Character Creation Discussion

Feb 22, 2019 10:09 pm
Here's some tips for character creation:

Obviously, use OGG Dudes character creator it's an excellent resource.

Keep in mind this will be predominantly a Rebels vs Empire gameplay. Force users and scoundrels are acceptable but you really need to make the narrative fit.

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)

Once you've created your character in Gamers plane make sure you've submitted it to this game and made it visible to others by going to "My Characters" and ensuring that you've clicked the book icon to make it solid red.
Mar 5, 2019 6:23 pm
So looking at my options, im a bit torn. Im not sure what race to pick, but out of the AoR career choises i like the Saboteur, the Scout or Infiltrator, and the Gunner, as it looks like he could use his skills to operate a heavy repeater style blaster when hes on the ground.

I will most likely go with saboteur, but im not sure what would benefit the group best. Any input would be appreciated, as well as cool race ideas for the character
Mar 5, 2019 6:38 pm
So I feel like Aldrusian said he was leaning towards a Human Doctor type. I was leaning pilot type. I'm not sure what the others are considering. I haven't settled on a race either, gotta get that together still, honestly.
Mar 5, 2019 6:52 pm
I have an idea for a Gunner, but hes more built for carrying a heavy repeater everywhere, punching people, and putting a lot of holes in a lot of stormtroopers very fast. The idea for the saboteur is different, depending on if theres an age limit for our characters.
Mar 5, 2019 10:29 pm
You're welcome to use all the books. Not just AoR.

Also, since it came up more than once. We're not using duty. Only obligation. Hope that helps.
Mar 5, 2019 10:44 pm
Oh awesome, that will make my build idea easier i think. Im still stuck in a toss up between a heavy gunner type, or a saboteur/demolitionist (not sure which) who blows stuff up, and does it well. Im leaning towards the gunner, but i dont know for sure
Mar 5, 2019 11:47 pm
Race-wise, I'm thinking Rodian or Iakaru. Still kicking around specializations, but I was looking at Scoundrel or Hired Gun. Currently leaning towards the latter.
Mar 6, 2019 12:28 am
Im Still not sure what i want to create. Im honestly a bit overwhelmed by the options.

Career ideas so far : Force Emergent, Gunner, Saboteur, Demolitionist, or maybe Agitator.

Race ideas: Gand, Gank, Bothan, Rodian, Xexto, Kel Dor, Jawa, Droid.

I have so many ideas.
Mar 6, 2019 4:30 am
I haven't seen any talk about a Smuggler. Have you ever tried that? I play a Bothan Smuggler in another SW game. He's the teams pilot.
Mar 6, 2019 5:42 am
I looked into the smuggler tree, but we have another player who said something about a pilot and i dont want to step on toes. I was also thinking of making a skill focused character. I really like the idea of a demolitionist who always has the right grenade for the job, or a saboteur or infiltrator whos good at getting into places. Id love to actualize my heavy gunner but as it is it isnt viable at all based on starting access to weapons and gear, but a demolitionist is easily doable, and i think itd be fun to blow things up creatively.
Mar 6, 2019 5:43 am
I also thought of playing a diplomat agitator, and making him like, a graffiti artist who uses his tags to sow dissidence amongst people to get them to rise up against the empire
Mar 6, 2019 6:09 am
Yeah, I was planning to go pilot, possibly smuggler, though maybe Ace Pilot, dunno. Also, the Force Emergent is a universal spec, not a career choice. So you'd need a career and spec from that career, then add on Force Emergent. As for being a heavy gunner, well, we all start out somewhere. Maybe right now he's just really into blaster rifles, but later as we get more toys he moves into the bigger guns. It's also nice to have someone with the Gunnery skill in case we need to do some shooting while on the ship.
Mar 6, 2019 7:04 am
True. Plus i did already have a concept sketched out for him. If i go human, then he would be a former imperial fire support. Defected after a series of poor commands got his unit ambushed and led to some warzone atrocities. If i go Alien, then he was probably one of Saws Guerreras Partisans before they went to Jeddha. He probably just decided to part ways, sort of "fall off" a transport.

Does anybody know what planet we are starting on?
Mar 6, 2019 7:51 am
I may make him a droid. I dont think we have a droid yet, and theres nothing saying i cant be a droid heavy gunner. Maybe with a personality glitch so hes always SUPER upbeat.

