Character Creation

Nov 2, 2016 4:47 pm
Welcome!

This is the place you can begin exchanging ideas.

I am a big believer in collaborative storytelling, so we will be creating characters together. You will be forming a starship crew. How and why they came together, and where we go from here, that will be up to all of us to shape together.

All material from EotE or AoR is allowed, but no force powers. This is a story about the other guys, the ones who had to get by on ingenuity, boldness, and being sneaky as hell. Aside from that limitation, most anything goes.

You'll chose your ship together too...anything 150,000 or below is fair game.

I'd like to use the Obligation mechanic, regardless of which book you take your career and specializations from. You all start with 5, and can spend up to 5 more.

Anyone needs help with character creation, post it here. I've got lots of links you can use, so the books are not necessary if you don't already have one.

Have fun!
Nov 2, 2016 7:10 pm
Woohooo! Really looking forwards to getting going with this :)

I've a few ideas kicking around but figured I'd wait to see if anyone else has their heart set on a particular character "type" before I start to nail it down any....so peeps, any of you guys got any preferences?
Nov 2, 2016 7:19 pm
I really want to play a "hot-shot pilot" as my archetype. Haven't decided race yet, but thinking Twi'lek or Togrunta. She dreams of finding a career racing starships, but has to make enough bank to buy "her ship" and make it what she wants. Probably have a mechanic/repair skills as a backup.
Nov 2, 2016 8:32 pm
I'm happy to be the "face" and be the negotiator. I'm just as happy to be the heavy and be the muscle of the group.
Nov 2, 2016 8:42 pm
I was thinking of a Rodian Infiltrator.
Better at hand to hand than ranged. Might take some slicer/hacker role too if there is a hole. That will give him something more to do outside of combat/action scenes.

I'm thinking Favor for obligation. Likely to some criminal organization or other political faction (GM can plug that in perhaps if it's a useful story hook). He is a spy for the Rodian government and was captured. Someone that wanted to use his skills for their own got him out. So motivation would be local politics Rodian.
Nov 2, 2016 9:22 pm
So looks like Pilot, Face or Muscle, and Sneak/Slicer?

I'm thinking about either a quick-witted Gunslinger from the Fly Casual book or a bat-brandishing Enforcer from Dangerous Covenants. Either of these can jump into some other area we need: mechanic, co-pilot, slicer, medic, etc.

I like the idea of the Gunslinger being a co-pilot and the Enforcer knowing how to treat a wound, though.
Nov 2, 2016 9:33 pm
I'm thinking to go with medic as a primary focus, not too sure on species etc yet though
Nov 2, 2016 9:34 pm
So, I was looking it up and Togruta come from Force and Destiny. Are races from that book Off limits or just Force related stuff?
Nov 2, 2016 9:36 pm
Pretty sure that Nikcollini will be a bounty hunter of sorts, if that helps anyone decide.
Nov 2, 2016 9:39 pm
Just the force stuff. Races from FaD are fine
Nov 2, 2016 9:46 pm
I'm thinking Human, Soldier (from AoR), Medic specialisation - means I get the option to branch out into some more combat oriented skills to round him out
Nov 2, 2016 10:38 pm
If we have a BH, Soldier, Medic, Pilot, Slicer, Gunslinging jack of all trades.....should I go Politico and give us a front man?

Any other recommendations are welcome, but I'm happy to fill that role if the group feels we need one.
Nov 2, 2016 11:29 pm
Having a good negotiator is always welcome :)
Nov 2, 2016 11:30 pm
Well, as the old role-playing saying goes, "play the character that you want to play" but a face would round out this crew pretty well. But there are a couple ways to get into the Face role in my opinion. If you want us to deal with the Rebellion some, Politico can get us there, or you could go Explorer. Fringers can be faces with their Street Smarts. Trader probably works a little better. And Scoundrel of course is a great iconic Star Wars class.
Nov 2, 2016 11:34 pm
Thinking about what kind of adventures you want to have may help you decide what kind of characters you want to be...

...the galaxy is your oyster.
Nov 2, 2016 11:56 pm
marithyme says:
Thinking about what kind of adventures you want to have may help you decide what kind of characters you want to be...

...the galaxy is your oyster.
That's a good point.

If we are a crew then we need a reason to be together.

What is our collective goal? Regardless of individual or personal ambitions.

Are we out for money? Power? Notoriety? Are we a smuggling operation? Are we hell bent on finding and destroying any slaver ships and slaving ops we can find? Are we trying to get noticed and recruited by Black Sun? The Rebellion? Talon Karde?

Or are we just on the run, trying to keep our ship operational as we take odd jobs to make ends meet? Never stopping too long in one place for fear of ours pasts catching up with us.

