Star Wars: The Dark Times

Game Master The Lobster


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A long time ago, in a galaxy far,
far away....

STAR WARS
The Dark Times

A tenuous peace sits in the
Galactic Empire, violently
enforced by the IMPERIAL
NAVY. The REBEL ALLIANCE
is still weak and fledgling,
unwilling to risk open combat.

As the Empire ruthlessly
expands into the OUTER RIM,
slavery is now commonplace,
entire civilizations gone.
Such was the case for water
planet Manaan, the first to
overthrow the tyranny of
the Empire.

With victory proven possible,
Senator-in-Exile GARM BEL
IBLIS launches a military
offensive over the planet of
Mon Cala....

*****

Quote:

You are a prisoner aboard the Imperial Star Destroyer Deception, accused of treason and conspiracy, and though you are not allied with any formal Rebellion, your captors seem convinced otherwise. They mean to execute you.

There is no resisting the Imperial Navy. As the largest military power in history, with trillions of enlisted men, any rebellion would be purposeless. You know this; you might even say it.

Your captors laugh and lead you back to your cell. These are Dark Times. There is no hope here.

*****

Hi ho, everybody! I'm looking for four to six players for a pulpy espionage thriller Star Wars adventure, beginning with a jailbreak from an ISD in the middle of a space battle. Intense.

The system is fairly easy to pick up, but we'll also be playing a bit rules light so don't worry too much about it. Feel free to ask if you have any questions on the system.

We're starting at level one, use a 25 point buy with this calculator, any class, using the species listed below.

Party comp won't matter terribly but, I really would like at least one Human (of any culture) as well as one Mon Calamari or Quarren (big emphasis on these), but the other allowable races are as follows:

Legal Alien Races:
Core Rulebook:
Humans (any culture)
Bothans
Cereans
Duros
Mon Calamari
Quarren
Rodians
Trandoshans
Twi'lek
Zabrak

Clone Wars CG:
Nautolans
Republic Clones

Force Unleashed CG:
Gran
Togruta

KOTOR CG:
Selkath

Scavenger's Guide to Droids:
Yo just have fun with it

If you can come up with a really good story, you can try to convince me of a different one, but don't get your hopes up.

Character Submission Guidelines:

At the moment, I want more of a concept than a completed sheet (race/class combo, possibly prestige class choices), but feel free to get as detailed as you want in regards to the crunch and/or background.

In addition to your concept, I also want to see the answers to the following:

  • 1) Tell me a memory, something unrelated to their main backstory.
  • 2) What's a talent, unrelated to their class abilities?
  • 3) A personality quirk?
  • 4) Distinguishing physical feature?
  • 5) A goal, short or long term.
  • 6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?

    If you have difficulty with that last one, we can workshop it together, :)

  • House Rules!:

  • I will reward creative roleplaying/problem solving/big KOTOR style moral dilemmas with Light or Dark Side Points, and each LSP or DSP can be spent to roll with advantage a la 5e (roll twice, take the better). Alternately, you can choose to impose an NPC with disadvantage (the opposite).
  • Battles will be largely theater of the mind, though I will provide maps and illustrations for key moments/locations and large scale battles.
  • Players will be expected to post once a weekday, once on weekends, although getting busy is fine and makes sense.

    This is my first time DMing PbP, but I have been playing online since I was 12 on the WotC forums, and have playtested this campaign IRL. I am eager to do this.

    Recruitment will be open until February 18th 11:59 PM CST or until I say otherwise. If you have any questions, post them here, :)


    dotting in from interest thread


    Same here, dotting in from the other thread. Time to start brainstorming!


    GM Character Submission:

    Build progression: near Human Scout 3/Soldier 5/Bounty Hunter 5/Elite Trooper 2

    1) Tell me a memory, something unrelated to their main backstory.
    Hunting beasts on a frozen planet with his father, and almost being killed by one

    2) What's a talent, unrelated to their class abilities?
    He is actually not a bad cook

    3) A personality quirk?
    He tends to cock his head when he tries to understand something that seems a bit strange

    4) Distinguishing physical feature?
    He has a scar across his face, from when he was little

    5) A goal, short or long term.
    Short: Escape
    Long: Prove to his people that he was right about the empire

    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
    He is considered a traitor to the empire and was delivered to them by his own people


    I just wanna get ahead of this and clarify, when I said concept, I don't just mean build concept, like BloodPaw, I know from a PM you sent me you are hoping to be a Mandalorian Bounty Hunter, which tells me and other players a lot more about the character than just human scout/soldier. I'd also like to know the character's name when you have it.

    Secondly, escape is not an acceptable short term goal because that's like the hook, lol. My fault. I always ask these questions to learn characters so I just overlooked the fact that everyone's short term goal is to not die.

    So let's say more like long term goals, either big or small, :)


    Also dotting in from the interest check. Got a couple character ideas bouncing around in my head.

    The one I think I'll go with is a Force sensitive clone trooper being trained as a Jedi by the Force ghost of the Jedi master he killed during order 66. Very redemption arc-y kind of character. Mechanically he'd have a mix of Jedi and soldier levels and utilize the guardian spirit talent tree from Jedi Academy Training Manual for the Force ghost mentor.

    Still toying with the idea a bit but I reckon I'll have a proper submission up soonish.

    Scarab Sages

    Pathfinder Starfinder Society Subscriber

    I have played many a Star Wars game and am generally inclined to hop into one whenever possible. As I am unclear with how the mechanics of this game will work, I will merely float the concept of a mechanic, non-species specific. The background will very likely depend at least a little on the species I finally choose. For now, I'll just creep around and wait to see the GMs response to questions to get a better feel for this game.


    I simply mentioned the build so you can see where I wanted to go without filling in a whole sheet =^^=
    But yes. Bounty hunter


    I'll be submitting something in the near future. I've never played Star Wars and I only have very minor lore knowledge. I think I'll design a force sensitive character, likely human, who probably has a rogue-ish side to them. Still in the brainstorming stage.


    Lobster Master- I have a couple of ideas for droid characters.

    One is a GY-1 Information Analysis Droid [Droids p 104-5]with the Financial Wizard modification, that the empire has confiscated on a legal pretext so they can make use of the droids financial acumen.

    The second is a H-1ME Battle Mechanic Droid [Droids p 106-7]who has snuck onto the Imperial Ship in order to try to rescue or assist their owner, who is one of the PCs. Alternatively they could be an independent droid who is opposed to the empire who has infiltrated the imperial ship.

    In any event I intend using the Droid Chasis method of character creation Droids p10.

    I get 21 pts for characteristics I believe as droids don't have a constitution.


    My initial idea is a roguish sort of character -- gambler, smuggler, etc. The vague idea is that he was arrested trying to break the blockade and smuggle something (supplies, weapons, people, not sure yet), and condemned as a rebel. If he had a ship that was detained, it could give the group another way of the Imperial ship. I haven't decided on a species yet, but making him Mon Calamari is an option I'm mulling over. Obviously it'll need more fleshing out and possibly approval on certain things, but I'm pretty flexible.

    Mechanically I'm thinking a scoundrel, and going into gunslinger later on seems appealing. I'm not sure how mechanically viable that is off hand, but that's where I'm at right now.


