OOC Character Creation Thread

Oct 10, 2022 5:11 pm
The Masters... as you must call them... are cruel and uncaring. And most of your fellow Learners are too. You have seen several die, with your own eyes, as a result of this cruelty, and many more have just disappeared when seemingly no one is looking.

You've got to get out of here!

You know that you are out in the middle of the vast wastes of Moraband, somewhere. And there is a Commerce Guild city and space-port, somewhere beyond. Maybe a handful of mining and manufacturing communities too. But how could you ever reach them? And The Masters have taken your personal documents, so would you be able to even get off planet if you did?

Oh well... those are problems for later.

Right now, you at least know you've found two other like-minded friends, and if the three of you stick together, maybe you'll live long enough to try to address those problems.
Hey everybody, here we are! Let's make characters!

As described, you're creating Force users who, for one reason or another (you decide), have found yourselves at some sort of Sith Academy. More will be revealed about this, of course, in play.

You may use material from Force & Destiny ONLY (sorry, keeping it simple) for character creation, following default character creation rules, with the following exceptions:

1. No character may raise any Characteristic above 4 in character creation.

2. Please use your starting creds to buy starting gear as per normal. HOWEVER, you will not begin play with these items in your possession. You MAY be given access to them for "special missions". But usually, it is all going to be locked up somewhere on-site of the location we begin at. Instead, everyone will begin play with just an Ancient Sword and EITHER Concealing Robes or Heavy Robes, your choice.

Let me know if you have any questions, and please feel free to discuss your characters - with me or the others - below!
Oct 10, 2022 5:25 pm
Hey gang, Rean asked me some (more) excellent questions via PM before I got the character creation thread up, and so I'm going to copy pasta then here in case anyone else is wondering the same things!
Quote:
Ok couple quick questions. We are unwilling sith trainees and limited to only force and destiny careers and specs to start.

A. If it fits characters are we possibly able to branch out to other outside specs? I don’t currently plan for that to happen but just checking.
I'm fine with that. It's mostly that your character would not be here in the first place if they weren't Force sensitive, hence the requirement. I will mention though that, at least at this time, this is conceived of as a limited-run campaign, and so I wouldn't recommend pursuing any "long game"-type builds.
Quote:
B. We are doing base character creation right? No knight level play?
Yea, no Knight Level. The way I tend to run this system in PbP is that you earn 10 XP at the first of every month. And you MAY (or may not) earn additional "mission related" XP on top of that. This plays out as a target progression-rate of ~150+ earned XP per year. As this is a short-run campaign, we may be accelerated a bit above that (bearing in mind, I do not anticipate this campaign going a full year).
Quote:
C. Is quick path to power an available option?
No, sorry.
Oct 11, 2022 3:15 pm
Hello @Rean411,@Pedrop

Vespin reached out to me in PM to say that, once they saw the premise of the game that they were no longer interested in playing.

So in case you guys had similar concerns, I wanted to talk about it a bit more.

I told Vespin what I'm about to tell you, but the point of the premise of the game is not to focus on the Sith, nor the Dark Side, nor any sort of torment or struggle your characters might have between Dark and Light.

The point of this premise was just to give us a high stakes, action packed starting point for a one-off game focused on Force users, and the escape from the clutches of the Sith, where escape wouldn't be easy (or at least, not as easy as just running off into the night) and would require all sorts of skill sets.

I extended the explanation to Vespin but haven't heard back as to if that changes anything for them, but if not, in my experience the game still works fine with just two players and so I think we press on IF you two want to.

Would you want to?

Please let me know if you have any questions or concerns about the game or what kind of characters you should make?
Oct 11, 2022 4:52 pm
Everything is good for me. Reading your descriptions I also had this "high stakes" feeling - and that is what I expect from Star wars game. Could it be better beginning for force users other then escaping sith school? I don't know of any :)

So: all good for me from what I've read so far. I'm willing to go even in two:)

Any advice what character I should make is more then welcome :)
Oct 11, 2022 4:53 pm
Shouldn't we bump the recruiting thread to check if anyone new is interested?
Oct 11, 2022 4:56 pm
Also I'm willing to play some good pre gen character to make things faster if you have any good ones ready and especially good for this sceneerio?
Oct 11, 2022 6:02 pm
Pedrop says:
Also I'm willing to play some good pre gen character to make things faster if you have any good ones ready and especially good for this sceneerio?
A big part of the point of this game for me, and why I chose to "come out of retirement" to run it, was so that you guys could learn/experience the system.

I'm thinking that the three of you said in Rean's initial interest check that you all had limited to no experience, right?

I know Rean has since gotten in on a game elsewhere, but they were still interested in this so...

Anyway, I love this system, I want ppl who want to know how to play it to know how to play it.

And a big part of that is character creation, imo.

So I think we do the work, take the time, to create our own characters.

RE: advice on what character you should make.

I would advise you first just pick a Characteristic that governs the Skills that interest you in seeing how they play. So take a look at the Skill list and say, "I want a character that can do this and this and this and that." Then pick a Species that interests you from F&D, raise the previously mentioned Characteristic to 4. And then just do the rest of Character Creation, picking a Career/Spec that probably relates to the Skills you liked, bump some other Characteristic(s) up if you want, distribute your Skill points, buy a Talent or two, and buy a Force Power or two, on your own/making whatever choices sound interesting to you.
Oct 11, 2022 6:07 pm
I'm gonna hold off on recruiting anyone else until we have a final answer from Vespin. And even then, I think I'd rather just run it with two than go through the hassle of trying to recruit someone else. Unless one of you two know someone who wants in.
Oct 11, 2022 9:13 pm
Yes! Very good point. I think it will be a lot of fun to create exactly the character I want and will show me the system even more. Thanks for sticking with our initial assumptions! So I will get into it, but I think I will make the character near the end of this week. Would it be ok? Or you want me to make it faster? (I'm a little sick right now, and have still a lot of work - but agreement is agreement:) ).
Oct 11, 2022 9:34 pm
That's fine, take your time, let me know if you have any questions.
Oct 12, 2022 1:51 am
Jumping on here finally: While I have extremely little experience with SWFFG, I know Genesys quite well. I've rewritten much of the core book in my own words while crafting an SRD for myself. However, I do understand that there are some differences here and there between SWFFG and Genesys, and I don't know what all of them are, so someone'll just have to yell at me if I do a Genesys when I should've done a SWFFG.

