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.

______________________________
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.
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.
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.
-------------------------------------------------------------------------------------------------------------------------

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.
Nov 21, 2016 4:04 am
Squeeks1337 says:
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?
I thought it was mentioned we'd be using a GM kit influenced way to build out (there's a thread in the Reference Library on Lightsaber Construction). Not sure where we should be posting up all the rolls and such to create/details however.
Nov 21, 2016 4:08 am
Ezeriah says:
snip

I don't think any of us will enjoy a game of senseless violence.
I know that's not my bag. Also, I've always read the dark side canon as less "hey I want to go murder hobo" and more of a path of indulgence and emotional investment. Where the proper Jedi is aloof and distanced from feeling, the Dark Side practitioner revels in the ebb and flow of emotion. They use surges in it to fuel their actions. They let a more hedonistic value set rule. Well, hedonistic mixed with a flare of selfishness (not just what feels right, but what you need/want to get by takes precedence over what's necessarily best for the entire society).
Nov 21, 2016 4:09 am
So it might be best to refer to it simply as Dark Side characters rather than 'evil' characters since in many ways the Dark Side is not inherently evil, at least from an outside perspective.
Nov 21, 2016 4:15 am
mrvain says:
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)
Make a character you want to play. As always, considering what you could bring to the team that might be different is worth considering. As far as combat characters, the whole group is capable, some of you just seem intent on specializing more in it. One of the great things about FFG Star Wars is that you can be good at combat and still contribute in other ways. Even with F&D characters, you can choose a lightsaber style that goes with your highest characteristic; being good at combat doesn't requite Brawn in F&D. Meribson uses a 4 Intellect for lightsbaer. Dreamsailor uses a 5 Agility for his. Tefmon a 4 Cunning.

In sum, if you want to use a lightsaber well, you can choose a specialization that allows you to do so according to your highest characteristic.

Also, there's nothing wrong with being a brute either. I just want to make sure players know that you don't need to be a physical specimen, especially with lightsabers, to make hay in combat. My Niman Disciple Consular, with a 4 Willpower, is the best combatant in our group in a game I play.

Lastly, if you download Oggdude's Character Generator (see the first post of this thread) and use the F&D talent trees, you don't need to own the F&D core rule book.
Nov 21, 2016 4:16 am
Dramasailor says:
Squeeks1337 says:
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?
I thought it was mentioned we'd be using a GM kit influenced way to build out (there's a thread in the Reference Library on Lightsaber Construction). Not sure where we should be posting up all the rolls and such to create/details however.
It was mentioned in an earlier post on this thread. Also, for those of you who haven't been to the Library, it has a lot of information in there you can use. i set it up to make things easier for everyone. If you have questions, it's a good place to look first.
Nov 21, 2016 4:29 am
Squeeks1337 says:
So it might be best to refer to it simply as Dark Side characters rather than 'evil' characters since in many ways the Dark Side is not inherently evil, at least from an outside perspective.
The dark side isn't the kind of evil that necessarily brings forth random psychosis and violence. It is, however, evil in a way, as intended by canon. It is part of the living force, and the dark part of it. It does the opposite of the light side, and pervades the individual, in a way corrupting them, taking them further along a path of... well, darkness. It's what allows the character to kill the younglings, force choke his true love, destroy a planet, etc. Anakin, the reference here, didn't intend to do any of those things. But a fork in the road started him down a dark path, and became so much a part of him, that it became who he was.

Another example is Count Dooku. In his case, he was less 'consumed' (I want to find another word, but am failing to do so) by the dark side, but was set on the path. He had strayed from the Jedi, and helped facilitate the political machinations that began the clone war. If his character lived longer, I am of the opinion he would evolved into a clearly darker character. At the same time, he considered himself to have seen the light by leaving the Jedi.

I think the simplest thing I could say about Vanguard of Darkness is that this game is about the villains, and how they come out on top. Assuming things go well for them.
Nov 21, 2016 4:34 am
Looking at the characters, I have to admit that I'm a bit surprised at the lack of force powers. Obviously they're not required. As your friendly GM, I will remind you that given the origin we seem to be going with, the Basic force powers (meaning the first one you can take, at the top of each tree) cost 5 XP less than usual.

What this means, for example, is that each Basic force power you take is like awarding yourself 5 XP. Am I suggesting you get them all? Of course not. However, you all have chosen to play force using characters thus far, and may be missing an opportunity. Remember, that Mentor bonus is only available during character creation. Once the game starts, all Basic force powers will revert to original cost.
Nov 21, 2016 4:39 am
Dramasailor says:

...I've always read the dark side canon as less "hey I want to go murder hobo" and more of a path of indulgence and emotional investment. Where the proper Jedi is aloof and distanced from feeling, the Dark Side practitioner revels in the ebb and flow of emotion. They use surges in it to fuel their actions. They let a more hedonistic value set rule. Well, hedonistic mixed with a flare of selfishness (not just what feels right, but what you need/want to get by takes precedence over what's necessarily best for the entire society).
This is a fairly accurate portrayal. Dark side characters may even enjoy violence, torture, etc, but rarely is it solely for the purpose of entertainment.
Nov 21, 2016 4:44 am
The Library forum:

For those who don't know, it has Lightsaber construction rules (follow these as they are loosely, but almost exactly borrowed from the GM kit), rules on Dice Pools and Skill Check mechanics for those who lack the CRB's, the home brew rules I will use, and a great page with a bunch of really useful links to various resources.

It isn't finished and will expand over time.
Nov 21, 2016 4:48 am
Ezeriah says:
Looking at the characters, I have to admit that I'm a bit surprised at the lack of force powers. Obviously they're not required. As your friendly GM, I will remind you that given the origin we seem to be going with, the Basic force powers (meaning the first one you can take, at the top of each tree) cost 5 XP less than usual.

What this means, for example, is that each Basic force power you take is like awarding yourself 5 XP. Am I suggesting you get them all? Of course not. However, you all have chosen to play force using characters thus far, and may be missing an opportunity. Remember, that Mentor bonus is only available during character creation. Once the game starts, all Basic force powers will revert to original cost.
Hmmm. Good point. I think I may shift Lexi's two purchased points in Athletics out for 15 XP. Then pick up a bit of Influence and a bit of Move. Eventually I can see her getting to the point that she's adept enough with Move that she uses it as part of her piloting actions (once she has that level of fine control).
Nov 21, 2016 5:02 am
Ezeriah says:
Looking at the characters, I have to admit that I'm a bit surprised at the lack of force powers. Obviously they're not required. As your friendly GM, I will remind you that given the origin we seem to be going with, the Basic force powers (meaning the first one you can take, at the top of each tree) cost 5 XP less than usual.

What this means, for example, is that each Basic force power you take is like awarding yourself 5 XP. Am I suggesting you get them all? Of course not. However, you all have chosen to play force using characters thus far, and may be missing an opportunity. Remember, that Mentor bonus is only available during character creation. Once the game starts, all Basic force powers will revert to original cost.
Thus I have dropped Hawke's Armor Master talent for the basic power in Move and Supress. I'm not getting much of a "force-wizard" vibe from him, more of a techie warrior vibe.
Nov 21, 2016 5:25 am
Ezeriah says:
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.
I've replaced Tajanna's Manipulate with Sense, for the same experience cost. I don't think I'm going to make any significant changes to my character sheet before we start play, but I still might tweak a thing or two there.

Also, are we all getting two free ranks in Parry and Reflect? I see that indicated on my character sheet, but I can't find where it was stated we're receiving those.

Also, I'm liking all of the lore we're building up here. Those Republic dogs and Imperial amateurs will never see it coming.
Nov 21, 2016 5:42 am
Going to attempt a roll for my lightsaber. We'll see if I do it properly.

Rolls

Lightsaber

1 Success, 3 Advantage, 3 Threat

Total: 1 Success

Nov 21, 2016 6:13 am
I am going to rework my character a bit in the morning so you may have to review it again if you have already done so.
Nov 21, 2016 8:51 am
Tefmon says:
[quote="Ezeriah"]

Also, are we all getting two free ranks in Parry and Reflect? I see that indicated on my character sheet, but I can't find where it was stated we're receiving those.

Also, I'm liking all of the lore we're building up here. Those Republic dogs and Imperial amateurs will never see it coming.
Nobody is getting two free ranks of Parry and Reflect. I just want to make sure there is no confusion on that one as people design their characters.

Instead, I just went through your sheets and adjusted them to Parry and Reflect ratings . The plus two refers to the damage parried or reflected, the rule being that the damage reflected/parried is "the number of ranks +2."

Glad to hear that you're liking the direction of the lore. I'm intrigued by it also, as a 3-way conflict between three major factions vying for control of the galaxy has a lot of interesting possibilities.
Nov 21, 2016 8:57 am
Ezeriah says:
Nobody is getting two free ranks of Parry and Reflect. I just want to make sure there is no confusion on that one as people design their characters.

Instead, I just went through your sheets and adjusted them to Parry and Reflect ratings . The plus two refers to the damage parried or reflected, the rule being that the damage reflected/parried is "the number of ranks +2."
Ah, okay. That makes sense, it's the damage bring parried/reflected, not our ranks in Parry/Reflect.
Nov 21, 2016 12:56 pm
OK, I have read through this thread and it has me really keen to take a look at the FaD rules. I will take a look in the library.

The droid planet idea was awesome and I didn't think there would be another idea that would trump until I read the stuff about the Bermuda triangle Rogue planet. So cool, really fired up the imagination picturing it. I want to see that one the big screen.

I have the character creator you mention. I only downloaded it a couple of weeks ago. Once I have checked out the library, I will use that to make up my character
Nov 21, 2016 1:19 pm
OK, it's after midnight here so I am going to go to bed, not sure I will go to sleep for a while though, all the info is probably going to keep me awake imagining possibilities. I will spend some more time looking at options tomorrow
Nov 21, 2016 1:38 pm
Like mrvain, I ended up losing a little sleep over character ideas. After thinking about it long I have decided I will not tweak my character but instead use an entirely different character. I will have it posted in a little while, once I have a chance to put together the character. Not sure if it matters but this character is not going the force sensitive route.
Nov 21, 2016 1:43 pm
I, for one, am excited to see what we end up coming out with as a party. I just want to jump in a ship and start running amok about the universe. Corrupting strange new worlds, setting up empires and claiming dominion. TALLY HO!
Nov 21, 2016 6:05 pm
SITH CONQUEST ORIGIN

This seems to be the general direction we're headed. So, I think I'm going to run with it and get started. Unless you guys change your minds, I see this as a very intriguing way to go. Part of it is the three way battle for the galaxy, which will make for interesting possibilities, not the least of which is that you can oppose both the Empire and the Rebellion (which will be a newly formed Republic by the time the Sith Conquest begins).
It's Star Wars, so we won't get too involved in crunching numbers, but I did do some math on the potential for a Sith colonization effort to flourish into a mighty power, and one thousand years is plenty of time, given their access to imported technology allowing them to take advantage of the massive, resource rich jungle/mountain planet, extraordinarily hidden from the eyes of the galaxy.

Regarding the Galactic Timeline:
The Battle of Yavin took place at the end of Episode IV, A New Hope, wherein the Rebels destroy the Death Star; it considered a zero point on the Galactic Standard Calendar.
BBY (Before the Battle of Yavin)
ABY (After the Battle of Yavin)
Nov 21, 2016 6:34 pm
---A BRIEF SYNOPSIS OF MODERN SITH HISTORY---



BIRTH OF AN EMPIRE: THE EXODUS OF VHRALL AKRULTA

It was a powerful Sith Lord named Vhrall Akrulta, extraordinarily gifted in his ability to see the future, who made preparations to avoid the downfall of the ancient Sith order, having foreseen over one thousand years ago in 1041 BBY. With almost twenty years to do so, he used his influence, power, and wealth to gather the resources necessary to colonize a new planet. As the fall of the Sith became more imminent, Lord Akrulta rallied other Sith to join him, despite the mockery he suffered from the vast majority of Sith Lords believing him to be a coward or insane. Approximately one year before the fall, Akrulta led a mass exodus of starships into a far flung corner of Wild Space, the dark side fueling his vision as he searched for a new home.

For a year they traveled Wild Space, the dark side pulling at Lord Akrulta. Slowly and surely this pull intensified, gaining a hold over him that manifested physically, sapping his strength as he gave direction from bedrest in his private chambers. Despite the growing threat of mutiny and the warnings of his highest ranking officers including the ship’s senior pilot, Lord Akrulta stayed the course, giving orders to set a hyperspace course he had seen in a dream.

When they arrived they had reached the heart of the maelstrom. It was here, embedded within a deep quagmire of dark nebulae, at the eye of the storm, that space suddenly cleared, and they came upon their new home world: massive, visibly lush and green, with towering mountain ranges that could be seen from orbit. Strangely, it was at this time that all astrogation and navigational systems failed. Even if Lord Akrulta wanted to continue his search, it would have been impossible to do so. However, he had no such intention, as he had foreseen this moment years ago. The dark side had drawn them to their new home, christened Akrultos at the behest of the Sith Lord’s increasingly loyal followers.



A NEW HOME: COLONIZATION AND THE DARK VEIL

Colonization began in 1023 BBY. As part of their expansion and rebirth, the Sith rapidly became highly industrialized, and as a further measure of security and secrecy, built downwards and inwards, toward the center of a planet strangely stable regarding geological phenomena. It was, in this way, that they further hid their existence from any who might happen to come upon Akrultos.

The occasional explorer who did stumble upon the planet wouldn't have been able to detect this flourishing Sith society, as entering the space around the planet rendered the navigational and sensor systems of star ships useless, limiting the pilot's exploration of the planet to only what they could see, trapping them within the shroud of dark nebulae. Over the centuries the Sith suffered from this strange phenomenon as well, as attempts to leave the planet for purposes of exploration failed, time and again, until the Sith simply gave up, accepting their fate. With time, the effect itself and the surrounding nebulae became known as the Dark Veil. Despite what the planet offered as a secure, well hidden, resource rich home, they were now prisoners. It was almost as if the planet wouldn't allow them to leave, somehow sentient, knowing the time was not yet right to strike.



BECOMING A GOD: ERASING HISTORY AND DIVINE ASCENSION

Time, and the galaxy, moved on and forgot about the Sith. Year after year, decade after decade, century after century, one thousand years went by. The names and the history of the ancient Sith were forgotten as well, as Vhrall Akrulta destroyed any records of Sith history prior to his unopposed rise to the title of Emperor Akrulta. To further ensure his prominence and legacy in this new world, he had those who tried to preserve ancient Sith history outright eliminated, having them assassinated or sentenced to death under false pretenses of treason.

His prominence as the leader of the exodus and status as a Sith Lord led to his rise to the title of Emperor Vhrall Akrulta, also known as First Emperor, First Sith, Progenitor, Deliverer, and the Creator. This only served to build upon his already legendary status, and in time he became worshipped as a divine being, a result of his own political machinations preying on the adulation of the public as a whole.



ENDING AN ERA: THE PROPHESY AND DEATH OF VHRALL AKRULTA

Before Vhrall Akrulta’s death in 908 BBY, he entered a deep slumber, not unlike a coma, lasting weeks as he had powerful visions of the future, wracked with spams of excruciating pain and suffering. The visions were so powerful they consumed what little may have remained of his years. On his death bed, a rapidly desiccating skeleton of his former self whose final moments were fast approaching, he prophesized that the Sith would one day conquer the galaxy. They would seize the most opportune of moments when the dark side of the force was again waxing in power, aligning itself favorably with the Sith. With his dying breath, he further foretold that this time would be heralded by great discovery, both terrible and wonderful.

The Great Houses of the Sith went into a frenzy and battled for the right to take Akultra's throne. In life, none had opposed his right to rule, his power and political skill maintaining an unprecedented level of order, far outside the the norm for the Sith. His death, however, plunged the nobility into chaos. In the ensuing bloodbath, the vast majority of Akrulta’s prodigious bloodline was exterminated, preyed upon by the Great Houses from all sides. Few escaped, and those that did went into hiding, fearing for their very lives.



LOOKING TO THE FUTURE: ORACLES AND THE EYES OF AKRULTA

However, it was on the day of the Emperor’s death, some even say at the exact moment of his death, that the first Oracle was born. From that moment on, there was always one Oracle, as the death of one led to the gift being passed within days to one of the Eyes of Akrulta. It was The Eyes of Akrulta, a religious sect that fervently worshipped Emperor Akrulta as a divine being, even beyond death, that safeguarded the Oracles against all threats seeking to blaspheme against Akultra's continued, albeit, slowly diminishing status as a divine being.

Viewed as a cult by some, The Eyes of Akrulta revered the Oracles as prophets, waiting for the day Emperor Akrulta’s prophesy would become reality. Despite Akrulta’s status as a divine being weakening somewhat over time, the Sith still had enough faith and belief in his vision, or divinity, to trust in the Oracles, amassing strength, forging and re-forging themselves into an increasingly powerful machine of war.



THE PURSUIT OF POWER: GENERATIONS OF UNREST

Power was passed from generation to generation through the years, sometimes from Emperor to heir, other times changing hands and Houses via political machinations or violent internal conflict. Lacking a common enemy to unite against, infighting was not uncommon, yet never escalated to the level of full scale civil war. Far more frequent was the struggle for position and rank among the most powerful Houses of the new Sith Lords, secretly moving against one another, always looking for an opening, always vying for supremacy.

However, despite a state of constant unrest, it was a deeply rooted faith in the First Emperor, Vhrall Akrulta, that kept them from destroying themselves completely. To this day, he is still revered as divine by many, and places of worship, some almost a thousand years old, still exist in his name. Even after death, his lasting influence still provides a foundation of strength for the Sith, born of an eternal hatred of the Jedi steeped in a seething desire for revenge and galactic conquest.



REVELATION AND CONQUEST: A PROPHESY FULFILLED

It was in 7 ABY that the revelations of Vhrall Akrulta came to pass. First came the discoveries. A brilliant engineer achieved the seemingly impossible, integrating force crystals into starship astrogation and navigation systems, allowing the Sith, for the first time in over a thousand years, to successfully navigate beyond the Dark Veil. Their exultation in this discovery was short-lived however, as one of their most esteemed scientists almost simultaneously revealed a recently learned and dreadful truth: Akrultos, their sanctuary and home that had shielded them from the galaxy for so long, was disengaging from its orbit at an alarming speed. Predictions had the planet hurtling through space in less than a decade, quite possibly within a few years, exposing their lives and very existence to the inherent dangers associated with living on a rogue planet.

It was during this time of great discoveries, both wonderful and terrible, that the Oracle came forward, reminding them all of the First Emperor’s great prophesy, and that it had clearly come to pass. Some still doubt any claims to Vhrall Akrulta’s status as divine, but for many faith was restored, and a there was a profound resurgence in his worship as a god.

As the dark side came into alignment with the Sith’s great purpose, what was initially a time of sorrow and mourning for the impending doom of their home world evolved into something else entirely. Whether considered coincidence, a foretelling aided by the power of the dark side, or a mystical prophesy divine, the Sith rejoiced as one, turning their eyes toward the galaxy, united by a common cause. Some hungered for conquest, others for vengeance prophesied by a god long ago. Martialing the vast might of their military power, the Sith made plans for war. Early in the year 8 ABY, they left their home and prison for the first time in over 1000 years as multiple fleets of Sith naval vessels pierced the Veil and began their Conquest of the Galaxy...
Nov 21, 2016 6:41 pm
ON CHARACTER BACKGROUND DESIGN

Now that we’ve fully established an origin story for the group, feel free to devlop you character’s back stories within the culture. I’ll assume all of you are at least about 20 years of age or older (human scale; more specifically, you’ve been around for a while and are at least adults). Consider the fact that given your role in the conquest of the galaxy (that just sounds good!) in which you are one of multiple covert groups sent out to establish beach heads and scout ahead, you have likely been a part of the Sith conquest plans since an early age (force users, the Sith would pick you out in childhood, before you hit your teens) or at least a few years otherwise (non-force users) as military troops are recruited into the system before adulthood. As it is a caste society, this a great honor, even for the lowliest warrior, as being a civilian does not allow the possibility of joining the conquest.

For all players, as you consider background development, keep in mind what your character is good at. The Sith military would place your characters in roles they could excel at. For example, if you have a high Willpower or Coercion, you would likely be assigned the role of an Interrogator/Torturer. Characters with a high Presence and Cunning would likely have been trained as political infiltrators and spies, as they would excel at the necessary social graces of Charm and Deception. A high Agility would lend itself to Piloting and Stealth operations. A high Cunning would lend itself to Perception, and perhaps a role as a military investigator. Intellect and Computers/Mechanics would lend itself to a role of some kind in the tech department. Brawn type character would likely be considered as shock troops, capable of enduring more punishment and handling the adverse conditions of more dangerous alien planets.

Those are only ideas, and if you’re having trouble thinking of something, I’ll be glad to help. I can take a look at your character and make some recommendations.


Religious Affiliation:

If you so desire, worshipping at one of the cathedrals stewarded by the Eyes of Akrulta is a choice; the Great Cathedral is stewarded by force using members of The Eyes of Akultra. If your character does believe Vhrall Akrulta was a divine being, you can also choose to worship personally as Sith culture does not mandate religious attendance of any kind. You are also welcome to be more pragmatic and believe he was simply a great leader, powerful in the force, and a visionary.


Species in the Modern Sith Empire

Over time, many species have become as prevalent as the original Sith species as descended from the Exodus (of which, all were slaves except the Sith species); as such, many species exist in the Sith Empire, of which humans have become the most dominant. However, there is a degree of racism that attached itself to the culture and never let go. In general, many of the Sith purebloods view the rest of the species with varying degrees of disdain, followed closely behind by some human groups, who consider themselves the ascendant power. All of that being said, when it comes to uniting against a common foe, these racial tensions tend to take a back seat except for the true hatemongers.


Force Users

Given the above, your background as a force user has a lot to do with being part of the Akultra Arcology, an underground complex (they all are on this planet) of a grand and massive scale, with an architectural style similar to what you would call gothic (seen throughout modern Sith architecture). It is the center for disciples of the dark side of the force, a place to live and train (regardless of religious beliefs). It also houses the Grand Cathedral, the oldest and greatest place of worship on the planet.
For simplicity, all of you will have trained under the same master, each having survived the trials of an apprentice. In these trials, you were part of a small class that competed to graduate (at most five students at a time). Graduating meant being the last Sith standing in your class, whether the rest were killed or simply defeated in some way during the trials. This is the Sith way, ensuring that only the strongest pupils become full-fledged force users, ferreting out weakness.

Where the Modern Sith will differ is in the fact that one Master may have an entire group of Sith as his loyal subjects, typically a group similar in size to the number of force users in your group, or less than ten. Your group have all been trained by the same master, and have simply graduated from different classes.


Non-Force Users

You have more flexibility in designing your background. However, you are part of the Sith military, and would have been enlisted after childhood but prior to adulthood, depending on species. You may have been part of a gang, an apprenticed mechanic working in the starship yards, attending university, etc.
Nov 21, 2016 6:47 pm
SOME LOGISTICAL CONCEPTS FOR THE SITH CONQUEST


So far, I'm imagining the power ratings of the factions as something distributed across a 10 point scale, wherein 10 is the total amount of power available and distributed across the galaxy for major political factions. Power would be represented by military strength in addition to political resources primarily based on controlled systems.

So far, I see the power distributed in this way:

The Empire, despite being on the decline as armies fall into disarray and entire governments rally behind the Republic (recently formed from the ascendance of the Rebel Alliance), is still barely the dominant power in the galaxy, with a power rating of 5.

The Republic (formerly the Rebel Alliance), which has grown in power at an staggering rate as it continues to inspire loyalty and draw entire systems away the Empire, would have a power rating of 4.

The Sith Empire, having 1,020 years to rebuild and prepare for this conquest, come out with a power rating of 1.

They don't control any systems as of yet, let alone key systems, but their massive military might is prepared to establish a beach head. Force users are extremely rare among the modern Sith, and only the most capable and gifted are trained in a now 1,000 year old academy, dating back to the teachings of Vhrall Akrulta and those that came after him.

The vast majority (over 99.99%) of their military might comes from standard troops and navy, but they have tremendous reserves of strength ready to form garrisons and strongholds across the galaxy.

A major component of the Sith plan is to rapidly subjugate and indoctrinate system governments whenever possible, the alternative being extermination. A major part of achieving this rapid expansion is to create 'subjugated garrisons' wherein the troops are comprised of slave soldiers, referred to as subjugates, forced to fight for the Sith under pain of death (or worse, making examples as necessary). These subjugated garrisons have attached officers and Sith troops needed to maintain control, with the primary means of doing so being the explosive collars worn on each subjugate’s neck. The flick of a switch can kill one, or all of them, depending on the user’s whim.

The Sith Navy is also quite formidable, and while not as large as the Empire’s or the Republic’s, quite capable.

Over time the starship graveyard surrounding Akrultos provided a wealth of models and ideas for Sith engineers to copy or replicate, not to mention providing a salvage yard of sorts, from which they could even restore ships, and, at times, improve upon them. One of the more fortunate finds occurred when a starship carrying a vast array of ship blueprints and schematics strayed into the Dark Veil, from which the fleet has largely been created. Why such a vessel would travel through Wild Space is unknown, but the Sith were more than happy to reap the rewards.
Nov 21, 2016 6:48 pm
Dramasailor says:
Dramasailor says:
Going to attempt a roll for my lightsaber. We'll see if I do it properly.

1 Success, 3 Advantage, 3 Threat
Total: 1 Success
So now that I've thrown that, it looks like I succeed at attaching the crystal to the hilt. Now I can choose my free mod? Is there a subsequent roll to attach the first free mod?
No need for further rolls. you get one mod for free of your choice, per the rules in the Library.
Nov 21, 2016 6:56 pm
Ezeriah says:
Dramasailor says:
Dramasailor says:
Going to attempt a roll for my lightsaber. We'll see if I do it properly.

1 Success, 3 Advantage, 3 Threat
Total: 1 Success
So now that I've thrown that, it looks like I succeed at attaching the crystal to the hilt. Now I can choose my free mod? Is there a subsequent roll to attach the first free mod?
No need for further rolls. you get one mod for free of your choice, per the rules in the Library.
That's kind of what I thought. The confusion came in from the following portion:
Quote:
However, each additional mod beyond the first increases the difficulty of your Mechanics check by one. So, the difficulty of your second mod would have two purple dice, the third mod three purple
Because it calls out that the second mod would have two purple dice, I wasn't sure if the difficulty dice that make up the "average" roll included the 1 for the mod or if it would have been another one above and beyond.

Either way, given that, I think I'm going to take one of the vicious mods (+10 on crit table rolls)
Nov 21, 2016 7:20 pm
I'm getting a lot of ideas for Hawke's backstory, some of which I need to run by the GM.

1.) Were survivors of any ships that were trapped post Sith colonization and landed killed or enslaved or what?
2.) Are Force Sensitive slaves trained to be sith ala the Sith Inquisitor in SWTOR?

If it's allowed, then I'm thinking that Hawke's family were not born on the planet, and Hawke was either an infant or still in the womb when the gank family were marooned.

Rolling for Hawke's lightsaber:

Rolls

Lightsaber construction

4 Success, 1 Advantage, 2 Failure, 1 Threat

Total: 2 Success

Nov 21, 2016 7:29 pm
Meribson:
Meribson says:


1.) Were survivors of any ships that were trapped post Sith colonization and landed killed or enslaved or what?
Taken alive, they likely would have been tortured and put to slavery. Also, over time the Sith pilots learned to navigate via 'landmarks' so to speak, distinct mountain ranges, large bodies of water, etc. So, at times they would go to salvage the starship graveyard, and may have occasionally come across drifting ships, survivors on board.
Meribson says:

2.) Are Force Sensitive slaves trained to be sith ala the Sith Inquisitor in SWTOR?
Absolutely. The Sith would most certainly assimilate a force sensitive child into their culture. The ideas you're coming up with hear sound good to me so far.
Nov 21, 2016 7:44 pm
The general idea I have for Lexi at the moment is that her mother was one of the engineers that worked to design the Sith capital ships. Her father was a naval officer that at the time of her being taken to the Arcology was an instructor for space pilotage. She was taken young, between 6 and 7. Grew up knowing that she was force sensitive and being actively groomed to be part of the invasion force.
Nov 21, 2016 8:02 pm
Dramasailor says:
The general idea I have for Lexi at the moment is that her mother was one of the engineers that worked to design the Sith capital ships. Her father was a naval officer that at the time of her being taken to the Arcology was an instructor for space pilotage. She was taken young, between 6 and 7. Grew up knowing that she was force sensitive and being actively groomed to be part of the invasion force.
Sounds good.
Nov 21, 2016 8:17 pm
PLAYING A DARK SIDE CHARACTER

Force user or not, your character is part of the Sith culture, so the information below applies.


One of the issues found in a Dark Side campaign is some players confusing the Dark Side with Chaos, and Pragmatism with Psychotic murder. The Dark side is a point of view free of restraints, yet has purpose, almost always self-serving, or serving the Dark Side. A villain may kill, torture, etc., even to the point of enjoying a little, or a lot, but they rarely do it for pleasure alone. More often than not, it's a means to an end (Pragmatic).

Drawing on Anger and Passion to obtain Power isn't Chaos, it's just freeing oneself from the denial of desire via removing the shackles often associated with a 'Good morality' (Light Side oriented) perspective. Player's may not get this, and may instead equate the Darkside with the kind of senseless violence that leaves a river of blood in their wake.

A far more accurate portrayal of what the extended indulgence in the Dark Side does: it creates a loss of humanity, morality, empathy, and the ability to love, leaving the Sith or new Dark Sider amoral, cruel, selfish, sadistic and violent. Also, as your characters live on a planet that oozes the Dark Side of the force, the above effect would likely be more pronounced.

This change in values, ideology and personality is exemplified in canon, wherein the transition to the Dark Side is part of a transformation into a different person altogether, often leading those who turn to the Dark Side to take on a different name, as they regard their former persona as dead and destroyed.
Nov 21, 2016 8:37 pm
Squeeks:

Regarding the Security Droid:

You may want to consider that there might be times when it could be a hindrance, For example stealth situations, navigating difficult terrain (rocky, swamp, vertical), etc. It's a security droid, so it is meant to wander halls and move along smooth surfaces. I just want tot give you fair warning.

Of course, you could always leave it on the ship, depending on the situation. Either way, I'll allow the droid.
Nov 21, 2016 8:38 pm
First draft/throw at Lexi's backstory is up.
Nov 21, 2016 8:42 pm
Indeed. It wouldn't be appropriate to have it in every situation, certainly not a base model anyways. To be fair, I honestly see this mission is going to be a bit of a wake up call for Lissewa. That if she really wants to get where she wants, she may have to be willing to pull her own weight.
Nov 21, 2016 8:43 pm
Dramasailor says:
First draft/throw at Lexi's backstory is up.
Noted. Going to check it out :)
Nov 21, 2016 8:51 pm
Squeeks1337 says:
Indeed. It wouldn't be appropriate to have it in every situation, certainly not a base model anyways. To be fair, I honestly see this mission is going to be a bit of a wake up call for Lissewa. That if she really wants to get where she wants, she may have to be willing to pull her own weight.
Also, I want to make sure you know I'm open to letting you make upgrades, which I'm guessing Hawke could help with. However, as part of upgrading droids, I call for a combination skill check using both Mechanics and Computers. Droids are more than just parts.

Also, from a pro-droid perspective, there may be times where it's nice to have it watching the ship, as at the least it could contact you to warn of impending threats.

