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Everything posted by mczon
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May I pick your brains? (About pilots)
mczon replied to mczon's topic in Star Wars: Age of Rebellion RPG
Nope, the pilot responsibilities have been thrown towards my teammates. A Toydarian you say, pesky little flying buggers... could work. I have fallen a bit under the "what species looks cool" disease but I will hopefully get over it -
May I pick your brains? (About pilots)
mczon replied to mczon's topic in Star Wars: Age of Rebellion RPG
Ahh those looks nice....but... my character plans died Since we where in short supply of someone with rhetoric we divided piloting skills to the group and now I am going on a full rhetoric character instead, maybe a Falleen or something. But if I make a pilot in the future, I know where to look, now I need to go back to the drawing board and make a character that really knows how to talk the talk and help my friends from dying in the underworld because they said/did something stupid . Its funny how 24 hours and a character creation meeting can change your plans so drastically when it comes to your character. -
May I pick your brains? (About pilots)
mczon replied to mczon's topic in Star Wars: Age of Rebellion RPG
Hehe well, no plans survive the first contact... with character creation We didn't have anyone who could talk in the group so going from pilot/hobby doctor to pilot/smooth talker I did Well, I don't mind, can be fun to play as well, I still get to be a pilot but I will probably go Smuggler instead of Ace so I can pick up some more smooth talking skills. But question whats a good species? I was thinking of maybe Nagai or Twi'lek but I am not so familiar with the species and since I have already asked a lot of questions I thought that since my premise changed a bit I could ask some more questions here So, instead of a speed junkie (s)he (probably he but who knows) will be a skilled pilot that knows how to talk himself out of problems rather then fighting himself out. Knowing how to approach people and say just the right things to be able to get his friends on the star ship and get away before the confused drug lord realized what it was (s)he had rely said and get furious but just a tiny bit to late. So... can I pick your brain about a character like this? I was thinking of maybe 3-4 agi since I would still be the pilot, and 3 cunning/presence and leave brawl at 1. Does that sound good? And species I am lost with so if anyone have hints here I am more then happy to take them Thanks for the help so far but because of a banana peel in the end I stumbled in another direction and in this new path I once again seek your guidance. Write you later / Mczon -
May I pick your brains? (About pilots)
mczon replied to mczon's topic in Star Wars: Age of Rebellion RPG
Yea, I hope it will be lots of fun! And again, thanks for all the pointers. Will probably go towards a one-trick-pony towards pilot and just add a bit in medicine as cross-class and probably get a pilot/hotshot combo... and roll a dice about which one first. But hmm.. maybe add gunner in there, we have a mechanic that will hopefully keep the ship flying so I think I can skip rigger for more piloting. So off to work and tonight my pilot will be made! Thanks again! -
May I pick your brains? (About pilots)
mczon replied to mczon's topic in Star Wars: Age of Rebellion RPG
Woaw, thanks for all the suggestions and pointers... even though you gave me more to think about Well, from not knowing where to focus at least I am looking at one direction now. But true, the group and rp dynamics is important when creating a character and I missed that. I looked some up and it seems like we will be playing in the age of rebellion era and have like a Firefly scenario (for now). We are a crew of outlaws flying in the outer rims and just trying to get by after the wars, avoiding the imperials and we soaring space in a YT-2400. If no one has Astrogation we can have a droid in the ship but I feel it more fun if a player has it. I think the plan later might be that we join the rebellion but we are smugglers in the beginning of the adventure and we will see what our DM has in store for us. The setup of the group (so far, we are creating characters this coming week) is: A Hired gun: enforcer, the heavy hitter and also have some social skills A LOM-droid with a free will who is going to be some kind of mechanic, and a bit of "crazy scientist" who makes things go boom (hopefully not the ship) A Bounty hunter: Assasin, or some other stealth like character who was talking about maybe going long range sniper like character. So will be good with ranged weaponry. So as I can see it we have two who can fight well, the hired gun was thinking of having big melee weapons and the assassin has a few different rifles. The mechanic will probably use some kind of explosives so I have the feeling in combat we will manage. Social skills I also think we will manage on, she who plays the hired gun wanted to have good presence so I think that helps and the assassin needs to be good to get jobs I guess. So I think I am free to focus on my piloting skills, yay -
Hello folks! I am about to adventure into the realm of Star Wars rpg and stumbled upon this site as I was looking for inspiration and thought I could ask you for help. We are a new group and we was asked by the DM to have at least one pilot and I volunteered, but I am lost as to where to go from here I usually start with my characters personality, and I think I will go for a stereotypical speed junkie that can almost drive anything he gets his hands on and love speeds over all else. He isn't all to careful when driving, if the thing he drives breaks down he might just "borrow" from someone close to the wreckage. I will probably try to play him cocky bit since I am rather timid in real life I think it will be hard And he will have some medicin as cross-class I think its called from mending himself from crashes that happened because of others around him (in other words we have no medic and the DM said it would be good if someone had a bit in medicine ). So, I was thinking about Ace: Hotshot or Ace:Pilot/Driver seemed nice (not really able to tell a big difference between these two), I am allowed to take from any book. I am not really going for min-max, just interested in playing a very good pilot that might not be good at much else, just not to bad to be a burden on my teammates. Played a trader once who knew nothing of fighting but had the special ability to flee and make it hard for people to follow him... which I used in combat and caused some problems (and lots of laughs) to my teammates. So more interested in tips to make a fun to play pilot then a good pilot that also will survive a campaign. So any tips and ideas are more then welcome to how to think when creating a pilot/daredavil/speed junkie when it comes to talents, abilities and even species. Our DM have no real restrictions when it comes to books or so when thinking about career/species so therefor I seek advice from those who know more. Have a nice evening all! Write you later / mczon
