
F. Castor |

As far as I can tell, Morality works a little differently when compared to Obligation and Duty.
While Obligation and Duty starting values are determined by the number of PCs, Morality is set at 50 for those PCs (generally Force-users with one of the Careers found in FaD) who have it.
As far as starting XP and Funds are concerned, Obligation and Duty have to be increased or decreased respectively (if memory serves) in order to gain extra XP or Funds or both. With Morality, you choose only one option between A) +10 XP, or B) +2500 credits, or C) +5 XP and +1000 credits, or D) start with a Morality value of either 29 (Dark Side) or 71 (Light Side) as per the latest errata to FaD. Unless option D is chosen, starting Morality appears to start at 50 regardless of which of the other three options (A, B or C) is chosen.

Jaarka |

Ugh. This site hates me. I spent 2 hours fighting with it crashing last night to get my alias set up. Then, spent an hour formatting my character sheet this morning and it timed out and didn't save.
I have the alias, just have to retype the sheet. Sorry, all, this is my first game on here and the site is... clunky.

DM Arknight |

Well........ It appears that the board issues last night ate my post in response to FC's questions.... :(
1) everyone looks good. Have 20 bonus XP for all (as if still beginning XP). :) (then spend an additional 80 (no skill ranks over 3) )
2) beginning Obligation/ Duty will be 10.
3) correct. Same 1d100 starting funds for all.
******
Looks like we lost Rorek55 due to RL issues and I haven't heard back from either of the others yet :( I'd like to have at least one more solid player before we start, but like you I'm anxious :) If you want to banter back and forth a bit in the gameplay as if you were on the ship getting ready to arrive in the Roche system, I wouldn't stop you. :) current ship is a modified YT-1930 called the Kessel's Folly

F. Castor |

Umm... Do you mean we get +20 added to our starting XP for character creation and after we are done with that we get another 80 XP to spend as if gained through play (i.e., they cannot be used to raise characteristics)? If so, I do have certain changes here and there to make, I think...
As for players, I would not mind if we could get at least one more if we have gone down to three from those who originally expressed interest. A party of four-six PCs would help move things along IC and give us more characters to work off of each other than, say a party of three. Just my opinion anyway. :-)

Jan'Tar Shen |

Okay, here I am in all of my pink-skinned glory!
This is before I saw the post about extra XP, and I don't want to actually take that before I write the proper background and add it to the profile, but all of the mechanical things are down. I'll get the story posted by this evening.
As far as waiting for another player, I'm okay with that. I'll reach out to a couple friends to see if anyone is interested in joining us, but don't wait on them to respond if you have someone showing interest!

DM Arknight |

Umm... Do you mean we get +20 added to our starting XP for character creation and after we are done with that we get another 80 XP to spend as if gained through play (i.e., they cannot be used to raise characteristics)? If so, I do have certain changes here and there to make, I think...
Correct. :) +20 to starting XP, then 80 as if earned after that to reflect recent off-screen jobs, adventures, etc...
4-6 characters is what I was aiming for, so I'll take an extra interest or two. :)

Jaarka |

Awesome on the bonus XP! I'll get that worked in with the background.
In related news, today's TeeFury shirts are pretty cool...

DM Arknight |

Correct. :) +20 to starting XP, then 80 as if earned after that to reflect recent off-screen jobs, adventures, etc...
4-6 characters is what I was aiming for, so I'll take an extra interest or two. :)
I almost forgot, with the 80Xp, you also have 4000 additional credits to spend. :)

Jaarka |

Oh, forgot to bring it up when I was formulating the character:
Even though I chose a career from Age of Rebellion (Ace), I think it would be more appropriate for Jan'Tar to have an Obligation of Addiction to Adrenaline instead of a Duty. I don't really wanting him to start as a diehard Rebel, but he's an adrenaline junkie and he needs his fix... that's why he's such a successful pilot (if not a little too daring). Would that work for you?

Old Guy GM |

DM Arknight wrote:I almost forgot, with the 80Xp, you also have 4000 additional credits to spend. :)Correct. :) +20 to starting XP, then 80 as if earned after that to reflect recent off-screen jobs, adventures, etc...
4-6 characters is what I was aiming for, so I'll take an extra interest or two. :)
woohoo!