Another benefit, as you all encroach upon new realms: Security droids are typically fitted with software that allows them, given a connection, to access local law databases for the purpose of updating their database, making sure they comply with planetary, system, and sector law. That could be useful.
Nov 21, 2016 8:54 pm
Squeek:

Make sure you have a way to make repairs, even though I think Hawke has Mental Tools now that I'm thinking about it.
Nov 21, 2016 9:04 pm
Dramasailor says:
First draft/throw at Lexi's backstory is up.
Good stuff. Good depth. plenty of content and details to work with. I especially like her parents' burning pride, and the clear desire for revenge, greatness, and a pitch black darkness she took comfort in like a 'blanket' as she stared out toward the Dark Veil.
Nov 21, 2016 9:07 pm
Ezeriah says:
Squeek:

Make sure you have a way to make repairs, even though I think Hawke has Mental Tools now that I'm thinking about it.
I'll add a tool kit to my list of equipment, something to bring along onto the ship. Also, while this won't change the stats of the droid, I assume I could kind of make my own version of security droid since we've been separated from other droid developers for the last thousand years?
Nov 21, 2016 9:11 pm
As an extra treat, if any of you can find ways to include Obligation in your character that makes sense with the setting and origin story, feel free to do so and grant yourself another 10 XP.

Squeek, even though you're not a force user, your character will use Morality like the rest of the group; Obligation for you is optional as well.

I have modified Morality mechanic system I'm cooking up just for this campaign that works with the Dark Side, and, whether you're a force user or not, it will work for your character. Also, Morality is nice to have just for its capacity to serve as a gauge for each character's leanings regarding the concepts of Dark vs Light.
Nov 21, 2016 9:12 pm
Squeeks1337 says:
Ezeriah says:
Squeek:

Make sure you have a way to make repairs, even though I think Hawke has Mental Tools now that I'm thinking about it.
I'll add a tool kit to my list of equipment, something to bring along onto the ship. Also, while this won't change the stats of the droid, I assume I could kind of make my own version of security droid since we've been separated from other droid developers for the last thousand years?
You could most certainly buy one at the price you already paid.
Nov 21, 2016 9:37 pm
Obligation-wise, I'm somewhat torn. Both Dutybound and Oath would fit her character and the setting.

Duty - She's definitely entrenched in ritual. A "prized" (at least in her eyes) student of the Arcology. The majority of her living memory is in service to that body and her training has been singular in aim: dominate space as a new Sith Empire.

Oath - The Sith were always less interested in the whole Oath to a group thing, at least when compared to the Jedi. This may not fit as well.

I think she'd take the Dutybound obligation. Bound to the task of spreading the glory of the Sith Empire through subjugation and intrigue.
Nov 21, 2016 9:53 pm
First draft of the background is up. It's a little rough because it lacks detail but I think it will do for now, since it really only serves to set her up for the future.

Additionally, I went with the dutybound obligation ('explained' in the background) and the Ambition/Greed morality.
Nov 21, 2016 9:55 pm
About character creation and the obligation/morality bonuses. Are those working as normal or is it only working based on your previous post regarding our backgrounds.
Nov 21, 2016 10:47 pm
Haven't finished Hawke's backstory (typing it in Word before moving it over), but I've determined that he was in his teens before being stranded on Akrulta. He's been a part of the Sith for about 14-15 years now and in his late 20s, but he still remembers the wider galaxy.
Nov 21, 2016 10:59 pm
MORALITY AND THE DARK SIDE


Morality is a generally soft mechanic, so I've modified it to highlight it a bit more in the game. New game mechanics are detailed below that allow for the use of Morality when playing a Dark Side character.



Persistent Internal Conflict and It's Effect on the Character

The Morality scale has been upgraded to reflect persistent internal conflict for the character. A Dark Side character trending too far toward the Light side will suffer the following effects:

A Morality score ranging from 50-59 will result in 1 setback die applied on all skill checks.

A Morality score ranging from 60-69 will result in 2 setback dice applied to all skill checks.

A Morality score of 70+ and the player has turned to the Light Side, coming under the auspices of all the rules inherently attached.

As seen above, the Dark Side is consuming, corrupting, and possessive, lashing out at you as you move toward the light. The closer you get to becoming light side (70+ Morality) the more constant and overwhelming your internal strife becomes, interfering with focus, decisiveness, self-identity, etc.

As we're entering new territory, seemingly unaddressed by any forum or discussion of any kind on the internet, a lot of how we handle conflict regarding your characters will be highly interpretative by your GM. However, the below table is intended to give you an approximate idea of what to expect, showing some of the ways Dark Side characters can accrue conflict.

The list of actions on the table below have attached conflict penalties, along with aspects of Morality that exemplify what emotions/ideals cause the conflict for a dark side user. It is not intended to be a complete list, and you may gain conflict via other means, at the discretion of your GM.



COMMON CONFLICT PENALTIES FOR DARK SIDE CHARACTERS
(1) Knowing Inaction: The PC knows that an NPC or PC will do something to oppose them and allows them to do so. 1-2 conflict. Fear, Weakness.
(2) Telling the truth to the detriment of the PC or their agenda. 1-2 conflict. Fear, Weakness.
(3) Seeking peaceful resolution to or fleeing from a direct threat of violence. 1-4 conflict. Fear, Weakness, Compassion.
(4) Unnecessary Kindness: Helping others, unselfishly aiding them in some way. 3-6 conflict. Compassion, Justice.
(5) Granting mercy, especially to an enemy. 4-9 conflict. Mercy, Compassion, Justice.
(6) Endangering yourself to help others. 6-10 conflict. Mercy, Compassion, Justice.
(8) Self-sacrifice. Offering to take the place of another, etc. at great peril to yourself. 15+ conflict. Mercy, Compassion, Altruism.



The Effect of Conflict on Your Dark Side Character's Morality

Every two months (?-- tentative), each player totals conflict received for their character and rolls 1d10, subtracting the result of the roll from their conflict. The character then adjusts his or her Morality by the result. Positive results move the character toward the Light Side, negative results move the character toward the Dark Side.

For example, Darth Vader accrued a lot of conflict at the end of the last session when he showed mercy to Padme, picking up 6 conflict. He rolls a 2 for his Morality check, and increases his Morality by the difference, which is 4 (6-2= positive 4), slipping to the Light Side of the force.

Later on, he accrues conflict in the next session, as Darth Vader confronts Obi Wan, giving him the chance to walk away. This earns him 2 conflict. He rolls an 8 for his Morality check, and decreases his Morality by the difference, which is 6 (2-8= negative 6), becoming more and more in tune with the Dark Side of the force.
Nov 21, 2016 11:00 pm
Meribson says:
Haven't finished Hawke's backstory (typing it in Word before moving it over), but I've determined that he was in his teens before being stranded on Akrulta. He's been a part of the Sith for about 14-15 years now and in his late 20s, but he still remembers the wider galaxy.
Sorry, that won't work. I don't want any characters to have memories of the galaxy.
Nov 21, 2016 11:04 pm
Ezeriah says:
Meribson says:
Haven't finished Hawke's backstory (typing it in Word before moving it over), but I've determined that he was in his teens before being stranded on Akrulta. He's been a part of the Sith for about 14-15 years now and in his late 20s, but he still remembers the wider galaxy.
Sorry, that won't work. I don't want any characters to have memories of the galaxy.
Well it's a good thing that I haven't uploaded it yet, time to make some adjustments!
Nov 21, 2016 11:17 pm
Squeeks1337 says:
About character creation and the obligation/morality bonuses. Are those working as normal or is it only working based on your previous post regarding our backgrounds.
Everyone will have functioning Morality as described in a post I recently put up.

I've made a change as we go forward. Everyone must take 10 Obligation, represented by one Obligation at a value of 10 or two Obligations at a value of 5 each. The reasoning for this is that the kind of endeavor the group is undertaking is a major one, and important aspects of their life, beliefs, etc would be amplified. I did some reading and agree with the point of view that when players ahve both Obligation and Morality, it helps bring the game to life, adding detail, RP potential, etc.

Also, since I'm forcing it on you, I'll give every one another 15 XP (bring the bonus after character generation to 165).
Nov 21, 2016 11:23 pm
Dramasailor says:
Obligation-wise, I'm somewhat torn. Both Dutybound and Oath would fit her character and the setting.

Duty - She's definitely entrenched in ritual. A "prized" (at least in her eyes) student of the Arcology. The majority of her living memory is in service to that body and her training has been singular in aim: dominate space as a new Sith Empire.

Oath - The Sith were always less interested in the whole Oath to a group thing, at least when compared to the Jedi. This may not fit as well.

I think she'd take the Dutybound obligation. Bound to the task of spreading the glory of the Sith Empire through subjugation and intrigue.
An Oath to Vhrall Akrulta, perhaps, if your character is religious? Characters who take this Oath are highly religious and the strain would come from lack of contact with the Cathedral, in addition to truly believing that Vhrall Akrulta was divine, and judging them every step of the way. I can figure out more details about the religion if needed.
Nov 21, 2016 11:29 pm
Squeeks1337 says:
First draft of the background is up. It's a little rough because it lacks detail but I think it will do for now, since it really only serves to set her up for the future.

Additionally, I went with the dutybound obligation ('explained' in the background) and the Ambition/Greed morality.
She is one sinister woman. Gritty stuff, an ex-slave and a woman not to be underestimated.
Nov 21, 2016 11:36 pm
Kind of using Game of Thrones as a reference for how to make her act.

Just something I'd want to point out about the morality thing. I think a few of those may be a bit questionable depending on the person and the circumstances. Will that be something that comes into play when determining how conflict is handed out?

For instance, an individual with little combat ability being threatened by an overwhelming force couldn't be considered slipping to the light side of the force if they seek a peaceful way out of the situation in order to save their own skin, would they?
Nov 21, 2016 11:44 pm
Squeeks1337 says:
Kind of using Game of Thrones as a reference for how to make her act.

Just something I'd want to point out about the morality thing. I think a few of those may be a bit questionable depending on the person and the circumstances. Will that be something that comes into play when determining how conflict is handed out?

For instance, an individual with little combat ability being threatened by an overwhelming force couldn't be considered slipping to the light side of the force if they seek a peaceful way out of the situation in order to save their own skin, would they?
I'm still working out the details, but the conflict penalty ranges are there to provide various penalties depending on the situation. In the situation you mention, I would likely give zero conflict as common sense is a factor; if there's some reason that, despite the overwhelming force I think it would still chafe at your character, I might give you 1 conflict.
Nov 21, 2016 11:51 pm
Ezeriah says:
Squeeks1337 says:
Kind of using Game of Thrones as a reference for how to make her act.

Just something I'd want to point out about the morality thing. I think a few of those may be a bit questionable depending on the person and the circumstances. Will that be something that comes into play when determining how conflict is handed out?

For instance, an individual with little combat ability being threatened by an overwhelming force couldn't be considered slipping to the light side of the force if they seek a peaceful way out of the situation in order to save their own skin, would they?
I'm still working out the details, but the conflict penalty ranges are there to provide various penalties depending on the situation. In the situation you mention, I would likely give zero conflict as common sense is a factor; if there's some reason that, despite the overwhelming force I think it would still chafe at your character, I might give you 1 conflict.
I think that makes sense. Ultimately, it'll probably be up to us as much as it is up to you since we'll be the ones posting our character's actions, reactions and thoughts. Those thoughts will often betray us.
Nov 22, 2016 12:21 am
Ezeriah says:
snip

An Oath to Vhrall Akrulta, perhaps, if your character is religious? Characters who take this Oath are highly religious and the strain would come from lack of contact with the Cathedral, in addition to truly believing that Vhrall Akrulta was divine, and judging them every step of the way. I can figure out more details about the religion if needed.
I like it. I think 10 Obligation in Oath would be fitting. I could even see it changing a bit of her attitude from just a brash/arrogant pilot to more of a warrior priestess type person.

And she'll dump her 15 extra xp into her Move power.

What is our starting Morality?
Nov 22, 2016 1:03 am
Everyone's Morality will start at 40, giving you all a nice lean to show your alignment to the Dark Side.
Nov 22, 2016 1:06 am
Excellent. I also updated Lexi's background to include a small passage about being taken in to a sanctum where she swore her oath to Vhrall Akrulta.
Nov 22, 2016 1:21 am
Dramasailor says:
Excellent. I also updated Lexi's background to include a small passage about being taken in to a sanctum where she swore her oath to Vhrall Akrulta.
Awesome. I was really hoping someone would jump on the religious aspect of Vhrall Akrulta. As a force sensitive, this makes you one of the Eyes of Akrulta. Essentially, with your character's skill set she would be a cathedral guardian of sorts, not necessarily standing around at doorways, but extremely vested in the security of the Grand Cathedral. However, it's safe to say your character hasn't been to the inner sanctum, and had never seen the Oracle until she appeared as described in the SITH HISTORY (she is kept hidden for security purposes, as the Great Houses have taken a crack at Oracles in the past for reasons of their own).
Nov 22, 2016 1:39 am
Ezeriah says:
Dramasailor says:
Excellent. I also updated Lexi's background to include a small passage about being taken in to a sanctum where she swore her oath to Vhrall Akrulta.
Awesome. I was really hoping someone would jump on the religious aspect of Vhrall Akrulta. As a force sensitive, this makes you one of the Eyes of Akrulta. Essentially, with your character's skill set she would be a cathedral guardian of sorts, not necessarily standing around at doorways, but extremely vested in the security of the Grand Cathedral. However, it's safe to say your character hasn't been to the inner sanctum, and had never seen the Oracle until she appeared as described in the SITH HISTORY (she is kept hidden for security purposes, as the Great Houses have taken a crack at Oracles in the past for reasons of their own).
Oh absolutely. I wasn't thinking she'd have been at THE sanctum, just A sanctum within the Cathedral. Being one of the Eyes sounds intriguing.
Nov 22, 2016 1:50 am
A NOTE ON THE GAME

I'm glad to have everyone here so far. We're up to six players, and that is my limit. I'm adding the comments below because PbP is notorious for players disappearing or posting infrequently, bringing the game to a crawl. I'm doing my damndest to avoid that. Furthermore, I want players who want to be here, highly involved in a quality game, and not just checking in, making the rounds on one of their ten games. Also, regarding the comments below, they are simply another layer of preventative care in my mission make a great game for all of us.


If you already find that you're not feeling the setting or theme of the game, or that you bit off more than you can chew commitment wise, it's alright to just let me know and leave. I don't want anyone feeling like they need to stay just because they signed up. There are other players interested in playing, and if you're feeling like this game might become a chore somehow, I'd rather part ways and bring someone in who wants to play.

There will be no hard feelings if you decide to go. Like I said, just give me a heads up so we don't wonder where you went. Parting on good terms leaves the door open for you to come back id there's a spot in the future as well.
Nov 22, 2016 1:51 am
Dramasailor says:
Being one of the Eyes sounds intriguing.
You should add your status as such to your backstory and your player notes.
Nov 22, 2016 2:03 am
Ezeriah says:
Dramasailor says:
Being one of the Eyes sounds intriguing.
You should add your status as such to your backstory and your player notes.
Done.
Nov 22, 2016 1:22 pm
I'm going to try to get Tajanna's backstory (or at least a rough draft of it) written out and posted by tonight. Just to run some ideas by the GM, I was thinking of Tajanna's military role being somewhat akin to an assassin/recon-type, sneaking around ahead, finding potential opportunities for the group to exploit, acquiring targets, and, of course, killing targets, and for Tajanna to be the scion of a minor Sith noble house, descended from the intermingling of the handful of Chiss, both Sith and muggle, who followed Vhrall Akrulta on his exodus to Akrultos.

Edit: Also, can I have my Obligation be A Score to Settle with a rival Sith, who trained under the same Master I did?

Also, for my lightsaber construction, I have no training in either Mechanics or Discipline, so here goes nothing.

Rolls

Average Intellect (Mechanics) Check: Lightsaber Crafting

2 Success, 3 Advantage, 2 Failure, 2 Threat

Total: 1 Advantage

Nov 22, 2016 1:24 pm
Not a promising first roll, there.

Rolls

Average Intellect (Mechanics) Check: Lightsaber Crafting

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

Nov 22, 2016 2:13 pm
OK guys, thought I would put this out to the group of experience minds rather than hold everyone up while I try to work it out. At the moment I am considering a couple of possibilities, I just don't know the mechanics well enough yet to know if my preferred option is viable.

Are there viable alternative weapons in the game for force users or should I just go with the light saber? I am considering playing a Trandoshan Hired Gun Marauder who has been trained to use Force powers, probably through Shii-Cho Knight as a cross career specialization (not even sure about the cost and if it works). I have this picture of this huge lizard looking monster, soaking up damage and creating havoc with huge melee weapon(s), but I don't know enough to know if I am just headed towards a sub par melee character. Given the fact that the Lightsaber bypasses a bunch of soak and it looks like it can break other weapons, I suspect I may be headed toward the latter. Thoughts?

Also, are there any gaps skill/role wise in the group atm? I am happy to put some points toward skills to shore up gaps. At the moment I am looking at Brawn and Willpower as a 4 and a 3 at character creation. I was thinking possibly of buying a level of medicine as part of a back story idea I had
Nov 22, 2016 2:44 pm
Technically speaking, everything is viable, at least mechanically. Whether it would work well for the setting is something to be discussed.

Part of the way Force and Destiny has been put together compared to the other two (EotE and AoR) is that the force using characters will not be inherently more powerful or more useful than a non-force user. They simply have access to different abilities.

If you wish to create a powerful melee character who doesn't use a lightsaber, this is easily doable. Highly modified vibroweapons can get through most enemies soak, plus you can end up doing so much damage that soak won't help all that much.

As for the force wielder portion, it sounds interesting but I think it will be somewhat difficult mechanically to pull it off well at this stage of the game. Non-force users can take force user specializations like shii-cho knight, but they can't take talents that require a force rating (indicated by the sort of explosion in the corner of the talent box). In order for you to use those powers you'd also have to take a specialization that grants a Force rating, like Force-Sensitive Exile, which means to get both of those specializations, you'd have to spend 60 exp just to have access to both, which is a significant investment early on.
Nov 22, 2016 2:58 pm
mrvain says:
Trandoshan Hired Gun Marauder who has been trained to use Force powers, probably through Shii-Cho Knight as a cross career specialization (not even sure about the cost and if it works).
Everything else you said is good, but this may be a bad choice of career and specializations. Non-lightsaber melee weapons can be pretty strong, non-Force and Force characters are well balanced, mainly because buying Force powers costs a ton of XP, and most of them aren't really better than using that XP to buy Talents or Skills instead, and cross-career Specializations simply cost extra XP to buy.

The issue with starting with a non-Force career, then multi-speccing into a Force Specialization, is that your character will not start with a Force rating (which all Force careers get in place of a starting skill), which will mean that your character can't actually use the Force, until you buy a Force Rating Increase talent, which are invariably located at the bottom of any Specialization tree that contains one, with the exception of the Force Sensitive Exile and Force Sensitive Emergent universal specializations (i.e. counts as a career specialization for all careers).

Personally, I think either starting as a Warrior/Shii-Cho Knight and then multi-speccing into Marauder, or starting as a Hired Gun/Marauder and ignoring the Force entirely, are both mechanically-superior options to what you proposed.

Also, I believe we don't have a Brawn-focused character at the moment, so I wouldn't worry overmuch about overlapping skillsets. With your high Willpower, some ranks in Coercion would give you some oopf in social, non-combat encounters, as well.
Nov 22, 2016 4:02 pm
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.
Nov 22, 2016 4:09 pm
Squeeks1337 says:
In order for you to use those powers you'd also have to take a specialization that grants a Force rating, like Force-Sensitive Exile, which means to get both of those specializations, you'd have to spend 60 exp just to have access to both, which is a significant investment early on.
Not so. Having grown up on Akrultos, given the crossover he is considering, he could have been a late bloomer force wise. As such players who have access to Sith training (primarily meaning you haven't gone out into the galaxy yet) can crossover without taking Force Sensitive Exile.
Nov 22, 2016 4:11 pm
Also, as far as melee, goes, when it comes to soak not much compares to a lightsaber as it cuts through 10 soak with breach. you would essentially have to get a highly modified weapon with a pierce rating of 10 to be an equivalent.
Nov 22, 2016 4:16 pm
Not to mention that one of the greatest strengths of a lightsaber, and what makes you Sith so dangerous with them, lies in the Reflect Talent (as I am allowing non-force users to take Parry).

With the Reflect Talent, a character can automatically stop some, or all (given enough ranks in Reflect) of the damage from happening. From all attacks, assuming you have enough strain to do so (cost of 3 strain per Reflect, or Parry for that matter).
Nov 22, 2016 4:34 pm
Tefmon says:
mrvain says:
Trandoshan Hired Gun Marauder who has been trained to use Force powers, probably through Shii-Cho Knight as a cross career specialization (not even sure about the cost and if it works).
Personally, I think either starting as a Warrior/Shii-Cho Knight and then multi-speccing into Marauder, or starting as a Hired Gun/Marauder and ignoring the Force entirely, are both mechanically-superior options to what you proposed.
Mechanically speaking, those are both better options. However, as detailed in another post of mine, due to the uniqueness of the characters origin, prior to leaving home, your character can start in an EotE career and pick a specialization from F&D. Force Sensitive Exile, etc, is not required to do so.

Also, considering XP costs for any future specializations as well, keep in mind where you imagine most of your XP will be spent. Meaning, it is cheaper to take a new specialization from within your career (10 multiplied by the number of specs you will have including the new one) than it is to purchase a specialization from outside of your career (10 multiplied by the number of specs you will have including the new one, [u]plus 10[/u]).

So, if you're planning ahead and know that you're going to take every specialization from the Hired Gun career, that would be a better place to establish your career from, while adding a F&D specialization to it.

With this in mind, the only way I'd allow a non-force character to access a F&D specialization after beginning the Conquest is exactly what Squeek described above: you would have to take Force Sensitive Exile first. Further, I would only allow the character to learn lightsaber techniques that a fellow PC knew, reflecting training taking place on board the ship during downtime such as hyperspace travel, etc. Of course, another way to access a variety of teaching would be if the group had the right holocron on the ship, containing lessons from the past...
Nov 22, 2016 4:38 pm
Given the recent barrage of posts I just put up, I will also say this. I appreciate trying to see if your character meshes with the group, considering roles and helping the team. I'm inclined to do the same thing. At the same time, your character should be one that appeals to you, and you want to play.

That said, make a smart one. During the game, don't be a clown and expect me to pull you out of the fire.

For those that missed it (somehow?), I will kill your characters.
Nov 22, 2016 4:39 pm
Quote:
Not so. Having grown up on Akrultos, given the crossover he is considering, he could have been a late bloomer force wise. As such players who have access to Sith training (primarily meaning you haven't gone out into the galaxy yet) can crossover without taking Force Sensitive Exile.
I don't mean to say he can't take the specialization. That's stated in the rules that you can take force specializations even if you don't have a force rating. I simply mean mechanically, without a Force rating, you can't make use of the force talents in a talent tree like Shii-Cho Knight. All the training in the world doesn't just make you force sensitive, you have to have a Force rating to be considered force sensitive. Many of the force specialization trees do have increase force rating talents that he could make use of to gain a force rating and become force sensitive but (using his example of which lightsaber form specialization he was interested in) Shii-Cho Knight isn't one of those, so even if he mastered the tree he still wouldn't be able to use the force talents.
Nov 22, 2016 6:08 pm
Squeeks1337 says:
Quote:
Not so. Having grown up on Akrultos, given the crossover he is considering, he could have been a late bloomer force wise. As such players who have access to Sith training (primarily meaning you haven't gone out into the galaxy yet) can crossover without taking Force Sensitive Exile.
I don't mean to say he can't take the specialization. That's stated in the rules that you can take force specializations even if you don't have a force rating. I simply mean mechanically, without a Force rating, you can't make use of the force talents in a talent tree like Shii-Cho Knight. All the training in the world doesn't just make you force sensitive, you have to have a Force rating to be considered force sensitive. Many of the force specialization trees do have increase force rating talents that he could make use of to gain a force rating and become force sensitive but (using his example of which lightsaber form specialization he was interested in) Shii-Cho Knight isn't one of those, so even if he mastered the tree he still wouldn't be able to use the force talents.
Ah, okay. I misinterpreted you.

Also, I don't want to be to rigid on the character development.

Players can, regardless of career, pick a specialization from either F&D or EotE. However, putting some of those talents on trees to work does require a force rating, which is not granted for choosing a F&D specialization alone. Purchasing Force Sensitive Exile, from EotE does, however, grant a Force rating to a character who doesn't have on yet.

Beyond that, we'll leave add this: to learn a lightsaber form will require a teacher of some kind. As far as players being teachers, those who have 3 skill ranks or more can teach a lightsaber style they know.

Having natural talent won't qualify for this, even if you're dropping 6 green dice for attacks; your natural talent is just that, talent. Skill Ranks are more representative of a degree of knowledge or experience. In this case, technique and form regarding lightsaber form.
Nov 22, 2016 6:23 pm
Mrvain (in fact, everyone should take heed)

A NOTE ON COMBAT AND CHARACTER CREATION

Having warned you of possibility of death for your character, there are multiple ways that can happen, the most likely of which is during combat. Having said that, I don't want any of you to feel like you need to make a one dimensional combat machine to survive. As stated before, I highly recommend creating a character that you want to play who is prepared for combat. It;s Star Wars.

That said, the point is this: if you make a one dimensional character (say the combat monster) you may potentially find yourself bored between battles, feeling like you don't have anything else to contribute. At the same time, that largely depends on you and what you enjoy. Also, Brawn via the Athletics skill can be very useful for running someone down, climbing, swimming, generally anything physcial outside of the purview of Coordination. Resilience, also part of Brawn, would be useful to resist toxins, gong without sleep, prolonged physical activity, and handling harsh environments and lack of sustenance/h2O. Also, if you need to just bash someone without showing off the lightsaber, then Melee and Brawling would be useful as well.
Nov 22, 2016 6:27 pm
ON DICE POOLS, SKILL CHECK, AND DIFFICULTY OF CHECKS

For those that aren't aware, adding another green dice to your pool is almost always better than converting a green to yellow. What this means is that more dice is almost always better. The only time this isn't true is when it comes to comparing 3 yellow vs 4 green for example (in this case, 3 yellow is just a few percent better). In other situations, 1 yellow and 2 green is not as good as 4 green dice.

What this means is that probability wise, for example, is that a character with 4 green dice in a check actually has a few % better chance to succeed at a task than a character with 3 yellow and 1 green. Skill ranks are not the end all and be all of success. They allow for Triumphs, and Triumphs do not mean you succeeded, just that something good accompanied your roll.


How you should perceive your character's abilities:

Consider the below comments while remembering that an Average difficulty check is 2 purple dice, a Hard check is 3, Daunting is 4, and Formidable is 5 purple dice.

4 dice, even if they're all green, is an excellent place to be as far as considering your character good at something. 3 dice, all green means you're above average. Two green dice are simply average; making them both yellow improves the situation, but not by much.

In sum, as you consider the game and its difficulty, especially in regards to your character, you shouldn't consider your character to be really good at something unless they've got a pool of 4 green dice or 3 yellow. If you like to be thought of us really excelling at a skill or ability, then you should be going for 5 dice or 4 yellow, a place where you can reliably count on your skill to be effective.

Consider making that Hard check. Do you really want to go at it with just three green, or 1 yellow and 2 green? Or what if you're dealing with a skill check that is truly difficult, and considered Daunting at 4 purple (examples from the F&D CRB are picking a sophisticated lock or making a shot at extreme range). Throwing 4 green against 4 purple is a coin toss; a 51% chance of success.

Here's a dice roll probability table for those that are interested in Mechanics and increasing their odds of success, and consequently survival.
FFG Star Wars Dice Roll Probability Table


REGARDING THE GROUP, ROLES, ETC

Roles and skills that have been expertly addressed, or have been to some degree:

Keep in mind that an Average difficulty skill check is 2 purple dice.

Lissewa (played by Squeek) is social skill oriented, a manipulator. Full of Charm and a Negotiator of some talent. Anything related to Presence she has fairly well covered with a 4. She's also got a 3 Agility and Intellect, making her above average in those skills. A decent shot with a blaster, she also brings a droid to the party.

As a side note: Squeek, don't think of her as being good at Deception, given the above comments on skill checks. 2 yellow is only slightly above average, and getting caught in a lie is usually bad. Keep in mind that any social interaction where you lie, even a little, will require Deception for a skill check. You can pair it with other social skills as well.

For example: lying and being charming at the same time could produce results where perhaps your lie succeeds "I've got a reservation" but you fail to sway them to like you, so you don't get that table you wanted. Another example, maybe the lie fails, but you're so charming (with a Triumph you put to good use) that, even though you didn't have a reservation, they'll let you in.
Again, lies can be very condemning, so don't expect this to happen a lot. It's far more likely that the failed Deception will hurt the Charm.

Hawke (played by Meribson) is your tech guy. I know he is focused on Mechanics, but really with 4 dice in Intellect, he's got everything Intellect related well-covered. Also, having taken the Soresu lightsaber form, he can carry his own weight in combat as well, with some ranks in Reflect as well as Parry, supported by his laminate armor. A durable type helps make a good medic, a role he capable of (Medicine), given the proper supplies or a first aid kit of some kind.

Tajanna (played by Tefmon) is bringing Cunning to the group, with a 4. Perceptive, Streetwise. A Survivor, capable of tracking others down. Good at lying over covering her tracks with Deception (? - I haven't seen anything that indicates gender, sorry if I'm wrong). Skullduggery lets her handle some locks and security measures (depending, as some electronic/complex security measures require Skullduggery, Computers, or Mechanics, or a combination of the three... some things are really hard to break into, which teamwork can help overcome). Having taken the Shien lightsaber form, (s)he uses 4 dice with Cunning for combat, making him/her no slouch given that the added Reflect and Parry as well.

Lexi (played by Dramasailor) brings a 5 Agility. Top notch pilot, in a starship or a speeder. A crack shot with any ranged weapon or gunnery system. Supremely Coordinated. Extremely Stealthy. Her 3 Willpower also lends itself to being intimidating (Coercion) Vigilant, and Disciplined (used for many force applications like Move, Influenc, etc; when in doubt, Discipline is often the go to Skill for using the force). Having learned the Ataru lightaber form, she uses 5 dice via her Agility for lightsaber attacks (potentially 6 if she increases her Agility via the Enhance force power). Combined with some Reflect she is quite capable in combat.
Nov 22, 2016 6:36 pm
And we still have two more characters to add to the group. :D
Nov 22, 2016 6:36 pm
Ezeriah says:
(? - I haven't seen anything that indicates gender, sorry if I'm wrong)
Your guess is correct, Tajanna is female. I guess I haven't actually mentioned that anywhere yet.
Nov 22, 2016 6:42 pm
Squeeks1337 says:
And we still have two more characters to add to the group. :D
We're good at 6, I don't think I'll expand from there.

I left it open at 8 to make room for others who wanted to take a look. Also, not to sounds pessimistic, but the final group may be less than 6. My original intention was 4, but those that wanted to join after that I really didn't want to turn down, ans I considered the possibility of players disappearing.