    John:
    JohnTheSavage wrote:

    Also dotting in from the interest check. Got a couple character ideas bouncing around in my head.

    The one I think I'll go with is a Force sensitive clone trooper being trained as a Jedi by the Force ghost of the Jedi master he killed during order 66. Very redemption arc-y kind of character. Mechanically he'd have a mix of Jedi and soldier levels and utilize the guardian spirit talent tree from Jedi Academy Training Manual for the Force ghost mentor.

    Still toying with the idea a bit but I reckon I'll have a proper submission up soonish.

    Love this idea, love clone troopers. Interesting note, after the dissolution of the Grand Army of the Republic, some clone troopers remained in the army (many in training positions), while others accepted the choice to retire and received army pensions. It is a bit of a famous face, but less now that you're in your 20's/50's, so that works out.

    Jezebel:
    Joynt Jezebel wrote:

    Lobster Master- I have a couple of ideas for droid characters.

    One is a GY-1 Information Analysis Droid [Droids p 104-5]with the Financial Wizard modification, that the empire has confiscated on a legal pretext so they can make use of the droids financial acumen.

    The second is a H-1ME Battle Mechanic Droid [Droids p 106-7]who has snuck onto the Imperial Ship in order to try to rescue or assist their owner, who is one of the PCs. Alternatively they could be an independent droid who is opposed to the empire who has infiltrated the imperial ship.

    I like both, but if you pitch the latter make sure to tell me how would your H-1ME have snuck aboard/infiltrated? Are they impersonating an Imperial droid, have they replaced an officer's droid, are they merely sneaking around? If they're independent, how long have they been onboard, an hour, a month?

    Redac:
    Redac wrote:

    My initial idea is a roguish sort of character -- gambler, smuggler, etc. The vague idea is that he was arrested trying to break the blockade and smuggle something (supplies, weapons, people, not sure yet), and condemned as a rebel. If he had a ship that was detained, it could give the group another way of the Imperial ship. I haven't decided on a species yet, but making him Mon Calamari is an option I'm mulling over. Obviously it'll need more fleshing out and possibly approval on certain things, but I'm pretty flexible.

    Mechanically I'm thinking a scoundrel, and going into gunslinger later on seems appealing. I'm not sure how mechanically viable that is off hand, but that's where I'm at right now.

    Ah an Oceano Calrissian, eh? Or more like a Han Sealo?

    Make sure to name the ship once we agree on a model, :)


    Questions for The Lobster Master:

    "I like both, but if you pitch the latter make sure to tell me how would your H-1ME have snuck aboard/infiltrated? Are they impersonating an Imperial droid, have they replaced an officer's droid, are they merely sneaking around? If they're independent, how long have they been onboard, an hour, a month?"

    I have a few questions, the first of which follows on from the quote.

    1 How long are you planning to have between the start of the campaign and the space battle where the PCs escape? If it is basically straight away I can have my droid fired at the Star Destroyer in desperation in the hope that the droid can somehow disable or distract the Star Destroyer before it destroys the ship firing the droid. You have to admit that is an original and dramatic way to introduce a PC. If not my droid can have been fired at the Star Destroyer in an earlier battle and have sneaked on board.

    2 How are you doing starting wealth. Real important for me.

    3 [Just read a bit, a question will come] By the Rules As Written, RAW, the only way I can approximate the H1ME droid design is by building on a droid chasis and taking my first level as a noble with the wealth talent. Or I can make it start as a Scout not a noble and leave out a couple more of it's features. Biggest problem is and electronic countermeasures system which costs 1,000 cr and collapsible construction which costs 4,000 cr and will probably affect play little if at all.

    Bizarrely, there is no problem building the analysis droid w/o the wealth talent by the RAW and it costs 980 credits more than the H1ME.

    So question is, how much if at all do you care about the droid character closely following the book design?

    You can also say you don't care about the RAW and you start as the droid in the book. Possibly with characteristics reduced to what you can buy.

    I should mention that as the person who knows SW Saga Ed maybe best it is droid and force using characters that are the most powerful, or can be made so. And droid characters can be abused.

    But abusing droid characters comes from frequent reprogramming and obtaining large amounts of cash and using it to improve yourself. But that is nothing to do with what I am doing building my character.

    Anyway, thanks for your time.


    Dot for great interest.
    I definitely feel like playing a clone or former stormtrooper. Someone With some know-how in Imperial regulations. I may make him a Republic Clone, one of the last Clones before the fated Order 66 was initiated. The Clones first mission lead to him nearly being killed by the Jedi he was assigned to.

    This Former Clone would have been trained in the use of Heavy weapons and Vehicles. He was on the way to becoming an ARC trooper if the empire hadn't risen and the war ended.

    Shortly after the fall of the Jedi he was hit by a rebel Ioun grenade. Although it didn't hurt him much- It disrupted his Obedience chip- allowing him to begin questioning his morals... Seeing that the empire was the wrong side to be on.

    He wanted to get out. But as a clone doing so would only result in his execution. Clones had no rights. Clones where not humans...
    So he instead plotted to disappear. To vanish during a ground mission. How would he do it? Well, his experience with explosives helped. He set up a tank to explode while he was nearby. It would have distracted everyone while he got away. But he was caught in the act and was captured- to be charged with treason.

    Obviously I'm gonna be an explosives and heavy weapons user, with some experience in Imperial tactics and patrols.


    Jezebel:
    Joynt Jezebel wrote:
    1 How long are you planning to have between the start of the campaign and the space battle where the PCs escape? If it is basically straight away I can have my droid fired at the Star Destroyer in desperation in the hope that the droid can somehow disable or distract the Star Destroyer before it destroys the ship firing the droid. You have to admit that is an original and dramatic way to introduce a PC. If not my droid can have been fired at the Star Destroyer in an earlier battle and have sneaked on board.

    The PCs will have been captured for somewhere between a month and three days, but the start of the campaign is only about 12 hours before the attack. It is certainly original and daring, but unless you're, say, a pirate droid, it leaves you with an existing connection to the Rebellion which we don't want.

    Joynt Jezebel wrote:

    3 [Just read a bit, a question will come] By the Rules As Written, RAW, the only way I can approximate the H1ME droid design is by building on a droid chasis and taking my first level as a noble with the wealth talent. Or I can make it start as a Scout not a noble and leave out a couple more of it's features. Biggest problem is and electronic countermeasures system which costs 1,000 cr and collapsible construction which costs 4,000 cr and will probably affect play little if at all.

    Bizarrely, there is no problem building the analysis droid w/o the wealth talent by the RAW and it costs 980 credits more than the H1ME.

    So question is, how much if at all do you care about the droid character closely following the book design?

    You can also say you don't care about the RAW and you start as the droid in the book. Possibly with characteristics reduced to what you can buy.

    I should mention that as the person who knows SW Saga Ed maybe best it is droid and force using characters that are the most powerful, or can be made so. And droid characters can be abused.

    But abusing droid characters comes from frequent reprogramming and obtaining large amounts of cash and using it to improve yourself. But that is nothing to do with what I am doing building my character.

    Anyway, thanks for your time.

    My advice is take the scout path, say that these systems were damaged in being launched at the ship. Maybe you were captured after being fired and these were deliberately removed or disabled to hamper escape?

