Lance wrote: ↑Thu Dec 31, 2020 9:20 am
You're some psi abilities away from being a gun toting jedi!
Yeah, that's exactly what this class is.
![Smile :)](./images/smilies/icon_e_smile.gif)
I kept it intentionally mundane, though. I won't get to pick a psi-like ability until level 4 or later. I leaned more heavily towards Roland the Gunslinger from the Dark Tower.
shaidar wrote: ↑Thu Dec 31, 2020 9:40 am
You do realise the group is a bunch of ne'er-do-wells?
Yes, and it is a valid question to put to the group OOC. If there's any player uncomfortable, I will switch out for a different PC that fits a more-desired theme.
He is scripted at the start with the Burnout background and facing a redemption arc. Doon is bombed and his order is broken, existing as a romanticized legend or appropriated by freedom fighters hoping to use it. The world has changed and he is wrestling with maintaining an antiquated moral code against gray realities.
- Like a Jedi after Order 66, before an organized rebellion. (Kanan Jarrus in Rebels season 1)
- Like Luke Skywalker after Ben Solo broke his heart by turning evil and destroying his school, but without an empty planet to hide on. (In this character's case, his betrayal came from a son who he was training and presumes dead).
- Like Malcolm Reynolds, who lost a war and runs with a smuggling crew for dubious jobs but still carries an internal code.
- Like the Mandalorian, who lost his planet and his people and works taking bounty jobs but still adheres to the Way.
In all those cases, the antiquated moral hero works with ne'er-do-wells and criminals in a gray-shade world. I think the start point is easy.
That said, the presence of the moral-bound figure eventually pushes towards morally-good choices and often at the expense of pragmatism.
- Malcolm Reynolds refuses to finish the Train Job when he finds out the crime lord hired them to steal medicine from a helpless, sick colony for profit.
- The Mandalorian breaks his bounty hunter contract when he realizes he is turning the helpless foundling child over to scientists who want to experiment on him.
I expect the GM will throw a situation like that at us eventually. I am excited for it as a player. But if other players want to be on the dark side of morally gray and "doing the right thing" at the end of our IC negotiating is OOC not what you're looking for, then it is possible for things to break. I would like to identify the group playstyle now and will re-script if this is an issue.
I'm also embracing the "gunslinger comes to town" story. In old Westerns (and shown in new stories like the Mandalorian that use the same storytelling model), the gunslinger is constantly drawn off-track from his goal to help those that need him in each town he passes through. I like that this design supports GM-introduced storylines for each chapter. I have a major Redemption arc, but understand the fun is in the side quests for this style of story.
Is the rest of the crew wanting to stay legally gray but morally good?