Starting with 6 adds some durability if some of you bail. At the same time, if you do, there's a short list waiting to get in, and I like 6 for the group size. The list isn't a threat to you, to be clear. But in case we need more players, for any reason, I want to be organized and ready for it.
Nov 22, 2016 6:43 pm
Tefmon says:
Ezeriah says:
(? - I haven't seen anything that indicates gender, sorry if I'm wrong)
Your guess is correct, Tajanna is female. I guess I haven't actually mentioned that anywhere yet.
I'll add a 'gender' line for the character sheets. It will be useful to help keep everything straight, and I would hate to mix things up in the game.
Nov 22, 2016 7:11 pm
Hello everyone, glad to be joining the group. I was thinking about playing a human consular/ Niman Disciple. Definitly would be very diplomatic oriented, but I’m thinking the way this character would work, would be more like a spy master. Someone who could fit in with the socialites of other societies, all the while, gaining information and building contacts for our future conquest. I’m thinking a hero like little finger from game of thrones. Just throwing it out there for feedback and thoughts.
Nov 22, 2016 7:20 pm
Not that there would be a problem with having someone else with diplomatic social skills but we do sort of have one who is fairly specialized in it. However, her's come from natural talent and skill rather than any connection to the force so there would be things that the consular could do that she could not. On the other hand, we don't have any kind of dedicated force user. None of the force users in the group have a force rating higher than a 1. Consular specializations often allow the character to get very strong in the force, very quickly.
Nov 22, 2016 7:26 pm
Very true Squeeks. The part that jumped out at me was
cclbrts30 says:
Someone who could fit in with the socialites of other societies, all the while, gaining information and building contacts for our future conquest.
In terms of conquest, we would absolutely need that kind of function running once we're out in the world. From a smoothness of gaming, given that those activities are usually done far in advance of the conquest happening, would we be getting into a game where ccl is off doing their thing and we're in a different part of the story (almost a permanently split party feel). Unless it's more that we hit a planet at the same time, some of us doing the shock and awe game, while ccl is off being devious in social circles?
Nov 22, 2016 7:39 pm
I kind of feel like we're doing a lot of all of these things at the same time. Ultimately, the only way for the Sith empire to have a chance in the coming war is to begin taking worlds for itself. I see these groups as sort of advance scouts doing things to make the main Sith force having an easier time taking control of the worlds around our homeworld. This could involve diplomacy, setting the stages for alliance or partnerships, or subterfuge, sabotaging elements of a world making it easier to turn over to the Sith. I honestly don't see us just showing up and taking a world over on our own because any planet that we could take ourselves would not likely be worth the Empire's time.
Nov 22, 2016 7:48 pm
Squeeks1337 says:
I kind of feel like we're doing a lot of all of these things at the same time. Ultimately, the only way for the Sith empire to have a chance in the coming war is to begin taking worlds for itself. I see these groups as sort of advance scouts doing things to make the main Sith force having an easier time taking control of the worlds around our homeworld. This could involve diplomacy, setting the stages for alliance or partnerships, or subterfuge, sabotaging elements of a world making it easier to turn over to the Sith. I honestly don't see us just showing up and taking a world over on our own because any planet that we could take ourselves would not likely be worth the Empire's time.
True enough. So we'd be the small group that is starting to plant those seeds and such.
Nov 22, 2016 7:48 pm
Dramasailor says:
Very true Squeeks. The part that jumped out at me was
cclbrts30 says:
Someone who could fit in with the socialites of other societies, all the while, gaining information and building contacts for our future conquest.
In terms of conquest, we would absolutely need that kind of function running once we're out in the world. From a smoothness of gaming, given that those activities are usually done far in advance of the conquest happening, would we be getting into a game where ccl is off doing their thing and we're in a different part of the story (almost a permanently split party feel). Unless it's more that we hit a planet at the same time, some of us doing the shock and awe game, while ccl is off being devious in social circles?
The group doesn't need to split for this at all, and managing two or more separate time lines can be really complicated in PbP. The ideal of RPG's is usually this: the group can work together and has characters who excel at given tasks.

Characters can excel at multiple abilities from the start if you spend your points wisely. For example, I'm surprised how some of you filled your talent trees, rather than going for the bottom more aggressively like Dramasailor did, picking up Dedication and adding an extra dice to multiple skills is quite valuable. Or picking up another force dice for example, allowing you to be FAR more effective in using force powers.

Also, there is nothing wrong with having some overlap. In a group of six it becomes more likely, especially with social sklls (there are 5 of them: Charm, Deception, Negotiation, Coercion, and Leadership) and they all have their applications. As far as splitting up the group, I'd rather not for long periods. In social interaction, many of you could effectively participate. Lissewa with Charm. Tejanna putting in a lie. Etc. Of course you want people who can excel at certain tasks, but the group does have some overlap, which is natural.
Nov 22, 2016 8:04 pm
Squeeks1337 says:
I kind of feel like we're doing a lot of all of these things at the same time. Ultimately, the only way for the Sith empire to have a chance in the coming war is to begin taking worlds for itself. I see these groups as sort of advance scouts doing things to make the main Sith force having an easier time taking control of the worlds around our homeworld. This could involve diplomacy, setting the stages for alliance or partnerships, or subterfuge, sabotaging elements of a world making it easier to turn over to the Sith. I honestly don't see us just showing up and taking a world over on our own because any planet that we could take ourselves would not likely be worth the Empire's time.
Exactly. Squeek nailed it. Your group will be filling multiple roles as needed, depending on the situation. You will be given targets, orders at times. At times you may pick up on targets of opportunity. As part of the Sith military, however, you are not given free reign to just do what you want regarding major objectives, except for extraordinary circumstance (cut off from all communication, etc). As far as targets of opportunity, you will be expected (required really, by high command) to contact them, make your suggestion, and, if given the go ahead, proceed from there.

Regarding less large scale objectives, you'll have more freedom more often than not. If you're given the task of taking a planet, for example, without specifics, your group will be expected to do so in the way you deem best. If the plan becomes something like "let's try to secretly intimidate the planetary governor into becoming a puppet of the Sith, while we arrange for the demise of a few key politicians that would resist" you can try that. If your assessment is that the planet would best be taken by brute force, after sabotaging key defenses, do that; remember, you can coordinate with command and inform them to strike when the time is right. Long range scanners on the Space scale don't go that far, and a Sith armada of the appropriate size could be parked in a random part of the galaxy, less than a day out in hyperspace travel time.

You have a lot of options. Sometimes you will have very specific orders (for example, the beginning of the Conquest will have a specific system or planetary objective; due to the Veil and the Graveyard, the Sith aren't clueless as to the state of the galaxy, having had access to holovids, journals, and especially the data mined from the many explorers who ended up there, updated maps of the galaxy. Sometimes, you'll be more part of making the plan. Sometimes, based upon your assessment, you'll be able to make suggestions to high command. Like any military operation, it will depend. What you are not expected to do, again, is just go on your own and break things, so to speak. High command will want to be prepared for occupation and coordinate their forces.
Nov 22, 2016 8:14 pm
Something I've been wondering long term. Eventually, the Sith Empire would reach a point where they may be able to stand toe to toe with the other factions. At that point, we can expect that large scale engagements between the factions would occur. Would we at any point be able to play a part in those sorts of engagements. Obviously, small scale skirmishes and covert operations would probably still be our forte but those big fights is sort of a staple of the Star Wars mythos that would be fun to take part in a few times.

With this in mind, if those opportunities open up, would you consider opening up some of the AoR specializations, considering those tend to be more militaristic in nature. (To be honest, I'm still not sure why you would prefer EotE over AoR considering the military nature of the campaign.)
Nov 22, 2016 8:29 pm
Ezeriah says:
picking up Dedication and adding an extra dice to multiple skills is quite valuable.
Since you made it sound so amazing, I rearranged my starting XP expenditures to get me some Dedication (RIP Improved Reflect and Force Leap).

I am curious how much XP you're going to be rewarding us, though. I've never played a FFG Star Wars campaign before, so I have no idea how much XP per session/month/story arc/etc is 'normal', nor, say, whether 20 XP is considered to be a signifigant chunk of XP, or just a minor amount of it.
Nov 22, 2016 8:41 pm
Also, as far as splitting the group I won't forbid it. Just keep in mind that time tables will become problematic the longer the group is separate. What will be happening is that two scenes (or more) will be happening at once. They also have to be able to come back together, which requires time management (and, from a gaming perspective, needs to be believable). This will make things more complicated for me as well, given that the more plot threads I'm juggling at once, the harder it becomes to keep up. Consider the maximum possibility there: everyone in the group goes their own way, and I'm managing six scenes from a movie, so to speak, at once. Also, there's only so much time in the day, and more scenes requires more typing, and I don't want to dump quality to keep up.

Examples below of Timeline Issues and Splitting Up Below:

A Short(est) Term group separation:
You parked your ship in jungle clearing, just past range of hills that you're certain are outside the Republic base's sensor range, but it'll be a 1 or two day trek to get to the base. As you make your way through the jungle, one of your stealthier characters volunteers to be ahead of the group, to make sure you don't bumble into a problem. (This is so slightly separated that I really don't consider it as such really, just the most extreme example I could think of for Short Term; in this case the group would be close enough behind that, in this situation, you really aren't separate, but it could be an issue). Distance between group members, almost identical timeline's depending on distance.

Your group is in a cantina, and some of you are talking to spaceport security, as they're suspicious of you. Tejanna whispers to one you that she is going to slink out the back door (Stealth to not be noticed, depending) and hot wire a speeder (Skullduggery). Basically she's separating briefly to have an escape ready. In separate areas, very close to the same or an identical timeline.

Medium Term Separation:
The group splits up to infiltrate a Imperial base, thinking it's a good idea for whatever reason. This can get messy, and potentially either have other players waiting to post/play at some point, or deviate to something less than a believable timeline.

Long Term Separation:
One of the players decides to accept the invitation of a Hutt Crimelord and attend a meeting about some event. The rest of the group decides to scour the underbelly of NarShaddaa looking for someone sat the same time. Here, things can really get thrown off. One of those timelines will be socially oriented (the meeting) the other one will have the characters beating the pavement, so to speak, traveling over distances that force the two timelines to separate, likely in a drastic way. The meeting might take an hour whereas the search could take hours, perhaps the entire day.

So, if you do decide to split up, as appealing as it might seem, keep in mind the technical ramifications on the game.
Nov 22, 2016 8:47 pm

The back and forth has definitely give me a greater insight as to the style of the game, but also how best to employ him. Even though he will be more of a diplomat as a Nina disciple he will be a capable warrior for any dirty business the group will have to Handel.
Nov 22, 2016 8:50 pm
Squeeks1337 says:
(To be honest, I'm still not sure why you would prefer EotE over AoR considering the military nature of the campaign.)
I don't have AoR. If this game keeps up, I will. I simply haven't picked it up yet. I would like to integrate Duty into the game, but don't have the rules and haven't been able to find them on the net (if anyone can direct me to a full explanation of the rules, we most certainly would integrate them).

Trust me, AoR appeals to me. I just happened to skip over it and go straight for F&D.
Nov 22, 2016 8:55 pm
Ah, that makes sense. I've been trying to maintain legitimacy with my FFG roleplaying as well since I actually like the series and am willing to pay for the books. There's just a lot of em and it takes time to save money to make purchases of the books. I unfortunately started with Force and Destiny and then could not find a single group out there anywhere that wanted to play Force and Destiny (didn't want no Jedi in their game..psh)

EDIT: I can get you the full explanation of the rules of Duty if you would like it.
Last edited November 22, 2016 8:55 pm
Nov 22, 2016 8:57 pm
Ezeriah says:
Squeeks1337 says:
(To be honest, I'm still not sure why you would prefer EotE over AoR considering the military nature of the campaign.)
I don't have AoR. If this game keeps up, I will. I simply haven't picked it up yet. I would like to integrate Duty into the game, but don't have the rules and haven't been able to find them on the net (if anyone can direct me to a full explanation of the rules, we most certainly would integrate them).

Trust me, AoR appeals to me. I just happened to skip over it and go straight for F&D.
Uh, what's your opinion of unlicenced PDF scans? 'Cause if that's not something you object to, I'm sure I could find a download link floating around online.

If that's not your thing, I could also type out the rules for Duty manually, but it'll probably take me a couple hours of mostly uninterrupted time for me to get that done.
Last edited November 22, 2016 8:58 pm
Nov 22, 2016 8:59 pm
cclrbrts30 says:

The back and forth has definitely give me a greater insight as to the style of the game, but also how best to employ him. Even though he will be more of a diplomat as a Nina disciple he will be a capable warrior for any dirty business the group will have to Handel.
Smart choice. Being capable in more than one thing allows you to:

(1) Bring something valuable to the group, in multiple situations.
(2) Enjoy the game more fully, in multiple situations.

At the same time, I would say that outside of social interactions, overlapping in the group isn't so useful, but can still happen. Consider a military outfit, a squad similar to yours in size. Typically the goal is to have one expert for each skill set needed. Sniper. Demolitions. Computers. Scout. I mean, when you're disarming an alarm or a bomb, do you want the expert or the guy who is above average to do it? At the same time, someone else begin capable of disarming the bomb isn't a bad thing. What if the expert is dead? Actual special forces train this way, with a 'back up' expert per squad. Perhaps not as good as the primary guy, but capable.

In social interactions there are more variables. Failing a Charm roll is less likely to get you blown up. It can still be extremely important, depending, but has more variability.
Nov 22, 2016 9:05 pm
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.
Nov 22, 2016 9:10 pm
Ezeriah says:
In social interactions there are more variables. Failing a Charm roll is less likely to get you blown up. It can still be extremely important, depending, but has more variability.
It really is a good idea though to have multiple people with social skills. For one thing, where a Charm may not work to convince a person to do something for you for free, a Negotiation might work to get them to do it for a fair exchange or Coercion might scare them into doing it. 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.

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.
Nov 22, 2016 9:16 pm
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.
Nov 22, 2016 9:18 pm
I'll send you a PM later with the full rules so you can choose to post them wherever you wish. Based on what I've seen, it functions almost identically to Obligation (to a point). It's essentially the thing(s) that you are expected to do in service to your cause, in the case of the normal rules, the Rebellion, but for us it could easily work for the Empire. These duties could be as simple as winning victories against the enemy or things like sabotage, intelligence, personnel, tech procurement, etc. The main difference between Duty and Obligation is that Obligation is something you want to reduce while Duty is something you want to increase.

The GM still does the roll at the beginning to see which character's Duty/Obligation will come into effect in the story. By accomplishing Obligation, you are fulfilling the obligation so your rating goes down and it is unlikely to come into effect again quickly. By fulfilling your duty, the rating goes up, showing that you are an individual who is contributing greatly to the cause. If Obligation goes up to 100 for a group, it often means that the obligations take a front seat in the character's minds and the story often can't move forward without them addressing it. If duty goes up to 100 for the group, then this often leads to a reward from their cause and an increase in 'contribution rank.' Higher contribution rank also increases your notoriety with your group and your enemies.

EDIT: And like how they seem opposites, they work opposite in character creation as well. You can take additional obligation for extra XP or starting credits while you can lower your starting Duty for extra XP and credits.
Last edited November 22, 2016 9:21 pm
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.
Nov 23, 2016 3:18 am
I like it. I especially like that we've got a pretty mixed bag of folks, covering quite the gamut. It'll be fun to see how this all shakes out.
Nov 23, 2016 3:30 am
Since you appear to be reviewing people's characters, I want to update my character a bit with the correct morality bonus (took extra credits instead of XP so I could afford the droid and the armor but i'll need to add some more credits since i was supposed to get 2500 extra instead of just 1000.
Nov 23, 2016 4:32 am
Squeeks1337 says:
Since you appear to be reviewing people's characters, I want to update my character a bit with the correct morality bonus (took extra credits instead of XP so I could afford the droid and the armor but i'll need to add some more credits since i was supposed to get 2500 extra instead of just 1000.
Given the flurry of player activity, posting, developing a new Sith history, hammering out new mechanics for Dark Side Morality, setting up the Library, etc, its been a whirlwind the last few days. I'll admit it's been hard to be my usual meticulous self.

If I do miss things, please let me know. That being said, before the narrative begins I will do a thorough check of everyone's characters to make sure they are up to (Sith) code. :)

This group seems pretty solid so far, and I'm guessing that mistakes will be few, if any.
Nov 23, 2016 5:46 am
Ezeriah says:
This group seems pretty solid so far, and I'm guessing that mistakes will be few, if any.
I am sure I can fix that ;-)
Nov 23, 2016 6:00 am
ON ENCUMBRANCE AND THE INVENTORY SHEET

I've updated everyone's inventory sheets to show a space for encumbrance. We're going to be fully tracking it as it adds value to the Brawn characteristic, as it should, and it just makes sense. That said, we're not going to worry about food and water. We'll assume that anyone who has a backpack going into an environment where sustenance isn't available will have 1 week's worth of rations (really small self hydrating meals or what not). I don't want to make encumbrance a technical burden, but we'll be using it for the other stuff. Please start tracking it and make the necessary adjustments on your sheets.

Also, moving forward, all aspects of your gear, from head to toe, will be tracked on the forum character sheet threads. This means equipment stats, mods, etc, everything. I've made adjustments to your character sheets to reflect this, showing the proper format to follow and creating spaces for all your inventory needs (please follow the entire format, bold type, italics, as it makes sheets easier to read via cohesion for me).
Nov 23, 2016 1:53 pm
A NOTE ON MOVING AHEAD

Tomorrow is Thanksgiving (at least for me) and the weekend is approaching as well. However, if we can continue to be active during this setup phase of character creation, etc that's great. I also understand that it isn't our active period after Thursday, so it isn't expected. For those of you who are interested in being more active outside of our usual Monday-Thursday period, I, for one, am really enjoying the discussions and the process, so will be actively participating throughout the weekend.

In the future, posts like these would be placed in the Absences thread, but I simply want to make sure that, with so much focus on this thread, nobody misses it.

Since tomorrow may be a holiday for some of you as well, I don't expect participation. Please post in the Absences thread if you plan on being active tomorrow, allowing the rest of us to gauge participation levels.
Nov 23, 2016 11:16 pm
Take a look at your ship. Some deck plans and fluff images to give you an idea of what your new home is like.
Nov 24, 2016 1:56 pm
Let's see if I can workout how to roll this

Rolls

Lightsaber

2 Success, 1 Advantage, 2 Failure, 1 Threat

Nov 24, 2016 1:57 pm
Guess I have to go again

Rolls

Lightsaber

3 Success, 1 Advantage, 1 Failure

Total: 2 Success, 1 Advantage

Nov 24, 2016 6:38 pm
AN AESTHETIC NOTE ON LIGHTSABERS:

Everyone has a red saber. Perhaps some of you won't like this, but it fits very well with canon, making the imagery of Light vs Dark clear. And, I don't want to head down the road where everyone has a special color to start. I'm not much of a fan of Mace Windu's purple saber, or the menagerie of colors introduced by video games. Rather, if you want to go for something more to your liking, seek out some crystals given the opportunity. I'll allow some more unique aesthetics via your RP, but not as granting them at game start.
Nov 24, 2016 6:56 pm
It does make the most sense for this stage of the game. Lightsaber colors are created when a force user at tunes a crystal to them self and the force. Since the sith empire doesn't have access to force crystals they synthesize lightsaber crystals which almost always results in a red color.
Nov 24, 2016 7:03 pm
I'm perfectly fine with her having a red saber. It just feels so much more....Sith. I didn't mind the purple as much. I don't know that I would be seeking out any other crystals for hers (at least not for a color change purpose), not as a standard use. Perhaps acquiring a green or a blue saber if we have to do some infiltrate-y type action.
Nov 24, 2016 7:11 pm
Squeeks1337 says:
It does make the most sense for this stage of the game. Lightsaber colors are created when a force user at tunes a crystal to them self and the force. Since the sith empire doesn't have access to force crystals they synthesize lightsaber crystals which almost always results in a red color.
You're right to an extent. They have access to crystals, as Akrultos is permeated by the dark side, but not caves of them. They have found the occasional rare crystal, but finding them is like finding a very rare diamond. Some of the Sith Lords have actual crystals.
Nov 24, 2016 7:11 pm
Dramasailor says:
I'm perfectly fine with her having a red saber. It just feels so much more....Sith. I didn't mind the purple as much. I don't know that I would be seeking out any other crystals for hers (at least not for a color change purpose), not as a standard use. Perhaps acquiring a green or a blue saber if we have to do some infiltrate-y type action.
Different crystals can also upgrade your saber.
Nov 24, 2016 7:22 pm
REGARDING FORCE POWERS

In my campaigns Bind requires a force rating of 3. It's very powerful, perhaps OP, and if you do choose to acquire it later on down the line than we'll discuss it first. Mrvain, I know you wanted this, but it just is a power closer to greater skill in the force. The game designers aren't perfect, and here I think they went light on the requirements.

Battle-Meditation: won't be used. While I have enjoyed some video games a long time ago where it exists, some games and other venues of recreation get really carried away with force powers, going far beyond what Yoda, Palpatine, etc could do. Which brings us to...

Move: The RAW (rules as written) will allow that some of you could eventually pick up star destroyers and throw them. Even when I played video games where that happened, I laughed, as in my opinion, it's just nonsense. The masters you see in the movies don't come anywhere close to that. However, admittedly, we don't see them try. At the same time, we do have a few moments where we seem them exerting themselves to move larger objects (Yoda vs Dooku in Episode 2, Yoda lifting the Luke's ship out of the swamp).

What I'm willing to allow, however, is that with the force, moving massive objects is possible, but takes a supreme degree of mastery, and maybe we just never saw Yoda and similar masters lift starships. Again, I think the game designers make it far too easy for characters that aren't even at Knight level to throw around starships.

So, a home brew rule. To make it possible, but very challenging, requiring one to be strong in the force.

In FFG it is far too easy to be able to throw around freighters and such with just a few strength upgrades. I've been tinkering with the idea of a homebrew rule to align force move with something more like what is seen in the movies.

The strength upgrades are still purchased as normal, but the number of ranks you have only determines the maximum silhouette size of what can be moved (so, two ranks in strength allows for moving size two objects). When moving objects however, more force points are required depending on the size of object being moved.

Size 1 costs 1 additional point.
Size 2 costs 3 (size 1 + size 2).
Size 3 costs 6 (s1 + s2 + s3).
Size 4 costs 10 (s1 + s2 + s3 + s4).


see Library

Anyway, to me it creates a more believable SW galaxy to enjoy. It would require six force dice to have a chance of lifting a light freighter (1 for base power + 10 for size), whereas it would require a master to reliably throw around size 2 speeders, or senate boxes like Palpatine in Episode III.

Beyond that Move works as described. In sum, lifting a freighter should be hard. The power it allows is monumental. After lifting it, you could simply throw it at your foe, dashing them to pieces, which would be an extraordinary feat.
Nov 24, 2016 7:25 pm
The only "special" stuff I want for Hawke's saber is fluff for the handle. More specifically, I'm thinking that the outer shell was made from one of his parent's femurs...I like the mental image of bone lightsabers and it fits in with Hawke's madness.
Nov 24, 2016 7:29 pm
I'm perfectly fine with those adjustments. Lexi's focus in Move is less for the whole ability to through star destroyers at people (as awesome as that could be as a player) and more for minute control and small movement in combat (manipulating ship's controls in flight, throwing small crates and toolboxes around, etc).
Nov 24, 2016 7:39 pm
Meribson says:
The only "special" stuff I want for Hawke's saber is fluff for the handle. More specifically, I'm thinking that the outer shell was made from one of his parent's femurs...I like the mental image of bone lightsabers and it fits in with Hawke's madness.
As you craft your own sabers, I'm fine with this as it is only aesthetic. And it is a really nice touch for your character!
Nov 24, 2016 7:42 pm
Dramasailor says:
I'm perfectly fine with those adjustments. Lexi's focus in Move is less for the whole ability to through star destroyers at people (as awesome as that could be as a player) and more for minute control and small movement in combat (manipulating ship's controls in flight, throwing small crates and toolboxes around, etc).
Sure. But as the force is a concept associated with the mind and your ability to tap into the currents of the force, which do fluctuate, I wanted to make it possible, while being a level of accomplishment you really had to work towards.

Battle Meditation, in my opinion, is just silly. Plain silly.
Nov 24, 2016 7:45 pm
Regarding Lexi, she can't manipulate ship precise/fine controls yet. That would require that bottom rank in the tree, allowing manipulation as if it was your hands doing the work. I'd allow that you could pull some levers, though.
Nov 24, 2016 7:57 pm
Ezeriah says:
Regarding Lexi, she can't manipulate ship precise/fine controls yet. That would require that bottom rank in the tree, allowing manipulation as if it was your hands doing the work. I'd allow that you could pull some levers, though.
Yup. It's one of the first things she'll be spending her earned XP on (provided she is still alive). I appreciate the ability to do some lever manipulation.
Nov 24, 2016 8:57 pm
For those that haven't, roll in this thread for pocket change, 1d100.
Nov 24, 2016 8:59 pm
Here goes nothing.

Rolls

Pocket Change - (1d100)

(47) = 47

Nov 24, 2016 9:10 pm
Here we go

Rolls

Pocket Change - (1d100)

(11) = 11

Nov 24, 2016 9:11 pm
Ouch, 11 credits. That's not even a single stimpack.
Nov 24, 2016 10:16 pm
Pocket change roll to go with my mountain of credits. :)

Rolls

Pocket change - (1d100)

(26) = 26

Nov 24, 2016 10:34 pm
No whammies, no whammies, no whammies.....

Rolls

Pocket Changes - (1d100)

(69) = 69

Nov 24, 2016 10:35 pm
Hey, one of us actually rolled above average.
Nov 25, 2016 12:17 am
Here we go

Rolls

Pocket change - (1d100)

(31) = 31

Nov 25, 2016 3:10 pm
BTW everyone. If there is anything that you feel needs to be on the ship that we don't already have, some essential gear for instance, let me know and I will see if I can bankroll the squad, given that I started with a lot of extra money. (Most of it went to a security droid for myself, but I will certainly lend it to the group for the purpose of guarding my stuf...er the ship.)
Nov 25, 2016 3:27 pm
Squeeks1337 says:
BTW everyone. If there is anything that you feel needs to be on the ship that we don't already have, some essential gear for instance, let me know and I will see if I can bankroll the squad, given that I started with a lot of extra money. (Most of it went to a security droid for myself, but I will certainly lend it to the group for the purpose of guarding my stuf...er the ship.)
Grenades and stimpacks are always useful, and run out fairly quickly. Some survival gear, climbing gear, physicians' kits, disguise kits, fusion lamps, infra/electro/macrobinoculors, and other utility gear could come in handy, as well.
Nov 25, 2016 3:44 pm
Okay, so here's what I'm thinking. An emergency medpac instead of a physician's kit as no one is trained enough in medicine to justify the knowledge necessary to use one. Plus a collection of 10 extra stimpacks for emergency use on the ship. Some climbing gear, one fusion lantern and a wilderness survival kit ought to handle most of our wilderness situations. A pair of electrobinoculars should help with surveillance. I also have a tool kit I previously purchased for droid maintenance that can be used on the ship as well. In total you will all owe me...1500 credits.
Nov 25, 2016 4:32 pm
Squeeks1337 says:
Okay, so here's what I'm thinking. An emergency medpac instead of a physician's kit as no one is trained enough in medicine to justify the knowledge necessary to use one. Plus a collection of 10 extra stimpacks for emergency use on the ship. Some climbing gear, one fusion lantern and a wilderness survival kit ought to handle most of our wilderness situations. A pair of electrobinoculars should help with surveillance. I also have a tool kit I previously purchased for droid maintenance that can be used on the ship as well. In total you will all owe me...1500 credits.
Ok, I have a counteroffer for you. Drop the 10 stimpacks (most of us already have a couple in our personal inventory), use the $250 to upgrade the electobinoculars to infrabinoculars with long-range sensors (costs $500 instead of $250; can see through up to 2 meters of wall in addition to electrobinoculars' normal effects; from Endless Vigil), don't charge us for your tool kit (Hawke has Mental Tools), and maybe add a general scanner (for $500) if you have enough starting money left.

This comes to a total cost of $1400 without the general scanner ($500 for infrabinoculars w/ electrosensors, $300 for six sets of climbing gear, $350 for a wilderness survival gear, $100 for an emergence medpack, $150 for a fusion lantern), or $1900 with the general scanner. Split six ways (assuming everyone thinks that this equipment is a worthwile purchase), it comes to either $233 or $317 per person, depending on whether we go with the scanner nor not.
Last edited November 25, 2016 4:34 pm
Nov 25, 2016 5:39 pm
Just to be clear, I'm not actually expecting to be paid back, just trying to throw some in-characterization to the post. While I agree that the infrabinoculars would be a better purchase, I'm a little hesistant to give up on the stimpacks since we could go through the personal stashes of stimpacks very quickly. While I see why you might think that we'd need 6 sets of climbing gear, most of the stuff included in the gear is something we could expect a lead climber might have and everyone can follow after. We'd only need 6 if we were all planning on climbing separately. Might have to ask the GM if we could get a group climbing kit that has all the stuff in the climbing kit with a few extra attachments. With the adjusted price of the climbing gear, I could spring for those infrabinoculars then.
Nov 25, 2016 5:42 pm
Lissewa will make a Negotiation Skill Check with her Smooth Talker Ability.

Rolls

Negotiation with Smooth Talker

1 Success, 6 Advantage

Total: 1 Success, 6 Advantage

Nov 25, 2016 5:47 pm
ON POSTING FORMAT

New information has been added covering dice rolls. If you're read through this before, beyond the dice rolls post, I'd like to remind you, do not describe the results of your actions. Don't assume how NCP's or PC's react, what your skill check accomplished, etc. Leave that to me.

Everyone please read the Posting: Content, Format, and Etiquette and post, acknowledging that you've read and understand them. It will help ensure a smooth transition the narrative and game mechanics.
Nov 25, 2016 5:53 pm
Hold up a moment on those infrabinoculars and gear.

I know there are some nice additions in the source books, but some of it is a little, or a lot, over the top. I'll take a look at them and let you know. But I'm inclined to not have you guys running around looking through walls.

Moving forward, to be clear, don't assume that everything in all the source books is good to go. Some of it I like, some of it I don't. Run it by me first.

Also, on a more generous note, before you go spending credits on gear, Sith Military Logistics is inclined to help out, and, as is in real life, sometimes quartermasters are more favorable to those they like... or fear. And sometimes quartermasters are easily deceived into giving out more supplies as well. Also, salvage skills may prove useful as well. Less than legal means of getting resources is another avenue.

Everyone make a social skill check of their choice, don't add any difficulty dice. Everyone should also add Leadership, Negotiation, Streetwise, and Mechanics checks as well, reflecting your character's additional pull within the Sith Military, and various efforts during Conquest preparations to acquire more resources via multiple means of doing so.

For Example:

Rolls

Deception

3 Success, 4 Advantage

Total: 3 Success, 4 Advantage

Leadership

2 Success

Total: 2 Success

Negotation

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Streetwise

4 Success, 2 Advantage

Total: 4 Success, 2 Advantage

Mechanics

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Nov 25, 2016 6:31 pm
Since I did Negotiation, I'll go ahead and do a Charm check for my social skill.