    I am unlikely to accept more than one droid or Force using character, but if I think it is the best party configuration, I may still do so.

    Joynt Jezebel wrote:
    2 How are you doing starting wealth. Real important for me.

    Starting wealth is as written, except that characters do not start with what they have chosen (we're doing a jailbreak, after all). Their items may not return to them aboard the ISD but I will make sure they have the opportunity to regain the same or equivalent items. To hamper droid characters of this major early advantage, all captive droids will be fitted with restraining bolts limiting their combat capability and other functions.


    Rather interested. I've got this jokester pilot from the old WEG d6 Star Wars system, so it'll be interesting to see how he translates to D20 Saga. I'm not sure how the system does space combat, or if your game plans on giving us the option or opportunity to jump into a snubfighter and fighting some TIEs.

    Anyway, here's the background of Cmdr. Rufus Griller, ex-Imperial pilot:

    Rufus Griller wrote:

    Rufus Griller grew up on Corriad VIII, a pleasant planet with a varied biosphere located in the Tangrene sector. His father, Royald Griller, was the construction foreman for a company specializing in duraplast buildings, causing him to move around a lot.

    Rufus' prized possession was a T-16 Skyhopper, one he used while exploring the various terrains of Corriad. His younger siblings, Tash and Yeena, also got T-16s when they got older.
    Rufus turned his T-16 joyriding into a business, ferrying messages and small packages across oceans, deserts, and grasslands. He also joined a Skyhopper racing troupe, which did aerial stunts and racing shows across the planet. His best friend and fierce rival was J.T. Keehax. Unfortunately, J.T. was involved in a midair collision with another troupe member during a show, losing his right arm and eye in the crash that cost the other pilot his life. J.T. retired, embittered, and Rufus quit the troupe, unable to shake the images of the fiery crash.
    Returning to the courier service, he scraped by for a while. His first encounter with the Rebellion was during this time, ferrying a white-haired woman from one secret meeting point to another. They talked about the state of the Galaxy, and she sowed the first seeds of Rebellion in him. But he was stubborn, and they didn't take root for a long time.
    The courier service dried up, however, so Rufus answered the call to service at 20 years of age. He entered the Imperial Navy as a cadet, hoping to be a TIE pilot. He was far from the top of his class, but he pulled through when it counted, and joined the 285th fighter group under Cmdr. Dayne Kresko.
    The 285th was stationed at Freelanx Port in the Coolenth Sector, and saw little action. Dealing mostly with smugglers and spaceport infractors, Rufus was in a total of two combat missions where opponents shot back, and had no kills.
    Despite that, it was a great time for Rufus. He goofed off, stole combat vehicles with his squad members to go on joyrides and hit nightspots, and played practical jokes on his superior officers. Rufus and his squad mates Manny Fomo, Turrip Ellogis, Kal Narin, and Lon Brenx lived the life of the hot shot pilot. Rufus had a long relationship with Lt. Trysti Perrins of Docking Control.
    Frustrated by the "transparisteel ceiling," Trysti resigned her commission and left a broken heart in Rufus. His last word about her whereabouts is that she's working at a commercial dock in Hrglic space.
    Rufus hid his sorrow in his practical jokes, and made very serious enemies in Cmdr. Ivan Corresk and Major Ratrel Porgoficus. Corresk no longer presses his lips against any comlink, and Porgoficus now knows without any doubt that an AT-AT cannot run on bantha dung. (There are still bootleg holos circulating of an Imperial walker actually "excreting.)"
    When Rufus' tour of duty as a TIE pilot ended with very unglamorous marks, his application to officers' training was "misfiled," and he was out on his ear. Rufus found himself blacklisted in Imperial-controlled space. No local defense forces would hire him, but he did find some work flying cloud cars on Bespin. He hated it, and wasn't too sore that he lost his pilot's uniform in a game of sabacc. Arriving to work in civvies got him fired.
    Then, while nursing his last drink bought by his last credit, an elegant white-haired woman sat down beside him. He accepted her offer and despite his lackluster record in the Empire's service, the Rebellion offered to keep him flying.

    EU notes:

    I've made up just about everything in this background except for the white-haired woman, who was intended to be Winter, Princess Leia's friend from Alderaan from the old EU.

    It's meant to be a fairly mundane background. Rufus is a screw-up, a screw-off, and is meant to be a fairly comedic character.


    Creating a former senatorial aide from Corellia. A definitive face character; she's not experienced in combat and is actually kind of an airhead, but very likable and quick with words.


    @Rufus, looks good so far, but you'll have to edit your original backstory. You may still have met and worked with Targeter, but you wouldn't know explicitly that she belonged to the Rebellion, nor that the smuggling or other jobs you did for her was politically motivated.

    @rutaskadis, love airheads


    Dotting for interest.

    The last time I got to play a Star Wars RPG was a long time ago, in an edition far, far away. (Please don't disqualify me because of my bad joke).

    Scarab Sages

    A former swoop racer on the run from angry hutts over a slight scandal involving race fixing named Treyadin Johanson.

    Trey happened to be in the wrong place at the wrong time looking to smuggle himself out of the system after a run in with a bounty hunter.

    Ive no experiance with any star wars systems outside of West end games D6 but ive loads of experiance with D&D, pathfinder, shadowrun,white wolf games... hell i could go on and on.


    I'd love to play a version of this character - basically a sort of Hapan technology collector slash spy slash Force sensitive who gets a boost from some of their equipment to access powers at all. The general idea is a character who does some interesting things by channeling the Force (deflecting blaster bolts with their hands, etc.) in both offensive and defensive ways, but really isn't a master of the Force in any sense of the term. Would that be possible to make in this system?


    Scoundrel Credits: 3d4 ⇒ (2, 2, 4) = 8 x250=2,000

    Sovereign Court

    For the GM:

    My concept is Ral Denaris, a dissolute Onderon nobleman. His family has a long and storied history dating back to the ancient days of the Onderanian nobility. He has a good deal of disposable income and he relishes the obscure, the occulted, and the socially shocking.

    While he is a monarchist, he is an Onderon traditionalist, meaning that he has no love for the Empire - he doesn't want outsiders telling them what to do. He believes in a constitutional monarchy (so, democratic elected parliament + monarch) because he thinks it's the best way to keep the populace busy with their political squabbling while the monarchs go about their own business of running things.

    He was arrested and brought aboard the Deception on several charges: Firstly, the Empire trumped up corruption charges against him because he is a political dissident; second, he has a fascination with his family's Onderonian history going back to the time of Freedon Nadd, which means he studies forbidden knowledge; third, he tends to mouth off to and make enemies of Imperial officers.

    Ral has fond memories of his mother, who was a doting parent. (He was an only child.) His father tended to push Ral more toward doing studies of economics and politics so that he could be an effective administrator, but Ral's mother filled his head with strange stories, before she fell ill while Ral was a teenager. She is still alive but requires constant medical supervision.

    Ral is a lean man who tends to let his black hair grow long. He has several tattoos on his shoulders and upper arms that are supposedly old arcane sigils from his family history. (GM's choice what they actually mean.)

