Star Wars: the Arena of Killee-Kor
The Galactic Alliance has fallen, and the Imperial Civil War rages throughout the Galaxy. While pickings are good for small organizations, Rav, pirate chieftain and owner of the Crimson Axe, has grounded himself on Socorro in the Killee Wastelands. Since ensconcing himself he has turned to bail bonds and other more semi-legitimate means to keep credits flowing and his crew happy. One of these means is the many tiers of Arenas he has started. Beginning in the slums of Killee-Kor, gladiators from all walks of life may work their way further into the city and eventually into the Crimson Axe itself. Successful gladiators gain fortune and glory, and many become feared warriors and bounty hunters in Rav's employ.
In order to advance a gladiator must bring an item to wager. The item's value is based on the gladiator's fame: a new gladiator must bring something of note, while a very successful one can wager a simple blaster whose value to collectors is immeasurable. Rav and his underlings provide cash purses to winners based on the skill levels of the combatants, and fighters may choose to participate in a variety of match types: non-lethal, death match, teams, or with the appropriate death wish, one versus many. Much of the planet and neighboring systems watch these matches, and peoples from all across the galaxy travel to Socorro to view them. Many even sponsor favored warriors, who live in the lap of luxury, so long as they remain popular.
I had thought of running a military campaign, then realized that I was playing in 2 already and that there is no real shortage of them. What I was looking for was some good old fashioned burn & bleed, rigorous exciting combat. I wanted something to give characters a chance to play in a game unlike most, in that cooperation is beneficial to survival, but not required for plot reasons. Where else can you bring that one build that you know would never work in most games? Where better to bring a group of cutthroat sociopaths than an arena? No punches pulled, and should enough PCs survive to reach the Crimson Axe and the opportunities that lie there, the game may go off planet and into other venues.
Level 1 (by the nature of the game you will level quickly)
Race and Class: Any. The Legacy Era is great for this, and an Arena will draw all kinds, even warriors like the Rakata and Yuuzan Vong, Jedi and Sith, or any other variety of Force user. Standard restrictions from races apply (no Vong Force users).
38 point buy for stats (does not include racial changes) 34 for Droids
Destiny (you'll need it)
Max HP for level (you'll need it)
credits = max starting of first level + 2000 (make sure to include a detailed breakdown of expenditures) no Mandalorian armors from KOTOR (may be available through play) droid characters may by heuristic processors for 1000 credits (not suitable for wager).
Books to use = list where the non-core talents and feats are coming from.
When you die: This is by nature an incredibly violent game, and characters will die. When it happens you may build a new character at the level of the deceased, but lose all fame acquired.
Special: you must purchase and be willing to wager an item worth 2000 credits or more for your first match (example: a heavy blaster pistol 750 with rapid recycler upgrade 500 and verpine template 1000 for a total of 2250) armors are ineligible. As the game progresses the items you wager will increase in value based on your fame: new tier = high wagers, tier you've been successful on = cheaper wagers.
Fame: will start at zero, but will be gained through matches won using a very basic organization scoring system.
Background: make it good, and if you're starting with one or more partners the backgrounds should include it.
Make notation on your character sheet of the book and page number of all non-core feats, talents, items, etc.
Due to the nature of this type of game, players may drop in or out as they feel necessary. Roleplaying may seem to not be the focus of this game, but it is a competitive game, unlike most. Bonus XP for good roleplaying may mean the difference between life and death. Skills will also be important: finding any decent side work will be incredibly difficult should you lose and need to recoup losses in order to get back into the arena.
Feel free to discuss starting as a group or becoming one later because remember: this isn't you're typical game. The GM (Me) IS trying to kill you (in the arena, anyway). That's one of the reasons you normally end up in a party anyway: having someone to out run is a good thing when bad things are chasing you.