Rolls

Leadership

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Mechanics

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Charm

3 Success, 2 Advantage

Total: 3 Success, 2 Advantage

Streetwise

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Coercion

Deception

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Nov 25, 2016 6:57 pm
Squeeks1337 says:
Since I did Negotiation, I'll go ahead and do a Charm check for my social skill.
Go ahead and add a Negotiation roll specifically for this resource gathering check. I'm not sure what your prior Negotiation roll was for (fun as part of the process with other players?). Perhaps an actual Negotiation roll? Considering that...
Nov 25, 2016 6:57 pm
A NOTE ON SOCIAL SKILLS AND PLAYER AGENCY

Do not use social skills against other player's characters. Those skills are for dealing with NPC's. I've turned this over a few times in my mind since starting playing FFG Star Wars, read up about it on the internet, etc. I'm against it. It removes player agency from the game, and has the potential for some players to 'control' others. Similarly, I don't use social skills against the characters via a dice roll mechanic.

How NPC's will socially interact with characters:

Charm: If you find the NPC likeable, that's up to you.

Deception:
If they're lying to you, Discipline is used to detect this. I will make a secret roll for you to detect the lie(s). Knowing the result of the roll makes no sense... they are lying. I'm not perfect though, if you're expecting a lie, feel free to make a small OOC note at the bottom of your post to remind me to check your Discipline against it. That will be your best way of looking out for a lie.

Leadership: If you feel someone is a good leader and want to follow their direction, feel free to do so.

Negotiation: If you feel the deal is a good one, accept it. Otherwise, Negotiate. For the sake of expedience, Negotiations will almost always come down to one roll.

Coercion: Slightly different. Most of the time I'll allow you to decide if you're feeling intimidated. However, when being tortured, I'm inclined to have your character make a Resilience check, which in turn will affect your Discipline check to resist the torture. Failure on your part has you coughing up some or all of what they want to know, depending on the roll.

Fear: Not really a social interaction, but worth mentioning. There will be times where you check against Discipline for fear (Vader shows up, a Rancor threatens, etc).
Nov 25, 2016 7:12 pm
My first Negotiation check was made after I saw your original post about making the various starting checks. I'm not sure why it ended up being posted before your current post but it was made for that purpose, which is why I didn't redo it. I can still go ahead and add a new Negotiation to the other post if you'd prefer just to let you know I already did that roll.

And while I agree for the most part that character's should have agency when it comes to their character's reactions to others, I feel like that kind of makes certain talents a little useless. For instance, Nobody's Fool: Upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. While based on your rules, we'll still get to use the Deception portion and occasionally the Coercion part, but makes Charm pointless. It reduces the usefulness of talents like that. Just my observation.
Nov 25, 2016 7:38 pm
Here's my social/prep checks:

GM Note: Adding Streetwise for you.

Rolls

Coercion

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Leadership

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Negotiation

1 Advantage

Total: 1 Advantage

Mechanics

3 Success, 1 Advantage, 1 Triumph

Total: 3 Success, 1 Advantage, 1 Triumph

Streetwise

1 Success

Total: 1 Success

Charm

1 Advantage

Total: 1 Advantage

Deception

3 Success

Total: 3 Success

Nov 25, 2016 8:43 pm
Squeeks1337 says:
My first Negotiation check was made after I saw your original post about making the various starting checks. I'm not sure why it ended up being posted before your current post but it was made for that purpose, which is why I didn't redo it. I can still go ahead and add a new Negotiation to the other post if you'd prefer just to let you know I already did that roll.
Okay, that roll is fine then, we'll keep it.
Squeeks1337 says:
And while I agree for the most part that character's should have agency when it comes to their character's reactions to others, I feel like that kind of makes certain talents a little useless. For instance, Nobody's Fool: Upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. While based on your rules, we'll still get to use the Deception portion and occasionally the Coercion part, but makes Charm pointless. It reduces the usefulness of talents like that. Just my observation.
I hear you, Squeek. At the same time, those who designed this game are only human. And forcing players to role play certain attitudes because of dice has a lot of potential to screw things up. I could have someone roll Leadership on you and, despite the fact that you want to play villains, well, now you're members of the Rebel Alliance. Or some of you are. All it would take is a Triumph against your character. It

Also, yes it reduces the usefulness of talents like that. I've got a character in a game with Nobody's Fool. But all of us are much happier that we're not forced to role play this: "Well, he succeeded at a Charm check against you. Yeah, I know it's Jabba the Hutt, but now you have to RP as if you like this guy. Oh wait, you're actually working for him now because of his Leadership check's Triumph. You're just really buying into the fact that he's the guy to get behind." From a game play perspective for the player, this means forgetting everything you were doing, and your plans. You're now going in a whole new direction now. And you have to role play the part.

The thing is, most players, if not all, really don't want to be forced into RPing their character a certain way.

So, it's alright that my character's Nobody's Fool loses value, because the game is better for it. I've seen posts from GM's, especially less experienced ones, asking on various GMing forums and sites, how to handle a situation where the players feel cornered into playing a character they don't want to, or they no longer feel like they're controlling their character because a character was turned (via Leadership) or Charmed to behave in a way they really didn't want to. And the answer was universally simple, from many GM's chiming in: don't have NPC's use social skills against characters (except for torture situations, for example, where it makes a lot more sense to do so). Simply let the players use social skills as tools against the NPC's to navigate and breathe life into the game world.

Consider this: taking away the social skills would be a major change. And some players don't want to be combat oriented, infiltrators, tech types, pilots, etc. And that's where this game shines. You can make a highly socially skilled character. Which is great. But forcing players to adopt behaviors and personalities out of alignment with their interests? Not good stuff, to say the least. The thing is, the characters have a human being behind them. Taking their control of the character away could really take the fun out of the game for them.

And, Nobody's Fool is still highly useful without the Charm component; you're turning their purple dice into reds, allowing the potential for them to roll Despair. Not to be overlooked. As far as game balance via the depreciation of Nobody's Fool, you still don't have to worry about being Charmed, which was part of the point of Nobody's Fool anyway.
Nov 25, 2016 8:52 pm
Squeeks1337 says:
Lissewa will make a Negotiation Skill Check with her Smooth Talker Ability.
Are you designating Smooth Talker for Negotiation? It's a permanent choice made when acquiring the talent, so please mark your choice next to the talent on the character sheet. Further ranks of Smooth Talker will be used to support this choice.
Nov 25, 2016 9:31 pm
Let's see how this goes....

GM NOTE: Influence failed; requires two force points. 1 to activate basic power, another to activate Control upgrade.

Rolls

Coerce

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Leadership

1 Success

Total: 1 Success

Negotiate

2 Success

Total: 2 Success

Streetwise

3 Success

Total: 3 Success

Mechanics

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Charm

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Deception

3 Advantage

Total: 3 Advantage

Influence

1 Success, 4 Advantage, 1 Triumph, 1 Black Force Point

Total: 1 Success, 4 Advantage, 1 Triumph

Nov 26, 2016 1:17 am
Here goes nothing.

GM NOTE: Seek failed, not enough force points rolled.

Rolls

Deception Check

4 Success, 4 Advantage

Total: 4 Success, 4 Advantage

Leadership Check

Negotiation Check

2 Advantage

Total: 2 Advantage

Streetwise Check

4 Success, 5 Advantage

Total: 4 Success, 5 Advantage

Mechanics Check

2 Success

Total: 2 Success

Charm

1 Success

Total: 1 Success

Coercion

2 Success

Total: 2 Success

Seek: Perception

4 Success, 1 Advantage, 1 White Force Point

Total: 4 Success, 1 Advantage

Nov 26, 2016 1:35 am
The Library has a new thread on Social Skills, really illustrating the many ways they can be used. I highly recommend everyone take a look.
Nov 26, 2016 2:58 am
ON DUTY, OBLIGATION, AND MORALITY

If you haven't yet, make sure you've squared away your starting Duty (5), Obligation (10) and Morality. If you need help with this due to limited resources, please let me know.

Choosing your Duty is essentially framing what your character values and thinks is most important to the Sith Empire's success. As your group accrues Duty, it eventually allows you access to more resources, rewards, etc. Depending on your characters and events, it may also possibly lend itself to increased rank and control over the Sith Empire's Conquest efforts (target selection, resource and military distribution, where to establish garrisons, etc).

To finish character creation you need a starting Duty value of 5, an Obligation of 10 (split as 5+5 if you like) and your Morality. You can only use the Morality component to affect your starting XP or credits. The rest is to help give the characters depth and make game play more interesting.

A quick list of Duty types:

What your character thinks/believes is most important to the Sith Empire's success in the campaign. These are taken from the Rebel Alliance, so some won't fit for the Sith

Combat Victory (Winning Battles on the ground)

Counter Intelligence (preventing others from gathering intelligence on the Sith)

Intelligence (gather intel on the enemy, learning the location of vital and vulnerable targets, resources, anything bit of knowledge that facilitates victory).

Internal Security (not an option due to early time period in Sith Conquest)

Personnel (not an option due to nature of Sith military culture)

Political Support (gaining support for the Sith beyond merely enslaving and subjugating whole governments and populations)

Recruiting (enlisting soldiers, scientists, engineers, doctors, slicers and more to join the Sith; Subjugation does not count, and a good recruiter knows that every additional person in their ranks makes a difference)

Resource Acquisition (acquiring major caches of resources is considered vital; crates of weapons, medicine, raw materials, etc)

Sabotage (disrupting the enemy's weapons manufacturing, troop movements, supply chain, banking systems and other key operations)

Space Superiority (winning space battles is vital to success)

Tech Procurement (stealing the enemy's tech and/or tech designs will give the Sith the edge they need to win the wat)

Support (doesn't fit Sith culture)
Nov 26, 2016 3:13 am
Since we are not using some of the core Duty options due to their unsuitability for the campaign, are you allowing any of the possible Duties listed in the AoR supplements? Most of them should be on Oggdude's generator if you want a complete list of them, and some of them sound like they would fit the campaign.
Nov 26, 2016 3:26 am
Tefmon says:
I am curious how much XP you're going to be rewarding us, though. I've never played a FFG Star Wars campaign before, so I have no idea how much XP per session/month/story arc/etc is 'normal', nor, say, whether 20 XP is considered to be a signifigant chunk of XP, or just a minor amount of it.
I was going through posts to collect useful info to edit/condense for various reasons, and just noticed this.

EXPERIENCE AWARDS


You will get something in the ball park of about 15-30 XP per month, depending on two primary factors:

(1)Your level of participation. This will be most important. Not only do I have rules for what's expected out of players, but this will add a little extra motivation for you to participate. I got the idea from the concept of awarding extra XP for good role playing. And, for our purposes on PbP, good role playing will essentially come down to you participating. Players who participate as expected will get more experience. This makes sense on another level as well, as they're contributing more to the group's success, and part of becoming a more powerful player in the galaxy is to be a part of the struggle, rather than watching from the sidelines.

To be clear, the experience will be awarded for players who participate as expected; this means at the very least they join the game as expected Monday-Thursday and participate via meaningful posts. I am not awarding XP for participating outside of our active game periods.

(2)What the group accomplishes. Par for the course in role playing games. Get stuff done, power up. The greater the accomplishment, the greater the reward.
Nov 26, 2016 3:27 am
Tefmon says:
Since we are not using some of the core Duty options due to their unsuitability for the campaign, are you allowing any of the possible Duties listed in the AoR supplements? Most of them should be on Oggdude's generator if you want a complete list of them, and some of them sound like they would fit the campaign.
I'm busy on multiple things for game prep. I'm very open to suggestions. Simply run them by me and I'll let you know.
Nov 26, 2016 3:48 am
I don't suppose anyone is counting everyone's results?
Nov 26, 2016 3:51 am
Squeeks1337 says:
I don't suppose anyone is counting everyone's results?
I'm counting. We're waiting on two more votes to be cast.
Nov 26, 2016 3:58 am
I figured you would of course. I'm just adopting a bit of a competitiveness to the rolls based on my character. I think she would make it a point of pride if she were able to acquire more for the mission then the sith lords.
Nov 26, 2016 4:29 am
Squeeks1337 says:
I figured you would of course. I'm just adopting a bit of a competitiveness to the rolls based on my character. I think she would make it a point of pride if she were able to acquire more for the mission then the sith lords.
Thought you meant ship name ballots. I'm tracking everything, of course. Once all checks for resource gathering are in I'll post the results.

What I will say to help you plan ahead is this:

To represent your unit's collective efforts to accrue resources, all of the resource gathering results will translate to a pool of credits for your group to spend as you wish, except for Streetwise results which will be placed into a separate pool that allows for the acquisition of Restricted items (R on gear lists), if you so choose. The basic main pool of credits can be used for anything outside of restricted items. Anything left over 2,000 credits will be lost. This to reflect the fact that many of your resources came via many different methods, and some of your resources could be financial donations to the unit.

So, in a sense, use it or lose it. Again, the main pool of funds can be used for anything, except (R)estricted items. The Streetwise pool will be separate and can be used for (R)estricted items, or regular items. These funds will be it. They will represent everything your group could gather from Sith Military Logistics, businesses, family, friends, crime, trickery, cons, salvage, tech work, and any other path that is feasible. Feel free to flesh out the game a bit by coming up with the how some of the resources were gathered.

For example, if as a group you choose to use some of the funds to buy an 8-passenger speeder utility vehicle, perhaps it was donated to the conquest by the owner of a dealership that owes Lessiwa a favor. And perhaps you got a blaster cannon upgrade Hawke put on after finding it in a salvage yard.

Use your imagination. This is it for what you're starting with. Think ahead, and keep in mind that I'm not inclined to pull punches. You've got plenty of cargo space with two bays and a storage room.

Again, do not assume that everything in every source book is a given and fair game. All items will be approved at my discretion. While I won't put specific limits on item rarity, I will make judgements on what works and doesn't. While I do try to say yes, some gear is just over the top.

Like the infrabinoculars. That's not happening. Nobody is looking through walls. That's a massive game changer that I won't allow.
Nov 26, 2016 4:38 am
Ezeriah says:
Tefmon says:
Since we are not using some of the core Duty options due to their unsuitability for the campaign, are you allowing any of the possible Duties listed in the AoR supplements? Most of them should be on Oggdude's generator if you want a complete list of them, and some of them sound like they would fit the campaign.
I'm busy on multiple things for game prep. I'm very open to suggestions. Simply run them by me and I'll let you know.
If you could also direct me to the source book it comes from that would be great.
Nov 26, 2016 4:47 am
Drat, I have to change my duty then. I'm a bit surprised that internal security wouldn't be there, given a) how militant the society is and b) the massive infighting that has occurred in the past. Perhaps not security against the outside forces in the body of the Republic and the Empire, but against internal dissidents (such as non-believers). Barring that, Lexi will certainly go Space Superiority.
Nov 26, 2016 6:47 am
Dramasailor says:
Drat, I have to change my duty then. I'm a bit surprised that internal security wouldn't be there, given a) how militant the society is and b) the massive infighting that has occurred in the past. Perhaps not security against the outside forces in the body of the Republic and the Empire, but against internal dissidents (such as non-believers). Barring that, Lexi will certainly go Space Superiority.
You know what, after what you said I've reconsidered. Go ahead and keep Internal Security. In my efforts to get things done I didn't put enough thought into it. I can make it work.
Nov 26, 2016 7:29 am
Ezeriah says:
Ezeriah says:
Tefmon says:
Since we are not using some of the core Duty options due to their unsuitability for the campaign, are you allowing any of the possible Duties listed in the AoR supplements? Most of them should be on Oggdude's generator if you want a complete list of them, and some of them sound like they would fit the campaign.
I'm busy on multiple things for game prep. I'm very open to suggestions. Simply run them by me and I'll let you know.
If you could also direct me to the source book it comes from that would be great.
All of the additional Duties (as far as I'm aware) come from the AoR career sourcebooks (Lead by Example, Desperate Allies, and Stay on Target are the currently released ones). A quick list of all of them with their respective sources is below (by "quick list", I'm doing this at work on my phone, so I might forget one or two, or accidentally repeat one of the core ones). I'm also not necessarily saying that I think each and every one of these is a good fit for our campaign (some of them make the most sense with the "plucky rebel underdogs" that are the assumed protagonists, and some of them are probably too niche to be relevant to a secret, small strike force), but I'm listing them all for completions sake.

Camaderie [it's more akin to "keeping allied morale up", despite the cutesy name] (LbE)
Enemy Demoralization (LbE)
Loss Prevention [as in the loss of tangible equipment and materiel] (LbE)
Operation Planning (DA)
Communication Facilitation (DA)
Air Superiority (SoT)
Placard Hunter [targeting enemy aces and heroes] (SoT)

Also, on infrabinoculors, "seeing through walls" sounds a bit ridiculous, but the item description in the sourcebook specifies that it only sees heat signatures through walls (so it would only show the presence of heat-emitting lifeforms and equipment, not anything more than that), not really much better than a general scanner or the Sense power. I understand if you want to keep them out of the game, though, and I probably should have gone by you first before recommending that we purchase some.
Last edited November 26, 2016 7:45 am
Nov 26, 2016 8:00 am
MORE DUTY

After additional thought, as a way of reflecting your character's importance in the Sith war effort, and primarily to add more flavor to the game, all of you will start with a Duty value of 10. This allows you to put all 10 into one type of Duty, or split the 10 into two separate Duties valued at 5 each. This will a little more complexity to your characters and help flesh them out even more.

This will not allow you to get more credits or XP.
Nov 26, 2016 8:25 am
Tefmon says:

Camaderie [it's more akin to "keeping allied morale up", despite the cutesy name] (LbE)
Enemy Demoralization (LbE)
Loss Prevention [as in the loss of tangible equipment and materiel] (LbE)
Operation Planning (DA)
Communication Facilitation (DA)
Air Superiority (SoT)
Placard Hunter [targeting enemy aces and heroes] (SoT)
Thanks for the list. I really like the Enemy Demoralization one for Sith, and perhaps Operation Planning (although that would be tougher to do without more Duty and Contribution Rank.
Tefmon says:
Also, on infrabinoculors, "seeing through walls" sounds a bit ridiculous, but the item description in the sourcebook specifies that it only sees heat signatures through walls (so it would only show the presence of heat-emitting lifeforms and equipment, not anything more than that), not really much better than a general scanner or the Sense power. I understand if you want to keep them out of the game, though, and I probably should have gone by you first before recommending that we purchase some.
Only sees heat? That is far superior than a sensor showing that something is in the other room. The Predator would have been less effective with just a sensor, to be sure. With infra you know if they are sitting, lying down (asleep! Yes!), which whey they are facing, what kind of heat emitting being/creature ("that is definitely an Ewok... piece of cake. Let's do this" or "That is definitely a Rancor... let's leave. Now." And showing heat emitting equipment... that can help a lot too ("As soon as we go in, blast the generator until it blows."

As far Sense goes, when you use it (and roll your Force dice) I'll roll a secret Perception check with it to determine how accurate your Sense attempt is (if you knew the roll that would give things away, and you'd know whether or not to trust your powers). Using the Force is well is a combination of having the force rating and skill to do so. Even someone drowning in force power is less than capable if they haven't learned to fully apply it with training and experience. However, given your 5 Cunning.. I'm thinking Sense won't be a problem for you.
Nov 26, 2016 8:57 am
SECRET DICE ROLLS

I do secret dice rolls for some checks because it just makes sense. It's late and I'm fading so this list is just to give you an idea; it may be complete, but I'm admittedly too tired for thorough right now. To reflect the fact that more skilled people are more likely to be the ones to successfully do something, in a group setting secret rolls start with the most capable and go down the list to the least capable, until someone succeeds, if someone does at all. So, in other words, the character with the highest Discipline is most likely to spot a lie in the group setting.

Sense: As stated above, it'll be your Force dice and my Perception check for you. You're rolling the force dice as I believe your characters can feel the force and whether or not you're successfully tapping into it.

Discipline (for detecting lies): You shouldn't know if your roll to detect a lie was a success or not. Also, this prevents players from constantly rolling to detect lies (which happens sooner or later). I know who is lying to who, so I know when to roll.

Vigilance: You shouldn't have to walk around and say "I'm being Vigilant." It's a passive skill. I'll roll for your Vigilance as a means of allowing you to notice something with it. Remember, it doesn't give details like Perception (which is actively looking for details), and is typically used for noticing less minute details. For example, Vigilance would be useful for noticing someone on a roof a block away. Perception would allow for zooming in, so to speak, and picking out the details suggesting he is a sniper (that looks like a gun!).

Stealth: This one I've been rolling for players for a long time. You should never, ever know how successful your attempt to be sneaky was. Common sense.

And I won't forget to check for you. When they're lying, or some sniper is skulking about on a roof, you'll have the chance to notice them....

Well, that actually might be all of the secret roll skills. I'm a player too, so I understand if you'll miss making some of those rolls. At the same time, I hope you can appreciate that my approach just makes sense, and adds a little more mystery to the game, as it very well should in the above situations. Altogether, it helps bring a little bit of that edge to the game as well.
Nov 26, 2016 1:35 pm
Ezeriah says:
Tefmon says:

Camaderie [it's more akin to "keeping allied morale up", despite the cutesy name] (LbE)
Enemy Demoralization (LbE)
Loss Prevention [as in the loss of tangible equipment and materiel] (LbE)
Operation Planning (DA)
Communication Facilitation (DA)
Air Superiority (SoT)
Placard Hunter [targeting enemy aces and heroes] (SoT)
Thanks for the list. I really like the Enemy Demoralization one for Sith, and perhaps Operation Planning (although that would be tougher to do without more Duty and Contribution Rank.
I was considering taking Operation Planning originally (although I ultimately decided against it, because I didn't want to unilaterally make myself the unofficial "leader" of the group), which is why I thought to bring it up, in case anyone else thought any of the non-core Duties caught their fancy.
Ezeriah says:
Tefmon says:
Also, on infrabinoculors, "seeing through walls" sounds a bit ridiculous, but the item description in the sourcebook specifies that it only sees heat signatures through walls (so it would only show the presence of heat-emitting lifeforms and equipment, not anything more than that), not really much better than a general scanner or the Sense power. I understand if you want to keep them out of the game, though, and I probably should have gone by you first before recommending that we purchase some.
Only sees heat? That is far superior than a sensor showing that something is in the other room. The Predator would have been less effective with just a sensor, to be sure. With infra you know if they are sitting, lying down (asleep! Yes!), which whey they are facing, what kind of heat emitting being/creature ("that is definitely an Ewok... piece of cake. Let's do this" or "That is definitely a Rancor... let's leave. Now." And showing heat emitting equipment... that can help a lot too ("As soon as we go in, blast the generator until it blows."
Yeah, that's definitely pretty powerful. I was just assuming that it'd give us "There are about a half-dozen Silhouette 0 to 1 humanoid-ish blobs of heat on the third floor" kind of information, and maybe "You can sit out around for several minutes, hope no one notices you, and focus on a single target and make a Hard Knowledge (Xenology) Check to determine its species", or "You detect a large, stationary Silhouette 2 to 3 size heat signature, possibly a mainframe computer, massive bomb, or idling speeder". I wasn't trying to get some ridiculously powerful "see everything perfectly through walls" detector.

Maybe I'm just too used to playing Eclipse Phase, where scanning everything with a half-dozen different kinds of sensors is standard procedure if you don't want a TPK every session.

Also, for reference, the General Purpose Scanner can "detect nearby life signs and heat signatures, different sources of radiation, the source and direction of different sounds, or any combination thereof. [...] Some even have integrated metal detectors and the ability to intercept and record comlink traffic. Most scanners have an operational range of up to one and a half kilometers." So it's not exactly useless, either.
Ezeriah says:
As far Sense goes, when you use it (and roll your Force dice) I'll roll a secret Perception check with it to determine how accurate your Sense attempt is (if you knew the roll that would give things away, and you'd know whether or not to trust your powers). Using the Force is well is a combination of having the force rating and skill to do so. Even someone drowning in force power is less than capable if they haven't learned to fully apply it with training and experience. However, given your 5 Cunning.. I'm thinking Sense won't be a problem for you.
That makes some Force powers much less useful that they are at first glance, unless I'm misinterpreting you. For example, Sense's basic power is "You may Spend a Force Point to sense all living things within a short range (including sentient and non-sentient beings)." If that requires a successful Perception check to actually sense those things, how is that any better than just making a normal Perception Check to look around you (except in niche cases, like looking for a microscopic organism or something)? Especially since you have to succeed on a Force roll first, which with 1 Force Rating won't be guaranteed.

Additionally, some Force powers (such as Seek's basic power) specify that a skill check must be made to succeed ("The user may spend a Force Point and succeed at an Average (Two Difficulty Die) Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions". If it was intended that most Force powers require skill checks in addition to their Force roll, I don't think that it would have specified that there.

Rolling most Perception checks (and similar checks where there is a signifigant risk of metagaming) in secret makes sense, though. It just gets silly when you know there's an ambush up ahead, but your character doesn't.
Nov 26, 2016 6:06 pm
Tefmon says:
I was considering taking Operation Planning originally (although I ultimately decided against it, because I didn't want to unilaterally make myself the unofficial "leader" of the group), which is why I thought to bring it up, in case anyone else thought any of the non-core Duties caught their fancy.
Operations Planning is not attached to a leadership position, although I can see how one would associate the two as they do go hand in hand. Rather think of it as this: your character wants to be involved in planning, and thinks its the most important ingredient to Sith success. Maybe you do fancy yourself as a leader one day. But, until then, you do what you can. Keep in mind that your group may stumble upon targets of opportunity or additional objectives worth achieving outside of your mission objectives. Phoning home to your superiors, presenting the potential bonus objective, and then offering a plan, based on your more intimate knowledge of the situation, would involve you in Operations Planning.
Tefmon says:
Ezeriah says:
Tefmon says:
Also, on infrabinoculors, "seeing through walls" sounds a bit ridiculous, but the item description in the sourcebook specifies that it only sees heat signatures through walls (so it would only show the presence of heat-emitting lifeforms and equipment, not anything more than that), not really much better than a general scanner or the Sense power. I understand if you want to keep them out of the game, though, and I probably should have gone by you first before recommending that we purchase some.
Only sees heat? That is far superior than a sensor showing that something is in the other room. The Predator would have been less effective with just a sensor, to be sure. With infra you know if they are sitting, lying down (asleep! Yes!), which whey they are facing, what kind of heat emitting being/creature ("that is definitely an Ewok... piece of cake. Let's do this" or "That is definitely a Rancor... let's leave. Now." And showing heat emitting equipment... that can help a lot too ("As soon as we go in, blast the generator until it blows."
Yeah, that's definitely pretty powerful. I was just assuming that it'd give us "There are about a half-dozen Silhouette 0 to 1 humanoid-ish blobs of heat on the third floor" kind of information, and maybe "You can sit out around for several minutes, hope no one notices you, and focus on a single target and make a Hard Knowledge (Xenology) Check to determine its species", or "You detect a large, stationary Silhouette 2 to 3 size heat signature, possibly a mainframe computer, massive bomb, or idling speeder". I wasn't trying to get some ridiculously powerful "see everything perfectly through walls" detector.

Maybe I'm just too used to playing Eclipse Phase, where scanning everything with a half-dozen different kinds of sensors is standard procedure if you don't want a TPK every session.
Well, they would appear as heat blobs at greater distances. However, close enough and you would see much clearer images and details. As far as going by me first, no worries. It's clearer now what I expect, and you were just making efforts to ensure group success. I would have gone for the infra's too. ;) And there is nothing wrong with avoiding a TPK. It's just smart to understand the mechanics of the game and what you can do to ensure group success, especially if you like character advancement attached to an evolving character's story as they move through the game world.
Tefmon says:

Also, for reference, the General Purpose Scanner can "detect nearby life signs and heat signatures, different sources of radiation, the source and direction of different sounds, or any combination thereof. [...] Some even have integrated metal detectors and the ability to intercept and record comlink traffic. Most scanners have an operational range of up to one and a half kilometers." So it's not exactly useless, either.
I'm fine with that. However, the CRB's and resource books can be very vague in many places, and the gear lists can be especially so. They are the RAW (rules as written; I try not to assume everyone knows the short hand and acronyms). I'll say this: if you're getting a scanner more features will cost more money. Detecting life signs would be the basic function of a scanner. Radiation, Heat signatures would up the cost (you can detect heat emitting machines and vehicles now), sound detection/sourcing, metal detectors, comlink interception/recording (this would be very expensive given the value of that function!) and increased range (1.5 km can reveal a lot, especially with all of those functions).

A key detail worth noting in the description from EotE you are referencing is this: depending on the model, which precedes everything else in the description. A scanner that can perform all of those functions above at a range of 1.5 km would be a top notch piece of tech, and very expensive. Also, as it is Star Wars, where tech can still be bulky, a device like this would be more military grade, and likely take up some encumbrance beyond the '2' that is given in the gear list. In the end, you'll get what you pay for, depending on what's available.
Tefmon says:
Ezeriah says:
As far Sense goes, when you use it (and roll your Force dice) I'll roll a secret Perception check with it to determine how accurate your Sense attempt is (if you knew the roll that would give things away, and you'd know whether or not to trust your powers). Using the Force is well is a combination of having the force rating and skill to do so. Even someone drowning in force power is less than capable if they haven't learned to fully apply it with training and experience. However, given your 5 Cunning.. I'm thinking Sense won't be a problem for you.
That makes some Force powers much less useful that they are at first glance, unless I'm misinterpreting you. For example, Sense's basic power is "You may Spend a Force Point to sense all living things within a short range (including sentient and non-sentient beings)." If that requires a successful Perception check to actually sense those things, how is that any better than just making a normal Perception Check to look around you (except in niche cases, like looking for a microscopic organism or something)? Especially since you have to succeed on a Force roll first, which with 1 Force Rating won't be guaranteed.
Sense still far exceeds a Perception check in some cases. Can you make a Perception check to see through a wall? Or, without looking around the corner, get an understanding of what is around the corner? Can Perception determine what's hidden in the cave at the bottom of the cliff directly below you?

Also, the check is often intended to determine the degree of success, rather than failure (even though that may be possible, depending, see below). For example:

A mediocre result interpreted from a poor dice roll: "There are some people up ahead." in contrast to...

A good result interpreted from a good roll: "There are some people down the hall, in the room on the left. 4 of them." in contrast too...

A critically good results interpreted from a great roll (with a Triumph or a lot of advantage: "I can sense him. Yoda is up ahead, waiting for us."

Using the dice allows me to add flavor to the game with a variety of possibilities that fit. Also, it was, in my opinion, a shortcoming on the part of the designers to not suggest the use of Perception for Sense. It's extremely logical. They suggest skills for other powers (Move, Misdirection, etc), and are very inconsistent in doing so across the board. Perhaps they were rushed. Or they simply didn't think about it.

As far as difficulty of checks, they will vary, depending. In the case of Sense, for example, the difficulty of your check will depend on the circumstance. Is there a raging battle all around you? Is the person waiting to ambush you masked by the force? Or, is it very quiet as you're sneaking through the base, minimal distractions allowing you to easily use Sense? For the most part, in normal situations, the check is for determining degrees of success, not necessarily success or failure.

And, while I might think the designers failed completely at some aspects of game design, the nailed it with the dice mechanics, which provide the foundation of the game. I have to give them a big tip of the hat here. The dice system they designed allows me to so very easily come up with what I wrote above. It is unbelievably fluid in allowing GM's with good sense to improvise in any situation. There's always a skill to check whenever you need to. In fact, some of you won't know this, but the designers originally had almost 40 skills for the system. However, after some initial playtesting they decided it was far too clunky and the story/game didn't 'move' like they wanted it to. Characters were also too technical and limited in scope, so they boiled it down to what we have now.

