Read First: Character Creation Discussion

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Dec 1, 2016 5:31 pm
You mentioned role-playing the trip through hyperspace, would that go here?
Dec 1, 2016 5:49 pm
Thanks to you as well for your accuracy and organization, Tefmon. :)

I've created an exact copy of your character down to every piece of gear, credits, and XP in Oggdude's. As we play, I'll keep it up to date as a copy of your character for my own records.

I've checked Tejanna with Oggdude's and he is accurate down to the last credit; I added some info on comm based on CRB's to give you a better understanding of them. I didn't expect you to have these as the book does leave some room for interpretation, but I found a great Approximate Range Band Distances: Personal, Planetary, and Space resource I use as my rule of thumb for distance in Star Wars.

Feel free to familiarize yourself with the ship as your character is now officially on The Spear of Akrulta, traveling through hyperspace on a 2 week voyage to the planet Bonadan (meaning go ahead and RP your character traveling through hyperspace on the ship if you like). There, you will meet your unit's contact, a high level operative sent out on a classified mission over a year ago (Sith Intelligence informed you that, as a means of controlling public opinion and keeping order, the official announcement of Veil piercing starship tech was made 'long after' the actual discovery).

Your contact's mission was to be an observer and 'get the lay of the land', so to speak, performing advance reconnaissance as a means of providing your unit with the necessary intel to successfully complete their mission. Sith Military Command and Strategic Operations had almost nothing to go on besides some up to date galactic maps and various data logs from the Graveyard. As such, your contact in the field is one of many agents sent out as as advance recon to pave the way for the Sith war machine...

Moving on to the next character now.[/quote]
Dec 1, 2016 5:50 pm
Meribson says:
You mentioned role-playing the trip through hyperspace, would that go here?
Nope.

Will put a story thread down now. Thanks for the heads up.
Dec 1, 2016 5:55 pm
Ezeriah says:
Meribson says:
You mentioned role-playing the trip through hyperspace, would that go here?
Nope.

Will put a story thread down now. Thanks for the heads up.
Story Thread on the Main Page... (perhaps a tentative title)

Prologue: Hyperspace Trip to Bonadan
Dec 1, 2016 6:09 pm
You're all set Squeek.

I've created an exact copy of your character down to every piece of gear, credits, and XP in Oggdude's. As we play, I'll keep it up to date as a copy of your character for my own records.

I added some info on comm ranges based on the CRB's to give you a better understanding of them. I didn't expect you to have these as the book does leave some room for interpretation, but I found a great Approximate Range Band Distances: Personal, Planetary, and Space resource I use as my rule of thumb for distance in Star Wars.

Feel free to familiarize yourself with the ship (main page thread Prologue: Hyperspace Trip to Bonadan) as your character is now officially on The Spear of Akrulta, traveling through hyperspace on a 2 week voyage to the planet Bonadan (meaning go ahead and RP your character traveling through hyperspace on the ship if you like). On Bonadan, you will meet your unit's contact, a high level operative sent out on a classified mission over a year ago (Sith Intelligence informed you that, as a means of controlling public opinion and keeping order, the official announcement of Veil piercing starship tech was made 'long after' the actual discovery).

Your contact's mission was to be an observer and 'get the lay of the land', so to speak, performing advance reconnaissance as a means of providing your unit with the necessary intel to successfully complete their mission. Sith Military Command and Strategic Operations had almost nothing to go on besides some up to date galactic maps and various data logs from the Graveyard. As such, your contact in the field is one of many agents sent out as as advance recon to pave the way for the Sith war machine...
Dec 1, 2016 6:41 pm
Everything checks out perfect Dramasailor. Thanks. :)

I've created an exact copy of your character down to every piece of gear, credits, and XP in Oggdude's. As we play, I'll keep it up to date as a copy of your character for my own records.

I added some info on comm ranges based on the CRB's to give you a better understanding of them. I didn't expect you to have these as the book does leave some room for interpretation, but I found a great Approximate Range Band Distances: Personal, Planetary, and Space resource I use as my rule of thumb for distance in Star Wars.

