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The Others, Other, Other Red Meat (Force and Destiny)

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I really want to take a different Obligation, especially since I proposed Nar Shaddaa/Nal Hutta as our starting planet/satellite.

 

But if I have to, I will consider taking the Business Obligation over the tech.  Unless I could take all three (I was originally going to take two Obligations to begin with).

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I can take the Business Obligation.

 

What is the business you want to go for?

 

Beauty. Do you have a copy of Far Horizons, or would you like a rundown on the rules for Businesses?

 

Since it looks like this campaign will be starting soon, I will finish my character late tonight/early tomorrow.  I am currently working on gear and some other final touches.

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Beauty. Do you have a copy of Far Horizons, or would you like a rundown on the rules for Businesses?

 

I need a rundown, please. Any choices that have to be made, I'm fine if you want to pick what seems best for a story.

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Basic idea is this: you get a business with two floors (main area/living area) and a back room for storage. It contains the basic equipment needed to operate the business, and includes one NPC employee or droid per PC with Obligation.

 

Party Career Skill: The party must select one business focus. The focus determines the career skill granted to the entire party:

Entertainment (Charm), Retail (Negotiation), Service (choose either Mechanics, Computers, or a single applicable Knowledge skill for the entire party). Each character with Obligation in the party counts this skill as a career skill. You can take on extra Obligation to add upgrades to the Business: 

  • Increased Core Focus (+2 Obligation) - mo' money 
  • Improve Security (+2 Obligation) - droids, armored doors, cameras, improved locks
  • Special Orders (+1 Obligation) - get rare items, which pertain to your business, easier
  • Wholesale Prices (+1 Obligation) - get bulk pricing for large orders of items
  • Specialized License (+2 Obligation) - you can get a license to do or procure some specific things that would otherwise be illegal
 

If you choose to integrate a Rebel Base into this with Sarone's PC's Duty (for example, the Gladiatorial Arms idea from earlier in this thread, love it), here's what it'd look like. You'd choose a single skill to make into a career skill for the group (Knowledge: Warfare or Mechanics seem to be particularly fitting), and you'd choose whether your Rebel Base is more of a Safe House, Training Camp, or Meeting Center (or something different). Then you'd get an additional NPC to oversee the Rebel Base aspect of things, and you would choose one base upgrade:

  • Increased Core Focus (lower rarity of acquiring something cool once per month)
  • Enhanced Security (most of these options overlap (so wouldn't stack) with those offered by the Business, but others might offer some interesting cominations, like autoblasters or sheilds!)
  • NPC Ally (doctor, mechanic, pilot)
  • Medical Facility (cots, medical supplies, and 2 bacta tanks)
  • Hangar and Repair Bay (enough space for 30 total silhouettes' worth of vehicles, no bigger than Silhouette 5 each)
  • Armory (enough weapons, armor, and basic equipment to properly outfit a full squad, plus tools to keep them in good repair) 
  • Training Facility (enough room for a full platoon of soldiers, facilities to train them, plus one specific Combat skill (or Knowledge: Warfare, should you so desire) is added to the career skill list of any player with a Duty score) 
  • Laboratory (for working on experimental technologies!) 
  • Command and Control Center (central location; allows you to broadcast to the whole base, monitor activities of agents in the field, and properly surveil the base & surroundings)
  • Research Library (allows you to make knowledge checks to acquire much information, very easily)

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Basic idea is this: you get a business with two floors (main area/living area) and a back room for storage. It contains the basic equipment needed to operate the business, and includes one NPC employee or droid per PC with Obligation.
 
Party Career Skill: The party must select one business focus. The focus determines the career skill granted to the entire party:
Entertainment (Charm), Retail (Negotiation), Service (choose either Mechanics, Computers, or a single applicable Knowledge skill for the entire party). Each character with Obligation in the party counts this skill as a career skill. You can take on extra Obligation to add upgrades to the Business: 
  • Increased Core Focus (+2 Obligation) - mo' money 
  • Improve Security (+2 Obligation) - droids, armored doors, cameras, improved locks
  • Special Orders (+1 Obligation) - get rare items, which pertain to your business, easier
  • Wholesale Prices (+1 Obligation) - get bulk pricing for large orders of items
  • Specialized License (+2 Obligation) - you can get a license to do or procure some specific things that would otherwise be illegal
 