I'm in another SWFFG game right now, on this website, based on Edge of the Empire. So I'm not 100% a newbie, just 99% of one. :)

I own all three core SWFFG books.
Last edited October 12, 2022 1:51 am
Oct 12, 2022 2:27 am
The biggest difference is Force Dice and how the Force works vs. Genesys' Skill-based Magic.

There are other smaller things like Characteristics limits and ofc Specializations/"Skill Trees" and the Vehicular Combat rules, and I'm sure others. But all of that is at least still the same "chassis".

The Force is completely different.

Confusing at times/in places. But very Force-like, and does a good job at capturing the feel of the Star Wars media.

[EDIT: also, glad to have you here Vespin, and glad you were able to get in on a game, elsewhere as well. I wish more ppl played this system, so it's always exciting to me to hear ppl are playing it.]
Oct 12, 2022 2:47 am
I can't speak much to SWFFG, but I have a soft spot for Genesys. There are things I don't like about the system, but I always seem to come back to it. It was the first system I bought in my renewed quest to get back into TRPGs. I'd walked away back in 2010 or so, and bought a few titles now and then afterward, but only out of a mild curiosity. However, last year I decided I wanted to truly try and get back into the hobby again, and Genesys was the gateway for me. Despite attempts to find other universal systems I liked more, my nose would always end up back in a Genesys book. (BESM 4E has been the most serious challenger so far, not for the anime, but for its Tri-Stat system.)

I'm very much looking forward to Twilight Imperium. I own every product ever released for Genesys (the universal rules, not Star Wars or Legend of the Five Rings).
Oct 12, 2022 3:14 pm
I really like Genesys too. I go back and forth between whether or not I like Specialization Trees. Without them I've found that characters can get much more powerful much quicker, which... can be good (no "trap" Talents, no Talent "tax") and/or bad (power boat). Bad, particularly, if you're trying to run a longer campaign/story.

Aside from that, basically every other change that I can think of was a great improvement upon FFG SWRPG. The Skill-based Magic borders on being too flexible, imo, and so, too powerful, but what that means in play is that if you have magic in your setting you just end up with nearly every character having some type of magic, which isn't necessarily bad so long as that's appropriately thematic to your setting.

Your experience with Genesys should serve you well in this system, in just the roll-to-roll result interpretation, and the uses of the meta-currency (Destiny in swrpg = Story Points in Genesys), etc.
Oct 12, 2022 4:40 pm
emsquared says:
Hello @Rean411,@Pedrop

Vespin reached out to me in PM to say that, once they saw the premise of the game that they were no longer interested in playing.

So in case you guys had similar concerns, I wanted to talk about it a bit more.

I told Vespin what I'm about to tell you, but the point of the premise of the game is not to focus on the Sith, nor the Dark Side, nor any sort of torment or struggle your characters might have between Dark and Light.

The point of this premise was just to give us a high stakes, action packed starting point for a one-off game focused on Force users, and the escape from the clutches of the Sith, where escape wouldn't be easy (or at least, not as easy as just running off into the night) and would require all sorts of skill sets.

I extended the explanation to Vespin but haven't heard back as to if that changes anything for them, but if not, in my experience the game still works fine with just two players and so I think we press on IF you two want to.

Would you want to?

Please let me know if you have any questions or concerns about the game or what kind of characters you should make?
I am definitely still interested. It will be a little bit for me to make another character just because I just finished building a 1000xp for ce user for a different campaign and that was a lot. But I’ll whip up a character soon.
Oct 12, 2022 4:43 pm
Last big question for me is, for character creation are we limited to species from the F&D books or is species one of those more open options? Only asking cause I’m not sure where all the species are from.
Oct 12, 2022 4:54 pm
Rean411 says:
Last big question for me is, for character creation are we limited to species from the F&D books or is species one of those more open options? Only asking cause I’m not sure where all the species are from.
F&D only please.

The FFG SWRPG wiki I linked in the OOC Resource thread has this type of information. They are as follows:

Cereans, Humans, Kel Dor, Mirialans, Nautolans, Togrutans, Twi'Lek, and Zabraks

https://star-wars-rpg-ffg.fandom.com/wiki/Star_Wars:_Force_and_Destiny

If you're using a website or app to create characters it may have the option of limiting what books are useable (or at least I know oggdude's does). Otherwise, in that wiki, for Gear and stuff, they should have flags or categories that tell you what book a given reference page is from.
Oct 12, 2022 4:56 pm
And, yea, dropping a new player in at a 1,000 XP character is an absolutely horrible idea, imo. That's like playing a 15th level character for your first D&D game. Too much.
Oct 13, 2022 1:23 am
Only 15th level? I did some calculations today using Genesys, and I'd say a 1000 XP character is pretty maxed out - at least in Genesys. I mean, assuming nothing was spent on characteristics, we're looking at 8 maxed career skills, a species/archetype ability, 20 talents (two of them tier 5), two non-career skills maxed out, and another skill point somewhere. It would take about 50 weeks of weekly 3-5 hour sessions to reach that point. Is that character not ready to retire? lol

Honestly, I'm of the opinion that the XP cost of talents in Genesys should probably be increased, with perhaps a separate buying system for characteristics. 20 talents is rather ridiculous, though 15 would be the minimum to get a tier 5 talent. (Even 15 seems a bit much.)
Last edited October 13, 2022 2:28 am
Oct 13, 2022 2:34 am
Agreed, I've never heard of anything played close to 1000 XP in Genesys. 600 even seems rare from what I remember.

But I've seen a number of 1,200 XP games in the SWRPG.