    Ral is inspired by the swords & sorcery archetypes of dissolute nobles who dabble in sorcery - the kinds of characters that formed the Sith cultists of Onderon in the Old Republic comics that took place during the Beast Rider epics and the like. Despite these historical roots he has some semblance of a moral compass - he has a strong distaste for violence and for waste, and he hates the Empire as noted previously - that would push him readily in the Rebel, or at least anti-Empire, camp.

    Mechanically Ral would be a Noble, but he is Force-sensitive and studies a few obscure tricks, primarily illusions, based on ancient secrets handed down in his family archives.


    @Rhea, I believe it would be for the subtle force powers but I'm not sure about the tech. Very little tech interacts with the Force and you would be missing your toys at the start and need to reclaim or rebuild them over the course of the narrative.

    @Jesse, a few questions. Being an Onderonian Force sensitive, does Ral have any affinity with beast empathy? Has he ever gone beyond the walls? Was his family allied with the CIS during the Separatist occupation? What does he think of local anarchist Saw Guerrera?


    Notably, the tech aspect is more plot than anything else - a thing the character personally does that probably doesn't interact with their statistics too much. The idea being that collecting tech from different cultures can enhance the Hapans' not-quite-galactic-standard tech if they study it, so it could be as mundane as farming gear, starship parts, and so on. If nothing else, they want to be able to receive ambassadors in environments hospitable to whatever species, so knowing how environmental systems work is important for maintaining their image. XD I don't expect the character's "day job" to be much of a problem.

    Sovereign Court

    For the GM:
    Ral has been out of the city a couple of times, for guided zoology/hunting tours. He may develop some very basic beast empathy but that is not really a focus for him (unless the game pushes him in that direction, of course).
    His family was enthusiastically neutral, like the king, and like the king have become quite anti-Imperial in light of recent events.
    He thinks that Saw Gerrera is an extremist, though he grudgingly concedes that the fellow has grit.
    It's likely that Ral was picked up by Imperials while he was off-world, probably while pleasure-cruising on a family space yacht. (Fewer problems for the Imperials with local authorities that way.)
    As he develops he will probably gain more sympathies with the Rebellion. He is unlikely to want to study as either a Jedi or a Sith - he is a hobbyist, not a religious zealot. ;)

    In terms of character advancement, while he is Force Sensitive, he will be unlikely to develop more powers than Mind Trick, Illusion, and perhaps a little bit of Sense talent - some hunches and the like. He would go heavily into the noble talent trees for wealth and influence.

    Scarab Sages

    Pathfinder Starfinder Society Subscriber

    Are there suitable tech specialist options that I could make a computers and tech based character?


    Treasurefox here. This is my character submission, Miko 'Shoestring' Kessler.

    He is starting off as a scoundrel, but I plan to give him levels in Jedi once he gets a hold of a lightsaber and learns how to use it.

    Statistics:
    Male Human Scoundrel 1
    CG Medium Humanoid (Human)
    Init +7; Senses Perception +7
    ------------------------------
    DEFENSE
    ------------------------------
    hp 18
    dt 11
    fp 5
    Fort 11, Ref 13*, Will 14; *+1 dodge target
    ------------------------------
    OFFENSE
    ------------------------------
    Speed 6 squares
    Melee knife +0 (1d4 P/S)
    Ranged sporting blaster pistol +2 (3d4 energy)
    ------------------------------
    STATISTICS
    ------------------------------
    Str 11, Dex 14, Con 10, Int 10, Wis 14, Cha 14
    Base Atk +0
    Talents fool's luck (fortune)
    Feats dodge, force sensitivity, point-blank shot, weapon proficiency (pistols), weapon proficiency (simple)
    Skills (5 points; 4 class, 0 INT, 1 human)
    ACP -0
    Gather information +7
    Initiative +7
    Perception +7
    Persuasion +7
    Stealth +7
    Languages Basic

    Special Abilities:

    ------------------------------
    SPECIAL ABILITIES
    ------------------------------

    Gear/Possessions:

    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------
    - Knife (25)
    - Sporting Blaster Pistol (300)
    ○ 2 Energy cells (20)
    ○ License (forged by gang) (15)
    - Short-Range Comlink (25)
    - Pocket Scrambler (400)
    - Basic Datapad (100)
    - Glowrod (10)
    - Concealed Holster (50)
    - Meshtape (5)
    - Breath Mask (200)
    ○ 1 Canister (25)
    - Aquata Breather (350)
    Money 475 credits

    Background:

    Miko was born on Coruscant, but by the age of 5 he was showing signs of force sensitivity. He could use telepathy, and was fully aware of people who were behind his back or hiding from him. His parents decided to immigrate to Mon Calamari to protect their son, who they thought would be ripped from them if they didn't go somewhere remote. His parents were not super well off, but enough that they could move and start up a business. They bought a series of warehouses, which they rent to companies with business on Mon Calamari.

    Miko was a C student who cared little for school. He preferred to skip class and hang out with his friends, who would go around exploring places and smoke pot. His best friend was Bant Lilpok, a Mon Cala who wasn't exactly the brightest, but the nicest and most genuine person Miko had ever met. Early on he was introduced to Karson Talton, a human seven years older, who would hang out with the youngsters and show them the "big boy world". He was very nice to Miko and pulled all sorts of favours for him, including money to buy his first speeder. Eventually, Miko thought of him like a big brother, the kind he'd always wanted. He was the only person other than Miko's parents who knew that Miko could use the Force, a secret Miko gave in friendship.

    When Miko reached the age of 17, Karson decided it was time to reveal a secret: Karson was part of a local gang called Electric Vikings, and they'd love to have Miko join them. Miko hesitated, but Karson insisted that he'd give it a try. Humour him for all the favours he's done for Miko. The gang was responsible for plenty of crimes, the biggest of which were drug trafficking and large-scale theft of trade goods. Miko didn't get alone very well with most of the gang, who saw him as little more than a runt, but Holra Welborne, a red-headed firebrand human saw a cute lil bro in him. She tried to train him up to fight, since he was a puny shoestring to her. This mainly involved Miko getting the s+&% kicked out of him by Holra, who was very proficient in martial arts. She taught him everyone's nickname as well. Her's was Three-Fingers, since her left hand was missing her pinky and ring fingers due to a failed grenade throw. Karson was Razor, who unbeknownst to Miko was actually the leader of the gang. He's called Razor for the vibroblade he uses to slit throats.

    It was time for Miko to receive his hazing, or as they put it, a 'test of loyalty'. They were going to do a big raid on some restricted weapons. Miko was hesitant, but also kind of excited to finally be a true member of the team. When they arrived at the target, Miko realized that all the goods were in a warehouse that belonged to his family. The whole gang pressured him, and finally he relented. He used the code to enter the warehouse, and the gang stole every weapon they could get their hands on. His parents were sued into the ground as a result, and many companies refused to do business with them. This hurt Miko terribly. He spent even less time at home, and eventually picked up a part-time job so he could have enough money to move out. Razor got him a job at a mechanic's shop, called Broophu's (a fat Mon Cala mechanic) as a cleaner and toilet scrubber. He hated his job for the most part, but he got along well with most customers. A woman about his age (20ish) was surprisingly fond of him. Her name was Starjess Sappoli, and though he knew very little about her other than she's a chemistry student at the local university, she was very happy to visit Miko. She would tease him often about his 'stoner talk', and flirt with him although he did not clue in.