DM Arknight |

Oh, forgot to bring it up when I was formulating the character:
Even though I chose a career from Age of Rebellion (Ace), I think it would be more appropriate for Jan'Tar to have an Obligation of Addiction to Adrenaline instead of a Duty. I don't really wanting him to start as a diehard Rebel, but he's an adrenaline junkie and he needs his fix... that's why he's such a successful pilot (if not a little too daring). Would that work for you?
sounds good to me. It fits. :)

F. Castor |

I am mostly finished, but I seem to have 15 XP and 1755+49 credits still left. I am trying to figure out what would be the best way to spend them, at least the XP, so some advice or suggestions might help?
For the XP, likely skill candidates are raising Skulduggery to 2 (10 XP), raising Knowledge (Core Worlds) or Knowledge (Underworld) to 1 (5 XP each), raising Athletics (non-career) to 1 (10 XP). As for talents, there is Indistinguishable (5 XP for one rank, another 10 XP for a second rank) or a second rank of Sleight of Mind (15 XP); focusing a little more on passive rather than active talents for now. Or I could even invest a little more in Force powers, such as one of the two first Control upgrades for Sense (10 XP) or another Force power like Enhance (10 XP for basic power, 5 XP for Control upgrade that allows use with either Coordination or Resilience) or Move (10 XP for basic power, 5 XP for Magnitude or Range upgrade).
I admit that although cool, I think that given the state of the galaxy at the moment and my character's background, getting more Force powers is something I do not see as appropriate at character creation. Besides, I prefer to get them as I play him and he grows in skill and power. I think I amy be leaning towards mostly skill selections, but again, any suggestions would be welcome.
As for the leftover credits, not really sure at all what else would be a good investment, or even if the gear I have already purchased are useful mechanically or appropriate thematically. Generally, I have gone for the lightly armored (armored clothing) and mobile guy with some skill in hand-to-hand combat (Brawl) and weapons that more or less fall on the subtle side of such things (light blaster pistol, vibroknife, shock gloves). For now his general gear are pretty standard, and I thought that given some familiarity with computers, a hand scanner and a datapad could prove useful.
On a different note, I am all for waiting a little longer for someone else that would be interested in joining, be it from those that had initially expressed interest or from Jaarka's friends. Failing that, perhaps a recruitment thread? Or maybe asking a guy or two I or Old Guy GM have played with in other games if they are interested?

xyrophobic |

Well........ It appears that the board issues last night ate my post in response to FC's questions.... :(
1) everyone looks good. Have 20 bonus XP for all (as if still beginning XP). :) (then spend an additional 80 (no skill ranks over 3) )
2) beginning Obligation/ Duty will be 10.
3) correct. Same 1d100 starting funds for all.
******
Looks like we lost Rorek55 due to RL issues and I haven't heard back from either of the others yet :( I'd like to have at least one more solid player before we start, but like you I'm anxious :) If you want to banter back and forth a bit in the gameplay as if you were on the ship getting ready to arrive in the Roche system, I wouldn't stop you. :) current ship is a modified YT-1930 called the Kessel's Folly
I am still here, I will make a character today

Old Guy GM |

Guys, good news! My player who set up our avatar alt pictures will do it for us! It runs on a Google extension, I will get the details. All he needs is your alias name and your picture of choice. Let me talk some more with him to see how he wants it delivered - prolly PM. In the meantime, choose your avatar picture. I will be using the one I linked above. DM Ark, this includes you if you want a cool Star Wars GM avatar. I did it for my game!

Old Guy GM |

I, too, have updated the mechanics with the XP and credits. Working on the backstory now. Up for some friendly RP involving stealth checks and jacking one of your gun parts mid-assemble? *grin*
Your going to steal gun parts from a blindfolded commando with a combat knife and a penchant for violence?
Okay.

