
Brief
(Note: Fill out your character profile, music is from star wars clone wars, Hondo Ohnaka theme music, felt appropriate for a upstart smuggler, and personally i find it to have a exciting beat to get up to mischief with)
The Gutter's Welcome
The Core Worlds glitter. The New Republic debates. The heroes have their medals.
You have a rust-bucket of a ship and a docking fee you can't pay.
Welcome to the galaxy after the fairy tale. The great war is over, but no one told the war to end. The Empire shattered into a hundred hungry pieces—warlords, remnant fleets, and merciless syndicates that rose from its corpse. The New Republic’s peace is a thin veneer, polished smooth in the Core and cracked to nothing in the Outer Rim. Out here, there is no law. Only leverage.
You’re nobody. A name on a cheap ident-chip, a face in a crowded port, a dreamer who thought the stars were for exploring. Now you know the truth: the stars are for surviving. Your ship isn’t the Millennium Falcon; it’s a collection of mismatched parts held together by hope and desperation. The hyperdrive whines. The sublights flicker. But it’s yours. It’s freedom. And it’s currently the most expensive coffin you’ve ever sat in.*
There’s no manifest. No secret data tapes for the Rebellion. No noble cause. Just silence on the comm, the slow drain of credits from your account, and the cold, hollow knowledge that in this galaxy, momentum is the only thing between you and oblivion.
But the port thrums with a different kind of life. In the shadow of the crooked spires of Mos Eisley, or beneath the perpetual neon rain of Nar Shaddaa, or deep in the mechanical bowels of Ord Mantell, the real business of the galaxy is conducted. It’s a symphony of whispered offers and threats, a marketplace where everything has a price—except your life, which is only valued by what you can carry.
A Rodian in a stained flight jacket eyes your ship with a mechanic’s disdain… and a smuggler’s calculation. A Twi’lek information broker sips bitter ale, her datapad glowing with routes that avoid Imperial Remnant patrols—for a fee. The low, guttural laugh of a Trandoshan bounty hunter rolls from a dark booth. On a flickering screen, a Hutt crime lord celebrates his birthday, surrounded by slaves and splendor, a grotesque reminder of where all the credits eventually flow.
This is your academy. Your temple. Your first, best hope.
The job will come. It always does. It might be a nervous Crolute merchant needing “unregistered” botanical samples moved. A desperate colony leader seeking black-market medical supplies. A nervous protocol droid with a sealed case it desperately needs delivered, no questions asked. It will sound simple. It will never be simple.
You will learn to read the lies in a client’s eyes, to sweet-talk a docking official, to run a blockade without running your mouth. You will learn that the most dangerous thing in the void isn’t a Star Destroyer, but a misplaced trust. You’ll trade in secrets, in spice, in weapons, in things that people in the glittering Core pretend don’t exist.
This is the path. There are no princesses to rescue, no Death Stars to destroy. There is only the next port. The next contact. The next breath between you and the cold, star-strewn dark.
Your ship is waiting. The cockpit lights are dim. The starfield ahead is infinite.
What’s your ship’s name?
Let’s find out if it becomes a legend…
Or just another ghost in the graveyard of the stars.
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THE CREW: A ROSTER FOR THE OUTER DARK
In the gutter of the galaxy, crews are temporary families forged by necessity and dissolved by the next big score. These are the archetypes you find in the dim light of a freighter’s galley. Choose your function. Choose your poison.
THE BRAINS // The Architect
· Alias: "Rithm" · Species: Mirialan · Identity: A former hyperdrive theorist for the SoroSuub Corporation. She designed fuel-efficient routes for luxury liners until she discovered her bosses were skimming her credits and selling her proprietary algorithms to the First Order Remnant. She sabotaged their mainframe, erased her identity, and vanished into the underworld. · Quirk: She sees the universe in vector paths and probability clouds. She can calculate a hyperspace jump in her head but forgets to eat for days. Her green skin is marked with new, self-designed geometric tattoos—each one representing a successful heist or a narrow escape. She speaks in a calm, precise monotone, even when describing imminent death. · Personality: Coldly pragmatic, fiercely loyal to the system of a plan, but often baffled by the messy, emotional beings who must execute it. Her trust is earned through flawless logic, not sentiment.
