Thursday, April 10, 2008

Star Wars Campaign: Tauria

The Tauria system is a semi-independent system on the outermost edges of the Outer Rim territories. Still technically part of the Empire, very few Imperial officials are ever seen in this backwater area--unless the taxes stop coming in. This makes it an ideal hiding place, as few Imperials will even waste the time and resources required to travel to this remote outpost.

The Tauria system is comprised of 7 planets and an asteroid belt between the yellow sun and the first planets. While 4 of the planets are worthless, the 2nd, 3rd, and 6th planet are all habited to some degree.

Tauria-2 is a mining settlement. Containing only 3 percent of the Taurian system's population, the majority of the planet is scorched rock. The planet is too close to the system's sun to sustain life, but not too close for those who take the merest protective measures to work there. The planet has no atmosphere, and so environmental suits are required at all times. In addition, unless wearing some thermal protection, it is practically suicide to walk the surface. There are several large mines at work, and the planet produces a decent amount of ore to sustain its operations and make a profit. These mines have been airlocked and are temperature controlled so that the miners can work unmolested. This planet has no docking facilities for space ships, and in fact uses planetary shuttles to transport the ore to Taurinia.

Tauria-3 (or just Tauria) is a mainly agricultural planet with only a few minor cities. Although it is lightly populated, it is still the most populated planet in the system, making up about 80% of the systems population. The only real city of note is Taurinia, which is a trade port with a population of 50,000. While the other planets hold the majority of the marketable goods, all commerce between the system and the galaxy at large goes through Taurinia. Do to it's unique Taurian Rainbow Grass, a beautiful plant that is found in a variety of colors, Tauria has a small tourist population nearly year round of rich men and women trying to get a way to a beautiful, quiet place.

Tauria-6 is a large gas giant that produces a healthy amount of tibanna gas, enough so that
17% of the system's population lives there. The system's greatest outgoing resource, the gas gathering facilities are top of the line and gaurded by several powerful security firms. There are 15 major floating cities, one of which is a landing pad for planetary shuttles from Taurinia. Due to a unique gas which causes some sub-light engines to fail, only planetary shuttles from Taurinia are allowed to land.

The asteroid belt circling Tauria's sun is rich in expensive ores, daring the most foolhardy of business men to dare establishing a mining stations. However, the proximity to the sun makes such endeavors tragically short lived, and no permanent mining colonies have ever been established.

Wednesday, April 9, 2008

Palladium is here

I got the Monsters and Animals book on Monday, and the Palladium rule book just arrived yesterday. It's fun to look through the books and go back in time to reading them at my friends house. I'm actually impressed at how good the art is. In a lot of older books the art is crap, but here we are with some very good and very funny art. I think they layout is interesting though, especially in the rule book. It seems like they made a game, took the rules, and shuffled the rules together at random. I mean, the page on how insanity works is right in the front, instead of being an appendix. But its a fun system.

I like how all the races have their prejudices laid out, cut and dry. It makes it easier to roleplay a human in wolfen lands if you already know that humans and wolfen hate each other, instead of guessing what "wolfen and humans have had some troubles" means. More hatred between races should be as black and white. Plus, they explain why the hatred is there. To me it just makes the game that much more deep.

Out of date systems aside, though, the next session for the Star Wars campaign is this Saturday. I'll have updates then, if not sooner.

Why do people hate alignment?

I've been thinking about this recently. Why do people hate the alignment system so much? I hear so many people ragging on it: "it limits roleplaying!" "it confines your character!" "it's unrealistic!" I don't get it. Alignment isn't supposed to be a restrictive thing. In a world of good vs. evil with a black and white ethics system (like most D&D worlds) alignments make perfect sense. They only limit roleplaying when you start acting like a paragon of your alignment. An alignment should represent the actions of your character, not the other way around. That's why DMs have the power to change alignment in most games: the player creates a concept and tries to find an alignment to fit it, and then the DM changes it if they think the person choose incorrectly. I say the biggest problem with alignment is that people use it wrong.

