Who likes STAR WARS? *Memememmememememe* (More detailed OP coming when I get in from work)
Okay, settle down kids. Today I am bringing to the table an exciting roleplaying opportunity - Star Wars: Age of Rebellion, an action-oriented RPG created by Fantasy Flight Games, the second of a trio of rulebooks, the first being Edge of the Empire. I am looking for 4-6 players, and due to the fast-paced nature of the game, I would ask that anyone signing up would be able to post fairly regularly (at least once a week, preferably more). I intend to be a fairly active GM, and intend to keep the ball rolling on this one.
Q: So what is 'Age of Rebellion'?
A: 'Civil War engulfs the galaxy. The Empire rules over thousands of star systems using its military might and the power of fear. Struggling against all odds, soldiers and spies, mechanics and medics, aces and ambassadors all fight to bring freedom to the galaxy.
Join the Rebellion and embark on your own adventures in the Star Wars Galaxy with the Star Wars: Age of Rebellion Roleplaying Game. This complete tabletop roleplaying game dives into the conflict between the Rebel Alliance and the evil Galactic Empire. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe'
Q: Okay, cool, but we already understand the theme. How does the game work?
A: Through a narrative dice system! Rather than argue over the meaning of numbers, and 'how come 16 isn't good but 17 is?', the dice first introduced by Edge of the Empire replace these numbers with symbols that keep the action flowing, and even go so far as to set up the next action through unintended side effects!
Rather than make a ridiculously long post about all the inner working of these dice, I will point you to this webpage, read from 'Accounting for Fate' onwards:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3746
I'll then explain any further questions as they arise/necessary.
Q: But Brayster! We're playing on a forum, how do the custom dice work?
A: Simply put, I'm operating on an honor system here. I expect each player to roll in private using their own dice or via online means and report the results honestly, for the sake of fun and not making the game lame. Those honor-bound to provide evidence are free to do so by linking to their result in a spoiler.
[If you are going to post a screenshot/picture of your roll, keep in mind the forum limit on image size (500kb). Also keep these in spoilers]
Online Dice Roller:
http://game2.com/eote/#
Fantasy Flight Games also have a very handy app for rolling dice for both this and their X-wing miniatures. I enjoy using it. Here's an example:
The basic gist (I'll explain in more depth later) is this:
'Good Dice'
Green dice reflect your raw ability. For example, if you have an intelligence level of 2, you will roll 2 green dice whenever intelligence comes in to play.
Yellow dice reflect your training and specialization. For example, if you need to fix a speeder and have 1 point in mechanics training, you add one yellow dice.
The light blue dice are 'Boosts'. These dice are situational benefits that can come in to play quite unexpectedly. If one player tried to shoot a stormtrooper but blows up their cover instead, the next player to attack the same stormtrooper would receive a boost dice.
'Bad Dice'
Purple dice act as direct opposites to the Green ability dice. These reflect the general difficulty of the task being attempted. They feature failures which cancel out successes granted by ability dice.
Red dice act as direct opposites to the Yellow, in much the same way.
Black dice are 'Threat' dice. These act as the opposite of a Boost, they represent additional danger where the player/party is at a disadvantage.
All relevant dice are thrown together at once, and the player counts up how many Successes/Advantages that have been achieved, then minus from that figure the number of failures/disadvantages gained. A positive number of successes is, well, a success. Negative is a failure.
Q: Ok, so that's the game. What will WE be doing?
A: All players will be members of the rebellion. During character creation, we will address what species you may be, and what class you may be. Operationally speaking, you will behave as a small squad, undertaking dangerous missions to strike at the Empire in ways which both hurt and are unexpected (hopefully). There will much ground combat, there will be much space combat, but there will also be plenty of room for puzzles, diplomacy and intrigue.
If this sounds good to you, sign up! We'll then get characters sorted out, and start soon after!
Okay? Okay!