If you choose to integrate a Rebel Base into this with Sarone's PC's Duty (for example, the Gladiatorial Arms idea from earlier in this thread, love it), here's what it'd look like. You'd choose a single skill to make into a career skill for the group (Knowledge: Warfare or Mechanics seem to be particularly fitting), and you'd choose whether your Rebel Base is more of a Safe House, Training Camp, or Meeting Center (or something different). Then you'd get an additional NPC to oversee the Rebel Base aspect of things, and you would choose one base upgrade:
  • Increased Core Focus (lower rarity of acquiring something cool once per month)
  • Enhanced Security (most of these options overlap (so wouldn't stack) with those offered by the Business, but others might offer some interesting cominations, like autoblasters or sheilds!)
  • NPC Ally (doctor, mechanic, pilot)
  • Medical Facility (cots, medical supplies, and 2 bacta tanks)
  • Hangar and Repair Bay (enough space for 30 total silhouettes' worth of vehicles, no bigger than Silhouette 5 each)
  • Armory (enough weapons, armor, and basic equipment to properly outfit a full squad, plus tools to keep them in good repair) 
  • Training Facility (enough room for a full platoon of soldiers, facilities to train them, plus one specific Combat skill (or Knowledge: Warfare, should you so desire) is added to the career skill list of any player with a Duty score) 
  • Laboratory (for working on experimental technologies!) 
  • Command and Control Center (central location; allows you to broadcast to the whole base, monitor activities of agents in the field, and properly surveil the base & surroundings)
  • Research Library (allows you to make knowledge checks to acquire much information, very easily)

 

 

The improve security isn't armored doors, but an armored building.  The building(s) gain an armor value of two, which means weapons that can't do more than 2 planetary scale damage get shrugged off by the building.

 

Observation:

 

As for combining the business and base, this can be workable as a sort of resource allocation.  The Alliance, or one of the support groups, built the building, but for various reasons had to abandon it.  Officially, the building is condemned and was used by squatters, vermin, and other beings/groups.  Until recently, that was the story.

 

Recent turn of events have made it clear to the Alliance they need a low-level presence in Hutt Space.  With the help of a few Hutts, the building is being leased out for a business venture.  Meanwhile, the Alliance wants to see about gaining material and tech support as well as recruiting various beings on the Smuggler's Moon.  In turn, the Hutts stand to make a nice profit from the Alliance, as well as being to use the Alliance to their own ends.

 

How does that sound for a backstory?

 

Hey all, since we're down to 3 players, I sent invites out to Rakaydos, Jedi Ronin, and Lotr_nerd. 

 

That's cool, as long as it is no more Hutts.  Two is more than enough.

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Here's the initial mechanics of my character:

 

Sal

Species: Mon Calamari

 

Career: Technician    Specialization/s: Mechanic

 

Obligation:  Obsession /Debt

Duty:  Tech Procurement 0/Resource Acquisition 0

Motivation:  Overthrow the Empire/Place of Origin

 

Brawn: 2    Agility: 3     Intellect: 4     Cunning: 2     Willpower: 2     Presence: 2

 

Wound Threshold: 12

Strain Threshold: 12

Soak: 2

 

Skills with Rankings:

Astrogation (1)

Computers (2)

Coordination (1)

Knowledge (Education) (1)

Knowledge (Outer Rim) (1)

Mechanics (2)

Perception (1)

Pilot (Planetary) (1)

Pilot (Space) (1)

Skulduggery (1)

 

 

Talents:

Gearhead (5 XP)

Fine Tuning (5 XP)

Solid Repairs (5 XP)

Gearhead (10 XP)

Bad motivator (15 XP)

 

 

Equipment

 

Attack/s

 

Soak

 

 

XP Spent:

Went for a Duty reduction of 20 for an extra 10 XP and 2500 Credits

 

(110 Starting XP) 40 to increase Intellect to 4; 30 to increase Agility to 3; 20 to increase Cunning to 2; 5 to increase Coordination to 1; 5 to increase Knowledge (Outer Rim) to 1; 5 to increase Pilot (Planetary) to 1; 5 to buy Gearhead (5 XP)

 

(50 Extra XP)  10 to increase Computers to 2; 5 to increase Skulduggery to 1; 5 to buy Fine Tuning (5 XP); 5 to buy Solid Repairs (5 XP); 10 to buy Gearhead (10 XP); 15 to buy Bad Motivator (55 XP)