Thoughts?
Nov 3, 2016 12:10 am
Tsavo says:
Or are we just on the run, trying to keep our ship operational as we take odd jobs to make ends meet? Never stopping too long in one place for fear of ours pasts catching up with us.
This one would be my vote. Also money. But I'm not opposed to any of those suggestions, and think any would be fine.

Going to make a character for both the gunslinger and the enforcer, write out a little synopsis for them, and see after that which one seems more interesting/helpful.

Marithyme, I understand that we'll be working with one another to form our crew and establish how we know each other and exactly what we know about each other, but would you like us to PM you a complete backstory?
Nov 3, 2016 12:26 am
I would very much like to be a Gank bounty hunter. I'll likely get a couple repair skills or hacking skills if we have holes there (it didnt look like it to much, reading whats above so if not I can focus on shooty shooty). I also like the idea of a demo expert if no one else goes in that direction.

I would prefer to have Debt as my obligation. Perhaps it can be a good tie in to why/how I know some of the other PC's. My rough idea was to have a loved one/friend fall in with a crime boss, and my character would be working off his debt for him. That way there is always leverage on him.
Nov 3, 2016 12:27 am
Tsavo says:


Or are we just on the run, trying to keep our ship operational as we take odd jobs to make ends meet? Never stopping too long in one place for fear of ours pasts catching up with us.

Thoughts?
I like this idea the most personally.
Nov 3, 2016 1:51 am
Tsavo says:
Or are we just on the run, trying to keep our ship operational as we take odd jobs to make ends meet? Never stopping too long in one place for fear of ours pasts catching up with us.

Thoughts?
Well, I'm OK with that idea, my character will harbor the dream of becoming a famous pilot through racing...maybe making the Kessle Run in less than twelve parcecs?! I wan't thinking about making Debt or Criminal an issue for my character, but I have no issue with the idea that she threw her lot in with a bunch of hooligans and can't break away. Togrunta have a clan/pack mentality, so forming a "family" with the crew and not wanting ot leave them hanging is a pretty good reason to postpone personal goals.

So yeah...taking what jobs we can get, trying to make the big score, whether legit or illicit. Well, except slaver runs, she won't be up for that. Not that I'm saying the subject can't come up...but my character will not be down for any known slave trading.
Nov 3, 2016 2:21 am
My character will likely be up for anything morally. Slavery murder, its all a means to an end for him.
I'd like him to be more interested in the jobs and goals at hand and eventually warming up to the group, but if that is too much I can skip ahead to him caring for the rest of the group right at the start. I guess it depends if we start off knowing each other for a long time or only a short while.
Ganks typically have a pack mentality as well, so even when he is less committed at the beginning he would do what he can to ensure the group succeeds.
As for a personal goal, it would be to free his friend from his debt-enslavement which ties directly into his Debt Obligation.
Nov 3, 2016 5:11 am
So I just decided to go with the gunslinger. He's more balanced than combat focused, with coercion, streetwise and a 3 willpower, cunning, agility. He's human. Haven't totally fleshed out a backstory, and I'm completely willing to be old friends with anyone wanting to work characters together. Grabbed some stimpacks, too, and a handheld comm.

He's going to have a bounty on his head for a murder that he denies committing, and he's trying to avoid the law.
Nov 3, 2016 5:24 am
@Nikcollini - Since we are building the story together i am fine with the Gank accepting the party as crew but not family until we've proven ourselves. Gives kind of a Jayne Cobb feel to the character.

@MoMo - Really curious to know who your character "didn't murder." Was it an Imperial, or could it have been a gang leader? Are you on the run from just The Law or also some bad folk who won't even give you the semblance of a fair trial?
Nov 3, 2016 6:15 am
Maskcot says:
@MoMo - Really curious to know who your character "didn't murder." Was it an Imperial, or could it have been a gang leader? Are you on the run from just The Law or also some bad folk who won't even give you the semblance of a fair trial?
I'm curious about that, too! Leaving it vague at the moment in case anyone wanted to work their characters into it. Could've been a family member of one of the other PCs who believes me and wants to find the true killer. Could've been an imperial or rebel leader. Could've been killed in cold blood or in a high noon style shootout. Whichever! If no one is interested, or doesn't have ideas that could be tied in, then I'll define it before we start.

Maskcot, it's possible that our characters have known each other a long time, and I contacted you when I needed a quick getaway from the planet I was on. Perhaps I've stuck with you on your ship ever since.
Nov 3, 2016 8:46 am
Well the more I think about it the more I think a Colonist-Doctor may be a better fit for my character....thinking he was running a back alley clinic, primarily making a living patching up people who need to avoid a certain amount of "official" scrutiny when your character came in to be patched up MoMo and he got tagged as an associate which led to him being on the "run" with your guy (which he may not be best pleased about).

