domingo, 26 de junio de 2011

The adventure starts!

[space left for cool entry crawl :)]

[Note: This are gonna be quick synopses of the adventure for safe keeping, rather than a full blown story, though I might do that one day If I feel inclined :), and any of you guys are welcome to it should you like the idea]

Quin-Tain and Jan arrived at the Nao Sang spaceport without major incidents, there, in dock number 078, for their own personal reasons, both Tsarrik and Den awaited for the ship to land.
Just as Den was welcoming Quin and his companion to New Duro they were assaulted by thugs keen on having their skins (and most particularly Quin's), said thugs were promptly dispatched, leaving behind just a broken datapad with some orders from an unnamed source telling them to kill the Jedi for a substantial reward.

Confused but safe (and Tsarrik drenched in blue blood) they were greeted on their exit by Fokoma, a very VERY educated and polite Twi'lek that kindly informed them that Gorka The Hutt, local crimelord, insisted on having them over for lunch.
Our heroes, seeing that there was not much point in arguing accepted the invitation and were received by Gorka, an (even by hutt standard) huge hutt with a very polite way of speaking.
He explained that the one targeting the Jedi is a rival by the name of Gardulla. Said rival has been encroaching in his turf and has proven to be quite difficult to eliminate.
He offered help tracking him as it is in his best interest to help the group take on him and his men.
Quin convinced the hutt to give him some time to decide and Gorka agreed.

After talking with the proper authorities and getting nowhere, the heroes decided to do so research on their own. Jan looked around the Holonet a bit and got some interesting info on Gorka and his operations.
Tsarrik, with Jan in tow, visited one the bars Gorka's boys usually frequent and found out that a fight was about to happen between Gorka's boys and some men claiming to be working for Gardulla.
Tsarrik "helped" the fight start and clubbed some heads while Jan stealthily stunned one of the men, who after being interrogated told them that they don't know any of Gardulla's men directly, they just got their orders from a low-profile weapons smuggler named Brombort.

Meanwhile Quin contacted his master, Rymobe, who seemed puzzled by the fact that the Hutt claimed to know him and advised his padawan to keep playing the hutt's game for now, as it will probably bring him closer to the disturbance they felt.
Just as he stopped the transmission, he got a telepathic message from Rombus, with the cryptic phrases "watch the shadows" and "always remember the blood".

After checking this info against the one Gorka provided, the heroes decided that it was a good lead and visited this Brombort fellow.
Brombort runs a small time warehouse for passing traders with small cargo loads. After observing him for a bit, Jan noticed that sometimes Brombort closed some of the binders in his office when a client came in, but not all of them.
Den and Quin went into the office with Tsarrik and Jan keeping watch on a cantina on the other side of the highway.
After mentioning Gardulla to Brombort, Den noticed that the un-closed binders were really holoprojectors and that there was an odd-looking heavy-lifting droid taking space in the middle of the hallway.
Brombort gave them a datapad while saying "If you know Gardulla, you know what's in this". The datapad commanded the carriers to kill a bureaucrat from the Authority called Joera Arkes, in charge, along with several people, of signing some small time contracts for security forces.

viernes, 17 de junio de 2011

The state of the Galaxy and power players

The Galaxy has healed nicely since the all encompassing war with the now defunct Sith Empire.

Here are it's mayor players and their current outlook:



The Galactic Republic

The greatest power in the know galaxy, this millenia old organization that brings together billions of races and cultures keeps thriving in spite of the multitude of attempts to bring it down by multiple forces in the Galaxy.

This is a time of relative peace for the Republic, the memory of the Cold War against the Sith Empire still exists, but it has faded quickly in this 300 years. Republic peacekeeping forces are still active and remain vigilant in multiple places in the galaxy, but little by little this mighty military force is being reduced in number, it's budget and resources being moved to other projects, and the responsibility is being placed in local security forces and militias.

Economy wise the Republic is thriving, with trading booming thanks to new routes being opened deeper into the Unknown regions and the Outer Rim bringing even more opulence to the already huge coffers of the organization.

