Asako Soh, reimagined for FFG’s Legend of the Five Rings RPG Beta

I thought I’d try and re-create my pseudonym and L5R4e PC,  Asako Soh, Phoenix Clan Shugenja, using the recently released Beta rules for Fantasy Flight Games’ Legend of the Five Rings RPG, by the wonderful Katrina Ostrander @lindevi

I was really pleased to hear Katrina was involved in the new L5R, as knew her to be a huge fan of the game and the setting, and had enjoyed her work in the Star Wars RPG.

I’ve gone through character creation as detailed in the beta rules and summarised Asako Soh at the end.  Copied rules text is in a phoenix red below.

The Game of Twenty Questions

Part 1: Core Identity (Clan and Family)

All characters begin with Rank 1 in all Rings, and 0 in all Skills

Q1: What Clan does your character belong to? 

Easy one, Phoenix. This gives +1 Void Ring, +1 Theology Skill, and Status of 30.  Bushido for the Phoenix focuses on Righteousness.

Q2: What family does your character belong to? 

Soh is a member of the Asako clan, monks, scholars, tutors and courtiers of the Clan.  This grant +1 Air Ring, +1 Culture and Theology Skills, and Glory of 40.

Part II: Role and School

Q3. What is your character’s role and school?

When I first created Asako Soh for the 4e rules, I saw him as an ascetic mystic, a diviner contemplating the Void, whose thinking could err into heresy.  As such he is a Shugenja and trains in the Isawa Elementalist School as a Shugenja.

This grants +1 to both Fire and Water Rings and I can choose three skill increases from Composition, Courtesy, Medicine, Meditation, Performance, Theology.  He has already had two increases to Theology, so Soh will take +1 Meditation, Courtesy, and Composition.

Available Techniques: Invocations, Shuji, Rituals

Starting Techniques: Invocations – can choose 3 from Extinguish, Grasp of Earth, Path to Inner Peace, Tempest of Air.  Soh specialised in Void magic in 4e, with some lesser expertise in Fire and Earth.  The Prayers he had at Rank 1 aren’t available here but will pick Grasp of Earth, Path to Inner Peace, Tempest of Air.

Starting Rituals: Commune with Spirits, Divination.

He has a starting Honor of 40 and the following School Ability and Equipment:

One with the Elements (School Ability): The Isawa Elementalist School excels not at one particular elemental art, but at the discipline of invocation itself. Its teachings are widely applicable across many different ap- peals to the kami, making its practitioners especially versatile. 
Once per scene when making the check to activate an invocation technique, before Step 3: Assemble and Roll Dice Pool, you may reduce the TN of the check by your school rank. 


Starting Outfit: Sanctified robes, wakizashi, knife, scroll satchel, traveling pack, 5 koku.

Q4: How does your character stand out within their school?

This is a choice to increase one Ring.  Asako Soh specialised In void and the mystical, so will take +1 Void

Part III: Honor & Glory

Q5.  What is your character’s duty to their lord?

A common setup for L5R has been for the PCs to be assistants to Emerald Magistrates, allowing Samurai of different Clans to work together, investigating events over the Empire.  Asako Soh reached School Rank 4 in 4e and was aspiring to become an Asako Inquisitor, so I’m going to say his duty is an investigator of Maho and his Lord is an Asako Inquisitor.

I’ll have as his Giri, ‘Investigate Maho for the Asako Inquisitors’.

Q6.  What does your character long for?

One of the reasons why I like the Asako family is their philosophy referred to as The Path of Man, the idea that humankind can transcend itself, and become Fortunes.

For Soh’s Ninjo, I’ll select ‘to explore and teach The Path of Man’.

Q7. What is your character’s opinion of their Clan?

Asako Soh had a rather ambivalent view of the Phoenix Clan – on one hand, he was a skilled Shugenja and scholar, on the other, he resented the control of the Isawa family and his loyalty was more to the Asako family and the Inquisition, than the Elemental Masters.  On balance, Asako Soh believes in peace, serving the Empire through magic and spiritual rites, and hence will support his Clan.  This grants him +5 Glory.

Q8.  What does your character think of Bushido?

Asako Soh would endorse Bushido, and the Phoenix emphasis on Righteousness.  This grants him +10 Honor.

Part IV: Strengths and Weaknesses

Q9.  What is your character’s greatest accomplishment so far?