Player 1:
@Corbius
Player 2:
@Ken O
Player 3:
@InkSplat
Player 4:
@Grunt's Ghosts
Player 5:
@DaMoonRulz
Player 6:
@Kirindal
Reserves:
@Ringo@Metal Jared
@PACherrn
Posts
Here are your dice, I'll tackle them in order.
1) Ability Dice. This is your basic dice to roll in the Player Characters favor. This forms the basis of most dice-pools, and represent a characters aptitude or skill use when attempting a skill check. These dice posess positive, beneficial symbols. There are opposed by Difficulty Dice.
2) Proficiency Dice. Proficiency is represented by a yellow, 12-sided dice. Proficiency dice represent the combination of innate ability and training. They are most often used when a character is attempting a skill check using a skill in which he has trained. Investing a destiny point can also see the addition of a Proficiency Dice to a pool.
3) Difficulty Dice. These represent the challenge of complexity of a particular task in its simplest terms. The More difficulty dice in a pool, the more challenging the task. Difficulty dice feature negative, harmful symbols which cancel out symbols present of Ability Dice.
4) Challenge Dice. Challenge is represented with red 12-sided dice. Challenge dice represent the most extreme adversity and opposition. The dice may feature in place of difficulty dice during particularly daunting challenges posed by trained, elite or prepared opponents. The GM can invest a destiny point during a skill check to add a challenge dice to a pool which wouldn't otherwise require one.
5) Boost Dice. Special advantages, or 'boosts', are represented by light blue six-sided dice. Boost dice represent benefits gained through luck, chance. and advantageous actions taken by the characters. Boost dice are most commonly used to reflect the character gaining some sort of benefit or advantage, such as having ample time to complete the task or having the right equipment.
6) Setback Dice. Certain complications, or "Setbacks", are represented with a six-sided black dice. Setback dice represent problems or minor obstacles during task resolution. Setback dice are often used to represent relatively minor effects that impair or hinder a character, such as poor lighting, obstructive terrain, insufficient resources. Boost dice and Setback dice are thematic opposites of each other.
7) Force Dice. Used to determine 'Destiny Points'. The GM rolls a dice, which bring up a number of Destiny Points, Light Side, Dark Side, or a Mixture. Light side destiny points allow players to use 'luck' for their own efforts, such as adding a Boost Dice to a task they are attempting. The GM may use Dark Side points to behave counter to the interests of the party, such as adding setback dice. Using a lightside point creates a darkside point for future use and vice-versa, so use them wisely.
And here are the symbols found on said dice:
PSN: TheBrayster_92
PSN: Corbius
That's no problem! If you haven't got the resources, I don't mind typing up the stuff you need (such as your skill tree) and PM'ing you.
In terms of rules, I'll go over an explanation prior to or during any event where they are needed. Once I've got enough interest in this game I'll expand on pretty much everything in more detail.
PSN: TheBrayster_92
PSN: Corbius
Comics, Games, Booze
I want to play.
I'll work on a character, but I totes want to play.
@Anon the Felon I know the feeling! Most of my tabletop friends live a decent distance away, so meetings are rare and RPG sessions are always very short, one off scenarios. I need to get my GM fix!
PSN: TheBrayster_92
No, that is perfectly fine, I intend to explain stuff as we go. It is way easier to pick up than it looks.
Great, so we have a full party! Next up, I'll use my reserved post to type up some story and stuff. In the meantime, I'd like you guys to create your characters following these steps:
Here's a handy character sheet http://www.daemonstorm.com/article/2013/07/05/star-wars-edge-empire-release-edition-character-sheet (V4 has a useful dicepool guide, which is nice)
1) Determine Background
This is mostly character fluff. The idea here is to basically explain your characters prior relationship with the Empire (Ex-Imperial, Home destroyed by Storm Troopers, Jedi sympathizer, etc), as well as how and when they joined the rebellion (Did you find them, did they find you?).
2) Determine Duty
What is Duty?