USING THE FORCE

Also, as far as using the force goes, some of you are still at the level of padawans and should very much expect to fail, as one force dice gives you only a 50% chance to roll dark side points (needed to fuel powers). That's your choice, based on your character creation priorities. A common thread on GM discussion sites is about the GM's players. They are playing characters who only have one force dice (starting characters in F&D), and as the game progresses they feel quite incompetent when it comes to using the force. It's because they are, with only one force rating. At a force rating of one, your ability to tap into the force is the same as a Force Sensitive Exile, a Padawan, or a Sith apprentice (aka Padawan level). You haven't increased your character's ability to use the force at all, so it is difficult to use.

Considering the above, what I will say is this: if we had played through the 165 XP I've granted you, I imagine some of you would have been less than happy about your ability to use the force, and would have taken XP efforts to raise your force rating, depending on how you perceive your character (e.g., 'lightsaber oriented, so the force can wait' or 'the force comes first'. It's good this topic came up. You may, depending on the type of character you envision playing, want to make some adjustments. It isn't too late to do so.

Considering the above alongside the Sense concept example: Tefmon, with a high Perception your character is extremely good at using Sense. Your real problem is not the technique of doing so (the skill check of Perception), rather, with a force rating of one (Padawan level), your character has trouble tapping into the force, plain and simple. You're like Luke on Dagobah training with Yoda still, perhaps worse. You can't reliably draw on the force to do your bidding. Now that's perfectly fine if that's what you want from your character. I mean, based on your Cunning and lightsaber form of Shien, maybe you've simply spent a lot more time training your lightsaber skills, and less time on manipulating the force. The force is there sometimes when you use it, but during training and your character's experiences, it just wasn't something you focused on developing.

Also, there has been confusion as to what a Jedi Knight should be capable of. FFG made a big mistake when they suggested that characters with 150 accrued XP via adventures are at Knight Level (they refer to this as Knight Level Play). When we imagine Jedi Knights, I picture Anakin in Episode II and III, and even Obi Wan in Episode I (even though some of those examples have the still being official Padawans, they were quite capable and simply hadn't passed the trials yet). The popular consensus is that calling it Knight Level play sounded good for marketing, and the general consensus is that Knight Level play is when you have about 400 XP. By that time you likely have developed a great deal of skill with a lightsaber along with 3 force points to ensure your attempts at using the force go well.

I can't be sure, as I'm not a mind reader, but it's possible some of you are really overestimating your ability to use the force via Force Rating. Force Rating is the gas in the tank, the engine, without it, the rest of it is useless.

I'll post this again for those who value math in making these choices.

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:'.
Tefmon says:
[quote="Ezeriah"]Additionally, some Force powers (such as Seek's basic power) specify that a skill check must be made to succeed ("The user may spend a Force Point and succeed at an Average (Two Difficulty Die) Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions". If it was intended that most Force powers require skill checks in addition to their Force roll, I don't think that it would have specified that there.
With Seek they got it right. What they did wrong with powers like Sense is not giving direction, allowing some players and GMs to interpret Sense as a flawless radar of sorts. Undoubtedly, there are games where Sense is treated as such, a consistently reliable radar that gives superb levels of detail when infiltrating the Imperial base, or what not. What doesn't make sense, to me, is making some force powers reliable like a machine whereas others need checks. Having checks makes more sense.

And many times those checks may be of the Simple variety. For those who don't know, like your resource gathering checks you're making before conquest, this means there are no difficulty dice. Simple checks allow the GM to interpret the roll and generate a variety of results, based on the character's ability level. Considering the Sense example, it stands to reason that a Perceptive character would be more capable of aligning that with the force, enhancing their ability to use Sense. Just like a character who is better at Misdirect because of their natural affinity for Deception.

Also, consider that adding the checks allows for greater variability and flavor RP wise and mechanically (e.g., do you sense someone... or did you roll so well you know that it's Yoda waiting behind the door?).
Tefmon says:

Rolling most Perception checks (and similar checks where there is a signifigant risk of metagaming) in secret makes sense, though. It just gets silly when you know there's an ambush up ahead, but your character doesn't.
Right. Perception would be another secret skill roll. If you're looking for traps, clues, etc., it makes no sense for characters to know how well they did. For the game to have a more real and immersive feel, your character, and you the player, need to believe it's possible there are no clues to be found at the crime scene, rather than thinking "Well, I rolled like absolute garbage, so I better keep looking or grab someone else to look." And if the entire group is investigating such a crime scene, I'll start with the most capable player at Perception and work my way down, reflecting that more capable characters are more likely to be instrumental in what they're capable of. I mean, really, at that crime scene, who is more likely to find the clues? Holmes, Watson, or the beat cop?

One of the great things about FFG Star Wars is that it is vague in some instances, and requires some interpretation of the guidelines within the CRB's. One of the worst things is that it is vague, and could give a little more direction at times. (and, as any good GM comes to realize sooner or later, every RPG's 'rules' are only guidelines. I don't play D&D anymore (as a child/teen/young adult I did), but the smartest advice in the Dungeon Master's Guide (not rulebook, an important distinction) was telling the GM that 'everything within the DMG were simply guidelines, use what makes sense to you.' This has stayed with me through every game I've played, a simple understanding that not every written word in a game book was a rigid, hard and fast rule. The people that design the materials for the games are only people, and not infallible.

Even though the Star Wars Core Rulebook (named as such, but still not so) states this: ""The GM is the ultimate arbiter of how the rules are interpreted during the course of the game, using them or breaking them as necessary to maximize fun and enhance the story." This simple statement recognizes that their rulebook is not actually so, but a collection of guidelines, some better than others, providing a foundation for us to enjoy the Star Wars universe.

I know some of you already know these kinds of concepts. However, not knowing everyone's experience level with RPG's, I decided to be very thorough with this answer, to help lay the groundwork for understanding what is different about how I GM FFG Star Wars.
Nov 26, 2016 6:23 pm
So you're suggesting that the Sense Perception check is a Simple (-) check, merely to give you, the GM, a narrative way to determine how well the Sense power worked for him that time.
Nov 26, 2016 8:04 pm
Squeeks1337 says:
So you're suggesting that the Sense Perception check is a Simple (-) check, merely to give you, the GM, a narrative way to determine how well the Sense power worked for him that time.
As stated above, that depends. For the most part, yes. But there are factors that can cloud the force, as referenced in examples above. I'll use my best judgement. The SW system is highly interpretative. Some further examples below, using Sense again.

It's quiet, no distractions. Nothing special about who you might detect. Simple check.

Battle/conflict of some kind is happening around the Republic base. 1-3 difficulty, depending on the size/intensity of the battle.

Someone (a Jedi Shadow) is masking themselves with the Force. Your difficulty in this situation is more unique and will be based off of opposing their skill in doing so. Your Perception will oppose their Deception (let's say 2 yellow 2 green, which for your difficulty dice, would translate into 2 red and 2 purple).

Now consider all of that could be going on in one place. Using Sense (with a Perception check) a range of results could occur.

Let's say all of the above complications/distractions are in play as you try to sneak into a Republic base during a battle. You roll for Force rating and Perception, getting the force points you need. I could combine those above factors, and decide that, with the AT-AT's stomping, blaster fire, explosions and screams (battle) that the final difficulty is 3 purple for detecting normal sentient creatures (Republic soldiers). The reasoning being that Sense is being used to sift through a maelstrom of chaos and, as such, makes it more difficult.

As far as detecting the Jedi Shadow, I'm not just going to tack on 2 purple dice to the difficulty posed by the 2 red/ 2 purple from the Shadow's Deception (that would be a 6 dice check!). That would be too much. What I would do in this instance, is interpret increased difficulty via adding a setback dice or two, depending (environmental factors). In this case, let's say I add one setback, it now becomes 2 red / 2 purple / 1 black. And this makes sense. With the vortex of battle swirling around you, it would be harder to reach out with the force to do something as subtle as Sense. And it makes sense for the Shadow too. The chaos of battle is very useful to those trying to avoid detection, and facilitates their doing so.

Another simple example could be seen in using Seek. You were chasing a Jedi who you very much want to kill. He ran through a crowded noisy marketplace, and you lost him. Reaching out with the Force, you roll the necessary points to use Seek (2 dice totaling 3 dark side points, to be precise). Similar to Sense, I apply a little logic here and use Perception against some difficulty. The situation is making it a little harder to use the force effectively as people bump into you, animals make sounds of all kinds and volumes, vendors hawk their wares, and nearby a police type grabs a street urchin by the neck and berates him.

At the same time, it's not battle, you don't feel threatened, so that difficulty is only set at 1 purple. Or I may simply set the difficulty as one or two setback dice, no purple. And let's say you also have three ranks of Magnitude allowing you to get more details out of your Seek power, and you spend the 3rd dark side point to put it to work. I'll interpret that as adding some boost dice to your roll, perhaps even upgrading one of your greens, or both. So now, your check might change from (three green vs. 2 black) into (1 yellow, 2 green, and 2 blue).

There's a a lot of variability in using skills and/ or force powers, separately or together. The great dice system of FFG SW really allows common sense and logic to bring the game to life. It's also important to note that you won't be set up too fail. I'm not here to make your characters lives a sarlacc pit. But I am here to help tell a story and breathe some life into it with a great dice system that the game designers severely underestimated. Or perhaps they didn't, and simply wanted to leave some of us room to run with it, depending on how we perceive their guidelines.

Important to note here is that the game mechanics work both ways. When someone is trying to Sense or Seek you, they'll have to overcome the same kinds of obstacles as well.
Nov 26, 2016 8:17 pm
Also worth noting when it comes to using dice to interpret results using powers, is the fact that it actually lends more power to your character, via the dice interpretation.

Take Seek for example. The RAW with Magnitude upgrades have me "giving you more details' per rank of Magnitude. When I first started playing, that's what I did. But it was completely under my control, entirely up to me what the details were.

Now, consider making the changes I've mentioned, and allowing a dice roll to be part of the Seek power. Now a multitude of results can occur, which I can interpret; importantly, this allows me to discern the number, value, and quality of the details you learn with Seek, rather than just 'adding more details' arbitrarily. I can now put Successes, Advantage, and Triumphs to work, rather than simply deciding. In sum, the dice will work for you in this regard, as without them I might have been stingy with the details (intentionally or not), having zero guidance except 'what makes sense to me.' With the dice mechanics more involved, I can see the successful four advantage and two triumphs and think "okay, I'll give them some good info here."

Worth mentioning again is that you will roll the Force dice for all of your force powers. Your characters should be able to feel when they are successfully drawing from the force or not. E.g., you roll two Light side points: "Try as you might, you reach out with your senses, but only find frustration as the Light side pushes the Dark side beyond your reach."
Nov 26, 2016 9:51 pm
THE RULES ON SECRET DICE ROLLS AS I'LL BE POSTING THEM IN THE LIBRARY
Note: nothing is set in stone and I'm always open to suggestions and feedback. We're all here to enjoy the game together.

SECRET DICE ROLLS

I do secret dice rolls for some checks because it just makes sense. To reflect the fact that more skilled characters are more likely to be successful, in a group setting secret rolls start with the most capable and go down the list to the least capable, until someone succeeds, if someone does at all. So, in other words, the character with the highest Discipline is most likely to spot a lie in the group setting. If all the characters are working as a team to comb the crime scene for clues, the character with the highest Perception is most likely to find them (Holmes, not Watson or the beat cop who found the body).

When it comes to passive skill checks like Vigilance, I won't forget to check for you, but you're always welcome and even encouraged to remind me to do so in OOC notes at the bottom of your posts. You should, given the nature of the game and your GM, do everything you can to facilitate your success and survival. Regarding such passive checks, when they are lying to you (detected via Discipline), or some sniper is skulking about on a roof (spotted with Vigilance), you'll have the chance catch the lie or notice them. I'll be well aware of their efforts in whatever their endeavors are, and will make the necessary checks for you and/or your group.


SKILLS

Discipline (for detecting lies, passive): You shouldn't know if your roll to detect a lie was a success or not. Also, this prevents players from constantly rolling to detect lies (which happens sooner or later). I know who is lying to who, so I know when to roll.

Perception (actively looking for details): The dice can give away too much, again. You should be unsure of whether or not that alley ahead is safe to move through.

Stealth (actively being sneaky): This one I've been rolling for players for a long time, since I was a kid. You should never, ever know how successful your attempt to be sneaky was. Common sense.

Vigilance (passive): You shouldn't have to walk around and say "I'm being Vigilant." It's a passive skill. I'll roll for your Vigilance as a means of allowing you to notice something with it. Remember, it doesn't give details like Perception (which is actively looking for details), and is typically used for noticing less minute details. For example, Vigilance would be useful for noticing someone on a roof a block away. Perception would allow for zooming in, so to speak, and picking out the details suggesting he is a sniper (that looks like a gun!).



FORCE POWERS AND SECRET DICE ROLLS

The force powers below aren't passive, so I won't make random checks for you, even though I may occasionally do so for those who are extremely capable in some type of power (e.g., your Foresee tree is filled and you have a Force Rating of 4; you start having visions of the future while you sleep).

For those powers listed below, you'll only roll the Force Dice as determined by your rating. You're rolling the force dice as it's sensible that your characters can feel the force and whether or not you're successfully tapping into it. After that, I'll take care of the rest.

Foresee (non-combat): Your Force Rating dice roll and a Perception or Astrogation check by me. Here, Astrogation is an option inspired by how the Consular Sage uses it for meditating (evoking Yoda accessing the future via meditation), and is plausible as the user is navigating the future via the force. They aren't necessarily searching for something, and could simply be allowing the currents of the force to guide them toward a possible future.

Misdirect: Your Force Rating dice roll and a Deception by me. Similar to Stealth, you can't be certain that your attempt will render you invisible, or that your attempt will successfully create the illusion you're going for. For creating illusions, a big part of the difficulty for the check will be how believable the illusion is. For example, when trying to distract an Imperial storm trooper, the illusion of a human hopping over the fence will be far more likely to work than trying to make the him think that a huge rancor is forcing it's way through the fence. The plausibility of the desired illusion(and, by association, your creativity) lends itself to increased chances of success.

Sense: Your Force Rating dice roll and a Perception check by me (Perception because you're actively searching, which is within the domain of Perception). You're actively trying to 'see' everything you can, so Perception is used here.

Seek: Your Force Rating dice roll and a Perception check by me because you're actively searching, which is within the domain of Perception. You're looking for details, something specific.

For those that like rolling dice, I'm a player too, so I understand if you'll miss making some of those rolls. At the same time, I hope you can appreciate that my approach just makes sense, and adds a little more mystery and intrigue to the game, as it very well should in the above situations. Altogether, it helps bring a little bit of that edge and some realism to the game as well.
Nov 26, 2016 11:58 pm
OK, we were out all day yesterday and I didn't have internet access, so I have some catching up to do. I will make the rolls now and make sure I get through everything that has been posted by tonight

Rolls

Coercion

2 Success, 3 Advantage

Total: 2 Success, 3 Advantage

Leadership

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Negotiation

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Streetwise

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Mechanics

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Charm

Deception

Nov 27, 2016 7:08 pm
RESOURCE GATHERING

I overlooked Skulduggery. Naturally, you should be able to acquire resources using this as well (theft, etc). I'm posting rolls for everyone below.

Rolls

Tishal

1 Success, 3 Advantage

Total: 1 Success, 3 Advantage

Krosus

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

Lissewa

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Tejanna

3 Success, 6 Advantage

Total: 3 Success, 6 Advantage

Lexi

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Hawke

2 Success

Total: 2 Success

Nov 27, 2016 7:35 pm
RESOURCE GATHERING

I'm adjusting all of your resource gathering efforts to reflect that everyone is using every skill at their disposal, no matter how unskilled, every effort to ensure the success of the unit and the Conquest. It just makes sense. This will also reflect the experience level of your group as well.

I'm not changing rolls, just adding them.
Nov 27, 2016 7:51 pm
RESOURCE GATHERING

To make things interesting, and to allow player agency, in addition to recognizing that some characters have skills sets that make them better at resource acquisition, I'm making a change.

Your efforts in resource acquisition will be yours alone to use as you like. Combine it with your personal credits and spend it on yourself, pool it with others to buy more substantial gear. Or do something in between. Your choice. It makes sense and lends an increased degree of realism to the game as your characters prepare for what awaits beyond the The Veil.

Additionally, I'm adding a separate roll to characters with the force power Seek or Influence and the Control Upgrade (the Jedi Mind Trick) to reflect another level of depth in their efforts to get what they want.

As a side note: Players will not be allowed to leave Akrultos with more than 1000 credits, no matter where they come from, personal or otherwise. The vast majority of your starting resources are meant to be assets, no matter how you got them.

Also, as we move forward through the character creation and group set up process, let's continue to post as frequently as possible. It will help those of you working to pool resources to do so more efficiently, rather than taking another week or two to figure it out. I'm enjoying this process, but am also looking forward to the meat of the game.
Nov 27, 2016 7:55 pm
KROSUS AND RESOURCES

Since I've changed the resource gathering mechanic to include all skills for everyone, I'm rolling CCL's for Krosus. CCL, if you're opposed to this and want to roll for yourself, that's fine. Just let me know.

Skulduggery is with the rest.

Rolls

Coercion

2 Success, 4 Advantage

Total: 2 Success, 4 Advantage

Negotiation

3 Success

Total: 3 Success

Leadership

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Streetwise

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Mechanics

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Charm

4 Success, 2 Advantage

Total: 4 Success, 2 Advantage

Deception

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

Discipline

2 Success, 1 Advantage, 2 White Force Points, 2 Black Force Points

Total: 2 Success, 1 Advantage

Nov 27, 2016 8:35 pm
The Illegal Acquisitions Pool has been adjusted to be comprised of the following: Coercion, Streetwise, and Skulduggery. You may spend these resources on anything, including Restricted items; these are denoted by the (R) items on the gear lists.

As stated before, the Primary Resrouces Pool can be spent on anything that is not Restricted. It is now called the Legal Acquisitions Pool.
Nov 27, 2016 10:27 pm
RESOURCE GATHERING FOR THE CONQUEST

As your unit prepares to venture out of the Veil into the vast expanse of the galactic ocean, all of you do everything within your power to improve your chances of success... and survival. As the launch day for your mission approaches, you put every skill and contact at your disposal to use, preparing yourselves for the long journey ahead. Given the nature of the campaign ahead, it is unlikely you will return to Akrultos anytime soon, if ever...

This is it. The final push as countdown to mission launch winds down. Gather what you can and choose wisely. Anything from any resource will be considered. What you purchase, separately or as a group, will be all you have as you begin your role in the Sith Conquest of the Galaxy.



Details

The accumulated resources will be represented as two pools of credits for each of you. One pool will consist of resources gathered outside of legal means (the Illegal Acquisitions Pool), whereas the other pool will be the 'Legal Acquisitions Pool, consisting of everything else.

For fluff purposes, Leadership rolls are considered to be resources gathered within the Sith Military via quartermasters in the Logistics Division. All other rolls can sensibly be fluffed story wise as you see fit, if you so desire.

An example of this might come from Coercion. If you accrue enough resources via Coercion to acquire a land speeder, story wise that could be considered as the Coercion component of the group using concerted efforts in Coercion to intimidate a speeder dealership owner into giving you a speeder, or a big discount ("You can pay to fix up your store when we're done, or pay for part of the speeder."). Or maybe he's a supporter of the cause and just liked you (Charm) and gave you a discount. Or maybe you Negotiated for it.

Either way, some fluff can only make things more interesting. Up to you.



Resource Gathering Results
In alphabetical order by character name

Triumph = 500 credits worth of resources
Success = 100 credits worth of resources
Advantage = 50 credits worth of resources

*If I've missed something or made any errors, please let me know and we'll fix it.



Hawke

Leadership

1 Success, 1 Advantage = 150

Negotiation

1 Advantage = 50

Mechanics

2 Success, 1 Advantage, 1 Triumph = 750

Charm

1 Advantage = 50

Deception

3 Success = 300

Legal Acquisitions Pool: 1300 credits

Skulduggery

2 Success = 200

Streetwise

1 Success = 100

Coercion

2 Success, 2 Advantage = 300

Illegal Acquisitions Pool: 600 credits
-----------------------------------------




Krosus

Negotiation

3 Success = 300

Leadership

3 Success, 1 Advantage = 350

Mechanics

1 Success, 1 Advantage = 150

Charm

4 Success, 2 Advantage = 500

Deception

2 Success, 1 Advantage = 250

Legal Acquisitions Pool: 1550 credits

Skulduggery

2 Success, 1 Advantage = 250

Coercion

2 Success, 4 Advantage = 400

Streetwise

1 Success, 2 Advantage = 200

Influence
2 White Force Points, 2 Black Force Points

2 Success, 1 Advantage = 250

Illegal Acquisitions Pool: 1100 credits
-----------------------------------------




Lexi

Leadership

1 Success = 100

Negotiation

2 Success = 200

Mechanics

1 Success, 1 Advantage = 150

Charm

1 Success, 2 Advantage = 200

Deception

3 Advantage = 150

Legal Acquisitions Pool: 800 credits

Coercion

1 Success, 3 Advantage = 250

Streetwise

3 Success = 300

Skulduggery

3 Success, 1 Advantage = 350

Influence (failed, not enough force points)
1 Black Force Point

4 Advantage, 1 Triumph = 0

Illegal Acquisitions Pool: 850 credits
-----------------------------------------




Lissewa

Negotiation with Smooth Talker

1 Success, 6 Advantage = 400

Leadership

1 Success, 3 Advantage = 250

Mechanics

3 Success, 1 Advantage = 350

Charm

3 Success, 2 Advantage = 400

Deception

1 Success, 1 Advantage = 150

Legal Acquisitions Pool: 1550 credits

Streetwise

1 Success, 2 Advantage = 200

Coercion

0 Success, 0 Advantage (blank dice) = 0

Skulduggery

1 Success, 1 Advantage = 150

Illegal Acquisitions Pool: 350 credits
-----------------------------------------




Tejanna

Deception

4 Success, 4 Advantage = 600

Leadership

0 Success, 0 Advantage (blank dice) = 0

Negotiation

2 Advantage = 100

Mechanics

2 Success = 200

Charm

1 Success = 100

Legal Acquisitions Pool: 1000 credits

Coercion

2 Success = 200

Skulduggery

3 Success, 6 Advantage = 600

Streetwise

4 Success, 5 Advantage = 650

Seek: Perception (failed, not enough force points)

4 Success, 1 Advantage, 1 White Force Point = 0

Illegal Acquisitions Pool: 1450 credits
-----------------------------------------




Tishal

Leadership

1 Success, 1 Advantage = 150

Negotiation

1 Success, 2 Advantage = 200

Mechanics

3 Success, 1 Advantage = 350

Charm

0 Success, 0 Advantage (blank dice) = 0

Deception

0 Success, 0 Advantage (blank dice) = 0

Legal Acquisitions Pool: 700 credits

Skulduggery

1 Success, 3 Advantage = 250

Coercion

2 Success, 3 Advantage = 350

Streetwise

1 Success, 3 Advantage = 250

Illegal Acquisitions Pool: 850 credits



GROUP TOTALS
Note: You are not required to pool resources, just recording the values for your convenience. However, pooling your resources will give you more buying power, allowing you to acquire assets that are beyond your reach as individuals.

Legal Acquisitions Pool:
Remember, these can only be used to buy items that are not in the Restricted category.

1300 + 1550 + 800 + 1550 + 1000 + 700...

total = 6900 credits


Illegal Acquisitions Pool: 600 + 1100 + 850 + 350 + 1450 + 850...
Can be used to buy anything, pending my approval, of course. This includes items in the Restricted category.

total = 5200 credits


This is it. Those of you who consider yourself planners, now's the time. Spend wisely.

May the Dark Side be with you.
Nov 27, 2016 10:32 pm
As you consider your purchases, be prepared to have secondary and tertiary requests as back up, allowing for the possibility that your primary request may be rejected. This will save a tremendous amount of time time in a PbP format.
Nov 27, 2016 10:36 pm
FYI, the story in our game will be starting in 8 ABY.
Nov 27, 2016 11:54 pm
Some new fluff added to Modern Sith History


Viewed as a cult by a small minority, The Eyes of Akrulta revered the Oracles as prophets, waiting for the day Emperor Akrulta’s prophesy would become reality. Longing for his prophesy to achieve fruition, the ritual of Tave Vartotimas ('The Consuming', translated from Sith to Basic) was put in place when the lineage of the Oracle itself was threatened.

The ritual of The Consuming was first performed in 732 BBY, when the Oracle at the time died. Months passed without transference of power to another Eye, creating growing tremors of fear within the ranks of the Cathedral that the power of the Oracle would be lost forever, drowned in the infinite undertow of the Force. When it seemed that all hope was lost, it was them that the High Priestess, in response to a vision sent to her by Akrulta himself, ordered the Eyes of Akrulta to gather every pupil of the force in the Arcology, forcibly as needed, for a mass sacrifice. The bloody ritual continued uniterrupted, day and night, for over a week. When it finally did come to an end, the High Priestess herself received a massive transference of power from the Dark Side, one that usurped the very essence of her being. With this influx of dark power, she became the new Oracle and assumed her rightful place in the Cathedral.

The Consuming is still practiced to this day, with the surviving members of each new class of force users being sacrificed to the Oracle, a necessary practice that maintains the Oracle's power and prevents history from repeating itself in the form of disaster. Some consider it an honor to be sacrificed in The Consuming. Others are terrified and attempt to escape their fate, fleeing the massive underground urban complexes they had long called home, braving the relatively unknown dangers of the surface above. Few succeed these attempts at escape, and one can only wonder how many of them have survived or continue to do so. Akrultos is generous in her own right, a planet of vast wealth in resources, yet she is a cruel and unforgiving mistress as well, with the very few Sith explorers that do return from the surface telling stories of a lush and terrifying landscape, populated with a menagerie of creatures, some too terrifying to behold.

As time passed, the Eyes of Akrulta fought to maintain their faith in a society that slowly moved away from religion. However, despite Akrulta’s status as a divine being eroding slowly over time, the Sith still had enough faith and belief in his vision, or divinity, to trust in the Oracles, amassing strength, forging and re-forging themselves into an increasingly powerful machine of war.
Nov 28, 2016 1:43 am
I suppose the first order of business is to figure out how much (if any) of our resources we're wanting to pool together.

I'm personally good with anything from pooling everything to pooling nothing.

If we do go the route of pooling some of our funds, we could theoretically purchase some non-Spear based transportation.

ETA:
The other 5 duty I picked up, I dumped into Space Superiority.
Last edited November 28, 2016 1:44 am
Nov 28, 2016 1:51 am
What might be a good idea is get an idea of what things you might want for yourself, personal gear or attachments you need to improve upon your character's abilities. After that, anything left over should go to pooling.

EDIT: As an addition to what I stated, I didn't make a lot in my Restricted fund and I can't think of much I might want that I could afford so feel free to add the 350 to the communal pool.
Last edited November 28, 2016 1:52 am
Nov 28, 2016 2:35 am
If we're pooling anything, I think a speeder, droid, or starship mod are the main categories of things that benefit the whole group mostly equally. I'd be willing to contribute some of my credits to such a purchase, assuming the purchase in question isn't completely frivolous.

Some gear I was considering for my personal use, for our GM to review. Statblocks, if any, are copied directly out of Oggdude's generator.

SE-14r Light Repeating Blaster (Dangerous Covenants)
Encumbrance: 2
Hard Points: 3
Rarity: 6 ➲
Price: 1,000
Damage: 6
Range: Medium
Critical: ωωω
Skill: Ranged - Light
Qualities: Auto Fire, Stun Setting
Features: ♼♼♼ may cause out of ammo.

Holographic Costume (Desperate Allies)
Encumbrance: 2
Rarity: 8
Price: 750
Soak: 0
Defense: 1
Features: Easy (◆) Computers check to record new garment, Daunting (◆◆◆◆) Computers check to record facsimile of garment.

ASP-9 "Vrelt" Autopistol (Suns of Fortune)
Encumbrance: 1
Rarity: 4
Price: 150
Damage: 4
Range: Short
Critical: ωωωωω
Skill: Ranged - Light
Qualities: Auto Fire

Stealth Vibroknife (Desperate Allies)
Encumbrance: 1
Hard Points: 1
Rarity: 6
Price: 350
Damage Mod: +1
Range: Engaged
Critical: ωω
Skill: Melee
Qualities: Pierce 1, Vicious 1
Features: Add ■■ to Perception checks to find a stealth vibroknife on a person's body.

Edit: This isn't an exhaustive list, but just a few things that looked useful to me. I'll make a more thorough list of items after I get back from work tomorrow. I'll also look for some potential group requisition items, too.

Also, I edited my character sheet to add a second Duty, so Tajanna's Duties are now Counter-Intelligence (5) and Operation Planning (5). I also updated my backstory to include the corrections Ezeriah posted.
Last edited November 28, 2016 2:42 am
Nov 28, 2016 2:48 am
I was thinking a set of space suits may not be a horrible consideration, if the ship doesn't come with them as standard issue (not expecting it).

Aside from that, I was considering a longer range personal weapon for Lexi. Something like a blaster rifle or a heavy blaster rifle. While I don't necessarily expect her to have to use it, I would prefer she have some ability to lay down covering fire from a distance. She has a decent enough agility that she should be able to effectively manage long range shots.
Nov 28, 2016 4:32 am
Dramasailor says:
I was thinking a set of space suits may not be a horrible consideration, if the ship doesn't come with them as standard issue (not expecting it).
Two space suits came with the ship, specifically for space walks. Collapsible duraform outfitting allows for one size fits all. Electro-magnetic traction boots for exterior hull walking. Recycling air tank system enables approximately 2 hours of continued use. Low power pulse jets allow for multi-directional 'flight'' (using any Piloting skill).

Added to ship deck plan notes.
Nov 28, 2016 4:41 am
Something to consider is we do have a Droid already
While it is Lissewa's property it is going to be used heavily for the mission, not just her personal guard bot. Consider what you might want the Droid to be able to do and we can but stuff for it. Like if we want it to do astrogatiom stuff for us we could install a Micro axial Starmapper handheld navicomputer into it. As an example
Last edited November 28, 2016 4:42 am
Nov 28, 2016 4:44 am
Dramasailor says:
I was thinking a set of space suits may not be a horrible consideration, if the ship doesn't come with them as standard issue (not expecting it).

Aside from that, I was considering a longer range personal weapon for Lexi. Something like a blaster rifle or a heavy blaster rifle. While I don't necessarily expect her to have to use it, I would prefer she have some ability to lay down covering fire from a distance. She has a decent enough agility that she should be able to effectively manage long range shots.
Decent enough? You're kidding, right? Yeah... just a 6 Agility when buffed. You know.

Decent...

...The Imperial sentry crumpled to the ground. Or at least it looked like it to Tejanna and Lissewa. Lissewa looked again through her macrobinoculars. "You got 'em." Tejanna just shook her head. The sentry was a kilometer away.

Lexi glanced over her shoulder at both of them, a somewhat surprised look on her face.. She shrugged. "Wow. I guess the Force was with me on that one. I mean, I'm the worst shot in the family. Everyone else was always brushing up on blasters while I was busy learning Ataru."

Decent.
Nov 28, 2016 4:50 am
Hah. By decent enough I meant that her exquisite agility would be enough to allow her to make the shot without the focused training of an actual marksman. But yes, I may seriously consider the heavy blaster rifle. Lower the cargo floor a bit, lie down, and plink away at some imperial dogs.
Nov 28, 2016 4:52 am
Squeeks1337 says:
Something to consider is we do have a Droid already
While it is Lissewa's property it is going to be used heavily for the mission, not just her personal guard bot. Consider what you might want the Droid to be able to do and we can but stuff for it. Like if we want it to do astrogatiom stuff for us we could install a Micro axial Starmapper handheld navicomputer into it. As an example
Suggestion: If someone in your group is competent, you may want to spend your credits elsewhere. Hawke's got a 4 Intellect, so he's no slouch at Astrogation, not to mention that an unskilled assist would add a blue boost to his check. Of course, if you think that the droid upgrade will make a big difference and stop you from coming out of hyperspace in an asteroid field, go for it.

