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Member No.: 45
Joined: 22-May 06
Iím providing the following information to help out with character ideas and answer some basic questions about the starting point and roll actions.
Name of Game: Star Wars: Blaster For Hire: A Galactic Bounty Hunter Campaign
System: West End Games, D6
Type: Action, mystery
Special House Rules: TBD
Players: 3 to 5
Occupational Requests: Bounty Hunters and Mercenaries only, please no psychopaths. This is a Rebellion Era campaign.
Posting Requirements: 1 to 3 times a week
Starting Date: Ready by June 15th 2006
Other Requirements: It is required that everyone have a copy of the 2nd Edition Revised and Expanded Core Rules. Background requirements can be found in the forum.
Synopsis: There is one thing that Black Sun, the Hutts, the Empire and even the Rebellion can agree on: No one likes psychos. Theyíre dangerous to have around and often go rogue if they work for you, and they relish in killing innocents. Everyone recognizes that they need to be brought to justice or put down, but the galaxy is a big place, and there are plenty of places where the most foul of souls can hide. Thatís where you all come in, because like many times before, youíve crawled deep into the places where psychos hide and brought them out to collect the rewardÖor maybe you didnít bring them back alive and skipped the bonus. Youíre bounty hunters, and the galaxy needs scum like you.
- The player characters will be working for the Bounty Hunterís Guild. Their contact will be listed in the NPC Thread in the next week or two.
- The player characters will be provided with a ship. If everyone picks a character without flight or spacer experience, a pilot will be provided as well.
- The first part of the campaign will likely take place in Hutt Space.
- The approximate time setting of the campaign is three months before the Battle of Yavin.
- Major skirmishes between the Rebellion and Empire and major galactic events over the last twenty years are general knowledge. If a situation presents itself where something secret is being discussed, if you wish to see if your character knows anything further about the matter, youíll have to roll the appropriate knowledge skill or the Knowledge attribute. If there are any doubts about when to roll, please ask. This can be useful, because you can basically request to roll to see if your character knows things that you yourself donít.
- Most languages spoken by alien beings, unless they are really obscure aliens who havenít been introduced yet (like Ewoks, the Noghri, and the Chiss) can be understood with a moderate languages roll. There may of course be degrees of failure if you donít quite make the 11 Ė 13 difficulty number, but a 3D+2 to 4D+1 in languages will typically allow you all to understand just about anyone speaking with average rolls.
- Iím trying to keep them to a minimum, and in fact, Iím starting everyone out a little ahead of the 7D to add to your skills by giving you all 10D instead. This will be elaborated on in the Character Creation example to follow in the next few days.
- Equipment: The Core Rules provide templates in the back of the book for outlaws, pirates, bounty hunters and smugglers. This should give everyone a good idea of what Iím looking for in starting equipment choices. Donít worry, things like the T-6 Thunderer and Smasher Armor will likely be available later on down the road.
- Force Usage: No one will start out with dice in any of the Force Skills. Characters can be Force Sensitive, but again, please, no Force skills or powers in the beginning.
- Backgrounds: Every character must have a background. They can be really simple, but they must answer for me the questions that will be mentioned further on down this list. If anyone needs help with coming up with a background, let me know.
Some players like to have four page long backgrounds that explain in great detail their exploits. While they are fun to read, it really isnít required. What I need to know are the following:
Known Family and Friends (please list the relationship and age next to their names):
When the smoke clears, this roughly averages out to about 500 words at the most (1/2 typed page). I urge everyone to squeeze in as much as they can. It will help keep everyone involved with the story.
I thoroughly disapprove of duels. I consider them unwise and I know they are dangerous. Also, sinful. If a man should challenge me, I would take him kindly and forgivingly by the hand and lead him to a quiet retired spot and kill him.
- Autobiography of Mark Twain
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