Read First: Character Creation Discussion

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Nov 20, 2016 5:29 pm
Dramasailor says:
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.
A high agility will be part of your build, so you'll have a natural Stealth and Coordination as well.
Nov 20, 2016 5:50 pm
Indeed. The more I think on the idea of a Sith invasion force, the more I like it.
Nov 20, 2016 6:13 pm
I'm thinking of playing a Chiss Sentinel Shadow/Shien Expert, kind of a Force sensitive spy/infiltrator/assassin type character, which as far as I can tell doesn't overlap too much with anyone else's character concepts.

High Cunning (which with Shien form can be used to hit people with glowsticks), decent Intellect and Agility (Chiss start with 3 Int, and most of the iconic Star Wars skills are based of Ag), low to average everything else (a 1 in Presence isn't going to hurt, right?).

And the post-RotJ secret Dark Side strike force campaign sounds good to me. It does sound like we'll need a ship, if we're going to be some kind of advance team.

Also, as a sidenote, are we expected to purchase and track smaller, mundane equipment (datapads, rations, etc), or is most of that stuff being handwaved? I don't want my character to show up missing useful gear, but I also don't want to waste my starting credits on gear it's assumed we have easy access to.
Nov 20, 2016 8:06 pm
Tefmon says:
a 1 in Presence isn't going to hurt, right?
It will if you want to Charm someone. For those considering the dark side application of Charm, it doesn't imply begin nice necessarily. Any persuasion or flattery, etc that doesn't contain a lie is a Charm roll for social interactions. For example: "I like your shop, it's got a good selection. Really put together well." could be used to get a merchant to take a shine to you, lowering prices a touch.

Throw a Negotiation (Presence) on top of that and you can reduce the price further. Add on some Deception (Cunning; any statement by the character that contains a lie of any kind): "You know, there's a shop on the other side of town where I can get this cheaper." And maybe the price drops again, depending on your roll. Maybe Coercion (Willpower) comes into play: "Look, shave 100 credits off or I'll smash up your shop." Finally, maybe Leadership could even be employed, exerting authoirty, assuming it was true: "The blasters are for a local militia defense force. Perhaps a better price"

Those are just examples. Do not overlook social skills, they will com in to play. There will be plenty of chances for social interaction. That said, if you consider your character less than charming, a poor liar, etc, go with it.
Tefmon says:

Also, as a sidenote, are we expected to purchase and track smaller, mundane equipment (datapads, rations, etc), or is most of that stuff being handwaved? I don't want my character to show up missing useful gear, but I also don't want to waste my starting credits on gear it's assumed we have easy access to.
You'll track all your gear, except food (which we'll assume in survival type scenarios you take a weeks worth with you when you leave the ship (specify if you want to do otherwise in those situations).
Nov 20, 2016 8:18 pm
Or a Lightsaber (Cunning): "I chop the insolent merchant's head off!" can reduce the price to zero! For every single item in the whole shop! Including the shop itself! At those prices, it's basically highway robbery!

I'm (mostly) kidding about randomly murdering shopkeepers. I'll probably buy a level or two in Deception fairly early on in the campaign.
Ezeriah says:
You'll track all your gear, except food (which we'll assume in survival type scenarios you take a weeks worth with you when you leave the ship (specify if you want to do otherwise in those situations).
I'll make sure to buy a comlink, then. Not having a space cell phone could be pretty inconvenient.
Nov 20, 2016 8:53 pm
So for creating new characters, in terms of Obligation, Duty, and Morality, what are the starting values we'll be using?

So many new mechanics, this is interesting.
Nov 20, 2016 9:07 pm
Question: In the F&D corebook it says that at the end of character creation to roll 1d100 to determine pocket money. Are you wanting us to do that here?
Nov 20, 2016 9:13 pm
Dramasailor says:
So for creating new characters, in terms of Obligation, Duty, and Morality, what are the starting values we'll be using?

So many new mechanics, this is interesting.
For dark side force users, I'm currently working on a home brew version of Morality that I think will work quite nicely. I may also include Obligation and Morality for all players, depending on the origins of the group (even for non-force users, Morality can be used as a gauge of 'alignment' and internal conflict (a source of strain similar to Obligation). I believe putting the two together will only bring the game to life.