Mechanically, Duty represents the players relationship with the Rebel Alliance (and, inversely, the Galactic Empire). Each player will start out with a Duty value of 5, with a party total of 30, which can be increased by performing your duty as your adventures progress. Once the party hits a combined total of 100, they are formally recognised by the Alliance as being major contributors to the cause, and may very receive material reward for their efforts. Duty will then reset to 0.
Players may either pick a duty from this table, or else roll d100 to randomly determine their duty:
http://www.fantasyflightgames.com/ffg_content/StarWarsRPG/age-of-rebellion/Core/Age of Rebellion Duty Chart_Low Res.pdf
3) Select a Species
Bothan -
Agility: 2
Intellect: 2
Cunning: 3
Willpower: 2
Presence: 2
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting XP: 100
Special Ability: Bothans begin the game with one rank in Streetwise. They still may not train Streetwise above level 2 during character creation. They also start with one rank in the Convincing Demeanor talent.
Droid:
Agility: 1
Intellect: 1
Cunning: 1
Willpower: 1
Presence: 1
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting XP: 175
Special Abilities: Droids do not need to eat, sleep, or Breathe, and are unaffected by toxins or poisons. Droids have a cybernetic implant cap of 6 instead of their brawn rating. In addition, after selecting their Career, a Droid player may train one rank in six of the eight career skills (instead of the usual four). After selecting their first specialization, a Droid may train one rank in three of the four specialization skills (instead of the usual two).
Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, stimpack, or Medicine Skill Checks. Droids do recover naturally, as their systems attempt self-repairs. Otherwise, droids need to be tended to with a mechanics check, using the same difficulties and results of Medicine checks for organic beings. Emergency repair patches can be used to repair damage just like Stimpaks are used for Organic beings.
Due to their resilient metallic construction, droids start the game with one point in the Enduring talent.
Duros:
Agility: 2
Intellect: 3
Cunning: 2
Willpower: 2
Presence: 2
Wound Theshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Special Ability: Duros begin the game with one rank in Piloting (Space). This still may not be trained above level 2 during character creation.
Intuitive Navigation: Duros may add +1 Advantage to all Astrogation checks they make.
Gran:
Agility: 2
Intellect: 2
Cunning: 1
Willpower: 2
Presence: 2
Wound Threshold: 10 + Brawn
Strain Threshold: 9 + Willpower
Starting XP: 100
Special Abilities: Gran begin the game with one rank in either Charm or Negotiation. Neither may be trained above level 2 during character creation.
Enhanced Vision: When making Ranged Combat or Perception checks, Gran remove up to 2 Threat Dice imposed due to environmental conditions or concealment (but not defense).
Human:
Agility: 2
Intellect: 2
Cunning: 2
Willpower: 2
Presence: 2
Wound threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 110XP
Special Abilities: Humans start the game with one rank in two different non-career skills of their choice. These skills may not be trained above 2 during character creation.
Ithorian:
Agility: 1
Intellect: 2
Cunning: 2
Willpower: 3
Presence: 2
Wound Threshold: 9 + Brawn
Strain Threshold: 12 + Willpower
Starting XP: 90
Special Abilities: Ithorians begin the game with 1 rank in Survival. This may not be trained above 2 during character creation.
Ithorian Bellow: With two mouths and four throats, Ithorians have a unique natural weapon they can call upon when threatened (Resilience; Damage 6, Critical 4, Range [Short]; Blast 3, Concussive 1, Slow-Firing 2, Stun Damage]. Each use of this ability causes 3 strain for the user.
Mon Calamari:
Agility: 2
Intellect: 3
Cunning: 1
Willpower: 2
Presence: 2
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Special Abilities: Mon Calamari begin the game with one rank in knowledge (Education). This may not be trained above level 2 during character creation:
Amphibious: Mon Calamari can breathe under-water without penalty and never suffer movement penalties for travelling through water.
Rodian:
Agility: 3
Intellect: 2
Cunning: 2
Willpower: 1
Presence: 2
Wound threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Special Abilities: Rodians begin the game with one rank in Survival and one rank in the Expert Tracker talent.