On the old FFG forums, I think I even saw ppl talk about 2,000 XP a couple times. But I can't imagine such a game being much fun really as the dice pools being thrown would just be so ridiculous.
Oct 13, 2022 5:35 am
I’m not completely new to the game as I have run a few sessions and played a couple but most of my experience is character building not too much of the actual game play. I was just excited to actually build a force user. They even "although hesitantly" allowed me to make a hutt Ataru Striker.
Oct 13, 2022 5:36 am
emsquared says:
Rean411 says:
Last big question for me is, for character creation are we limited to species from the F&D books or is species one of those more open options? Only asking cause I’m not sure where all the species are from.
F&D only please.

The FFG SWRPG wiki I linked in the OOC Resource thread has this type of information. They are as follows:

Cereans, Humans, Kel Dor, Mirialans, Nautolans, Togrutans, Twi'Lek, and Zabraks

https://star-wars-rpg-ffg.fandom.com/wiki/Star_Wars:_Force_and_Destiny

If you're using a website or app to create characters it may have the option of limiting what books are useable (or at least I know oggdude's does). Otherwise, in that wiki, for Gear and stuff, they should have flags or categories that tell you what book a given reference page is from.
Ok so just the F&D Core book? I can work with that.
Oct 14, 2022 7:17 pm
emsquared says:
And, yea, dropping a new player in at a 1,000 XP character is an absolutely horrible idea, imo. That's like playing a 15th level character for your first D&D game. Too much.
Only game I could find where they let you have Force characters at character creation. The next closest one was a game where you are required to go from knight level XP up to 500 XP and be on the server no less than 4 months and then if they think you won’t abuse it they might let you start towards a force using spec. But then you have to either go through the process of finding a master to train you in a post battle of Yavin world through one of the universal force specs or retire your current character and start at 150 XP again to create a character as an F&D character.

Not to get me wrong I like these games I’m in but man are they gun shy on F&D
Oct 14, 2022 7:53 pm
Rean411 says:

Not to get me wrong I like these games I’m in but man are they gun shy on F&D
Crazy thing to me about this is, in my experience (been playing this game with Force users since 2015), Force users are significantly "weaker" than traditional characters, sometimes significantly so, until late game. 4-600 earned-XP or so?
Oct 14, 2022 7:53 pm
Would a gungan be an acceptable species? They are from the nexus of power F&D sourcebook.
Oct 14, 2022 7:54 pm
Rean411 says:
Would a gungan be an acceptable species? They are from the nexus of power F&D sourcebook.
No. F&D only please.
Oct 14, 2022 10:01 pm
After reading for quite a while now, I think I will create human sentinel Shien Exper. Will that be ok?
Oct 14, 2022 10:42 pm
emsquared says:
Rean411 says:
Would a gungan be an acceptable species? They are from the nexus of power F&D sourcebook.
No. F&D only please.
👍🏾 So F&D only means the Core Rule Book only not the F&D sourcebooks. Got it.
Last edited October 15, 2022 2:48 am
Oct 15, 2022 1:40 am
Pedrop says:
After reading for quite a while now, I think I will create human sentinel Shien Exper. Will that be ok?
Works for me!
Oct 15, 2022 2:34 am
After consideration I believe I want to play a seeker: Pathfinder. Tentatively Cerean but not committed yet. Would starting with a sil 0 animal companion be acceptable?
Oct 15, 2022 2:47 am
emsquared says:
Rean411 says:

Not to get me wrong I like these games I’m in but man are they gun shy on F&D
Crazy thing to me about this is, in my experience (been playing this game with Force users since 2015), Force users are significantly "weaker" than traditional characters, sometimes significantly so, until late game. 4-600 earned-XP or so?
To a degree I would have to agree with you somewhat but not completely, if you get a few abilities that allow adding force die to checks then every force rating you go up is like worth a skill rank in multiple skills. On the other hand I just heard a horror story last night where someone found out that the GM had secretly been giving the force users a ton of bonus XP because they were "too weak". The Force users had 7 I repeat 7 Hundred more XP than the Non-Force Users in the party. And it was lo hidden, only the GM and the Force users knew.
Oct 15, 2022 3:30 am
It's extremely discouraging to hear that Force wielders are so much weaker than normal characters - even if this changes after probably well over a year of gaming with Force wielder. That just seems like awful modern game design. Wow.
Last edited October 15, 2022 3:30 am
Oct 15, 2022 3:39 am
Rean411 says:
Would starting with a sil 0 animal companion be acceptable?
Only way to start with an animal is if you buy one. Otherwise I can/will work it into the story, in play.
Oct 15, 2022 3:41 am
Vespin says:
It's extremely discouraging to hear that Force wielders are so much weaker than normal characters - even if this changes after probably well over a year of gaming with Force wielder. That just seems like awful modern game design. Wow.
It’s not that they are weaker it’s more that they are designed based around what we saw in the original trilogy, minor influence of the mind, moving small or medium objects. The most impressive was lightning. A lot of people come in thinking they will be like the Jedi in the prequel trilogy from character creation but,the system is more subtle than that.
Oct 15, 2022 3:43 am
emsquared says:
Rean411 says:
Would starting with a sil 0 animal companion be acceptable?
Only way to start with an animal is if you buy one. Otherwise I can/will work it into the story, in play.
I’ll see what I can find, and if not, no worries. I’m ok if it takes a session or 2 to get a companion.
Oct 15, 2022 3:49 am
Vespin says:
It's extremely discouraging to hear that Force wielders are so much weaker than normal characters - even if this changes after probably well over a year of gaming with Force wielder. That just seems like awful modern game design. Wow.
Rean411 says:
To a degree I would have to agree with you somewhat but not completely, if you get a few abilities that allow adding force die to checks then every force rating you go up is like worth a skill rank in multiple skills. On the other hand I just heard a horror story last night where someone found out that the GM had secretly been giving the force users a ton of bonus XP because they were "too weak". The Force users had 7 I repeat 7 Hundred more XP than the Non-Force Users in the party. And it was lo hidden, only the GM and the Force users knew.
Depends on how everyone is spending their XP - and frankly what you consider strong and weak - ofc, but if we're just talking about raw "big" dice pools (lots of Yellows), and if the non-Force users are going for big dice pools, and so is the Force user, the non-Force user is gonna "win" compared to an analogous Force user.

