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Strike Force Isk - Takeover at Whisper Base (OOC)

OOC discussion of ongoing play

Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Tue Mar 10, 2015 6:43 pm

Roles:
  • Face - Presence; Charm + Negotiation ... Telle Torrun (awaypturwpn) {ready-to-play}
  • Tech - Intellect; Computers + Mechanics ... Orun Kai (What) {ready-to-play}
  • Rogue - Cunning; Skulduggery ... V'Jax (Dr. Lucky) {ready-to-play}
  • Medic - Intellect; Medicine ... Orun Kai (What) {ready-to-play}
  • Ace Pilot - Agility; Piloting (Space) ... Praxius Meynolt (Meynolt) {ready-to-play}
  • Close-combat - Brawl; Melee ... Wax (Jon D) {ready-to-play}
  • Gunner - Agility; Gunnery + Ranged (Heavy) ... BX-187 (Quicksilver) {ready-to-play}
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby What » Thu Mar 12, 2015 4:17 pm

For "Ace Pilot" does it have to specifically be an Ace career, Pilot spec, or is that descriptive of the skill level? For instance, could I do a smuggler pilot? I suppose the choice between the two also kind of depends on what, if any, ship we start with.

For character ideas, I was thinking either
Kaminoan Medic / Scientist
or Rodian/human/Zabrak smuggler/ace/gunner (depending on party synergy)
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Thu Mar 12, 2015 4:24 pm

What wrote:For "Ace Pilot" does it have to specifically be an Ace career, Pilot spec, or is that descriptive of the skill level?
It's meant to be descriptive of the role, not a specific career/spec. You may build such a character using anything that makes you a hell of a pilot. However, IMO, the AoR specializations seem to build better pilots, if not perhaps as flexible as one built on a smuggler base.

As for a starting ship, you won't have one. This is a Rebel special ops strike team. You are loaned ships as needed as transport to where you need to go. This team isn't structured like the cell in Star Wars Rebels, who have their own ship and devise their own missions (mostly). You go where you're told to go. Until you guys progress to knight-level and have enough of a reputation and influence to merit some latitude.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Quicksilver » Thu Mar 12, 2015 4:27 pm

As I kinda indicated @FFG, I'm open for almost anything except Face. Regardless of role, however, I'll probably be going Droid. I think I want to try and stick with an AoR career, as I've never actually played one - I've always used EotE.

Ah, good to know for the ship though. So ships assigned according to mission. Are we always going to be able to fit all of us in one, or should build to be able to split into teams of 2 for Y wings?

Also, I feel like a Face really needs Cunning as well - what kind of Face doesn't have Deceive?
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Thu Mar 12, 2015 4:30 pm

Usually you'll all be in one transport. But there will be times when being together won't be an option.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Thu Mar 12, 2015 4:31 pm

Quicksilver wrote:Also, I feel like a Face really needs Cunning as well - what kind of Face doesn't have Deceive?
Padme Amidala, Princess Leia.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Quicksilver » Thu Mar 12, 2015 4:37 pm

Leia convinces Tarken that the (active) rebel base was on Dantooine. She also fooled Jabba the Hutt into thinking she was a bounty hunter.

For Padme, well, I'd be hard pressed to believe a politician never picks up deceive. But on screen, she had to pretend to be her own handmaiden. (which she does sufficiently well to fool everyone except the jedi) Plus she was able to keep a relationship with a Jedi under wraps.

So we should probably have at least 1 other person with some pilot, if not two or all.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Thu Mar 12, 2015 4:46 pm

The scene with Tarkin doesn't really count, but deceiving Jabba certainly does. And Padme did deceive in TPM and AotC. I stand corrected.

Piloting is typically a career skill for tech types. And anyone with Agility 3+ as their prime characteristic (like decent ranged combat characters) will be at least a passable pilot.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Jon D » Thu Mar 12, 2015 5:19 pm

Am I correct in assuming that since there are six players, our starting Duty is 5, and cannot be bought down for the purposes of credits or experience?
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Thu Mar 12, 2015 5:33 pm

Your starting duty is 5. I don't know what happens when a player wants to take 10 worth of benefits, as my previous experience in AoR has been with groups of 5 or less (duty 10 per).
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Jon D » Thu Mar 12, 2015 5:54 pm

Fortunately I only dropped my Duty by five in my initial build, and that was for credits. It shouldn't be an issue to downgrade to just a light blaster and combat knife, so I should have my sheet up by tomorrow.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Dr Lucky » Fri Mar 13, 2015 12:42 am

Here's what I'm thinking:

I really want to play Engineer (Saboteur), and I'm pretty well leaning towards Weequay. I'm enamored with the picture on page 28 of Dangerous Covenants and I think a Weequay sapper/explosives expert could be a lot of fun. I also think Engineer (Saboteur) is more interesting than Hired Gun (Demolitionist), though Demolitionist is a strong candidate for a second specialization for this character down the line. From a roleplaying perspective, it gives me a lot of ideas and is a concept I'm super excited about.

