Character Creation Discussion

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Mar 8, 2019 4:25 pm
Just transferring the final numbers from my sheet to the GP page, and im good to go.
Mar 8, 2019 7:07 pm
I present to you: T1-N33

Hey Smeeg, if you want to tie our backstories together, thatd be cool with me, considering he is built to be a starship gunner :P)

T1-N33 (Tiny, to those who he shares respect with, T1 to those he doesnt know) is a 7.5 foot tall droid, with long bulky arms and a ocean blue paint job. his head is flattened cylinder, with 2 optical segments as well as various other sensors lining the circumferential panelling that houses his personality matrix; An overly upbeat thrill seeker, the byproduct of a glitch in his programming, originally intended to be "Positive and Brave". His chest panels and legs are clearly blast insulated, and have Mounting hardware directly installed for straps or webbing. Strapped over his back, in great contrast to the modern tech of the droid, is a old world slugthrowing rifle. It is something of an heirloom to Tiny, packing a more satisfying "Crack!" with each shot. His hands have also been integrated with electro-shock diodes, allowing Tiny to pack a powerful punch.
Mar 8, 2019 8:00 pm
Aldrusian says:
The Doc is fully operational. Ready to report for duty.
Go ahead input the Doctor's stats into the Gamers Plane sheet and submit him to the game so we can all see it.


@everyone: try and find a picture for your character, and upload it to the profile picture slot for that character so that when we make In-Character rolls and dialog people will see it.
Mar 8, 2019 8:05 pm
Tiny has been submitted, and hes got a picture and everything. Just waiting on him to be approved
Mar 8, 2019 8:44 pm
Dr. Armitage has also been submitted with pic.
Mar 8, 2019 10:10 pm
RobbOgden93 says:
I present to you: T1-N33

Hey Smeeg, if you want to tie our backstories together, thatd be cool with me, considering he is built to be a starship gunner :P)
I'm down. I fly 'em, you keep those damned Imps off our backs.

As for a picture, sure thing. I'm having a buddy of mine finish some artwork for me. Needed a bit of Photoshop TLC and I don't have those skills.
Mar 8, 2019 10:25 pm
Smeeg699 says:
RobbOgden93 says:
I present to you: T1-N33

Hey Smeeg, if you want to tie our backstories together, thatd be cool with me, considering he is built to be a starship gunner :P)
I'm down. I fly 'em, you keep those damned Imps off our backs.

As for a picture, sure thing. I'm having a buddy of mine finish some artwork for me. Needed a bit of Photoshop TLC and I don't have those skills.
Awesome. Ill PM you and we can work out the backstory of how we met, and that kinda stuff
Mar 8, 2019 11:04 pm
I'm looking through the sheets you've all submitted, and it seems I wasn't as clear as I intended, for that I apologize. When selecting your starting equipment, weapons and gear, you must purchase it from the quartermaster on the base prior to game start. The price is higher for many items, but free for others. Also mind the rarity threshold.

Aldrusian included the price of each item in the notes section of his inventory, and its very helpful, I encourage you all to do that.

Everyone starts with 500 credits to spend or to keep as you see fit, whatever is left over at the end of your purchasing will be your pocket money. Rebels don't make a lot of money, it's not a lucrative endeavor, but as you continue to succeed in missions you'll be stocked with Rebel supply runs.

This process is to simulate the meager supplies that are available to the rebellion, especially to fresh recruits. It's also a hardship that you all must overcome together, similar to the rigors of going through an intensive basic academy.
KirkaFordisRex says:
The Base is equipped with a quartermaster that sells Weapons/Armor/Gear of rarity 4 and below. All costs are 10% marked up to keep the base stocked.

All Rebels have free access to:
-Handheld Comlinks
-Backpacks and storage bags
-Stimpacks (up to 5)
-Reloads and personal ammo
-Survival gear (Rarity 2 or lower)
-Tools (Rarity 1 or lower)

Mar 8, 2019 11:20 pm
Oh crap, my bad. Yeah, I totally read that wrong. Thought you said 10% off. Lol. I'll fix it.

