RENEGADE SCUM

“get by, get out, or get even” - Jess Levine, TSVE

Character art by Sari Reina

Some say the galaxy is held together by gravity. Some, The Force. And the ones who say it's a network of commerce? A web of military might? Those are the ones you gotta watch out for. They practice what they preach.

RENEGADE SCUM follows the adventures of six outlaws making their way through our take on the Star Wars galaxy as they claw above the powers keeping them down. Played in Galactic 2e by Riley Rethal and The Scum and Vilains Expansion by Jess Levine.

Bones is played by Pauline Ragny
Grace Thoruson is played by Action Shakespeare
Izer Munn is played by Grant
Lash Alar is played by Vel Mini
Roger is played by Six Dettmar
Sediosi is played by Medibot


Lash Alar

Lash Alar is a pacifist mercenary, a combination that tends to get her in trouble. Part cyborg, part ghost, all 10 foot tall bird woman. Lash is currently feeling aimless, but the right cause could light a fire in her heart.

Sediosi

Sediosi is a farmhand hailing from a world where using the Force is an ordinary part of agriculture. Other uses are strictly forbidden, and Sediosi wants to know why. Finding no answers at home, Sediosi sets out to dig up clues to the lost history of their world.

Bones

Bones is a grumpy mechanic who wants to live a quiet life repairing ships and stay out of the political turmoil of the time. Unfortunately, despite her best efforts to remain neutral, it seems trouble has found her and she may be forced to pick a side.

R0-G636 "Roger"

After the fall of the battle droid army, tank commander R0-G636 "Roger" found themselves wanting for work. Turns out, workaholic killers with a chipper attitude go far in the mercenary world. The only trouble is how often they end up replacing a blown-off limb.

Grace Thoruson

Ace pilot for perhaps the galaxy's worst ship, Grace is the epitome of survival without ever losing hope. To Grace, no ship is too broken and no disaster is unsalvageable. There just might need to be some clean up afterwards.

Izer Munn

The only known survivor of the Guides of Benja-Rihn, Izer Munn keeps his mastery of the Force close to his chest. He survives in hiding by selling his services to anyone who'll pay, but maybe now he can find the courage to risk hope.


In this episode we introduce ourselves and the game. Then, we have an open discussion on what Star Wars is and how we want our game to engage with it. Then, we help each other make characters and start populating our setting.



The Wayland Gap Convoy is like a planet on the move; massive, populated, and run through with lowlifes and the criminal element. On the day it was destroyed, six acquaintances became a unit, a team in survival. But before they can find a place in the galaxy, they need to reach solid ground.

Six survivors of the Convoy find one another, and set out to do what they've always done: survive. In their line of work, that means taking a job and not caring too much who offered it. In their recent history, it means Imperials making things real difficult.

Six survivors of the Wayland Gap Convoy set their sights on the crime lord that, from a certain point of view, avenged it. Corbo is no saint either, as Roger well knows. It's an attack on the belly of the beast with no way out.


Getting out of Corbo's ship is just as hard as getting in, and even more dangerous. But then, when the six survivors finally have a moment to take stock of the situation, another power in the Galaxy comes over the ridge.

After pledging to assist the Rebellion's mission here on Giju, but before hearing the details, the six survivors take a moment to stop and talk over camp breakfast. Brought to you by Bleggs.

Vanguard Squadron and their new allies form a plan to liberate the Hollow Ring station orbiting Giju. And if anything unexpected happens, Sediosi is in the crosshairs.

TABLETALK BONUS


Upon the Hollow Ring Station, the crew and their allies begin the operation in earnest. A cleansing wave flushes out the orbital crime against decency, but friend and foe alike can drown.

Deep in the Hollow Ring Station, surrounded by chaos of their own creation, the crew makes their separate ways back to the safety of The Cloud of Unknowing. But freeing every prisoner from the station carries the risk of letting something even more dangerous back out into the Galaxy.

A string of victories at their backs, our characters reach a mobile Rebellion base. But their reputations precede them. Now they have to face something more fearsome than the Hutts, more frightening than the Empire: accountability.


Counselor Javrik has made his intentions clear and his ultimatums veiled. As the Wayland Gap survivors mull over their options they reach out to one another, and to the Rebel community they find themselves in.

Very few criminals, mercenaries, smugglers, or bounty hunters are team players. But they usually have the sense to respect when a situation could get much worse without cooperation. The exceptions are bound to surprise.

The six are no longer mere survivors. They are a crew. And a crew must mend both their means of travel and their own bonds. But there is little time to resupply and breathe: a certain bounty hunter has finally cornered them.


Navigating space is not just the job of a pilot or an astrogator. Space is a matter of scale. It is navigated socially, it is traveled quickly, and often it involves commuter rail.