    A year had passed, and Razor decided it was past time Miko had an actual job in the gang. After considering a few options that he thought would suit Miko best, he offered to make Miko either a drug dealer, or a pimp. Miko did not like this at all. He just wanted to hang out, talk with people, ride speeders, smoke, and have fun. That one raid was more than enough crime for him. Razor reminded him of all the favours he'd done, how nice he was for including a Shoestring in the gang, to be part of a real family. This time, Miko refused.

    Two days later, Razor calls up on Miko's comlink. He wants to talk with Miko and offers him a joint in an abandoned building that they used to smoke at. Razor picks him up and drives him there. When they arrive, he takes Miko to the garage, and opens it to reveal a bound and gagged imperial trooper. Miko is shocked. Razor told him to kill this man, and all of Miko's debts will be forgiven. He'll never have to talk to Razor or the Vikings ever again. OR, if he doesn't, then Razor will reveal Miko as the one who set up the raid in the warehouse, and that he's a force sensitive. Miko is so emotional and panicked that his telepathy starts going off for everyone nearby to hear. Finally, he decides to do it, so he can finally be done with the Vikings.
    The method of the killing is left to the GM. Either Miko can draw his pistol and shoot him, or Razor could give him a lightsaber to do it. Why would Razor have a lightsaber and want Miko to kill the trooper with it? That's up to the GM, but it could be a way to put a lightsaber within Miko's grasp during the campaign.

    Shortly after the death of the trooper, the imperials arrive to arrest Miko. Razor is already long gone, disappeared like a ghost.


    Appearance and Personality:

    Miko is tall and lanky, with little fat but also little muscle. He has short, blond hair that he never combs, but usually gels it forward in a raised peak. He has light blue eyes, and his cheeks and chin are covered in long fuzz scruff that barely counts as a beard. He wears a black leather jacket with studded shoulders, black jeans, leather boots, and a belt buckle that has two crossed vibro axes. When he's not around the gang, he prefers loose clothing like baggy hoodies and stretchy pants.

    Miko is a very relaxed person who likes chillin with his homies while smoking a joint. He tries to hide his feelings of anxiety, shame, and depression under a jovial, comical attitude. He is a master of "stoner talk", which helps give him an identity when interacting with people, who otherwise rarely remember his name. When his emotions start running wild, it is common for him to accidentally use telepathy to convey his emotions to nearby people. He finds that smoking weed really helps reduce this, as well as calm him down in general.


    Rough Character Concept:
    Janara Flan (goes by Flan), former senatorial aide to Garm Bel Iblis. She was appointed shortly before the Separatist Crisis, and dismissed shortly after the start of the Clone Wars.

    She's good, likable, and seemingly very sure of herself, but also absent-minded, prone to emotional outbursts, and kind of dumb outside of her areas of expertise (good Intelligence, low Wisdom). Perhaps she would have been a competent aide in a time of peace, but under the pressure of war she quickly began to crack; she proved to be more of a hassle than help and was eventually fired.

    She went home to Corellia feeling like a failure, but since the rise of the Empire has completely convinced herself that she was actually excellent at her job and was only sent away for her own protection. For years she considered trying to reconnect with Bel Iblis, but never followed through until she heard of his exile; shortly after, she was arrested by the Empire for her inquiries and attempted transmissions to the senator-in-exile.

    She folded under her captor's questioning, but could remember nothing of actual use, leading them to believe she is still hiding information. Despite revealing nothing more important or dangerous than Bel Iblis' favorite coffee order, she feels ashamed to have given in to the Imperial's questioning and believes she has betrayed her old friend.

    In terms of build, she'd be a Noble mostly focused on buff/debuffs.

    Also I wanna stress that she is a serious character; she lacks common sense and is overenthusiastic and does stupid things, but the guilt and shame she's feeling are real and run deeper than recent events. She's a coward, and while her old friends and associates have given everything to fight the Empire, she's chosen to sit it out for years. Lots more I wanna touch on in a longer and more complete backstory.

    Character Questions:

    Tell me a memory, something unrelated to their main backstory.

    On her way to a meeting on her first day as a senatorial aide, fresh off Corellia, while trying very hard to impress her new boss and (she hoped) new best friend, she spilled a tray of Bantha milk on Bail Organa in the hallway.

    What's a talent, unrelated to their class abilities?

    She has meticulous scheduling and organizational skills.

    A personality quirk?

    She has a tendency to overestimate her own importance and blow things out of proportion; she has a selective memory and sometimes forgets important things because she's distracted by small details. She's also a picky eater and prefers very bland food.

    Distinguishing physical feature?

    She has flecks of brown and gold in her otherwise blue eyes.

    A goal, short or long term.

    She hopes to find a way to contact with Bel Iblis, beg his forgiveness, and help and support him in any way she can offer. (I want this to change over time depending on the direction of her character development)

    Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?

    Her brief stint as an aide so many years ago would be utterly insignificant, but after hearing rumors of Bel Iblis' exile, she attempted to contact him, leading the Imperials to suspect that they have been in contact before and that she has more insight into his methods and motives than she lets on.


    Saashaa wrote:
    Are there suitable tech specialist options that I could make a computers and tech based character?

    I discussed with the GM me helping out with the rules in the interest thread, which is why you are getting an answer from me.

    For a tech specialist character there are a number of feats that allow you to do it, notably tech specialist [duh], eventually superior tech and starship designer. That is what my Battle Mechanics Droid will do.

    There are also a bunch of talents for computer/hacking based characters. They are mostly 2 paths.

    Do you have access to the rules?

    Scarab Sages

    Pathfinder Starfinder Society Subscriber

    I'll look around, but if you have a link that would be nice as well.

    Sovereign Court

    Tech Specialist feat

    Superior Tech feat

    Starship Designer feat

    Slicer Talent Tree (Scoundrel class)

    Outlaw Tech Talent Tree (Scoundrel class)


    Saashaa wrote:
    I'll look around, but if you have a link that would be nice as well.

    I was being helpful but Jesse has done a better job of it.

    I am intending to play a Mechanics/ Tech Specialist type. You could consider playing a computer/ slicer type. Then again, thier is no guarantee both, or either, of us will be chosen.

    Scarab Sages

    Pathfinder Starfinder Society Subscriber

    I would like to make a Drall technician and/or slicer. I had a drall character in a SW home game of EotE and I'd love to continue his legacy. The character is a savant, but quite eccentric. A small furry ball of way-too-smart-for-his-own-good energy.


    I am unlikely to approve a hamster, but if you impress me, it's possible. My last IRL SW game, someone made a bespectacled gorilla grenadier/spymaster that I loved.

    Jesse, Jezebel, thank you for helping out. rutaskadis, love that she spilled a tray of blue milk on Bail Organa's robes, that's v illuminating.

    @Miko, the closest direct analogue to marijuana in Star Wars is death sticks (you don't want to sell me death sticks). They're only really comparable in that you smoke them to get high, but they're cigarettes with a mild hallucinogen that make you see colors and cut days off your life, sold by Elan Sleazebaggano, among others. Other drugs in universe are typically lots harder iirc.