I'm thinking his Obligation will tie directly to why he was running a shady, back alley, clinic and not a more reputable establishment and also to why he ran with MoMo's guy rather than face more intense scrutiny
Nov 3, 2016 9:10 am
MoMo says:
Marithyme, I understand that we'll be working with one another to form our crew and establish how we know each other and exactly what we know about each other, but would you like us to PM you a complete backstory?
I'd actually like you to put your backstories up for the other players to read. However, I'd also like you to each send me 1-3 things that your crewmates don't know about you.
Nov 3, 2016 9:11 am
Love the way things are developing so far.
Nov 3, 2016 10:26 am
I'll put my full background up later but in brief, my guy was a politician on Coruscant when his mouth got him noticed (and not in a good way) by certain people with influence. He was shifted to a backwater planet to run small time affairs. Now disillusioned and disenfranchised, he is embarking on a new life.

Long story short he is interested in joining a crew with the goals of making money and following their own set of rules and sense of morality. If those conflict with the rules of the sector or empire, then those rules get broken. Governments and large organizations (including the Rebellion) are to be scorned and their rules need not be heeded.

So, breaking the law is not only ok, it's good. However, there should be a core, mutually agreed upon, code. No slaving would be a good start. But accepting bounties and tracking down certain marks coupled with smuggling "illegal" products could be a great source of income.


Just an idea. Happy to entertain others.
Last edited Nov 3, 2016 1:35 pm
Nov 3, 2016 10:34 am
For my part...

Maskot, your ship could be grounded on a crappy little backwater. In order to get it, yourself, and the crew free you come to me in the hopes of bribing me. You find I'm already happy to break the law in exchange for passsge off world and escape from my crappy life.

Could that work?
Last edited Nov 3, 2016 11:18 am
Nov 3, 2016 1:35 pm
mcneils5 says:
...when your character came in to be patched up MoMo and he got tagged as an associate which led to him being on the "run" with your guy (which he may not be best pleased about).
Ack! Sorry about that!

That sounds great though :)
Nov 3, 2016 3:55 pm
MoMo says:
I'm curious about that, too! Leaving it vague at the moment in case anyone wanted to work their characters into it. Could've been a family member of one of the other PCs who believes me and wants to find the true killer. Could've been an imperial or rebel leader. Could've been killed in cold blood or in a high noon style shootout. Whichever! If no one is interested, or doesn't have ideas that could be tied in, then I'll define it before we start.

Maskcot, it's possible that our characters have known each other a long time, and I contacted you when I needed a quick getaway from the planet I was on. Perhaps I've stuck with you on your ship ever since.
mcneils5 says:
Well the more I think about it the more I think a Colonist-Doctor may be a better fit for my character....thinking he was running a back alley clinic, primarily making a living patching up people who need to avoid a certain amount of "official" scrutiny when your character came in to be patched up MoMo and he got tagged as an associate which led to him being on the "run" with your guy (which he may not be best pleased about).

I'm thinking his Obligation will tie directly to why he was running a shady, back alley, clinic and not a more reputable establishment and also to why he ran with MoMo's guy rather than face more intense scrutiny
This sounds like a great connection for our characters. I was struggling with my Obligation, but this gives me an idea. How would you feel if my character felt a Responsibility to help. My first thought is that she somehow helped get you into the situation you are now on the run from. Maybe she could have stopped the real murderer, but chose not to get involved. Later as she was about to take off, the gunslinger and the medic forced their way on board (at gunpoint maybe?) and she took you off-planet. Once you opened up about why your were running she realized part of that was her fault.

So her Obligation is Responsibility: trying to get your character's names cleared. I went ahead and took the extra obligation for the bonus 1000 creds. Not sure if this means I need to 5 point Obligations or one 10 point. The stories for the gunslinger and doctor are closely related, hard to clear the doc without clearing the gunslinger, so I will confer with or GM on that detail.
Tsavo says:
For my part...

Maskot, your ship could be grounded on a crappy little backwater. In order to get it, yourself, and the crew free you come to me in the hopes of bribing me. You find I'm already happy to break the law in exchange for passsge off world and escape from my crappy life.

Could that work?
YES! She will hate having a "corrupt" politician on board, but will begrudgingly admit it has it's perks. Were you thinking that is how the story opens, or that happened in the past (recent/distant). I like the dynamic it implies, the politician being something of an outsider among the "crew"

This links 4 of the PCs. Still room to grow/change things up...still waiting to hear from Nikcollini with his Gank Bounty Hunter, and Metagamegate on his Rodian infiltrator.

Also, I wanted to talk about ship choices...

I don't necessarily want to elect myself "captain" or owner of the ship...I can be, but I don't want to step over anyone else. I have been looking at the options laid out in the book. Our GM has given us the option of choosing our ship, so I went deep and looked up schematics/floor plans we could use. I've got two top choices.