Force Powers are magic tho. They introduce "intangibles" to the narrative that Skills and Talents cannot. Reading minds. Turning Invisible. Jedi Mind Trick. etc.

The mechanical balance is asymmetrical. But the narrative balance - the ability to shine in the narrative - is equal if not weighted to the Force users, I'd say. Many Force Powers bypass the need for Skills or big dice pools completely.
Oct 15, 2022 3:52 am
emsquared says:
Vespin says:
It's extremely discouraging to hear that Force wielders are so much weaker than normal characters - even if this changes after probably well over a year of gaming with Force wielder. That just seems like awful modern game design. Wow.
Rean411 says:
To a degree I would have to agree with you somewhat but not completely, if you get a few abilities that allow adding force die to checks then every force rating you go up is like worth a skill rank in multiple skills. On the other hand I just heard a horror story last night where someone found out that the GM had secretly been giving the force users a ton of bonus XP because they were "too weak". The Force users had 7 I repeat 7 Hundred more XP than the Non-Force Users in the party. And it was lo hidden, only the GM and the Force users knew.
Depends on how everyone is spending their XP - and frankly what you consider strong and weak - ofc, but if we're just talking about raw "big" dice pools (lots of Yellows), and if the non-Force users are going for big dice pools, and so is the Force user, the non-Force user is gonna "win" compared to an analogous Force user.

Force Powers are magic tho. They introduce "intangibles" to the narrative that Skills and Talents cannot. Reading minds. Turning Invisible. Jedi Mind Trick. etc.

The mechanical balance is asymmetrical. But the narrative balance - the ability to shine in the narrative - is equal if not weighted to the Force users, I'd say. Many Force Powers bypass the need for Skills or big dice pools completely.
Yeah I tend to focus at character creation and then maybe the first 150 XP, but then I build wide from there. Minimum of 2 things I want to be good at for a character long term anyways.
Oct 15, 2022 7:08 am
Are the bonus credits/XP for morality available? I was thinking of buying a https://star-wars-rpg-ffg.fandom.com/wiki/Mantellian_Flutterplume.
Oct 15, 2022 12:59 pm
Rean411 says:
Are the bonus credits/XP for morality available? I was thinking of buying a https://star-wars-rpg-ffg.fandom.com/wiki/Mantellian_Flutterplume.
Yes, absolutely!
Oct 17, 2022 2:16 pm
So Pedro's looking at Shien, Rean Pathfinder.

Vespin, you zeroing in on a character concept?
Oct 17, 2022 3:02 pm
Definitely going for someone alive and not an orc. Almost definitely human male.

(Don't worry, when I sit down to do this I'll produce an entire character, stats and all, in one sitting.)
Oct 17, 2022 4:36 pm
Heh, no problem. Just wanted to check in and make sure you didn't need any help.
Oct 18, 2022 9:33 pm
I have just read the part of character creation about Morality. Am I missing something or the Morality table - strength and weaknesses (on page 50 ) have nothing or almost nothing to do with "Morality score" that starts at 50? As far as I understand this chapter it seems earning Conflict points have no correlation to one's Emotional Strength and Weakness? Because you get them by doing "just" bad things? Is that correct?
Oct 18, 2022 10:19 pm
That's correct.

The Moral Strength and Weakness is just an optional mechanic, that, if it comes into play (ie the narrative)/the GM wants to use it during a given session, then the Character's Morality change at the end of the session (whether positive or negative, based on their Conflict earned and their die roll) is doubled.

That's it. That's all the Moral Strength/Weakness does.

I mean, you're urged and welcome to roleplay it as well, but there's absolutely no "teeth" to it.

And, yes, essentially you earn Conflict (which has a chance of lowering your Morality) by doing "bad" (it's really more closely related to selfishness) things.

You can choose to start with a higher or lower Morality score, OR get more creds, OR get more XP, OR get a little more creds AND XP.
Oct 19, 2022 9:18 am
Thanks. Now all is clear now.

But I must say this is weird pice of writing. At the beginning they introduce this Strength/Weakness table as Morality, then it appears to have "very optional" importance, and few lines later they are writing about Morality - which is a score that don't have anything to do with the table few pages before:)

I think if there would ever be "2nd edition od this system" character creation chapter should be rewritten. But probably it is jus me:)
P.S. I'm getting close to end my character creation.
Oct 19, 2022 3:05 pm
Morality is easily the most misunderstood aspect of F&D, if not the entire swrpg system.

It's a bit like Alignment in D&D in that way (by which I mean, it is just misunderstood, the two play very different roles in their respective systems).

Players tend to want to interpret Morality (the mechanic, which is different from lower case m, morality, the philosophical construct) as subjective (I see the thing I did as good, therefore it is Good.), but for it to function as the mechanical role it is meant to play (which is, like Obligation or Duty - it's two analogies in the other swrpg "settings" - it is there to just complicate the character's choices/actions) it must be an objective thing.

We'll talk about it a bit more, surely, in play, but maybe even just ooc before we start play too.

Whenever you guys have a character built just submit the character sheet via the game page, and I'll review it, and then we'll play!
Oct 19, 2022 9:05 pm
Ok. Thx for explanations.
I have just submitted my character. Doing d100 roll for money, will update it at sheet... so please check if it is ok and I have done everything properly. There are detailed notes with things I choose, so it should be trackable. Hope it will be good!

Rolls

Starting money - (d100)

(13) = 13

Oct 19, 2022 10:29 pm
REALLY appreciate how you noted where you spent your XP, and how much each piece of gear cost, @Pedrop

Makes it super easy to QA. Character approved!

The one thing I have to add is, remember, all the gear you bought with your starting creds is currently NOT in your possession. So maybe just note that, at least mentally.