 

Credits Spent:

 

500 (Initial)+2500 (Duty Reduction)+3000 (Campaign)= 6000 Credits
300 Pistol, Light, Baster
75 Grenade, Stun
75 Grenade, Stun
25 Knife, Combat
475 Subtotal

500 Adverse Environment Gear
1000 Armored Clothing
1500 Subtotal (Armor) 1975 (Running)

25 Comlink, Personal
150 Scanner Goggles
250 Electrobinoculars
100 Hand Scanner
525 Subtotal (Equipment) 2500 (Running)

500 Slicer Gear  3000 (Running)

5 Ration Pack
5 Ration Pack
5 Ration Pack
25 Breath Mask w/ Respirator
200 Thermal Cloak
240 Subtotal (Survival) 3240 (Running)

75 Datapad
150 Fusion Lantern
10 Glow Rod
10 Glow Rod
350 Tool Kit
25 Emergency Repair Patch
25 Emergency Repair Patch
25 Emergency Repair Patch
25 Utility Belt
695 Subtotal (Repair) 3935 (Running)

100 Load-Bearing Gear
100 Emergency Medpac
50 Surveyor's Bag
75 Backpack, Modular
15 Backpack, Modular, Extra Pouch
15 Backpack, Modular, Extra Pouch
15 Backpack, Modular, Extra Pouch
370 Subtotal (Non Core) 4305 (Running)

 

1000 Electronic Lock Breaker 5305 (Running) (GM Approved)

 

695 Left

 

General Description:

 

History:

 

Personality:

 

Still working on the fluff pieces, but here is the mechanical points.

Edited by Sarone

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Just looking, and it looks like you've still got too much gear for you encumbrance threshold. So if you wanna load up your surveyor's bag and everything else you can, but you'll need to leave some stuff at home unless you want to lose your free maneuver. And make otherwise unnecessary Athletics checks when in narrative :-p

 

Also, Adverse Environment Gear and Armored Clothing won't be able to be worn together. And neither will thermal cloaks stack with the adverse environment gear. Just so you know. 

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Sorry guys, you heard Sarone. Gonna have to scrap your idea of a trio of Hutt Entertainers, Charmers & Hotshots...

Awww... What about a Gungan Makashi Duelist?

 

JkJk

 

I  am thinking a human Nimian Disciple frozen since the clone wars, though. And one of the other players was thinking my apprentice who, after 20 years of searching, has found and revived me...

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Just looking, and it looks like you've still got too much gear for you encumbrance threshold. So if you wanna load up your surveyor's bag and everything else you can, but you'll need to leave some stuff at home unless you want to lose your free maneuver. And make otherwise unnecessary Athletics checks when in narrative :-p

 

Also, Adverse Environment Gear and Armored Clothing won't be able to be worn together. And neither will thermal cloaks stack with the adverse environment gear. Just so you know. 

 

That's the idea.  Some stuff I'll leave at home, some on a vehicle (if and when we get one), and the rest will be carried on me.  I figure some of the gear is just there in case of emergency and such.

 

Especially since a Mon Cal has different survival needs and I might not find a Mon Cal outfitter on the planet we all choose.

 

 

 

Sorry guys, you heard Sarone. Gonna have to scrap your idea of a trio of Hutt Entertainers, Charmers & Hotshots...

Awww... What about a Gungan Makashi Duelist?

 

JkJk

 

I  am thinking a human Nimian Disciple frozen since the clone wars, though. And one of the other players was thinking my apprentice who, after 20 years of searching, has found and revived me...

 

 

Would the experience and credit cap work for you?

 

And by frozen, are you going for carbonite or something else?

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Just looking, and it looks like you've still got too much gear for you encumbrance threshold. So if you wanna load up your surveyor's bag and everything else you can, but you'll need to leave some stuff at home unless you want to lose your free maneuver. And make otherwise unnecessary Athletics checks when in narrative :-p

 

Also, Adverse Environment Gear and Armored Clothing won't be able to be worn together. And neither will thermal cloaks stack with the adverse environment gear. Just so you know. 

 

That's the idea.  Some stuff I'll leave at home, some on a vehicle (if and when we get one), and the rest will be carried on me.  I figure some of the gear is just there in case of emergency and such.

