Feel free to use this thread to discuss what type of
character each of you is interested in playing.
This may avoid overlap/stepping on each other’s toes. If you need help creating your
character or have any questions, please ask.
The points below should address most questions. This game will be open to using
all of the official FFG SW books. Please use some common sense on
what species you pick. Nothing too silly
or exotic. Please don’t ask to play a Hutt,
Gungan, Jawa, or Ewok. If in doubt,
check with me first. Since this is a time when the Empire is in power, someone in the party may want to play a human in case you need to impersonate an Imperial or something like that. Please keep the gender of your
character the same as the player’s (your) gender. Characters will begin the game
with starting species experience and 500 credits plus the option to up your
experience and/or credits from Obligation, Duty, and Morality. You may pick the 5 or 10 option for the extra XP and/or credits if you desire. For Obligation and Duty, I like to
incorporate them into the game in a way that makes story sense rather than roll
for them to come up. If the group has a
high amount of Obligation, expect that you may get into shall we say
“peripheral trouble” more often. If you type up a character
backstory of at least a few sentences or bullet points, you may spend an additional 5 XP at character creation . Please don’t send me anything longer than 2
pages. Your character is relatively
unknown but with a promising future. As
part of the backstory, please explain how you were compelled to come to Port
Tooga in the Outer Rim. You may want to
use Obligation, Duty, or Morality to this end.
See the forum thread about Port Tooga for some background and a few NPCs
you could link your character to, but also feel free to invent some NPCs as
part of your backstory. Starting gear you may have for
free: 1) Commlink (handheld), 2) Stimpack x 1 All of the careers and
specializations from Edge of the Empire, Age of Rebellion, and Force and
Destiny are fair game. This game will have a strong focus
on the seedier side of Star Wars, at least initially. Edge of the Empire careers and
specializations may make more sense. If you want to play a career and
specialization from Age of Rebellion and have ties to the Alliance, I can make
that work too. No problem. Your character is either Force
sensitive or not. You must decide at
character creation and reflect that in any character background you
create. You don’t have to pick a Force
and Destiny career and specialization at character creation. That can be something you can grow into
later. Droids cannot be Force
sensitive. If your character is Force
sensitive, I will be keeping track of any conflict you earn during a session,
and that will impact where you are on the dark side – light side continuum. Ideally, I’d like to have only 1
or 2 characters in the party being Force sensitive. Force sensitivity should be a very rare,
mysterious, and wondrous thing. I can be
flexible on this though if more than a couple of people want to be Force
sensitive. If you play a Force sensitive
character, you’ll probably find buying the Force powers with your XP to be very
tempting. Expect to have weaker general
skills compared to the other characters as a result. Do not expect to be a powerful Force user off
the bat. If you pick one of Force
sensitive careers, you start off at Force Rating 1 with the abilities of an
untrained Force user or Jedi youngling (a beginner). Whatever motivations and background
you pick as part of the character generation process should be reflected in
whatever character background you create and how you role play your character. What are three goals your
character wants to accomplish in his or her life? Tell the GM what they are. Your character should have a
secret. Tell the GM what that secret is. What does your character
love? What does your character hate? No characteristics above 5 at
character creation. NOTE: After
character creation the only way to up a characteristic is to spend experience
and pick Dedication at the bottom of a specialization tree. So, it is generally wise to get your
characteristics as high as possible during character creation while still
saving some initial experience for skills. No skills can be trained above
rank 2 (two yellow) during character creation. Your
Intellect characteristic number indicates how many languages you know
fluently. Everyone knows Basic. For every Intellect number greater than 1,
you know one additional language. For
example, if your Intellect is 3, you would know Basic and two additional
languages such as Huttese and Binary.
Please indicate in your character background or on your character sheet
what languages you speak. If you happen
to be playing a protocol droid, let’s chat.
Here’s a link to a partial list of languages for ideas: <a href="http://starwars.wikia.com/wiki/Language/Legends" rel="nofollow">http://starwars.wikia.com/wiki/Language/Legends</a> No armor, weapons, or gear above
rarity 5 at character creation. Keep in
mind that if you look too threatening in more civilized cultures, you will
attract the attention of the authorities. Besides getting armor and a
weapon(s), you may want to consider getting an Extra Reload for your blaster
and additional Stimpacks. Do not exceed your encumbrance
threshold unless you are okay with suffering game penalties. The party may want to have a face
character, a pilot, someone with stealth, and ranged combat skills. For planning purposes on growing
your character, it may be helpful to know that I’m somewhat generous in
awarding session experience. Depending
on what occurs during a session, you can expect to earn between 10 – 20 XP a
session. For combat, exceptional role
play, exceptional creativity, and completing objectives, there’s the
possibility of earning additional XP. Expect to be sent some rumors
tailored to your character prior to our first session. I’m still mulling over how I want
to handle the group having a ship. In
past games I offered players ways to earn (or steal) a ship rather than having
one right off the bat. We can talk about
that more in the forum threads and/or during our session zero. Key skills the party members
should have within the group: Astrogation Computers Piloting - Space Underworld Nice to have skills in the group: Gunnery Mechanics Medicine Piloting - Planetary Stealth Streetwise