Read First: Character Creation Discussion

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Nov 20, 2016 11:22 pm
Final character approvals for GP characters will happen when we're ready to begin the narrative. However, consider your 'character thread sheet' to be the primary reference for the game.
Nov 20, 2016 11:34 pm
Ezeriah says:
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.
It's the one above Defensive Circle
Nov 20, 2016 11:39 pm
Meribson says:
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.
Hmmm. Interesting. So the entire colony was put into some kind of stasis of sorts somehow?

While I'm open to the idea, at the same time, I like the idea of allowing for generations of seething Sith hate as they toil in secret, committed to amassing the power needed to go forth into the galaxy on a level that puts them on similar footing as a declining Empire and an ascendant New Republic, thrusting the three factions into a galactic free for all. Perhaps they make the decision to enter the galactic fray as the result of a powerful Sith mystics Foreseeing of current events, the perfect time to strike.

This also allows me the freedom to design a culture that is simply a continuation of the ancient Sith, creating a new lineage dating back to 1023 BBY in addition to historical details I can create if needed or desired (civil wars, betrayals, etc). I like this for a couple of reasons: it allows a lot more creativity and flexibility, which I love, and gives the Sith Conquest the resources it needs to compete. I don't think a colony group that wakes from a stasis of sorts will be able to make a comeback; if it had that kind of power, I don't think it would have gone into hiding. This means it isn't really plausible for the weightier concepts mentioned previously where we the group becomes involved in a 3-way battle for control of the galaxy.

To sum it up, you would be descendants of the ancient Sith, true, but not some strange off shoot. We can assume Sith leadership over the centuries stayed the course of cultural tradition, primarily meaning that they remained a militaristic caste culture (nobles, lords, slaves, etc) that was never exposed to the Rule of Two.

Still, it's open for decision by the group. i won't be iron handed about it.
Nov 21, 2016 1:19 am
More ideas for the Sith Conquest origin:

The planet is shrouded by the dark side, a rogue planet that will be released from its orbit. The Sith Oracle foresaw this as well. So, not only are the Sith ripe to lay siege to the galaxy as a whole for past grievances and their desire for domination, their home for the last thousand years is being cast out into the galaxy to roam out of orbit, with all the risks that accompany such an event (environmental changes, etc). Plans are being made to protect the planet (high tech artificial atmospheres and such), but Sith leadership also seeks to expand, it's highest Lord faithful in the Oracle and hungry for conquest, seizing such an opportune time to take his rightful place in Sith history.

The planet itself is rich in mineral resources, allowing for industrialization.

There is a graveyard of explorer's ship around the planet, due to it's Bermuda Triangle like effect via the dark side and stellar phenomena working in tandem. The dark side is powerfully strong on the planet, almost as if the planet was a galactic fragment of the dark side itself. Through some trial and error, and via their affinity for the dark side, the Sith have finally discerned a way to exit the dark planet's enveloping shroud, almost as if the dark side was finally allowing them to leave.

The starship graveyard allows for the Sith to scavenge and learn other technologies, and occasionally expand upon their knowledge of the galaxy via explorer journals, holos, and explorer's logs and maps.

Your group will be one of multiple small teams sent out into the galaxy. Also, a massive fleet, ready for warm would leave the planet's 'dark zone' as well, stopping just on its fringes as it awaits reports from groups like yours.
Nov 21, 2016 1:26 am
...I take back my suggestion of lost ancient sith, what you just described sounds awesome!
Nov 21, 2016 1:32 am
Meribson says:
...I take back my suggestion of lost ancient sith, what you just described sounds awesome!
Ditto. This sounds fabulous.
Nov 21, 2016 1:35 am
For those wondering if social skills have value, or are curious about making a character with social finesse, I got our group off planet in a game I'm in, using the below post:

Venzo projected supreme confidence, as he imagined the leader of a top secret Imperial mission would. Staring down the clerk, he spoke with a commanding tone, sprinkling in some impatience and classified Imperial knowledge he hoped would add an increased degree of authenticity to his fake identity.