F. Castor |

Hmm... I am thinking of spending 1100 credits to give the basic lightsaber hilt whose components Rann is carrying around, essentially his Master's and surrogate father's crystal-less disassembled lightsaber, the Curved Hilt attachment along with its Item Quality (Defensive +1) mod. Although useless at the moment, it would give the "old girl" some character. Also, it would go well with the idea of an elegant lightsaber like I have written in Arannis' background, one that I am thinking would look more or less like so:

Jan'Tar Shen |

I like that saber, looks nice.
I put up a bit of a short story for my background thus far. I'm going to do a more generic background still, but the story is what came out first and really shows a bit of just how cocky Jan can be. Hopefully he doesn't end up getting shot by his own crew! grin
I also have a few NPCs worked up that I'll post with the more overview background. It'll give you (GM Ark) a few fun people to work with. Jan's pretty good at riling people up...

F. Castor |

I think I will be going with the Move basic power and the Indistinguishable talent for my remaining 15 XP. The ability to move small things from afar is pretty basic and could prove useful if push comes to shove, and he could have managed to pick it up during his years on the run by himself. As for the talent, it would be handy for a Force-user to keep a low profile and not be easily recognised.

Jaarka |

I just realized that we haven't discussed a ship or any of the other starting options! I assume we're going with the EotE ship option since Star Wars Rebels was listed as an inspiration.
Anyone have a ship they're dying for Jan to pilot? Or is this something the GM has already chosen for us?

Lt. Kara Savyn |

The ability to move small things from afar is pretty basic and could prove useful if push comes to shove...
I see what you did there!

F. Castor |

Heh... I would like to take the credit for doing that on purpose, but it would seem that my subconscious was feeling punny when I was writing that post.
On another note, we seem to be four now. Should we try for more while doing some RPing in the Gameplay thread? I could ask around but I am hesitant to do so without an answer by those that Jaarka has already contacted and/or our GM's permission.

DM Arknight |

I just realized that we haven't discussed a ship or any of the other starting options! I assume we're going with the EotE ship option since Star Wars Rebels was listed as an inspiration.
Anyone have a ship they're dying for Jan to pilot? Or is this something the GM has already chosen for us?
I actually had it in mind that you all were in a modified YT-1930. But I'm flexible if prefer something else. :)
On another note, we seem to be four now. Should we try for more while doing some RPing in the Gameplay thread? I could ask around but I am hesitant to do so without an answer by those that Jaarka has already contacted and/or our GM's permission.
I'm fine moving ahead and if any more that have been contacted or want in, can work in a couple more as go along....

xyrophobic |

Ah, one question. :)
I see Karl Urban would be Jan'Tar, but who would be playing our other parts? :)
I have been trying to figure that out for Kellen, the best I can think of right now is Nathan Fillion. A cross between Mal, Richard Castle, the techie side of Tony Stark, with a little Paul Rudd's sarcasm thrown in.

F. Castor |

A thought occurred to me. Since our characters are supposed to be a band of ne'er-do-wells with hearts of gold akin to the crew of the Serenity in Firefly or the guys and gals of Star Wars Rebels, perhaps we should decide on a basic history of sorts? Who knows who and that sort of stuff?
Going by the Gameplay thread and the IC posts in it by Kara, Kellen and Arannis so far and also taking into account that at least some of us should probably know each other before being tasked to go to the Roche system and pick up some Rebel sc... err, freedom-fighters (:-P), how about something along the lines of what follows?
Jan'Tar Shen and Kellen Tantar, the pilot and the smuggler-slash-scoundrel respectively, could already know each other and could have already been in business together for quite some time, since a pilot-smuggler combination along with a ship sound like a good fit.
Lt. Kara Savyn could be newly hired by them, their partnership having formed before this trip (as evidenced by how she and Kellen just introduced themselves to each other) as the duo needed some muscle and firepower to add to their merry band, the previous associate who had filled that role having retired (either literally, i.e. quit, or figuratively, i.e. deader than a doorknob).
As for Arannis Crane, he could have gotten on the ship as part of his almost continuous planet-hopping either by buying his way on it looking for a way to get to another planet or gambling his way on it (never gamble with a Jedi, they say, or in this case a Force-sensitive dude who can sense your feelings...) or just as a stowaway whom they discovered half-way on their way to the Roche system, but decided to keep instead of jettisoning into space because, well, what band of ne'er-do-wells with hearts of gold does not need a sneaky type?
If other players join before we start the game proper, it should not be too difficult to add them as members of our merry crew, either old ones or new.
Anyway, the above are a few thoughts and suggestions. I am hoping I am not stepping on any toes, especially ones belonging to our GM. :-)

