Character Creation

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Nov 4, 2016 7:45 am
Maskcot says:
So...how does that sound? I think it weaves all together well and works with what we have posted so far. As I said, make amendments and add details as you feel the need. This was mostly for my benefit to see if I had the thread of the story correct.
That sounds great! I'll be sorting my character and backstory out a little bit later on
Nov 4, 2016 9:21 am
Nikcollini says:
Okay im submitted! Let me know if there is anything I need to alter or if I'm all good Boss.
All good...approved. I dropped your strain to 0; I'm pretty sure it works the same way as wounds: you add it up until you reach your max.
Nov 4, 2016 9:22 am
MoMo says:
Maskcot says:
An Awesome Crew Backstory.
Sounds excellent :)
What he said...very well done!
Nov 4, 2016 2:21 pm
Ok, Jasvan "Doc" Walken has now been submitted...just writing up his background now. He's got a bit of mechanical expertise as I figured during his tenure at the "clinic" in the back of some cantina somewhere he would have occasionally been called on to patch up the odd droid who had been involved in "misunderstandings" with local law enforcement which means I can assist with repairs and stuff onboard the ship as well.

As for modifications to the ship I've had a look and I can't find a med bay anywhere but I was thinking if there's a spare cabin Doc would have just co-opted it into a med bay (he has a full medpack which based on the description would "rival the infirmaries on smaller starships")....either that or his room would double up as one (to much grumbling!).
Last edited November 4, 2016 2:22 pm
Nov 4, 2016 3:12 pm
I'll look through mods in a bit and post some suggestions!
Nov 4, 2016 5:06 pm
I just remembered, does anyone have Astrogation and a decent intellect?

Some Attachment suggestions:

1) Interior Broadcast Suite: We get some subs in our ship so that we can blast sick beats. Increases everyone's Strain Threshold while aboard the ship by 1 for only a measly 800 credits. Seems small, but you'd be thankful for it when your Obligation hits and you rolled doubles for a wonderful -4 strain threshold. No mods.

2) Hyperdrive Generator: 6,400 credits for a reduction of Hyperdrive class from 2 to 1. Can mod it further to be a 0.5 Class, which will have us making it across the galaxy in no time when we're in a hurry.

3) High-Output Ion Turbine: 5,300 credits to reduce our ship's system strain by 1. Oh, but it also increases our speed by 1, too. This is a bigger deal than just a +1 bonus: The Gain the Advantage action in starship combat requires your ship to have a Speed of 4 or higher. Currently, the YT-2000 has a speed of 3, so that +1 is a big deal. Gain the Advantage lets our pilot really outperform other pilots of lesser skill, and gives us the advantage of being able to choose from which side we hit a target (to hit him at the point where their shields are weakest), and it ignores their evasive maneuvers. No mods.

4) Advanced Targeting Array: 4000 credits to upgrade Gunnery checks made with the ship's weapons. Can be modded for a) another upgrade on the check, b) a talent that lets you shoot further than the weapon's typical range, and c) a talent that lets you take the aim action to get a boost die and another upgrade. This with all the mods is overkill if we have a decent gunner, but if we have no one with the gunnery skill, it'd also balance us out.

5) Hull/Keel Reinforcement: 10,000 credits for +2 Hull Threshold. Y'know, so we don't blow up. Can also be modded for an additional +1 two more times.

6) Hardened Circuits: This would be nice, especially if we get the High-Output Ion Turbine. It costs 4,500, but it gives the ship +2 System Strain Threshold. Can be modded twice more for an additional +1 each. Strain Threshold on ships is used whenever we're pushing it to its limits, or getting hit with ion weapons, btw.

7) Slave Circuit: 10,000 is pricey, for sure, but this thing lets us turn the ship on or off by remote. Handy if we need a quick getaway. Even handier is that you can mod it to be able to fly to your location when you call for it. You can mod it even further to allow it to use its guns autonomously (albeit at a very poor skill level), but maybe just the guns moving around would be enough to dissuade would-be attackers.



Modding: For anyone unaware, I mentioned mods here a decent bit. Basically each of these things are Starship/Vehicle Attachments, and some attachments can be modified further. Mods for starship attachments cost 1,000 for the first one, 2,000 for the second one, 3,000 for the third one, and so on. When modding the next attachment, it's back to 1,000. Modding can be difficult because if you fail the modding check, you can't attempt it again, ever (you'd have to buy a new attachment of the same type and try it on that one). It normally takes a Mechanics check of 3 to successfully mod an attachment.

I haven't been able to find any rules for what to do when modding things at character creation. Some of the attachments are restricted and some are not, so I imagine that FFG did intend on people picking them up at the start. Marithyme may want one of us to roll the Mechanics checks to see if we can acquire these things at the start. Or we can keep it really simple and just buy 30,000 credits in Attachments and mod them in-game later.