The HWK-290 Light Freighter - Exterior(*sort of)/Interior

This would be my character's first choice. With the stats in the book it does not come with any weapons, but at only 70,000 creds and 5 available customization hard points, perhaps we can talk our GM into a gun turret or two for saving him all that money! Also no dedicated Med bay, but there are more quarters than we technically need, so we could further convert one of them. I'm thinking one of the larger ones near mid-ship, centrally located and away from the engine noise.

*I say "sort of" because the exterior image doesn't seem to include the escape pods that the interior has, but I don't have a lot of source material on this one.

The HT-2200 Medium Freighter - Exterior/Interior

This is more of a workhorse ship. Lots of cargo room. Makes for a more utilitarian vessel. Still no dedicated med bay, but plenty of room to modify. It comes in at 140,000 creds, still has 5 customization hard points, and comes with mounted weapons. So it is more an "out of the box" ship.

Both of these ships are found in the FaD book. I am not against a Corellian Engineering Corp. YT model, but I didn't find any layouts that accommodated 6 crew without major modification, and I have a slight aversion to flying around in the Millennium Falcon when no one on it is named Han(#R.I.P. #gonetoosoon #Hanshotfirst) or Chewie. X-D
Last edited Nov 3, 2016 3:56 pm
Nov 3, 2016 4:18 pm
I like the game concept, very Firefly w/o the western feel.

My Rodian joined the crew when they were hired by the Rodan Intelligence organization. After the job my dude stuck around. He is the nervous sort and seems to favor the safety of the crew rather than being on his own.

I don't care so much on the ship type and my character will not be the owner. Maybe the player having the hardest time finding a party connection can be the owner. That would tie the pilot and them together.
Nov 3, 2016 5:19 pm
Nice...so what did the Rodian Intelligence organization hire us to do? A cargo run that hid an ulterior motive? Diplomat transport that fronted an assasination attempt? Do we know that there was a secret purpose? Or maybe it was totally legit but they had so many hand-offs we might think there was something sinister.
Nov 3, 2016 5:33 pm
Hmmm, from the stats the HWK only has enough "living space" for 4 peeps (2 crew and 2 passengers) as stock so may be a tight squeeze for the full group....I'm not against it but it might be a bit impractical long term (although I guess that means we'd just have to pinch another ship! ;-) )
Nov 3, 2016 5:50 pm
Maskcot says:
Nice...so what did the Rodian Intelligence organization hire us to do? A cargo run that hid an ulterior motive? Diplomat transport that fronted an assasination attempt? Do we know that there was a secret purpose? Or maybe it was totally legit but they had so many hand-offs we might think there was something sinister.
Since it involves the group I am happy to leave to everyone. Could have been our first job all together. I like that there are loose ends and some secrets the GM can use later.
Nov 3, 2016 7:03 pm
As far as ship recommendations go, here are some other options:

The Fly Casual book has the YKL-37R Nova Courier. It goes for 130,000, but I don't think we'd need to worry about asking for anything extra to go with it. Same size and speed as the YT-1300, but a bit more maneuverable. Same hyperdrive, navicomputer, sensor range, consumables. It has a Passenger Capacity of 6, so we'd be able to take on an NPC or two, or offer passengers a ride for pay, with a complement of pilot and co-pilot/engineer.

The drawback is that its encumbrance capacity is only 100, where the YT-1300 has 165, so if we were wanting to carry goods from place to place, it wouldn't be as good.

A big benefit, though, is that even though it still has 5 Hardpoints, it has dorsal and ventral medium laser cannons and two concussion missile launchers, one forward and one aft.

Alternatively, if we go with my preference and want to start smaller instead of going with a powerhouse like that (and missiles are expensive!), we could go with the YT-2000 for 120,000.

YT-2000

Same hyperdrive, navicomputer, sensor range, etc. However, the passenger capacity is 7, the consumables are for 3 months instead of 2 (fewer stops during long travel), and the encumbrance capacity is a whopping 170.

The guns, like the YT-1300, are two twin-linked medium lasers on the top and bottom. Also, like the Nova Courier, it's slightly more maneuverable. 5 hardpoints, too.

EDIT: I should add that as soon as our pilot gets Skilled Jockey, which is at the top of basically every pilot-esque talent tree I can think of, the difference in maneuverability between these ships won't matter as much, since he'll just remove the Setback die on most checks anyway.
Last edited Nov 3, 2016 7:08 pm
Nov 3, 2016 7:17 pm
Maskcot says:
This sounds like a great connection for our characters. I was struggling with my Obligation, but this gives me an idea. How would you feel if my character felt a Responsibility to help. My first thought is that she somehow helped get you into the situation you are now on the run from. Maybe she could have stopped the real murderer, but chose not to get involved. Later as she was about to take off, the gunslinger and the medic forced their way on board (at gunpoint maybe?) and she took you off-planet. Once you opened up about why your were running she realized part of that was her fault.