But DEFINITELY add the two bits of FREE gear you guys begin with, given to you by your Masters:

An Ancient Sword and EITHER Concealing Robes or Heavy Robes, your choice.
Oct 19, 2022 11:41 pm
So I know we have been limiting things to the CRB but I found an item that would fit my character the best I think.

https://star-wars-rpg-ffg.fandom.com/wiki/Explorer%27s_Knife

He needs some sort of weapon for hunting/self def but he doesn’t have any ability to shoot. Would this be allowed?
Oct 20, 2022 8:29 am
Ok. Noted on my character sheet. I have separated what my PC currently have and what is somewhere in locker at this Sith's Hogwart ;)
That of course would be Canceling robes for my character.
One question: As my character has this "Shien Technique - When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn." I presume it is only for checking if there was a hit, it don't applies to melee damage?
Thematically it could make sense, as you don't always have to use your strength to hit hard... sometimes you just haver to know where to hit:) But I wonder how it is in this system?
Oct 20, 2022 5:49 pm
Rean411 says:
So I know we have been limiting things to the CRB but I found an item that would fit my character the best I think.

https://star-wars-rpg-ffg.fandom.com/wiki/Explorer%27s_Knife

He needs some sort of weapon for hunting/self def but he doesn’t have any ability to shoot. Would this be allowed?
F&D only please.
Oct 20, 2022 5:54 pm
Pedrop says:
Ok. Noted on my character sheet. I have separated what my PC currently have and what is somewhere in locker at this Sith's Hogwart ;)
That of course would be Canceling robes for my character.
One question: As my character has this "Shien Technique - When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn." I presume it is only for checking if there was a hit, it don't applies to melee damage?
Thematically it could make sense, as you don't always have to use your strength to hit hard... sometimes you just haver to know where to hit:) But I wonder how it is in this system?
If someone knows the answer for sure feel free to correct me but as I see it, you would use brawn +2 for base damage since it is a melee weapon but you use cunning to hit which provides the extra successes giving you that "where you hit" vibe. Real lightsabers rely on talents to add damage based on Brawn is part of my reasoning here.
Oct 20, 2022 5:57 pm
Pedrop says:

One question: As my character has this "Shien Technique - When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn." I presume it is only for checking if there was a hit, it don't applies to melee damage?
This is correct. For actual lightsabers it doesn't matter, because the base damage of those is determined 100% by the Gear - hilt+crystal+mods. Not any Characteristic.

But for an Ancient Sword, you will be using Cunning for the attack, and Brawn for the base damage.
Pedrop says:
Thematically it could make sense, as you don't always have to use your strength to hit hard... sometimes you just haver to know where to hit:) But I wonder how it is in this system?
Yea, I agree on the principle really, but unfortunately the damage is still Brawn based for the Ancient Sword no matter the technique.

The "knowing where to hit"/creating openings for yourself that is reflected in Shien Technique is captured by using Cunning for the Skill check/attack roll, which does translate into additional damage via successes.

So that principle is still there for the Ancient Sword. But because it's the physical blade and not molten plasma the damage is still driven at the baseline by Brawn.
Oct 20, 2022 6:26 pm
Just submitted my character, I think the math is right and I know that unless otherwise stated he will only have his sword and concealing robes. Just for clarification his name in brackets is how I would pronounce it.

Edit: I will roll for the bonus credits once I have confirmation the character is accepted.
Last edited October 20, 2022 8:46 pm
Oct 20, 2022 8:44 pm
Thanks. All clear now. And this especially:
emsquared says:
The "knowing where to hit"/creating openings for yourself that is reflected in Shien Technique is captured by using Cunning for the Skill check/attack roll, which does translate into additional damage via successes.
Does what I was thinking about and make a lot of sense. I forgot, that "hit check" can also add damage. This system is very well thought out indeed.
Oct 21, 2022 1:29 am
Rean411 says:
Just submitted my character, I think the math is right and I know that unless otherwise stated he will only have his sword and concealing robes. Just for clarification his name in brackets is how I would pronounce it.

Edit: I will roll for the bonus credits once I have confirmation the character is accepted.
Your XP, cred, and Skill Rank expenditures look to be made properly.

But there are a couple things I want to bring up.

1. Vigilance is a Willpower Skill. You currently have it marked under Cunning. Just wanted to bring it up, in case it would influence where you allocate Skill Ranks, and/or so that it's not a surprise when a check comes up that your pool will be smaller than you may currently be understanding it to be.

2. You have a Flutterplume, but you do not currently have Animal Bond, and you have no mechanical "background" with it - no attempts made to train it. (Just as, for example, I would not allow a crafting character to have started the game having made crafting checks that theoretically took place before we started play. Nor would I allow a business focused character to have made business operational checks. So on.) So what this means is, you have a wild flutterplume. But... since you guys are not starting with your gear, this means the Masters have your wild Flutterplume. Just as if someone had taken the 2500 cred option and bought battle armor, or a big dang gun, the Masters would have it locked up somewhere. Proceeding from there, you will have to both somehow get/access to it, and either mechanically train it, and/or ofc Bond with it eventually as I assume your plan is.

So, just wanted all that to be out in the open. No surprises.

I would also encourage you to research the animal training and handling rules so that there's no surprises there. Maybe you already have, it's Survival Skill focused.
Oct 21, 2022 1:51 am
Yup I’ll eventually bond with it. Didn’t realize vigilance was willpower, I’ll have to swap that. Makes sense that mechanically i don’t have any checks done with the bird. As long as it comes up in play that I get to use it I’ll be happy.