MoMo's List (no mods):

1. Hyperdrive Generator
2. High-Output Ion Turbine
3a. Slave Circuit (if we don't plan on fighting a lot)
3b. Hull/Keel Reinforcement (if we plan on fighting a lot)
4a. Advanced Targeting Array (if we don't have a decent Gunner)
4b. Hardened Circuits (if we have a decent Gunner)
5. Interior Broadcast Suite

26,500 total with Adv. Tar. Array, 27,100 total with Hardened Circuits


MoMo's List (with mods):

1. Hyperdrive Generator (w/ 1 Mod to make it 0.5 Hyperdrive)
2. High-Output Ion Turbine
3. Slave Circuit (w/ "Fly to me" mod)
4a. Hardened Circuits (w/ 1 mod for add'l +1 Sys. Strain Threshold)
5a. Interior Broadcast Suite

Totals 30,000 on the nose.

or if we have no decent gunner...

4b. Adv. Targeting Array (w/ 1 add'l Upgrade mod)

Totals 28,700


Pretty sure I did the math right. In no way am I concerned about what we get as far as attachments go (frankly I'd be fine with just the base ship and we scrap the 30k), but those are the things that I thought looked pretty handy.
Last edited November 5, 2016 2:34 am
Nov 4, 2016 5:15 pm
Well I've got an Int of 3 so if needed I can swap a skill over and take Astrogation instead
Nov 4, 2016 8:01 pm
I plan on grabbing up gunnery eventually, but didnt have room for it to start if it helps.
Nov 4, 2016 8:28 pm
Love everything so far!

Maskcot: nice work with everything! My backstory will be up tomorrow. I'll use what you've created to tie Savi in. If I take too many liberties feel free to say and I'll tweek it.
Nov 4, 2016 10:15 pm
Just spend the credits for attachments and mods, don't worry about a mechanics check. That falls under "it happened sometime before now".
Nov 5, 2016 2:03 am
I've edited my backstory in.

Maskcot, I wanted to add in how our characters knew each other before Ada contacted Jack with the job for Major Willute. If I went too far, let me know and I can easily edit it to not include Ada.
Last edited November 5, 2016 2:33 am
Nov 5, 2016 3:43 am
My wife's birthday is coming up and we're doing a party tomorrow, so I'll be gone for most of the day. Might find an opportunity to post if I'm needed, but if I don't, then do not fret; I'll be back on Sunday :)
Nov 6, 2016 2:23 am
@MoMo, I just read your addition to our story and it looks great. No problems at all. Now we can make up past adventures we had as kids.
Nov 6, 2016 3:29 am
Great! I'm excited to do that!
Nov 6, 2016 7:53 pm
Savi's background is up. I failed to mention it in the post, but I envisioned it taking place on Koda Space station. This is where Savi was sent in an administrative capacity by the Empire.

Your text to link here...

If this, or any other element of my story, doesn't work or simply isn't ideal, let me know.
Nov 6, 2016 8:23 pm
Really loving the group! Can't wait to see how everyone interacts now that we've got this web of connections formed together.
Nov 7, 2016 1:32 am
Excellent...everyone's character is approved. I'm going to digest all the stories in order to set up the first adventure, but I have a pretty good idea of where I want to start. I'll create an OOC and game thread for each Episode, which I'm thinking we'll set up as a session rather than a full adventure.

While I'd doing my thinking, feel free to work on the floor plan to your ship. The first scene will happen in space, and I'm thinking the floor plan might be important...

(for those who haven't noticed, your ship has its own thread in the Campaign Info section)
Nov 7, 2016 1:35 am
@Tsavo: Awesome story. I get your concept now. Adaasha might treat Savi as a corrupt politician who is abandoning his duties at first...but she will come around. We are going to have a good game I think.
Nov 7, 2016 1:42 am
Maskcot says:
@Tsavo: Awesome story. I get your concept now. Adaasha might treat Savi as a corrupt politician who is abandoning his duties at first...but she will come around. We are going to have a good game I think.
Thanks. That sounds like an interesting way to handle it. I love that you've already considered how character development and getting to know each other will shape our interactions. I agree, it'll make for fun sessions. I'm excited about this game!
Nov 7, 2016 2:35 am
marithyme says:
While I'd doing my thinking, feel free to work on the floor plan to your ship. The first scene will happen in space, and I'm thinking the floor plan might be important...
I did find this, which could give us a starting point at the very least.

Also, any idea what we want to do for ship attachments/modifications? I'll admit that my list does not take into account any Force & Destiny books, the most recent Edge of the Empire book (which is the Technician supplement, so it may have some good stuff, but I haven't had the funds to get it yet), or a couple Age of Rebellion supplement books (though I did look through the Ace supplement Stay on Target, as well as Desperate Allies).
Last edited November 7, 2016 2:47 am
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