awayputurwpn 7,720 Posted September 3, 2015 Alright, so how're we doing? Anyone wanna take on the Obligation for a Business on Nar Shaddaa? 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 3, 2015 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). Quote Share this post Link to post Share on other sites
Nimsim 671 Posted September 3, 2015 I can take the Business Obligation. 2 awayputurwpn and Sarone reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 3, 2015 Beauty. Do you have a copy of Far Horizons, or would you like a rundown on the rules for Businesses? 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 4, 2015 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. Quote Share this post Link to post Share on other sites
Inquisitor Tremayne 424 Posted September 4, 2015 Sorry folks, I am going to have to bow out. My forum time is limited as of late. Have fun! Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 4, 2015 Sorry folks, I am going to have to bow out. My forum time is limited as of late. Have fun! It sucks to hear that. Hopefully you get some time later on. Quote Share this post Link to post Share on other sites
Nimsim 671 Posted September 4, 2015 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. 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 4, 2015 I'll get this up tomorrow, will take me a bit. Quote Share this post Link to post Share on other sites
Dramar 7 Posted September 4, 2015 I'm so sorry for the delay. I was sent out of town a project and I haven't been able to get back to form. It may be best I sit this one out. Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 4, 2015 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) 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 4, 2015 Hey all, since we're down to 3 players, I sent invites out to Rakaydos, Jedi Ronin, and Lotr_nerd. 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 5, 2015 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. 1 kaosoe reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 5, 2015 Sorry guys, you heard Sarone. Gonna have to scrap your idea of a trio of Hutt Entertainers, Charmers & Hotshots... 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 5, 2015 (edited) I like idea for the business/base combo. Nice and simple. What about the rest of you? Edited September 5, 2015 by awayputurwpn 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 5, 2015 (edited) 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 Credits300 Pistol, Light, Baster75 Grenade, Stun75 Grenade, Stun25 Knife, Combat475 Subtotal 500 Adverse Environment Gear1000 Armored Clothing1500 Subtotal (Armor) 1975 (Running) 25 Comlink, Personal150 Scanner Goggles250 Electrobinoculars100 Hand Scanner525 Subtotal (Equipment) 2500 (Running) 500 Slicer Gear 3000 (Running) 5 Ration Pack5 Ration Pack5 Ration Pack25 Breath Mask w/ Respirator200 Thermal Cloak240 Subtotal (Survival) 3240 (Running) 75 Datapad150 Fusion Lantern10 Glow Rod10 Glow Rod350 Tool Kit25 Emergency Repair Patch25 Emergency Repair Patch25 Emergency Repair Patch25 Utility Belt695 Subtotal (Repair) 3935 (Running) 100 Load-Bearing Gear100 Emergency Medpac50 Surveyor's Bag75 Backpack, Modular15 Backpack, Modular, Extra Pouch15 Backpack, Modular, Extra Pouch15 Backpack, Modular, Extra Pouch370 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 September 6, 2015 by Sarone Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 5, 2015 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. 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Rakaydos 4,236 Posted September 5, 2015 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... Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 5, 2015 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? Quote Share this post Link to post Share on other sites
Rakaydos 4,236 Posted September 5, 2015 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. 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
awayputurwpn 7,720 Posted September 5, 2015 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? 1 Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 6, 2015 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? 1 awayputurwpn reacted to this Quote Share this post Link to post Share on other sites
Jedi Ronin 1,588 Posted September 6, 2015 (edited) 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 September 6, 2015 by Jedi Ronin 2 awayputurwpn and Sarone reacted to this Quote Share this post Link to post Share on other sites
Sarone 240 Posted September 6, 2015 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. 1 awayputurwpn reacted to this Quote Share this post Link to post Share on other sites
Jedi Ronin 1,588 Posted September 6, 2015 I'm definitely interested in tying my character into the party story elements. I'll have to read through the thread more carefully. I still need to figure out how my character met and got involved with the Alliance. 2 awayputurwpn and Sarone reacted to this Quote Share this post Link to post Share on other sites