Sullustan:
Agility: 3
Intellect: 2
Cunning: 1
Willpower: 2
Presence: 2
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting XP: 100
Special Ability: Sullustans begin with one rank in Astrogation, and one rank in the Skilled Jockey talent.
Trandoshan:
Agility: 1
Intellect: 2
Cunning: 2
Willpower: 2
Presence: 2
Wound Threshold: 12 + Brawn
Strain Threshold: 9 + Willpower
Starting XP: 90
Special Abilities: Trandoshans begin the game with one rank in Preception.
Regeneration: Whenever a Trandoshan would recover one or more wounds from natural rest or recuperation in a Bacta tank, he recovers one additional wound. This does not include stimpacks or medical attention from another character. Trandoshans can also re-grow lost limbs, though it takes a month for the limb to become usable.
Claws: When a Trandoshan makes a Brawl Check to deal damage to an opponent, he deals +1 damage and had a Critical Rating of 3.
Twi'Lek:
Agility: 2
Intellect: 2
Cunning: 2
Willpower: 2
Presence: 3
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting XP: 100
Special Abilities: Twi'Leks begin the game with one rank in either Charm or Deception. When making skill checks, Twi'Leks may remove one threat dice imposed due to arid or hot environmental conditions.
Wookie:
Agility: 2
Intellect: 2
Cunning: 2
Willpower: 1
Presence: 2
Wound Threshold: 14 + Brawn
Strain Threshold: 8 + Willpower
Starting xp: 90
Special Abilities: Wookiees begin the game with one rank in Brawl.
Wookie Rage: When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is critically injured, this figure is +2 damage.
4) Select a Career and Specialization:
(I'll list them, then give details when people have picked, rather than just type up the entire book). If anyone needs more detail one what any of these are, hit me up. Players can pick 4 of the Career skills and 2 of the specialist skills to gain a free rank in.
1) Career: Ace - Career Skills - Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (planetary), Piloting (Space), Ranged [Light].
Specializations:
Driver - Cool, Gunnery, Mechanics, Piloting (Planetary)
Gunner - Discipline, Gunnery, Ranged (Heavy), Resilience
Pilot - Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
2) Career: Commander - Career Skills - Coercion, Cool, Discipline, Knowledge (Warfare), Leadership, Perception, Ranged (Light) and Vigilance.
Specializations:
Commodore, - Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim).
Squadron Leader, - Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
Tactician - Brawl, Discipline, Leadership, Ranged (Heavy).
3) Career: Diplomat - Career Skills - Charm, Deception, Knowledge (Core Worlds), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Leadership, Negotiation.
Specializations:
Ambassador, - Charm, Discipline, Knowledge (Core Worlds), Negotiation.
Agitator, - Coercion, Deception, Knowledge (Underworld), Streetwise.
Quartermaster - Computers, Negotiation, Skullduggery, Vigilance.
4) Career: Engineer: - Career Skills - Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space), Ranged (Light), Vigilance.
Specializations:
Mechanic, Brawl, Mechanics, Piloting (Space), Skullduggery.
Saboteur, - Co-ordination, Mechanics, Skullduggery, Stealth.
Scientist. - Computers, Knowledge (Education),, Knowledge (Lore), Medicine.
5) Career: Soldier - Career Skills - Athletics, Brawl, Knowledge (Warfare), Medicine, Melee, Ranged (Light), Ranged (Heavy), Survival.
Specializations:
Commando, - Brawl, Resilience, Melee, Survival.
Medic, - Knowledge (Xenology), Medicine, Resilience, Vigilance.
Sharpshooter.- Cool, Perception, Ranged (Heavy), Ranged (Light).
6) Career: Spy - Career Skills - Computers, Cool, Co-ordination, Deception, Knowledge (Warfare), Perception, Skulduggery, Stealth.
Specializations:
Infiltrator, - Deception, Melee, Skulduggery, Streetwise/
Scout, - Athletics, Medicine, Piloting (Planetary), survival.
