Read First: Character Creation Discussion

Nov 19, 2016 7:16 pm
After you discuss the kind of game you’re interested in and a general direction with your fellow players, characters will be created from Edge of the Empire (EotE), or Force and Destiny (F&D). You might find Oggdude's Character Generator to be extremely helpful should you choose to use it; it does the math for you and I highly recommend it. Upon completion of initial character generation using rules as written (RAW), spend another 150 XP as you see fit, representative of a naturally gifted or more experienced character. Keep in mind that you cannot spend XP to increase characteristics such as Brawn, Cunning, etc. after initial character generation, except by purchasing the Dedication talent, typically found at the bottom of specialization talent trees.

For initial character generation, first choose a species from EotE or F&D, then a Career and Specialization along with the corresponding free skill ranks available. Regardless of Career choice, you may choose a species from either core rule book (CRB). Determine your Obligation (EotE careers) or Morality (F&D careers), before spending experience. During initial character generation, characteristics (e.g., Brawn, Intellect) can be increased at a cost of (10 multiplied by the characteristic’s new value).

Some species can choose non-career skills; these cannot be chosen from skills that are available in your Career or Specialization. After allocating free Skill Ranks for initial Career and Specialization, the cost to increase Career/Specialization skills is: (5 multiplied by the New Rank Level). The cost to increase all other Non-Career skills is: (5 multiplied by the New Rank Level) plus 5. You may also spend XP on Talents in your specialization’s tree. Using XP during initial character generation to purchase an additional Specialization is not recommended due to the relatively high cost (20-30 XP).

Force users: the Mentor discount for force powers is applied only if you had a Mentor, reducing the cost of learning basic powers (top of the tree) by 5 XP. Also, some powers may be different than the CRB.

You can create a new thread for your character using the template "Example Character Instructions". Simply make the title of your thread the character's name.

Lastly
, this is my first time GMing on GP, so I'll be figuring out technical things about forum use as we go. I will, however, be checking frequently to help facilitate your use of the forum. Please PM if you have any difficulties.
Nov 19, 2016 8:46 pm
Some things to consider as your group determines their origins and background...

What kind of character do you want to play?

What do you think the goal(s) of the group might be?

How did the group come together?
Nov 20, 2016 12:05 am
Don't know if any other players have read this yet, but I'm strongly inclined to playing a F&D combative character. If stuff beyond the core books are allowed then I'm leaning towards a Gank Guardian Armorer/Cyber Tech. Basically he's a combat oriented, force-sensitive, technician that specializes in cybernetics.
Nov 20, 2016 12:13 am
Nice; always good to have someone do tech. With the extra XP, you could also throw Soresu in there to actually have some combat ability. As far as species go, we're only using EotE or F&D.

I like the idea of F&D as well. If players are force users, they'll start with a lightsaber. Also, even if the group wants to be the Sith spearhead as in one of my examples (I really like this idea, but won't force it), other players could still be non-force users.

Lastly, given my tendency to be unforgiving, I recommend if you're going to be good at something, be good at it. Groups made of jacks of all trades tend to fail.
Nov 20, 2016 12:15 am
I've read through it, but I need to do some research when I get a chance to sit down and hit the books. I'm new to the system, so I have no strong desires or anti-desires. I'm fine not being a force-sensitive character. I'll be reading up tonight. :)
Nov 20, 2016 12:21 am
Ezeriah says:
As far as species go, we're only using EotE or F&D.
The reason I had mentioned core books is because Gank is in an EotE supplement called Lords of Nal Hutta. If you are wanting just the Core-Books then that's fine too.

EDIT:
Also, regarding force-sensitives starting with a lightsaber, is that any lightsaber or just the bog-standard lightsaber? I'm asking because if we are sticking with Core-Books only then my planned character will be designed with a double-bladed saber in mind.
Last edited November 20, 2016 12:47 am
Nov 20, 2016 2:01 am
After putting a little more thought into it, I'll consider other species, unless it's just too over the top (I'll take a look at what you mentioned). I'm open to the Gank concept, we may start from a place where your character, for whatever reason, has yet to get any cybernetic implants. If however, you're interested in them, your character can always pursue that. I'm curious, what does Lords of Nal Hutta say regarding and Gank rules (special species rules, etc)? I found them on the species master list, but I'm curious if there's more.

