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hazardchris
Commander
Commander


Joined: 01 Nov 2005
Posts: 358
Location: Lexington, KY

PostPosted: Sun Jan 01, 2006 7:56 pm    Post subject: Advanced Characters Reply with quote

I'm starting up a game where the PC's are somewhat experienced.

Here's what I was thinking,

18D+1 for attributes
7D+1d3+1D (9D-11D) skills.

To start out as a force-sensitive character, you must pay 2D skills (reducing the starting skills to 7D-9D).

I've also put a cap of placing 2D in their skills (includes specializations). So that they will have a broader range of skills.

What do you think? The only thing I'm still worried about is their starting equipment. I was thinking of giving them 1200 Credits to purchase their starting equipment (although I can veto anything too powerful). The already have a ship, a good old slightly modified Ghtroc 720.
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Robert
Lieutenant Commander
Lieutenant Commander


Joined: 31 Oct 2005
Posts: 105

PostPosted: Sun Jan 01, 2006 8:23 pm    Post subject: Reply with quote

Here are character creation rules i use.

All characters get 2.000 credits and have to ask for R and X equipment. Fees for F items dont have to be paid. Players may trade skill-pip for further credits on a 1 to 1000 ratio and they may loan up to 20.000 credits from a loanshark to pay for their ship or other expensive luxuries. 2 or more characters can combine their loan to buy a especially expensive ship.

I would allow these guidelines also for your experienced players, maybe rising the loan limit up to 35.000 credits. I would not let roll for the amount of skill pip, as that is imho somewhat unfair. I would deal out an amount of character points, maybe 50, with which they may buy additional skill and attribute pips after normal character creation. And last but not least, they would propably start with 1 additional force point. Force sensitivity is good after your rules.

As your characters already call a ship their own, i would think about improving one of the subsystems, maybe speed or maneuverability following the tramp freighter guidelines.

I would ask for elaborate background stories in advance and present the players a bunch of already known connections.

Hope i was of help.
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hazardchris
Commander
Commander


Joined: 01 Nov 2005
Posts: 358
Location: Lexington, KY

PostPosted: Mon Jan 02, 2006 12:58 pm    Post subject: Reply with quote

I've already got them filling out a 25-questionarre and a thing called the 3x3x3 sheet.

The 3x3x3 system is where each of the PC makes up 9 NPC (background only, no stats).

3 allies (close family, friends, commrades, ect.)

3 contacts (someone that can get them a job, information brokers, someone that will help them out for something in return.)

3 enimies (not Vader-scale, but someone that the hero doesn't get along with and will probaly go out of their way to make the PC's life difficult)

And the ship has upgraded ion drives and munuverablity, better sheilds, an aft concussion missile launcher, and the double laser cannon now fires in a turret arc.

My plan is for them to invest in the ship. Improving it themselves as the adventure progresses.
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Chabit Rane
Commander
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Joined: 02 Nov 2005
Posts: 460

PostPosted: Tue Jan 03, 2006 10:15 am    Post subject: Reply with quote

That sounds good. And what questions do you have on the questionarre by the way?
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Tue Jan 03, 2006 10:48 am    Post subject: Reply with quote

I'm interested in seeing the questionnaire list also. It sounds like a really good device for helping players create a nice, elaborate backstory- something I'd require (or offer as a player) for starting out as an advanced character. Heck, I try to come up with a decent backstory for ALL my characters; most of the time it explains why he has the equipment he does, why his personality is what it is, and it also sometimes gives the GM some people from my character's past to use later on as NPCs. So I definitely like the idea of this questionnaire. It might help draw the creativity out of some who wouldn't otherwise find it.
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hazardchris
Commander
Commander


Joined: 01 Nov 2005
Posts: 358
Location: Lexington, KY

PostPosted: Tue Jan 03, 2006 3:28 pm    Post subject: Reply with quote

I'll have to post the questionnare when I get home.

You know, this could be another good resource project for the site.