    But since coffee and chocolate exist, marijuana also likely does, but it'd have a dumb name too, like coffee is caf. Anyone have any ideas or know if hemp has seen actual use in past Star Wars books?

    EDIT Closest analog is Marcan herb. Fun fact, cocaine is called dontworry, and the Zeltrons make it, because of course they do.


    Thanks for the help Lobster. Marcan herb sounds great, but I'll steer clear of the Zeltronian Fun Dip XD. If you're interested in setting up a price for the herb, I'd put some on my character sheet.

    Regarding scoundrels I tried to stay away from things like mechanics, piloting, or computer use, so that other scoundrels could go those routes. I'm actually trying to apply for the Jedi position.


    Starting Wealth Noble: 3d4 ⇒ (4, 1, 3) = 8

    x400 gives me 1,200 Credits.

    Off to work on character.

    Crawley:

    Str 10 =8

    Dex 14

    Con-

    Int 16 =18

    Wis 9

    Cha 10

    Droid Systems

    Size S

    Spd Walk 4sq

    Walking locomotion

    Extra Feet Core 189

    Magnetic feet

    Heuristic processor

    8 tool apendages

    1 claw appendage

    Astrogation buffer with 5 memory units

    Diagnostics Package

    Internal Storage 2kg

    Scout Level 1

    HPs 24

    Saves

    10 + Class Bonus + Cha Bonus

    Fortitude 10 + 1 +0 =11

    Reflex 10 + 2 + 2 + 1 = 15 Size Bonus +1

    Will 10 +0 + 3 =13

    BaB + 0

    Skills

    Climb Str -1 +5 = +4

    Initiative Dex +2 + 5 =+7

    KS Technology Int +4 +5 = +9

    KS Physical Sciences Int +4 +5 = +9

    Mechanics [focus] Int +4 +5 +5 = 14 +2 to diagnose problems = +16

    Perception Wis -1 +5 =+4

    Pilot Dex +2 + 5 =+7

    Stealth Dex +2 + 5 + 5 =+12 Size bonus of +5

    Feats-

    WP Simple Scout 1
    WP Pitols Scout 1
    WP Rifles Scout 1
    Skill Focus Mechanics Bonus feat from Droid Chasis
    Tech Specialist Level 1

    Talents

    Evasion Scout Level 1

    Carrying Capacity

    [Str/2 x Str/2] kg x O.75 Small Size 1.5 Quadruped

    4x4 x0.75 x1.5 kg = 18 kg

    Credits 10


    @Joynt 8x400=3,200 =P


    Are we making characters now?


    Character is starting to take form. Gotta say I'm pretty torn on what species. On the one hand, the vision I have of him is as a Twi'lek or something like that, but making Lando Calamarissian could also work.

    Decisions decisions. Guess I'll start working on the build and background stuff in the meantime.


    Thanks treasure Fox. Thinking about too many things at once. :(

    Will do the backstory and stuff soon. Must go to sleep now.

    Boring game mechanics stuff:

    The final droid is rather like a H1-ME.

    Main differences are-
    1 Attributes are not the same, in fact they are worse on my character.
    2 Skills are different, notably I can't start with Use computer due to class.
    3 Feats are similar but PC gets one more- Tech Specialist.
    4 Can't afford the droid equipment collapsible construction. I have some fairly cheap things from the chasis and a hand because I thought a PC needs a hand.

    This is how the character was constructed. Start with-

    Droid Chasis Astromech [Droids p11]

    Size S

    Spd Walk 4sq

    Wheeled 6 sq removed at a saving of 360 cr Core p 188

    Bonus Equipment-

    Wheeled

    walking locomotion, extra feet

    Magnetic feet

    Heuristic processor

    6 tool apendages

    1 claw appendage

    Astrogation buffer with 5 memory units

    Diagnostics Package

    Internal Storage 2kg

    Savings 360 cr

    Added-

    +2 tool appendages 80 cr Core p194

    extra legs 320 cr Core

    extra cost of magnetic feet 160 cr Core

    vocabulator 50cr Core 194

    communications countermeasure system 1k

    1 Hand appendage 100 cr Core p 194

    [I felt the character should have a hand]

    total 1710

    -savings 360

    1350 cr

    Leaves me with 1850 cr.


    @TreasureFox, feel free to just have it as flavor, like he always manages to scrounge up drugs somewhere somehow. If you really want me to set a price point I will, but later on, :)

    @BloodPaw, while your submission is technically complete, I also said people could be as in depth as they desire in re sheets and backgrounds. If you'd like to wait and see if you get in, that's okay, otherwise feel free to draft out a more thorough backstory and/or character sheet.

    @Redac, Calamarissian is a much better pun than Oceano, also it almost has my name in there so I'm doubly a fan

    Sczarni

    1 person marked this as a favorite.

    Hello, everyone!

    I've been watching this game for a while now, and I've had in my head a particular concept that may be a little odd.

    OOM-93b:

    "Roger, roger.", the droid chirped in its communicator on its yellow-tinted head. Waving a hand in the air, it pointed towards the bunker. "Orders to go!", it shouted at the other, similar droids surrounding it, and the clankers started descending down the lush hill. The blaster fire from the vat-heads was coming in, but not thick enough. Telemetry data suggested much heavier resistance, OOM-93b though as it followed its troops down the hill, his E-5 blaster rifle laying down suppressing fire at the fortified position. The gate was blasted open, and the first troops were already at the final fortifications.

    "Give me visual, 93b.", a calm voice reached over its comms, as it nodded, crouching behind cover. "Roger, roger.", it replied, poking its snouted head over the blasted down tree. "They're giving ground, sir. The breach is clear... Too clear!", it shouted, before tapping back into its earpiece. "Sir, I think we should pull back!"

    "You have orders, droid!", the voice shouted. "Roger, roger.", the droid replied, and with an almost imperceptible delay, stood up and shouted, "Unit 4, full advance! Rest of you, stay in cover and suppress!", before bumping into the log, sending its headpiece to the ground. The assault units moved into the inner walls with a sprint, the usual Droid Army tactic of swarming the enemies with bodies and hoping sheer numbers do the trick. The explosion sent OOM-93b's ocular sensor into disarray for a moment, as parts of droid, ground and plaster flew over its head. Reaching to the ground to retrieve its headpiece, the droid replied. "Sorry, sir. Comms were knocked for a second. Proceeding with the assault."

    A low grumble was the only response from the earpiece, followed by an intrigued harrumph. The droid ignored the earpiece, barking more orders over the battlefield. The clones were outnumbered. The three companies sent to outmaneuvre the escaping troopers achieved their goal admirably, and the stragglers manning the minefield inside the enclosure were captured and tied. The droid reached into its commpiece, ready to announce the victory, only for the connection to be broken. "Sir? Sir!", it shouted, only to raise its head and see the B1 units falling down into the torn earth as if cut down by a Jedi.

    "Sir?", it shouted again, as the three clone troopers suddenly jerked up, barely believing their luck. A ruffled, bedraggled voice shouted over the comms. "93b! You're still active?"

    "Sir, all units are down! What is happen...", the droid beeped out in panic, the voice interrupting it. "It doesn't matter. We're retreating to your position." The voice paused. "Survive." Seeing a stunned clone trooper starting to crawl towards his weapon, OOM-93b nodded, slowly raising its carbine. "Roger, roger."