As far as lightsabers go, we'll use creation methods from the GM kit. However, nothing exotic to begin with, simply standard Ilum or Rubat crystals (I believe mechanically they're the same). However, as a benefit to building your own saber, you'll be able to mod it once per the rules (e.g., easier crits, +1 damage). No need to build your saber now, I'll post details on how to do so in the References section of the forum.
Nov 20, 2016 2:13 am
The Ganks are fairly simple. They have Pr 1, all other Charicteristics start at 2. They get a free point in either Coercion or Vigilance, their cybernetic implant cap is boosted (to 3 + Br), and they start out with 2 pieces of cybernetics worth up to 5000 credits total.

My go to pieces of cybernetics include a gank comm implant (mostly for fluff) and a cybernetic respirator. The comm implant allows the implantee to silently communicate with anyone in a given area that also has one. Tech-based telepathic communication basically. The second is basically a built-in breath mask and respirator as well as granting a free rank in the Blooded talent.
Nov 20, 2016 2:13 am
Dramasailor says:
I've read through it, but I need to do some research when I get a chance to sit down and hit the books. I'm new to the system, so I have no strong desires or anti-desires. I'm fine not being a force-sensitive character. I'll be reading up tonight. :)
Sounds good. You should strive to be the kind of character you want to be. Even if the rest of the group are a freshly assembled crew of Sith (by culture, not necessarily species) spearheading an invasion, moving into the galaxy 100 years after the death of the Emperor, they might still have a non force user with them.

I don't know about everyone else so far, but I keep coming back to that. I like the idea of it being around 100 years after the end of Return of the Jedi, and your group is that spearhead for a new Sith conquest/invasion of the galaxy. Basically, the idea is that the when the original Sith empire fell, a large splinter group foresaw the fall and made it's way into wild space, away from the eyes of the galaxy, and rebuilt on some planet or the like. We can do as we need to make a variety of species fit the story as well, within canon.

Like I said before though, it has appeal to me, and I won't force it. There are many ways we can get a good campaign going that I like; that one just seems more unique. We'll kick some ideas around.
Nov 20, 2016 2:18 am
Meribson says:
The Ganks are fairly simple. They have Pr 1, all other Charicteristics start at 2. They get a free point in either Coercion or Vigilance, their cybernetic implant cap is boosted (to 3 + Br), and they start out with 2 pieces of cybernetics worth up to 5000 credits total.

My go to pieces of cybernetics include a gank comm implant (mostly for fluff) and a cybernetic respirator. The comm implant allows the implantee to silently communicate with anyone in a given area that also has one. Tech-based telepathic communication basically. The second is basically a built-in breath mask and respirator as well as granting a free rank in the Blooded talent.
That's fine, but going that route I'm not sure about 5k credits worth of cybernetics. Let me know the cost of the cybernetics you want and we'll see. 5k just seems somewhat high.
Nov 20, 2016 2:25 am
The comm implant costs 250 credits, while the respirator costs 2,000 credits. Five thousand is simply the hard limit, and most of the cybernetics in the core rulebooks cost more than that. Looking at OggDude's character generator, in the EotE and F&D core rulebooks 2 out of the 5 implants they could get at char creation explicitly don't offer benefits (the basic prosthetics).
Nov 20, 2016 2:33 am
A side note on PbP and Combat, to be fair:

There are some schools of thought that in PbP combat is a side show. To each their own, and if you enjoy that, that's fine. What I'll say about that is this: combat can and will happen in my game. I won't go out of my way to make it so, and your choices will play a large role in how you overcome obstacles and the like (e.g., going through the front door vs. some recon and finding the underground entrance). That said, being Star Wars, sooner or later combat rears its violent head.