But with power and safety comes complacency, and who knows what's in store for the legendary organization...



The Jedi Order

The great Jedi Order is thriving at this time, millions of Jedi swell it's ranks, specially since after the Cold War the Order's attitudes relaxed because of the cruel conflict and Jedi enjoy great freedom to make their own way following the will of the Force.

All is not right however, the huge amount of Jedi, the lack of a common front and the current relaxed attitudes are making certain Masters wary of the state of the order and some demand a return to more orthodox practices. The recent surge of dark siders and fallen Jedi is contemplated with great concern, even if the more rational voices see that it's mainly a product of their swelling ranks. Immediate action is seen as reckless by many and the Unifying Force sect is growing in numbers.

Still, even with their own internal tensions growing, the Jedi still are the stalwart defenders of good in the Galaxy. Mingling with the general population a lightsaber might ignite anytime, anywhere, to respond to the cries of help of the innocent, and the Galaxy admires and looks upon the Order's members with respect and trust.

At this point in time the Order is somewhat unstructured and only an informal council of masters keeps things in place, though in general each master is assumed to be able to make it's own informed decisions. Consultation with other masters or the Council is seen as the right thing to do, and most do follow it's suggestions willingly. The only rule everyone follows is that only an unanimous vote of at least 10 Masters can advance a Knight to the rank of Master, it stems from the war where rarely a formal training body could be established to oversee such a thing. It is assumed that 10 Masters should have enough vision and wisdom to know if someone is ready to be their equal, for the moment, it has served them well.



Galactic Republic Military Forces

While still the most powerful military in existence, with billions of troops and ships scattered all around the know galaxy, the GRMF is a relic from a different time.
Without a powerful enemy to fight, the public sees it more and more as a bloated, tax-devouring, unnecessary organization and the Senate is acting accordingly, reducing it's numbers decade after decade and moving it's responsibilities to local authorities and private contractors.
Many voices call against this, pointing at history books and showing that the Republic must always be prepared in case another galaxy-wide conflict sparks, but their voices are difficult to hear in between talks about economic expansion, social problems and democratic expansion.
That aside, as mentioned, the Republic still has, hands-down, the best armed forces in the galaxy. Their starfighter corps and special forces are the pride of the GRMF, being key forces in the defeat of the Sith Empire 300 years prior, and any well informed adversary would shake in their boots at the thought of confronting them.



The Hutt Cartel

Millenia ago the Hutts controlled an empire on their region of space that rivalled with the Republic on power and extension. Their empire crumbled however, but the hutts are old and cunning, they had realised way before the fall that political power and lines on maps mean nothing, their slimy hands reach everywhere in the galaxy and millions of worlds still dance to whichever tune they prefer at that moment.
Sometimes shadowy organizations try to wrestle away the behind-the-scenes power from the hutts, like the Exchange almost did some centuries ago, but they soon learn the hutts appreciate keeping a low profile in the galaxy, but they are by no means afraid of smashing that which bothers them. The hutts marshalled an army of mercs, highly modified transports and outright warmachines acquired from military forces all around the galaxy and smashed without mercy the Exchange when they grew tired of backalley backstabbings, bringing a swift end to the organization and reminding everyone to stay out of their way.
New Duro, being close to the mercurial area that is "hutt space", is too under their heavy influence and, as with other worlds, they are content to lounge in the shadows, drowning themselves in riches and exotics while those around them dance like puppets doing their bidding.

The rest of the system

New Duro is not the only planet on the Furan system, while none is as important as it is, some have... interesting places.

Mot

Mot is the closest planet to the Furan star, and it has little interesting going on. Because of it's extreme temperature and small size it was never colonized or terraformed. It's not devoid of activity, however, the Sylar Corporation initiated a mining operation over 150 years ago, and it's still ongoing thanks to the massive deposits of interesting radioactive materials on the rock. No one lives on Mot though, an army of specialized droids drills the planet day and night looking deeper and deeper for riches, and their organic masters only come once in a while to check that everything is fine.

