A Captain who finds profit in intangible ways and sees everyone as a potential asset.. A helmsman who pilots a Miranda-class like an attack fighter, and who learned all the wrong lessons from human engineers. An Operations Manager determined to make her mark and willing to shred the manual to do so. A Security Chief with a mostly-repaired chip on her shoulder trying to adjust to peace. A Ship Counselor who helps his patients face their issues head on – sometimes with a well-placed strike of the head ridges. We’re boldly going where no Meet the Party has gone before, with the ready-to-play crew of the U.S.S. Crimea (along with the ship herself) for Star Trek Adventures from Modiphius Entertainment!
A captain, still scarred by the loss of her fighter squadron in battle with the First Order. A diplomat with a surprising talent for getting under a person’s skin so much that they do the right thing out of spite. An obsessive mechanic, signing on to the cause for access to high grade military tech. A former bounty hunter,a remorseless killer, who looks to protect those who saved his life and taught him about The Force. A burgeoning Force Sensitive, who is torn between the legend of the Jedi and her own criminal bent. In a galaxy far far away, a long time ago, but still a few decades after the events of the original movies, the Republic has fallen (again) and it’s time to make up interquel stories as we await Episode 9!
A delusional wannabe Jedi who actually can touch the Force. A smuggler in love with her own lifestyle, determined to continue flying free. An engineer in way over his head, in both ‘career’ and love. A failure of a Jedi who has still found a need to pass on what he knows. The tagalong kid who gets into everything and keeps everyone on their toes. The old hand from the Senate who’s taken a more direct path to helping his constituents. By reader request we’re going back to the 1st Edition of the original Star Wars Roleplaying Game one last time to meet a crew of well-meaning misfits using templates right out of the rulebook!
A washed out veteran with a knack for pushing his luck at the right moment on high-stakes jobs. An illegitimate noblewoman, using her inherited charm and connections to build a shadow kingdom of her own. A grieving father, who can hold a ship together with duct tape and prayers, but can’t do the same for himself. An ace pilot, disillusioned about the costs of war and desperate to find work after fighting on the losing side.M eet the Party brings you ready-to-play characters, complete with backgrounds and relationships, for use both in your own games and as inspiration for creating characters of your own. Strap on your holster and fire up the engines, it’s time to be space cowboy bad guys!
Last week we went over the recent Forged in the Dark product from Off Guard Games and Evil Hat Productions, Scum and Villainy. There was a small bit of table fiction in the beginning of the review, and it struck a chord. What follows is the groundwork for a group of smugglers, blockade runners, and overall Ne’er-do-wells for profit, the crew of the Freefall.
A drunken pilot and Force user. A Trandoshan hired gun. A computer-slicing Jawa. A betrayed Intelligence agent. An addicted thief. A Mando weaponsmith. A bounty-hunting droid. This Meet the Party might be bringing us another crew from a galaxy far, far away but they’re definitely from a long time ago. We’re shipping out with the crew of the Borrowed Time once again, but in an entirely different style: as characters in the d6 System for the Star Wars Roleplaying Game!
A broken Padawan whose only remaining comfort is breaking others in turn. A star of the academy, now an agent of the Imperial Security Bureau tasked with rooting out traitors and subversives. A pirate with a blaster to the back of his head, forced to serve at the Emperor’s pleasure. An old soldier who should’ve been put out to pasture, but has clung to service for a sense of belonging. We may have seen the Dawn of Rebellion, but light still shines on the Galactic Empire. This visit to the galaxy far far away is going to use the first FFG Star Wars Era Sourcebook to take us for a walk on the Dark Side!
They may join up in a cantina because they’re desperate. They might not have started off as friends. Some of them fought on different sides of a war. Some might have had to take a (more literal than usual) leap of faith. Adventuring crews often start off as a ragtag bunch of misfits, and in some ways that may never change . . . but over time all the good ones come together to become something more. As our tale of the crew of the Lost and Found comes to a close, the various members notice something going on with their Captain, head to the planet of Centares, and offer some new people a home among the stars. If you haven’t listened to Season 4 of Dice for Brains, now’s the time . . .
Sometimes it’s the last ones to arrive that end up being the secret sauce that make an adventuring party, and even a campaign, fully coalesce into something truly memorable. It was that way with White Coat and High Impact Heroics, it was that way with first Caleb and Patience and then the Alliance troops aboard the Borrowed Time, and so it was with the crew of the Lost and Found. The Dice for Brains Season 4 Pregame crew was coming together pretty solidly as a band of ne’er-do-wells, but even with Zaja they might not have turned out as friendly without the help of their final member, who certainly made an interesting first impression (on the hull) . . .
The adventurers rested, either leaning against the altar with weapons in hand, or scrambling around the spare furnishings of the temple. The Shadows moved faster than Folk did, and they didn’t have much time until the ten of them that were released found the way up and out of the crypt. Ander and Jethro found glass bottles in the Undertaker’s apartment and filled them with water for their skins, setting the bottles and some of the silver they gathered from the Keep in front of Hugh, who performed a ceremony to bless the water. Holy water seemed to be a potent ally in the fight against what was to come. Clouds gathered over the temple, and the adventurers prepared for a fight. As the sky darkened, the adventurers scrambled to the squares of sunlight made by the overhead windows; shadows didn’t usually exist in daylight, and the adventurers needed all the help they could get. The Shadows ascended the crypt stairs in groups of two and three, met by eldritch blasts, sacred weapons, and holy water. Now, with time to prepare and adequate supplies, the adventurers drove back the Shadows with only a few wounds and a little strength sapped. Not yet ready to return to the crypt, Hrive went outside the walls to retrieve his mule, and the group foraged old abandoned gardens for food. Sleep came easier in the keep without gnolls to harry them, but the adventurers were still wary.
Here’s the thing about adventuring parties, ad hoc teams, and ragtag starship crews: they don’t always get along with one another. Whether it’s past associations, disagreements over a course of action, or basic personality conflicts, every group is going to have moments where they’re fighting among themselves (hopefully only verbally). The crew of the Lost and Found is no different. Carga found himself joining up with Zaja’s eccentric crew of data pirates, and has even gotten along with the curmudgeonly technician Thraga, but the fact is that the crew has both an ex-Rebel and an ex-Imperial on the roster, and that was bound to come to a head at some point . . .