I'm not suggesting that all of you make combat focused characters, at all. Just try to make characters that are ready for it, in some way shape or form. When it does go down, you don't want to be dead weight. There's a joke in the somewhere, but I'll leave it be :)
Nov 20, 2016 2:35 am
Meribson says:
The comm implant costs 250 credits, while the respirator costs 2,000 credits. Five thousand is simply the hard limit, and most of the cybernetics in the core rulebooks cost more than that. Looking at OggDude's character generator, in the EotE and F&D core rulebooks 2 out of the 5 implants they could get at char creation explicitly don't offer benefits (the basic prosthetics).
I'm fine with all of that. Have at it. Also, since your force user will be dark side, I'll have to make some adjustments to Morality rules for you (and the other dark side types). I won't be dong that tonight, but I'll get to it.
Nov 20, 2016 6:42 am
***Notes on Character Creation for Ease of Reference***
These have been condensed and edited from other posts. As we go along, I may come up with additional ideas that belong here. If so, rather than having you refer back to this post repeatedly, I'll add them and re-post it, making the additions and/or changes obvious.

Before fully developing your character's background, we need to determine the origins and initial direction of the group together.
One of the reason for this is that the origins and the group's direction will have some impact on the character's background. For example, if the character's are the spearhead of a new Sith uprising/conquest/galactic invasion, they will be coming from a planet beyond the Outer Rim and in Wild Space, shrouded from detection by dangerous nebulae and the Dark Side that pervades the planet (let's say a powerful Sith Lord foresaw the coming fall of the Sith and had the planet made ready decades before the fall). The character's backgrounds will be shaped by the fact that they have been almost completely isolated from the galaxy and politics for 1,000 years, part of a rebuilt Sith Order that seeks to dominate the galaxy once again. This won't limit your species or career choices, as the Sith took slaves and recognized strength in other species while a rebuilt society allows for all of the career paths.

Also, I know I keep going back to that example. If you're wondering, part of the appeal is the fact that this origins story puts three major factions into play across the galaxy: The Empire (with or without the Emperor remains to be seen), The Rebel Alliance (in a strengthened position, perhaps even on the verge of establishing a New Republic) and the New Sith Order (back from the ashes for revenge, conquest, and absolute domination of the galaxy).

Whatever the group's origins and initial direction, we should figure that out before you write your backgrounds, so they'll be more cohesive and make sense.

You should strive to be the kind of character you want to be.
Even if the rest of the group are a freshly assembled crew of Sith (by culture, not necessarily species) spearheading an invasion, moving into the galaxy 100 years after the death of the Emperor, they might still have a non force user with them. Also, keep in mind what you bring to the team outside of combat. For example, Meribson has already covered Intellect type skills such as Mechanics and Computers by building a tech oriented character. Nobody is saying you can't build a brainy character as well. At the same time, diverse group of specialists typically has greater potential for success.

A Fair Warning from your GM Regarding PbP and Combat
There are some schools of thought that in PbP combat is a side show. To each their own, and if you enjoy that, that's fine. What I'll say about that is this: combat can and will happen in my game. I won't go out of my way to make it so, and your choices will play a large role in how you overcome obstacles and the like (e.g., going through the front door vs. some recon and finding the underground entrance). That said, being Star Wars, sooner or later combat rears its violent head.

I'm not suggesting that all of you make combat focused characters, at all. Just try to make characters that are ready for it, in some way shape or form. When it does go down, you don't want to be dead weight. There's a joke in the somewhere, but I'll leave it be :)

Force users will start with lightsabers.
I think enough of us have been on the crystal quest or never wanted to do it in the first place. As such, lightsabers weill be created using creation methods borrowed loosely from the GM kit. However, nothing exotic to begin with, simply standard Ilum or Rubat crystals (I believe mechanically they're the same). However, as a benefit to building your own saber, you'll be able to mod it once per the rules (e.g., easier crits, +1 damage). Whether you have the GM kit or not, I've created a post in the Library detailing how to make your lightsaber.

If force users want to reliably use the force, increase your force rating.
Having only one die to roll gives you exactly a 50% chance to roll dark 1 side point and 8% chance to roll 2 points on the force dice. Two force dice gives you a 42% chance for 1 point, a 32% chance for 2 points, an 8% chance for 3 points, and a 1% chance for 4 points. You can take a look at probabilities and plan ahead using this AnyDice Tool. You can change the number of force dice in the equation 'X: 1 \ number of force die \' line; simply change the number after the 'X:'.

