The Big, Wide Galaxy: A Star Wars Underworld Quest

Voting is open
[X] Plan Corellian Ordo
-[X] Torin Ordo
-[X] Piloting (Atmosphere): 200 XP
-[X] Stealth: 200 XP
-[X] Slicing: 200 XP
-[X] CQC: 800 XP
-[X] Bank 200 XP
-[X] Corellia
 
@mouli Can you clarify on the voting? At the moment, it is currently a mess as despite it being a plan vote, we got multiple people not plan voting or only partially plan voting.
 
@mouli Can you clarify on the voting? At the moment, it is currently a mess as despite it being a plan vote, we got multiple people not plan voting or only partially plan voting.
The character XP allocation has to be in a plan. The rest of it is up to the planmaker and the voter.
I will total by block, and ignore XP allocations or names that are not in plan format. The destination - while they have some synergy with possible XP allocations - need not be in a plan.
 
[X] Plan Torpedo
-[X]: Jaing Taaltsa
-[X] Longarms: 800 XP
-[X] Stealth: 200 XP
-[X] Piloting (Atmosphere): 200 XP
-[X] Pistols: 200 XP
-[X] CQC: 200 XP
-[X] Coruscant

If we're looking for a deep, deadly cross-section of the Star Wars underworld, nowhere is bigger and badder than Coruscant. Tell me you guys wouldn't be interested in sniping some dude through the window of his penthouse at 30,000 feet from the back of a speeder, weaving through traffic to make it to the lower levels and shake off the CSF. I know I couldn't say that with a straight face.
 
To be blunt, even if my plan loses, I take issue with a lot of the skill allocations I'm seeing thus far. There's a ton of emphasis on CQC, slicing and stealth, and generally nothing put into longarms or pistols. Given that the location vote that appears to be leading right now is the Outer Rim doing all manner of dangerous stuff with our cousins, it seems to me a little foolhardy to put a ton of skill points into things which are useful for an intrigue build compared to putting stuff into the tools of the trade any sane Mandalorian would be using most often- that is, our weapons.

I'm not saying put nothing into slicing or stealth, but given we seem to be heading into the most lawless frontier of Star Wars lore to do essentially bounty hunting and mercenary work, we probably want to know how to shoot straight with at least one of the two main types of blasters.
 
To be blunt, even if my plan loses, I take issue with a lot of the skill allocations I'm seeing thus far. There's a ton of emphasis on CQC, slicing and stealth, and generally nothing put into longarms or pistols. Given that the location vote that appears to be leading right now is the Outer Rim doing all manner of dangerous stuff with our cousins, it seems to me a little foolhardy to put a ton of skill points into things which are useful for an intrigue build compared to putting stuff into the tools of the trade any sane Mandalorian would be using most often- that is, our weapons.

I'm not saying put nothing into slicing or stealth, but given we seem to be heading into the most lawless frontier of Star Wars lore to do essentially bounty hunting and mercenary work, we probably want to know how to shoot straight with at least one of the two main types of blasters.

This is baseless doom mongering. Mouli isn't the sort of QM to put trap options into the character creation without any hint that something is a bad idea or that not all options are equally good or bad. Nor does he is the sort of expect us to grasp some brand new mechanics within character creation and no gameplay using those mechanics. Going for a balanced build with a slight focus towards close combat, a common stable of the Star War setting, isn't some trap option that Mouli is going to punish us for taking.

If you want to argue for your plan, how about doing so by promoting your plan instead making up stuff about how other plans are bad. Especially since your plan is mechanically worse than mine in terms how XP is spent and you are throwing stones in a glass house at best.
 