THE MUSCLE // The Anvil
· Alias: "Brick" (He hates it. Use it anyway.) · Species: Besalisk · Identity: A former enforcer for the Crymorah Syndicate on Nar Shaddaa. He didn't just break knees; he was the "final warning." He left after a job went too far—a family was involved. In the underworld, even monsters have lines. Now he's a freelancer, his immense strength for rent, trying to out-drink the memory. · Quirk: One of his four arms is a crude cybernetic replacement, a tactical choice after the original was shattered by a rival's shock maul. He polishes the joints obsessively. He's a surprisingly good cook, using all four hands to prepare elaborate, spicy dishes from scavenged ingredients. · Personality: Gruff, weary, with a deep-seated code of honor he'd never call by that name. He protects the crew because it's his crew—the only thing he owns. His threats are quiet, his violence is thunderous.
THE FACE // The Mirage
· Alias: "Syl" (A different name for every port) · Species: Zeltron · Identity: A displaced socialite from Zeltros who charmed her way into—and out of—the beds and vaults of the Coruscant elite. She can forge Imperial officer credentials, mimic a dozen high-born accents, and convince you the sky is green. She's running from a particularly vengeable Princex whose heart and art collection she stole. · Quirk: Her natural Zeltron pheromones give her an edge in persuasion, but she's learned to dial them down to a subtle, unnerving "trust me" aura. She has a wardrobe of disguises, but her "true" self is a carefully constructed mystery. She collects cheap, sentimental trinkets from every planet she cons. · Personality: Glib, adaptable, and emotionally compartmentalized. Every interaction is a performance. The only time she's silent and still is when she's assessing a mark. Her loyalty is a transaction, but a well-paid one.
THE PILOT // The Ghost
· Alias: "Kae" (Just Kae) · Species: Kiffar · Identity: A orphan from Kiffu who grew up in the junkyards of Ord Mantell, literally learning to fly by touch and instinct. She has the faint, traditional facial tattoos of her people, but no memory of what they mean. The ship is an extension of her nervous system; she feels its aches and tremors through the controls. · Quirk: She possesses a faint, unreliable psychometric touch. Running her fingers over a damaged hyperdrive motivator might give her a flash of the asteroid that hit it. Touching a bounty puck might bring a wave of the target's fear. She wears gloves to block it out. She flies best by instinct, often ignoring the nav computer's "optimal" route for a gut-feeling path that saves twelve seconds. · Personality: Terse, superstitious, and deeply connected to her ship in a way that borders on spiritual. She speaks to it, curses it, praises it. The crew is cargo she's agreed to carry. Earning a place in her cockpit is harder than earning a share of the score.
THE SLICER // The Ghost in the Machine
· Alias: "Null" · Species: Human, with extensive, obvious cybernetics (glowing blue optical implant, data-ports in the temple) · Identity: A child prodigy scooped up by Imperial Intelligence for their "Cypher" program. They were trained to break planetary networks, then discarded when their methods became too "unorthodox" (i.e., empathetic). They now see dataflows as living, breathing ecosystems to be navigated, not conquered. · Quirk: They are painfully awkward in the physical world, moving with a jerky, uncertain gait. In the digital world, they are a god. They often mutter to firewalls and security droids as if negotiating with stubborn children. Their cybernetics whir and click when they're deep in a system. · Personality: Neurodivergent, brilliant, and morally ambiguous. They don't care about the score's value, only about the elegance of the system they bypass. They view the crew as a necessary, noisy life-support system for their organic parts. They are fiercely protective of data and see its destruction as a profound crime.
THE FIXER // The Spider in the Web
· Alias: "Marlo" · Species: Chadra-Fan · Identity: A small, furry, large-eared information broker who operates from a perpetually messy nest of a console in the back of a dusty parts shop. He hears everything. He knows who needs what, who can't pay, and who's about to betray whom. His loyalty is to the flow of information, not any person or faction. · Quirk: He never meets in person. Communication is through encrypted, voice-scrambled channels or anonymous droids. He pays in untraceable cred-sticks or equally valuable gossip. Rumor is he's not one Chadra-Fan, but a syndicate of them using the same alias—a myth he encourages. · Personality: Paranoia is his religion. Cheerful, transactional, and utterly mercenary. He sells you the location of a score and the name of the hunter who's also after it, and considers that a fair day's work. The ultimate neutral party.