This steps aligns with the choice of a distinction advantage.

I would be keen to take an advantage like Ishiken-Do, as existed in prior editions of L5R, and opening up Void magic for Asako Soh.   In its absence so far in these rules, I think I’ll build upon my idea of linking Asako Soh to the Inquisitors and pick:

Support of Asako Inquisitors (Water) 


Type: Interpersonal 
Description: Whether through your own efforts or simple good fortune, you have gained the support of a particular faction or organization. Confer with the GM to select a campaign-appropriate group when choosing this advantage. 


Effects: The following apply to a character with the Support of [One Group] distinction: 


  • You have proven yourself to a particular group, who is willing to help you when doing so will not damage their reputation. They will offer you their hospitality, including meals, a place to rest, and medical attention if they have a healer. They will also grant you access to their other facilities, such as laboratories, libraries, smithies, stables, or sparring rooms. 

  • When performing a check to interact with the chosen group that relies on your rapport with them (such as a Command [Water] check to is- sue them orders or a Performance [Water] check to cause an audience of them to desire something), you may reroll up to two dice during Step 3: Assemble and Roll Dice Pool. 


I’ll say that his greatest achievement has been to detect a Maho-tsukai operating in Phoenix lands, shortly after his gempukku, bringing her to the attention of the Inquisitors.

inquisitor

Q10. What holds your character back the most in life?

Here I get to choose an adversity disadvantage.  In 4e, Soh was ascetic, a pacifist, and lame.  There’s the option to have lost a leg, but wanted more to signify Soh as being infirm and slow moving so will pick:

Fractured Spine (Earth)

Type: Physical, Scar

Description: Your spine has been badly damaged, and while it has likely healed (or will heal), it causes you discomfort and makes it hard to push your body to its limits.

Effect: The following apply to a character with the Fractured Spine adversity:

  • You have suffered major trauma to the spine, and harsh impacts cause you to be shot through with agonizing pain. You can only lift and carry half the weight that someone of your strength normally could. 

  • When you make a check to resist harm or exhaustion (such as a Fit- ness [Earth] check to shrug off further injury or a Labor [Earth] check to carry heavy objects as part of building a structure), you must choose and reroll 2 dice showing  or  After resolving the check, if you failed, you regain 1 Void point. 


Q11.  What activity makes your character feel at peace?

Here I get to pick a Passion linked to Soh’s hobbies and interests.  Looking over the list, Enlightenment is an option.  So I think Asako Soh feels at peace when meditating, reflecting on the Path of Man, and seeking his own personal transcendence.  This also picks up some similar features to the ascetic disadvantage he had in 4e.

Enlightenment (Void) 


Type: Spiritual
Description: You are devoted to the principles revealed in the Tao of Shinsei and are well on your way to transcending this existence. 
Effects: The following apply to a character with the Enlightenment passion: 


  • You feel no attachment to mundane items and earthly titles; you cannot be tempted with material wealth or the promise of power. 

  • After performing a check to detach yourself from material concerns (such as a Meditation [Void] check to contemplate your place in the universe or a Survival [Void] check to exist in harmony with your environment), you remove 3 strife. 


Q12. What concern, fear, or foible troubles your character the most?

Here I get to choose a Specific Anxiety. To reflect his pacifist nature, and his kindness towards common people, I’ll pick:

Softheartedness (Fire) 


Type: Interpersonal, Mental 
Description: Samurai are warriors, yet war is not in your nature. Despite any skill with the blade or experience on the field that you might accrue, the sight of the suffering of others wrenches at you in a way your code as a samurai says it should not. When you do kill someone, you feel incredible guilt over it, even if you did not intend for them to die. 
Effects: The following apply to a character with the Softheartedness anxiety: 


If given the choice to kill someone or spare them, you always spare their life, even if it is not in your interest to let them live. 
After performing a check to kill others or let them die (such as a Government (Fire) check to estimate the burden a war would place on the common people or a Martial Arts [Ranged] (Fire) check to shoot to kill), you suffer 3 strife. If this causes you to suffer an Outburst (see page 16), gain 1 Void point.

Q13.  Who has your character learned the most from during their life?

Asako Soh studied with one of the Henshin Monks of the Asako Clan, learning something of the Path of Man. His Mentor is Asako Ishi.

asako monk

Here, I get to pick an advantage or a  disadvantage and one rank in the a skill linked to the relationship.