Slicer. Computers, Knowledge (Education), Knowledge (Underworld), Stealth.
Universal Specialization: Recruit - Athletics, Discipline, Survival, Vigilance.
This took longer than I thought it would to type. I will save the investment of experience and the purchasing of starter equipment until we've got this fundamental stuff out of the way.
PSN: TheBrayster_92
3 human
4 Ace
I just want you all to know: You're dangerous. *clicks teeth*
Aikau Go
Nautolan Ace Pilot
Brawn 3
Agility 4
Intellect 2
Cunning 2
Willpower 1
Presence 3
Duty (Support) 0
Motivation: Peace
Wounds 14
Strain 10
Defense 0
Soak 4
Racial bonus:
1 Rank in Athletics
Can breathe underwater, no movement penalties in water
Skills
Astrogate 1
Cool 1
Perception 1
Piloting (planetary) 1
Piloting (Space) 2
Ranged (Light) 1
Aikau, or Aki (pronouced Ahh Key) to his friends grew up happy on his home world of Glee Anselm. He worked as a pilot with his planet's Emergency Responders. He'd get medical and mechanical teams where they needed to be as they assisted damaged space craft and other disasters. During his work he met a number of people running from the Empire's army or in rare occasions, people trying to stop it. Each story added to that small idea in the back of his head, that he should do something too.
And then it all changed. A small freighter exited hyperspace in Glee Anselm's system and began broadcasting a distress signal. Aikau's team responded and found the ship before it broke apart completely. The crew of 10 had only 3 survivors and one of them was placed in a bacta tank moments after rescue. The group was on the run from the Empire, they had information that need to get back to the Rebellion and fast. After hearing their story Aikau agreed to help the small Rebel band get back to their base, if they would let him join them.
Laid back and usually cheerful Aikau sees flying as just "ridin dat big black ocean."
He'd rather find peaceful ways out of conflict but understands that isn't always possible.
Aikau is tall, with a muscular but streamlined build. He has light green skin and a series of darker spots on his tentacles, sides, and under his lower lip.
Gear:
Blaster Pistol
Heavy Clothing
Comlink
Stimpack
Adding the PDF incase anyone prefers it.
https://drive.google.com/file/d/0B8AUgoo8r0UUM3F6TFBFZVRJV28/edit?usp=sharing
Comics, Games, Booze
Additional things you should know - You're all already part of the rebellion, but are pretty low down in the pecking order. Between yourselves, you can decide if you've all just been thrown together, or whether you guys met prior, or are an established squad for some time.
Due to the current scattered-pocket nature of the Rebellion, you have no permanent base of operations, and a large ship is a no-go (to start) as the you're just not important enough for the cost (yet). As there are 6 players, you will collectively own 3 Y-wings, so you will also need to decide who is going to be pilot of each and who the gunners will be.
The next half of Character Creation is coming soon.
PSN: TheBrayster_92
Once you've got the story stuff up, I'll figure out the rest.
One thing I failed to mention earlier, any player is allowed to sacrifice their 5 starting duty for either +5 starting XP or +1,000 starting credits.
5) Invest Experience points.
Experience, at this stage, can be used to purchase four things; Increase characteristics, skill ranks, talents, new specializations.
Characteristics:
No Attribute can be improved beyond 5 during character creation.
Character Creation is the ONLY TIME where players can freely improve attributes with XP.
Skills:
Check out the character sheet I linked to earlier for a full list of skills.
Talents:
Specializations:
6) Determine Derived Attributes
Wound threshold - the number of wounds a character can suffer. Determined by adding species wound threshold to brawn rating (after spending starting xp). Increases to Brawn rating after this will not increase Wound threshold.
Strain Threshold - Psychological and mental damage. Determined by adding species Strain Threshold to Willpower rating (after spending starting xp). Increases to Willpower rating after this will not increase Strain Threshold.