I thoroughly enjoy logistics, but at the same time I'll try to avoid making suggestions so you guys can make this your own.
Nov 28, 2016 5:07 am
Something to consider: I know this might seem obvious, but really try to imagine some

Nope. Not gonna do it. It'll be more fun this way. Hopefully you guys are good at planning ahead...

As far as getting your ideas together, when you post them, post them in force. Share as much information as you can to allow others to play off of that, creating a good back and forth. The more frequently you can do so, the better the brainstorming. Ideally we're finished with resource acquisition and mission prep by the end of this active session (Thursday).

Also, I know some of you might be raring to go, as am I. At the same time, this outfitting part of the game will play a large role in your success. I don't know any of you that well yet, but don't overlook this very crucial part of preparation. As you prepare for the journey ahead, do so wisely.

Just a friendly reminder for those getting comfortable. This isn't your usual game. You signed on for an edgier Star Wars experience, and you'll get it. Remember that your GM is more inclined to be merciless than anything else. Mainly because I find that raising the stakes makes for a much better game, across the board. That and the 'hold you by the hand' games are just boring.
Nov 28, 2016 5:07 am
Indeed, we have most everything covered through our skills and attributes. We should focus on getting things that will allow us to do things we wouldn't be able to do otherwise. For instance, a faster mode of transportation other than walking or the shop might be a good thing to pool money for.
Nov 28, 2016 12:56 pm
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it
Nov 28, 2016 1:02 pm
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.

Other than that, the Starhawk Speeder Bike ($2000, from Fly Casual), the Aratech 57-D Speeder Bike ($2800, from Enter the Unknown), and the Aratech 74-Z Speeder Bike ($3000, from the Edge and Age CRBs) are the three cheapest speederbikes, and can each carry two people (a pilot and a passenger). The Starhark has a tractor beam, the 57-D has longer range sensors (Short vs Close), the 74-Z has a mounted repeating blaster, and both Aratech bikes have +1 Handling. Other than that, the three bikes are mostly identical.

My personal favourite is the Aratech 57-D, because I think better sensors will come in handy more than a mounted gun (I don't think we're planning on fighting in them), but three of them (enough to carry the whole team) will run us $8400, almost all of our combined money. If we don't think we need enough bikes to carry everyone, then the pricetag isn't as big of a concern.
Nov 28, 2016 1:38 pm
GAME STRUCTURE AND EXPECTATIONS


ACTIVE GAME SESSIONS CONSIST OF A 4 DAY (96 HOUR) TIME PERIOD, BEGINNING ON MONDAYS AT 12:00 PM GMT, ENDING FRIDAYS AT 12:00 PM GMT.

A link to My Time Zone and GMT Clock for your convenience.

As all of us come from varying time zones, the above time period (our active game sessions) provides something more concrete as a means of clarifying our game structure, avoiding potential confusion. Personally, my time zone is GMT -6, so the earliest I would post on Mondays would be 6:00 AM my time (12:00 PM GMT). While this level of structure might seem unnecessary to some, it is part of my effort to create a lasting game that avoids the pitfalls of so many other PbP games that fall apart over time. The greatest benefit of using this kind of structure will be that everyone knows when the 'game is on', enabling them to participate in a way that creates a more involved and enjoyable experience for all. Ultimately, as a group we're going to evoke the best aspects of the table top role playing experience, wherein we all get together on a regular basis and have fun.
Nov 28, 2016 2:04 pm
mrvain says:
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it
Can you be more specific? What kind of upgrade? Or just better armor?

A reminder to everyone: be as thorough as you can when posting ideas as it will require less back and forth via PbP, helping move things along a little more efficiently.
Nov 28, 2016 2:28 pm
A NOTE ON SESSION LENGTH REGARDING 'ONCE PER GAMING SESSION' TALENTS

As of now, my plan is to roll for Duty/Obligation/Morality about every two months. However, I may change this to revolve more around 'episodes' within our game, depending on pacing game feel. For those of you who have 'once per gaming session' talents, this means that your ability to use those talents will be renewed with every Duty/Obligation/Morality check.
Nov 28, 2016 3:11 pm
To free everyone up a little on their backstories, you can have different masters for your background in learning the force. This will remove what I've come to see as an unnecessary aspect of our game.
Nov 28, 2016 3:18 pm
Might I then suggest one speeder bike (such as the one with sensors or the weapon) for escort purposes and the simple Passenger Speeder from the Force and Destiny book. The speeder is capable of carrying 4 passengers plus a pilot and is only 3500 credits. It doesn't have much going for it, but if we want to have a way for everyone to be able to travel quickly on land that seems like the most cost effective way.
Nov 28, 2016 3:21 pm
Tefmon says:
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.
The Sith do not have access to bacta at all, as it doesn't exist on Akrultos.
Nov 28, 2016 3:22 pm
Squeeks1337 says:
Might I then suggest one speeder bike (such as the one with sensors or the weapon) for escort purposes and the simple Passenger Speeder from the Force and Destiny book. The speeder is capable of carrying 4 passengers plus a pilot and is only 3500 credits. It doesn't have much going for it, but if we want to have a way for everyone to be able to travel quickly on land that seems like the most cost effective way.
Yeah, but what kind of elite tactical Sith special forces strike team uses a floating minivan?

But your right, it's probably the better option. Substance over style and all that.
Nov 28, 2016 3:24 pm
Tefmon says:

Yeah, but what kind of elite tactical Sith special forces strike team uses a floating minivan?

But your right, it's probably the better option. Substance over style and all that.
Well, it does come with 4 hardpoints as well, so we could Sith it up a little.
Nov 28, 2016 3:25 pm
I like that plan Squeeks. I'll have to forgo the big blaster this time around and see if I can't - ahem - acquire one during our travels.
Nov 28, 2016 3:26 pm
Ezeriah says:
Tefmon says:
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.
The Sith do not have access to bacta at all, as it doesn't exist on Akrultos.
Kolto tank, then? Also, if I recall correctly, the fluff for the stimpacks mentions that they contain bacta, and presumably so does every other medical device listed in the book. I'm assuming that our versions don't contain bacta, but have mechanically equal healing ability (Sith alchemy, maybe?).
Last edited November 28, 2016 3:36 pm
Nov 28, 2016 3:30 pm
Given that the speederbike plus hovervan combo seems popular so far, the total cost (assuming the $2800 bike and $3500 van) would be $6300, divided by 6 gives a cost of $1050 per person (assuming an equal split of the costs).

That would likely be our sole group purchase, and would about halve most people's personal requisition funds.
Last edited November 28, 2016 3:37 pm
Nov 28, 2016 3:46 pm
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Nov 28, 2016 3:53 pm
I can do that. Also, I still don't have a lot of personal requirements or requests so I can still put much of my money towards party purchases, like a blaster rifle at least (Sniper Rifle is damn expensive)
Nov 28, 2016 3:56 pm
Dramasailor says:
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Depending on Ezeriah's permissiveness, there are some cheaper long-ranged weapons in some sourcebooks.

For example, from Suns of Fortune:

SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
Nov 28, 2016 3:58 pm
Squeeks1337 says:
Might I then suggest one speeder bike (such as the one with sensors or the weapon) for escort purposes and the simple Passenger Speeder from the Force and Destiny book. The speeder is capable of carrying 4 passengers plus a pilot and is only 3500 credits. It doesn't have much going for it, but if we want to have a way for everyone to be able to travel quickly on land that seems like the most cost effective way.
I'm willing to allow there are a variety of manufacturers and models for speeders, much like the real world automotive industry (again, I like game worlds to be more believable and make sense). As such, I'd be willing to allow the group to purchase a larger SUV type land speeder vehicle, with the stats below:


Expanded Capacity Utility Landspeeder (ECUL)

Silhouette: 2 (the maximum size to store in your ship, by the way; it's not a long bed truck so stays at silhouette 2)
Speed: 2 (it's not any faster or slower than your typical land speeder)
Handling: +/- 0
Shields: None
Armor: None
Hull Trauma Threshold: 6 (it's more durable)
System Strain Threshold: 6 (slightly better hardware built in)

Vehicle Type/Model: Expanded Capacity Utility Landspeeder (ECUL)
Manufacturer: Various Sith Corporations
Sensor Range: Close
Maximum Altitude: 2 meters (6 feet)
Crew: One Pilot
Encumbrance capacity: 15 (5 more than the 'car' version; most of the vehicle's size is to allow more room for passengers)
Passenger Capacity: 7 (it's an ECUL! With the pilot it'll seat 8 altogether)
Price/Rarity: 5000 credits/5
Customization Hard Points: 5 (+1 more than Passenger Landspeeder)
Weapons: None.
Nov 28, 2016 3:59 pm
Tefmon says:
Dramasailor says:
I'm OK with that Tefmon. It definitely means no longer-range weapon for Lexi (she'll just have to make do with her slugthrower pistol for now). I think we'd be sorely remiss if we didn't give ourselves some form of ground transportation. The Spear, while wonderful for zipping through the stars, isn't as useful for running through a city (although, that could be fun, cinematically, to have Lexi flying this way and that through city streets, having you tuck and roll out the airlock).
Depending on Ezeriah's permissiveness, there are some cheaper long-ranged weapons in some sourcebooks.

For example, from Suns of Fortune:

SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
Oooh. I don't have all the additional books, so I missed that one. If that's allowed, I would definitely look at picking one of those up as well as donating to the speeder fund.
Nov 28, 2016 4:05 pm
Dramasailor says:
Oooh. I don't have all the additional books, so I missed that one. If that's allowed, I would definitely look at picking one of those up as well as donating to the speeder fund.
Almost all items in the game (except for ones from the most recent couple of books) are in Oggdude's character generator, which is what I use for searching for potential requisitions. Oggdude's generator has a basic statblock for each item (the one for that blaster I recommended to you was directly copied from the generator), a reference to which page and sourcebook it's from, but it doesn't have the full paragraph item descriptions.
Last edited November 28, 2016 4:06 pm
Nov 28, 2016 4:11 pm
I do like the sound of that speeder. I suppose it's up to the group. Save a little money and get one speeder to haul us all around or go with the two vehicles. I do see a benefit to having two vehicles but two vehicles mean twice the upkeep and repair costs and twice the upgrades. One vehicle is more efficient.
Nov 28, 2016 4:13 pm
Ezeriah says:
Expanded Capacity Utility Landspeeder (ECUL)

Silhouette: 2 (the maximum size to store in your ship, by the way; it's not a long bed truck so stays at silhouette 2)
Speed: 2 (it's not any faster or slower than your typical land speeder)
Handling: +/- 0
Shields: None
Armor: None
Hull Trauma Threshold: 6 (it's more durable)
System Strain Threshold: 6 (slightly better hardware built in)

Vehicle Type/Model: Expanded Capacity Utility Landspeeder (ECUL)
Manufacturer: Various Sith Corporations
Sensor Range: Close
Crew: One Pilot
Encumbrance capacity: 15 (5 more than the 'car' version; most of the vehicle's size is to allow more room for passengers)
Passenger Capacity: 7 (it's an ECUL! With the pilot it'll seat 8 altogether)
Price/Rarity: 5000 credits/5
Customization Hard Points: 5 (+1 more than Passenger Landspeeder)
Weapons: None.
Hmm, buying this instead of the regular hovervan and a speederbike is tempting (buying both the ECUL and a bike is more expensive than I think most of us want to spend). It fits all of us (plus hostages) in one vehicle (so no risk of half of us getting stranded from a bad piloting check or something), and is cheaper than the hovervan and bike combo. I'm good with both options (I rolled well on my requisitions fund, so I'm not too desperate to save cash), so I'll go with whatever the rest of you prefer.
Last edited November 28, 2016 4:15 pm
Nov 28, 2016 4:15 pm
Tefmon says:
Ezeriah says:
Tefmon says:
I was looking over the rulebooks for some requisition ideas, and I noticed that we could buy a Bacta tank for $4000. It's item description mentioned that a bacta tank requires "quite a bit of infrastructure", and are "relatively rare outside of large medical facilities", so I'm not sure if our ship is capable of holding one, but it seems reasonable to me that it might be. It would be a signifigant chunk of our group funds if we decided to purchase one, though.
The Sith do not have access to bacta at all, as it doesn't exist on Akrultos.
Kolto tank, then? Also, if I recall correctly, the fluff for the stimpacks mentions that they contain bacta, and presumably so does every other medical device listed in the book. I'm assuming that our versions don't contain bacta, but have mechanically equal healing ability (Sith alchemy, maybe?).
Let's go with this instead: Akrultos is a harsh world. You unit's medical resources have been gathered from Graveyard ships. And, try as they might, the very few Sith researchers actually interested in learning to heal others have failed to synthesize bacta or kolto, or anything like it. Any healing done on Akrultos is typically done by more mundane medical means or those who possess the force Heal power (which would be very draining for them to use on others, tapping into the light side)

Now that I think about it, acquiring those kinds of bacta/kolto resources would be high on their list, as a means of facilitating the war effort while reducing the enemy's ability to provide medical care to their own troops.
Nov 28, 2016 4:18 pm
For personal acquisitions, I will be picking up the following items beyond what I've had since character creation:

Electrobinoculars (250)
Wilderness Survival Kit (350)
Backpack (50)
Fusion Lantern (250)
Extra Reload x2 (50)
Utility Belt (25)
Personal Transponder (100)
Medpac (400)
Stimpack x5 (125)
Total Cost: 1600 credits
Remaining credits: 926 (350 Restricted)

This is posted for GM approval.
Nov 28, 2016 4:20 pm
Tefmon says:


SKZ Sporting Blaster Rifle (Unrestricted)
Encumbrance: 3
Hard Points: 4
Rarity: 4
Price: 600
Damage: 8
Range: Long
Critical: ωωωω
Skill: Ranged - Heavy
Qualities: Stun Setting

It's $300 less than a regular blaster rifle, with only one less damage and one higher critical threshold.
I'm fine with allowing the SKZ. It's one of the better quality rifles as well, especially given the price.
Nov 28, 2016 4:22 pm
Tefmon says:
snip

Hmm, buying this instead of the regular hovervan and a speederbike is tempting (buying both the ECUL and a bike is more expensive than I think most of us want to spend). It fits all of us (plus hostages) in one vehicle (so no risk of half of us getting stranded from a bad piloting check or something), and is cheaper than the hovervan and bike combo. I'm good with both options (I rolled well on my requisitions fund, so I'm not too desperate to save cash), so I'll go with whatever the rest of you prefer.
Given that option, I vote the single vessel as an option. There's nothing to say that we can't forcibly acquire additional transport on a planet once we land and set up connections. This is a good way to start and would even function long term if necessary.
Nov 28, 2016 4:32 pm
Squeeks1337 says:
For personal acquisitions, I will be picking up the following items beyond what I've had since character creation:

Electrobinoculars (250)
Wilderness Survival Kit (350)
Backpack (50)
Fusion Lantern (250)
Extra Reload x2 (50)
Utility Belt (25)
Personal Transponder (100)
Medpac (400)
Stimpack x5 (125)
Total Cost: 1600 credits
Remaining credits: 926 (350 Restricted)

This is posted for GM approval.
Approved.

We'll also assume that the group's tech and the ship's computers have the frequency for your Personal Transponder. On your character sheet, please specify if it is some type of jewelry, etc. That way, if your hand gets cut off or something we can sensibly move forward as far as the group locating you... dead or alive.
Nov 28, 2016 4:43 pm
Dramasailor says:
Given that option, I vote the single vessel as an option. There's nothing to say that we can't forcibly acquire additional transport on a planet once we land and set up connections. This is a good way to start and would even function long term if necessary.
Unless anyone objects, I'll reserve $834 from my requisitions pool to go towards the ECUL. Stolen transportation is the best transportation, I've always said.
Nov 28, 2016 5:14 pm
Ok, here's my requisitions request, for GM approval. If there's any questions about the function or capabilities any of the gear, just let me know, and I'll copy the relevant item descriptions and statblocks from their respective sourcebook.

First, can I 'unbuy' some of the equipment that I purchased with my original $500, and put that towards my unrestricted requisitions pool? If so, I'll unbuy my ASP-9 "Vrelt" Autopistol ($150) and Concealing Robes ($150) for a total of $300 more unrestricted cash. If not, I'll adjust my requisition purchases accordingly (although I would not have bought my original equipment if I knew that I'd be getting these requisition funds).

Unrestricted: ($1584 spent)
Expanded Capacity Utility Landspeeder [Group Purchase] ($834, Custom)
Holographic Costume ($750, Desperate Allies)
Encumbrance: 2
Rarity: 8
Price: 750
Melee Def: 1
Ranged Def: 1
When unpowered, the holographic suit is a slightly glossy, unremarkable, form-fitting suit. A small control panel on the inside left sleeve activates numerous miniaturized holoprojectors, sheathing the wearer in a convincing facsimile of one of several preselected outfits. The holographic costume does not hide nor alter the appearance of the wearer, but it does enable the wearer to switch between any of ten preloaded outfits with a simple flick of the controls. The recorder built into the suit enables a user to overwrite preloaded outfits with new designs, a process that takes roughly ten minutes.
To record new outfit, a character must make an Easy (◆) Computers check while in possession of a garment to be recorded, or a Daunting (◆◆◆◆) Computers check to create a facsimile of a garment that is not on hand.

Restricted: ($1000 spent)
Arakyd Industries ACP Repeater Gun ($1000, Lords of Nal Hutta)
Encumbrance: 3
Hard Points: 1
Rarity: 6
Price: 1,000
Damage: 7
Range: Medium
Critical: ωωω
Skill: Ranged - Heavy
Qualities: Auto Fire, Stun Setting

Leftover cash: $166 (Restricted, if it matters)
Nov 28, 2016 5:35 pm
Tefmon says:
Ok, here's my requisitions request, for GM approval. If there's any questions about the function or capabilities any of the gear, just let me know, and I'll copy the relevant item descriptions and statblocks from their respective sourcebook.

First, can I 'unbuy' some of the equipment that I purchased with my original $500, and put that towards my unrestricted requisitions pool? If so, I'll unbuy my ASP-9 "Vrelt" Autopistol ($150) and Concealing Robes ($150) for a total of $300 more unrestricted cash. If not, I'll adjust my requisition purchases accordingly (although I would not have bought my original equipment if I knew that I'd be getting these requisition funds).

Unrestricted: ($1584 spent)
Expanded Capacity Utility Landspeeder [Group Purchase] ($834, Custom)
Holographic Costume ($750, Desperate Allies)
Encumbrance: 2
Rarity: 8
Price: 750
Melee Def: 1
Ranged Def: 1
When unpowered, the holographic suit is a slightly glossy, unremarkable, form-fitting suit. A small control panel on the inside left sleeve activates numerous miniaturized holoprojectors, sheathing the wearer in a convincing facsimile of one of several preselected outfits. The holographic costume does not hide nor alter the appearance of the wearer, but it does enable the wearer to switch between any of ten preloaded outfits with a simple flick of the controls. The recorder built into the suit enables a user to overwrite preloaded outfits with new designs, a process that takes roughly ten minutes.
To record new outfit, a character must make an Easy (◆) Computers check while in possession of a garment to be recorded, or a Daunting (◆◆◆◆) Computers check to create a facsimile of a garment that is not on hand.

Restricted: ($1000 spent)
Arakyd Industries ACP Repeater Gun ($1000, Lords of Nal Hutta)
Encumbrance: 3
Hard Points: 1
Rarity: 6
Price: 1,000
Damage: 7
Range: Medium
Critical: ωωω
Skill: Ranged - Heavy
Qualities: Auto Fire, Stun Setting

Leftover cash: $166 (Restricted, if it matters)
Approved.

Although common sense suggests 'no' to an extent on selling gear back or 'unbuying', I don't want to do the math that might ensue as a result of changes many of you might make. I will check the math, but I don't want it to get too complicated with exchanges and such. We'll just pretend you found a good pawnbroker.
Nov 28, 2016 5:38 pm
Ezeriah says:
Although common sense suggests 'no' to an extent on selling gear back or 'unbuying', I don't want to do the math that might ensue as a result of changes many of you might make. I will check the math, but I don't want it to get too complicated with exchanges and such. We'll just pretend you found a good pawnbroker.
When I said 'unbuying', I was thinking of having retroactively never bought said equipment in the first place (because we're still in the character creation phase), and having saved the $300 credits. Just selling the gear back at full price works for me too, as the result is effectively identical.
Nov 28, 2016 5:44 pm
Tefmon says:
Ezeriah says:
Although common sense suggests 'no' to an extent on selling gear back or 'unbuying', I don't want to do the math that might ensue as a result of changes many of you might make. I will check the math, but I don't want it to get too complicated with exchanges and such. We'll just pretend you found a good pawnbroker.
When I said 'unbuying', I was thinking of having retroactively never bought said equipment in the first place (because we're still in the character creation phase), and having saved the $300 credits. Just selling the gear back at full price works for me too, as the result is effectively identical.
I understood fully. I was initially inclined to say that your gear from character generation was what you had before the Conquest was announced, and that you couldn't unbuy it, etc, as it would add a little more realism to the game. I considered letting you pawn it at half price as well. Then I just decided it's not worth it, especially as your idea could be the precedent for many like it.

Besides, you may need all the help you can get.
Nov 28, 2016 5:49 pm
Ezeriah says:
I understood fully.
My apologizes. I misunderstood by misunderstanding your understanding.
Ezeriah says:
Besides, you may need all the help you can get.
Like binoculars that can see through walls, right?

That's always a comforting statement, coming from your GM.
Nov 28, 2016 5:59 pm
My requisitions:
In-Helmet Scanner
Rarity 4
Price 750
Hard Points Required
1
Adds a general purpose scanner to the user's helmet. The scanner allows the user to remove 1 setback die imposed on any checks due to darkness or environmental conditions such as smoke or fog. It also allows the user to detect heat sources and motion within medium range.

Helmet Comlink
Rarity 1
Price 200
A long-range comlink is integrated into the helmet.

That leaves all of my 600 illegal funds left as well as 350 of the legal funds, all of it added to group purchases. I couldn't find anything Restricted that struck me as something that Hawke would get within his price range.
Nov 28, 2016 6:05 pm
Meribson says:
That leaves all of my 600 illegal funds left as well as 350 of the legal funds, all of it added to group purchases. I couldn't find anything Restricted that struck me as something that Hawke would get within his price range.
That reminds me, I'll contribute my $166 of illegal cash to the group pool, as well. If everyone does so we might be able to buy something useful or two.

Edit: If we can reach $2000, we can buy an AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon attachment for our ship, with GM permission. Or if we somehow manage to reach $2800, we can get that Aratech 57-D Speeder Bike we sacrificed for the ECUL.

AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon (Fly Casual)
Rarity: 5
Price: 2,000
Hard Points Required: 1
Base Modifications:
Adds one AX-108 Surface Defense Blaster Cannon weapon
Can fire automatically with a Ranged (Heavy) skill of 2 and an Agility of 0
Optional Modifications:
2 Increase the weapon's automated Ranged (Heavy) skill by one Mods
Last edited November 28, 2016 6:15 pm
Nov 28, 2016 6:24 pm
In addition to my initial items, I will distribute my 800 legal / 850 illegal as follows:

SKZ Sporting Blaster Rifle (600 cr)
Group speeder purchase (834 cr)
2x Extra Reload (50 cr)
Personal Transponder (100 cr)

Donate 66 cr. to the ship's coffers.
Last edited November 28, 2016 6:25 pm
Nov 28, 2016 6:25 pm
Tefmon says:
Meribson says:
That leaves all of my 600 illegal funds left as well as 350 of the legal funds, all of it added to group purchases. I couldn't find anything Restricted that struck me as something that Hawke would get within his price range.
That reminds me, I'll contribute my $166 of illegal cash to the group pool, as well. If everyone does so we might be able to buy something useful or two.

Edit: If we can reach $2000, we can buy an AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon attachment for our ship, with GM permission. Or if we somehow manage to reach $2800, we can get that Aratech 57-D Speeder Bike we sacrificed for the ECUL.

AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon (Fly Casual)
Rarity: 5
Price: 2,000
Hard Points Required: 1
Base Modifications:
Adds one AX-108 Surface Defense Blaster Cannon weapon
Can fire automatically with a Ranged (Heavy) skill of 2 and an Agility of 0
Optional Modifications:
2 Increase the weapon's automated Ranged (Heavy) skill by one Mods
Since we went with the single speeder option, that leaves me with a little bit extra. 1141 total remaining credits. Can't think of anything else I might want to get for the moment at least. Most of the stuff I want to get is for improving the droid's security fuctions (make him a better shot, improved weapons, etc) and that is fairly expensive for now. If it matters, I still have the 350 restricted credits in there.

Unrestricted: 791
Restricted: 350
Nov 28, 2016 6:37 pm
So far, we have $1391 ($791 + $600) in unrestricted group cash, and $932 ($350 + $66 + $350 + $166) in restricted group cash, or $2323 in total group cash. If the remaining two (if my counting is correct) players have at least $477 between them, we can pick up the speederbike in addition to the ECUL. If not, we can get the ground-defence blaster cannon, or any other purchase the group feels is worth it. Or we can always just save the money, too.
Last edited November 28, 2016 6:38 pm
Nov 28, 2016 6:42 pm
Meribson says:
My requisitions:

In-Helmet Scanner
Rarity 4
Price 750
Hard Points Required
1
Adds a general purpose scanner to the user's helmet. The scanner allows the user to remove 1 setback die imposed on any checks due to darkness or environmental conditions such as smoke or fog. It also allows the user to detect heat sources and motion within medium range.
A key aspect of the description of that scanner is "Depending on the specific model..." I'll grant the standard version of heat source detection. However, if you want to add motion detection capabilities, which are worth much, much more than the book's suggested price, it will bring the cost of the In-Helmet-Scanner to 1250 credits. It's a really nice piece of tech, and the price should reflect it.
Meribson says:
My requisitions:

Helmet Comlink
Rarity 1
Price 200
A long-range comlink is integrated into the helmet.
The Helmet Comlink is fine.
Nov 28, 2016 6:52 pm
Tefmon says:
If we can reach $2000, we can buy an AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon attachment for our ship, with GM permission. Or if we somehow manage to reach $2800, we can get that Aratech 57-D Speeder Bike we sacrificed for the ECUL.

AX-108 "Ground Buzzer" Surface-Defense Blaster Cannon (Fly Casual)
Rarity: 5
Price: 2,000
Hard Points Required: 1
Base Modifications:
Adds one AX-108 Surface Defense Blaster Cannon weapon
Can fire automatically with a Ranged (Heavy) skill of 2 and an Agility of 0
Optional Modifications:
2 Increase the weapon's automated Ranged (Heavy) skill by one Mods
I don't see any issue with the AX-108.
Nov 28, 2016 7:24 pm
Ezeriah says:
Meribson says:
My requisitions:

In-Helmet Scanner
Rarity 4
Price 750
Hard Points Required
1
Adds a general purpose scanner to the user's helmet. The scanner allows the user to remove 1 setback die imposed on any checks due to darkness or environmental conditions such as smoke or fog. It also allows the user to detect heat sources and motion within medium range.
A key aspect of the description of that scanner is "Depending on the specific model..." I'll grant the standard version of heat source detection. However, if you want to add motion detection capabilities, which are worth much, much more than the book's suggested price, it will bring the cost of the In-Helmet-Scanner to 1250 credits. It's a really nice piece of tech, and the price should reflect it.
Just heat sensing is fine with me. I'll keep the holo-communicator in his inventory on the off chance it becomes necessary.
Nov 28, 2016 8:28 pm
Meribson says:

Just heat sensing is fine with me. I'll keep the holo-communicator in his inventory on the off chance it becomes necessary.
Just to be clear, heat sensing won't work through solid objects (like the infranoculars do). It will be useful for conditions with reduced or zero visibility.
Nov 28, 2016 8:46 pm
DARK SIDE MORALITY TRAITS

Given the nature of the traditional Morality mechanic in F&D, some of it's not going to work for the Dark Side. We'll still be using conflict, and the table I'm developing for Dark Side conflict will be part of that (e.g., Merciful acts will earn you conflict as Sith, risking your life to help others will do so as well, etc.). However, given the dichotomy of the Morality choices in conjunction with Sith cultural values, selecting a traditional Morality pairing isn't going to work or make sense (e.g., Bravery/Anger, Pride Arrogance). The Sith would be fine with someone who is Brave and quick to Anger, or Proud and Arrogant. There are some weaknesses here, but not enough to really add the same feel as the intended Morality rules did.


What we'll do instead is this:

Dark Siders are driven by emotion, it helps fuel them for better or worse. As such, their emotional strengths will also be their emotional weaknesses. Each of you should choose one Morality trait from the following list that most defines what draws your character to the Dark Side of the force. Are they quick to Anger? Reckless? Full of Hate? Cruel? Your choice, pick one. I may occasionally reduce conflict accrued, or reward a very small amount of extra experience for those of you who roleplay their character well.

Dark Side Emotional Strengths and Weaknesses
Pick the one that most defines your character.