The funny part is, though, every game has alignment! Everyone recognizes the need to catagorize and score a persons behavior, but now instead of restricted "alignments" they have sliding scales that show how corrupt you are. So tell me, why is it so much better for roleplaying to say "I have a humanity of 2" instead of saying "I'm chaotic evil"?

Tuesday, April 8, 2008

Star Wars Campaign: Session 1

The story begins with Cray, Nandeeni, and Kin Dorin traveling on a small cargo ship, approaching the Crimson Elite space station Home-15. After landing in docking bay 13, the newly arrived companions notice a large rancor being lifted up out of the cargo elevator. Temporarily surprised, they are relieved to see that the beast is shackled down and guarded by several Mandalorians. Nandeeni attempted to approach the beast, but was stopped short by Janin, a Mandalorian beast-master who works with the Crimson Elite, buying predators collected from around the galaxy and selling them to any willing to pay his prices. After a brief conversation, he mentions that they have been recruited by the organization, and that if they decide to stay on he would be willing to pay for information on new predators or, even better, for live specimens.

The special datapads given the players on the ship ring as a new message is sent to them-they are wanted in administration. They receive a map of the area, including docking bay 13 and the living area beyond it. They make their way through the living area and step onto the elevator at the end of the hall. Hitting the button for administration, Nandeeni and Cray talk. Cray talks a bit about his jobs flying as a smuggler, while Nandeeni mentions his enthusiasm for combat. They enter the administration lobby and see a secretary wearing Mandalorian armor without the helmet. She is having a hushed but intense conversation on her commlink, and while everyone tries to make out what she's saying, no one quite gets it. They approach and she quickly hangs up, introducing her self as Jarin the secretary. She asks if they wish to join the Crimson Elite, and they all agree. Afterwards, she matter-of-factly gives them their first bounty, a small-time smuggler named Haisha Su Bninst wanted for killing a stormtrooper while resisting arrest. The bounty is a simple 3000 credits, with an additional bonus of 1000 credits being offered for returning a stolen heirloom belonging to the stormtrooper.

Ready to be on their way, they begin to make their way for docking bay 13, where Jarin has told them the cargo ship has lifted off and their ship is in bound. Before leaving, Kin Dorin asks Jarin what her conversation was about. She explains that it was another of the Crimson Elite who refused to pay his finder's fee on his bounty. She also mentioned if they wanted details, they could check the obituaries and gave them they keys to get into the rooms in the living quarters, explaining the station also acted as a safe house.

They went back down to the living quarters and staked their rooms, waiting for their ship to arrive so their adventures could begin.

Monday, April 7, 2008

Star Wars Campaign: The Crimson Elite

The Crimson Elite is an interesting organization. Formed by Mandalorians with the direct consent of the current Mandalore, the Crimson Elite is a paramilitary collection of bounty hunters from around the galaxy. While many similar organizations tend to stay in the shadows, the Crimson Elite has marked itself by operating openly, offering its services to police organizations around the galaxy. The Crimson Elite makes extensive use of the Holonet, allowing anyone to post a bounty as long as they have a subscription to their service. There are law enforcement agencies across the galaxy who use the Crimson Elite to hunt dangerous criminals.

The Empire regulates the Crimson Elite surprisingly little, stepping in only when bounty hunters have grossly overstepped their bounds or flaunted their illegal activities to the Empire; even in these instances action against the Crimson Elite is usually restricted to the specific squads. Only twice has the Empire targeted the organization itself: when they refused to post bounty for Jedi and when they posted bounties on Sith.

The Crimson Elite has come to an understanding with the Empire. In exchange for the occasional free job, members of the Crimson Elite are given the right to expedite criminals from any planet in the Empire back to the planet where the bounty was issued. In addition, the Empire is less strict with those in the Crimson Elite who break laws while taking down bounties. Those who try to take advantage of the system, however, soon find themselves either no longer members or no longer alive, depending on whether the Crimson Elite or the Empire find out first.

