Wasn't sure where to go for this, so Icame here. I need help, and I'm guessing there may be some experienced storytelers here. I'm soon GMing a game of Edge of The Empire, and I need to think of a way for an NPC who is an Emperor's Hand to abandon their prior obligation as a fanatical secret assassin, and join the PCs as an ally NPC.
Here's my current premise:
The Assassin is on a mission to kill an Imperial Captain who is thinking about defecting. She pays the Hutt the PCs are doing missions for to give her passage on a smuggling ship so that it will be captured by the Captain's Star Destroyer (Technically, an interdictor). One the smuggling ship is brought aboard, the Assassin will be able to get close to the Captain.
So basically, Ineed to come up with a way for things to play out so that the assassin fails her mission, but survives. Ideas?
If she hides on the SD after failing, it would be tough getting her off. From the PC's perspective, it would be tough feeling like they should care.
Having some prior relationship with the PCs is a good idea,; I'll try to make that happen. Then there's inscentive to capture her alive for interogation.
Have her requisition the PCs vessel so she can life to fight another day?
The PCs might try to plot her off their backs, but she's an Emperors Hand, she can sense that sort of stuff right? She can just threaten to execute them all for high treason, or they can do this really "insignificant" task for her and be promised the gratitude of the Emperor.
Iwant the Emperor's Hand character--this one at least--to be a playable NPC to help balance out the party. There'll be a few ally NPCs who bum around on the players' ship or base, and there'll be a party limit, so who goes along with the PCs is up to them based on what they expect they'll be doing. You know like w Bioware kind of thing.
I want the job to end in failure so that the assassin is disgraced and has reason not to return to the Emperor. They still believe in the Empire, but they also want to live. (Not sure if I could call that a character flaw or not)
I don't think one failed mission is value for disgrace. Reprimand and another mission to make up for their slack and that's it.
Unless we are talking about an assassin so incompetent the emperor just fires him or her, but then why would the party want an incompetent assassin
This migh not be the first failed mission in their career, but if it was a significant failure, like not only was the Captain not assassinated, but he and his top staff defected to the Rebellion with intel of like security checkpoint locations, or supply bunker locations, landing codes, etc. that could be bad.
idk, the more I'm thinking about it though, Ithink it would work better if the Assassin was maneuvered into a position of being the PCs' prisoner. Then, with her life at stake too, maybe she could help them escape... idk...
This is all helping though.
Just give them a normal disgraced Sith you MarySue writing faggot. There's a million of them. Give them some mysterious backstory so the players are intrigued and want to learn more so they keep them around.
Also why're you giving the NPC an awesome backstory hook if you then take it away again as soon as possible? Make a character that actually stays interesting past the first session.
I'm not sure Iunderstood this, but part of keeping the lly NPCs interesting would be NPC-centric "side-quests" that move their stories along and sometimes grant advantages like a nice weapon or better shit... Stuff like that. So more Bioware-y stuff, lol.
What I meant is, a Sith Assassin doesn't have to be the EMPERORS HAND. That is kind of a big deal. You need to have proper reasoning to go that far. That reason can be the authority that comes with the position. But if you cut her off from any benefits of the title and make it all about redeeming her, how is it different from any other Sith Assassin?
Really, it was just an imperial-sanctioned force user that wasn't a Sith. I guess she could be anything, but Ithought an Imperial insider could be a boon to the group for times when they needed a little help. Maybe she would happen to know a code to bypass a computer lockout or something like that. It's just a plot device.
Keep throwing this bitch at them and having her fail.
Have her interrupt them every time they do something. When they try to kill her she gets away. When she tries to kill them she's unsuccessful.
Eventually they build up a bit of a rapport through mid-fight conversations (you can basically continue the same conversation between sessions). They have to team up midway through another of her assassination attempts to fight off a mutual foe and that sets the groundwork for when Sheev tries to kill her off as punishment for her continual failure. She goes to them because she has no friends, and doesn't know where else to turn.
Don't force this in a single session, you narratively illiterate shitcunt.
Make sure she's sexy enough that your players won't seriously try to kill her, and entertaining (sardonically witty perhaps?) that they'll be interested in talking to her even though they're mortal enemies.