So her Obligation is Responsibility: trying to get your character's names cleared. I went ahead and took the extra obligation for the bonus 1000 creds. Not sure if this means I need to 5 point Obligations or one 10 point. The stories for the gunslinger and doctor are closely related, hard to clear the doc without clearing the gunslinger, so I will confer with or GM on that detail.
That sounds great! I'd like for my character's involvement in the murder to not be entirely clear one way or another, whether or not your characters believe him, and leave room for at least a small bit of doubt. Because of that, if I had to pick, I think if your character introduced mine to the victim (either as a relationship matchmaker or setting my guy up with a job), thereby putting him in the position for this tragedy, that'd be good. Perhaps he was in a slump and didn't want to meet with him/her and your character was very encouraging/insistent. Could feel responsible for that :) Unless you've got other ideas!

Also, as I understand it, you could separate your Responsibility either way. Since they're so closely related, they could easily be combined, or not. Marithyme's call, of course, but that's just how I remember.
Nov 3, 2016 8:13 pm
Tsavo says:
Maskot, your ship could be grounded on a crappy little backwater. In order to get it, yourself, and the crew free you come to me in the hopes of bribing me. You find I'm already happy to break the law in exchange for passsge off world and escape from my crappy life.

Could that work?
For what it's worth, I also think this sounds great!
Nov 3, 2016 8:16 pm
Also, Marithyme, are we going to have a specific thread for the backstories, or just put them in here? Thanks!

And doubly thanks for starting this up! I'm really excited!
Nov 3, 2016 8:45 pm
We'll have a specific thread for the backstories. I'd also like you all to put your character sheets in the library once we're done for ease of reference for the other players.

I think I may have missed some other questions, will get back to this when the kids go to bed.
Nov 3, 2016 9:22 pm
marithyme says:
I'd also like you all to put your character sheets in the library once we're done for ease of reference for the other players.
Done!
Nov 3, 2016 10:17 pm
Maskcot says:
So her Obligation is Responsibility: trying to get your character's names cleared. I went ahead and took the extra obligation for the bonus 1000 creds. Not sure if this means I need to 5 point Obligations or one 10 point. The stories for the gunslinger and doctor are closely related, hard to clear the doc without clearing the gunslinger, so I will confer with or GM on that detail.
Mechanically it makes little difference whether you have two 5-point obligations or one 10-point obligation, so I'm okay either way. I'm also okay with characters sharing obligations.
Nov 3, 2016 10:20 pm
Ok, I've started compiling what you've come up with so far. All looks great.

MoMo, your character is approved.

re: ships - you have 150,000 to spend. You can either spend it all on the ship, or buy a cheaper ship and mod it up. Totally up to you.
Nov 3, 2016 10:25 pm
We're starting to see why everyone is on the ship; they don't have to know each other well...it can be fun to explore relationships over time.

In addition to the regular info and the "3 things your crewmates don't know", I'd also like each of you to come up with a contact (person or organization) who can reach out to you with jobs. metagamegate already has this with Rhodian Intelligence.

I also would like to know from each of you what you most want to get out of the game, so I know how to gear things (e.g., combat, character development, intrigue, drama, sneaking, etc.). We won't have everything in every session, obviously, but I would like to make sure everyone gets a chance to do the things they love most.
Nov 3, 2016 10:54 pm
@Muskcot. He's not a corrupt politician as much as he's a former politician. He's come to realize his life has been a waste of time and the government is a corrupt and uncaring body. So he's looking for a way out and a new take. Casting his lot with a group of people whom he can respect in the pursuit of his own sense of morality is what drives him now.

So, he's happy to help by using his negotiating skills to front for a group that flaunts the law in order to pursue a better life. One with actual meaning. Whether he's the front guy the crew trots out when needed, the "leader" (Personally, I don't think we need one), and whether or not he is seen as an outsider or an accepted member, I leave up to the group.

@Marithyme: I'll have my character up soon and my backstory is ready to go once we have dedicated threads ;). Meanwhile I'll send you my 1-3 secrets. Should my contact be sent to you with that or should I make it public here?
Nov 3, 2016 11:24 pm
Thread for character backstory is up

Post contacts here, unless they are one of your secrets
Nov 3, 2016 11:27 pm
If we can mod the ship up I think buying something simple with a lot of hardpoints and modding it would be fun. I'm also totally okay with letting Maskcot do what he wants to do with the ship if he has other ideas, since he'll be the one doing the most with it as the pilot. So long as we don't get anything too fragile, of course :)
Nov 3, 2016 11:31 pm
Also good summary page for ship stats Here.
Nov 3, 2016 11:32 pm
Also, the most fun that I have is when the PCs are just talking to one another, so I think we should get that just about every session :) Could classify that as character development.