Hohnir

When the explorers that discovered the system, they were stunned by how New Duro was thriving with life, usually worlds need some serious terraforming before being colonized, normally colony worlds are like Hohnir.
Hohnir is the second world from Furan, and it's close to being inhabitable but not just yet. The temperature is stabilizing, it's seas are forming nicely and there are already some basic lifeforms on it. Unfortunately, it's weather is erratic and devastating, it's seas acidic and the surface temperature is so high you need specialized suits unless you'd like to be well cooked.
That doesn't mean that Hohnir is devoid of sentient life, there are several habitats on the surface and orbit, mainly of scientists researching how the world is developing, and also several teams from corporations investigating if the planet could be used for some economic activity.

Tracyn

Not really a planet, but a Moon of the gigantic Vulcanus, a reddish gas giant that it's actually the fifth planet of the system.
Tracyn didn't have any inhabitants till the Mando's showed up in the Mandalorian wars, almost 600 years ago.
For the whole war, New Duro, originally though by the Mando's as an easy conquest in their war against the republic, held against an onslaught of Cruisers, Dropships and Basilisks thrown by Mandalore's armies. The defenders of New Duro still remembered the horrors of the Krath invasion, and were not about to let themselves be taken without a fight.
The respect of the Mando's for the planet grew immensely, and the invasion fleet tasked with taking over that branch of the Corellian Spine detached a third of it's forces just to keep the siege of New Duro, delighting themselves in seeing how long would the planet last.
To their surprise, New Duro never fell, they held their ground till Mandalore was felled in combat by Revan and Malachor V obliterated by the mass shadow generator.
With nowhere to go, the Mando's checked their options and decided that after staying for so many years on the system, they might as well make it their home. The called of the siege, retreated to one of their staging bases on one of the moons of Vulcan and negotiated a cease-fire with the FTA.
The FTA proved it's business savvy right there and then. They offered the Mando's a clean report towards republic forces as long as they made their services available to the FTA and New Duro in general. The Mando elders in the detached fleet joined and decided that there was potential in this deal, thought there were dissenting voices.
They dismantled most of their fleet and build a self-contained city on their staging base, now renamed Tracyn (fire in the Mando language) because of it's moving red sky, which seems always on fire; and started a series of droid factories and autoforges to rebuild their forces and equipment.
After their little place in the system had been carved, they formed Red Scythe (named after a Mando hero from the time of the mighty taung)with the blessing of the FTA, and offered their services as high-profile mercenaries and security forces, cleaning the Corellian Spine from the swats of pirates clogging them in the aftermath of the war. Ironically, many of this were Mando forces that refused to call off the war, though Red Scythe recruited many of them into their fold.
When the Revan-led Sith Fleet attacked the weak Republic, New Duro again showed it was not letting itself be taken, and this time, the Mandos added their strength to the battle on New Duro's side.
Revan was a brilliant strategist and instead of attacking New Duro head-on after seeing from some test attacks that defence was being fierce, he instead circled it and established a supply blockade, trying to wither it down while he tackled more pressing objectives.
During this time, Tracyn learned from their old neighbour and started building defence after defence, abusing the huge deposits of heavy metals on their moon and turning their small moon into an small self-sufficient fortress.
After that the war came and went, and the Mando's of Tracyn solidified their presence on the system, becoming engrained on the commercial disputes of New Duro, and keeping the system safe for an adequate price.
When the Great War came about the Mando's from Tracyn distrusted the call from the false Mandalore, but offered his armies weapons and fighters from it's autoforges. When the Sith Empire took Corusant, the Furan System was ceded to the Empire and the Mando's from Tracyn kept their commercial deals with the System's new masters.
However while business was good, their Sith employers were to insane and arbitrary, growing more and more violent towards the population of the system, Tracyn included, in their desperate attempts to quell the growing resistance movement. When the second Great War started and Republic forces did a push for the Furan system, Red Scythe aimed their guns at the Sith command ships and offed the Sith commanders in on the systems battlecruisers, taking it for themselves.
After accepting a contract from Republic command they proceeded to clean up the system from Sith and random bandits.