I like the idea of being haunted, a ghost mocking Soh for his seriousness and temerity in pursuing Enlightenment.

Haunting (Void) 
Type: Interpersonal, Spiritual
Description: A ghost, an ancestor spirit, or a spirit from another realm is 
haunting you. 
Effects: The following apply to a character with the Haunted adversity: 


The spirit has their own agenda (determined by the GM), which interferes with yours at inopportune times. 


When you make a check to defy the will of the spirit haunting you (such as a Meditation [Void] check to find solace in meditation or a Skulduggery [Void] check to perform disreputable acts to survive), during Step 3: Assemble and Roll Dice Pool, you must choose and reroll 2 dice showing or results. After resolving the check, if you failed, you regain 1 Void point. 


This could be accompanied by a skill.  For the skill, I’d take Sentiment +1 as the Henshin’s teaching opens up Soh to be aware of others more fully.

Other option, is to for an advantage,  and I am torn between Sixth Sense or Indomitable Will. Given his mystic nature, I’d go for the former on balance:

Sixth Sense (Void)

Description: You are especially in tune with the spirit world, even if you cannot hear or speak to the kami directly. If you do have the gifts of a shugenja, you are especially sensitive to mystical phenomena.

Effects: The following apply to a character with the Sixth Sense distinction:

  • You have an instinctive sense of supernatural beings, and you can feel the presence of spirits and similar beings even when they have not chosen to reveal themselves. This feeling is ominous in the presence of beings with evil intentions and neutral when the beings are simply going about their business as usual.
  • When performing a check for which you need to follow your hunches (such as a Meditation [Void] check to generate initiative during a duel or a Theology [Void] check to detect a snarl in the invisible threads of the universe), you may reroll up to two dice during Step 3: Assemble and Roll Dice Pool.

Weighing it up, I think Sixth Sense suits Soh more, as a Void Mystic, rather than Haunted + skill rank in Sentiment, so will go for that.

Part V: Personality and Behavior

Q14. What detail do others find most striking about your character?

Frayed, fading scarlet Phoenix robes, limp, and shaved head – monk-like appearance.

Q15. How does your character react to stressful situations?

Furrow his brows, narrow his eyes, and clench his jaw.

Soh did occasionally get angry in 4e – calling down fire on those who offended or blocked him.  Hence, I’ll pick ‘becomes enraged’ as his outburst.

Q16. What are your character’s preexisting relationships with other clans, families, organisations, and traditions?

Close relationship with Asako Inquisitors, more troubled relationship with Elemental Masters of Phoenix Clan, and friendly relations with Monks and Dragon Clan.  Traditionally, there can be alliance between the Scorpion and Phoenix Clans, and Soh values the loyalty of the Scorpion and their flexible minds.

Part VI: Ancestry and Family

Q17.  How would your character’s parents describe them?

Asako Soh’s parents are proud of him – for anyone in the Phoenix Clan, being granted the gift of speaking with the kami is a great honor.  Privately, they wish he was a simple tutor or scholar rather than risking his life investigating Maho.  They would describe him as a proud, intelligent, stubborn young man.

Q18.  Who was your character named to honor?

This is good!  Random table to find out facts about ancestor named after.  Get to roll 1d10 twice and choose result.

I rolled a 6 and 1.  Looking at table 2-1, can pick Famous Deed or Ruthless Victor.  Former fits more I think.  Get +3 Glory and roll for item that was given to ancestor as reward.  Rolled a 1 again – a family heirloom weapon as a starting item.

ancestor

Q19.  What is your character’s personal name?

A nice list here in the rules, with meanings.  But I will pick Soh, found on the L5R.wikia.com many years ago.

Q20.  How should your character die?

Soh hopes to achieve immortality as a God, but fears either falling foul of taint and being killed himself by the Inquisitors, or at the hands of an Oni or Maho-tsukai.

So, that’s the twenty questions answered and this gives us the all new Asako Soh

Clan: Phoenix

Family: Asako

School: Isawa Elementalist School

School Rank: 1

Air                   Earth               Fire                  Water              Void

2                       1                       2                       2                        3

Honor: 50

Glory: 48

Status: 30

Ninjo: to explore and teach The Path of Man

Giri: Investigate Maho for the Asako Inquisitors

Distinctions: Support of Asako Inquisitors (Water); Sixth Sense (Void)

Adversities: Fractured Spine (Earth).