If I had to pick something else, I'd say I really enjoy meeting interesting NPCs, too. Oh, and smuggling runs!
Nov 3, 2016 11:49 pm
MoMo says:
Also, the most fun that I have is when the PCs are just talking to one another, so I think we should get that just about every session :) Could classify that as character development.

If I had to pick something else, I'd say I really enjoy meeting interesting NPCs, too. Oh, and smuggling runs!
I almost always have my own take, and seldom, if ever, say..."this", but THIS!

PS: Character Submitted
Nov 4, 2016 12:26 am
I love it.

Character approved
Nov 4, 2016 12:42 am
Sorry guys Im doing a bit of catch-up, but MoMo helped me get some of my options down today so I'll be good to do by tonight.

If any of you guys have a connection to a gang boss in any way, then I could have known about you from there. Alternatively, I could be a merc from a previous mission if some of you are having been involved in the trade of any kind.

I think a fun idea would be one of you had a price on your head, be it MoMo with having murdered a man (or at least framed for it), Tsavo with having left his position or utterly pissed someone important off, and when i came to collect you was offered a position in the crew. My character being all about "the big score" would then have been persuaded that joining will get me more money in the long run. It would make for a tense member as who knows when he could just "cash out" and try to turn that member in. Ultimately growing attached to the group as the story progresses.

Any thoughts?
Nov 4, 2016 12:45 am
Nikcollini says:
I think a fun idea would be one of you had a price on your head, be it MoMo with having murdered a man (or at least framed for it), Tsavo with having left his position or utterly pissed someone important off, and when i came to collect you was offered a position in the crew. My character being all about "the big score" would then have been persuaded that joining will get me more money in the long run. It would make for a tense member as who knows when he could just "cash out" and try to turn that member in. Ultimately growing attached to the group as the story progresses.
This sounds awesome! Total Jayne.
Nov 4, 2016 2:49 am
I like the YT-2000. That one gets my vote now. Suggestions on how to spend the remaing 30,000 creds to mod the ship are welcome from all. A med bay is high on my list, but I'm not near my books to figure that out. Thanks MoMo and Marithyme for providing the information. I don't know how I misread the HWK, so that is my bad.

If I may...I'd like to weave together the origin story for our crew. Or at least a rough draft. If any of this doesn't work please adjust as desired. At the time of this posting only myself, MoMo, Tsavo, and Nikcollini have submitted or posted characters, so other PCs will be "named" with [their archetype].
Quote:
Adaasha Rebrill (Ada for short is fine), found herself on Kerest V, a temperate planet with a pleasant enough atmosphere, and recently the new owner of a YT-2000 light freighter named The Horizon Chaser. She was however in need of a co-pilot, preferably one with a more robust background in star ship repair than herself.

Pickings on the rim worlds are usually slim, but Kerest was desolate. She had found one or two potential candidates and was mulling over her options when she got a call from an old contact. Major Deoki Willute was an imperial outpost commander who made use of some...less than regulation services when he had personal business to take care of. Major Willute was looking for recommendations for good gun hands, and he was willing to pay a finders fee. Adaasha was familiar with a few people and gave them a call, told them what the major was looking for and willing to pay. Jack Fenn was one of the people she called. When he showed up a few days later, with a doctor in tow, explaining that Wilute was dead, Ada was quite surprised. Next he explained how the Imperials and a mob family all thought he was responsible for killing Willute, which he had in fact not done, Ada was shocked. When Jack pulled a blaster on her and forced her to take off, you could have knocked Ada over with a feather.

Seeing that she was caught by completely unarmed, Ada was left with little choice. She left the Kerset system as quickly as she could. While they traveled, Ada felt more and more that she was partly responsible for getting Jack, and [Medic] in trouble. She hired Jack and [Medic] on as her co-pilots, even though they lacked the qualifications she was looking for.

At their first stop, Adaasha and her crew caught wind of some work being offered by some Rodian government officials or something. The work was simple and the pay was fair, so they took the job. One of the contractual stipulations was that a Rodian named [Infiltrator] had to accompany the Chaser to make sure certain aspects were handled properly. Not a big deal since the ship had the room. When it was over [Infiltrator] asked if he might stay on board. He said he preferred the Chaser's crew to the life he might return to. Ada figured having an extra pair of hands would prove useful and agreed.

The Horizon Chaser tooled around the Outer Rim for a few months, doing their best to keep Jack and [medic] off anyone's radar, but eventually, they ran into trouble. While making a delivery of some black market goods, a Gank bounty hunter named [Bounty Hunter] found them. After some tense negotiations Ada and Jack managed to convince [Bounty Hunter] that Jack and [Medic]'s bounty was small potatoes and that signing on to the Chaser as an enforcer was a much more lucrative possibility.