    The Six Things:

    The Lobster Master wrote:
    1) Tell me a memory, something unrelated to their main backstory.

    At one point, after the end of the Clone Wars, OOM-93b and its master were, correctly, almost recognised by the authorities as a separatist commander and a battledroid. A spectacular amount of bantha pudu from his master and itself resulted in his pretending to be an entertainer droid and performing a musical number in front of a trio of stormtroopers and surprised onlookers.

    The Lobster Master wrote:
    2) What's a talent, unrelated to their class abilities?

    OOM-93b is a command battle droid, but to the absolute surprise to everyone has a green thumb, and a passion for xenobotany. (Or botany. Everything biological is xeno to a clanker.)

    The Lobster Master wrote:
    3) A personality quirk?

    Few expect an overglorified B1 unit to have sentience, let alone a deadpan sense of humour. While rarely used, on occasion OOM-93b has left entire rooms just as dumbfounded as a B1 being asked a complicated question.

    The Lobster Master wrote:
    4) Distinguishing physical feature?

    Perhaps a part of the techno-inclined nature of its master, or simply a personality quirk developed by overexceeding the average survival rate of its model of droid by several dozen orders of magnitude, OOM-93b has taken to enjoying having its ear mech-tentacles painted in different colours, currently purple and cyan.

    The Lobster Master wrote:
    5) A goal, short or long term.

    While significantly more independent than the average droid, OOM's programming is still servile to its master. Finding him or evidence of his death would be a long-term goal, though whether it finds him as a droid servant or a friend is a different matter entirely.

    The Lobster Master wrote:
    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?

    OOM's master is (was) a highly ranking member of the CIS, into hiding for more than decade, and using considerable funds to stay alive and fund the Rebels, as members of the Former Republic who've seen the corruption turn it into the Empire.

    OOM was captured in an Imperial raid on a hiding spot, with its master barely managing to escape. The Empire no doubt wants to interrogate the droid for everything it knows. OOM prefers they rather didn't.

    Mechanics:

    I have nothing yet, since I am currently swarmed by choice. The gist of it will be a fourth-degree droid (as per Scavenger's book), noble, leaning towards the commander archetype. Eventually, OOM-93b will dip towards Independent Droid, and Officer, taking a few droid feats along the way.

    Role would most likely be split between combat and social, with slight lean towards the former. It's still a fourth-degree droid, regardless of the surprising charm.

    Appearance and personality:

    How do B1 droids look? Rusting, nowadays, mostly. OOM-93b has mostly kept its original parts, with a few replacements here and there, in order to keep from being recognised too easily. It stays away from everything tan coloured, and has different coloured ear-pieces, as well as a antenna sticking out of its head.

    Personality-wise, it's still a droid, favouring factuality and reason over emotions. Its heuristic processor, a Baktoid Systems prototype (perish the thought) hasn't been reset in ages, however, and it is more than capable of telling a lie with a straight face, and a joke with an even straighter one. Military procedure is still part of its code, and it dislikes lack of punctuality and overly familiarising people. As well as rarely resisting the chance to say "Roger, roger." whenever it would be well placed.


    Okay. I will maybe dabble a bit in creation of the character =^^÷


    Questions:

    1) Tell me a memory, something unrelated to their main backstory.
    As a child, Rhea almost bankrupted her family by picking up a box filled with Rainbow Gems of Gallinore - overseeing the mining of the gems had been part of House Varn's duties since near the inception of the Hapes Consortium, and even a small number held near-incalculable worth. Of course, as a child, Rhea didn't know this - she just thought they were pretty and wanted to play with them. Fortunately, the family managed to track down the case and get it delivered on time.

    2) What's a talent, unrelated to their class abilities?
    Rhea is particularly familiar with non-combat technology; while not as experienced with things like mines or military computers, she has extensive knowledge of various species' everyday technology and a keen eye for detail.

    3) A personality quirk?
    Rhea tends to be a bit more cheerful than people expect, even in dangerous situations. It's not entirely sure why she acts this way, but she's not the type to lose hope. She's also been known to be easily distracted by interesting technology and art.

    4) Distinguishing physical feature?
    Not so much a feature as features - the Hapes Consortium specifically breeds for attractiveness, so Rhea tends to stand out in crowds of other humans. The highlights in her vividly-colored hair are artificial (not that coloring technology is especially rare or strange in the Galaxy).

    5) A goal, short or long term.
    To support the general safety and advancement of the Hapes Consortium, especially by collecting technology for research and otherwise promoting its interests as necessary. Rhea's primary job is similar to that of a spy - she has access to the Hapan intelligence network - but in many cases her job is as straightforward as literally buying current or old tech and having it shipped to a collection station. Advanced military technology is neat, but the many worlds of the Hapes Consortium require all sorts of technologies, most of which are considered fairly mundane.

    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
    Most likely, someone managed to intercept some of Rhea's communications and mistake it for Rebel plans. At this point in time, the Hapes Consortium had yet to open its borders through the Transitory Mists and was basically an afterthought - a place that people just didn't really go to or think about all that much because people didn't publicly come out of it. (Of course, the Hapans had spies out the entire time to gather information and watch for threats... but the average person didn't know that.)

    Build and Plans:
    Rhea is built from two parts. Class-wise, she's essentially a reflavored Jedi - most notably, replacing the Lightsaber with the Force Pulse, as follows:

    Force Pulse: A character with this ability has learned to channel the Force through their body for offensive and defensive purposes. Treat the Force Pulse as a regular lightsaber (including for damage), except that it can only damage or affect things the user can physically touch and cannot be used with any abilities that require throwing or otherwise moving away from the user's body. You may apply any valid effects that use a Lightsaber to the Force Pulse (such as the Block or Deflect talents, but not the Lightsaber Throw talent).

    The plan is basically for a character whose usage of the Force is all internal because, honestly, Rhea's not that good at tapping into it (she only manages it at all thanks to a focus that boosts her abilities). So, for example, you won't see telekinesis or force lightning or mind-affecting stuff from her. Maybe replace the other weapon proficiency with Force Training, including the limit on external effects....? It's a lot closer to "unarmed martial arts combatant channeling the Force" than it is to "Jedi Knight", really, but this is the closest I can figure out for making my concept work. XD

    Fluff-wise, she's basically a technology nerd. She's not an expert at making or using technology - I can only do so much with a build - but that's where her non-mechanical interests lie.


    Here's my character submission: Dara Foss, a girl raised in isolation aboard an abandoned space station and ignorant of the galaxy.

    Background:
    Dara’s birth was a testament to the chaos of the Clone Wars. Her parents were both assigned to a space station in the Drongar system in the Outer Rim. Her mother was Dr. Andan Foss, a Republic xenobotanist researching bota and its miraculous medicinal effects. Her father was HN2020, a clone trooper serving as security aboard the station. During a battle against Separatist forces, the station was badly damaged and its personnel were forced to evacuate. Dr. Foss and HN2020 never made it, and they were counted as lost with the facility.