Anger

Arrogance

Coldness

Cruelty

Fear

Greed

Hatred

Jealousy

Obsession

Recklessness
Nov 28, 2016 8:55 pm
Lexi is going to take Hatred. Given the amount of time she spent with the Eyes, and in general with the Grand Cathedral, the central teaching of the Divine that the Jedi are despised cretins has suffused her very being. She holds her hatred in front of her like a torch, guiding her choices.
Nov 28, 2016 9:21 pm
Dramasailor says:
Lexi is going to take Hatred. Given the amount of time she spent with the Eyes, and in general with the Grand Cathedral, the central teaching of the Divine that the Jedi are despised cretins has suffused her very being. She holds her hatred in front of her like a torch, guiding her choices.
Illuminating, to say the least. Definitely looking forward to kicking things off with this group. It will be a very different kind of game, your characters doing things that are way outside the norm for your typical Star Wars group. Fueled by emotion, rather than 'the dogmatic view of the Jedi', it will be interesting to see what you all do with the freedom.
Nov 28, 2016 11:42 pm
Have a couple of questions as I’m deciding about my list of purchases. Also I’m fine with donating toward the vehicle. So, first question, when it comes to rare force objects, would anything be heirlooms that are passed down? Secondly if not, would there be any discounts in purchasing or acquiring some force objects, like a demon mask or meditation focus. Last, since we are part of the Sith military, would there be any discounts toward armored robes. Sorry for asking for all of the things outside of my price range, but I was just thinking about what sort of force like things might be at my disposal that would give any sith warrior an advantage over his enemies.
Armored Robes
Defense:1
Soak:2
Hard points: 2
Cost : (R) 4,500
Rarity: 8
Enc: 5
MEDITATION FOCUS
Many of the Force and religious traditions throughout the galaxy develop some form of meditation focus, whether it be the prayer beads of the Solaran FHer- metic Order, the Cosmic Wheel of the Voss Mystics, or Dagoyan incense. Although varied in form, these foci are allied in function, and aiding the user in finding inner peace and enlightenment.
A Force-sensitive character who has a meditation focus increases his strain threshold by 2 while he is a light side paragon.
Price (R) 4,000
Encu. 1
Rarity 10
(of Course a dark side version of this)
DEMON MASK
Every species and culture has scary stories of monsters with supernatural powers. While the stories are—usually—only stories, disciples of the dark side throughout history have found value in adopting the imagery of the mythical demons to spread fear in their enemies and fearlessness among their followers. FHaving been worn by these adepts for generations, some demon masks have become imbued with the dark side of the Force, and grant their wearers certain powers
A Force-sensitive character wearing a demon mask increases his wound threshold by 2 while he is a dark side Force user. Furthermore, characters making Discipline checks to resist fear caused by a character wearing a demon mask add ■ equal to that character’s Force rating.
Price (R) 4,000
Encu. 1
Rarity 10
-This is the most preferred item I’m seeking, perhaps an item passed down the family line or even a gift given to Krosus. Barring that, hopefully something that can be purchased for a cheaper price.
Last edited November 28, 2016 11:42 pm
Nov 28, 2016 11:57 pm
cclrbrts30 says:
...first question, when it comes to rare force objects, would anything be heirlooms that are passed down? Secondly if not, would there be any discounts in purchasing or acquiring some force objects, like a demon mask or meditation focus.
Interesting ideas, but no free heirlooms. If you can afford them, that's fine. But it would have to come from your resource pool, which is intended to be everything your character could access in prep for conquest, whether from family, friends, illegal contacts, etc. The 'credits' you gained from the gathering check was simply representative of all your assets combined. No discounts.
cclrbrts30 says:
... since we are part of the Sith military, would there be any discounts toward armored robes. Sorry for asking for all of the things outside of my price range, but I was just thinking about what sort of force like things might be at my disposal that would give any sith warrior an advantage over his enemies.
Again, no discounts. While I can appreciate your logic here, the reason I granted you all a massive multi-skill check to gather resources using everything at your disposal was to simplify the whole process, allowing you to decide what was valuable to you and go from there. Initially I had considered granting you gear, but I figured you guys would like some control over that, and it also seemed like a realistic path toward prep for conquest. It only makes sense that with the support of the local populace boosted, and launch day on the horizon, all of you would make efforts to prepare to the fullest.

You guys are like the first expeditions crossing the oceans here. Not being ready for your expedition would be very, very, bad business indeed.
Nov 29, 2016 12:25 am
Please ignore the above post for some reason it was not posting everything.
Secondary options for Krosus would be to upgrade the critical rating and weapon damage of his light saber. This would cost about 300 credits. In addition I would like to purchase some poisons that might come of use to the party.
SYNTHETIC NEUROPARALYTIC
Poisons that paralyze a target but leave higher cognitive functions intact (and do not kill the target) are difficult to create and administer. Certain types do exist, however, and are popular among Rebels tasked with infiltration and targeted kidnapping of Imperial officials. This poison may only be introduced into a target via injection, as with an applicator or dart. Any dose size has a Hard difficulty. The poison immobilizes the target for three rounds if the target fails the check. In addition, each generated inflicts 1 strain on the target, and the GM can spend ^ to make the target test against the poison again during the next round, as the poison remains in his system.
Price: (5) dose (R)75
Encu. 0
Rarity: 6
Total cost: 375
SYNTHETIC ANESTHETIC
This is a general anesthetic produced on many worlds for medical procedures and designed to render the user unconscious. This poison may be introduced into a target’s body via aerosol deployment, food ingestion, or injection via an applicator or dart. A single dose has an Average difficulty, while two or more doses combined into a single application have a Hard (♦♦♦) difficulty. The poison inflicts 5 strain if the target fails the check. If the check generates one to two, the target must also give up his free maneuver during his next turn [he may still take two maneuvers, however); if it generates or more, he’s staggered during his next turn. Finally, the GM can spend to make the target test against the poison again during the next round, as the poison remains in his system.
Price: (5) dose 35
Encu. 0
Rarity: 4
Total cost: 175
Last edited November 29, 2016 12:30 am
Nov 29, 2016 12:48 am
cclrbrts30 says:
Secondary options for Krosus would be to upgrade the critical rating and weapon damage of his light saber. This would cost about 300 credits.
I haven't noticed a lightsaber creation roll as instructed in the character creation discussion. See the rules in the Library to construct your lightsaber. Everything you need to know is in there. Your first mod is free. Ilum crystal is your attachment for your hilt (yes, crystals are considered attachments; hence they can be modded). During construction, roll in this thread (to see if you get a Triumph, not for succeed/fail, as you can have as many rolls as need to represent your efforts during training).

After your free mod, then your mods will cost credits and be increasingly difficult to attempt (each attempt costing money). A failed mod attempt means that you cannot try to make that mod again (see Lightsaber construction rules). Rather than roll for the attempts to mod your saber yourself, after initial construction, you may pay 5 times as much to pay some other force using expert tinkerer to mod yours for you, guaranteeing success. Not Hawke. Important to note is that failed attempts have to be noted on your weapon's stats, marking, for example, that your first attempt out of 2 possible damage upgrades failed. Meaning that if you fail one, it's lost forever, but you can still try another. This is why Oggdude;s very carefully has a system for tracking failed mod attempts.
cclrbrts30 says:

SYNTHETIC NEUROPARALYTIC
Poisons that paralyze a target but leave higher cognitive functions intact (and do not kill the target) are difficult to create and administer. Certain types do exist, however, and are popular among Rebels tasked with infiltration and targeted kidnapping of Imperial officials. This poison may only be introduced into a target via injection, as with an applicator or dart. Any dose size has a Hard difficulty. The poison immobilizes the target for three rounds if the target fails the check. In addition, each generated inflicts 1 strain on the target, and the GM can spend ^ to make the target test against the poison again during the next round, as the poison remains in his system.
Price: (5) dose (R)75
Encu. 0
Rarity: 6
Total cost: 375
SYNTHETIC ANESTHETIC
This is a general anesthetic produced on many worlds for medical procedures and designed to render the user unconscious. This poison may be introduced into a target’s body via aerosol deployment, food ingestion, or injection via an applicator or dart. A single dose has an Average difficulty, while two or more doses combined into a single application have a Hard (♦♦♦) difficulty. The poison inflicts 5 strain if the target fails the check. If the check generates one to two, the target must also give up his free maneuver during his next turn [he may still take two maneuvers, however); if it generates or more, he’s staggered during his next turn. Finally, the GM can spend to make the target test against the poison again during the next round, as the poison remains in his system.
Price: (5) dose 35
Encu. 0
Rarity: 4
Total cost: 175
Interesting ideas. I'm fine with your druggery.
Nov 29, 2016 1:19 am
PARRY AND REFLECT IN COMBAT: SIMPLIFIED FOR A PLAY BY POST ENVIRONMENT

As a means of making PbP combat move more smoothly, regarding Parry and Reflect...

In a typical table top game, when hit in combat, but prior to damage soak, you would interject and use Parry or Reflect as an out of turn incidental. However, in PbP, this will, given the nature of the group being full of Parry and Reflect, lead to potentially doubling how long combat takes to resolve (and PbP is already notorious fro taking a bit of time in combat).

So, let's do this: we make Parry and Reflect automatic responses for all of your characters. Simply put, if you have enough strain left to Parry or Reflect, you do, to avoid damage. I take care of it for you, moving things along. This makes sense from a mechanical point of view because you can recover strain from rolling advantage, and its generally easier to recover beyond that. Wounds, however, are more difficult to recover from.

However, given the above, I'll be sensible about it. If your soak would catch all the damage, I'll do what any sensible player would do, and choose not to have your character use Parry or Reflect.

I know it takes a little control out of your hands, but it would be a very rare case when someone took damage before choosing to use Parry or Reflect anyway. I am willing to allow you to create a simple 1-2 line command program as well. For example:

(1)If wounds threshold is at 7/14 and strain threshold is at 6/12, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

This simple program would be listed directly below your Reflect/Parry ratings on your sheet. One program for both talents, to keep things relatively simple.

Also, you could, during your turn in combat, put a new custom program line in that will override your default setting on your character sheet, until you inform me otherwise that it will return to default (another IF/THEN for your Parry Reflect that you customize for the situation at hand). In fact, this will be probably be a big part of the solution for those of you who want to be that specific as a means of avoiding death. Which I can completely appreciate. It's what I would do, given the option.

I don't want you to create some complex web of programming script for me to follow, but I do want to give you control.

Regardless, my aim is to remove the back and forth of "you're hit for 'x' damage" followed by "I use Reflect". This will double the posts required for most attacks, as I wait for player response. This will make combat extraordinarily cumbersome. We're going to avoid this.

So, the plan is a default program on your character sheet, and the ability to set a new program as desired that stays until you say otherwise. If you choose not to set a program on your sheet, I'll simply assume Parry/Reflect whenever possible.

Any thoughts?
Nov 29, 2016 1:39 am
Ezeriah says:
PARRY AND REFLECT IN COMBAT: SIMPLIFIED FOR A PLAY BY POST ENVIRONMENT

As a means of making PbP combat move more smoothly, regarding Parry and Reflect...

In a typical table top game, when hit in combat, but prior to damage soak, you would interject and use Parry or Reflect as an out of turn incidental. However, in PbP, this will, given the nature of the group being full of Parry and Reflect, lead to potentially doubling how long combat takes to resolve (and PbP is already notorious fro taking a bit of time in combat).

So, let's do this: we make Parry and Reflect automatic responses for all of your characters. Simply put, if you have enough strain left to Parry or Reflect, you do, to avoid damage. I take care of it for you, moving things along. This makes sense from a mechanical point of view because you can recover strain from rolling advantage, and its generally easier to recover beyond that. Wounds, however, are more difficult to recover from.

However, given the above, I'll be sensible about it. If your soak would catch all the damage, I'll do what any sensible player would do, and choose not to have your character use Parry or Reflect.

I know it takes a little control out of your hands, but it would be a very rare case when someone took damage before choosing to use Parry or Reflect anyway. I am willing to allow you to create a simple 1-2 line command program as well. For example:

(1)If wounds threshold is at 7/14 and strain threshold is at 6/12, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

This simple program would be listed directly below your Reflect/Parry ratings on your sheet. One program for both talents, to keep things relatively simple.

Also, you could, during your turn in combat, put a new custom program line in that will override your default setting on your character sheet, until you inform me otherwise that it will return to default (another IF/THEN for your Parry Reflect that you customize for the situation at hand). In fact, this will be probably be a big part of the solution for those of you who want to be that specific as a means of avoiding death. Which I can completely appreciate. It's what I would do, given the option.

I don't want you to create some complex web of programming script for me to follow, but I do want to give you control.

Regardless, my aim is to remove the back and forth of "you're hit for 'x' damage" followed by "I use Reflect". This will double the posts required for most attacks, as I wait for player response. This will make combat extraordinarily cumbersome. We're going to avoid this.

So, the plan is a default program on your character sheet, and the ability to set a new program as desired that stays until you say otherwise. If you choose not to set a program on your sheet, I'll simply assume Parry/Reflect whenever possible.

Any thoughts?
Sounds perfectly good to me. The conditionals get rid of the main argument I'd otherwise have against this (wasting all of my Strain when my life isn't really threatened).

Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.
Nov 29, 2016 2:28 am
Tefmon says:


Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.
Without a lot of thought:

If attacked before your first turn at the start of combat, it is automatically used for the first attack targeting you (use it or potentially lose it is the idea here). Otherwise, you should specify how you want it used, especially if engaged with multiple opponents. The trick is here that you can only do this once per round, whereas Parry/Reflect is only limited by strain. More complicated in a sense. So, picking the ONE target you want to use it against... trickier. You don;t know who is going to attack you.

Ultimately, if I'm in your position, my default would be:

If engaged in melee with one person, or being shot at: use it for the first attack targeting me.

If engaged in melee with multiple people, save it for use against the most dangerous.

So, I think for your Sense defensive upgrade, you'll have to specify or I'll use it for the first attack against you. Unless you can think of something better that is reasonable.
Nov 29, 2016 2:30 am
Tefmon says:
Ezeriah says:
PARRY AND REFLECT IN COMBAT: SIMPLIFIED FOR A PLAY BY POST ENVIRONMENT

As a means of making PbP combat move more smoothly, regarding Parry and Reflect...

In a typical table top game, when hit in combat, but prior to damage soak, you would interject and use Parry or Reflect as an out of turn incidental. However, in PbP, this will, given the nature of the group being full of Parry and Reflect, lead to potentially doubling how long combat takes to resolve (and PbP is already notorious fro taking a bit of time in combat).

So, let's do this: we make Parry and Reflect automatic responses for all of your characters. Simply put, if you have enough strain left to Parry or Reflect, you do, to avoid damage. I take care of it for you, moving things along. This makes sense from a mechanical point of view because you can recover strain from rolling advantage, and its generally easier to recover beyond that. Wounds, however, are more difficult to recover from.

However, given the above, I'll be sensible about it. If your soak would catch all the damage, I'll do what any sensible player would do, and choose not to have your character use Parry or Reflect.

I know it takes a little control out of your hands, but it would be a very rare case when someone took damage before choosing to use Parry or Reflect anyway. I am willing to allow you to create a simple 1-2 line command program as well. For example:

(1)If wounds threshold is at 7/14 and strain threshold is at 6/12, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

This simple program would be listed directly below your Reflect/Parry ratings on your sheet. One program for both talents, to keep things relatively simple.

Also, you could, during your turn in combat, put a new custom program line in that will override your default setting on your character sheet, until you inform me otherwise that it will return to default (another IF/THEN for your Parry Reflect that you customize for the situation at hand). In fact, this will be probably be a big part of the solution for those of you who want to be that specific as a means of avoiding death. Which I can completely appreciate. It's what I would do, given the option.

I don't want you to create some complex web of programming script for me to follow, but I do want to give you control.

Regardless, my aim is to remove the back and forth of "you're hit for 'x' damage" followed by "I use Reflect". This will double the posts required for most attacks, as I wait for player response. This will make combat extraordinarily cumbersome. We're going to avoid this.

So, the plan is a default program on your character sheet, and the ability to set a new program as desired that stays until you say otherwise. If you choose not to set a program on your sheet, I'll simply assume Parry/Reflect whenever possible.

Any thoughts?
Sounds perfectly good to me. The conditionals get rid of the main argument I'd otherwise have against this (wasting all of my Strain when my life isn't really threatened).
Yeah, I like this a lot. Everyone should specify their conditionals under their Parry /Reflect Ratings on their character sheet. Keep it simple.
Nov 29, 2016 2:34 am
Ezeriah says:
Tefmon says:


Also, Sense's first Control Upgrade (which I've purchased, I'm on my phone, so I'll post a description later if one's needed) let's me upgrade the difficulty of one attack against me per round. This has a similar "Declare attack, declare defence, resolve attack" back-and-forth, complicated by the fact that I can only use it once per round (so in a fight against multiple opponents, it can't be assumed I'd use it the first time I'm attacked). I'm open to ideas to make this ability flow faster, as well.
Without a lot of thought:

If attacked before your first turn at the start of combat, it is automatically used for the first attack targeting you (use it or potentially lose it is the idea here). Otherwise, you should specify how you want it used, especially if engaged with multiple opponents. The trick is here that you can only do this once per round, whereas Parry/Reflect is only limited by strain. More complicated in a sense. So, picking the ONE target you want to use it against... trickier. You don;t know who is going to attack you.

Ultimately, if I'm in your position, my default would be:

If engaged in melee with one person, or being shot at: use it for the first attack targeting me.

If engaged in melee with multiple people, save it for use against the most dangerous.

So, I think for your Sense defensive upgrade, you'll have to specify or I'll use it for the first attack against you. Unless you can think of something better that is reasonable.
I agree that just using it on the first attacker is the most reasonable, but that leaves the possibility that someone shoots me with a dinky light pistol, I upgrade the difficulty, and then someone else shoots me with an assault cannon or something next enemy turn. Part of that is dependent on how 'gamey' you're going to be with enemy initiative, as well.
Nov 29, 2016 4:35 am
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
Nov 29, 2016 5:56 am
Tefmon says:
I agree that just using it on the first attacker is the most reasonable, but that leaves the possibility that someone shoots me with a dinky light pistol, I upgrade the difficulty, and then someone else shoots me with an assault cannon or something next enemy turn.
Well, that could happen in a TT game if you were controlling it anyway. It would depend on how much of a chance you wanted to take on wasting the defensive bonus by saving it in case someone else shot you.

How about we just go with this, since your Sense ability is very different than Parry/Reflect in the fact that Sense requires you to actively turn it on. So, when you do, you'll have to designate what it's for. e.g., "Sense: Control Defense Upgrade: Priorities (1) Heavy Blasters (2) Blaster Rifles (3) Pistols" or something like that. I think that's really the best we can do. Also remember that in combat, your character would choose to use their Sense Defensive upgrade based on what they could see (what you the player are actually aware of). If there's a sniper parked out of your awareness, or someone you haven't spotted for whatever reason, you very likely wouldn't consider saving your defensive bonus for them, as they're outside of your awareness. What I'm saying is that I can't really decide for you on this one.

If you decide to walk around with this Force power committed and on all the time, set up your priorities then. Just like in a TT game, it really is on you to determine what your priorities are for using that power. Otherwise, committing force dice uses your action in structured time (combat); also, remember that uncommitting those dice can only be done at the end of a subsequent turn as an incidental (meaning you can't commit force dice at the start of your turn, whatever the force power, do what you're going to do, and then uncommit them that same turn; you'd have to wait until the end of your next turn to free up your force dice by uncommitting them from your power, which in your case here would be Sense).

For these out of turn defensive type abilities (your Sense: Control Defense, Parry, Reflect, etc) you're going to have to specify your priorities with the 'programs' as outlined before. Again, its the best we can do collectively. Worst case scenario, if I must be the one to decide what you're doing with your Sense Defense priorities, I'll use common sense. E.g., if they're all packing the same heat, might as well use it on the first attack directed at you.

As far as being gamey, I'm not going to try to get you by manipulating things to exploit your character's defenses, if that's what you're suggesting (gamey is kind of vague there). That would really defeat part of my enjoyment for the game, which is a believable Star Wars galaxy. I know some GM's do shifty things behind the scenes to manipulate the game, but I'm not one of them.
Nov 29, 2016 6:02 am
Meribson says:
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
I've yet to post info on it, but players shouldn't confuse the Dark Side with Psychopathy and a need for insatiable senseless violence.

Hopefully you're not planning on going Murder Hobo. That would not be fun. Your choice though.
Nov 29, 2016 6:27 am
Ezeriah says:
Meribson says:
I made some slight modifications to Hawke's backstory, more specifically regarding his graduation.

With the modifications made, Hawke's emotional strength/weakness is most assuredly Cruelty. Sometimes the voices in his head just drives him into a downward spiral of cruelty and madness. When he eventually snaps out of it, he has no recollection of what he just did.

...this is going to be fun.
I've yet to post info on it, but players shouldn't confuse the Dark Side with Psychopathy and a need for insatiable senseless violence.

Hopefully you're not planning on going Murder Hobo. That would not be fun. Your choice though.
So...read your changed back story. Gruesome. Very much so.

You do know, that even the Sith are not ones to want to be around absolute psycho killer maniacs who revel in wanton corpse mutilation, right? They are still a society and a culture. Some of them are highly refined, even eloquent, well-mannered, even, etc. True, a very common Sith thread is that they allow their passions to fuel them, and they are extremely comfortable in doing whatever it takes to get what they want. Some are cruel, sadistic, sociopathic (insanity with finesse) etc. But... what your character did in your back story...well, there are very, very few Sith like that, just completely broken down in the mind and absolutely psychotic, which is the very crystal clear picture your back story paints.

I'm just making sure you understand the setting and the backdrop of Sith culture. I mean, there are undoubtedly some cruel Sith, but based on what you wrote, Hawke is just bonkers nuts and whacked out.Truly a mental health patient for the finest asylum. Literally insanely dark.

Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
Nov 29, 2016 6:37 am
For these Parry/Reflect/Other Priorities on your character sheets:

Example:

(1)If wounds threshold is at 8/16 and strain threshold is at 7/14, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

Perhaps should read like this: "If wounds threshold is at or above 8/16 and strain threshold is at or above 7/14"

Be specific and clear. I shouldn't have to and won't make assumptions on this stuff.
Nov 29, 2016 7:07 am
Ezeriah says:
mrvain says:
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it
Can you be more specific? What kind of upgrade? Or just better armor?

A reminder to everyone: be as thorough as you can when posting ideas as it will require less back and forth via PbP, helping move things along a little more efficiently.
Better armour sorry

Concealing Robes 150cr (currently purchased) upgrade to Padded Armour 500cr = 350cr required
Take 150cr from my leftover starting cash and 200cr from my legal cquisitions

Padded Armour (EotE p185)
Encumbrance: 2
Rarity: 1
Price: 500
Soak: 2
Defense: 0
Ezeriah says:
cclrbrts30 says:
Secondary options for Krosus would be to upgrade the critical rating and weapon damage of his light saber. This would cost about 300 credits.
...........

After your free mod, then your mods will cost credits and be increasingly difficult to attempt (each attempt costing money). A failed mod attempt means that you cannot try to make that mod again (see Lightsaber construction rules). Rather than roll for the attempts to mod your saber yourself, after initial construction, you may pay 5 times as much to pay some other force using expert tinkerer to mod yours for you, guaranteeing success.
This is a great idea I hadn't thought of this. I would like to purchase a 2nd damage upgrade from 500cr if that is OK.

i guess that would mean

Weapons
Lightsaber:
Range: Engaged
Damage: 8 (1 x free upgrade + 1 x 500cr upgrade)
Critical Rating: 2
Specials: Breach, Sunder, Immune to Sunder
Hard Points: Used 2/Remaining 3
Encumbrance Value:1

Between that and the credits put toward the armour upgrade that would use up my Legal Acquisitions. As far as Illegal Acquisitions, I am happy to pool it if it helps us get something cool. If there is anything left over I can take a closer look, but I am afraid my lack of knowledge of the game and limited access to books isn't helping here.
Nov 29, 2016 7:09 am
Ezeriah says:


Dark Side Emotional Strengths and Weaknesses
Pick the one that most defines your character.
Hatred for Tashal. This is something that his family and their friends had already begun to notice about him when he was young, that there was something not quite right about him. The training of his Sith master has fostered this flame.
Nov 29, 2016 12:49 pm
mrvain says:
I would like to spend 350 cr to upgrade my armour if that allowed (sorry I am not sure what we are allow to acquire here), I am otherwise happy to pool it

Concealing Robes 150cr (currently purchased) upgrade to Padded Armour 500cr = 350cr required
Take 150cr from my leftover starting cash and 200cr from my legal cquisitions

Padded Armour (EotE p185)
Encumbrance: 2
Rarity: 1
Price: 500
Soak: 2
Defense: 0

I would like to purchase a 2nd damage upgrade from 500cr if that is OK.

i guess that would mean

Weapons
Lightsaber:
Range: Engaged
Damage: 8 (1 x free upgrade + 1 x 500cr upgrade)
Critical Rating: 2
Specials: Breach, Sunder, Immune to Sunder
Hard Points: Used 2/Remaining 3
Encumbrance Value:1

Between that and the credits put toward the armour upgrade that would use up my Legal Acquisitions. As far as Illegal Acquisitions, I am happy to pool it if it helps us get something cool. If there is anything left over I can take a closer look, but I am afraid my lack of knowledge of the game and limited access to books isn't helping here.
Upgrading the saber and exchanging your robes for the padded armor is fine.
Nov 29, 2016 3:44 pm
Ezeriah says:
Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
Having slept on it and read your response, I have dialed back on the amount of instability that Hawke has. While I'll still have instances during gameplay where he hears his parents, they aren't driving him into berzerker rages anymore. He probably still has a bit of a reputation though, I kept everything up to making his former classmate eat his own eyeballs.
Nov 29, 2016 4:42 pm
Meribson says:
Ezeriah says:
Play Hawke however you like, to be sure. But, the vast majority of Sith are going to be... put off by Hawke, to say the least. The pile of flesh and cracked bone he left where Vrym was, surely surrounded by a fantastical blood pattern of sprays in arrays, says it all. And word gets around.
He probably still has a bit of a reputation though, I kept everything up to making his former classmate eat his own eyeballs.
Um, yeah. Just a bit. Either way, it's your character. Play him how you want.
Nov 29, 2016 7:19 pm
During this mission prep acquisition phase, if you trust others in the group to spend the credits wisely, say so; it seems that this might be the case with some of you. Keep in mind that those more involved in the group prep work are waiting to hear on you as well, even if perhaps you're not as involved. Part of this process includes (1) determining available credits and (2) deciding what to buy with them. If the planning type players in the group can work together with more concrete numbers, it'll be easier to to get things done, and they won't have to wonder about the yay's and nays as much.

I know that the ECUL is supported by some of you for transportation; those of you who haven't weighed in should do so. Also, the idea was posited that perhaps one more 'big ticket' item could be purchase in the neighborhood of 2000 credits, with the essential idea being 'give as much as you can' for the group's benefit. However, each of you as individuals can do as you like, to be clear. Give nothing or give it all, your choice.

Either way, at this point everyone should really be exact about what they are giving to the group fund, if anything. It'll make the process move better, knowing what is available will allow for better decision making and resolution to this phase of group prep.
Nov 29, 2016 7:39 pm
Ezeriah says:
For these Parry/Reflect/Other Priorities on your character sheets:

Example:

(1)If wounds threshold is at 8/16 and strain threshold is at 7/14, only use Parry or Reflect if the attack will cause unconsciousness.
(2)Always use Parry or Reflect when it has the ability to stop a critical hit from doing damage (which prevents the critical hit entirely).

Perhaps should read like this: "If wounds threshold is at or above 8/16 and strain threshold is at or above 7/14"

Be specific and clear. I shouldn't have to and won't make assumptions on this stuff.
As a reminder, if you like, create a list of priorities detailing how you would like Parry/Reflect/Other Abilities to be used when attacked.

An excellent example from Tefmon below: WT = Wound Threshold / ST = Strain Threshold

Parry Rating (Ranks + 2): 3
Reflect Rating (Ranks + 2): 3

If Wounds from hit would cause a Critical injury, block
Else if current Strain is less than or equal to half of ST, block
Else if current Wounds are greater than or equal to half of WT and Strain from blocking would not result in unconsciousness, block
Else, don't block



For those of you doing creating Defensive Priorities for Parry/Reflect/Other:

I will round up per usual math when terms like 'half' are used for your parameters. Understandably, 'half' is a sensible term to use given that Wound and Strain thresholds can change, depending on Duty and Obligation session rolls.


For those of you who are not specifying priorities list for your Parry/Reflect/Other:

You will always use Parry / Reflect, until you have too much strain to do so.
You will use any other defensive abilities (if available) on the first attack that targets you each round.
Nov 29, 2016 8:29 pm
I'm taking another look over your character sheets now, adding notes as needed. I'm not doing a final check, just a quick cursory one of your gear. Some of you may have already noted your mods in a way that works for you, which is fine, but you still need to fill out the mod section I created today as requested on your sheet. This way there will be a uniform place to look for such info, rather than figuring out everyone's style of detailing mods.

We're not there yet, but as we approach the narrative part of the game (the story!), please make sure your characters are finished, checking the details. Make sure the XP adds up, the credits add up in relation to the gear you possess, that your gear has any necessary details written in the inventory, Duty/Obligation/Morality are attended to, Encumbrance, etc.

When finished, your character sheets should have everything we need to know about your character on them, allowing us to play without reference books if needed. This will also help me avoid looking things up in the book, which would be greatly appreciated, and there's absolutely no good reason not to include pertinent details on your character sheet for your convenience and mine.
Nov 29, 2016 9:19 pm
We'll begin the story next Monday, giving us a nice start with a full active gaming session (Monday-Thursday) to launch your mission as part of the Sith Conquest of the Galaxy! I'll post the opening to our story as soon as possible, after 12:00 PM GMT that Monday.

As such, all characters and group outfitting should be completed by then, preferably at the day before.
Nov 29, 2016 10:23 pm
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
Nov 29, 2016 10:25 pm
Meribson says:
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
This is a great question. Have we been drilling together as a team, are we relatively new/unknown to each other or is that up to us to tell the story before we get rolling. ;)
Nov 29, 2016 10:52 pm
Meribson says:
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
Your PC's may have seen each other in passing on occasion, all of you still being Sith who have masters at the Arcology (going with the idea that all of you have separate masters as it works better). Your characters are servants to your masters, who are part of the Sith Military. Beyond that, your group was put together approximately a month before your launch. FYI, there are many groups like yours, as it is a huge galaxy. I'll flesh out the military details beyond that prior to launch.

For the convenience of the planning committee (there seem to be a few who are very interested in logistics), everyone please post the specific amount you are donating in this thread. The ECUL transportation would cost everyone $834 credits as part of their commitment to the cause. Beyond that, the rest is up to you, but I know that there has been mention of another group purchase if possible.

Also, something to keep in mind because it makes a lot of sense: use it or lose it. The Sith do not use the standard galactic currency and banking system. What this means is that your Sith credits are absolutely worthless beyond the Veil. Again, use it or lose it.

However, Sith Militart Command knows you'll need credits and has granted a small amount to each unit like yours to help them make their way and at least have something. The credits will come from years of scouring the starship Graveyard around Akrultos. However, there isn't that much to go around. As such, your group, as a whole, after spending all your SITH credits, will be granted Galactic Standard Credits.
Nov 29, 2016 10:55 pm
Dramasailor says:
Meribson says:
Working from my phone, so I'll adjust Hawke's Parry/Reflect later. As for the space can, I have no objections to that or his remaining funds being put to use by the rest of the group.

Question: just how much time have our PCs had to interact with each other prior to the start of the campaign on Monday?
This is a great question. Have we been drilling together as a team, are we relatively new/unknown to each other or is that up to us to tell the story before we get rolling. ;)
You all know of one another. Also, as previously mentioned, you will all have assigned crew roles on The Spear of Akrulta. Sith Military Command put you together for the diverse set of skills you offer, as they did with every other unit like yours.
Nov 29, 2016 11:48 pm
Ok final decision on how I’m spending the acquired money. First off I’m taking the free upgrade for my light saber to increase the critical rating to 1. Then to ensure I get the max benefit for my weapon I will pay the five times penalty to upgrade the damage rating four times. So my new weapons stat should be.
Damage: 10 (4 X modded damage)
Critical Rating: 1 (modded crit. rating)
Specials: Breach, Sunder, Immune to Sunder, vicious 1
Mods: (paid for mods, 4X damage, free 1 Crit. Rating, paid for mod vicious 1)
Hard Points: Used-2/Remaining-3
Encumbrance Value:1
Cost for modification: 2,500

The last of my cash will go toward the purchase of two SYNTHETIC NEUROPARALYTIC drug, costing 150 credits, which is the last of my cash.
Nov 30, 2016 12:25 am
OK, I have read through the acquisitions in this thread and I am not sure where we are at i.e. what we are looking to buying and how much we each need to chip in. I have 850 cr in my illegal, as a player I am happy to contribute this to the group and allow somebody else to make the decision on what to buy with it (because I don't know), if it is in line with what everyone else is contributing. It doesn't need to be exact Cr amounts, but if we aren't all contributing, I will look to spend the remainder on gear. I didn't read the guidelines properly and cclrbrts30 last post made me realize that the Illegal can be spent on Legal as well, so as a hate filled Trandoshan monster ;-) there are items I will spend it on if we can't get the group thing going.
Last edited November 30, 2016 12:42 am
Nov 30, 2016 12:54 am
cclrbrts30 says:
Ok final decision on how I’m spending the acquired money. First off I’m taking the free upgrade for my light saber to increase the critical rating to 1. Then to ensure I get the max benefit for my weapon I will pay the five times penalty to upgrade the damage rating four times. So my new weapons stat should be.
Damage: 10 (4 X modded damage)
Critical Rating: 1 (modded crit. rating)
Specials: Breach, Sunder, Immune to Sunder, vicious 1
Mods: (paid for mods, 4X damage, free 1 Crit. Rating, paid for mod vicious 1)
Hard Points: Used-2/Remaining-3
Encumbrance Value:1
Cost for modification: 2,500

The last of my cash will go toward the purchase of two SYNTHETIC NEUROPARALYTIC drug, costing 150 credits, which is the last of my cash.
CCL, you seem to have misunderstood the directions from the Library below.

