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Age Of The Troubleshooters (Roleplay)

 Age Of The Troubleshooters (Roleplay)
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TVTItem
 Age Of The Troubleshooters (Roleplay)
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Age Of The Troubleshooters (Roleplay)
 Age Of The Troubleshooters (Roleplay)
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AgeOfTheTroubleshooters
 Age Of The Troubleshooters (Roleplay)
comment
Age of the Troubleshooters is a Tabletop RPG campaign using the Age of Rebellion set.The Rebellion, wounded and reeling, scatters after the fall of Hoth base. Making their way to a distant outpost, the Rebels settle in to lick their wounds in a small hidden base, a short jump away from a town full of law-abiding Imperial citizens where they hope to blend in. But just when they think they are safe, the Rebels intercept a rogue transmission within their base, alerting their presence.Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_3'); })Desperate, local security pulls together a group of new arrivals who didn't have the chance to send the signal to investigate: Talak, the ostensible leader, a Gank survivor of the Clone Wars and the Only Sane Man; Lebomba (Sebulba's descendant) an adrenaline junkie pilot who likes to showboat; Varo, a sharpshooter with an unusually personal relationship with his gun Zippy; and L'drian, a Bothan con artist (commonly called "The Both") who found himself with one lie that was a little too good and wound up in the Rebellion. While they manage to find the traitor, Imperial interest is raised. When their attempts at getting off planet wind up putting the Bothan in prison, they are joined by Lampelta, a Barabel with an anger management problem and HK-42, an old protocol droid that had a surprising amount of skill with a flamethrower. In rescuing L'drian, the base's cover is blown, but the group finds that have a peculiar knack for capturing Imperial officers.Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_2'); })This group is formed into the Troubleshooters, a Rebel task group assigned missions that are considered high risk, and where their unconventional approach isn't an issue. They are joined by Jaya, a pilot with a connection to the Force and Vincinious, a propagandist Zabrak with a knack for shouting opponents into submission and inciting rebellion throughout the galaxy.But the winds of change are beginning to blow across the Galaxy and the Force begins to whisper in a number of ways, some of them closer to home than expected.
 Age Of The Troubleshooters (Roleplay)
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2019-07-31T18:20:22Z
 Age Of The Troubleshooters (Roleplay)
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2020-06-25T06:32:48Z
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 Age Of The Troubleshooters (Roleplay) / int_19d06ef7
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A Father to His Men
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A Father to His Men: Talak, when he assumes a role as team leader, becomes a moderating influence and is one of the first to notice that there is a growing number of Force sensitives on his team, and how they are affected when they run into "red blades" and certain temples. Notably, Talak is the driving force of L'drian's rehabilitation from a remorseless thief and con artist to a Guile Hero.
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Spiritual Successor
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Spiritual Successor: To Rise Of The Black Rose. Most players from the previous game joined in, while a few more were added. While it is played using the Age of Rebellion core books, the story takes places in the same setting as the Black Rose crew, and some of the characters briefly cross over.
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Cold Sniper
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Cold Sniper: Varo tends to be more aloof when not with Zippy, and is generally withdrawn and not particularly social.
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Phony Psychic
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Phony Psychic: What L'drian pretends to be. In reality, he actually is getting Force visions, but because of the risk and his criminal background, pretending to be a con man pretending to have psychic powers is more convenient than the truth.
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Ace Pilot
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Ace Pilot: Lebomba is an extremely skilled pilot, pushing the boundaries of what even Force sensitive pilots are capable of. Of particular notice is the signature skill Showboat, which makes any success on a roll if a Critical Success if it is a success and a Critical Failure if it is a failure. This hilarious transfers to his personal scale rocket boots.
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Combat Medic
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Combat Medic: Talak is the team medic, and is still one of the more effective combat members.
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Bunny-Ears Lawyer
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Bunny-Ears Lawyer: Most the crew in general. Most have had some blunder on their records that could have gotten them thrown out of the service, but they tend to be useful enough to send at near suicidal odds.
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And the Adventure Continues
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And the Adventure Continues: The conclusion was designed to keep the situation open-ended, so that characters from the game could possibly be reused in the future. The Battle of Endor is won, but a large number of worlds still need to be rescued from Empire control. L'drian leaves to wander the galaxy with the Holocron and find himself, while the last Imperial officer to escape plugs in the coordinates for a place called Weyland.
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Boxed Crook
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Boxed Crook: The Both, at least at first. One con had him pretending to be hustling supplies for the Rebellion on behalf of the Bothan Diplomatic Corps using an insurance scam. When caught, the Bothan's refused to publicly acknowledge what he had done because they would lose face doing so, and decided that actually being "lent" to the Rebellion was the best way to get rid of him.
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Con Man
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Con Man: The Both was a con artist before he joined the Rebellion, and he never quite stopped. He is most useful in situations where a clever lie gets the most out of people, and using his criminal past to smuggle contraband and bypass locks. Examples include: Getting a black eye and getting thrown into a prison cell with a suspected traitor, and then accusing the traitor of betraying him on their mission. Telling a captured Imperial officer that he was the man's lawyer. Convincing an Imperial customs team that the crate of Proton Torpedoes that the ship was carrying for a squad of Y-wings was a delivery for the Empire. Playing wingman for Talak (a heavily cybered and furry alien) to hook him up with a female Imperial officer (who are typically very anti-nonhumans) while they collected intel.
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TheDarkSide
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The Dark Side: Unsurprisingly, for a Star Wars game, the Dark Side is a thing. Using the game rules of the Star Wars RPG system, Force users can choose to channel the Dark Side to run their powers if they don't like the result of the Force Die. In addition, more than one mission takes place at places where the Dark Side is prevalent, offering Force users an easy way to tap into greater power at crucial moments. While not using the Morality system from Force and Destiny, each choice to use the Dark Side was given an effect in-story. Each of the Force users had a different relationship with it. Lampelta, though initially an occasional user, used the Dark Side increasingly as she began to run into Inquisitors and more dangerous threats. By the end, she turns to the Dark Side and is put down by the other Troubleshooters. Jaya had a bad reaction to a Sith temple, which convinced her not to channel the Dark Side, and ended as pretty much a Paragon. L'drian, interestingly, began with strong calls to the Dark Side. His previous life as a thief and his forced conscription into the Alliance made him vulnerable, to the point where he was beckoned by a Sith Holocron. However, because of Talak's concern, and because he actually began to receive proper training, he gets drawn back to the Light.
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O.O.C. Is Serious Business
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O.O.C. Is Serious Business: Though there had been some warning that something might have been wrong with Lampelta beforehand, her eyes changing. When L'drian points out her change in behavior, it's a warning before she turns fully to the dark side. Inverted when the party is worried about Force Sensitives turning. The fact that L'drian is still a smarmy ass allays their concerns.
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Age Of The Troubleshooters (Roleplay)

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