    In truth, they both survived aboard the station, which remained barely intact. The communications equipment was destroyed, leaving no chance to contact help, and with the tumult of the Clone Wars and the rise of the Empire, they were forgotten. It was not long before Dara was born, giving her parents another reason to survive. Her mother passed along an education in life sciences, while her father tried to “make a commando” out of her.

    While en route to Mon Cala, the Imperial Star Destroyer Deception detects the still operational station and takes the family into custody, splitting Dara from her parents and uprooting her entire world.

    Six Questions:

    1) Tell me a memory, something unrelated to their main backstory
    Dara’s earliest memory is chasing a Drongarian butterfly through the aeroponics bay. She slipped on a puddle and hit her head on a storage cabinet. She can hardly forget this memory: she still has the scar on the side of her head.

    2) What's a talent, unrelated to their class abilities?
    She can walk on her hands. Life aboard the station came with long, empty hours to fill, so Dara made up lots of games and physical activities. Handstands, and eventually walking on her hands, was one of the first she started with and became a longstanding favorite of hers.

    3) A personality quirk?
    As a result of her isolation, she is quite socially inept. For example, she does not understand sarcasm, and some figures of speech confuse her. Furthermore, having never been exposed to non-humans, she tends to gawk at them.

    4) Distinguishing physical feature?
    Dara has a cleft lip. While this would have been effortlessly corrected at birth on almost any settled planet, her parents lacked the medical supplies and expertise to do so on the station. However, the cleft does not extend to her palate or nasal cavity, thus sparing her from health complications.

    5) A goal, short or long term?
    Dara’s immediate goal is to be reunited with her parents, whom she was separated from when they were taken into Imperial custody. Having been utterly isolated for her entire life, she knows nothing about the Republic’s fall, the Galactic Empire, or any of the chaos that has swept her up. Her parents stand as the only point of stability she can count on, so she is desperate to find them.

    Although she is currently too frightened to think too deeply about it, now that the galaxy has been opened to her, she is very curious about life outside the station. A billion formless questions have begun to flare in her mind like new stars, and in the long term she would like to explore this seemingly infinite expanse of worlds and people.

    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion?
    Her parents, by virtue of being holdovers from the Republic, were automatically dangerous characters as far as the Imperial officers were concerned. Additionally, her mother’s research into bota - as well as her non-mutated samples of the plant - were of particular interest to the Empire. As for Dara, as an urchin of no worth, she is kept in indefinite lockup.

    Mechanics:
    Dara Foss
    Human Scout 1

    Age: 17

    Str 12
    Dex 12
    Con 13
    Int 14
    Wis 14
    Cha 8

    Size: Medium
    Speed: 6 Squares
    Languages: Basic, Mando'a, Durese

    HP: 25
    Force Points: 5

    Reflex Defense: 10+1+1+2 = 14
    Fortitude Defense: 10+1+1+1 = 13
    Will Defense: 10+1+2 = 13

    BAB: +0
    MAB: +1
    RAB: +1

    Trained Skills:
    Endurance
    Mechanics
    Jump
    Climb
    Perception
    Knowledge (Life Sciences)
    Knowledge (Tactics)
    Initiative

    Feats:
    Shake it Off
    Weapon Proficiency (Pistols)
    Weapon Proficiency (Rifles)
    Weapon Proficiency (Simple Weapons)
    Scavenger
    Weapon Focus: Blaster Rifle

    Talents:
    Fringe Savant

    Starting Credits:
    3d4 ⇒ (3, 3, 3) = 9 x 250 = 2250 credits


    @vayelan, what was HN2020's nickname (eg, Rex, Wolffe, Fives, Droidbait, etc)?


    The Lobster Master wrote:
    @vayelan, what was HN2020's nickname (eg, Rex, Wolffe, Fives, Droidbait, etc)?

    His squadmates called him Hindsight, his "wife" calls him Henri.


    Lobster:

    I'm certain I can rejigger the background to make the Targeter connection more clandestine.

    Let's say she needed a pilot for the courier ship that was going to relay some important documents/data/person/McGuffin to Mon Cal or Garm Bel Iblis or some other relevant locale.

    I also realized my background info dump didn't include the answers to your six questions.

    1) Tell me a memory, something unrelated to their main backstory.
    Umm, you already know so many sordid details of my past, do you really need to know one more? Oh, okay. Let's see... there was this one time I rewired Commander Corresk's personal holo camera so that his image was a Twi'lek dancing girl from the neck down. The other officers enjoyed that so much that it took him a quarter-cycle before he figured out that it was happening since no one would tell him.

    2) What's a talent, unrelated to their class abilities? ]
    Do practical jokes count?

    3) A personality quirk?
    Rufus can find the humor in just about anything. And really enjoys taking stuffy command staff down a peg or three.

    4) Distinguishing physical feature?
    An almost constant expression that says he's up to no good.

    5) A goal, short or long term.
    He wants to fly one of those high-performance Alliance snubfighters. That's about the only time he gets serious, when it comes to talking about specs of starfighters.

    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
    Maybe for whatever was in that courier package he delivered? He was just happy to be in the pilot's seat again, so Rufus didn't really ask or care about what it was. So that when he was trying to leave after delivering the goods, he was picked up as an Alliance collaborator? How's that?

    Scarab Sages

    Pathfinder Starfinder Society Subscriber

    Theha Keot was born on Drall, in the Corellia system. His parents were normal drall parents and mostly supportive of Theha's interests. I say mostly because Theha had an above average knack for computer systems. Meaning, computer security was child's play to Theha. He would hack into just about every computer he came across. With the drall society having a focus on being polite and dignified, this became the sand in the gears that would eventually lead to Theha getting 'kicked' (asked politely) off of Drall by the Duchess herself. Well, Theha didn't get asked, his parents did. And, being polite and dignified, they organized a way for Theha to go to a university on Corellia.

    Things didn't go too well for Theha after that. As is likely unsurprising to you, other people Theha ran into were...less polite in their reactions to Theha hacking their things. A long story short, Theha's skills were redirected by some creative Rebels for their cause. Theha succeeded in some solid information gathering before his team was apprehended by the Empire. Now he sits in a prison being accused of being a rebel and he's not 100% sure why.

    Personality-wise Theha is smart, eccetric, and a decent amount oblivious to a great many things. His greatest obliviousness is that he is unaware that he is as smart as he is. He assumes that everyone else can do what he can. He also, obviously, doesn't have a firm grasp on societal 'right and wrong'.

    1) Tell me a memory, something unrelated to their main backstory.
    Theha once hacked into a captain's, of a ship he was a passenger of, datapad and found an alternate manifest as well as some correspondence between him and a Hutt. He went to ask the captain about it (innocently) and ended up walking off of the ship, once it arrived at a refueling station, with a large number of credits. The captain just handed him a credstick. Weird.

    2) What's a talent, unrelated to their class abilities?
    Theha loves puzzles!

    3) A personality quirk?
    As I have described previously, Theha is pretty oblivious of social norms.

    4) Distinguishing physical feature?
    Theha has completely brown fur save for his right ear in which the fur is completely white.

    5) A goal, short or long term.
    Theha wants a computer workshop of his own.

    6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion (e.g., political connections, smuggling, being a mercenary or anarchist)?
    Some rebels found Theha and convinced him to join them and hack the system of an Imperial outpost. They were caught.

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