"Look. I’m well aware of your shutdown. In fact, I'll let you in on a secret you may not know: it's a planet-wide lockdown and a star ship quarantine. A platoon of troopers will be here soon enough, making a mess out of your precious impound. However, the fact of the matter is that my team and I have top level clearance superceding said lockdown." He applied an authoritative, powerful demeanor to the ruse, combining it with a subtle, relaxed calm that added escalating undercurrents of aggression as he continued. "Now, I really do wish nothing but the best for High Inquisitor Tremayne, who is also en route aboard the Interrogator, but we simply don’t need to be here for the incoming circus. Time is of the essence, we simply cannot afford any delay, especially of this kind. So, if I have to speak with your supervisor, or anyone else, you’ll be brought up on charges, prosecuted to the fullest. Now that I think about it, I’d already be leaving if it wasn’t for you and your unauthorized break. I’m certain your supervisor wouldn’t approve."

Venzo’s eyes evolved into a baleful glare, increasing the threat level directed at the clerk immensely. He was well aware of the fact that their peaceful options for escape were dwindling rapidly, and, as they did, the potential for violence became more of a reality. In fact, it could potentially begin with the man he was looking at now. The intimidation and the threat suddenly became very real, because it had to, not because he wanted it to. Consequently, the potential for violence toward the clerk was oh so subtly implied, rather than being spoken outright, allowing the clerk to consider possible outcomes of the immediate life threatening kind, beyond those of the Imperial legal system. He was happy to let the clerk assume he had a freer hand than most in accomplishing his objectives. Venzo trusted Davro's work, and Captain Ven Zoza was, after all, a high level operative. Venzo sneered with disdain. "Check your records, clerk. And be quick about it. Make the call to the control room. Any sloth on your part threatens the success of my mission. And your future."

OOC:
Venzo is using intimidation to avoid an outbreak of violence. At the same time, given the pressures of the situation, he's not feeling that remorseful about it. It's essentially "them or us."

As I'm intimidating the clerk and lying, I'm going to roll Coercion and Deception,. I'd like to use the classified knowledge to add two boost dice to both rolls. My reasoning is that the knowledge, being highly classified, really reinforces that the clerk is dealing with a powerful agent of the Empire with high level access. The other boost dice is for my newly purchased talent Sense Emotions. Adding the Influence power to both rolls, any light side force points will be used as needed, prioritizing success over advantage to avoid failure (extra points will be used for advantage). To completely avoid failure, I'll use a dark side force point if necessary. Using two purple, opposing the guard's discipline from before.
Another Example of Social Skills in action (a group member in the same game):

Keirso is genuinely confused for a moment as he processes what Lannera has said. He's never connected the word "terrorist" to himself. If he was honest with himself, he generally preferred the appellation of "hero," - something all good Jedi were, in his opinion. Rebel though... that fit.

He holds out his hands, palms up. "Do I look like a terrorist, Lannera?"

He smiles, but the expression is less coy and more imploring. She saw Kellin. Lying to her would probably only upset her more.

"Honestly though... yeah. They are looking for us. Although, as far as I can tell, our only crime is being awake and alive. We're not trying to hurt anyone. We're just trying to survive. Please, Lannera. I don't want you to get in trouble, but we need help. Please."

Keirso stretched out with his feelings again trying to get a sense of whether or not he was getting through to her. He didn't want to do anything drastic, but he also wasn't going to let Lannera stand in their way.
OOC:
I'm assuming AT LEAST two difficulty for this check, though I'll also spend a Destiny Point to make her friendly, if need be.
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I know that some players experiences via role playing are the kind where social skills are useless. However, that is not the case FFG Star Wars. Charm (Presence), Deception (Cunning), and Coercion (Willpower) are highly useful. Leadership (Presence) and Negotiation (Presence) are not without use either. Leadership can be used to exert authority and, well, leadership, with excellent rolls turning crowds to your side or swaying individuals to become followers. And, anytime your making a deal, whether for prices or the political treaties, Negotiation comes into play.

In sum, all of the social skills can be use to great effect, sometimes combining them with one another (as seen above) to achieve goals that might otherwise require more difficult tasks be accomplished. Sometimes, but not always.

