marcoasalazarm
Explorer
Yeah. Couldn't have done it w/o everybody.
I would suggest putting Outer Rim Area 51 in the Tingle Arm, past the Corporate Sector. That's technically Wild Space and not part of the Outer Rim proper, but it is close to the Hydian Way, a major trade route. If so, then the Corporate Sector have probably set up a spaceport nearby to service ships passing through. There are probably pirates in the area, of course. They might be under the aegis of Black Sun or the Zann Consortium or maybe just independent operators, but it'd be cool to have them equipped with a bunch of technologies stolen from visitors from the Milky Way.
I am thinking that while the galaxy as a whole might be as it is after the Swarm War, which if I remember correctly you said is the current time for Coreline, there might be enclaves of elements of earlier, perhaps later if you like the Legacy comic book, times. Like say, Darth Revan appears and starts stealing modern ships to mass produce with the Star Forge, the Tion Cluster reforms the CIS with the help of a droid army from the Clone Wars and maybe even the Imperial Remnant is joined by Emperor Fel, his Imperial Knights and his forces from the Legacy comic books.
The 23 hours were in 2002, correct? So if we assume that the Star Wars Galaxy is in the same state it would be in the latest NJO era novels the year would be 27 ABY. So if time passed in the same rate in the Milky Way and Star Wars Galaxies it would be 39 BBY in 2014. Still no Second Galactic Civil War, Darth Caedus, etc. Assuming that the campaign is set in 2014, of course. Furthermore there would be no guarantee thise things would ever happen if the GM doesn't want them to.
Belatedly: I like the idea of the action point system, I'll work on that.
Well, since I got the okay "no objections" vote to the idea, here is one of the more insane results of Coreline. Only one actual set of stats for now, but I will work on the others.
War of the Raving Reviewers
"I remember it because you won't be able to! *Gunshot*"
-Sound bite from a police investigation of a Glasses Gang battle with the Angry Video Game Nerd
The "eccentric reviewer" had become a staple of Internet life before CLULESS, and the ravaging of the Earth into its new Coreline form did not skip over noticing this. One of the largest bastions of this would by the Glasses Gang, the so-called "rulers of Naperville" that were spawned from the Internet characters portrayed by Douglas Walker and crew. The leader of this rabble-rousing gang, Nostalgia Critic, is a sarcastic gunman who has tendencies that are best described as psychotic. He also has an unnatural ability to survive damage, and almost Bogeyman-like quality to return from that dead that has been attributed to a binding contract with some form of unearthly being (speculations have run from a celestial to the Autobots). Partially the extension of his creator and as such as comedian, the Critic makes reviews of various media as a natural habit. In his spare time, he makes insane ramblings that make little sense, shoots at things that make him angry, and acts as a pseudo-vigilante of his group's turf. Other members of the Glasses Gang include:
- Nostalgia Chick: The female counterpart of the Critic, known for shouting "Puppies!" at random intervals.
- Suede: A stylish New Zealander who is familiar with most anime tactics and tropes. Has a small fued with Benzaie.
- Benzaie: Loves obscure video games, insists on being French.
- Linkara: An eccentric comic book expert with a flintlock pistol and fedora.
- Spoony: A sarcastic man whose extensive knowledge of RPG and video game lore helps him when he chooses to help the Glasses Gang rather than himself. Has a MST3K-style robot named Burton.
Their mortal enemy is the Angry Video Game Nerd, brainchild of James Rolfe. Instead of being intentionally funny, the Nerd is aggressive and manic in his hatred of subpar material. He is also somewhat of an equipment expert, holding proficiency in various forms of video game-based weaponry.
Nostalgia Critic (Human Charismatic Hero 2/Fast Hero 2/Gunslinger 6): CR 10; Medium-size humanoid; HD 2d6+8 plus 2d8+8 plus 6d10+24 plus 3; HP 92; Mas 21; Init +2; Spd 30 ft; Defense 20, touch 20, flatfooted 18 (+0 size, +2 Dex, +8 class); BAB +6; Grap +8; Atk +8 melee (1d4+2, pistol whip), or +9 ranged (2d6+0, Glock 17); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL chaos; SV Fort +8, Ref +11, Will +5; AP 5; Rep +4; Str 15, Dex 14, Con 18, Int 14, Wis 14, Cha 16.
Occupation: Creative (Bluff, Perform [Comedy], Spot).
Skills: Bluff +14, Craft (writing) +5, Disguise +8, Escape Artist +12, Gather Information +8, Intimidate +6, Knowledge (Current Events) +12, Knowledge (Popular Culture) +12, Knowledge (Streetwise) +7, Move Silently +10, Perform (Comedy) +9, Read/Write English, Sleight of Hand +11, Speak English, Spot +13, Tumble +10.
Feats: Die Hard, Double Tap, Endurance, Far Shot, Improved Damage Threshold, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Simple Weapons Proficiency, Toughness.
Talents (Charismatic Hero): Fast-Talk.
Talents (Fast Hero): Evasion.
Talents (Gunslinger): Close Combat Shot, Weapon Focus, Defensive Position, Lightning Reflexes.
Possessions: Stylish clothes, pistol (one of the 2d6 damage ones, possibly Glock 17), 2 ammo boxes, various personal items.