For final character approval, refer to "Example Character and Instructions."
It will detail the template to follow for showing how you spent your XP, etc. I'd like the character sheets and related documents to be cohesive across all characters, so please follow it exactly. A simple way to do so is to copy and paste my examples into your character thread's posts as instructed, changing information as needed. Your 'character sheet thread' will also serve as your primary character sheet for gaming purposes.
Nov 20, 2016 3:58 pm
I definitely like the idea of a post-RotJ Sith invasion squad. Given that, I think I'm looking at a force-sensitive person. Leaning towards a Human Warrior/Starfighter Ace. Brash, young, and arrogant. If the thought is that we'd be planet hopping to scout things out, probably specializing more in space ability rather than planetary pilotage.

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EDIT
Starfighter Ace better fit what was in my head. Though if we have a guaranteed ride around the universe and aren't worrying ourselves with the intricacies of getting from A to B, the Seeker/Ataru Striker seems like it would be my other possible area of focus.
Nov 20, 2016 4:35 pm
Dramasailor says:
Though if we have a guaranteed ride around the universe and aren't worrying ourselves with the intricacies of getting from A to B, the Seeker/Ataru Striker seems like it would be my other possible area of focus.
I've been in that situation, where I felt compelled to choose a pilot type to help the group. Nobody wants to be in a flying coffin, which every starship is without a good pilot. I chose pilot. Later, I just wasn't feeling it. The GM, kindly enough, allowed me to change my character to one that just suited me more, a different career entirely. It was very early in the campaign, so there was no harm in it.

That being said, play what appeals most to you. If you prefer the Striker, go with that. Besides, since they use Agility for their lightsaber form, you'll still make a decent pilot if you grab a higher agility.

EDIT: There are no guaranteed rides. Your group could always pick up a skilled NPC pilot, but I'll still have him make rolls. Worse case scenario, assuming some smart choices from the group, you get to the escape pods before the ship becomes space debris.
Nov 20, 2016 4:43 pm
I prefer pilot types, definitely. And with a high enough Agility, he'd still be reasonably good at combat I'd think.I think that's what I'll roll with.
Nov 20, 2016 4:55 pm
The Striker also has Piloting skills as an option.
Nov 20, 2016 5:17 pm
I think I will do a Striker that picks up some piloting skills. Do a bit of double duty between cutting people down and then helping to get the group out of dodge quickly.
Nov 20, 2016 5:28 pm
As we progress, the more frequently all of us can be involved and post during character creation, the better. If we can collectively get a few posts or more in during the next few days, that will help us get to the story sooner. Also, the sooner we decide on the group's origins and such, the sooner I can start working on prepping the opening scene for the game.

For those joining us, so far it looks like the group has covered the following core skills (none of this is written in stone, of course):

Meribson is going with an Intellect oriented character. With a high Intellect of 4 he's got Mechanics, Computers, and can even pull off some Medicine and Astrogation with his natural Intellect.

Dramasailor seems to be going toward an Agility based build. A higher agility will make him naturally good at Piloting, Ranged (Heavy and Light), and Stealth.

I mention the above as a means of helping the group understand what roles have been filled. This is not to limit your choice in character however, just to help facilitate an understanding of the group's needs if you're so inclined.

Regarding character creation, it is likely I will grant force users a Mentor bonus, depending on origins, that they can use to reduce the cost of Basic force abilities by 5; after your characters are finished it will no longer be available.

Also, so far it seems players are inclined to play force users. I highly recommend, if doing so, picking up a lightsaber style to match your character (e.g., Meribson's Soresu technique allows him to use Intellect for his lightsaber attack rolls instead of Brawn, the default for all melee, Ataru Striker pairs well with what seems to be an Agility based build for Dramasailor). A rank in Parry and Reflect can't hurt, and makes sense from a training stand point.

Regarding Characteristics:

2 is considered average, 3 above average, with a 4 being someone who is gifted. Beyond that, well, we're simply looking at more gifted and legendary status potential, with characteristics going up to a max of 6.
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