Defense - How difficult a character is to hit in combat, either due to training or equipment. Defense is divided into into ranged defense and melee defense. Each rating is 0 by default.
Soak Value - How much incoming damage a character can take before being wounded. Soak value is subtracted from incoming damage, with any remaining damage translating into wounds. A characters default Soak Value is equal to his brawn rating. After the initial value is determined, increases to Brawn ALSO increase soak value. Further soak value is achieved through wearing armor and purchasing talents.
7) Determine Motivation
While a characters Duty is a reflection of what he is attempting to accomplish as part of the Alliance, his Motivation determines why he does what he does, and why he joined up in the first place.
Each player may pick one option from table 2-1, 2-2 or 2-3 as their motivation. A player more inclined to randomly generating aspects of their character should consult table 1 first.
Table 1:
1-3: Belief
4-6: Connection
7-9: Quest
10: Roll once on each of any two Motivation types.
Table 2-1 'Specific Beliefs'
1-10: The Republic; The Player Character believes in the Republic, and all it stood for. He is determined to restore it in all its glory.
11-20: Honor; The Player Character has a code by which he lives, derived from personal ethics or the culture from which he hails. He sees the Empire as an affront to that which he stands for, and will fight it to the end.
21-30: The Jedi; The PC believes the Jedi were the greatest part of what was good in the galaxy and that their elimination destroyed the moral and ethical fabric of civilisation. He is determined to help restore them to their rightful place. Alternatively, he simply believes in the philosophy and teachings of the Jedi and knows that fighting the Empire is what they would do.
31-40: Justice; The character has a strong, unshakable sense of right and wrong, and he sees the injustices of Imperial rules throughout the Galaxy.
41-50: Species Rights; The Empire's dismissal of and outright antagonism toward non-humans s atrocious in every way, and this PC wants to put an end to it.
51-60: Peace; The PC believes that as long as the Empire rules, the Galaxy will know only war and suffering, and so wishes to overthrow them to bring peace.
61-70: Religion/Philosophy: The PC is an adherent of a particular religious order or set of teachings, or is a follower of a set of principles.
71-80: Freedom; The absolute and autocratic rule of the Emperor is an offense to this PC's core beliefs about Government and Politics.
81-90: Progress; The Empires tight control of galactic commerce has made it hard for anyone outside the Imperial military to prosper, and the PC believes removing the Empire is the only way to better things for everyone else.
91-00: Crime; The PC makes some or all of his living from illegal dealings which have become increasingly difficult under the rule of the Empire.
Table 2-2: Specific Connections:
1-10 Political: The PC represents a faction, planet or sector that is part of the Alliance.
11-20 Family: The family of the PC believes (or believed) in the ideals of the Alliance, so the PC aspires to follow.
21-30: Military: When Civil War broke out, the PC's unit was transferred to Alliance Forces.
31-40 Intelligence: The PC has one or more contacts within the Alliance Intelligence Network, and he has somehow been ensnared to do increasingly more for the cause of the Rebellion.
41-50 Friends: The PC's Friends back home signed up to the rebellion as soon as they could, and so the PC followed.
51-60 The Underworld: The Alliance has often resorted to illegal trade to make ends meet, and so the PC is well established as being an Alliance contact among criminals.
61-70 Economic: Many businesses saw their assets seized or nationalized when the Empire took over. The PC has suffered as a result.
71-80 Love Interest: The PC followed his heart into the Rebellion, either to be closer to one he loves or to offer them rescue or protection.
81-90 No One: The PC is all alone in the Galaxy. He has joined the Rebellion because he has nothing left to lose.
91-00 The Empire: The PC used to be part of the Empire, but something drove him not only to leave the regime, but to commit himself to their downfall.
Table 2-3: Specific Quests:
1-10 Redemption: The PC seeks to atone for a dark past.
11-20 Glory: The PC seeks to establish himself in the history books by taking part in the biggest conflict the Galaxy has known.
21-30 Vengeance: The empire has committed an act the PC can't forgive.