The Crimson Elite is composed of races from around the galaxy. Wookies, trandoshans, rodians, and other hunting races are common, but humans and other species have all found their place in its ranks. Despite being so diverse, the organization is still run primarily by Mandalorians. This is not due to any prejudice, but because those who offer the promotions look for Mandalorian traits in those they raise in the ranks. Often members become so indoctrinated with Mandalorian beliefs throughout their time with the Crimson Elite that they become Mandalorians themselves.

The Crimson Elite, being run by Mandalorians, has an understandably military organization. However, because of its nature, it is far more linear and less complex than other military hierarchies.

At the bottom are members, those who technically have no rank. Their missions are given to them, and they are required to have a Captain travel with them to prevent loss of life or vehicles. Next are the Corporals. Although still required to travel with a Captain, they are given some freedom in choosing their assignments and pay less of a finder's fee to the Crimson Elite. Sergeants are those Corporals who have distinguished themselves as capable bounty hunters. They no longer travel with a Captain, and have even more freedom when choosing assignments. Lieutenants are the best of the rank and file bounty hunters. They have access to all but the high-profile assignments and pay a very low finders fee. This is the last rank not dominated by Mandalorians.

The rank of Captain is bestowed mostly upon Lieutenants who are too old to chase after bounties, but not too old to travel the galaxy. They are a wealth of information and experience, and travel with low ranking bounty hunters as a security net. The reasons for this are strictly economical: because the Crimson Elite provides ships for its hunters, it would be unprofitable for them to allow those ships to fall into enemy hands or to allow them to be impounded. Since the highest death rate is among new recruits, Captains are sent to save the new recruits if feasible, and recover their vehicles if not. Most officers skip the rank of Captain.

Majors are the freelancers of the Crimson Elite. With full access to the archives of bounties given to the Crimson Elite, they operate almost independently of the organization itself. They pay only a nominal fee per bounty, and most have secured their own ships. Because they are best bounty hunters in the organization, they are often given special high-profile assignments from high ups in the Empire.

Commodore is more an honorrific than a rank. Any member of the Crimson Elite can be a Commodore, no matter their previous rank. Commodores are those individuals who run the space stations in the Crimson Elite. They are the highest executive power on any individual station, but any Commodore who ignores a command from a Colonel had better have a good reason. There exists only one case of a Commodore who denied the Admiral and wasn't executed: he died in combat before the Admiral could get to him.

Colonel is more than just a rank in the Crimson Elite. It is a symbol of status given to the thirteen best and brightest bounty hunters in the organization. They are the administrators, running the organization. They rarely take bounties personally, but when they do they never fail.

The Admiral is the highest executive officer of the Crimson Elite. While the Colonels keep the organization running, the Admiral makes all the highest decisions. If the Admiral doesn't know it, it isn't important to the Crimson Elite. His decisions are final, even the Colonels can only offer advice or dissenting opinions. Those of lower rank who speak out against the Admiral are discharged or summarily executed for mutiny. The Admiral answers directly to Mandalore.

Star Wars Campaign #1

I've recently started a Star Wars campaign. It's kind of an "adventure of the week" style game about a group of bounty hunters who work for an organization known as the Crimson Elite set in the legacy era, after the fake assassination of the Emperor by Darth Krayt. I'm going to post more about the specifics of the campaign later. I may even go so far as to put the next weeks bounties up here for the players to find. Not entirely sure... I can do it, but does that mean I should do it?

Anyway, next couple of posts should be campaign specifics and a session review.

New Books!

Well, even being poor and destitute has not stopped me from burning more money on books...

I just recently found some 1st Edition Palladium stuff on Amazon. It should be coming in any time today or tomorrow. I bought the main book and the Monster book. I love owning old RPGs, especially those that predate good graphics. They don't feel like they're trying to sell themselves as hard as newer RPGs do. Plus, I can't wait to pick up a new system I'll never use.

I'll admit it, sometimes I buy books for the pictures!