Regarding origins, let's put our heads together on this. Some of you have discussed and/or mentioned it briefly, but let's try to work toward a concrete decision so I can get started on prepping. Also, settling on the group's origins will allow me to finalize all aspects of character creation (Mentor bonuses for force users, Morality/Obligation decisions, etc.). For example, it will be hard to establish Obligation for characters without the origins.

In sum, I'm glad you're working on your characters, but at this point in time, the group's origin and direction is just as imortant, so please discuss.
Nov 20, 2016 9:15 pm
Meribson says:
Question: In the F&D corebook it says that at the end of character creation to roll 1d100 to determine pocket money. Are you wanting us to do that here?
We'll see. It depends to an extent on the group's origins (e.g., as part of the Sith Conquest spearhead, you might be granted some extra credits to facilitate success).

The group will also start with a ship, which will also be influenced by origins.
Nov 20, 2016 9:20 pm
As for group origin, I like the idea you floated about being part of a new Sith invasion, especially one that is from a previously hidden group of Sith that have been out of touch for a fairly long amount of time (are we talking as far back as Darth Bane as a split? Before the purge/Rule of 2? Or are we a cabal that came into our dark and twisty force powers sometime between the settling of the Rule of 2 and the rise of Palpatine and the events of the films?
Nov 20, 2016 9:32 pm
We could go all old school, and be from a long-lost remnant of one of the several Old Republic era Sith Empires (the Sith had a lot of short-lived empires). Or we could be from some non-Sith Dark Side order from the Unknown Regions or Wild Space.

If we are to be the spearhead of a larger invasion force, it would also stand to reason that we would have some form of superior to answer to.

Ship-wise, I've always liked the look of Darth Maul's Sith Infiltrator from TPM, which looks like it could just fit about a half-dozen passengers and crew. If we end up having more PCs, or NPC minions, then a bigger ship with more living space might be necessary.
Nov 20, 2016 9:35 pm
As part of the Sith Conquest idea, to me it seems that your group has long been hidden from the galaxy, having avoided tha fall of the Sith as described in canon. Perhaps a resourceful, and powerful, Sith Lord with some serious Foresee powers saw it coming decades before it happened. As such, he seized the opportunity not only for self-preservation, but to establish a new power base under his supreme rule.

Given the above, he would certainly have certainly sent a small 'colonization' group of sorts to another highly isolated/secluded planet he had discovered via some explorers he sent out (with 20, 30, or 40 years a lot could be done). Naturally, to keep it a secret, he would have tied up loose ends, ensuring that only he knew the location of this new order (you know what that means). In fact, on a darker note, if not too exotic (I'm shooting from the hip here), trusting no one, his new colony is run entirely by droids in his absence. Prepared for the fall of the Sith Order, when it begins he essentially grabs a large number of force sensitives, taking them with him to the new colony, which still isn't charted on any galactic map due to reasons mentioned in previous posts.

Given the Star Wars timeline, this would have happened about 1023ish BBY (Befiore the Battle of Yavin), eso about a year before the Jedi drove the Sith into hiding.
Nov 20, 2016 9:40 pm
Also, as part of the Sith Conquest, your actions will have meaning and weight. Depending on your successes as a group, I'll allow you to be part of taking planets and systems, helping the Sith reshape the galactic map as you battle against the Empire and the Rebellion (perhaps New Republic as I'm okay completely restructuring the timeline and events to suit our story. So, the Empire falls into disarray, Armies fall into disrepair, planets no longer intimidated join the New Republic. In a relatively short period of time, the Empire and the Republic become balanced in a sense, more equals than Empire vs. Rebellion.
Nov 20, 2016 9:42 pm
The Fall of the Empire after RotJ would likely have given our nascent Sith Empire a chance to gobble up some outlying worlds that were abandoned as the Empire withdrew the remnants of its military to the Core Worlds. So there's also a logical reason for our Sith Reconquest to have been launched at this exact moment in space history, as well.
Nov 20, 2016 9:45 pm
Ezeriah says:
snip In fact, on a darker note, if not too exotic (I'm shooting from the hip here), trusting no one, his new colony is run entirely by droids in his absence. snip
That's awesome. I like that idea quite a bit. Would we be the force sensitives he brings in during the purge? Or would we be the outcome of that society, some centuries later?
Nov 20, 2016 9:50 pm
The players would be some of the finest the new Sith culture would have to offer, likely one of many smaller groups sent out into the galaxy to help gain footholds in key locations, etc. As such, you would be members of a society birthed approximately 1,025 years ago.
Nov 20, 2016 10:13 pm
As a side note, for characters interested in playing non-force users:

It's not right that the only careers and specializations with access to the Parry talent are Force users (as if a bounty hunter or hired gun couldn't learn to parry). As such, if you are interested in playing a non-force user, I have a home brew rule for allowing EotE characters to access Parry.

Essentially, if you choose to play an EotE character, I'll allow Bounty Hunters and Hired Guns to do the following, for each specialization in those careers:

Parry can be substituted for any talent on a specialization tree at the 5 XP level, 15 XP level, and 25 XP level.

For example, as Boba Fett goes to spend his XP on the Gadgeteer specialization tree, he decides that instead of Toughened, he'd rather pick up a rank in Parry at the 15 XP level, to help deal with those pesky Jedi (losing access to Toughened in that spot permanently, having substituted Parry for that spot on the tree instead). Later, after a close call with Obi Wan on Kamino, he decides he needs to up his game against Jedi. Further down the Gadgeteer tree, he decides to spend 25 XP on another rank in Parry, substituting it for the Crippling Blow at the 25 XP level on the talent tree.

Throw in a cortosis weapon (to counter the lightsaber's Sunder quality), and now a non-force user can go toe to toe in dramatic fashion with a force user.

So, over the course of six specializations in the Bounty Hunter and Hired Gun careers, an EotE character could get up to 18 parry. This is in line with what force users can do. It is completely possible for a force user to get a Parry of 18 over over six specializations, or less.

The reason I've come up with this home brew is that lacking Parry, going against other Force users, can be quite a lopsided affair. Also, it just makes sense. When EotE was designed, Parry simply wasn't a concept yet. As far as Reflect, well, I can't do anything about that :)

Furthermore, for non-force users I'll be willing to grant an additional 10,000 credits worth of gear, equivalent to the value of a lightsaber, to compensate for the force user lightsaber allowance. This could allow you to grab those cortosis weapons, cybernetics, Rare items that are hard to find, talk to me about having an expert tech mod your gear for a price, etc. Of course, I may deny some purchases if they just seem to over the top.

The idea here is that I don't want players to feel forced to play force users to 'compete' or feel capable. And granting the force users lightsabers, I feel inclined to level the field and give the non-force users a fair shake.
Nov 20, 2016 10:53 pm
While I have no objections to what has been put forth, I'd like to put out an idea that has been percolating in my head for a very long time now.

We PCs aren't the invaders of an empire from Wild Space that are descendants of an ancient Sith Empire, we are the ancient Sith Empire. A dreadnought/colony ship was sent out into Wild Space, suffered difficulties, and arrives/wakes up centuries if not millennia late.
Nov 20, 2016 10:54 pm
On Force Powers:

Let's just use the core rule book; I'm not a big fan of some of the other additions to the force via supplements as I'd like to stay a little closer to canon from the movies. Sorry Tefmon, but I'm assuming Manipulation is one of those?

Besides that, having looked at your character, it's good to go.

It's worth mentioning that before we get started in the story, if you want to tweak your character, or make something from scratch, that's okay. Until the story actually begins, your characters aren't set in stone. If you decide to tweak your character or start anew, please let me know.
Nov 20, 2016 11:19 pm
Meribson:

Your character checks out okay. As far as the 10 XP Grit from the Soresu tree, is that the one above Defensive Circle, or to the right below Defensive Stance? I'm recreating all of your characters on Oggdude's to check/track them, and just want to get it right.
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