Lastly, as always, I'm not trying to walk anyone in a certain direction. However, I want to make sure that you're aware of the fact that social skills do have value. I mean, let's face it. Palpatine rose to power by the shrewd use of social skills that facilitated political maneuvering, not by slicing his way through the galaxy with a lightsaber.
Nov 21, 2016 1:35 am
Ok, I THINK I did the whole creation thing properly (with the exception of Obligation/Duty/Morality, we're still waiting on that, right?). It has been....interesting....whipping someone together.
Nov 21, 2016 1:37 am
Dramasailor says:
Meribson says:
...I take back my suggestion of lost ancient sith, what you just described sounds awesome!
Ditto. This sounds fabulous.
Thanks. I really do enjoy RP and bringing a universe to life. Rather than invest watered down time in multiple games (this goes for me, personally), I want to be involved in one or two really good ones.
Nov 21, 2016 1:41 am
Dramasailor says:
Ok, I THINK I did the whole creation thing properly (with the exception of Obligation/Duty/Morality, we're still waiting on that, right?). It has been....interesting....whipping someone together.
Is your natural Agility a 3 or 4? I haven't had time to Oggdude it yet, but you show spending (30)+(40) XP on it, suggesting you're making it a 4 (yet it shows as 3 on the sheet). Now that I look, your Agility looks like it's 5 with the Dedication? Smart.

Also, excellent choice on tapping into the Enhance tree. I mean, if your natural Agility is a 5, that means committing that one force die makes it a 6. That's six dice for Piloting, Sabering, Stealth, etc. Nicely done.
Nov 21, 2016 1:43 am
Ezeriah says:
Dramasailor says:
Ok, I THINK I did the whole creation thing properly (with the exception of Obligation/Duty/Morality, we're still waiting on that, right?). It has been....interesting....whipping someone together.
Is your natural Agility a 3 or 4? I haven't had time to Oggdude it yet, but you show spending (30)+(40) XP on it, suggesting you're making it a 4 (yet it shows as 3 on the sheet).
Should actually be a 5 all told. Two purchased for XP, 1 from the spec tree. Natural is a 2. I updated it.
Nov 21, 2016 1:45 am
Dramasailor says:
Ezeriah says:
Dramasailor says:
Ok, I THINK I did the whole creation thing properly (with the exception of Obligation/Duty/Morality, we're still waiting on that, right?). It has been....interesting....whipping someone together.
Is your natural Agility a 3 or 4? I haven't had time to Oggdude it yet, but you show spending (30)+(40) XP on it, suggesting you're making it a 4 (yet it shows as 3 on the sheet).
Should actually be a 5 all told. Two purchased for XP, 1 from the spec tree. Natural is a 2. I updated it.
Okay. I posted a reply that appeared just above your last one. Nice build.
Nov 21, 2016 1:50 am
Note on Force Powers:

I am allowing the Suppress power, which is from outside F&D, but I think fits well (e.g., holding off force lighting with your lightsaber, the Wills of two force users colliding trying to push at one another, resisting.).

Force Suppress can be found in the Library under the F&D talent tree link.
Nov 21, 2016 1:57 am
Ezeriah says:
Dramasailor says:
Ezeriah says:
Dramasailor says:
Ok, I THINK I did the whole creation thing properly (with the exception of Obligation/Duty/Morality, we're still waiting on that, right?). It has been....interesting....whipping someone together.
Is your natural Agility a 3 or 4? I haven't had time to Oggdude it yet, but you show spending (30)+(40) XP on it, suggesting you're making it a 4 (yet it shows as 3 on the sheet).
Should actually be a 5 all told. Two purchased for XP, 1 from the spec tree. Natural is a 2. I updated it.
Okay. I posted a reply that appeared just above your last one. Nice build.
Thanks!
Nov 21, 2016 2:21 am
Ezeriah says:
***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.
*****UPDATE for ease of reference to creation topics*****

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.

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.

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.

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.

On Force Powers:
Let's just use the core rule book with the addition of Force Suppress. 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.

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.

Social Skills will be useful. In FFG Star Wars. Charm (Presence), Deception (Cunning), and Coercion (Willpower) are highly useful. Leadership (Presence) and Negotiation (Presence) are useful, they simply don't present quite as many opportunities to use them. Leadership can be used to exert authority and, well, leadership, with excellent rolls turning crowds to your side or swaying individuals to become followers. And, anytime your making a deal, whether for prices or the political treaties, Negotiation comes into play.

In sum, all of the social skills can be use to great effect, sometimes combining them with one another (as seen above) to achieve goals that might otherwise require more difficult tasks be accomplished. Sometimes, but not always. Palpatine rose to power by the shrewd use of social skills that facilitated political maneuvering, not by slicing his way through the galaxy with a lightsaber.
Nov 21, 2016 2:55 am
Hey all, I know I'm coming into this a little late in the discussion but I thought I would give my thoughts.

The idea of being a sort of Sith scout group sounds interesting and as I understand we're dealing with centuries of ingrained upbringing that makes us believe that our actions are not inherently evil.

