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[Age of Rebellion PbP] Perlemian Haul OOC Discussion
Star Wars: Age of Rebellion is a tabletop Role-Playing Game published by Fantasy Flight Games, one of three modules, the fist being Edge of the Empire and last being Force and Destiny. Age of Rebellion sets its focus on aiding the Rebellion directly, as agents/slicers/soldiers/pilots working to undermine the Empire at every turn.
I am looking to run a Play by Post (henceforth abbreviated to PbP) game of Age of Rebellion for ~4 people. To ensure a smooth start, I will be running the Perlemian Haul adventure, which is found at the very back of the Age of Rebellion Core Book (please don't read it if you wish to play!). Our adventures will then continue on from there in whatever direction I feel will best fit the players, assuming interest is maintained.
Fillable Character Sheet (mentally replace Obligation with Duty):
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:
Creating a Character:
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?
Duty is the main focus of a player character, not just for one mission, but in everything they do for the Rebel Alliance. It could be the driving factor of why he joined, or it could just be an area of particular talent.
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:
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.
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.
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).
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.
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.
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.
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.
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.
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.
Experience, at this stage, can be used to purchase four things; Increase characteristics, skill ranks, talents, new specializations.
Characteristics:
The cost is 10x the purchased rank. For example, changing an attribute from rank 3 to 4 costs 40xp. Purchases also work in increments, each rank needs to be purchased before the next. So to go from 3 to 5 you need to spend 90xp in total, 40 from 3-4 then 50 from 4-5.
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:
Cost 5x the purchased rank in experience. No skill can be improved beyond 2 at this stage.
Check out the character sheet I linked to earlier for a full list of skills.
Talents:
These are located on your specialization skill tree. I'll link everyone to their own tree once they let me know what career and respective specialization they follow. The cost of each talent is listed with it, and purchase can only be made through links to already purchased talents, starting from the top.
Specializations:
Buy a whole new talent tree. Costs 10x the number of possessed specializations (including the new one)
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:
Roll D10 and consult the appropriate table.
1-3: Belief
4-6: Connection
7-9: Quest
10: Roll once on each of any two Motivation types.
Table 2-1 'Specific Beliefs'
Roll d100 for your Motivation.
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:
Roll d100 for your Motivation.
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:
Roll d100 for your Motivation:
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.
You are both very welcome! While we wait for a couple more interested individuals, why don't you both have a think about what characters you might want to play as, even complete say, Steps 1-4 of creation if you have a good idea. If there's anything you guys need me to explain, please don't hesitate to ask! (This is a lot of information given that I can't physically show you the book).
@Brody - Here is what the Core Book says for Agitator:
The Empires Main Weapon, more effective than all the incredible firepower at its disposal, is fear. Fear lets it maintain order and authority over the countless beings in its thrall. The Agitators primary goal s to remove that fear and replace it with anger, courage or a sense of righteousness - whatever it takes to get the people to rise up, take up arms, reject Palpatines tyranny, and restore freedom and justice to the galaxy.
Agitators often bully the bullies to move them out of the way, and when they are able to get the people to follow them, they know how to lead. Understanding the ways of the streets is also vital to survival and success.
Most Agitators come by the calling through hardship and suffering. Their own personal tragedies at the hands of their oppressors drive them to call upon others to resist injustice and authoritarianism. Some are more altruistic in nature, sufficiently moved by the suffering of others to take action and rouse the people to a cause in which they can believe. Only those with charisma and will in sufficient quantities can truly succeed in this dangerous and demanding course.
Many in the Alliances upper levels consider agitators a necessary evil; they are not keen to move populations of untrained civilians to go to war against the Empire's Stormtroopers and others resources, yet they accept that, ultimately, it will take the entire galaxy doing just that if victory is to be achieved. When possible, Agitators are supported by other Alliance operatives, and a plan to arm and support the populace is usually in place before the Agitator goes to work.
By all means, take your time. I'd still like to get 1-2 more people for this, then I'll give you guys a couple of days to get characters sorted out. I'm happy to help every step of the way so don't be afraid to ask any questions you have, no matter how simple/complex they seem!