Character Questionnares
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Jedi Skyler
Moff
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Joined: 07 Sep 2005
Posts: 8440

PostPosted: Tue Jan 03, 2006 4:39 pm    Post subject: Reply with quote

Yup!
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Ejacobs
Lieutenant Commander
Lieutenant Commander


Joined: 07 Nov 2005
Posts: 183
Location: Afghanistan...Again

PostPosted: Wed Jan 04, 2006 1:07 am    Post subject: Reply with quote

This sounds good. We require our players to submit a background on their characters but some are more detailed than others. This will definitely help as a minimum amount of information needed. Looking forward to seeing it!

E
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Chabit Rane
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Joined: 02 Nov 2005
Posts: 460

PostPosted: Wed Jan 04, 2006 11:18 am    Post subject: Reply with quote

Same here Very Happy Very Happy Very Happy .
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Wed Jan 04, 2006 12:29 pm    Post subject: Reply with quote

I see it as a win-win. The slackers will have to put up at least some information the GM can use later. The people who WANT to do a good backstory, but have trouble organizing their thoughts, will have an outline to follow where they have it written down.

I love it when a plan comes together!
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darthomer09
Commodore
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Joined: 10 Jan 2005
Posts: 1392
Location: Virginia, USA

PostPosted: Wed Jan 18, 2006 11:10 pm    Post subject: Reply with quote

Hmm. I could really use that. The extent of most of my characters backround involves the words, "very dark and mysterious"
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hazardchris
Commander
Commander


Joined: 01 Nov 2005
Posts: 358
Location: Lexington, KY

PostPosted: Wed Jan 18, 2006 11:22 pm    Post subject: Reply with quote

Sorry about the long wait on the questionarre, The place that I saved them got deleted somehow. So, I'll have to track down one of my players for it.

Sorry about the long wait but it is coming.
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Draylo Star
Lieutenant Commander
Lieutenant Commander


Joined: 02 Feb 2006
Posts: 131
Location: Auburn California

PostPosted: Mon Feb 06, 2006 6:14 pm    Post subject: Reply with quote

This questionare sounds like a great resource maybe we could start to develop one as a site
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Mon Feb 06, 2006 6:32 pm    Post subject: Reply with quote

hazardchris wrote:
Sorry about the long wait on the questionarre, The place that I saved them got deleted somehow. So, I'll have to track down one of my players for it.

Sorry about the long wait but it is coming.


Glad to hear it. It'll be a great help for character creation.
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Sandokiri
Ensign
Ensign


Joined: 16 Mar 2006
Posts: 34

PostPosted: Sun Mar 19, 2006 3:35 pm    Post subject: In an "epic" game that I played in once. Reply with quote

Surprisingly, in spite of the insanely high power levels, it was still boatloads of fun.

Attributes: Standard (18 or 17d, as appropriate for species.)

Skills:
1 skill at +7d; this was meant to be the character's specialty, which attracted the party organiser to actually select that character for his mission squad.
2 skills at +6d; these didn't need to complement the other skill, but we all used the +6's that way.
25d discretionary, to be spent as the player desired.

---For the Force, the 5+2 rule applied; since this took place months before the OT, the normal advice against having Force skills at 6d applied.
---With respect to specialisations, during this creation step, specialisations were bought at 3:1 (1d per pip.)
---With respect to species-based "at creation" 2:1, however, they only applied to the first 2d spent.
---Finally, with respect to Advanced skills, the +7d could not be spent on them; either of the +6d could, yielding 4d instead; otherwise, it cost 1d for the first 1d of the Advanced skill, and double cost after that.

Then, finally, 50 character points to round out the character. (You could use 20cp to buy the first 1d of a Force skill, rather than spend an attribute 1d; you could also use them to raise attributes or skills, per normal rules, except that a failed attribute-raise roll would *not* recover the CP.)

Once the character design was completed, any unspent points were lost, and the character received 15 CP to start.

As for equipment... heh, heh. Characters started with clothing, and chartered transportation to an asteroid mining town. What else they could do, was up to them and them alone. (We didn't have any issues related to whether Jedi heroes could start with sabers, since none of us started as Jedi until other players joined later.)
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