Feel free to familiarize yourself with the ship (main page thread Prologue: Hyperspace Trip to Bonadan) as your character is now officially on The Spear of Akrulta, traveling through hyperspace on a 2 week voyage to the planet Bonadan (meaning go ahead and RP your character traveling through hyperspace on the ship if you like). On Bonadan, you will meet your unit's contact, a high level operative sent out on a classified mission over a year ago (Sith Intelligence informed you that, as a means of controlling public opinion and keeping order, the official announcement of Veil piercing starship tech was made 'long after' the actual discovery).

Your contact's mission was to be an observer and 'get the lay of the land', so to speak, performing advance reconnaissance as a means of providing your unit with the necessary intel to successfully complete their mission. Sith Military Command and Strategic Operations had almost nothing to go on besides some up to date galactic maps and various data logs from the Graveyard. As such, your contact in the field is one of many agents sent out as as advance recon to pave the way for the Sith war machine...
Dec 1, 2016 6:55 pm
mrvain says:
Credits Available: 1 cr
Legal Pool: 1200 (500 [Character Creation] + 700 [Acquisitions] + 31 [d100 pocket cash])
Illegal Pool: 850


Lightsaber 2nd Mod 500cr - Legal THE SECOND MOD WOULD COST 200 X 5 = 1000 CREDITS YOUR FIRST DAMAGE MOD IS FREE, SO YOUR LIGHTSABER STATS WORK.
Padded Armour 500cr - Legal
Commlink (handheld) 25 cr - Legal
Glow Rod 10 cr - Legal
Backpack 50 cr - Legal
Stimpacks x2 at 25 credits each = 50 cr - Legal
Utility Belt 25cr - Legal
Binders 25cr - Legal
Restraining Bolt 35cr - Legal
Canteen 7cr - Legal
Fire Paste 3cr - Legal

Total 1230cr from Legal Pool

Group purchase - 850 cr. [Illegal Pool]
Dec 1, 2016 6:58 pm
Ezeriah says:
mrvain says:
Credits Available: 1 cr
Legal Pool: 1200 (500 [Character Creation] + 700 [Acquisitions] + 31 [d100 pocket cash])
Illegal Pool: 850


Lightsaber 2nd Mod 500cr - Legal THE SECOND MOD WOULD COST 200 X 5 = 1000 CREDITS YOUR FIRST DAMAGE MOD IS FREE, SO YOUR LIGHTSABER STATS WORK.
Padded Armour 500cr - Legal
Commlink (handheld) 25 cr - Legal
Glow Rod 10 cr - Legal
Backpack 50 cr - Legal
Stimpacks x2 at 25 credits each = 50 cr - Legal
Utility Belt 25cr - Legal
Binders 25cr - Legal
Restraining Bolt 35cr - Legal
Canteen 7cr - Legal
Fire Paste 3cr - Legal

Total 1230cr from Legal Pool

Group purchase - 850 cr. [Illegal Pool]
Finish your character on your character sheet Mrvain and work out where your money is going (the second lightsaber mod is actually 1000 credits). What you have here doesn't match your character sheet. Check it for accuracy and let me know when you are 100% certain it's done.
Dec 1, 2016 7:03 pm
Hawke, Lexi, Lissewa, and Tejanna are all on The Spear of Akrulta.

CCL and Mrvain, you're all that's left for character creation. Please closely follow the directions below.
Ezeriah says:

Read ALL of these directions very carefully:

It's important to show what resources your character had access to and exactly how they were spent. On your inventory sheet, you'll list your total credits available to spend by doing exactly as instructed in the steps below.

(1) Your starting character creation credits (which depended on your Morality XP/credits choice) and your Legal Acquisition Pool credits will make one pool together.

(2) Your Illegal Acquisitions Pool will be separate. Keep it separate, even though you can spend it on anything.

(3) For all purchases, list the cost next to the purchase, detailing which Pool of credits it came from.

(4) Also, make a note on your character sheet of exactly how much you contributed to the group fund, specifying which pool(s) of credits they came from.

(5) Total up the cost of all your purchases and group contributions, showing how many credits, if any, are left. Remember, use them or lose them.