Passions: Enlightenment (Void);

Anxieties: Softheartedness (Fire);

Personal Outburst: Furrow his brows, narrow his eyes, and clench his jaw. ‘Becomes enraged’

Skills: Culture 1, Theology 2, Meditation 1, Courtesy 1, Composition 1.

School Ability: One with the Elements

Techniques – Rituals: Commune with Spirits, Divination;  Invocations: Grasp of Earth, Path to Inner Peace, Tempest of Air

Resilience                   Composure                  Focus               Vigilance

6                                    6                                    4                        2

Void Points: 1

Isawa_shug

Hopefully ready to call the air kami again and fly above the enemies of Rokugan!

Please let me know if I’ve got anything wrong – now to re-read rules and see what the numbers mean.

 

Reflections on a 2016 of gaming

It does seem a little narcissistic to write anything about my own RPGing over the last 12 months and apologies in advance, but I hope it is of some interest.  However, at least it will serve as a record to me of my RPG  activity and of my impressions at the end of the year. I’ve thought of a few themes that have stood out for me: GMing at Cons, gaming on-line, and what the actual games are I’ve played most of over the year. Despite the geopolitical horrors of the year, it’s been a good one for gaming.

Conventions

So, I think over the year I’ve managed to get to four gaming conventions and I was registered for Dragonmeet but sadly couldn’t attend in in the end. One of my goals for 2016 was to run some games at conventions.  I’ve run RPGs for groups, both face to face and on-line, and with gamers I’d not met before at clubs I’ve been part of over the years, but until 2016, hadn’t offered a gaming slot at an organised convention.

My first experience came at the kind invitation of @paulbaalham to run a game at the UK D&D Tweetup, held at The Dice Cup in Nottingham in March.  I’ve not played an awful lot of either D&D or Pathfinder, and Paul kindly let me offer a game of 13th Age, and I ran the excellent Free RPG Day adventure Make Your Own Luck , by the great Gareth Ryder-Hanrahan. I really enjoyed running this and was pleased that my players were people I’d met on Twitter. I should also thank Pelgrane, Wade Rockett and Cat Tobin for the stuff they sent to help me run the game. 13th Age remains my favourite level/class-based fantasy RPG.

So after my first experience, I was keen to do some more and offered up two games at the UK Games Expo in June.  I decided to go for a game I’d not had a lot of experience of and offer Shadow of the Demon Lord and an old favourite, Legend of the Five Rings.  For the former, I had a chance to playtest with some local gaming friends,  to try and figure out if it was practicable to run both a ‘starting’ and a ‘novice’ adventure, with levelling up in-between, in a 4-hour session.  This turned out to be do-able so I ran a double bill of  The Slaver’s Lash and The Demon’s Wet Nurse at the Expo.

For Legend of the Five Rings, I ran another Free RPG day release, this time Legacy of Disaster .  This latter session began a little badly – it was a Saturday morning and I’d dashed over to the Chaosium stand in the tradehall (7th edition CoC selling out!) and returned only five minutes before the start time, and two of my players gave me some grief for not being there at least 10 minutes before the start time (as specified in the instructions to GMs, apparently).  However, we recovered from this slightly rocky opening and had a great session – not least because a couple of the players knew the setting really well, and the others were new to it, and it was fun to see them getting into roleplaying honourable samurai with tough choices.

In addition to running, I was able to play in three excellent games too.  If my love of L5R doesn’t quite give it away, I very much enjoy Wuxia RPGs and was able to play in @gspearing ‘s game of Qin, and @boreders game of Symbaroum (of which, more later).  Finally, I was able to get a session in with players with whom I game on line with most weeks – we were all able to get tickets in on a 7th ed Call of Cthulhu game, run by Tim Evans. This was one of my best RPG experiences ever, not only because of the game, the players, and the GM, but due to the Twin Peaks elements of the story.

