Fighter 2

1> I am glad that I have interest from a couple of new players to join.

2> I understand Kidd the desire for some combat. I'll set up potential situations and then leave it to the players to 'engage'. I thought there might be some combats on the Spike and on the station with the Mandaloreans (I expected some fights against the monster or on the choke points leading to the naval yard). The group chose ways to avoid fighting which is fine by me. Smarts solutions and teamwork is always my preference.

3> I am glad that the other players want to keep doing some Star Wars.

--------------------------------

My first storyline was the players 'waking' up and realizing that they were not ordinary citizens but actually accomplished soldiers that had served during the Mandaloran War.

I conceived of a group that had served and become disenfranchised by the upper management's sending them on 'pointless' missions where they just saw body count add up. The breaking point for the group was a battle over an ice world that saw them crashed and marooned for many months.

It was during those several months that the group developed a personal pact that should they get off of the ice world that they would choose a new future for their lives outside of the military.

The group was rescued by their Mandaloran higher command and managed to get themselves involved in the sleeper agent program. The project was originally supposed to be a disruption project on the Naval yards of SoroSub.

Post Mandaloran War, someone has learned of the project with the sleepers and attempted to subvert the project for their own purpose. The compartmentalization of the project means you don't know and Red Valkyrie (what's left of it) doesn't know who that might be.

All anyone knows is that someone was trying to Shipjack a large naval vessel and take it out towards the outer rim. At some point there was to be a new pilot and navigator acquired to guide the ship to the final destination.

That is the plot of the first story.

--------------------------------

I purposely set things up that players have a few ways to proceed from this point.

Kidd has a memory tie to a master who holds a lightsaber other than the one he currently has. This could be to the Jedi or it could be another organization.

The group has the finances to purchase a ship and set up a 'free life' choosing to be mercenaries, security consultants, or just rich inquisitive people. Though the dark secret of how they 'found' the money to be rich might hunt them.

Doc has his friend Harry which ties him into another life of events and possibly working for Mandaloran Security (who knows what things he did as part of a black op career for them). Harry could easily opt for revenge before leaving the scene (a good opportunity to 'write out' any characters that people want to end dramatically and set up someone to hunt down).

The group could choose to work for the Republic and go 'legit' (the Jedi might even employ them since they are here to see the end of the mission). They could end up doing regular mission work or high espionage work under some sort of cover alias. The real question would be whether the Republic or Jedi would really ever trust former double agents. What steps might their sponsors take to make sure they don't get turned upon again?

------------------------

I thus have left a number of ways for the story to proceed and generate 'hooks' for future conflict.

My timeline is at the start of the Jedi Civil War 3,959 - 3956. The ship if captured would have been taken out to Unknown Regions and the Star Forge. It would have become a possible prototype for Revan's future Armada of ships.

A jump of five years might be a bit much during this time frame. Six months to a year would be enough to have the war in the opening battles on the farther regions where concerns will start to come in to the Republic of this new force conquering worlds and the need to muster new troops or reactivate retired soldiers.


I hope you all continue, I've really enjoyed the story and have been following it since the beginning. I don't have any of the books or I would throw my hat in the ring for consideration. Eh, I'm happy enough just following the story along. :)


The entire Jedi Civil War was between 3959 BBY and 3956 BBY, according to Wookieepedia. Revan was captured in 3957 BBY and it ended with Darth Malak's death on the Star Forge in 3956 BBY.

I'm a little curious who is keeping up with Agents of the Empire. Unless we lose another player and drop below 4, I don't think I'll open up any spots until a specific (and very far away) point in the storyline.


However long the break is, I think it's a cool idea. It might give us a chance to dictate what we're up to, how we got that new level, what we've done with the copious amounts of loot we swindled, etc.

Grand Lodge

Agreed.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

The jump is a good idea. Perhaps the group drifted apart until something happened to draw them together again.


So by my assessment, your current party has:

Human Scout (Kol)
Human Jedi (Kiddrik)
Human Noble (Doc)
Miralukan Scoundrel (Vash)

What role do y'all find yourselves needing? Heavy gunner?

Perhaps the character I play could be part of a similar sleeper cell but not activated until later?


Male Half Orc Cleric 2 Fighter 2

Okay, at the end of this adventure with recovered memories people should be around 3rd level.

Would you like to start the next story at 3rd level, 4th, or 5th?

Also, who are keeping characters and who are changing characters?