This is your family. This is your hazard. They are broken, brilliant, and driven by needs deeper than credits. The ship is their only home. The score is their only future. Trust is the rarest commodity of all.
And you? The captain of the ship that somehow cobbled this crew together.
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THE SHIP: A PATCHWORK GHOST
It doesn’t have a name. Not yet. Names are for legends, and this vessel is a survivor, not a legend. In various ports, it’s been logged as the Gilded Mynock, the Starlight Freighter, and (in an Imperial impound yard) Scrap Heap DL-44. Its transponder cycles through half a dozen dead registries. It is, in every sense, a ghost.
Class & Chassis: A heavily modified GX1 "Short Hauler" Light Freighter, a once-common, boxy workhorse now mostly relegated to junkyards. Its silhouette is unmistakably that of a famous Corellian make, but every square meter has been altered, repaired, or replaced.
The Hull: A mosaic of armor plates. Burnished Durasteel from a Corellian Corvette meets pitted, grey Mandalorian iron on the starboard flank, grafted over a hull breach from a long-ago ion cannon blast. The port side sports the oxidized green plating of a Separatist troop carrier. It doesn’t match. It wasn’t meant to. It was meant to hold atmosphere.
Primary Modifications:
· Engines: Two outboard engines salvaged from a military-grade Nu-class attack shuttle, giving it a burst of speed that belies its bulky frame, but they overheat if pushed for more than thirty seconds. · Sensor Array: A stolen, top-mounted Mandalorian "Eyeshine" multi-spectrum array, giving it exceptional passive sensor range. It looks like a jagged, black growth on the ship's spine. · Weapons: A single, jury-rigged BlasTech T-7 "Ion Spear" mounted in an underslung turret (operated from the cockpit). It's powerful enough to disable a patrol boat's shields but has a glacial recharge cycle. For closer problems, there are two forward-mounted rotary laser cannons of mismatched make. · Signature: Its emissions profile is a mess. To a casual scan, it reads as a drifting debris field or a small meteor. To a dedicated sensor tech, it reads as six different ships at once.
INTERIOR LAYOUT: A HOME IN THE GUTTER
The inside smells of ozone, recycled air, cooked lubricant, and whatever protein-brick "Brick" is burning in the galley. Nothing is level. The floors hum with a different vibration in each corridor. The lighting is a patchwork of harsh white utility panels and soft, stolen ambient strips.
1. The Cockpit ("The Perch")
· A cramped, hexagonal space dominated by a panoramic, heavily reinforced viewport. The pilot’s chair is a worn, cracked-leather captain’s seat from a pre-Empire luxury yacht, bolted unsteadily to the floor. The co-pilot’s seat is a stripped-down gunner's chair from an ARC-170. Consoles are a rat's nest of exposed wires and flickering readouts, with Kae's personal lucky charm—a twisted piece of fuselage from her first crash—dangling from the ceiling. This is Kae's sovereign territory.
2. The Commons ("The Galley")
· A multipurpose room just aft of the cockpit. A dented metal table is bolted to the floor, surrounded by mismatched stools. The "kitchen" is a protein synthesizer, a hotplate, and a perpetually dripping hydration spigot. A faded, peeling dejarik hologame table sits in the corner, its projector sputtering. This is the crew's melting pot—where plans are made, arguments happen, and silent meals are shared. A small viewport looks out at the streaking stars of hyperspace.