The next convention I attended was The Grand Tribunal in Cheltenham in August.  This originally was an Ars Magica convention but seems to have broadened to include other RPGs from Atlas Games too.  Here I didn’t run but managed to play in a couple of sessions – one of Ars Magica and one of Feng Shui, run by the excellent @dimbyd .  I didn’t really understand the freeform LARP which opened the day (I just wandered around aimlessly, being confused, until I decided to attack stuff – my tried and true RPG tactic), but it was a wonderfully friendly meeting, with a great raffle, and fish and chips.  Very grateful to @CJR23 for the warm welcome.  Here’s the link for the next Grand Tribunal 2017 .

cpl7gdcwiaa06gf

The final Con was the fabulous Grogmeet in Manchester in November, organised by Dirk the Dice from @theGrognardfile and the other Armchair Adventurers.  Dirk kindly let me run the old West End Games d6 Star Wars RPG and I used the adventure ‘Rebel Breakout’, from the 1987 1st edition of the game, and created an opening crawl.

The Revised Expanded Updated (‘REUP’) version of Star Wars RPG is free to download here and the free D6 Space rules are here

Here’s a fab video of the day from Dirk (Grogmeet 2016) showing some of the games happening at this very friendly event, and my own reflections on the game written for the Grogzine, which Patreons can download here .  I really enjoyed this day – it was great to meet the Adventurers in the flesh, enjoy a couple of pints afterwards, and a good chat on the train back with @doc_griffiths.  Looking forward to Grogmeet 2017 and thinking about Ars Magica, Marvel Super Heroes, FASA Star Trek RPG or 1st edition Legend of the Five Rings.

On-line gaming

Since meeting Tamsyn (@xtamsynx) and Craig (@craigpbrown) IRL at the 2014 UK Games Expo, we’ve been playing online most weeks – together with Col (@dampscot), Paul (spookshow71), Blakey (@Burekeii), and initially, Liam (@Evoroth).  This continued throughout 2016, despite busy lives, and we’ve played a wide variety of games including Call of Cthulhu, Far Trek, Astonishing Swordsmen and Sorcerers of Hyberborea, Solomon Kane, Rippers, Dresden Files Accelerated Edition, The One Ring, Shadow of the Demon Lord, Dragon Age, City of Mists, Monsterhearts, and a Fate Accelerated version of Nights Black Agents.

Far Trek RPG is free to download here and gives a super experience of playing in the Star Trek TOS setting. I was pleased to get a game of City of Mists in and I ran the free starter. It seemed to go well and gave me the chance of running a ‘Powered by the Apocalypse’ game – looking forward to the full game being released.

I’ve also been playing a regular on-line game of Star Wars Edge of the Empire RPG with @chimpy20 and @chrissyspill and others.  This took place most weeks, except for a bit of a gap when Matt was moving house during which I ran some of The One Ring.  Fantasy Flight’s Star Wars RPG has been the game I’ve played most of over the year – because of the weekly on-line game and that we’ve been playing it too in our face to face tabletop group. I’ve really liked the gradual character progression (with Xim Chamra now being a rather dangerous gunslinger and assassin), the flexible choices available, and, if you wish to get into it, the modifications the PCs can make to their ships and equipment.  The game’s mechanics keep every roll interesting and give the players a key role in generating narrative.  The game feels very dramatic with lots high action and I hope to play more in 2017.

In addition to these more regular games, I was very grateful to @dimbyd for inviting me to an ad hoc game of Feng Shui on roll20 and to @chimpy20, @rpgkitchen, @zos93, and Dave, from our tabletop group, for getting together at short notice to try the first playtest for Modiphius’ Star Trek Adventures (sign up here) .

RuneQuest 2 (or ‘Classic’) has a rather special place in my heart.  Not only did I play it ‘back in the day’, but when I moved to Warwickshire, and joined a local gaming club, it was the first RPG I got invited to join after a hiatus of about 12-13 years.  Hence, I was delighted by Chaosium’s kickstarter to republish this edition  and to join a game of RQ2, ‘The Sea Caves’ (part of the Old School Resource Pack), run by Dirk the Dice (@theGrognardfiles). We played as Humakt Ducks, with me as Mal Hard.  The screenshot below shows Eddy checking the fumble rules as he lost his left leg – yet again. Dirk has kindly written up the session here and here’s a link to another RQ2 game that Dirk ran for the RPG Academy crew just the other night.

There’s a lot of Glorantha on the horizon, not only Heroquest Glorantha (which I picked up from the UK Games Expo) but also 13th Age Glorantha and a new edition of RuneQuest (with design notes found here at Chaosium’s blog).