I just need to pick a droid style and ill build him up
Mar 7, 2019 1:41 am
So, we're almost done with the week, how are we looking on characters?
Mar 7, 2019 3:17 am
I'll have mine done by Friday ideally.
Mar 7, 2019 4:05 pm
decided on concept, just need to actualize him using the character builder when i get home
Mar 7, 2019 6:24 pm
The Doc is fully operational. Ready to report for duty.
Mar 8, 2019 4:58 am
Im building my character, but im having trouble finding a weapon below 4 rarity? it seems the most common rebel rifles and such are rarity 6. figured it out. Our gunnery droid is complete, just need to move him over to the gp sheet and draw up a backstory
Last edited March 8, 2019 6:20 am
Mar 8, 2019 11:15 am
Che Mora "Mo" Amarantha, ready to ferry folks wherever they may need to go and run any blockade that the Imps might put up! Gonna roll for my "pocket money" here.

Rolls

Pocket money roll - (1d100)

(82) = 82

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
Mar 10, 2019 4:12 am
Smeeg699 says:
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.
If we are allowed to in fact take on extra obligation and recieve more credits and XP, then i have some changes to make to my gear list. Namely in the sake of armor and weapon stuff. i mostly just wanna find a better gun, or modify the gun i have to make it a bit more effective
Mar 10, 2019 6:31 am
The bonus for an extra obligation is XP or Creds not XP + Creds. You don't get both. That's from EotE page 40.
Mar 10, 2019 6:49 am
Tiny is the only one who hasn't taken extra obligation. Right now the party's sitting at 70 (obligation likely) and our fifth player Han is incommunicado.

If anybody has a friend that is looking for a game, point them this direction.
Mar 10, 2019 9:38 am
Aldrusian says:
The bonus for an extra obligation is XP or Creds not XP + Creds. You don't get both. That's from EotE page 40.
I assumed i could take 5 for the bonus 5 xp, and the 5 for a bonus 1000 credits. In that case, i will be rebuilding him to accept some extra credits, reachin a total of 10 extra obligation for 5 extra experience and 1000 extra credits. But i may be more tempted to take the 10 extra for the 2500 credits. I could get way nicer gear with that. im gonna update his sheet then, sorry for delaying you all by having to redo it, ill also spread word that were looking for another player to some of my other groups, i play a few games with the same crowd and theyre all great so ill see what we can arrange.
Mar 10, 2019 4:27 pm
It's like Robb said. You can combine the two 5 point obligations for xp and creds. At least that's how I've always played, as has every GM I've played with previously.
Mar 10, 2019 6:27 pm
I'm glad I'm not running a Star Wars game. I wouldn't have any players. The way I read the rules is if you're using obligation, each player has to take an obligation and gets no bonus for it. If an extra obligation is taken, then you get a bonus of either XP or Creds no matter if the obligation is worth 5, 10 or 15 points. If you want both, you would have to take two extra obligations. I think the rules are written the way they are to require players to earn their experience and credits. With a lot of extra obligations the team would spend all their time working off their obligations without getting anywhere. Of course, there is the option, which I'm sure some GMs take, to overpower the game. Those games don't tend to last very long. The greatest game I've ever played is still going on and it started in 1998.
Last edited March 10, 2019 6:34 pm
Mar 10, 2019 6:57 pm
What's the difference between taking a 5-point obligation of Debt for bonus exp and then taking a 5-point obligation of debt for bonus creds. It would end up being 10 points of obligation for debt and you get 5xp amd 1000 creds.
Mar 10, 2019 8:20 pm
Added equipment and species talent. All set.
Mar 11, 2019 7:43 am
I removed our fifth player due to inactivity. Check the in character thread for how we will write this into our game.

Game on.
Mar 11, 2019 8:08 pm
Aldrusian sent a note to Smeeg699
Mar 12, 2019 7:01 am
Smeeg699 sent a note to Aldrusian
Last edited March 12, 2019 7:02 am
Mar 12, 2019 4:49 pm
Ultimately, when it comes down to obligation, it actually hurts the player. It's the epitome of short term gains instead of long term rewards. My philosophy is that if you want to take the extra obligation you're welcome to, but it will cost more than double to pay it back. so that 1,000 Cr that you get from the debt obligation, you'll have to pay off, and will keep you from spending money in the future, that's kinda how loans work.

But it's a risk, and each player manages risk differently. Most pbp games I've played never make it past the first mission, so taking extra obligations actually work out in your favor.

My philosophy is to never tell a player "no, you can't do that." I take that decision and say "ok, you can do that, here's what happens as a result."

We'll roll for obligation in Episode 1, and it's probably going to come up. And if it does, it will make life harder, that's kind of the point. And remember, rolling doubles (11,22,33,44,55,66,77) will double the penalties associated with obligation.

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