Steam: TheBrayster
PSN: TheBrayster_92
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BrodyThe WatchThe First ShoreRegistered Userregular
So, I'm thinking a Human Agitator who went to Imperial Political Officer training, but partway through his homeworld/city were destroyed by the Empire, cracking his indoctrination, and then managed to escape.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Sounds good! @Denada@discrider you guys have any ideas what you'd like to do (just for the sake of conversation at the moment)?
To give you guys a little context, we'll be starting off somewhere around the time of Empire Strikes back, so the First Death Star has recently been destroyed and the Galactic Civil War is well under way.
You guys are already part of the rebellion, and will already be closing in on a mission objective when we begin. If you want to include how you ended up in the Rebellion as part of your character creation, by all means go ahead. If you want I would also maybe establish a connection or two with the other party members. The premise of your first mission can either work as you all just being thrown together or sent as an already established unit. Again, it's up to you.
Awesome! That's enough players involved for us to have a well-rounded game!
So if you guys want to go ahead and spend the next day or two discussing what kind of characters you'd each like to bring to the table, and if you're feeling confident you can go ahead and create them. I, in the meantime, will come up with some resources for if/when we play beyond the adventure module we're starting with, and just generally hang around and keep myself available to assist!
Id like to play a droid, either a former mining droid (brawn/agility) for combat or perhaps a former imperial service droid (interrogator) turned doctor with no bedside manner whatsoever
Brot is a conscripted TIE squadron commader, who only managed to join the Resistance when the command structure of the Death Star managed to spontaneously combust.
One zero-atmosphere negotiation later, Brot happily joined the Resistance, rather than return, 'defeated', to his Imperial controlled planet.
It is also worth pointing out, as people often miss this, that characteristics can ONLY be increased with XP during Character Creation. Once we start the campaign, only skills, talents and specializations can be purchased/improved with earned XP, NOT Characteristics.
I'd also like to correct an error I made - as there are 4 of you your starting Duty per person will be 10, not 5. You each also have the one-time opportunity of reducing your starting duty in favor of a bonus to either starting XP or Credits. This will work as follows:
Not sure yet on a character concept. Of course as soon as I said I was interested I got super busy all of a sudden, but I'll take some time today to think things through.
Not sure yet on a character concept. Of course as soon as I said I was interested I got super busy all of a sudden, but I'll take some time today to think things through.
No problem buddy! As I said, you guys can have a couple of days to work something out. I highly encourage everyone to share, even if they are only basic concepts, as discussion can go a long way to helping the others. 'Oh, if he's doing X, then I can do Y! They'll fit together nicely'. 'You're an Ex-Imperial? I'M an Ex-Imperial! Maybe we knew each other?'.
Thus far we have a Mon Calamari Squadron Leader, and potentially an Ex-Imperial Droid, Human Agitator and Sullustan Soldier.
Again, the information I've given is quite basic as I've done my best to keep everything neatly summarized. If you want more details for anything at all, don't be afraid to ask me and I can give you more details straight from the book.
Had a look, and am currently going for a Mon Calamari Squad Leader.
5 int didn't seem great so I'm 4 int, 3 agi, 3 pre
5 int is pretty radical because it basically means you can do anything skill related. In general characteristics for Squad Leader are kinda interesting because you straddle so many different areas that literally every stat is linked to a career skill or desirable. So think what kind of commander your guy is. Is he direct and hands on (agi, cunning, brawn, probably don't pump int) is he a great leader but not exactly a fighter (5 int, 4 pre and spend duty to get enough xp to get cunning 2).
5 int is 90 XP though, and didn't really seem to mesh well with any of the classes.
So 4 int and boosting 2 class attributes to 3 seems better at making a guy who can play off his class abilities, whilst also being really good at int stuff.
Ah right yeah, thought they started with 4 int for some reason. I dumb.