If you are keeping your character then how do you see your character spending the next six months to a year?


I think I'll keep Doc. I like his gruff, angry charms.

Doc would probably want to find out exactly how rich he is. If it's enough, he'd want to buy a ship. He'd also want to find out how many of his memories are real or not, so he'd spend some time travelling to the places he "remembers" and seeing if they're real memories or not. In an effort to feel less old, he'll take up an old hobby: light-fencing.

If we start at 3rd level, he'll go Noble 3. If we start at 4th, he might take a level of Jedi. I kind of like the idea of Doc having been a force sensitive type, perhaps of some sort of Sith torturer...

Grand Lodge

I'll also sick with playing Kidd. If we're advancing he timeline a bit, it'd be nice to kick his level up to 4th so I can give him some new tricks to reflect the growth.

Kidd would probably want to stick with at least one member of the party. He sees them as 'his'. He'd b interested in seeing some of the galaxy, spending some credits for fun, and - if he has time - dig into his memories a little.

I'd be fine if that meant he's sticking around with one of the characters whose players is sticking around or with Gol/HK.

Basically, he'll be the same old Kidd but with a few more toys, tricks, and scars.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

I'd like to jump to fourth level.

Kol will take up the role of Jedi; either training with Kidd or some other Jedi in an isolated situation.


Male Half Orc Cleric 2 Fighter 2

4th level seems like a consensus and Kidd has a pair of people eager to learn Jedi knowledge.

Kidd could set up an academy for teaching or he could travel with Doc in a search for students to start and academy.

At this point in time, the Jedi Council does not have exclusive control of Jedi and many other schools are being taught.


If everyone's going Jedi, I've always wanted to play an all-Jedi party.

Grand Lodge

Kidd's not really the 'set up an academy' kind of guy. Teach a few friends what he knows as they kick aroun in their ship? Sure. Kidd's 4th level will be something non-Jedi, probably.

Grand Lodge

Actually this would work really well and he could teach them as they teach him... which would help thematically support his intention to diversify.


4th level sounds good. Vash'elie will continue as a scoundrel, maybee dip into soldier and go for sabotour.

Traveling to place of memorie is what she would do, that and meditate on the lives she's taken (get rid of the dark side point with a force point). Finding out how much money is somthing she'd do, not sure on owning a ship. She'll probably let others take care of that bit.


Actually, after looking over Doc, he's not going to go Jedi after all. He will take up his old hobby of lightfoil fencing, which should get some exercise on a ship of Jedi. As for a ship, I'd love to get a 578-R from the KOTOR book. It's different enough to be pretty cool and we can turn the cargo hold into a mini Jedi temple.

Smerg:

Spoiler:

I like the idea of Doc having been someone very, very bad during the Wars. I'm thinking he worked for the Sith as a torturer and was sent as a secret agent to the Mandalorians, to work with their chief torturer Demagol. I may have him take force sensitivity as time goes by, but he's just realizing the extent of his depravity, and he's disturbed by the thought of whether that's really who he is, or whether he's a new person now, so for story's sake, he's suppressing his force sensitivity. For now... Which is also why I like the idea of keeping his dark side point, to reflect that fact that at some level, he enjoys inflicting pain.

Grand Lodge

By 'Jedi Temple' do you mean sparring arena with a fully stocked mini-bar? Or is Kidd the odd-man-out on this one? :)

In all seriousness, he'd be perfectly happy to pass on his knowledge to others, but he's a bit of an idiot savant with a 'gray' outlook on the force. Don't know if everyone's looking for a more traditional Jedi instructor or not.

Quick question, though. And feel free to give as much or as little info as you want, Smerg. I'm gonna pick up either a level of scout or scoundrel for the pistol proficiency and access to skills. The choice will depend largely on whether or not we anticipate having a lot of ship combat (be it ship to ship or zero-G combat). The difference is talent selection. If we'll be seeing a lot of space combat, I'll take scoundrel for space-hound (I think that's what it's called). If not, then I'll go scout for Evasion.

Like I said, I'm fine either way. I just don't want to be the guy in a space fight with zero party contribution.


Male Half Orc Cleric 2 Fighter 2

1> Draga and DM Barcus if you could make a level 4 character that would be good. It is Knights of the Old Republic for version of rules and species in play.

2> Everyone else, please advance your characters to level 4.

3> I like the idea of the 578-R transport.

