Sorry, that took longer than I thought. So if I'm reading this right, you picked Charm, Leadership, Negotiation, Streetwise as your free Rank for your Career skills and then Charm and Deception for your free Rank for Specialization skills. So that's 60 XP into characteristics, 30 points to bump Leadership, Negotiation and Streetwise to Rank 2, and 10 into Talents.
So, first off... Big disclaimer: There's nothing wrong with the character as it is now. I can give notes or alternatives, but they aren't better or worse than what you've got now. And really, since you just spend XP on whatever you want, whenever you have it, nothing at character creation is some permanent hindrance that'll haunt you while you play, or anything.
Secondly, let me explain Duty. So, in Age of Rebellion we have this resource of sorts called Duty. We pick how we define it, whether we see our Duty to the rebellion as winning battles or as recruiting new soldiers, et cetera, but it all has the same purpose. Every Duty has a magnitude ranging from 1-100. Your starting amount is determined by the number of PCs in the game. According to the book, with 4 PCs, we start with 10 Duty. We kind of combine our magnitudes to make a dice chart. So if we each have 10 Duty, the chart might look like:
Moofsalot - 1-10
MoMo - 11-20
Marithyme - 21-30
Mcneils5 - 31-40
Nothing - 41-100
At the beginning of every "session," however szemely chooses to define a session, a 1d100 is rolled. If it lands on Nothing, then surprise! Nothing happens. But if it lands on one of our Duty ranges, then some nifty stuff happens. Some story elements might unfold specific to our group or character (depending on whose was rolled), or something might positively affect our mission, and we get some benefits. The person whose Duty was rolled gains +2 Wound Threshold and everyone else gains +1 Wound Threshold. If the result was doubles (11, 22, 33, etc.) then those benefits are doubled (+4 and +2, respectively).
Additionally, we gain Duty as we complete missions. When our group total reaches 100, we get a prize, and it resets back to 0.
So Duty is a good thing! A very good thing. Because it's a good thing, you can choose to lessen how much Duty you start with in order to get some benefits at character creation. szemely posted this earlier, but you can do a couple things with it at character creation:
+5 XP - Lose 5 Duty
+1000 Credits - Lose 5 Duty
+10 XP - Lose 10 Duty
+2500 Credits - Lose 10 Duty
The only restrictions is you can't start with negative Duty, so you only have 10 to spend, and you can't choose any single option more than once. But you could, for instance, spend 10 Duty to get +5 XP and +1000 Credits. Since we aren't tied to the Rebellion yet and may not have some sense of contribution to the cause (but really because I love XP), I took the +10 XP for 10 less Duty.
Next, as far as your items, you get 500 credits, plus anything extra from spending Duty. Some armor, even if it's just Heavy Clothing, is good, as is a blaster of some kind. Beyond that just look through the book and grab what you think looks neat. Only restrictions are that you can't start with anything that has an (R) next to the price (without GM permission), and szemely said only rarity 4 items or lower.
After spending your credits, you will roll 1d100 and add that to your starting credits.
I'll post this and then offer some notes on the character...
Last edited November 21, 2016 8:03 pm