I’ll keep the skill points the same.
Last edited October 21, 2022 1:57 am
Oct 21, 2022 4:22 am
I won’t be able to bond with the Flutterplume until I get an extra force rating anyway, animal bond only works on forcerating divided by 2 rounded down. Since Flutterplumes are a sil 1 animal I need force rating 2 to bond.
Oct 22, 2022 9:09 pm
Question: if a career and the chosen specialization both give a same career skill, am I supposed to choose another skill to replace the duplicate? Or is it that I can start that skill with 2 ranks for free if desired? (I'm guessing it's the latter.)
Last edited October 22, 2022 9:46 pm
Oct 23, 2022 12:55 am
Vespin says:
Question: if a career and the chosen specialization both give a same career skill, am I supposed to choose another skill to replace the duplicate? Or is it that I can start that skill with 2 ranks for free if desired? (I'm guessing it's the latter.)
If your career and specialization both give a free rank in the same skill then you can take 2 ranks for free at creation. If your species, career and specialization all give ranks in the same skill you can use whichever combination you want to pick 2 free skill ranks in that skill. With exception of piloting space in the corellian human species you can never take 3 ranks for free at character creation. Make sense?
Last edited October 23, 2022 12:55 am
Oct 23, 2022 1:19 am
My only complaint about this is that it leaves some characters with fewer career skills. It doesn't quite seem balanced, even with a few extra ranks.
Oct 23, 2022 3:54 am
Vespin says:
My only complaint about this is that it leaves some characters with fewer career skills. It doesn't quite seem balanced, even with a few extra ranks.
You still get all listed as career skills. The selection just means you don’t have to pay xp for the ranks in those skills you take.
Oct 23, 2022 4:19 pm
Rean411 says:
You still get all listed as career skills. The selection just means you don’t have to pay xp for the ranks in those skills you take.
I'm not sure you understand. A free rank isn't given in every listed career/specialization skill. You get a choice of three career skills to put a rank in, and two specialization skills. So if there are no duplicates, a character should have ten career skills. But if there are duplicates, like with my character, then I'm left with eight career skills instead of ten. That's two skills now non-career, and thus more expensive for every rank, that would be career skills for characters with no duplicates.
Oct 23, 2022 6:33 pm
Vespin says:
Rean411 says:
You still get all listed as career skills. The selection just means you don’t have to pay xp for the ranks in those skills you take.
I'm not sure you understand. A free rank isn't given in every listed career/specialization skill. You get a choice of three career skills to put a rank in, and two specialization skills. So if there are no duplicates, a character should have ten career skills. But if there are duplicates, like with my character, then I'm left with eight career skills instead of ten. That's two skills now non-career, and thus more expensive for every rank, that would be career skills for characters with no duplicates.
This is correct.

But having duplicate Skills in the two lists is the only way, short of getting a free rank from you Species, or from a Talent, to begin with a Skill at rank two.
Oct 23, 2022 7:11 pm
Quote:
But having duplicate Skills in the two lists is the only way, short of getting a free rank from you Species, or from a Talent, to begin with a Skill at rank two.
Would it not be possible to spend XP to get a skill to rank 2?

And even if I did this, that still means my character has two fewer career skills than another character might. For me to raise ten skills (eight career, two non-career), to rank five would require 50 more XP than from someone who had ten career skills. Therefore, to have the potential to raise two skills to rank two for free at character creation is, in the long term, costing me 50 XP, whether or not I even take up the offer during creation.

And now I've confirmed, with certainty, that some characters get at least nine career skills by the end of character creation. So for the sake of balance it seems more reasonable to me to replace duplicates with other skills. I wonder why the developers would've designed it this way.
Last edited October 23, 2022 8:32 pm
Oct 23, 2022 7:37 pm
Vespin says:
Quote:
But having duplicate Skills in the two lists is the only way, short of getting a free rank from you Species, or from a Talent, to begin with a Skill at rank two.
Would it not be possible to spend XP to get a skill to rank 2?

And even if I did this, that still means my character has two fewer career skills than another character might. For me to raise ten skills (eight career, two non-career), to rank five would require 50 more XP than from someone who had ten career skills. Therefore, to have the potential to raise two skills to rank two for free at character creation is, in the long term, costing me 50 XP, whether or not I even take up the offer during creation.

And now I've confirmed, with certainty, that some characters get at least nine career skills by the end of character creation. So for the sake of balance it seems more reasonably to me to replace duplicates with other skills. I wonder why the developers would've designed it this way.
Oh now I understand what you mean. Huh I never thought of it that way.

Yes you can spend starting experience to increase a skill to rank 2 but since character creation is the only time you can use XP to increase your characteristics directly it is generally speaking a wiser choice to pump most of your XP into that since opportunities to increase characteristics later are few and far between.

Also in the long scheme of things if you found 2 skills that were non career and wanted to spend a significant amount of XP on them it wouldn’t be a bad idea to see if any specialization trees had both because then they become career skills and you likely will gain access to talents that will help those skills become more of a secondary focus for your character.
Last edited October 23, 2022 7:43 pm
Oct 23, 2022 9:16 pm
Quote:
Also in the long scheme of things if you found 2 skills that were non career and wanted to spend a significant amount of XP on them it wouldn’t be a bad idea to see if any specialization trees had both because then they become career skills and you likely will gain access to talents that will help those skills become more of a secondary focus for your character.
Yeah, but that just seems like a system hack; a work-around; a loop-hole.
Oct 23, 2022 10:15 pm
Vespin says:
Quote:
Also in the long scheme of things if you found 2 skills that were non career and wanted to spend a significant amount of XP on them it wouldn’t be a bad idea to see if any specialization trees had both because then they become career skills and you likely will gain access to talents that will help those skills become more of a secondary focus for your character.
Yeah, but that just seems like a system hack; a work-around; a loop-hole.
I mean I guess but I don’t feel like the system expects you to limit yourself to only 1 spec for a whole game unless you are playing very low XP for the whole campaign like max out at 300-400?

But I always build my characters very wide? I don’t tend to consider a concept complete mechanically until like 500-600 XP min.
Oct 24, 2022 1:44 am
We won't be homebrewing it to allow replacing any duplicate Career Skills.

What you are concerned about as a blatant disbalance you may just have to take my word, of some 7 years experience playing this system, for now when I tell you it is almost completely inconsequential.

But to expand on why a bit so that you can perhaps begin to see...

If you're spending so much on Skills that it becomes a concern, you're missing out on 66 - 75% of the rest of advancement options - Talents, Characteristics, Force Powers.

Skills raise a green to a yellow.

That's it.

You know what else can do that?

Advantage, Triumph, Destiny, even some Gear.

And you don't have to spend any experience on those.