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BrodyThe WatchThe First ShoreRegistered Userregular
My plan is going Human with 3 Will and 4 Presence, and a large collection of social skills at rank 1, with Ranged-Light for one of my human skill choices. That leaves me 10 exp (+ any I might use my duty to grab) for boosting a skill or picking some talents.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
BrodyThe WatchThe First ShoreRegistered Userregular
OggDude creator started me at 110 EXP, but I can't find where in the book it lists starting EXP? Just in case, I assumed I spent 10 duty on 10 exp, and only spent 110 total.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Updated my character slightly to make use of 0 Duty, +5 XP (For Grit -> going for the free maneuvers for strain leg of Squad Leader), + 1000 Credits (Padded Armor instead of Heavy Clothing, Slicer Kit because why not, and 2 Emergency Patch Kits for 25 credits each because I can't see the 50 credit ones mentioned above and they appear to similar to stim packs).
El SkidThe frozen white northRegistered Userregular
edited January 2017
Here's a draft of my character. I can't actually open the character sheet linked because of work security settings, so I'll just do it here in text:
Oren Nub
Sullustan Soldier
Background:
Oren grew up on Alderaan, where his family was fairly prosperous working as merchants. At a very young age, however, his father's ship was waylaid by an imperial ship and found (unjustly) to be smuggling goods, which were to be confiscated. When his father objected he was imprisoned, and that was the last time Oren saw his father alive. A few years later word was passed along that his father had died in prison.
After that his mother went into despair, and the family's business failed. Still a child, Oren was unable to provide for her and his younger sister Kalleta, and his mother passed away a year later. Oren blamed the Empire for his parents' fate, and vowed to do whatever he could to destabilize and ultimately overthrow the corrupt regime.
Oren and his sister ended up orphans and spent several years with foster families, until he lucked into meeting a rebellion agent by the name of Tenbe, who saw both his physical potential and his desire to fight the empire. Taking his sister along, he moved offworld and began training with the Rebellion. Now he has convinced at least some of his superiors that he is old enough to start taking part in actual missions, Oren is eager to prove himself as a soldier, and to to do his part in toppling the Empire.
Talents:
Sniper Shot (5 xp)- as a maneuver increase range by 1 and difficulty by 1
True Aim (10 xp)- Once per round, perform true aim maneuver to gain benefits of aiming and upgrade combat check by 1
Lethal Blows (15 xp)- Add +10 to critical injury result inflicted on opponents
How it works: Costs are one time XP spends. You can only pick an option on the top row of any given tree to begin with. To purchase any other skill, you need to already have any skill that precedes it the link, from top to bottom. Some options can be picked more than once to stack them, these are indicated by having two diamonds in the top right, one in front of the other.
Steam: TheBrayster
PSN: TheBrayster_92
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BrodyThe WatchThe First ShoreRegistered Userregular
What about the ones where the only connecting line is from a tier below them?
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
BrodyThe WatchThe First ShoreRegistered Userregular
edited January 2017
I think this sheet is mostly done, although the name isn't necessarily set. Also, age, backstory, home planet, are undefined because I'm trying to think of how best to fit it with other people. Maybe from Alderaan, and maybe even a competing house from El Skid's?
Edit: After doing some more reading, I hadn't realized that pretty much the entirety of Alderaan was pacifist, I just assumed that was the leading governments position. I'll have to pick a different planet, but with El Skid's approval, I'd like to keep the 'rival merchant family' thing. Wouldn't probably have met before, but the family name would be familiar. Maybe my family was responsible for his fathers smuggling charge?
El SkidThe frozen white northRegistered Userregular
Hmm... I wouldn't want your family TOO involved in my father's death, because that kind of undercuts my whole reason to hate the empire. If we had a sort of feud going on because your family engaged in dubious activities, or maybe your family sold out to the empire or something... that'd work fine though.
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BrodyThe WatchThe First ShoreRegistered Userregular
edited January 2017
Oh, yeah, the idea is that my family would have been thoroughly entrenched in Empire politics, and only after the Empire obliterated the city with most of my family in it would I have switched sides. And I'm not even saying it would be my families fault, but its definitely not hard to suspect that they might have had something to do with it.
Edit: And if you just don't really care for the idea, I'm fine with coming up with something else. I just figured it would be an interesting way to tie our characters together w/o them necessarily having met before.
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
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:
Creating a Character:
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.