31-40 Influence: Either for himself or those he serves, the PC is part of the rebellion to ensure he attains a certain amount of influence one the war is over.
41-50 Rescue: The PC has a loved one, a group of colleagues, or perhaps even an entire planet he is hoping to see rescued from Imperial Control.
51-60 the Jedi: The PC seeks to see the Jedi restored to the Galaxy.
61-70 Freedom: Whether his own people are enslaved or he merely sees Imperial rule as a form of Slavery, the PC seeks to bring Freedom to all.
71-80 The Sith: The PC believes that the Sith are the true threat to consider, and seeks to see them wiped out from the Galaxy.
81-90 Riches: The PC is all about getting paid.
91-00: Thrill: The PC seeks the excitement and adventure that being a part of the Rebel Alliance might bring.
8) Appearance and starting Gear
All players start with 500 credits.
Rather than list out the entire item catalog (that would take a VERY LONG time), I am going to note down some gear folks of your level are likely to have access to. If you feel there's anything missing, let me know.
Weapons:
Light Blaster Pistol - 300 credits
Blaster Pistol - 400 credits
Blaster Carbine - 850 credits
Blaster Rifle - 900 credits
Frag Grenade - 50 credits
Stun Grenade - 75 credits
Combat Knife - 25 credits
Vibro Knife - 250 Credits
Vibro sword - 750 credits
Armor:
Heavy Clothing - 50 credits
Padded Armor - 500 credits
Gear:
Comlink (LongRange) - 200 Credits
Holo-Messenger - 250 Credits
Macrobinoculars - 75 credits
Emergency Medpac - 100 credits
Stimpack - 25 credits
Slicer Gear - 500 credits
Respirator - 50 credits
Tent - 100 credits
Climbing Gear - 50 credits
Repair Patch - 50 Credits
Anything specialist, like advanced armors or weapon mods, you'll need to ask for. These are expensive mind, so you need to do some adventuring first. I'll let you know the stats of stuff when you buy them.
That, I believe, is everything for character creation. If you would all be so kind as to complete all these steps and post your resulting character sheet, as well as a Bio of who youtr character was before, why they joined the rebellion (and when), and how they are generally behaving now.
As previously mentioned, you are all basically the lowest rank in the Rebel Alliance Military, so you have a lot of learning and earning to do, so keep this in mind. Now that this is out of the way, I'll work on the background/introduction post.
PSN: TheBrayster_92
Reserve Up!
If you ever find yourself low on players, I'd love to get in on this. I love the EotE/AoR system so much!
Yep, the vast majority of vehicles have the means to pick up commlink frequencies of any kind, provided they are directed to them (or others, with slicing). All the communicators listed are hand-held devices.
PSN: TheBrayster_92
I just did a quick search, I really like the top one.
http://th01.deviantart.net/fs70/PRE/f/2013/355/b/3/twi_lek_by_maximpakulov-d6weimw.jpg
http://th09.deviantart.net/fs47/PRE/f/2009/200/c/9/Twi__lek_Smuggler_concept_by_greyfoxx082.jpg
http://swtor.gamingfeeds.com/wp-content/blogs.dir/5/files/HLIC/f7a17684782246552d134c3da9eb3d55.jpg
Comics, Games, Booze
Most of my backstory is locked in, but I can tailor the ending bits to know ya'll if that's how we want to roll.
Although, I kind of like the idea that we all walk into the briefing room meeting eachother for the first time.
Comics, Games, Booze
PSN: Corbius
Without giving too much away at once, you guys will be starting out on Hoth, at the beginning of Empire strikes back. There is plenty of room for both established squads as well as recruits frantically thrown together to do stuff.
PSN: TheBrayster_92
Neat.
PSN: Corbius
Sure, as long as you don't mind playing with human stats.
PSN: TheBrayster_92
I'm just wondering as a former Imp pilot what my options are for previous craft or if you want to just assign it or what
PSN: TheBrayster_92