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This is baseless doom mongering. Mouli isn't the sort of QM to put trap options into the character creation without any hint that something is a bad idea or that not all options are equally good or bad. Nor does he is the sort of expect us to grasp some brand new mechanics within character creation and no gameplay using those mechanics. Going for a balanced build with a slight focus towards close combat, a common stable of the Star War setting, isn't some trap option that Mouli is going to punish us for taking.
There are two things to respond to here:
1) The mechanics are not simulated, it is back-ended. What you have knowledge of is how good you are at various things. You are thus expected to pick options that synergize with an appropriate situation - but yes, there is no trap option. If you're better at CQC and slicing, it's a different set of options each turn. There are no dice that you will see, and your stunts and narrative snippets can act to modify the options you see.
2) But I am not making it completely easy to rise to fame. For instance, a broad assortment of skills suited to intrigue can give you a different avenue to the top. But will it make things easier? Will it make things harder? You do not know. All you know is that you contact in the Rim - your brother - is primarily doing shooty and murdery things. Take that as you will. And it is possible to die - not from chargen choices, but from later ones. Picking the right skillset can make it easier, but there's not a trap option.
In sum, vote what you like but skill synergies with various starts are a thing.
 
This is baseless doom mongering. Mouli isn't the sort of QM to put trap options into the character creation without any hint that something is a bad idea or that not all options are equally good or bad. Nor does he is the sort of expect us to grasp some brand new mechanics within character creation and no gameplay using those mechanics. Going for a balanced build with a slight focus towards close combat, a common stable of the Star War setting, isn't some trap option that Mouli is going to punish us for taking.

If you want to argue for your plan, how about doing so by promoting your plan instead making up stuff about how other plans are bad. Especially since your plan is mechanically worse than mine in terms how XP is spent and you are throwing stones in a glass house at best.

It appears I touched a nerve here. I apologize if it seemed like I was picking on you specifically. I assure you, my concerns were by no means targeted at Plan Ordo in particular.

In regards to your comments: Plan Ordo's build is highly balanced in terms of soft skills, but in terms of combat skills the build is heavily focused on CQC. If we were playing a character like a Jedi, or in an environment where blasters were rare or strictly controlled, this would make sense. But in an environment like the Outer Rim, where we will be engaging a diverse array of foes in a wide variety of terrains where CSF isn't looking over anyone's shoulder to police who has weapons, a focus on hand-to-hand leaves us vulnerable in all but a handful of situations. Beskar'gam may allow us to take more punishment than the average merc, and a beskar saber would be a fearsome hand-to-hand weapon, but armor does not give us invulnerability against gangs who may have everything from Verpine slugthrowers to Republic military surplus E-Web repeaters. Mouli is a good QM who won't give us trap options, and a CQC focused build is not a "we lose" button, but it does significantly limit the approaches we can take to various situations and what we will be able to survive. If we wanted to be a stealth-focused slicer we should have picked the Muun; seeing as we're a Mando, I recommend we play to our strengths.

Since you feel my argument did too much to tear others down rather than promote itself, I'd say that is Plan Torpedo in a nutshell: A generalist build (still with points in CQC, mind you) that plays to our strengths as a character and gives us a skillset widely applicable in an environment as rough-and-tumble as the galactic underworld where we may reach situations where the easiest way out of trouble is to keep moving and shoot anything that looks dangerous.
 
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Plan Torpedo and Plan Ordo are tied. I am rolling a d2 - if 1 it's Torpedo and if 2 it's Ordo.
mouli threw 1 2-faced dice. Total: 1
1 1
 
[x]Corellia: The great spice channel to the Core runs through Corellia, a place of plentiful pilots, smugglers, and a thoroughgoing distaste for customs laws. The gang leaders always have a place for enforcers from Concordia, and your cousin Lyria writes quite often from there. She's something of a name in the local mercenary milieu, not least for her blood-feud with the Death Watch's local assets. A blood-feud that always has someone or another willing to bankroll it.

Edit: too late? Dammit!
 
Update III: Welcome to the Jungle
Welcome to the Jungle
[Winning Plan: Plan Torpedo]
Life — is it anything more than a machine to which money imparts the motion?