Furthermore the mathematics of this system is such that increasing ranks in Skills yields diminishing returns. 1 yellow over none? Say it gives you +10% chance success on Hard test. Just making up numbers. 2 over 1? Just +8. 3 over 2? +7 or 6%. 4 over 3? +5% So on. Point is, you pay more and more for Skill ranks but get less and less.

Not to mention Talents and Force Powers can add yellows (upgrade checks), which those do lots of other cooler things along the way. Like expand capabilities and raise Characteristics.

I don't think I've ever purchased a Skill over rank 3.

This system has a few foibles, but this is not one of them.
Oct 24, 2022 2:08 am
Interesting about the diminishing returns. I suspected something like that might exist, given the complexity of Genesys narrative dice.

What would you consider the foibles of the Star Wars variant of Genesys? Or of Genesys in general?
Oct 24, 2022 12:05 pm
Vespin - how is your character? So we could start to play. Mine and Rean411's are ready AFAIK.
Oct 24, 2022 2:49 pm
Pedrop says:
Vespin - how is your character? So we could start to play. Mine and Rean411's are ready AFAIK.
He's done. I just wanted to clear up the skill thing. I'll submit it for approval.
Oct 24, 2022 3:19 pm
Great! Good to know.
Oct 24, 2022 4:35 pm
Vespin says:
What would you consider the foibles of the Star Wars variant of Genesys? Or of Genesys in general?
Regarding the swrpg, there are a few well known breakable Talents/Combos, here and there. Like Jury Rigging Auto-fire, and the Scathing Tirade tyrants, and Gunslinger Gamblers and things. Which are mainly only problems because it's generally just very easy to min-max, by default (I try to correct this with my house rule of not allowing any Characteristic to start higher than 4).

There are also some issues around "Talent-tax"es (not particularly useful Talents to proceed along Spec Talent-chains)/XP-taxes (like when taking additional, multiple Specs) that could have been handled better/differently, imo.

Vehicle Combat is just a little over-wrought and awkward.

Those are the biggies that jump to mind.

Genesys; magic is generally just too good/too flexible (this can be corrected in home brew settings by not giving too much access to Magic Skills), and it's generally just too easy to get very powerful (this can be corrected by just not giving as much experience, OR creating your own Specialization Trees which ppl must use).

The SWRPG is my favorite RPG system to run and play, despite all that, and I like Genesys a lot too, but it's just a lot of work to craft it into your own settings. I want to run a game in the Android setting some day, but haven't had the chance yet.
Oct 24, 2022 4:59 pm
I've indeed heard that SWGen vehicles has issues. Do you think the Genesys vehicle rules improve upon them?

Would Genesys magic be more balanced if, say, the XP cost of each rank was doubled? Maybe even tripled?

And Android is a setting I've actually been looking into lately. I even ordered The Worlds of Android book, and I already have Shadow of the Beanstalk.
Oct 24, 2022 5:50 pm
Vespin says:
Pedrop says:
Vespin - how is your character? So we could start to play. Mine and Rean411's are ready AFAIK.
He's done. I just wanted to clear up the skill thing. I'll submit it for approval.
Character looks good Vespin.

Because we are using Morality/your PC is subject to Morality rules, you do have the option to benefit from 1 of the following:

1. +10 XP
2. +2,500 creds
3. +5 XP, AND +1,000 creds
4. Beginning the game with a Morality of either 29 (Dark Side) or 71 (Light Side Paragon)

Also, don't forget to spend your creds, if you want, and record your gear.
Oct 24, 2022 5:53 pm
emsquared says:


The SWRPG is my favorite RPG system to run and play, despite all that, and I like Genesys a lot too, but it's just a lot of work to craft it into your own settings. I want to run a game in the Android setting some day, but haven't had the chance yet.
Yeah. Android/Netrunner setting is my favorite setting as far as I know. But also haven't have a chance to play in it so far:( So maybe, if that game will go good we will try Android also? I really hope so:)
Vespin says:
I've indeed heard that SWGen vehicles has issues. Do you think the Genesys vehicle rules improve upon them?
Also very interested in that.
Oct 24, 2022 6:03 pm
Ok I’m going to roll for my pocket change now.

Ok so I’ll mark the extra 95 on my character sheet then I should be good to go.
Last edited October 24, 2022 6:03 pm

Rolls

Pocket change - (1d100)

(95) = 95

Oct 24, 2022 6:14 pm
Vespin says:
I've indeed heard that SWGen vehicles has issues. Do you think the Genesys vehicle rules improve upon them?

Would Genesys magic be more balanced if, say, the XP cost of each rank was doubled? Maybe even tripled?

And Android is a setting I've actually been looking into lately. I even ordered The Worlds of Android book, and I already have Shadow of the Beanstalk.
I've actually never used Genesys' vehicular combat rules, but they are streamlined, so, I would say they appear to be better, and that is generally the view you will hear in the community that knows the topic too.

RE: Genesys magic. I don't think that is an appropriate fix. But more because I'm philosophically against that kind of changing of the core rules in a "universal" system like Genesys, rather than any thought of the functional parity it might create. I feel like there are certain things that should always be the same, between hacks, so that it is truly universal. And messing with XP costs of Skills is one of those things that I feel like should be immutable. YMMV. But I would prefer to see changes like either: more Magic Skills (perhaps even one Skill per "Spell") which is a precedented concept in the system already, or lesser access to Spells (like, a Caster should start with 1 Spell, and then have to purchase access to more through purchasing Talents) which is also precedented in the system already, or even a more resource driven magic system like Secrets of the Crucible introduces could possibly do the trick to?

