[Military Leader] William Adama
Spoiler:
Skill Card Draw: 3 Leadership, 2 Tactics
General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters” location.
Setup Location: Admiral’s Quarters
[Military Leader] Saul Tigh
Spoiler:
Skill Card Draw: 2 Leadership, 3 Tactics
General Ability: Cylon Hatred – When a player activates the “Admiral Quarters” location, you may choose to reduce the difficulty by 3.
One-Time Ability: Declare Martial Law – Action: Once per game, give the President title to the Admiral.
Disadvantage: Alcoholic – At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
Setup Location: Command
[Military Leader] Karl "Helo" Agathon
Spoiler:
Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting
General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.
[Political Leader] Laura Roslin
Spoiler:
Skill Card Draw: 3 Politics, 2 Leadership
General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
One-Time Ability: Skilled Politician - Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.
Setup Location: President's Office
[Political Leader] Gaius Baltar
Spoiler:
Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering
General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
Setup Location: Research Lab
[Political Leader] Tom Zarek
Spoiler:
Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
Setup Location: Administration
[Pilot] Lee "Apollo" Adama
Spoiler:
Skill Card Draw: 1 Tactics, 2 Piloting, 2 Leadership/Politics
General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".
One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.
Setup Location: Launch and pilot a Viper
[Pilot] Kara "Starbuck" Thrace
Spoiler:
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering
General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
Setup Location: Hangar Deck
[Pilot] Sharon "Boomer" Valerii
Spoiler:
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Engineering
General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
One-Time Ability: Mysterious Intuition - Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.
Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.
Setup Location: Armory
[Support] "Chief" Galen Tyrol
Spoiler:
Skill Card Draw: 1 Politics, 2 Leadership, 2 Engineering
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
One-Time Ability: Blind Devotion - Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
Setup Location: Hangar Deck
Posts
I doubt you'll have any trouble filling out the crew, though. Also, this is actually game 24 - CapFalcon's Pegasus game was 23.
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Haven't played this for a while. Stupid family has an aversion to games that have more than 5 rules.
I'm in one currently, so if I don't get picked it wont be the worse thing.
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Been waiting for a game to start for awhile. Followed a bunch of these but never got into one. Excited to join in.
Would love to start a game from the beginning. I have only filled in for others on here.
Have a sensible grasp of the rules and gameplay mechanics though no previous experience with PbP.
Never played a BSG PDP before, but played many times with my buddies.
Frak frak frak toasters Baltar frak
Gotta get back into practice
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You know a great way to get back into CF stuff? Resume the Twilight Imperium game!
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jdarksun
SeGaTai
antherem
Doctorstrongbad
Caprica
Post your character selection - if not everyone before you has chosen a character, you can rank a few choices and get whichever valid character is highest on your list.
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2. Bill Adama
3. Sharon
2. Saul tigh
3. Baltar.
jdarksun - Saul Tigh
SeGaTai - Lee Adama
antherem - Gaius (frakking) Baltar
Doctorstrongbad and Caprica left to pick.
Loyalty Cards have been sent; everyone but Tigh please post your initial 3-card draw. Lee, where would you like to start?
Start with 1-Tac,1-Pil,1-Lea, Start at 7 o'clock.
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I put my character's name under location. Think that will be good?
Dradis
1:00 - Empty
3:00 – Civ A, Civ B
5:00 – Viper
7:00 - Viper, Viper (Lee)
9:00 - Basestar, Raider x 3
11:00 - Empty
Fleet Status
Food
08/15 - - Vipers: 3 Active, 5 in Reserve, 0 Damaged
Fuel
08/15 - - Raptors: 4 in Reserve
Morale---- 10/15 - - Jump Preparation: 0/5 (Cannot Jump)
Population 12/15 - - Cylon Boarding: None
Galactica Damage - - 0/6
Pegasus Damage - - - 0/4
Nukes held in the arsenal: 2
Distance travelled: 0
Turn order:
jdarksun - Admiral Tigh - Helo (5 Cards) (2 Nukes)
SeGaTai - Lee (3 Cards)
antherem - President Baltar (3 Cards) (1 Quorum Card)
Doctorstrongbad - Zarek (3 cards)
Caprica - Boomer (3 cards)
Galactica (0/6 Damage)
FTL Control
Weapons Control
Command - Tigh
Communications
Admiral’s Quarters
Research Lab - Baltar
Hangar Deck
Armory - Boomer
Sickbay
Brig
Colonial One
Press Room
President’s Office
Administration - Zarek
Piloting
Lee (7 O'Clock)
Turn 1: Admiral Tigh
1. Receive Skills - 2 Leadership 3 Tactics
2. Movement Step - Stay in Command
3. Action Step - Play 2 - XO on Baltar
4. Crisis Step - Colonial Day
5. Activate Cylon Ships Step - Activate Basestars
6. Prepare for Jump Step - Jump Prep Advances
Admiral, what are your orders?
Fixed that for you
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