Okay, I want the original four players to give me some rolls as you see how good or how much of a lemon you have purchased. < Consider this a mini game covering your 'gaining' of your ship >

Each players can choose two of the following skills (that should be a maximum of 8 skill rolls for the group) to make a check on and give a brief description of what you are aiming for. You must use your current character and list of skills (not your advanced character for start of the second story). You may not use Force Skills instead of the listed skills (UTF can make you a good instinctive pilot but it still won't substitute for hard knowledge of the Pilot skill when it comes to knowing a good ship verses a poor ship). There is no taking 10 or 20 for these rolls and each player may make one roll. If something is not selected then it will be fully 'random' as to the quality.

These transports are known for their poor quality in initial construction and random failures. They are also know for how people have 'customized' them over the years.

List of skills and how you may use them 'defensively' or 'offensively' in your ship shopping. Consider DC 15+ getting a reasonable choice and DC 25+ to be very good.

Pilot

Defensively - You check the ship over and make sure that the ship is in good flight condition. It's characteristics will perform close to the books specifications.

Offensively - You attempt to find a ship with 'extra' speed or maneuverability due to prior modification.

Use Computer

Defensively - A computer that has a standard working computer system with a regular sensor package and astrogation system for hyperdrive travel.

Offensively - Upgrades in systems in computer intelligence, sensors, or hyperdrive travel.

Mechanics

Defensively - The overall age of the systems and making sure that the ship has been maintained and is not held together with Bondo and Duct Tape.

Offensively - The ship has various upgrades of pirate holds, botanicals (specialized areas for live shipping of certain cargo), luxury suites, deep freezers, extra long range environmental systems, multiple docking collar systems, increased cargo hold, or any other non-standard change to the transport that involves re-working the interior, bulk-heads, and conduits. It can also include extra armouring or strengthening of the interior.

Gather Information

Defensively - To find a ship with less 'history' or in 'better' condition then is known by the seller.

Offensively - To find a ship with a 'history' or might have belonged to someone famous and might have a 'reputation' (ship that made the Kessel Run).

Persuasion

Defensively - To reduce the 'cost' of acquiring the ship meaning that you can have more 'spending' money or better lifestyle when on board the ship.

Offensively - To gain a ship with an established trade route or to have a money generating venture attached to the ship. It can also help to make sure the consumables are well supplied and the ship has 'extra' equipment for hazardous climates stored for emergencies.

Knowledge - Technology

Offensively - to obtain and install cutting edge technology or 'alien' technology on the ship.

BAB (use ranged shooting)

Defensively - to check over the weapons and shields of the ship to find the standard array of working systems.

Offensively - to acquire better shields or weapons then the standard weapons for the transport.

If you have another idea for a skill then you can pitch it and I'll give a reasonable adjudication of the effect.

4> I'm fine with the idea of the group researching their personal pasts in more detail.

5> You could use part of the ship as a mobile 'dojo' for teaching and learning. I think light foil would be a good skill too.

Doc:

I'm good with that idea.

6> Right now, I don't see a large amount of 'space' combat. I see the ship mostly as a delivery vehicle with the occasional 'chase' event as the players escape or crash through things to get somewhere.


Licktoad GM
Smerg wrote:
1> Draga and DM Barcus if you could make a level 4 character that would be good. It is Knights of the Old Republic for version of rules and species in play.

Awesome - will do!


Okay, I'll take Pilot and Persuasion as my skills:

Pilot 1d20 + 8 ⇒ (11) + 8 = 19 plus a force point for 1d6 ⇒ 6 used defensively. Doc is checking to make sure that all basic functions work. He can pay someone to increase them later, but for now, just searching for a basic model.

Persuasion 1d20 + 8 ⇒ (10) + 8 = 18 used defensively. He's looking for the best price he can get, not any sort of new lifestyle.


I'll take mechanics and use computer defencively.

Use Computer: Vash'elie runs every systems check she can think of, running mock calculations and calibrations. 1d20 + 8 ⇒ (8) + 8 = 16

Mechanics: Opening every panel and crawling through every crawlspace she can find to check for fractures, maintainance and grime. 1d20 + 8 ⇒ (16) + 8 = 24 Allowing the force to guide her to places hard to reach but accessable to her small frame. 1d6 ⇒ 6


Vash will go straight Scoundrel for now:
Scoundrel 4
BAB +2
Saves +2
Skills +2
Damage +1
Trait: Gimmick
Feat: Tech Specialist

Am I forgetting somthing?

joke.. HP 2d8 ⇒ (1, 5) = 6

Grand Lodge

Good to know about the space combat thing. I'll pick up a level of Scout, then.

Level up stuff:
Jedi 3/Scout 1
Skills +1 (and a whole slew of skisl just became trainable :D )
HP 1d8 ⇒ 7
Defenses +1 (class bonus goes from +1 to +2 for scout level, also both reflex and will get a boost from the attribute boosts)
Attributes +2 Dex, +2 Wis (modifies skills, defenses, attacks, Force Powers known)
Damage +1
Talent - Evasion (no damage on failed area attacks & 1/2 on successful ones)
Feats - Weapon Proficiency (Pistols) - for multi-classing into Scout

Kiddrik comes along for the ride, excited to check out the weapons and shields on any prospective ship purchase because (in his words), "I don't know... guns are sexy!"

Kidd spends most of the time shopping looking thoroughly at the combat systems of the potential ships, envisioning himself in some epic space combat against waves of enemy combatants. When he' done this, and he's actually surprisingly decent at putting the systems through their paces, he grils the salesman about what other parts or replacements the man has, be it turbo-laser grounding cuff or shield re-routing sub-routines.
BAB (Offensive): 1d20 + 6 ⇒ (13) + 6 = 19
BAB (Defensive): 1d20 + 6 ⇒ (17) + 6 = 23

On both of the above I used my BAB + my attack stat (Dex). If you want just the BAB, then simply subtract 3 from the results, though it looks like in either case, it doesn't modify the results enough to make a difference.

Grand Lodge

also, welcome aboard Barcas and Draga.. cant wait to meet the new characters.

Smerg,what do you want us to do about gear? I definitely want Kidd to pick up a few items, and there was mention of a chunk of credits coming our way. :D


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Dibs on Pilot (offensive) and Mechanics (offensive)! Soon as I slap him together tonight...


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

also, welcome aboard Barcas and Draga.. cant wait to meet the new characters.

Smerg,what do you want us to do about gear? I definitely want Kidd to pick up a few items, and there was mention of a chunk of credits coming our way. :D

You sunk some money into ship and lifestyle but I'll say that you have 12,000 cr each for acquiring items of a permanent nature to keep with you. You still need to buy licenses.

Restricted or Illegal items will need some story and skill checks to show the 'contacts' you developed to acquire those items and may mean that you owe a favour or two for having such items.

Your old cover identities are gone but you could have forged new ones if you have the contacts or skills to do it.

Vash anyone else can have had time to 'purge' any dark side points if they want in the mean time or they can acquire up to 8 dark side points if they want for those that want to be a 'grey' knight with Sith leanings.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Pilot Offensively - You attempt to find a ship with 'extra' speed or maneuverability due to prior modification. Use force point.

Pilot: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (5) = 30

He runs his hands lovingly over the the controls. Yes, this one will fly, almost like a fighter...

Mechanics Offensively -
The ship has various upgrades of pirate holds,
botanicals (specialized areas for live shipping of certain cargo), luxury suites,
deep freezers,
extra long range environmental systems,
multiple docking collar systems,
increased cargo hold,
or any other non-standard change to the transport that involves re-working the interior, bulk-heads, and conduits.
It can also include extra armouring or strengthening of the interior.
Use force point.

Mechanics: 1d20 + 9 + 1d6 ⇒ (14) + 9 + (2) = 25


Sounds a bit like Firefly.

I'm looking at straight Jedi right now, possibly a Jar'Kai practitioner. For history, perhaps a Jedi who followed Revan but backed out after Revan's fall.


Licktoad GM

As much as I love the thought of rolling a Jedi, with Barcas rolling one, I think you will have plenty of force users; so I'm planning a scout. More to come…


Licktoad GM

Smerg -

I was thinking of going Zabrak Scout at lvl 1 (potentially multi-classing soldier somewhere along the way) and then shooting for the Bounty Hunter Prestige. At level one, I get "Heightened Awareness" for being Zabrak, and I have to take "Acute Senses" in the Awareness Talent Tree to qualify for Bounty Hunter. These are completely redundant, can I use the Zabrak racial as the talent for purposes of qualifying for other Awareness talents and the Bounty Hunter Prestige Class? Basically meaning I can take other Scout Talents earlier?

Grand Lodge

DM Barcas wrote:
...possibly a Jar'Kai practitioner...