They stayed in this renewed position till modern times, right till before the Civil War erupted.

While there are dozens of clans represented on Tracyn, three clans have a special weight and control most of the council of elders. The clans are:

- Clan Kander: Something of a young mandalorian clan, they were formed out of different neo-crusader recruits in the Mandalorian Wars. The Clan structure is designed around the military structure of their original siege unit, and it's mostly compromised of Humans, since they were the majority and the ones that had it easier to find mates and procreate.
They are the biggest clan in the system, and control most of Red Scythe. Their fortress city, Cabur, is the nominal capital of the moon. It's a huge fortress that in the distance appears like 5 spikes protruding from the ground.
The Clan elder is Parjai Kander, an old but still powerful warrior that most of the clansmen look up to, even if they disagree with him. He's a staunch defender of the Status Quo, believing that with their current way the clans under his protection have thrived, found battles and survived in the face of difficult odds.

- Clan Stormcaller: A mainly Togorian clan, not quite as populous as clan Kander, but because of their long line of ferocious and powerful warriors, rank second in power in the politics of Tracyr.
Clan Stormcaller nominally supports the current stance of Parjai Kander, and consider him battlemaster, however, more and more dissenting voices in the clan claim that they should launch a crusade or at least an small war, in search of proper battles and honor, instead of working as overpaid policemen.
Murrar Stormcaller is the clanmaster. He's a huge, elder togorian that could probably split a man in two just with his hands. He has a fame for being unstable and violent, but surprisingly cool under fire and with a keen tactical mind that his appearance hides well. He was defeated decades ago by Parjai in the ring of honor, were he swore loyalty to him as battlemaster. Some of the voices of the younger and more rowdy generation say that the duel should be rematched, as many would prefer the aggressive Murrar as leader.
[Unfinished, will finish at a later date]

The system Furan and it's capital New Duro

The system Furan is found in the Corellian Spine, it's the last inhabited world before one reaches the agreed end of the Mid Rim and delves into the Outer Rim.

It's a peculiar place, colonized millennia ago by duros and humans running away from the "Hundred-Year Darkness" that devoured the Galaxy.

The first world to be inhabited by them was found by duros explorers that named it New Duro because of it's uncanny similarity with their home world. It's the third world from their sun, and it's fairly tame weather wise, with a myriad of climates and with settlements everywhere from their scorching equator to it's freezing poles. Ironically enough, after the almost obliteration of Duro in the Mandalorian Wars, it's probably the last place in the Galaxy that has some of the fauna and flora of Duro, brought here from their world by the original colonists.

The planet was sparsely populated until corellian merchants extended the Corellian Spine downwards searching for more exotic riches on the Outer Rim, and deciding that the world was in a prime position to act as a merchant port for their breathtakingly immense trading fleet.

The planet's population boomed and trading companies opened thousands of hubs on the ground and stations in orbit to service the growing number of spacers and new colonists. The planet had no global authority whatsoever and merchant conflicts, racketeering and dissent between natives and newcomers was growing in number and effect, the Republic had to step in to establish some semblance of order before tensions could rise more, so they moved some bureaucrats in and created the Furan's System Trading Authority (FSTA). The Authority, as locals call it, serves as a mix between a parliament and a board of directors, acting as arbiter in the myriad of commercial operations in the system and giving the locals some degree of representation in the organization of the system. This makes New Duro an extremely confusing world for newcomers, there's not a proper "order" around as one would expect it, security forces are hired through FSTA contracts agreed by majority in their chambers and can change rapidly, though usually the same company holds a contract for decades and sometimes centuries. The same goes for sanitary installations, infrastructure, etc... The only thing under absolute control by the FTSA is the Justice system, and the Mercantile Court stands almost as big and tall as the Parliament.