A Friendly Note:

I've never wanted to be an accountant, and still don't want to. I don't want to search around in the character discussion thread and do other investigating to figure out how you spent your credits. Please do exactly as asked above, as this will put all the info I need in one place, allowing me to check the math of all six of your characters. Save me time and make your GM happy. Thanks.
Dec 1, 2016 8:37 pm
CCL & Mrvain:

Please make a character for the Game Details page you used to apply to the game itself. You don't need to fill it out, it just serves as a placeholder to keep things cohesive (especially for those on the 'waitlist' who occasionally ask if there are still openings; they see the empty character spots and think there might still be an opening). It should take only a minute or so for you to do.
Dec 1, 2016 9:05 pm
Drama and Meribson: Really like the narrative posts! Way to bring the doldrums of hyperspace on the Spear of Akrulta to life!

All of you officially on board (read: finished with character creation) feel free to do this as much as you like until Monday 12:00 PM GMT.
Dec 1, 2016 11:44 pm
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Dec 1, 2016 11:53 pm
cclrbrts30 says:
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Your lightsaber:

The first mod was free as part of construction.

The second mod will cost 1000 by itself.

The third mod will cost 1500 by itself.

The fourth mod would cost 2000 by itself.

etc.

So, for example, getting two mods in addition to your free construction mod would cost (1000 + 1500) 2500 credits. It is impossible for you to get any more mods, given your starting finances. So, if you like, the most you could start with would be 3 total mods to your lightsaber: (Free Mod) + (1000 cr mod) + (1500 cr mod)
Dec 2, 2016 12:07 am
Ezeriah says:
cclrbrts30 says:
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Your lightsaber:

The first mod was free as part of construction.

The second mod will cost 1000 by itself.

The third mod will cost 1500 by itself.

The fourth mod would cost 2000 by itself.

etc.

So, for example, getting two mods in addition to your free construction mod would cost (1000 + 1500) 2500 credits. It is impossible for you to get any more mods, given your starting finances. So, if you like, the most you could start with would be 3 total mods to your lightsaber: (Free Mod) + (1000 cr mod) + (1500 cr mod)
Sorry about the confusion, but i only did two mods after the first free one. It was my bad for using the X2 and X3 without explanation as to what they refered too.
Dec 2, 2016 12:07 am
Ezeriah says:
cclrbrts30 says:
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Your lightsaber:

The first mod was free as part of construction.

The second mod will cost 1000 by itself.

The third mod will cost 1500 by itself.

The fourth mod would cost 2000 by itself.

etc.

So, for example, getting two mods in addition to your free construction mod would cost (1000 + 1500) 2500 credits. It is impossible for you to get any more mods, given your starting finances. So, if you like, the most you could start with would be 3 total mods to your lightsaber: (Free Mod) + (1000 cr mod) + (1500 cr mod)
Taking another look, to simplify things, at first glance it seems if you just take 3 mods for your lightsaber, your math will still work out. Your math shows 5 lightsaber mods costing 2500 credits. You could just leave the cost as is (2500) and then appropriately call it 3 TOTAL mods for your lightsaber.
Dec 2, 2016 12:19 am
Ezeriah says:
Ezeriah says:
cclrbrts30 says:
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Your lightsaber:

The first mod was free as part of construction.

The second mod will cost 1000 by itself.

The third mod will cost 1500 by itself.

The fourth mod would cost 2000 by itself.

etc.

So, for example, getting two mods in addition to your free construction mod would cost (1000 + 1500) 2500 credits. It is impossible for you to get any more mods, given your starting finances. So, if you like, the most you could start with would be 3 total mods to your lightsaber: (Free Mod) + (1000 cr mod) + (1500 cr mod)
Taking another look, to simplify things, at first glance it seems if you just take 3 mods for your lightsaber, your math will still work out. Your math shows 5 lightsaber mods costing 2500 credits. You could just leave the cost as is (2500) and then appropriately call it 3 TOTAL mods for your lightsaber.
Ok changed it slightly so that it still reflects where the money came from.
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
lightsaber: (Free Mod) + (1000 cr mod)
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Lightsaber: + (1500 cr mod)
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Dec 2, 2016 12:47 am
cclrbrts30 says:
Ezeriah says:
Ezeriah says:
cclrbrts30 says:
Making sure this fits the guide line as specified
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
Light saber damage modification X2 = -1000 cr
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Light saber damage modification x3 = -1500 cr
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Your lightsaber:

The first mod was free as part of construction.