You have opened a can of worms, my friend. This is something i've never read about, and now that I've done some googlin' on the subject, all that stuff is awesome.

I got caught in a 1-hour sidetrek into Vaapad, and it seems like something that would appeal to Kidd greatly. Balancing the power and resource of that set of forms with the necessity to keep oneself above the full plummet to the darkside... awesome.


Well, I haven't developed a personality for him yet, but I have created the in-game framework and alias. He's an Arkanian Offshoot Jedi focused on high Reflex and two-weapon fighting.

Would you guys want to continue the Black/Red Valkyrie storyline? If so, he could be part of another cell or part of the next step in the original plan.

Grand Lodge

Good to have another solid melee'er on-board. Can't wait to compete... er... i mean... fight alongside you. :)

Also, where are those force powers from, Zane? They're not in the core book or the KOTOR book, and I'm interested to look over them.

Smerg, another technical question (translation: yet another noob question), is there "handed-ness" in the SAGA system? If Kidd has a blaster in one hand and his lightsaber in the other, can he in one round attack with one and in the next attack with the other without penalty? I couldn't find anything to indicate there is, but I may be looking in the wrong spot. I only found rules on attacking with both in the same round.


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

Good to have another solid melee'er on-board. Can't wait to compete... er... i mean... fight alongside you. :)

Also, where are those force powers from, Zane? They're not in the core book or the KOTOR book, and I'm interested to look over them.

Smerg, another technical question (translation: yet another noob question), is there "handed-ness" in the SAGA system? If Kidd has a blaster in one hand and his lightsaber in the other, can he in one round attack with one and in the next attack with the other without penalty? I couldn't find anything to indicate there is, but I may be looking in the wrong spot. I only found rules on attacking with both in the same round.

There is no 'handedness' in the Saga/d20 system. There is only a penalty if you attempt to do actions with both hands in the same round (which is why there are two weapon fighting feats).

I haven't looked over the character but I suspect some of the material is coming from the Jedi Academy book. There are several new styles and feats in that book for the Jedi player.

There is also the Unleashed book but generally, I'll nix most feats and talents from that book but it isn't fully off limits (I was allowing HK to get some stuff for his independent droid from the book).

------------------

I have no trouble Draga with you using your racial to qualify for the bounty hunter prestige class.

------------------

I'll have to look up the Jar'Kai practitioner as I'm not familiar with it in detail. I do remember glancing at it briefly but I don't play Jedi; so, I tend to ignore their fighting styles as a player.


They're from Jedi Academy Training Manual. The lightsaber form Force powers add a lot to the game, in my opinion.


HP: 2d8 ⇒ (7, 7) = 14


Male Half Orc Cleric 2 Fighter 2

Ship

Recap of Rolls (note: I am not accepting Force Points being spent on this isn't a really dramatic event for storytelling purposes and the players are able to recover their force points by this time which really doesn't represent a resource expenditure).

Pilot - Defensive 1 success so it has some wear but basically a by the book 578-R for flight characteristics.

Persuasion - Defensive 1 success so you shopped around and got a reasonable deal on the price instead of buying the first ship that you could find. You have an extra 3,000 credits each for spending on equipment for yourselves.

Use Computer - Defensive 1 success so the ship has a standard computer and sensor package. The hyperdrive is standard for the design.

Mechanics - Defensive 1 success so the ship has a standard amount of ware for a ship of its age and history. It has had regular maintenance but it wasn't owned by any old lady that used it only on Sundays.

BAB - Defensive 1 success so the ship has the standard shields and laser cannons

BAB - Offensive 1 success so the ship has a second laser cannon filling one of the emplacement points (2 points remain unfilled)

Pilot - Offensively 2 success so the ship has Pilot +0, Init +0 (improvement over the normal -5 and -5) and Speed 15 squares or 4 squares in space scale. The ship won't outrun a top line fighter but it will keep up. It is still a transport taking a good pilot to move the pig through space.

Mechanics - Offensively 1 success so the ship has extra locker space dedicated for long range consumables. This ship was rebuilt to do runs to the fringe areas with several smaller stops and less runs back to the main ports.

Grand Lodge

Sweeeeeeeeet. Now all we gots to do is name it...

How about "The Kid". Eh? Eh?


I vote for the Favored Son. Or how about the Surprise Ending? Or the Accidental Hero?


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

I vote "Archangel Beth".

or maybe "Grey Valkyrie".

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