Jaarka |

I love it! I'm already seeing us filling out the Serenity roles.
Jan is the slightly more smartass Wash.
Kellen is Mal.
Kara is Zoe.
Arannis is our Shepard Book.
Now I'm even MORE excited for this game!
I'm all for your proposed background for the group.

xyrophobic |

works for me too, I already have built into my back story (obligations), which is sitting on the GMs desk, how to account for the ship and my presence. I wanted to make sure I was not railroading the GM before posting it. I will post it now and await his approval as it might help us all fit together.
On a side note, I am not very deep into knowledge of the start wars canon and I am looking for a planet in Hutt space that a human could have come from, assuming his family was in the trading business. anyone with ideas?

F. Castor |

Being human, Arannis gets to start the game with one rank each in two different non-career skills. I have chosen Brawl and Ranged (Light), the former because I would like him to have some skill in hand-to-hand combat and the latter because I am guessing use of a blaster is generally considered a good idea. Now I am thinking that perhaps I should only keep one of the two (leaning towards Brawl because it fits my concept of a "Jedi" Sentinel, plus his background as a kid and then teenager/young man on the run; besides Jan'Tar, Kara and even Kellen seem pretty handy with a blaster already) and choose either Athletics, Cool, Discipline or Resilience as the other.
Or perhaps I should reduce Coordination, Perception or Stealth from 2 to 1 and use the XP to purchase a rank in Athletics, Cool, Discipline or Resilience?
Or a combination of the above? For a little more perspective, he has Brawn, Agility, Cunning and Willpower at 3, and Intellect and Presence at 2.
I am not even sure how important or "must have" are the four skills I have listed (Athletics, Cool, Discipline, Resilience). And I am a bit worried I may be stretching myself too thin by purchasing too many skills at rank 1 instead of having fewer skills but with some of them at rank 2, even if it is only the beginning.
At some point -hopefully anyway- he will delve into the Shien Expert tree, which turns Athletics and Resilience (as well as Lightsaber) into career skills. But that may be some time from now, if ever, seeing as how it makes little sense to choose that tree without a lightsaber.
Sigh...
Suggestions, input, advice?

Jaarka |

Discipline is the primary skill for using your Force powers. I've always been of the mindset that taking ranks in it is reflective of actually training toward becoming proficient with your abilities (rather than just having latent powers like an Exile who might not even realize they're Force Sensitive).
Depends on how committed to the Force you want to be at the start.

F. Castor |

That is actually why I did not get any ranks in Discipline, bought or otherwise. Although he does know he is Force-sensitive, the only time he was actually training was when he was, like, four to five years old give or take. Since his... planet-hopping began, at first with a "brother" and "father" and eventually alone, he has not actually literally trained.
That may and probably will change, but it fits him having no ranks in Discipline at first, you are correct my good sir. :-)
So, what about the other three alternatives, Athletics, Cool and Resilience? Although the third one I am not particularly sold on, but that still leaves two. So, what say you gents?

Jaarka |

Are you planning to have done any research into the Jedi way? If so, there are decent arguments for either.
Athletics: you've read stories about the Jedi's dedication to their practice and form, harnessing their natural abilities and augmenting them with the Force. You may not have formal training in the latter, but you can always work hard to perfect your form.
Cool: Planning. Focus. Preparing for any situation. You are trained to plan for possible outcomes before they happen, which gives you an advantage in situations in which you can mentally prepare yourself. Call it focus or meditation to self-train in Jedi arts.
I try to parallel the Jedi to the Samurai. Are you more practiced in the Outter Self, honing your body? Or are you driven more inward, perfecting your Inner Self with meditation and planning?

F. Castor |

@xyrophobic:
Maybe Nar Shaddaa? Or perhaps Kwenn, or even Kwenn Space Station?
@Jaarka:
Athletics does sound useful (and flavorful the way you put it) and it would complement Coordination well, I think. So, maybe take out the rank from Ranged (Light) and put it in Athletics. Not having any ranks in Ranged (Light) would simply mean that although quite agile, he has never received any actual formal training with a blaster.
As for Cool, though also useful and... cool, I think I will leave it at 0 ranks for now. Rann already has 1 rank in Vigilance and that should help him compensate in certain situations, I guess.