 

Especially since a Mon Cal has different survival needs and I might not find a Mon Cal outfitter on the planet we all choose.

 

 

 

Sorry guys, you heard Sarone. Gonna have to scrap your idea of a trio of Hutt Entertainers, Charmers & Hotshots...

Awww... What about a Gungan Makashi Duelist?

 

JkJk

 

I  am thinking a human Nimian Disciple frozen since the clone wars, though. And one of the other players was thinking my apprentice who, after 20 years of searching, has found and revived me...

 

 

Would the experience and credit cap work for you?

 

And by frozen, are you going for carbonite or something else?

 

I was thinking Carbonite. Vader seemed to think it would work to contain a jedi in Empire...

 

I figure that if whoevver froze me wasnt dumb enough to do so with weapon in hand, I dont have to pay for a lightsaber (and I'll instead use GM screen Build My Own rules on a Training Emitter, until I can find a replacement crystal)

 

Without that expence, I'm talking with the GM about trading some of the credits for a Mentor bonus- I had a master when i learned my powers, so they should be a bit cheaper. Being a bit rusty after 20 years can justify lack of depth in the trees.

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Here's the idea I'm proposing:

 

Rakaydos' character was a neophyte Jedi Padawan (not a Knight, not really enough XP to warrant that, unless you wanna try and go with the hibernation sickness-induced amnesia route) who had a younger sibling who was also in training. The Jedi Padawan was somehow encased in carbonite well before Order 66.

 

After Order 66, the younger sibling (Jedi Ronin's character) found out that the older sibling was alive, and finally tracked him down to a shop on Nar Shaddaa, The Gladiatorial Arms, where he was on display as a curio. The younger sibling, now 20+ years old, recognized the older sibling immediately. 

 

...what do you think?

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Here's the idea I'm proposing:

 

Rakaydos' character was a neophyte Jedi Padawan (not a Knight, not really enough XP to warrant that, unless you wanna try and go with the hibernation sickness-induced amnesia route) who had a younger sibling who was also in training. The Jedi Padawan was somehow encased in carbonite well before Order 66.

 

After Order 66, the younger sibling (Jedi Ronin's character) found out that the older sibling was alive, and finally tracked him down to a shop on Nar Shaddaa, The Gladiatorial Arms, where he was on display as a curio. The younger sibling, now 20+ years old, recognized the older sibling immediately. 

 

...what do you think?

 

 

Interesting.  Biggest question I have is how did Jedi Ronin's character survived Order 66?  Next would be how did Rakaydos' character survive Order 66 without someone having knowledge or interaction before the carbon freezing?

 

My biggest guess (though correct me if I am wrong) is that Jedi Ronin's character might have failed part of the Jedi training, forcing him to be released from the Jedi Order.  In turn, he was able to go underground since he either wanted to find his older brother or wanted to have revenge.

 

At least, that's my guess.  What do you all think?

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I'm still working that out. But a failed Jedi is an interesting idea.

Another one is that he was sent on some mission that was either so insignificant that it didn't warrant any Clone Trooper support or an under cover investigation mission which would precluded Clone Troopers...in other words when Order 66 came down he wasn't any where near clone troopers and disappeared (having been far enough away from Coruscant that he got Obi-wan's altered message).

Right now I'm thinking of playing a Sentinel, trying to decide between Shien Expert and Shadow.

Having begun his training as a Jedi Sentinel would also help explain the types of missions I describe above.

I'm thinking about moving into Seer as a secondary Spec.

Edited by Jedi Ronin

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I'm still working that out. But a failed Jedi is an interesting idea.

Another one is that he was sent on some mission that was either so insignificant that it didn't warrant any Clone Trooper support or an under cover investigation mission which would precluded Clone Troopers...in other words when Order 66 came down he wasn't any where near clone troopers and disappeared (having been far enough away from Coruscant that he got Obi-wan's altered message).

Right now I'm thinking of playing a Sentinel, trying to decide between Shien Expert and Shadow.

Having begun his training as a Jedi Sentinel would also help explain the types of missions I describe above.

I'm thinking about moving into Seer as a secondary Spec.

 

True, the Jedi Order was fond of sending Knights and Apprentices on undercover missions.  Could also be tied into other story elements, if you want.

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