However, they found themselves facing further complications when they were ready to leave. It seemed [Bounty Hunter] had reported their location before he switched sides. The Imperials had placed a grounded order on the Chaser. Enter Savi, a human politician of small, but significant clout. In exchange for passage off planet, to wherever the Horizon Chaser went next, Savi would pull the necessary strings to get them back into space.
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.
Nov 4, 2016 3:01 am
Maskcot says:
An Awesome Crew Backstory.
Sounds excellent :) I shooouuuld have my personal backstory up tonight, but tomorrow at the latest.
Nov 4, 2016 3:39 am
That sounds great Maskot! I will make some tweaks to my backstory and have my dude up shortly.
If someone has the time, could you post a list of the items we can start off buying? I dont actually have the books...
MoMo helped me with the basics, heavy clothing, stimpacks, ammo... but I still have a few hundred credits left.
Nov 4, 2016 4:10 am
Stimpacks and more stimpacks.
Nov 4, 2016 5:17 am
Okay im submitted! Let me know if there is anything I need to alter or if I'm all good Boss.
Nov 4, 2016 6:10 am
If you are still looking for items you can look at my character. I didn't include prices but theres a good list there. A space suit might not be bad investment.
Nov 4, 2016 6:12 am
Yeah I got it down, I definitely grabbed one. Thanks!
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 Nov 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 Nov 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 Nov 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 Nov 7, 2016 2:47 am
Nov 7, 2016 2:37 am
I did see the thread for the ship and I've looked for some floor plans. This is the only one I could find that worked...*link*

I dislike that the escape pod is so far away from the bridge and the quarters...but hopefully we won't be needing it.
Last edited Nov 7, 2016 2:38 am
Nov 7, 2016 2:46 am
Maskcot says:
I dislike that the escape pod is so far away from the bridge and the quarters...but hopefully we won't be needing it.
Oh, no worries, with Ada's evasive maneuvers, Avox's eventual gunning, and Savi's ability to plead with our attackers to please not space us, we'll be fiiiine!

Famous last words, though.
Nov 7, 2016 3:56 pm
So are we happy that someone else has Astrogation or do I need to tweak Doc's skills a tiny bit?

My contact will be Captain Shakka Truanshalla (female Twi'lek) of the medical supply freighter the Star of Mercy, she has been Doc's main contact for medical supplies in this sector of space and can generally be a good source for anything from Bacta through to Cybernetics
Nov 7, 2016 4:04 pm
I think it is a good idea to have more than one character that can plot a course. And you might be better than my character. Plus there's always the assist action.
Nov 7, 2016 4:11 pm
We can also buy a droid that can do it for us, if we need. I think we'll figure it out and be fine :) some of our trips might take a little bit longer.
Nov 7, 2016 4:20 pm
Ah, didn't consider the Assist action. Well Doc's got 3 Intellect so the best bet would probably be him assisting on a check for it for now, thinking that he's going to develop into a general support character for the ship to flesh out his primary function as the medic so I'll hold off for now and can always pick up a Astrogation later if it becomes an issue for us.
Nov 7, 2016 6:06 pm
Sounds like a plan. Ada is Int 2, Astrogation 2. So the doc would still be an asset.
Nov 7, 2016 8:12 pm
I think that should be just fine for starting out. Astrogation isn't as necessary as Piloting, Computers, Medicine, Mechanics, or all of the social skills, in my opinion. If we really fail an Astrogation check and end up somewhere lost, then that's just an exciting adventure for us to have.
Nov 8, 2016 1:15 am
Agreed. I'm excited about the game guys. We have both original characters and a well balanced team all around.
Nov 8, 2016 11:35 pm
I'll repost this list, to see if everyone is good with it:

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.

So our ship would have a 0.5 Hyperdrive Generator instead of a 2, which means we get to places in 1/4 the time it would normally take. We'd have more speed, putting us within the threshold that allows Ada to make the "Gain the Advantage" maneuver, which will help us a lot in space combat, but reducing our system strain threshold by 1. We'd have the mod that lets us (likely Ada, specifically) turn on the ship from a distance and have it auto-pilot itself to our location. We'd have Hardened Circuits, with a mod, for a total of +3 system strain threshold to counteract the penalty of the engine mod and the YT-2000 having a little less than a typical freighter. Lastly we could play some sweet tunes that give all of our characters +1 strain threshold while aboard the ship, letting us take more maneuvers.

It costing 30,000 means we spent every penny available to us. This would also be all 5 of our attachment hardpoints, but we could certainly replace and sell the 800 credit broadcast suite (or whatever else) when we want to get something different.

Just wanted to finalize this, if no one wanted to alter anything.
Nov 9, 2016 12:07 am
Sounds good to me
Nov 9, 2016 12:17 am
Looks good. Nice work.
Nov 9, 2016 10:32 am
I've modified the ship stats in the Campaign thread...MoMo please check them over to make sure I captured it correctly.
Nov 9, 2016 3:39 pm
That sounds awesome.
Nov 9, 2016 6:01 pm
Updated my character portrait since I got it done. Now you can see what Adaasha Rebrill really looks like.
Nov 10, 2016 1:53 am
As far as I can tell, the ship looks right! Thank you!