Mechanically, the character is very hard to focus. The career skills only have one overlap between career and specialization (Mechanics) and it yields a character pretty well split between the tech and rogue roles. That doesn't bother me but it sounds like ShadoWarrior has a lot of concern over that.

Anyone have thoughts on the matter?
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Jon D » Fri Mar 13, 2015 3:13 am

Dr Lucky wrote:Here's what I'm thinking:

I really want to play Engineer (Saboteur), and I'm pretty well leaning towards Weequay. I'm enamored with the picture on page 28 of Dangerous Covenants and I think a Weequay sapper/explosives expert could be a lot of fun. I also think Engineer (Saboteur) is more interesting than Hired Gun (Demolitionist), though Demolitionist is a strong candidate for a second specialization for this character down the line. From a roleplaying perspective, it gives me a lot of ideas and is a concept I'm super excited about.

Mechanically, the character is very hard to focus. The career skills only have one overlap between career and specialization (Mechanics) and it yields a character pretty well split between the tech and rogue roles. That doesn't bother me but it sounds like ShadoWarrior has a lot of concern over that.

Anyone have thoughts on the matter?


If you want to be the demo tech, I'd just take Demolitionist. Comes with a good skill set, the Talents are fairly good, and who doesn't like making things blow up?
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Dr Lucky » Fri Mar 13, 2015 8:46 am

Jon D wrote:
Dr Lucky wrote:Here's what I'm thinking:

I really want to play Engineer (Saboteur), and I'm pretty well leaning towards Weequay. I'm enamored with the picture on page 28 of Dangerous Covenants and I think a Weequay sapper/explosives expert could be a lot of fun. I also think Engineer (Saboteur) is more interesting than Hired Gun (Demolitionist), though Demolitionist is a strong candidate for a second specialization for this character down the line. From a roleplaying perspective, it gives me a lot of ideas and is a concept I'm super excited about.

Mechanically, the character is very hard to focus. The career skills only have one overlap between career and specialization (Mechanics) and it yields a character pretty well split between the tech and rogue roles. That doesn't bother me but it sounds like ShadoWarrior has a lot of concern over that.

Anyone have thoughts on the matter?


If you want to be the demo tech, I'd just take Demolitionist. Comes with a good skill set, the Talents are fairly good, and who doesn't like making things blow up?


I like the Saboteur tree a bit more than the Demolitionist tree, and I feel like using Hired Gun as the career pulls the career skills further away from where I want them to be. They only combat skill I imagine putting ranks into is Ranged (Light), which I can get from Engineer.

Ultimately, I think this character ends up built as a rogue with Mechanics, which is fine with me. I won't be in a great position to function as the group's primary Tech, but I can still make decent Mechanics contributions on a ship. I guess I just call this Rogue and work from there.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Quicksilver » Fri Mar 13, 2015 9:12 am

That was actually what I was going to suggest this morning - to treat it more as a Rogue who covers mechanics, rather than a sneaky Tech. I'm sure someone can figure out how to work computers into their character.

That being said, I have a group question to put out there: Are we Sneaky?

The dynamic of group operations could change significantly if we decided to all take some stealth, as it makes group sneaking a real option, and we can approach missions from that direction. (staying hidden, etc.) If only a couple of us take it, then we're looking using them as at recon/scouts. If none of us do, it's kick-down-the-door commandos.

Also, Appears that as of this moment we have:
Melee: Nikkto Commando, by Jon D
Rogue: Wequay Sabatour, by Dr. Lucky
Medic: Kaminoian Medic/Scientist, by What (given Meynolt's declaration of wanting to be pilot)
Pilot: Unknown Pilot, by Meynolt
Gunner/Heavy Unclaimed (unless this becomes What's Smuggler/gunner) (Or covered by J.D.)
Engineer Unclaimed
Face Unclaimed

Note, that's 7 specializations for the 6 of us, so one is going to be only secondarily covered, if at all. Awayputurwpn's the only one we have nothing on at this moment. (I'll take Medic, Gunner and/or Engineer depending on what's open.)

(Edit: Added from Jon D's post below)
Last edited by Quicksilver on Fri Mar 13, 2015 11:21 am, edited 2 times in total.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Jon D » Fri Mar 13, 2015 11:01 am

If push comes to shove, I can cover the Heavy/Gunner slot, since Ranged-Heavy is a career skill, and Gunnery wouldn't be overly expensive to raise. Just means I pick up Marksman instead of Maurader when I branch.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Jon D » Fri Mar 13, 2015 12:47 pm

For what it's worth, I'm taking a rank of Stealth at chargen, and might raise it past that, since a fight we can either avoid or instigate on our own terms is always better than one we can't.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby Dr Lucky » Fri Mar 13, 2015 1:47 pm

ShadoWarrior wrote:Your starting duty is 5. I don't know what happens when a player wants to take 10 worth of benefits, as my previous experience in AoR has been with groups of 5 or less (duty 10 per).


