Read First: Character Creation Discussion

load previous
Nov 22, 2016 9:31 pm
Squeeks1337 says:

It really is a good idea though to have multiple people with social skills... It can be difficult for a single person to cover all the bases so having more than one focus on other social skills can help give the party many options.
Given what I've said about competence in character ability (3 yellow dice or 4 green meaning your good at something, not a master) you're absolutely right. Nobody is going to come out of the box with a complete politician's skill set, aka Palpatine.
Squeeks1337 says:

Plus, having one person fail a check can kind of push them quickly out of a social encounter (much like death pushes you out of a combat encounter). Another person with a deception skill could help save a poor lie from someone else.
I know what you mean Squeek, but to make sure the rest of you aren't thrown off: it depends.

First of all, what you character is saying in the social interaction should align with the skill check. Secondly, the dice roll will matter, with Advantage, Triumph, Threat, and Despair playing a part in how I interpret your attempt.

As far as getting pushed out of a conversation, it's possible. Failing a Charm roll, means you aren't currying their favor any more (accompanied by enough Threat or a Despair, and perhaps they like you even less than before somehow, or you just rub them the wrong way). Failing a Deception is more likely to get you pushed out, as nobody likes being lied to.

Your Charm roll failed but you rolled 3 Advantage? You could try to Charm again with a boost (as long as you put some more dialogue in there that makes sense... "I Charm him again!" won't suffice. Your Deception succeeded but you rolled Despair? Well, they're inclined to believe your cover story and fake identity but are going to have you followed, to be sure.

Again, it all depends. One of the great things about the FFG SW dice system is it allows for me to interpret the results of the roll and proceed from there.
Nov 22, 2016 9:35 pm
Squeeks1337 says:


I'll send you a PM later with the full rules so you can choose to post them wherever you wish...
Thanks a ton! I had a basic idea of how Duty works, and am extremely familiar with Obligation and Morality. Things can only get better with the integration of Duty.
Nov 22, 2016 9:36 pm
Tefmon says:
Ezeriah says:
Anyone who can facilitate a full explanation of the Duty rules, it would me much appreciated. I'm not opposed to unlicensed scans, but I would prefer legit. The easier the access, the better as well.

If we can incorporate Duty, Obligation, and Morality, that would be ideal. I think this could only enhance the depth of the characters.
There's no such thing as legit scans, unfortunately (unless you try to argue that it's a "backup copy for personal use only", which is perfectly legit in most copyright systems, but not really conducive to sharing it over the internet). I'll send you some links via PM, which should work until one of us can get a more legitimate explanation of the Duty rules up.
Thanks to you as well.

Whatever comes my way, I'll put to use! Soon you'll all be the military outfit you should be.
Nov 22, 2016 9:45 pm
Ezeriah says:
IMPORTANT MESSAGE REGARDING THE GAME


I’m mentioning this here simply because it’s where all the talk is as of now.

I’ve added some very important information to the ‘Game Structure and Abences’ thread. Please take a look when you get the chance. After reading both of the posts (‘Game Structure and Expecations’ and ‘Absences’) please create your own post on the same thread showing you’ve read them and understand. You don’t have to write anything special, it’s more like a simple yay or nay concept.
For those of you who somehow missed this, it's important, and top priority. It specifically relates to how we'll be playing the game regarding posting frequency.
Nov 22, 2016 11:33 pm
Hawke's backstory RD is up, finally. I ended up scrapping 5-6 different starts because I wasn't feeling that it fit right. End result though, I'd fairly happy with. It's going to be fun to play a character with a few screws loose upstairs. Not loose enough to interfere with his work, but still loose.
Nov 23, 2016 12:06 am
A NOTE ON THE GAME RELATIVE TO CANON:

As a GM, I'm extremely comfortable with altering canon. As such, you should leave some of your expectations at the door.

Luke could have been killed by Vader. Obi Wan may be alive. Han Solo could still be a prisoner of Jabba the Hutt. Anakin may have joined the Republic, redeeming himself in another way. Count Dookui could be Sith Lord.

You get the idea. If some of you don't like this, that's unfortunate. However, I believe the game can only benefit from having big question marks as your long isolated culture ventures forth into the galaxy.

The point here is, don't make assumptions about what you'll be up against. Approach your conquest as your characters would. Besides some very useful and somewhat current galactic maps showing juicy targets, you don't have a lot of intel to go on and shouldn't make many assumptions.

What I will give you is this. The Empire and the Republic (no longer a mere Rebel Alliance) are still going at it (some more recent maps from the Sith acquired from the Graveyard along with some personal messages reveal this) Everything else is up in the air.
Nov 23, 2016 12:35 am
As an interesting side note, the primary language of your home world Akrulta is Basic. However, each of you speak Sith as well. Something to keep in mind.
Nov 23, 2016 1:04 am
Fabulous! AU Star Wars! In terms of entering into the outside world, do we know anything of what the rest of the standard universe knows/thinks of the Sith at large? Thought to be an extinct ancient group, hated figures from history, hated figures from present, silly backwater hicks from the Wild Space?
Nov 23, 2016 1:21 am
With our characters existing primarily as those posts in their own threads, to what extent do you want actual GP character sheets filled out?
Nov 23, 2016 2:10 am
Dramasailor says:
Fabulous! AU Star Wars! In terms of entering into the outside world, do we know anything of what the rest of the standard universe knows/thinks of the Sith at large? Thought to be an extinct ancient group, hated figures from history, hated figures from present, silly backwater hicks from the Wild Space?
What Sith High Command knows, gleaned from the Graveyard and the very rarely interrogated exporer:

The Sith are aware that the Republic and Empire are the major factions in the galaxy via maps and some tidbits of journals, communications record sliced from ships and such. Beyond locations and facts below, they know next to nothing.