The liner that brought you here is a battered thing that the captain swears up and down is fit for the run from Mandalore System to the Core, and you're not sure about that. The safety inspection tags have readouts that say the last qualification was fifteen years ago, the steward seems to be more enforcer than actual attendant, and the bursar is the one to go to for buying things from 'Lost and Found'. Some passenger loses it, and another finds it – such is life.

You do get a nice watch out of it, though. A sleek metal mechanical thing, all ticks and analog dials. A novelty, after all the years of a cheap digital timepiece and communicator. The quartermaster just takes the cash you fork over, and quietly advises you not to wear that in the dining cabin.

The trip itself is for more than a week, the ship stopping off at more than one world for what they claim are either passenger pickups or refuelling. Most of those worlds are wealthy, ostensibly those that are 'developed' enough to have moved above the crime and thuggery on the Outer Rim. Of course, there's a rather lot of parcels moving back and forth between the dilapidated passenger liner with far too many 'guests' going on and off ship...

Eh. None of your business, although you almost make it so when you consider a job offer aboard ship from one of the humans involved in the 'cargo transfer'. There's always room for another Mando, he says, and you almost believe him.
Almost.

It takes two weeks of this, two weeks of wariness alternating with relaxation and quiet amusement. Two weeks with a blaster on one hip and a monofilament blade on the other one, and a pronounced Mando accent marking you as someone most of the passengers tend to walk quietly around.

Then...you come to the jewel of the Galaxy.

Coruscant.

There's no world quite like Coruscant. The great ecumenopolis that is the capital of the Republic, the place from which the galaxy is ostensibly ruled. Even from orbit, you can see the vast tracery of lights, far too dense to be settlements on planetary surfaces, all around the world. There are stations aplenty in orbit, and on the flight in your liner is buzzed by a single sleek craft that one person points out as a Consular.

Even the landings are done in a style and lavishness that any other world in the Galaxy cannot afford. There is no dirt landing pad as one might see on the smaller cities of Concordia, no great sweeps of ocean set aside as it is done on planets that your father told you about – nothing like the small spaceports of Naboo rocking gently on the waves or the armored, patrolled landing stations on Mandalore.

On Coruscant, even the spaceports, home to a thousand thousand hucksters, conmen and worse, even the spaceports shine with crystal and polished metal. The battered tramp freighter whines into the landing bay of a spaceport in orbit, the station hanging above the planet with the blocky shapes of freight shuttles taking passengers down in droves to the planet.

Your liner disgorges you, your fellow passengers who give you a wide berth, and the Miraluka that was eyeing you up throughout the liner's passage. You stumble a little as you come down from the ship, battered armor painted in Republic Judicial colours to hide the beskar patchwork beneath the finish. Your duffel bag slaps against your back as you steady yourself, and a hand on your shoulder helps you do that after the drop from the liner's exit port to the ground.

"Steady there, Mando. This isn't a hot drop, no need to rush." The Miraluka woman is pale enough to make you question whether she's ever been outside, dark gray blindfold tilted towards you in an unnerving parody of human sight. "What brings an armored clansman to Coruscant?"

You hesitate for a moment before deciding fuck it, and answer as curtly as you can while turning for the hangar exits and heading for the planetary shuttles. "Brother runs a business here. I was thinking to find work off the farm."

"Work that involves armor, hm?" She runs a finger down one of your shoulders, pressing in close and the scent of something floral wafting nearby as she does. "Something that involves beskar, perhaps?"

"Security work." You brush her arm off roughly, get a few looks from other passersby in the great steel tube of the main concourse, and walk more rapidly to the exits as she follows in your wake.

"Security." She halts suddenly, and a single hand on your shoulder holds you still for a moment as the Miraluka's tilted head and quiet snort show you very visibly that she finds it amusing. "Security. If it's that sort of work you want, do let me know." A business card – old-fashioned paper – is in your hand with a comm code on it, and the name on it reads Madion Zamora, Coruscant Business Consultancy. She waves as you turn and head for the exit, and you don't wave back.