Games I’ve Played Tabletop

In addition to games on-line and at Cons, there have been those I’ve played around a kitchen table.  The year started well with a one-shot Pathfinder session.  Sadly, I can’t get to the Gaming Club I mentioned above at present (due to week day commuting) but we got together for a RPG session of ‘We Be Goblins’.  This was rather a hoot, but the amount of prep did surprise me.  Here’s the infamous Goblin Song and the free PDF of the adventure.

pathfinder

My main tabletop group meets every 4-6 weeks and we’ve had a good year.  We began with Keltia, run by Stef, before moving into Star Wars Force and Destiny, run by Matt (@chimpy20), and then moved the same PCs into an Age of Rebellion game run by Jimbo (@jimbohawkins).  This has been a great contrast to the on-line Star Wars game – more moral challenges and my PC, Minerva Voight (a seer/Makashi duelist) is much less combat-focused than Xim, having spent XP on developing her more supportive and divinatory force powers.

 

Stef and I have also met up with our families on a couple of occasions and played Hero Kids with the children.  Hoping to get another date together soon to try No Thank You, Evil!

 

I’ve also become part of an occasional Sunday morning group – we first met to try the new Conan RPG quickstart (available here free), but it was also where I tested out my plans for Shadow of the Demon Lord in preparation for the UK Games Expo.  Since then, we’ve tried The Strange, playing the highly recommended Eschatology Code and are now working our way through The Copper Crown campaign for Symbaroum. I’ve been really impressed by Symbaroum – I had a great time playing it at the Expo, and found it smooth to run.  Easy rules, players roll all the dice, and a very rich and evocative setting, with magic in the game being inherently corrupting.

Finally, I was lucky to get to a session of Dungeon Crawl Classics, run by @leejneilson, at a FLGS in Rugby, together with @doc_griffiths.  We played through the surreal and dangerous funnel adventure,  The Hole in the Sky, getting to the end but with a rather reduced party of PCs.  Hoping to do more – for a fun, gonzo, dungeon crawling experience, DCC is hard to beat.

Final Thoughts and Looking Forward

Looking at the above, I’m rather amazed at the amount of gaming I have got in over the year, despite work, family commitments, the need for sleep etc.  What is clear is that in terms of hours it has been the Star Wars RPG from Fantasy Flight Games which I have played most of, being both a tabletop and on-line game for this year.  On-line gaming has really opened up opportunities – it is much easier to play on-line for a couple of hours  in the evening after work, than arrange a 4-hour session face to face.  Plus, you don’t need to go out, and can raid the fridge for beer.  It has also meant that people I have met on-line or at Cons are now people I can game with.

At the end of the year, it is playing Symbaroum and reading the beta of Coriolis that are at the forefront of my mind.  I think 2017 will be a year where I hope to play more Swedish RPGs, including Mutant Year Zero and Tales from the Loop.  I also think that the RPGs being put out by Modiphius, using the 2d20 system will feature highly – I’m a huge fan of Star Trek and hope to do more of the play-testing and pre-order Star Trek Adventures in January, in advance of release at GenCon.  Several of us backed Conan, so that too will feature.

I like games of occult and magic, so hope to play Unknown Armies and Kult, and am always happy to play or run the excellent The One Ring, and I want to run some more Cthulhu (whether Trail or Call). I hope to try HeroQuest Glorantha (still sad to have missed @dimbyd’s Dragonmeet game) and gain some more experience of ‘Powered by the Apocalypse’ games – perhaps try Monster of the Week.   Of course, if I can find players that are up for it, the Rokugan of Legend of the Five Rings or the Mythic Europe of Ars Magica are also always waiting, and still want to play in any of the Worlds of Darkness. I’ve just finished off character creation for a PBEM game of King Arthur Pendragon, to start in the new year.

 

Finally, and thinking of the next generation, I’ve recently met the dad of one of my son’s friends.  He is a gamer too, and he and his son have been playing some Dungeons and Dragons 5e.  We’re all meeting up for some boardgames soon, but we both hope that may develop into some RPG sessions with our boys.

This has become rather longer than planned.  Apologies for wittering on and, if nothing else, the links may be useful. I hope everyone has a wonderful new year and best wishes for 2017.  I hope the dice land well for you and that we all get some good games in.

 

Star Wars Edge of the Empire game: introducing Xim Chamra, Falleen Gunslinger

SW_EotEI’m excited to be starting playing in a Star Wars Edge of the Empire RPG game on Monday evening, run by @Chimpy20, with whom I regularly game at my place.