3. The Crew Quarters (five "Closet-Bunks")
· A short, dim corridor lined with four pressurized doors, each leading to a closet-sized personal space. · Kae's Room: Spartan. A hammock strung between two support beams, a small shelf for piloting manuals (actual, physical books), and a meticulously maintained toolkit. The walls are covered in hand-drawn starcharts on flimsiplast. · Rithm's Room: A clean, ordered cave. A narrow bunk with a magnetic lockbox underneath for data chips. The walls are a single, continuous sheet of erasable laminate, currently covered in hyperspace vector calculations and heist schematics that look like abstract art. · Brick's Room: Surprisingly tidy. A reinforced bunk built to hold his weight. A small shrine of sorts: a single, polished Beskar ingot, a dried flower from a planet he won't name, and a holopic of a Besalisk family (not his). The smell of machine oil and soap. · Syl's Room: A chaotic capsule of stolen elegance. A bunk buried under fine fabrics and discarded disguises. A small, illuminated mirror surrounded by makeup and identity tags. Dozens of cheap souvenirs from a hundred worlds dangle from the ceiling on threads. · Null's Nook: Not a room, but a converted maintenance alcove off the engine access corridor. It's lined with server racks, heat sinks, and flickering holographic monitors. They sleep in a padded acceleration chair, surrounded by the hum of the ship's digital heart. · The captains's room, its not much but its home (you can describe the interior it in your profile)
4. The Cargo Hold ("The Belly")
· The ship's main cavity. A vast, echoing space with magnetic deck-plates and cargo netting anchors. It’s currently empty, save for a few stray crates of spare parts and a speeder bike in various states of disassembly. The air here is cold. This is where the "problems with mass and volume" live. A retractable ramp leads to the outside world.
5. The Engineering Bay / Machine Shop ("The Guts")
· Accessed by a ladder from the cargo hold or a hatch from the commons. A cramped, hot, deafening space dominated by the hyperdrive motivator and the overclocked sublight engines. This is Rithm's secondary domain and Brick's workshop. Tools are neatly racked. Spare parts are sorted in bins. It’s the one place on the ship where chaos is methodically organized.
6. The "Hidden" Compartments
· The Smuggler's Hold: A false panel in the floor of the cargo bay, just big enough for a few crates of spice or one nervous "cold cargo." Shielded from basic scans. · The Vault: A small, magnetically sealed compartment behind a wall panel in Null's nook. Used for cred-sticks, uncut gems, and particularly sensitive data chips. Only Rithm and Null know all its access codes. · The Escape Pod: A single, rusty, four-person pod of questionable reliability, mounted externally on the starboard hull. The crew has an unspoken agreement not to discuss its survival odds.
The ship is a character. It groans in certain gravity wells. The hyperdrive emits a distinctive, off-key whine that's recognizable to anyone who's heard it before. It is slow to wake, stubborn to maneuver, but possesses a hidden, desperate heart that can, when needed, outrun the devil himself.
It has no name. It has no past. It has only the crew, and the next jump into the black.
What will you call it? ————————————————————————————
The first thing you hear is the low, angry thrum of a failing motivator.
The second thing you hear is the insistent, shrill beep of the comms panel.
It’s not a friendly hail. It’s the encrypted, priority-pulse of Marlo the Fixer. His voice, scrambled to a synthetic chirp, spills into the cockpit: "Your transponder's pinging on every Hutt Cartel scanner from here to Ryloth. Seems the Crymorah Syndicate filed a grievance about a 'missed freight delivery.' They've placed a modest ten-thousand-credit open contract for the crew of the... whatever you're calling that heap. The good news? I have a job. One that gets you out of this sector and pays enough to make that bounty look like a parking ticket. The bad news? It’s on Nal Hutta. You have sixty seconds to decide if you're running to something, or just running."
Outside the viewport, the grimy orbital traffic of Ord Mantell drifts by. A single, predatory-looking Lancer-class pursuit craft painted in Crymorah purple is slowly turning its nose toward your docking bay.
The hyperdrive vector for Hutt Space is already plotted and flashing on the navicomputer.
Kae’s hands are on the controls. “The motivator’s gonna shake apart if we jump cold.” Rithm doesn’t look up from her calculations. “Sixty percent chance it holds. Ninety-eight percent chance that Lancer shreds our sublights if we stay.” Brick cracks his knuckles, the sound like breaking stone. “We paid our docking fee. They can’t shoot us in port.” From the corridor, Syl’s voice, smooth as oil, calls out: “The port master just left his office. With a credit chip and a smile. They absolutely can.”
The beeping continues. The Lancer’s engines glow bright. The ship creaks, waiting for your choice.
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