The shining lights and the sleek surroundings make you check your six and walk in a hurry after that, and you're far more wary of the capital world. You take a folding seat up against the side wall of a cargo shuttle, facing a great cliff of freight containers and bunched up against other passengers who seem more blasé than you. The two beside you promptly go to sleep as the shuttle ponderously lifts off from the station your liner docked at, and the X-straps that hold you to the chair keep you in place as zero-G makes your stomach roil.

All the same, the shuttle-voyage is disappointing. You're too keyed up to sleep for the half an hour it takes, and at the same time you keep wishing for the shuttle to have windows or something. You wind up staring at freight containers marked FRAGILE and with the emblems of every planet from here to Cato Nemoidia while you get the zero-G nausea under control.

The shuttleport at Coruscant is similarly bare, the shuttle landing at a surface spaceport that serves the lower levels of Coruscant's dilapidated industrial zones. The hulking forms of heat-radiators and surface factories rise beside the shuttle platforms that mushroom near the port authority buildings, dead and emptied by the deindustrialization of the capital world in the face of cheaper Trade Federation competition. Smokestacks that no longer belch out gas seem as impossibly tall trees from where you stand, just off the shuttle's off-ramp. The wide blue sky looks down on a landscape defined by buildings and surfaces, with great cracks and crevasses showing the lighting and habitation of millions upon millions of troglodytic underlayer citizens while the spires in the distance shining bright golden in the sunlight seem to promise the delights of wealth and power to their inhabitants.

You stand there for a long, long moment just looking and smiling dumbly to yourself, until a hulking alien elbows you out of his way, slouches off, and mutters something vaguely insulting in your direction.

Suitably shocked back to your senses, you head for the shuttleport and the public comms systems there – your brother handed you a comm code and you're damned if you'll contact him on your personal commlink. A few credits see the clerk turn a blind eye as you fiddle with one of the station's official commlinks, and a few rings later gets you a gruff voice on the line that isn't your cousin at all.

The voice is, however, very cooperative when you mention cousin Rhaj, Concordia, and work. You're told that someone'll meet you here in half an hour, and to wait a bit while they come. Accommodation is arranged, or so you're told.

Either way, if it is or isn't, you have your armor and money and arms. You'll live. The creepy Miraluka's commlink code is likewise in your pockets, untouched and something that you remind yourself isn't a backup plan.
Half an hour later you're half-dozing on one of the lobby chairs, the clerks unwilling to evict someone with arms and armor from the arrivals lobby. You're shaken awake, and your cousin's plump face looks down at you from a silk shirt and a bright red blazer that belongs more on a garish dancer than a proper Mando. You scowl at him for a moment, and he just laughs.

"If it isn't young Cousin Jaing." Pearly-white teeth gleam in a too-wide smile as your tanned, unarmed, unarmored cousin throws his arms theatrically wide. "I never thought you'd leave the farms and come to the big city!"

"I thought of the Rim, first." You grunt as you stand up, and then grin back at the cousin who always smuggled in the best sweets from his corner of the galaxy. "Then I remembered that you had the better parties."

You're enveloped in a bear-hug at that, your cousin laughing as he replies. "Ah, you haven't seen anything yet, my boy." A ruffling of your hair as if you're a child just makes you shake your head a little, and your cousin pulls you in a little closer after that. "Anyways. Buller-" A gesture at a squat fireplug of a human, "-will take you to a barracks. You can get some rest there. Meet me…"

Pick one:
[]At Industrial Zone 3-C:
"There's something shiny moving upwards, and I don't like the guy who owns it. Breach of contract tends to offend." Begin storyline: The Nemoidian Job.

[]By the Judicial Headquarters: "Sometimes we get paid for information, and the Judicials pay. Sometimes – and more profitably – the Outlands Security boys pay us for more than information." Begin storyline: Sanctions Busting

[]...actually, I'll meet you. Report to Buller first: "There's something a bit violent to be done first. Someone hasn't been paying up on time. You know how it is, your cousin Lyria's told you all about that sort of thing." Begin storyline: Franchising

AN: Feedback welcome, and votes are open.
 
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