Here’s the background info we’ve been given:

The game will be Edge of the Empire based, but using content from the whole trilogy of books. You can use any source when creating your characters, but the only thing I ask if that someone playing owns a copy of the sourcebook you want to use. Let me know if you want to borrow any of my books.

You’ll be starting on the Inner Rim planet of Taanab, at the farming town of Arkridge. Arkridge rests on the rolling grasslands which cover most of Taanab. The planet is well known for it’s agricultural exports, and ships and planetary vehicles are coming and going all the time from Arkridge to the planet’s capital, Pandath, bringing in supplies such as clothing, machinery, and armaments, and departing with foodstuffs like meat, grain and vegetables. Arkridge has a population of about 2500, and is one of myriads of similar farming communities all over the planet. Taanab is on the Perlemian Trade Route, which runs from Coruscant all the way out to Wild Space.

The Galactic Empire has recently taken an interest in Taanab, having paid it little attention since the fall of the Old Republic. The Empire’s motivations in having a larger presence at the system are unclear. In recent months, Imperial dropships have been seen descending onto the grasslands and depositing mobile structures and leaving behind contingents of personnel and soldiers.

The timeline of the adventure is shortly after the Battle of Yavin and destruction of the first Death Star.

Your character should have a reason for being in Arkridge. This is likely to tie into your character’s Background, Motivation, and Obligation/Morality, but need not to. Feel free to make up an NPC/organisation or ask me to give you one, if you need to hook into a particular NPC/. Here are a few ideas:

– You’ve come to Arkridge to investigate the Imperial presence.

– You come from the area originally and are visiting friends or family

– You are a scientist or vet investigating some kind of problem with crops or animals.

– You fly a vessel transporting goods to and from settlements on Taanab.

– You are on the hunt of a criminal or wanted person and your trail has lead you to Arkridge.

– You are a member of the Rebel Alliance seeking support of locals

– You’re selling items of dubious legality to the farmers

– Or whatever you can imagine…

For simplicity’s sake I would prefer not to bring in the Duty system from AoR, but feel expressly free to use Morality from FaD if you are a force user, otherwise pick an Obligation. There are additional obligations in most of the EotE supplements.

@Chimpy20 has also mentioned that we would run Force and Destiny for our tabletop group, so despite the temptation, I thought I’d resist a Force-sensitive character and go for one from the Edge of the Empire books, given that is the main backdrop for the game.

Looking through the books, Smugglers appeal (either pilot or gunslinger), as do Explorers (scouts, or archaeologists) and Technicians (mechanic).  Other players have suggested that they may go for pilot and tech-types so I think a gunslinger may be fun.  I’m not one for playing combat-orientated PCs, but with this build I can perhaps diversify with some inter-personal and criminal skills.  The Falleen as a race seem to fit these ideas – links to the Black Sun, get Charm skill, and Beguiling Pheromones (upgrades Charm, Deception, and Negotiation at the price of some strain).

So here he is, Xim Chamra:

Falleen Smuggler Gunslinger, Xim Chamra

Concept: Xim was the son of a powerful Black Sun Vigo, related to Xizor. He grew up in luxury on Coruscant, conducting operations for his family and the organisation. However, his family recently fell out of favour in an inter-family conflict, many dying to Xizor’s faction. Xim managed to flee, the resources of Black Sun denied him and his details given to the Imperials. Both of these organizations are now hunting for him. Xim is hiding out in the quiet town of Arkridge, on Taanab, trying to set up independent criminal operations.

 Falleenn

Obligation 20, Bounty.

Brawn 2

Agility 3

Intellect 2

Cunning 3

Willpower 2

Presence 3

Beguiling Pheromones – 2 strain to upgrade charm, deception, negotiation.

Career Skills:

Charm 1

Coordination

Deception

Knowledge (Underworld) 1

Perception 1

Piloting (Space)

Skullduggery 1

Streetwise 1

Vigilance 1

Coercion

Cool 1

Knowledge (Outer Rim)

Ranged (Light) 2

Talents:

Rapid Reaction

Motivation: ambition (freedom).

 Wounds: 12

Strain: 14

Soak: 3

Gear:

Blaster pistol (damage 6, crit 3, stun setting)

Heavy clothing

Commlink

Stimpack