And yea, I have the Worlds of Android - such a gorgeous book - and SotB, too. Cool world. Less gritty/grimey than Shadow Run, more transhumanism. I like it. I even took a crack at home brewing a "Psionics"/sci-fi magic system/Skills into it.
Oct 24, 2022 8:49 pm
emsquared says:
Because we are using Morality/your PC is subject to Morality rules, you do have the option to benefit from 1 of the following:

1. +10 XP
2. +2,500 creds
3. +5 XP, AND +1,000 creds
4. Beginning the game with a Morality of either 29 (Dark Side) or 71 (Light Side Paragon)

Also, don't forget to spend your creds, if you want, and record your gear.
I saw those in the book, and it seemed like one of those could be chosen instead of staying with 50. Is that right? As for money, the only noteworthy thing I would want him to have had before the kidnap is a lightsaber, if possible. Whatever else is just cash.
Oct 24, 2022 8:52 pm
Also, if anyone wants to do Android, I could take a shot at running a game on this site. I have all the content. It would be the first time in ages I ran a game, and the first time I ran Genesys, but it all seems like a fun challenge. I was wanting to do something at some point.
Oct 24, 2022 9:10 pm
Count me in Vespin... but in the same time I hope it won't be too soon as I'm probably at my max capacity with my games right now:)
Last edited October 24, 2022 9:11 pm
Oct 24, 2022 9:24 pm
Vespin says:
emsquared says:
Because we are using Morality/your PC is subject to Morality rules, you do have the option to benefit from 1 of the following:

1. +10 XP
2. +2,500 creds
3. +5 XP, AND +1,000 creds
4. Beginning the game with a Morality of either 29 (Dark Side) or 71 (Light Side Paragon)

Also, don't forget to spend your creds, if you want, and record your gear.
I saw those in the book, and it seemed like one of those could be chosen instead of staying with 50. Is that right?
That's not right.
Vespin says:
As for money, the only noteworthy thing I would want him to have had before the kidnap is a lightsaber, if possible. Whatever else is just cash.
You can start with a Lightsaber if you can afford to buy one with your creds. But as we are doing the normal starting "package", I will tell you upfront, to save you some searching time, you cannot afford one.

You can start with a Lightsaber hilt, if you want to buy one. They're generally only 300 creds. But without a crystal, it does nothing.
Oct 24, 2022 9:33 pm
emsquared says:
Vespin says:
emsquared says:
Because we are using Morality/your PC is subject to Morality rules, you do have the option to benefit from 1 of the following:

1. +10 XP
2. +2,500 creds
3. +5 XP, AND +1,000 creds
4. Beginning the game with a Morality of either 29 (Dark Side) or 71 (Light Side Paragon)

Also, don't forget to spend your creds, if you want, and record your gear.
I saw those in the book, and it seemed like one of those could be chosen instead of staying with 50. Is that right?
That's not right.
Vespin says:
As for money, the only noteworthy thing I would want him to have had before the kidnap is a lightsaber, if possible. Whatever else is just cash.
You can start with a Lightsaber if you can afford to buy one with your creds. But as we are doing the normal starting "package", I will tell you upfront, to save you some searching time, you cannot afford one.

You can start with a Lightsaber hilt, if you want to buy one. They're generally only 300 creds. But without a crystal, it does nothing.
Weaker training saber should be possible? No breach and only stub damage though.
Oct 24, 2022 9:38 pm
So the Jedi Order itself couldn't afford a lightsaber for my character?

As for the other issue, I get 50 Morality and one of those options? (Understanding that one of the options modifies Morality.)
Oct 24, 2022 10:20 pm
Vespin says:
So the Jedi Order itself couldn't afford a lightsaber for my character?

As for the other issue, I get 50 Morality and one of those options? (Understanding that one of the options modifies Morality.)
You're not a Jedi.

As for the other issue, yes.
Oct 24, 2022 10:22 pm
I'm not a Jedi? Well, that changes thing then. I'll want to remove the lightsaber skill and choose something else. And I'll go with the +10 XP. I'll miss the character when I get home from work.
Oct 24, 2022 10:24 pm
Vespin says:
I'm not a Jedi? Well, that changes thing then. I'll want to remove the lightsaber skill and choose something else. And I'll go with the +10 XP. I'll miss the character when I get home from work.
That's fine, but I would point out that the Ancient Blade, which the Masters have equipped you with, uses the Lightsaber Skill.

So, it wouldn't be wasted by any means.
Oct 25, 2022 12:12 am
Vespin says:
I'm not a Jedi?
After thinking about this, I realized I needed to amend my statement a smidge.

You can be a Jedi, if you want. However, just as initially stated, it is up to you to decide why and how you find yourself in, basically, a Sith training camp. And also then, for your character in particular, if you're a Jedi why you don't have any Force Powers, and also how and why you don't have a Lightsaber.

I'm not going to tell you who your character is, but you should craft a narrative that your mechanics can live up to. Otherwise you will be disappointed, because I am not going to compromise on the mechanics.

That's the equalizer.

You're the storyteller.

Tell your story.

But starting characters in this system, mechanically, better fit the narrative of a youngling, or a Padawan, at best. Jedi is a title. Nothing more. Something earned. If you're a Jedi, what has your character done to earn that? Where are the abilities to show for it?

In F&D, which is a system meant to create characters in a post -Republic galaxy (so, when the Jedi are all but extinct), you're a Force user, first and foremost, according to the character creation. An unqualified (as in - no grammatical qualifiers to the noun) Force User.

If you want to make a Jedi, it's up to you to determine how your narrative meets the mechanics.

It is not my job to make the mechanics fit your narrative.

Otherwise, why wouldn't everyone say they're a Jedi Master who owns a Cruiser and an estate, and yada yada?

Right?

I/the game provides the mechanics.

You provide the narrative.

Make sense?
Oct 25, 2022 4:01 am
Just to be clear, I wasn't asking you to change any mechanics (other than making a suggestion about the duplicate career skills, anyway). When I speak of being a "Jedi" in this context I don't necessarily think "Jedi Knight". Though, in hindsight, it would indeed be odd if this character was even a partially trained Jedi at his age. Somewhere along the line it had simply gotten into my head that we were all starting Jedi, and I hadn't really thought about it.

I won't have him be a Jedi. And I'll keep the lightsaber skill, and spend 10 XP more. EDIT: Done. I raised Discipline to 2.
Last edited October 25, 2022 4:05 am
Oct 25, 2022 2:18 pm
Seems like the characters are pretty much ready.

I'll post the IC story thread... now!

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