The rules we're using, from the Library:
"Each mod attempt costs (100 credits for tools and supplies multiplied by how many mods you'll have after the new one is installed). So, for example, your 3rd mod would cost 300 credits."

Perhaps adding to the example included above would help. 2nd =200, 3rd=300, 4th=400 etc. Anyway...


Actual cost for your lightsaber mods:

1st mod: Crit Upgrade (free from construction): 0 crdits
2nd Mod: Damage#1 (2 mods now. Normal cost of 200 credits x5 = 1000 credits)
3rd Mod: Damage#2 (3 mods now. Normal cost 300 credits x 5 = 1500 credits)
4th Mod: Damage#3 (400 x 5 = 2000 credits)
5th Mod: Damage#4 (500 x 5 = 2500 credits)
6th ModL Vicious#1 (600 x 5 = 3000 credits)

Total Cost: 10,000 credits.

Also, for those of you putting the extra time and effort into group logistics and acquiring the ECUL group vehicle (again, I can tell some of you are clearly more vested in this), to save you some time from asking back and forth via posting, it would seem that Krosus is not planning on pitching in, which is absolutely his option.

How very Sith like :) Krosus, sure that's not a Greed for your Morality? It might be more fitting...

Just giving you a hard time. I figured with 6 Dark Side players, someone would do this.

To each their own.

It's why I gave everyone their own resource allotment, to allow you to play your character the way you want to.
Nov 30, 2016 1:06 am
Uh-oh... what if nobody wants to pitch in for the group vehicle? First Krosus, now maybe Mrvain...

The Logistics team has its work cut out for it.
Nov 30, 2016 1:22 am
Ezeriah says:
Uh-oh... what if nobody wants to pitch in for the group vehicle? First Krosus, now maybe Mrvain...
They can walk. Speeders are only for team players.
Nov 30, 2016 1:45 am
Ok, definitely my bad, I guess I should read the Manuel before trying to fix myself. Also I blame my sith instructors for my ignorance: ) public school on this planet is terrible. I am still spending all my credits on mods for my light saber however as Krosus sees this as the most important thing to him. He has no doubt that with this skilled group it will take no time to acquire more tools of war for their glorious cause.
Nov 30, 2016 2:11 am
Having done some math, Hawke's chipping in a grand total of 950 cr for the group vehicle. Granted, he's expecting that he'll get to play around under the hood while traveling through hyperspace when not working on his armor. He has a very hard time sitting still. If he's forced into sit/stand in one place for a while, he's spending most of that time assembling some sort of doo-dad.
Nov 30, 2016 2:35 am
Given the use it or lose it "bombshell" (I kid, I kid), I opted to spend the last 50 credits from character creation on another extra reload for each firearm. It's noted on my sheet.
Nov 30, 2016 2:46 am
While, Lissewa is definitely Greed for Morality, I don't see putting forth all the money she has for the mission as a thing going against that because she's also a practical person. As it's been stated, we will be going out on this mission for a very long time, possibly never to return. Self-preservation is way high up there on her priorities. With that in mind, she will be giving the necessary 834 to the group for the ECUL, as well as an additional 1049 towards the purchase of the vehicle or any additions to it.
Last edited November 30, 2016 2:50 am
Nov 30, 2016 2:59 am
It goes without saying, but Tajanna will pay her $834 share of the ECUL, and will contribute her remaining $213 towards any additional group purchases.

Also, a couple of lore questions for Ezeriah:

Do our characters have formal military ranks in the Sith Military, and if so, what are they?

Are the Force Sensitive characters in our group considered to be Sith Lords, or are they merely 'regular' Sith who have yet to achieve Lordship?

More broadly, how do Sith titles (Lord, Darth, Master, etc) work in the new Sith Empire? Are all Sith considered to be both Lords and Darths, as with the Rule of Two Sith in the movies, or are Lord and Darth distinct ranks within the Sith, which not all Sith hold, such as in the Sith Empire in SWTOR?
Last edited November 30, 2016 3:00 am
Nov 30, 2016 4:01 am
All but one is good enough for me. I had the impression from reading through the thread it was going to be less than that but it was hard to track. Count me in. I believe I had 850cr illegal aquisition left, so I till put that in as well.

As far as reasoning goes, Even though Tashal hates you all, there are others more deserving of his hate. He is pragmatic and understands that our strength as a group will be bad for those enemies
Last edited November 30, 2016 4:02 am
Nov 30, 2016 1:49 pm
Tefmon says:
Ezeriah says:
Uh-oh... what if nobody wants to pitch in for the group vehicle? First Krosus, now maybe Mrvain...
They can walk. Speeders are only for team players.
That should be interesting. You could always charge them a fare, lol.
Nov 30, 2016 1:52 pm
cclrbrts30 says:
Ok, definitely my bad, I guess I should read the Manuel before trying to fix myself. Also I blame my sith instructors for my ignorance: ) public school on this planet is terrible.
Yes. Blames the Sith schools. Too much 'ready yourselves for war' and not enough " 2 + 2 = 4".
cclrbrts30 says:
I am still spending all my credits on mods for my light saber however as Krosus sees this as the most important thing to him.
Way to stick to your guns. It's your character, and I'm sure you've already gauged the potential social fallout.
cclrbrts30 says:
(Krosus) has no doubt that with this skilled group it will take no time to acquire more tools of war for their glorious cause.
Confidence is always nice, but it's only confidence.
Nov 30, 2016 1:54 pm
Meribson says:
Having done some math, Hawke's chipping in a grand total of 950 cr for the group vehicle.
Transportation is always nice.
Nov 30, 2016 1:56 pm
Dramasailor says:
Given the use it or lose it "bombshell" (I kid, I kid), I opted to spend the last 50 credits from character creation on another extra reload for each firearm. It's noted on my sheet.
It was a bombshell... I can appreciate that, as it was for me in a way as well. Just struck me out of nowhere. But it made complete sense. Your Sith credits just won't register as money in the Galactic Banking System. Not only would they be foreign, there'd be no exchange rate, no recognition of them as money, etc. Sith credits would simply be alien to the galaxy.
Nov 30, 2016 1:59 pm
Squeeks1337 says:
While, Lissewa is definitely Greed for Morality, I don't see putting forth all the money she has for the mission as a thing going against that because she's also a practical person. As it's been stated, we will be going out on this mission for a very long time, possibly never to return. Self-preservation is way high up there on her priorities.
Makes sense. Self-preservation, in some cases, can be a form of greed.
Squeeks1337 says:
(Lissewa) will be giving the necessary 834 to the group for the ECUL, as well as an additional 1049 towards the purchase of the vehicle or any additions to it.
ECUL benefactor here! 1883 credits toward the group vehicle and/or upgrades to it.
Nov 30, 2016 2:00 pm
Tefmon says:
It goes without saying, but Tajanna will pay her $834 share of the ECUL, and will contribute her remaining $213 towards any additional group purchases.
1047 toward the group vehicle! Above and beyond!
Nov 30, 2016 2:02 pm
mrvain says:
I believe I had 850cr illegal aquisition left, so I till put that in as well.
You're giving all of your illegal funds, doing your part. You guys are closer and closer to not having to walk...
Nov 30, 2016 2:13 pm
Okay, unless I missed it somewhere else, Dramasailor has also spent most of their credits on their own character, leaving 66 credits towards the purchase of the vehicle. Unfortunately based on my calculations, we needed another 270 in order to get the speeder. Not off to a great start, team.

EDIT: Oh, nevermind, took a closer look at their itemized list and saw they did actually put the 834 towards the speeder purchase, plus 66 more for a grand total of 900 credits. Which puts us over being able to get the ECUL and leaving us with 630 credits in the group fund. Not enough for any additional modifications but we could look through our lists and see what other supplies we may need. We could always use more medical supplies and ammunition (though most of you use lightsabers), or perhaps some backup weaponry like knives and hold-out blasters.
Last edited November 30, 2016 2:20 pm
Nov 30, 2016 2:18 pm
Squeeks1337 says:
Okay, unless I missed it somewhere else, Dramasailor has also spent most of their credits on their own character, leaving 66 credits towards the purchase of the vehicle. Unfortunately based on my calculations, we needed another 270 in order to get the speeder. Not off to a great start, team.
I gave my 834 and then spent the bulk of my remainder on weapons. The 66 was just an extra dump into the grand pool for extra stuff (weapons for the ship etc):
Dramasailor says:
In addition to my initial items, I will distribute my 800 legal / 850 illegal as follows:

SKZ Sporting Blaster Rifle (600 cr)
Group speeder purchase (834 cr)
2x Extra Reload (50 cr)
Personal Transponder (100 cr)

Donate 66 cr. to the ship's coffers.
Last edited November 30, 2016 2:19 pm
Nov 30, 2016 2:20 pm
Dramasailor says:
I gave my 834 and then spent the bulk of my remainder on weapons. The 66 was just an extra dump into the grand pool for extra stuff (weapons for the ship etc)
Yeah, that's what I remembered from yesterday. Congratulations on maintaining your membership in the not-walking-everywhere club.
Last edited November 30, 2016 2:20 pm
Nov 30, 2016 2:20 pm
Tefmon says:
Dramasailor says:
I gave my 834 and then spent the bulk of my remainder on weapons. The 66 was just an extra dump into the grand pool for extra stuff (weapons for the ship etc)
Yeah, that's what I remembered from yesterday. Congratulations on maintaining your membership in the not-walking-everywhere club.
I'm definitely down for the member's only jacket for that. Of course the pilot is looking for a way to not walk places. ;)
Nov 30, 2016 2:25 pm
Dramasailor says:
Tefmon says:
Dramasailor says:
I gave my 834 and then spent the bulk of my remainder on weapons. The 66 was just an extra dump into the grand pool for extra stuff (weapons for the ship etc)
Yeah, that's what I remembered from yesterday. Congratulations on maintaining your membership in the not-walking-everywhere club.
I'm definitely down for the member's only jacket for that. Of course the pilot is looking for a way to not walk places. ;)
I'll put you up for Vice-President of Jacket Procurement, your first assignment being acquiring some new swanky member's only jackets.
Nov 30, 2016 2:36 pm
Squeeks1337 says:
Okay, unless I missed it somewhere else, Dramasailor has also spent most of their credits on their own character, leaving 66 credits towards the purchase of the vehicle. Unfortunately based on my calculations, we needed another 270 in order to get the speeder. Not off to a great start, team.
Drama put in 834 credits toward the ECUL (having calculated for a 6 way split of the costs).

The contributions to the ECUL fund so far, are as follows:

Lissewa----- 1883
Tejanna----- 1047
Hawke ----- 950
Tashal ----- 850
Lexi ------- 834
Krosus ------- 0

Total -------5564

Unless my calculations are wrong above, the ECUL is covered. A 5-way split (excluding Krosus) for the price would require a 1000 credit donation from each of you. Based on that and the above numbers, and to help things move along, I'd say that the leftover 564 credits would be yours to spend Lissewa, as you see fit, as you pretty much covered the vast majority of the difference for the 5 way split. Unless the other players want to break things down further and lean on you even more for the ECUL.

The credits you have left: Remember, use it or lose it.
Nov 30, 2016 2:40 pm
I'm fine with Lissewa getting the primary say in spending the remaining credits how they choose.
Nov 30, 2016 2:43 pm
Dramasailor says:
I'm fine with Lissewa getting the primary say in spending the remaining credits how they choose.
Same, Lissewa did provide the lion's share of the funds.
Ezeriah says:
The credits you have left: Remember, use it or lose it.
But, if you don't know what to buy, you can always get a space shotgun (pending GM approval, of course).

Adostic Arms 8-Gauge Scatter Gun (Fly Casual, pg 44)
Encumbrance: 3
Hard Points: 2
Rarity: 4
Price: 550
Damage: 7
Range: Short
Critical: ωωωωωω
Skill: Ranged - Heavy
Qualities: Blast 3, Knockdown
Last edited November 30, 2016 2:44 pm
Nov 30, 2016 2:46 pm
A NOTE ON GEAR AND MATH

I will be checking the math eventually. Knowing that all of you are capable of addition and subtraction, in addition to the fact that you should have access to a calculator of some type (even on your computer) I expect your calculations to be accurate. You've only got one character to take care of, and it really isn't complicated at all to do the math for your character.

That being said, for characters that do have inaccurate math: any extra credits will disappear. They're useless outside of the Veil. Also, if you have overspent on credits, I will likely just have an appropriate amount of your gear disappear. RP wise, you thought you packed it, but didn't.

This may seem unfair, but gain, I'm not asking a lot of you. You have one character to check over, and all the materials necessary to ensure the math is accurate.

Your story will begin after your ship touches down, wherever that may be (no spoilers); we're skipping the part where you travel through hyperspace, etc as for the beginning of the story this is completely unnecessary. Beyond that, your group will have an assigned first mission as well, so it's not as if you're being sent out into space on this one with the directive of 'figure it out.'
Nov 30, 2016 2:49 pm
Tefmon says:
Dramasailor says:
I'm fine with Lissewa getting the primary say in spending the remaining credits how they choose.
Same, Lissewa did provide the lion's share of the funds.
Ezeriah says:
The credits you have left: Remember, use it or lose it.
But, if you don't know what to buy, you can always get a space shotgun (pending GM approval, of course).

Adostic Arms 8-Gauge Scatter Gun (Fly Casual, pg 44)
Encumbrance: 3
Hard Points: 2
Rarity: 4
Price: 550
Damage: 7
Range: Short
Critical: ωωωωωω
Skill: Ranged - Heavy
Qualities: Blast 3, Knockdown
Looks alright to me.
Nov 30, 2016 2:53 pm
Ezeriah says:
snip
Your story will begin after your ship touches down, wherever that may be (no spoilers); we're skipping the part where you travel through hyperspace, etc as for the beginning of the story this is completely unnecessary. Beyond that, your group will have an assigned first mission as well, so it's not as if you're being sent out into space on this one with the directive of 'figure it out.'
Would it be possible to start before dropping out of hyper and touching down? We wouldn't necessarily need to know the destination or anything of that nature, but giving our team an in character RP session (ish) to feel out how we are together, establish salient points about how we move and operate in the ship in a non-hostile setting, and possibly get used to dice mechanics (I would imagine Hawke has some mech checks on the speeder!) before the excrement hits the oscillating air disributor, so to speak?

If not, totally groovy as well.
Nov 30, 2016 2:57 pm
Ezeriah says:
Tefmon says:
Dramasailor says:
I'm fine with Lissewa getting the primary say in spending the remaining credits how they choose.
Same, Lissewa did provide the lion's share of the funds.
Ezeriah says:
The credits you have left: Remember, use it or lose it.
But, if you don't know what to buy, you can always get a space shotgun (pending GM approval, of course).

Adostic Arms 8-Gauge Scatter Gun (Fly Casual, pg 44)
Encumbrance: 3
Hard Points: 2
Rarity: 4
Price: 550
Damage: 7
Range: Short
Critical: ωωωωωω
Skill: Ranged - Heavy
Qualities: Blast 3, Knockdown
Looks alright to me.
Why not, she's decent at any kind of firearm anyway I suppose. I'll pick up a space shotgun. Which will bring us down to like 16 credits. Negligible amount.
Nov 30, 2016 3:00 pm
Squeeks1337 says:
Ezeriah says:
Tefmon says:
Dramasailor says:
I'm fine with Lissewa getting the primary say in spending the remaining credits how they choose.
Same, Lissewa did provide the lion's share of the funds.
Ezeriah says:
The credits you have left: Remember, use it or lose it.
But, if you don't know what to buy, you can always get a space shotgun (pending GM approval, of course).

Adostic Arms 8-Gauge Scatter Gun (Fly Casual, pg 44)
Encumbrance: 3
Hard Points: 2
Rarity: 4
Price: 550
Damage: 7
Range: Short
Critical: ωωωωωω
Skill: Ranged - Heavy
Qualities: Blast 3, Knockdown
Looks alright to me.
Why not, she's decent at any kind of firearm anyway I suppose. I'll pick up a space shotgun. Which will bring us down to like 16 credits. Negligible amount.
Eh, you could buy a glowrod and six chance cubes. That's like, one space fortune cookie for each of us.
Last edited November 30, 2016 3:01 pm
Nov 30, 2016 3:04 pm
Tefmon says:
snip

Eh, you could buy a glowrod and six chance cubes. That's like, one space fortune cookie for each of us.
"The Divine One says: do not venture on Conquest today, next era has better chance of victory."

"Fortune will come to you who hates. Let your hate swell your credits."
Nov 30, 2016 3:12 pm
FINAL CALCULATIONS FOR GEAR


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.
Nov 30, 2016 3:15 pm
Ezeriah says:
FINAL CALCULATIONS FOR GEAR


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.
What about the 1d100 credits of starting pocket change, that we all rolled earlier? I pooled my 47 into my Legal Acquisitions Pool, and I'm guessing several other players did too.
Nov 30, 2016 3:19 pm
Tefmon says:
snip
What about the 1d100 credits of starting pocket change, that we all rolled earlier? I pooled my 47 into my Legal Acquisitions Pool, and I'm guessing several other players did too.
Hah, I totally forgot about those credits. I'll probably stick those into the general coffers for ship purchases.
Nov 30, 2016 3:21 pm
RANK QUESTION ANSWERED

Just remembered. You're all Specialists in the Sith Military (one rank above the lowest rank of Private). There are Darths, and they are Sith Lords as well; however a Darth has more rank in the Sith Military, just above Lords. Outside of military context, they are equals.

You are not Sith Lords. Sith Lords, except in extremely rare cases of political savvy, would have over 1000 XP. Sith Lords are also traditional in the sense that the majority of them are force-users packing lightsabers. There are, however, Lords and Ladies outside of the force using kind, who are part of the nobility as well; however, this is also rare, as the culture has leaned far more towards force users having power (for obvious reasons).
Nov 30, 2016 3:28 pm
Would this follow the structure you want to see for inventory details:
Quote:
Inventory, Finances, and Personal Assets

Credits Available: 0 cr.
Legal Pool: 1300 (500 [Character Creation] + 800 [Acquisitions])
Illegal Pool: 850
Quote:

Miscellaneous (with respective encumbrance)

1 - Comlink (handheld) - 25 cr. (0 encumbrance) [Legal Pool]
1 - Personal Transponder - 100 cr. (0 encumbrance) [Legal Pool]
1 - Backpack - 50 cr. (0 encumbrance / +4 encumbrance threshold) [Legal Pool]
1 - Datapad - 75 cr. (1 encumbrance) [Legal Pool]
1 - Concealing Robes - 150 cr. (1 encumbrance) [Legal Pool]
1 - Slugthrower Pistol - 100 cr. (1 encumbrance) [Legal Pool]
1 - SKZ Sporting Blaster Rifle - 600 cr. (3 encumbrance) [Legal Pool]
1 - Breath Mask - 25 cr. (1 encumbrance) [Legal Pool]
4 - Extra Reload - 100 cr. (25 cr. x 4) (4 encumbrance) (2 - Slugthrower Pistol, 2 - SKZ Sporting Blaster Rifle) [Legal Pool]
1 - Utility Belt - 25 cr. (0 encumbrance / +1 encumbrance threshold) [Legal Pool]

1 - ECUL Share - 834 cr. [Illegal Pool]
1 - Ship Coffer Donation - 66 cr. [50 Legal Pool + 16 Illegal Pool]

Total Cost: 2150 cr.
Nov 30, 2016 3:34 pm
Here's Tajanna's finances, copied directly from her character sheet.
Tefmon says:
$500, starting credits
$500 left over, carried over to legal acquisitions

$47, starting pocket change
$47 left over, carried over to legal acquisitions

$1000, legal acquisitions pool
+$500, starting credits ($1500 unspent)
+$47, pocket change ($1547 unspent)
-$75, datapad ($1472 unspent)
-$25, handheld comlink ($1447 unspent)
-$25, stimpack ($1422 unspent)
-$25, stimpack ($1397 unspent)
-$50, backpack ($1347 unspent)
-$750, holographic costume ($597 unspent)
$597 left over, contributed to group pool

$1450, illegal acquisitions pool
-$1000, ACP repeater gun ($450 unspent)
$450 left over, contributed to group pool
Last edited November 30, 2016 3:35 pm
Nov 30, 2016 3:43 pm
Dramasailor says:
Ezeriah says:
snip
Your story will begin after your ship touches down, wherever that may be (no spoilers); we're skipping the part where you travel through hyperspace, etc as for the beginning of the story this is completely unnecessary. Beyond that, your group will have an assigned first mission as well, so it's not as if you're being sent out into space on this one with the directive of 'figure it out.'
Would it be possible to start before dropping out of hyper and touching down? We wouldn't necessarily need to know the destination or anything of that nature, but giving our team an in character RP session (ish) to feel out how we are together, establish salient points about how we move and operate in the ship in a non-hostile setting, and possibly get used to dice mechanics (I would imagine Hawke has some mech checks on the speeder!) before the excrement hits the oscillating air disributor, so to speak?

If not, totally groovy as well.
This reminds me:

Everyone who hasn't done so should post in the Posting: Content, Format, and Etiquette thread stating that they have read and understand the format. Mrvain, Meribson, I'm looking at you. In some games players post in different formats then one another making for a very sloppy looking game that lacks cohesion. Make sure you understand the format expected.


On to Drama's question...

I considered this before, and while it could be fun, it is unnecessary. The opening scene of your campaign will start with an orientation toward plot. However, your characters will naturally come alive through gameplay, personality wise and such.

For those of you interested in this kind of fun, which I totally encourage, you can do so as you like, within a 'traveling through hyperspace setting', (which will take about 3 weeks game time). Do not RP entering or dropping out of hyperspace, only the time between if you want your character to get acquainted with the ship, other characters, etc.

The official game will start Monday at 12:00 PM GMT.
Nov 30, 2016 3:46 pm
Dramasailor says:
Would this follow the structure you want to see for inventory details:
Quote:
Inventory, Finances, and Personal Assets

Credits Available: 0 cr.
Legal Pool: 1300 (500 [Character Creation] + 800 [Acquisitions])
Illegal Pool: 850
Quote:

Miscellaneous (with respective encumbrance)

1 - Comlink (handheld) - 25 cr. (0 encumbrance) [Legal Pool]
1 - Personal Transponder - 100 cr. (0 encumbrance) [Legal Pool]
1 - Backpack - 50 cr. (0 encumbrance / +4 encumbrance threshold) [Legal Pool]
1 - Datapad - 75 cr. (1 encumbrance) [Legal Pool]
1 - Concealing Robes - 150 cr. (1 encumbrance) [Legal Pool]
1 - Slugthrower Pistol - 100 cr. (1 encumbrance) [Legal Pool]
1 - SKZ Sporting Blaster Rifle - 600 cr. (3 encumbrance) [Legal Pool]
1 - Breath Mask - 25 cr. (1 encumbrance) [Legal Pool]
4 - Extra Reload - 100 cr. (25 cr. x 4) (4 encumbrance) (2 - Slugthrower Pistol, 2 - SKZ Sporting Blaster Rifle) [Legal Pool]
1 - Utility Belt - 25 cr. (0 encumbrance / +1 encumbrance threshold) [Legal Pool]

1 - ECUL Share - 834 cr. [Illegal Pool]
1 - Ship Coffer Donation - 66 cr. [50 Legal Pool + 16 Illegal Pool]

Total Cost: 2150 cr.
This format works very well.
Nov 30, 2016 3:47 pm
Tefmon says:
Ezeriah says:
FINAL CALCULATIONS FOR GEAR


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.
What about the 1d100 credits of starting pocket change, that we all rolled earlier? I pooled my 47 into my Legal Acquisitions Pool, and I'm guessing several other players did too.
Keep it. Use it or lose it.
Nov 30, 2016 3:47 pm
Given that, I will be giving another 69 credits of legal funds to the ship coffers. Will document my sheet shortly.
Nov 30, 2016 3:48 pm
Tefmon says:
Here's Tajanna's finances, copied directly from her character sheet.
Tefmon says:
$500, starting credits
$500 left over, carried over to legal acquisitions

$47, starting pocket change
$47 left over, carried over to legal acquisitions

$1000, legal acquisitions pool
+$500, starting credits ($1500 unspent)
+$47, pocket change ($1547 unspent)
-$75, datapad ($1472 unspent)
-$25, handheld comlink ($1447 unspent)
-$25, stimpack ($1422 unspent)
-$25, stimpack ($1397 unspent)
-$50, backpack ($1347 unspent)
-$750, holographic costume ($597 unspent)
$597 left over, contributed to group pool

$1450, illegal acquisitions pool
-$1000, ACP repeater gun ($450 unspent)
$450 left over, contributed to group pool
This is an excellent format as well.
Nov 30, 2016 3:52 pm
This is the basic outline of Lissewa's finances. My inventory is a bit of a mess right now so I'll have to figure out how to make it all good. Copied from character sheet:

Credits Available:
Character Creation: 500 (Starting Funds) + 2500 (Morality Bonus) + 26 (Pocket Change Roll) + 10,000 (Non Force-User)
Legal Acquisitions rolls: 1550 credits
Legal Funds Totals: 14,576

Illegal Acquisitions rolls: 350 credits

Total Funds Acquired: 14,926
Total Legal Funds Spent: 13,600
Total Illegal Funds Spent: 0
Total Donated for Group costs: 1326
Nov 30, 2016 5:06 pm
There's some recently added information you may want to look at about the The Dark Side: Philosophy, Morality, & Physiology
Nov 30, 2016 10:05 pm
NOTE ON FINISHED CHARACTERS

When you are absolutely, 100%, without a doubt sure your character is ready to help conquer the Empire and the Republic, let me know here so I can check.
Nov 30, 2016 11:09 pm
I believe that Hawke is finished, the only thing left being polishing the posts that make up his "character sheet"
Nov 30, 2016 11:15 pm
I believe mine is all ready to go.
Dec 1, 2016 12:35 am
The Spear of Akrulta has been updated with inventory and crew assignments dictated by Sith Military Command.
Dec 1, 2016 12:59 am
Tajanna should be all ready (except for her "Miscellaneous Notes and Reminders", I might add some fluff there), inspect away.
Dec 1, 2016 1:04 am
I believe Lexi is ready...I think/hope. Still so many details to keep track of.
Dec 1, 2016 1:30 am
Dramasailor says:
I believe Lexi is ready...I think/hope. Still so many details to keep track of.
Totally agree. That's what is making me hold off til I get home tonight. I want to make sure I get it right
Dec 1, 2016 3:25 am
Dramasailor says:
I believe Lexi is ready...I think/hope. Still so many details to keep track of.
It's why I'm asking all of you to make sure your own are accurate, to make sure I don't have six puzzles to solve.
Dec 1, 2016 11:43 am
Credits Available: 1 cr
Legal Pool: 1200 (500 [Character Creation] + 700 [Acquisitions] + 31 [d100 pocket cash])
Illegal Pool: 850


Lightsaber 2nd Mod 500cr - Legal
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 3:07 pm
Meribson says:
I believe that Hawke is finished, the only thing left being polishing the posts that make up his "character sheet"
Nice work Meribson. Thanks for making it easy :) 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 Hawke with Oggdude's and he is accurate down to the last credit; I added some info on comm and holo-messenger ranges based on info from 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 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.
Dec 1, 2016 4:45 pm
Squeeks1337 says:
I believe mine is all ready to go.
I re-created a copy of Lissewa using Oggdude's and from my records you have spent 245/265 XP (maybe I missed something, so please check your character's math on this).

Also, there's a discrepancy in your gear and credits; you may want to check your math on that as well, as according to my records you have 200 more credits to spare. I do remember that you had the price of your fusion lantern at 250 when the actual cost was 150. Not sure about the other 100, if you can find it its yours.

I do make mistakes, so feel free to check my math on all of the above if you like. If I am wrong, please let me know; either way, let's make sure we're on the same page, whether I made errors, you did, or both.
Dec 1, 2016 4:56 pm
Squeek:

Your Scattergun is also a slugthrower type weapon so you'll have to specify what your reloads are for (simply "blaster" or "slughthrower" is good enough).
Dec 1, 2016 5:02 pm
Ezeriah says:
Squeeks1337 says:
I believe mine is all ready to go.
I re-created a copy of Lissewa using Oggdude's and from my records you have spent 245/265 XP (maybe I missed something, so please check your character's math on this).
Found the issue, missed my 3 ranks in Deception because it shows Two Yellow and One Green, but I forgot I only have two points in Cunning. Made the adjustment.
Dec 1, 2016 5:17 pm
Ezeriah says:
Squeeks1337 says:
I believe mine is all ready to go.
Also, there's a discrepancy in your gear and credits; you may want to check your math on that as well, as according to my records you have 200 more credits to spare. I do remember that you had the price of your fusion lantern at 250 when the actual cost was 150. Not sure about the other 100, if you can find it its yours.
Re-did all of my purchases through OggDude's and ended up with 1076 credits remaining. Assuming taking 1000 credits out for the ECUL purchase I'm left with 76. I definitely messed up with the Fusion Lantern, but as for the other 76 I can't be sure. A lot of changes got made over and over so I may have spent more than I need to at some point. Since I need to have two sets of reloads, I will go ahead and use the rest for some extra reloads.
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...
Dec 2, 2016 3:45 am
Always keep in mind guys you could take the risk and do a mechanics check to do the modifications. Since it is your lightsaber it is a bit easier than normal.
Dec 2, 2016 3:48 am
Squeeks1337 says:
Always keep in mind guys you could take the risk and do a mechanics check to do the modifications. Since it is your lightsaber it is a bit easier than normal.
Absolutely true. I think they might be paying to make sure it's not a fail, though. Once a mod is failed, you can't attempt it again, meaning that the specific failed mod is 'dead' on the attachment.
Dec 2, 2016 4:35 am
ABOUT OBLIGATION

On your character sheets, in the notes section, be more specific about your Obligation, whatever it is. Flesh it out with details.

What kind of Family obligation do you have; how does it go beyond simply being part of a family? How is your Dutybound obligation specifically affecting you beyond your regular Duty; what are it's particulars? What Score do you have to Settle; is it a someone or an organization, and how did it become what it is? If you have a Responsibility, who or what do you feel strongly connected to, and why; how do they need you that makes you feel responsible?

For those of you with Oaths to Vhrall Akrulta, it's simple: spread the faith in a stealthy and subversive way that works within the parameters of the Conquest. More specifically, any individual or organization that shows the slightest allegiance to any spirituality or religion other than Vhrall Akrulta must be led on a spiritual Exodus away from their false beliefs and made to see his eternal Vision. Those that cannot be led to spiritual Exodus must be eliminated as a means of making the galaxy whole through the Deliverance of the greatest divine being, Vhrall Akrulta.

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