And awesome picture.
Nov 10, 2016 10:28 am
I recommend this deck plan. Gives you a lot more to go on, and is less physics-defying, ironically. I'd change the top deck to six cabins and the loading ramp or lift to an escape pod. What do you think?

https://dl.dropbox.com/s/a0dgj8domy7307c/yt2000c
Nov 10, 2016 2:29 pm
That looks great to me! Thanks!
Nov 10, 2016 3:13 pm
I'm fine with it, though i never thought of this style ship having more than one deck, but it's not a problem if the GM says it is ok.
Nov 10, 2016 5:26 pm
That sounds great to me. I'd like it to be similiar, but not the exact same as the falcon
Nov 10, 2016 5:47 pm
More decks would at least explain how we have so much cargo space in our ship.
Jan 10, 2017 5:52 pm
Gave Bo Frenzied Attack talent for 5xp and gave her a point of Mechanics 10xp (1 pnt of non career skills)
Dec 19, 2017 12:26 am
Hey there everyone! Thanks for having me here!

Looks like we have a Smuggler (Gunslinger), Colonist (Doctor), a spy, and a bounty hunter. Anything you all feel would help round out the party?
Dec 20, 2017 10:52 am
Hey, welcome! Glad to see a new face coming in.

We lost our pilot and our face, unfortunately. Replacing either would be great, but I'd say the priority is for you to play something you'd have fun playing. :) We can make do with anything, one way or another.
Dec 20, 2017 8:09 pm
Cool. Sounds good! I'll come up with some ideas and share them with everyone soon.
Dec 20, 2017 8:14 pm
Hey Jones’s, glad to have you onboard with us all :)

MoMo pretty much nailed the gaps in the party but I’ll echo the sentiment of just running a character you wanna play more than what you perceive is needed.
Dec 21, 2017 12:43 am
Yup, totally agree. This game is made to fit the players, not vice versa. Only limitation is no force users.
Dec 24, 2017 7:01 am
Great! I think I’ve narrowed my choices down to a Pantoran Hired Gun Enforcer that has been associated with some questionable organizations from a very young age, but finds himself independent now. More backstory to come as I figure out more and build him, but I think I’ll be going with the name "Warden" for him.
Dec 24, 2017 2:42 pm
Sounds awesome! Excited for you to join up. I'm a big fan of the Enforcer, if only for the really cool picture it has.
Dec 24, 2017 5:52 pm
Totally! I liked the mixed social and combat skills it brings to the table. Should be a fun character to explore and play!

Edit: Oh! And I just realized you were about to make an Enforcer early on too! Ha, ha! What a coincidence! Purely unintentional! :)
Last edited Dec 24, 2017 6:15 pm
Dec 27, 2017 12:21 pm
Haha, yep! Almost did, before I decided on Gunslinger.

Edit: Warden looks awesome, by the way! He'll be a great addition.
Last edited Dec 27, 2017 12:25 pm
Jan 7, 2018 4:45 am
Hi all, happy to be joining up!

I'm thinking, given the empty niches MoMo pointed out, I'll build a pilot with a bit of a face and a bit of heavy ranged. I've been wanting to play something along those lines for a while now, anyhow.
Jan 7, 2018 5:56 am
Welcome Tookie! Looking forward to playing along side you instead of making your life difficult! ;)
Jan 8, 2018 4:50 pm
Hey Tookie. Happy to be in another game w you
Hello Joress.
Welcome aboard y'all
Jan 10, 2018 5:07 pm
Well given that Tookie is going to lean a bit into the Face side of things I think I'll take Doc down the Cybertech route and go full on mad scientist lol Will get him updated either today or tomorrow.
Jan 12, 2018 6:26 pm
Gav, and pleased to meet y'all.

Elevator pitch: more Sheriff than Outlaw, and more bright-eyed than mischievous. Carries a heavy rifle. Ex-imperial pilot on the run.

Ready to jump in whenever!
Jan 22, 2018 10:55 am
Since Tookie is aiming to be a pilot, I'll take Marithyme's offer to respend the points I temporarily invested into that, and remain a gunslinger. I can still be a co-pilot, which was what Jack was originally for (besides slinging guns).
Jan 22, 2018 12:31 pm
Well I've still not had time to sit down and spend all of Doc's XP but I've been bouncing between going Politico to improve Doc's interpersonal skill set or going Cybertech as I had an inkling to take him into that side of things but the more I think about it the more I feel Cybertech just doesn't fit Doc's character so I'm going to go Politico I think and get all of the XP spent before I change my mind again!!!

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