By the book, we can't take 10 Duty worth of benefits. From the last sentence on page 46 (above the Tables): "Player Characters cannot spend more Duty than their original starting value."
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby What » Fri Mar 13, 2015 3:02 pm

Quicksilver wrote:That being said, I have a group question to put out there: Are we Sneaky?


I, for one, would really like if we went at least somewhat this route. I feel like if nobody or only one or two people have stealth, it's one of those "We're hammers and everything looks like nails" situations. If at least half the group is sneaky, that suddenly opens up a ton of options for how we approach things. I know not everybody will have the agility or extra skill ranks, but if possible...

Since you're very generously giving up medic, I'll start working on making my Kaminoan.
That said, Shado, couple of questions for you!
1) I see in the character submission thread the template is more geared towards DnD than EotE. Would you be opposed to be copying in the OggDude statblock image as a replacement for the stat text lines? This would, of course, be in addition to the background, personality, and appearance text blocks. Or, would you rather I keep it as close to that pinned template as possible?
2) Kaminoan isn't a species yet, even under the Unofficial Species Menagerie you OK'd in House Rules. To that effect, how would you like me to handle that? Do it as a Human/other species counts as, make something up, or..? From perusing the species, it looks like Drall might be a good fit - I don't see Kaminoans as being particularly brawny or agile, and instead rely almost exclusively on their intelligence and ability to build a better tool to see them through conflict.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Fri Mar 13, 2015 3:10 pm

Quicksilver wrote:Engineer Unclaimed
Face Unclaimed

These two roles are mandatory. Someone needs to take each one. The party, if necessary, could make do without a dedicated gunner or specialist melee, but the role of engineer and that of face are mission-critical for the spec ops team.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby What » Fri Mar 13, 2015 3:13 pm

You mentioned in the AoR board Engineer and Medic could overlap, is that still the case?
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Fri Mar 13, 2015 3:16 pm

Dr Lucky wrote:By the book, we can't take 10 Duty worth of benefits. From the last sentence on page 46 (above the Tables): "Player Characters cannot spend more Duty than their original starting value."
Thanks. I suspected as much, but hadn't looked it up. Now for a shocker: if someone wishes to go into negative duty (-5), I'll allow it. I think that it's a bad design choice that EotE characters in a party of 6 can have 10 worth of extra obligation, but characters in a party of 6 in AoR cannot likewise take as much extra XP/credits because duty works in reverse of obligation. I'm sure that there are various arguments made justifying the design choice and mechanic, but it's just not fair IMO.
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Fri Mar 13, 2015 3:18 pm

What wrote:You mentioned in the AoR board Engineer and Medic could overlap, is that still the case?
Yes. Both share Intellect, so (talents aside and the expensive of a second specialization) they're somewhat compatible. I call the combo a 'fixer'. 8-)
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby What » Fri Mar 13, 2015 3:24 pm

ShadoWarrior wrote:
What wrote:You mentioned in the AoR board Engineer and Medic could overlap, is that still the case?
Yes. Both share Intellect, so (talents aside and the expensive of a second specialization) they're somewhat compatible. I call the combo a 'fixer'. 8-)


My current plan for my "doctor" who totally promises he won't clone the entire group first chance he gets, is:
Engineer Scientist Spec + Colonist Doctor spec at char gen; medicine, mechanic, computers all at rank 2. If I'm forgoing combat skills (how barbaric!), that should easily be doable.
Down the line, Engineer: Mechanic would be the third tree... followed by probably Colonist: Scholar
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Re: Strike Force Isk - Takeover at Whisper Base (OOC)

Postby ShadoWarrior » Fri Mar 13, 2015 3:27 pm

What wrote:That said, Shado, couple of questions for you!
1) I see in the character submission thread the template is more geared towards DnD than EotE. Would you be opposed to be copying in the OggDude statblock image as a replacement for the stat text lines? This would, of course, be in addition to the background, personality, and appearance text blocks. Or, would you rather I keep it as close to that pinned template as possible?
2) Kaminoan isn't a species yet, even under the Unofficial Species Menagerie you OK'd in House Rules. To that effect, how would you like me to handle that? Do it as a Human/other species counts as, make something up, or..? From perusing the species, it looks like Drall might be a good fit - I don't see Kaminoans as being particularly brawny or agile, and instead rely almost exclusively on their intelligence and ability to build a better tool to see them through conflict.

1. I didn't create that template (or this site for that matter), and haven't gotten around to fixing the template. Post somewhere Ogg's template so that I can look at it. As you may know, I use his chargen to check the math on submitted PCs, but I haven't looked at his program's printed output or anything else that he's done.

2. No one has converted Kaminoans from Saga yet? Wow. I presume that you've checked the FFG forums to see if anyone has? Drall does seem to be a good template to use; I have no problems with using it for Kaminoans.
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