The second mod will cost 1000 by itself.

The third mod will cost 1500 by itself.

The fourth mod would cost 2000 by itself.

etc.

So, for example, getting two mods in addition to your free construction mod would cost (1000 + 1500) 2500 credits. It is impossible for you to get any more mods, given your starting finances. So, if you like, the most you could start with would be 3 total mods to your lightsaber: (Free Mod) + (1000 cr mod) + (1500 cr mod)
Taking another look, to simplify things, at first glance it seems if you just take 3 mods for your lightsaber, your math will still work out. Your math shows 5 lightsaber mods costing 2500 credits. You could just leave the cost as is (2500) and then appropriately call it 3 TOTAL mods for your lightsaber.
Ok changed it slightly so that it still reflects where the money came from.
500 starting credits
Legal acquisitions 1550 credits
Total starting credits 2050
Concealing Robes- 150 cr
Utility Belt- 25 cr
Backpack- 50 cr
Stimpacks x5 at 25 credits each = 125 cr
Glowrod = 10 cr
Comlink (handheld)= 25 cr
Emergency Medpac = 100 cr
lightsaber: (Free Mod) + (1000 cr mod)
Total Cost: 1485 cr
565 credits left over

1100 illegal acquisitions pool
Lightsaber: + (1500 cr mod)
-500 cr from legal
+165 credits left
-150 (2)SYNTHETIC NEUROPARALYTIC 75 cr each
Total credits left over 15
Okay. Finish all posts of your character sheet, checking them for accuracy. When you are absolutely sure that your character is complete, post a message here and I will check it as soon as I can.
Dec 2, 2016 12:54 am
Ezeriah says:
CCL & Mrvain:

Please make a character for the Game Details page you used to apply to the game itself. You don't need to fill it out, it just serves as a placeholder to keep things cohesive (especially for those on the 'waitlist' who occasionally ask if there are still openings; they see the empty character spots and think there might still be an opening). It should take only a minute or so for you to do.
Posting this quote above as a reminder to keep it fresh and more recent.

Also, CCL, I know you're on top of things. Again, let me know when you're sure your entire character sheet has been checked over, so I can check XP and gear for it.

Mrvain Reminder (keeping it more recent for convenience): You need to do the math again for your gear, as the lightsaber mods cost more than you think (1st is free with construction, 2nd costs 1000, 3rd is 1500, etc). Everything you need to know can be found in the most recent discussion posts with CCL and/or in the Library (the very bottom of the Lightsaber Construction thread goes over mod pricing; remember, it costs 5 times as much to pay an expert to mod your lightsaber, hence the prices just above in this post).
Dec 2, 2016 1:23 am
Just went back over character sheet, Krosus is good to go.
Dec 2, 2016 2:08 am
cclrbrts30 says:
Just went back over character sheet, Krosus is good to go.
Affirmative. Checked it out and everything is set and in order. I'm guessing you already saw this, but I'll paste it here for your convenience...

I added some info on comm ranges based on the CRB's to give you a better understanding of them. I didn't expect you to have these as the book does leave some room for interpretation, but I found a great Approximate Range Band Distances: Personal, Planetary, and Space resource I use as my rule of thumb for distance in Star Wars.

Feel free to familiarize yourself with the ship (main page thread Prologue: Hyperspace Trip to Bonadan) as your character is now officially on The Spear of Akrulta, traveling through hyperspace on a 2 week voyage to the planet Bonadan (meaning go ahead and RP your character traveling through hyperspace on the ship if you like). On Bonadan, you will meet your unit's contact, a high level operative sent out on a classified mission over a year ago (Sith Intelligence informed you that, as a means of controlling public opinion and keeping order, the official announcement of Veil piercing starship tech was made 'long after' the actual discovery).

Your contact's mission was to be an observer and 'get the lay of the land', so to speak, performing advance reconnaissance as a means of providing your unit with the necessary intel to successfully complete their mission. Sith Military Command and Strategic Operations had almost nothing to go on besides some up to date galactic maps and various data logs from the Graveyard. As such, your contact in the field is one of many agents sent out as as advance recon to pave the way for the Sith war machine...
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