I generally have a difficult time relating to outright evil characters, even ones that don't think they are doing wrong. If I create a character with the idea that he may at least one day 'go straight', will this create a problem with the rest of the group?

I also have a plan for a character that I think might work with the lot of you since we don't seem to have any straight combat oriented characters. I want to create a lightsaber combat master, someone who eventually might be able to make use of each of the 6 (maybe 7 depending on what new supplements contain) lightsaber forms. Would anyone have an issue with this?
Nov 21, 2016 3:48 am
Hey guys
I am new to everything ;-) I have only played a couple of sessions with the system (one of which was a beginner's session). I am a fan of Star Wars but as with most things these days, I am only a casual fan. I don't know anything past the movies. AND, the thing that will probably lead to most of my mistakes is that I have limited experience on Gamersplane, I will try not to post in the wrong place too many times ;-) Feel free to point out if there is a better way I should be doing things.

With all that out of the way. I am at work at the moment so I am gonna have to get online tonight when I get home and read through the rest of this thread. However, I am inclined towards something combat oriented and involving the force sounds great. I also like the sound of the "Sith spearhead" game, how cool does that sound.

This might change but I am thinking big and brutish, not overly intelligent, but cunning. Action oriented but necessarily great at long term planning.

I only have access to the Edge of the Empire rule book at the moment. I like the Hired gun/Marauder combo, probably focusing on building something that can soak up a bunch of punishment and maybe using the bonus XP to spice it up with access to some force specialization/talents. Would this fit in? I currently don't have access to FaD, but I am looking to get a copy. I am happy to take advice from those with more experience with the system and I would also be happy to play a Force using career, but I am afraid I don't know much about the other rule books (I have only just started reading EotE)

EDIT - I should probably also mention on the weak long term planning, the character would be aware of this weakness. I am not thinking Leroy Jenkins
Nov 21, 2016 3:57 am
Hey mrvain. Welcome to the game. It's okay if you're not a veteran of Gamersplane or Star Wars FFG. A desire to play regularly is pretty much all that's needed right now, we can work on everything else as we move along. Having at least one non-force sensitive character (at least at the start) would be an interesting idea. I'd suggest taking a look at my character thread as you get started because the description of your character could closely overlap what my character is set up to do. Not that this is a problem, just that if you want to have some abilities that differ from what I bring to the party so that you have things that you can be relied on to do that I wouldn't be able to do.

EDIT - Forgot to mention, there is a Force Exile specialization in EotE that you can take during character generation or later on if you want to do some force stuff while maintaining an EotE career. It'll give you access to force ratings and therefore Force Powers.
Nov 21, 2016 4:00 am
Question regarding starting lightsabers. Are we going to do checks with this to determine how our starting lightsabers are built like in the GM's guide, or will our starting sabers be basic?
Nov 21, 2016 4:04 am
doing wrong. If I create a character with the idea that he may at least one day 'go straight', will this create a problem with the rest of the group?[/quote]

The idea here is to play some fairly committed villains. At the same time, I don't want to limit your choices as a player. That being said, 'going straight' in this setting would be like a light side player going dark in a normal game. It will cause problems for the group regarding trust, team goals, etc. Based on those concepts, and the nature of the group, of which I'm sure some of them will be playing some dark characters (the appeal of this game), the chances of your character going straight and living through it our slim.

For example, in when Anakin went dark side in Episode III, Obi Wan desperately wanted to bring him back to the light. If the same situation happened with dark side force users, vicious and violent resolution to the problem would be more likely, with increased potential to skip the 'you should come back to the dark side' bit. And if it comes to something like that, and another player wants to attack you in that situation, I won't stop it. We're going for an edgy game with a more realistic feel where the player can role play as they like.

Regarding playing a villain. Bot all dark side characters scour the galaxy looking to commit torture and murder, in fact, that's far from a remotely accurate portrayal of canon. The dark side character simply is inclined to use violence as a tool without remorse, and commit atrocities as required to further their own agenda, while being entirely comfortable with it, perhaps even enjoying the process.

To be clear, I'm not promoting the players to be what is commonly referred to as 'murder hobos' that run around bathing in blood. Palpatine didn't. Vader didn't. Dooku didn't. Most Sith lords were methodical figures who were simply very comfortable doing whatever it took to further their agenda, and some of them enjoyed killing, torturing, etc, but not without purpose.

I don't think any of us will enjoy a game of senseless violence.
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