F. Castor |

Can a Sentinel take the Force Sensitive Exile universal specialization (he is a Sentinel by career since he was taken to the Jedi Temple as a baby, a Shadow because he has spent his time hiding and using agility and wits to survive and could be a Force Sensitive Exile because he is an exile and the specialisation's description in EotE seems to fit almost like a glove)? I am asking because it may be a little counter-productive, but sacrificing some stuff in order to use the XP to get it would fit Rann's background quite well.
I would also like to say that I hope I am not annoying you with all these questions, but I am new to the games system and it appears it has quite some depth and flexibility to make a great number of concepts.

Jaarka |

Welcome aboard! Here's who we have so far:
Jan'Tar - Pilot and partial face
Rann - Shadow / Exile, stealthy
Kara - Commando "bring the hurt"
Kellen - Smuggler (slicer-ish), knowledge monkey
@F. Castor: I think that would fit beautifully. You won't get another Force Rating from it, but it is cheap to buy into (costs the same as a career spec). Furthermore, you can focus on the whole "hiding" thing by using the one side of the tree and get a good boost via Convincing Demeanor and Street Smarts. Sense Danger never hurts, either!

Darkness Rising |

Right, I've put together an alias - Djebelle Torr. Fluff (background, personality, appearance) are already started. Let me have any feedback or let me know if you want to tie in her past to yours.
I've now read the Force and Destiny rulebook, but would someone mind please helping me out if I post the mechanics of my build here? Just to check I haven't gone horribly wrong...
Going for
Human (free skill points: Cool, Underworld)
Mystic (career skills: Charm, Coercion, Perception)
Advisor (specialisation skills: Deception, Streetwise)
Characteristics: this is where it gets tricky. As a human, I start with 110 XP; and I understand that our benevolent GM has offered us another +20 starting XP plus a further 80.
Does that mean I have 130 XP to put into characteristics? And would you advise that I do that and then use the other 80 for skills, Force powers etc.? Or should I put some of the starting 130 into things other than characteristics?
Thanks in advance for any input.

F. Castor |

A couple of things to consider.
1) When choosing a career, you choose three of its skills to gain a free rank in, not two.
2) Those with careers from Force and Destiny choose a Morality and also an Obligation or/and a Duty; those with careers from Edge of the Empire and Age of Rebellion can make do with just Obligation or/and Duty, I believe. Extra XP (up to +10 XP) or Funds (up to +2500 credits) can only be gained from one of those selections however, not all three. So, for character creation purposes (i.e. that you can spend on characteristics) you could start with as much as 140 XP (110 + 10 + 20). The extra 80 XP are to be spent as if they were gained during play (i.e. no characteristics). Since characteristics can only be raised by expensive talents (Dedication in particular), it is a good idea to give priority to raising them at character creation.
3) Our benevolent GM has also gifted us with 4000 credits with which to equip ourselves.
Also, going by your background, perhaps you should also give the Force Sensitive Emergent universal specialization from Age of Rebellion a look? An option could be to pick a non-Force career and specialization from either Edge of the Empire (e.g. Colonist/Politico or some sort of Explorer) or Age of Rebellion (e.g. some sort of Diplomat or Spy) and also grab the Force Sensitive Emergent spec (cost being 20 XP) that grants Force Rating 1 as soon as you purchase it.

Darkness Rising |

A couple of things to consider.
1) When choosing a career, you choose three of its skills to gain a free rank in, not two.
Oops, fixed - thanks! Will review what you've said and think about it. The only book I've read though is Force and Destiny; can you (if possible) summarise the Obligation/Duty mechanics?
I'm thinking that I want to be more than a Force sensitive emergent at this point - the shock she had a year ago has set her on a new path, or at least is beginning to.
Also, at some point I'd like to take the Makashi duellist as another specialist (assuming I acquire a lightsaber at some stage!) and taking too many specialists gets exponentially expensive, by the looks of things.
Thanks for the input, it's making me think and that can't be a bad thing