There is no mention of the Sith from the Graveyard ship data stores.

Explorers interrogated always had one statement in common: They had no idea of the existence of your culture, nor had they ever heard of the Sith. They were simply exploring.

The Sith in your culture have been anxiously looking forward to the Conquest for centuries, since Emperor Akrulta's prophesy. As such, they have not forgotten how most of the galaxy (especially the Republic, who basically defeated the Sith via the Jedi) views them.

The Sith have not forgotten the Jedi via tales handed down around the campfire, so to speak, although no mention of them comes from the Graveyard. Interrogations of explorers revealed tidbits about the Jedi, suggesting that their order had been vanquished when the Republic fell, and they were no more than legends and stories now.

One explorer was found to be force sensitive, and claimed that the Jedi simply were no more. He had been searching for them after hearing legends as a youth, recognizing he himself was force sensitive, and was pulled to this part of the universe in his search. The explorer was very powerful in the force, and interrogators failed to twist him to the Dark Side, killing him in the attempt to do so after a year of various tortures and solitary deprivation imprisonment.

Regarding history of the Sith prior to the Exodus led by Vhrall Akrulta, all names and events are wiped from Sith record. Recorded history starts with Akrulta saving the Sith from certain destruction, by bringing as many as he could on the Exodus, finding them a new home.
Nov 23, 2016 2:11 am
Dramasailor says:
With our characters existing primarily as those posts in their own threads, to what extent do you want actual GP character sheets filled out?
You don't need to fill out the GP sheet. Just do enough that its 'finished'.
Nov 23, 2016 2:22 am
Krosus:

Maybe I'm just mind melting, but as far as total XP to spend (assuming you use Morality to get the 10 extra XP) you should have:

110 (human) + 10 (Morality bonus) + 165 (granted) = 285

By my calculations you have 25 left.
Nov 23, 2016 2:22 am
Remember all, the only starting XP bonus comes from Morality, as I handed out some extra XP to cover Obligation and Duty.

Yes, we're using Duty now. I've got the rules for it. Everyone pick a starting duty with a value of 5. For those unaware, using Duty in the game will give your group a more military feel, and allow you to progress within the Sith military, depending upon your performance as a unit. Your unit's Duty will essentially work as a prestige rating within the Sith military. Higher Duty, gained by successes, will allow you access to more resources in the Sith Military, and increase your influence within it as well.
Nov 23, 2016 2:26 am
By those calculations I should have an extra 10 XP to allocate as well.

I'll grab 5 Duty as well and update her sheet.
Nov 23, 2016 2:27 am
Dramasailor, you should have 285 total XP as well.
Nov 23, 2016 2:27 am
Dramasailor says:
By those calculations I should have an extra 10 XP to allocate as well.

I'll grab 5 Duty as well and update her sheet.
Simultaneous posting!
Nov 23, 2016 2:37 am
Meribson:

Great back story. The stranded child be taken in by the Sith... dead parents speaking to him through his madness... just great. How you won your trials was classic Sith.
Nov 23, 2016 2:52 am
Updated. Ended up taking Influence Control: Emotion/Belief for 10 XP. Discipline/Obsession for her morality items. Duty she took Internal Security.
Nov 23, 2016 2:52 am
Ezeriah says:
Meribson:

Great back story. The stranded child be taken in by the Sith... dead parents speaking to him through his madness... just great. How you won your trials was classic Sith.
Glad it meets your approval :D

Just making sure that it's clear, I'm stating that I went with 2,500 extra credits instead of 10 extra XP.
Nov 23, 2016 3:16 am
Still at work so short post ;-)

Love the idea of being able to move away from Canon. Playing a familiar area and changing it is always good fun.

Ezeriah is helping me work a character concept by PM but I thought I would post some details here for the group

"Story wise I had an idea of being the sole survivor from a settlement/village of Trandoshan (sorry I am not up to speed on the social structure) exterminated by the Sith. Picked by one of the Sith to be trained because he recognised not only a potential force user, but also that this Trandoshan was filled with hate and that could be channeled into creating exactly the monster we are talking about"

I am looking at a Brawny character with good will power. Very likely to be a force user and aiming to be Tankish, soaking up damage rather than avoiding it, hopefully drawing attention away for the rest of the party in combat, so they have more freedom to do there thing. Not a murder hobo, but a blunt instrument, direct solutions being the preferred method of dealing with a problem.

Skills I am aiming for Discipline, Coercion and Vigilance.
load next

You do not have permission to post in this thread.