When the Republic established the FSTA the planet's urban centers where an infrastructure nightmare with badly defined residential and industrial areas, so none of them were suited as a proper capital, thus they founded a new city, the now-days metroplex of Nao Sang, a monstrously big urban sprawl in which almost 1 billion souls of different species find their home and about 300 million visit everyday.

This is where the FSTA parlament and courts rest, as well as the main spaceport, one of the biggest in the Corellian Spine and probably the biggest on the Mid Rim. The city has a bizarre architecture, with Alderaanian style palaces resting against Verpine hives, and while it's main streets and repulsor ways are clear and well defined taking a turn into the side roads can quickly turn into a navigational nightmare without the help of digital (or local) aids.

During it's history, the planet was hit in almost all major conflicts, defending better or worse depending on the circumstances. In the Great Sith War, the planet was conquered by a combined force of Krath and Mandalorian marauders, causing untold damage to it. During the Mandalorian Wars the system held it's ground against the Mandos for the whole of the conflict, fortifying more and more until the war was over, with the assaulting Mandos resettling into the system with interesting consequences in the following centuries. The system was under Sith control during the Cold War, and the Sith used it as staging ground for their fleet as they moved from the Outer to the Mid Rim.

Many Jedi were born in the system, and many fought on the different conflicts that engulfed it during it's almost three thousand years of history. On the closest in time that happened, a group of Jedi when against the orders wishes and infiltrated the planet, brewing a huge rebellion that toppled Sith rule and cut off one of their biggest supply lines, aiding greatly in the Republics ultimate victory.

This has left a huge impression in the worlds inhabitants, Jedi are seen as larger than life heros, winning battles singlehandedly against hundreds or even thousands of opponents, their most peaceful and sometimes even monk-like customs sidelined to the point that many locals would be surprised to meet a real Jedi.

While criminality is somewhat controled in most of the population centers and life standarts are mid-high per Republic standars, there is a powerful underworld lurking in the shadows. The system is close to the Hutts, and many have both legal and ilegal operations on it, which sometimes puts them at odds with each other and other power players in the system. Conflicts of this kind usually stay in the shadows and are resolved through blackmailing, threatening and violence in dark alleys and old dilapidated buildings. Sometimes however, conflicts scalate and all out gang wars occur, there hasn't been one in decades, but one never knows what's brewing behind the scenes...

General rules for the game

General rules:

- Start at level 3, I generally accept any combo or race+class as long as you can give me a good justification/background for it.
- Only one Jedi, if at all. You can decide who get's it in any way you want, let the bloodbath begin :)
- This is not a rule but for your own benefit, know how to fight and try to have at least two useful out of fight skills, you can negotiate who get's what with the rest of the party.
- Everybody will have a "secret background" or "secret objective" that will be secret (duh) to the rest of the party at the beginning but that will help bring the group together and maybe keep things interesting afterwards. This background will be negotiated with me, I'll try to give you what I think works best and then we can work a compromise.
- Equipment wise I won't forbid anything for now, so use your starting funds without fear. Do please use your heads when you buy stuff!! The equipment must make sense for the character! Also, remember the particular laws and customs of the planet as stated above!
- I apply the 0.75 rule, which means that All classes that get 75% of their level to BAB get 0.75 BAB per level. What this means is that if you (for example) get a level of Scondrel and Noble, instead of a BAB of 0 (0 from 1st level Sco and 0 from 1st level Nob) you actually have 1.5 (0.75 + 0.75). This is so you're less afraid of multiclassing into non-combat classes. As long as it makes sense, go nuts and take all the missmatch of levels you want.
- 28 points, standard buying rules apply.
- Max starting creds + 7500.
- 1/2 Hit Die +1 + Con bonus (so a Soldier with CON 12 would get, 10/2= 5 + 1 = 6 + 1 = 7 HP per level).
- Skills you gain because of your INT bonus can be spent on ANY SKILLS, you're not limited to your class skills.
- The Climb, Jump and Swim skills become a single skill called Athletics.