Edit: If we have the cash are we able to get any gear we want? Or are you limiting us to stuff that's less than rarity 4 for armor/weapons? Like maybe we purchased it before joining the Rebellion or something...
Last edited March 8, 2019 11:36 pm
Mar 8, 2019 11:38 pm
Ive realized that when looking at the pdf for the shock gloves, i was not zoomed in well enough to realize they are 300 credits, not 200 like i had thought. (before markup)

Did i miss a cost to have weapons and gear integrated into the droid frame? i read in the book that droids equipment can be part of their bodies, but i dont recall anything stating it costs more.

New loadout is Slugthrower Rifle-275, Frag Grenade x3-165, Loadbearing harness(Bags and storage), Glow Rod(Tools rarity 1), Comlink, Reloads x 5, Droid Repair Kit(hoping this falls under Stimpacks). Heavy clothing (reflavored as some additional armor strapped to my panels) Leaves me with 10 credits.


Made a load of changes to my character sheet, hopefully it fits the requirements now
Last edited March 9, 2019 12:21 am
Mar 9, 2019 12:55 am
Smeeg699 says:
If we have the cash are we able to get any gear we want? Or are you limiting us to stuff that's less than rarity 4 for armor/weapons? Like maybe we purchased it before joining the Rebellion or something...
Generally speaking, all items should be limited to rarity 4 or less.

However, if you have something more rare from before your character joined the alliance, you need to make it an integral part of your backstory, and have a really good story how you managed to hang onto it during the basic academy class where you were stripped of almost all of your belongings. (subject to GM discretion)
Mar 9, 2019 12:58 am
RobbOgden93 says:
Made a load of changes to my character sheet, hopefully it fits the requirements now
Looks good, lets get some more backstory in there once you figure that part out.
Mar 9, 2019 4:31 am
Gear prices fixed. Actually gave me an extra 5 credits pocket money
Mar 9, 2019 5:35 am
KirkaFordisRex says:
RobbOgden93 says:
Made a load of changes to my character sheet, hopefully it fits the requirements now
Looks good, lets get some more backstory in there once you figure that part out.
For sure. Me and smeeg are working together to mesh our backstories into something cohesive before i do a full write up, but we have the base concept outlined
Mar 9, 2019 7:36 am
Submitted my character. I still need to give him equipment, but he's almost done.
Mar 9, 2019 10:24 am
Ok, fixed my gear. Ended up going +5xp/+1000cr for his bonus Obligation to afford some stuff. Nothing is crazy really beyond his customized blaster pistol and a pair of lockpicks he managed through basic by hiding them in his boots. It always pays to have a set of lockpicks handy, he has learned. I'll get art up here shortly, and should be good to go then. I'll write up backstory and send it to you tomorrow Kirk.
Mar 9, 2019 4:57 pm
btmaja says:
Submitted my character. I still need to give him equipment, but he's almost done.
Naked as a J-bird. Lol, he needs something. And did you really take no talents, or just haven't put them in?
Mar 9, 2019 7:08 pm
I thought we were limited to 500 cred. Where did the bonus 1000 cred come from? The rules do state that we can get d100 walking around creds that cannot be applied to starting gear but the GM has the power to negate that. Which is what I assumed he did.
Last edited March 9, 2019 7:09 pm
Mar 10, 2019 12:54 am
Aldrusian says:
I thought we were limited to 500 cred. Where did the bonus 1000 cred come from? The rules do state that we can get d100 walking around creds that cannot be applied to starting gear but the GM has the power to negate that. Which is what I assumed he did.
Id like to hear the DM ruling on the bonus credits for obligation as well. If we are allowed to take the extra obligation and recieve the bonus credits as per the rulebook, then i have a few minor changes id like to make to my character (mostly just buying some armor and more gear)
Mar 10, 2019 12:54 am
Aldrusian says:
I thought we were limited to 500 cred. Where did the bonus 1000 cred come from? The rules do state that we can get d100 walking around creds that cannot be applied to starting gear but the GM has the power to negate that. Which is what I assumed he did.
That bonus 1000 starting creds is by taking on additional Obligation. You can take extra obligation (and this risk having your obligation come up more frequently which would suck) send get bonus starting sp, creds, or both. It's all in the EotE book under Obligation.
Last edited March 10, 2019 12:54 am
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