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
PSN: TheBrayster_92
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
@Brody - Here is what the Core Book says for Agitator:
Agitators often bully the bullies to move them out of the way, and when they are able to get the people to follow them, they know how to lead. Understanding the ways of the streets is also vital to survival and success.
Most Agitators come by the calling through hardship and suffering. Their own personal tragedies at the hands of their oppressors drive them to call upon others to resist injustice and authoritarianism. Some are more altruistic in nature, sufficiently moved by the suffering of others to take action and rouse the people to a cause in which they can believe. Only those with charisma and will in sufficient quantities can truly succeed in this dangerous and demanding course.
Many in the Alliances upper levels consider agitators a necessary evil; they are not keen to move populations of untrained civilians to go to war against the Empire's Stormtroopers and others resources, yet they accept that, ultimately, it will take the entire galaxy doing just that if victory is to be achieved. When possible, Agitators are supported by other Alliance operatives, and a plan to arm and support the populace is usually in place before the Agitator goes to work.
PSN: TheBrayster_92
I'll have to spend some time looking through character creation again though.
By all means, take your time. I'd still like to get 1-2 more people for this, then I'll give you guys a couple of days to get characters sorted out. I'm happy to help every step of the way so don't be afraid to ask any questions you have, no matter how simple/complex they seem!
PSN: TheBrayster_92
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
To give you guys a little context, we'll be starting off somewhere around the time of Empire Strikes back, so the First Death Star has recently been destroyed and the Galactic Civil War is well under way.
You guys are already part of the rebellion, and will already be closing in on a mission objective when we begin. If you want to include how you ended up in the Rebellion as part of your character creation, by all means go ahead. If you want I would also maybe establish a connection or two with the other party members. The premise of your first mission can either work as you all just being thrown together or sent as an already established unit. Again, it's up to you.
PSN: TheBrayster_92
So if you guys want to go ahead and spend the next day or two discussing what kind of characters you'd each like to bring to the table, and if you're feeling confident you can go ahead and create them. I, in the meantime, will come up with some resources for if/when we play beyond the adventure module we're starting with, and just generally hang around and keep myself available to assist!
PSN: TheBrayster_92
I'm guessing we start with 100 XP?
Mon Calamari, yes
223122 stat line so High Int is nice and achievable for you
5 int didn't seem great so I'm 4 int, 3 agi, 3 pre
https://drive.google.com/file/d/0B1JzgiV6PFQWdi1zLXAwR3V0bkE/view?usp=sharing
Brot is a conscripted TIE squadron commader, who only managed to join the Resistance when the command structure of the Death Star managed to spontaneously combust.
One zero-atmosphere negotiation later, Brot happily joined the Resistance, rather than return, 'defeated', to his Imperial controlled planet.
It is also worth pointing out, as people often miss this, that characteristics can ONLY be increased with XP during Character Creation. Once we start the campaign, only skills, talents and specializations can be purchased/improved with earned XP, NOT Characteristics.
I'd also like to correct an error I made - as there are 4 of you your starting Duty per person will be 10, not 5. You each also have the one-time opportunity of reducing your starting duty in favor of a bonus to either starting XP or Credits. This will work as follows:
1) + 5XP = -5 Duty
2) + 10XP = -10 Duty
3) + 1,000 starting credits = -5 Duty
4) + 2,500 Starting Credits = -10 Duty
PSN: TheBrayster_92
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
PSN: TheBrayster_92
Thinking of a Sullustan Soldier/heavy weapons dude.
Also, if we're 5 are we back to 5 duty each?
No I'll keep it at 10, I see no harm in it. Plus I think it only goes down to 5 for 6+ players anyway, I'll have to confirm when I'm back home.
PSN: TheBrayster_92
No problem buddy! As I said, you guys can have a couple of days to work something out. I highly encourage everyone to share, even if they are only basic concepts, as discussion can go a long way to helping the others. 'Oh, if he's doing X, then I can do Y! They'll fit together nicely'. 'You're an Ex-Imperial? I'M an Ex-Imperial! Maybe we knew each other?'.
