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Cheeech

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Posts posted by Cheeech


  1. Back on topic, I'm excited for FLT. I'm eager to see how well it delivers on the promise to "have something for everyone", especially because I sometimes have a hard time finding things for people who aren't Face or Combat oriented to do...

     

    Our techy is frequently the most important member of our group. But I do find that some other roles (like the sneaky stuff or the wilderness stuff) only really come into play pretty infrequently.


  2. Making our way to the spaceport still seems like the most sensible way forward to me. And if we found an abandoned speeder on the way, so much the better.

     

    Unless you're specifically asking how to get us more involved with this family. In which case I guess, once they get rid of their things, there could be enough space for us to go with them on the speeder


  3. Kallukorus sighs impatiently as he watches Massan helping the family. Privately, he agrees with Drask, and would happily have taken the speeder by force or by threat. But he knows they'll need Massan's expertise soon enough, and so, for now, is willing to keep him onside.

     

    "Yes, very good. As my Klatoonian friend says you'd best get going as quick as you can, if you want to make good your escape. And we'd best get going as quick as we can, too, if we want to find an unoccupied speeder, and get back with the medicine in time to save the captain's daughter". Although he cares little for the captain's daughter, Kallu judges it the best way to motivate a bleeding heart such as Massan, and hurry them on their way 
    "We wish you well on your journey, but must now take our leave to continue ours."


  4. Kallukorus listens to his travelling companions bickering, and knows Massan is right about one thing - if they don't escape quickly, it will be too late. Though each approach has its merits, he knows they can't afford to waste time arguing about it, so he attempts to take charge.

     

    "Fighting the Krath right now would draw heat we don't need, and we don't have the pilots to man a bunch of bikes anyway.  We'll head towards the spaceport, and take the first vehicle big enough to take us and the supplies. Now move! We can't afford to waste any more time."

     

    Kallu stares at the Nikto as he shepards the group towards the spaceport, hoping he can be pressured into backing down and going along with them. He looks the most dangerous member of their group, and he knows they'll need him along if they do run into trouble


  5. Kallukorus curses the Krath under his breath. They've already run him off one world, and he seethes at the indignity of being run off another. He volunteered for this task to win favour with the captain, and in the hopes of accelerating his passage offworld. But aerial bombardment is a new experience for him, and he hates how powerless it makes him feel, flinching involuntarily when a strafing run takes a chaos ship nearby. He prefers to meet his enemies face-to-face, where he can stare them down and make his intimidating presence work for him. But how do you intimidate a spaceship? The sooner they can get what they need and get out of here, the better.


  6. Also is there a good staff weapon? Or a whip? Also for ranged I'm kinda thinking I want a good slugthrower. So any good picks on that would be appreciated too :D

     

    The gaffi stick seems like a good staff to start with. It's what the Tusken raiders use in the films. 100 credits, brawn+2 damage, crit 3, defensive 1, disorient 3.  And for ranged, are you thinking of a slugthrower rifle or pistol?


  7.  

    I was leaning towards the enforcer already, but what's your beef with Hutts?

    Two main reasons for my comment. First, having a PC that is a Hutt changes the dynamic in the group and how NPCs react to the group. Let's just say Hutts have a massive reputation and even if a single Hutt is different from the steriotype he will always be tarred with the same brush as the rest of them by the majority of NPCs we run into. Don't think a starving citizen is going to come to a group including a Hutt to look for help.

     

    The second reason is I really like Massan, and I would never be able to play that character in a group including a Hutt. Like a large portion of the Klatooanian population he is a former slave of a Hutt. Add to that the fact that his main emotional weakness is fear and it is obvious to me that he would never choose to be around a Hutt if he could possibly avoid it

     

    Ok. That's all fair enough. I actually think the larger than life image of the Hutts is pretty well suited to a spec like politico, but I wouldn't want to play anything that would get in the way of anyone else's concept. I've gone with the enforcer anyway, but if I'd gone with the politico I'm sure I could have found another species to run with.

     

    Sounds fine, although the whip is a bit pricey, at 1550. Affordable, but that means forgoing bonus XP. Your choice, though. Which Nikto subspecies, by the way? You'll have to work out the background with the others.

     

    Speaking of gear, could everybody think of a relatively reasonable player reward you'd want?

     

    I'm not sure what constitutes reasonable here.The main things I'd by looking to acquire for my enforcer as the game went on would be

     

    A monomolecular edge and a shadowsheath for my stealth vibroknife

    A vibroaxe, and then a monomolecular edge and a balanced hilt for it

    Some decent armour, and then presumably some attachments for that.

     

    So I'd be happy to get any of those things as a reward


  8.  

    Quick note - my enforcer or politico will be pretty into coercion, so there'd likely be quite a bit of overlap with an aggressor or warden (coercion and streetwise for the Zabrak enforcer, which I'm leaning towards, or coercion and other social skills for the Hutt politico)

    Oh, please, pretty please, no Hutts? 

     

     

    I was leaning towards the enforcer already, but what's your beef with Hutts?

     

    I don't mind some overlap. The Infiltrator version would likely be Nautolan. But the Warden or Aggressor would likely be a Nikto. I may go over Marauder again too.

     

    But speaking of overlap what are people picturing as their role in the party?

     

    The enforcer would be focused on coercion and streetwise, with talk the talk and loom giving them extra uses. Secondary skills in survival and melee. He'd be a local criminal throwing in with the Republic because it suited him. 

     

    The politico would be all the social skills, with a particular focus on coercion and leadership, as it has in combat uses for them. I do not, as of yet, have a background for him


  9. I'm thinking over concepts at the moment. I'm thinking either Jedi something or ..... I'm having a bit of trouble coming up with the or part. 

     

    I've gone over a list of concepts I have and one that stands out is a martial artist. But there are two to three different builds for that lol. One using the Infiltrator, one using the Warden and the final using the Aggressive. I'm giving it some thought though

     

    Quick note - my enforcer or politico will be pretty into coercion, so there'd likely be quite a bit of overlap with an aggressor or warden (coercion and streetwise for the Zabrak enforcer, which I'm leaning towards, or coercion and other social skills for the Hutt politico)


  10. I love this idea, but as mem0ri says, it needs a lot more work to really function smoothly, especially a detailed, standardised set of adventure modules. If it does get to that stage, I would definitely talk to some people about getting a group set up in Glasgow. I know at least half a dozen people with experience GMing it here, so I think it could get off the ground


  11. I also play in this game. I actually think the standard force and destiny initiative rules are well suited to pbp. As any player can take any PC slot, whoever's available at the start of the combat can take the early slots, and people who come on later can take the later ones.

     

    As an aside, I sometimes find this initiative system annoying in a face to face game, as it can slow things down as the players discuss who should take which slot. But the flexibility of it I think speeds up pbp


  12. If you know you definitely want to be force sensitive, I'd go for shadow. It does most of the same things as going thief, exile, but is a lot more efficient xp-wise. As Richard said, you can even go into thief later, if you really want to specialise, or branch out into something else entirely, if your character develops in a different direction

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