Thus far we have a Mon Calamari Squadron Leader, and potentially an Ex-Imperial Droid, Human Agitator and Sullustan Soldier.
Again, the information I've given is quite basic as I've done my best to keep everything neatly summarized. If you want more details for anything at all, don't be afraid to ask me and I can give you more details straight from the book.
PSN: TheBrayster_92
5 int is pretty radical because it basically means you can do anything skill related. In general characteristics for Squad Leader are kinda interesting because you straddle so many different areas that literally every stat is linked to a career skill or desirable. So think what kind of commander your guy is. Is he direct and hands on (agi, cunning, brawn, probably don't pump int) is he a great leader but not exactly a fighter (5 int, 4 pre and spend duty to get enough xp to get cunning 2).
So 4 int and boosting 2 class attributes to 3 seems better at making a guy who can play off his class abilities, whilst also being really good at int stuff.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Oren Nub
Sullustan Soldier
Oren grew up on Alderaan, where his family was fairly prosperous working as merchants. At a very young age, however, his father's ship was waylaid by an imperial ship and found (unjustly) to be smuggling goods, which were to be confiscated. When his father objected he was imprisoned, and that was the last time Oren saw his father alive. A few years later word was passed along that his father had died in prison.
After that his mother went into despair, and the family's business failed. Still a child, Oren was unable to provide for her and his younger sister Kalleta, and his mother passed away a year later. Oren blamed the Empire for his parents' fate, and vowed to do whatever he could to destabilize and ultimately overthrow the corrupt regime.
Oren and his sister ended up orphans and spent several years with foster families, until he lucked into meeting a rebellion agent by the name of Tenbe, who saw both his physical potential and his desire to fight the empire. Taking his sister along, he moved offworld and began training with the Rebellion. Now he has convinced at least some of his superiors that he is old enough to start taking part in actual missions, Oren is eager to prove himself as a soldier, and to to do his part in toppling the Empire.
Motivation: Honor
Duty: Combat Victory 5 (-5 for 1000 extra credits)
Career: Soldier, Specialization: Sharpshooter
Free Career Skills: Athletics, Brawl, Ranged (Light), Ranged (Heavy)
Free Specializations: Cool, Ranged (Heavy)
XP: 0 (100 spent)
Stats:
Brawn: 3 (30 xp)
Agility: 4 (40 xp)
Intellect: 2
Cunning: 1
Willpower: 2
Presence: 2
Soak: 3+2
Wounds: 12
Strain: 12
Defence: 0
Skills:
1 Astrogation (racial)
1 Athletics
1 Brawl
1 Cool
1 Ranged (Light)
2 Ranged (Heavy)
1 Skilled Jockey (racial)
Talents:
Sniper Shot (5 xp)- as a maneuver increase range by 1 and difficulty by 1
True Aim (10 xp)- Once per round, perform true aim maneuver to gain benefits of aiming and upgrade combat check by 1
Lethal Blows (15 xp)- Add +10 to critical injury result inflicted on opponents
Gear (1500 credits):
Blaster Carbine: 850
Padded Armor: 500
Commlink (handheld): 25
Frag Grenade: 50
Backpack (kids looking): 50
25 credits left
How it works: Costs are one time XP spends. You can only pick an option on the top row of any given tree to begin with. To purchase any other skill, you need to already have any skill that precedes it the link, from top to bottom. Some options can be picked more than once to stack them, these are indicated by having two diamonds in the top right, one in front of the other.
PSN: TheBrayster_92
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Edit: After doing some more reading, I hadn't realized that pretty much the entirety of Alderaan was pacifist, I just assumed that was the leading governments position. I'll have to pick a different planet, but with El Skid's approval, I'd like to keep the 'rival merchant family' thing. Wouldn't probably have met before, but the family name would be familiar. Maybe my family was responsible for his fathers smuggling charge?
https://drive.google.com/file/d/0B6_6yRBE3un3Y1NZOWFUSlZpLTA/view?usp=sharing
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Edit: And if you just don't really care for the idea, I'm fine with coming up with something else. I just figured it would be an interesting way to tie our characters together w/o them necessarily having met before.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain