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Author Topic: Rogue One-Too (Star Wars, GM guided, small group) CLOSED  (Read 4651 times)

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Offline BitterSweetTopic starter

Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« on: December 18, 2016, 09:04:23 PM »
ETA3: closed again folks!  However, if we can make it past the battle of Hoth, I have been considering a way to expand the game size to allow for more players.

This game is an AU of the movie-verse Rogue One (and the subsequent Star Wars movies).  It’ll be a small group game, and GM narrative guided rather than freeform (which doesn’t mean there won’t be plenty of opportunity for free-form stuff, just that I will also be developing plots for characters to participate in).  I’m looking for three to six players.  This is mainly an interest check and description of my concept.  Also, this game will be full of SPOILERS!!!!

Did I mention SPOILERS?
An AU do you say?  Whatever do you mean?
Well, two reasons.  One, I adore Cassian Andor and want to play him, so I will.  The other is that I do not want to be locked into the canon universe though I do want to use existing history and background.  The game will be set in the Star Wars universe, before and during ‘A New Hope’ however, all that new hoping will be happening elsewhere.  It’s a big universe after all, and the Alliance has things going on a lot of places.  Depending on how long the game goes, and what we do, we may even alter the balance of events in such a way that ‘A New Hope’ and the others happens differently or not at all.

Hey, if Cassian survives, what about my favorite character? Oh extra SPOILERS!
Spoiler: Click to Show/Hide
Of the crew we saw in the movie, the only survivors of Scarif are: Cassian Andor, Jyn Erso and Bodhi Rook, the pilot.  Those three survive because they are the most likely to do so.  It goes like so: Instead of wasting time on a nice last line, Bohdi manages to get out of the ship.  For Cassian and Jyn, instead of a nice nuclear sunset, they get off the tower and meet up with Bohdi, who managed to find a shuttle they all escaped on.  Being that the battle was wild and crazy in space, and they were in an Imperial shuttle, no one much paid any attention to them and they skulked off.
Everyone else?  Too bad, so sorry!

Why is it in the NC forum?  That’s really pervy for Star Wars!
‘Cause it’s war folks.  There will be grim things, graphic things, and difficult things.  That said, this game is not a sex focused game.  Do not create a character meant mainly for porn, romance or true love (though they can happen of course, just ask Leia and Han).  Create characters aimed for action above the sheets.  Sexual encounters will be secondary.

Okay, fine.  No fucking and no canon.  So what then?

We’ll be playing in the Star Wars universe, as members of the Rebellion and I’ll be looking at what’s going on and figuring out what sort of Rebel things we’ll be doing.  As is pointed out in both the New Hope and Rogue One, a lot of rebel activity is basically guerilla fighting, sabotage and skirmishes.  We’ll be smuggling data or equipment, sabotaging Imperial efforts, and trying to hold the line against a much greater power.

Cool.  Blowing things up and sneaking around.  I wanna play a Unicorn-Wookie Jedi who was secretly trained by Darth Vadar.
Sorry no.  Try Gaia Online.  The types of characters in this game are the second tier heroes.  No Jedi, children of Jedi, Dathomir Witches, Sith Apprentices, holders of the Lightsaber of Truth, etc.  That doesn’t mean they’re not heroes, it just means they don’t have the technicolor light show and and entire orchestra theme music of their own.  However we are the heroes of our own stories so choices, consequences, success and failure will be just as heroic as whether or not Luke joins the Dark Side.  But smaller scale.
  • No Jedi, children of Jedi, mysterious Jedi like races, former Padawans, Sith escapees, or other high powered Force users.  In the character creation you’ll see that there are some minor Force powers available but that’s it.
  • Everyone gets one character.
  • No ‘droids.  Except, if you want to take a second character and play someone else’s droid.  Example:  I play Cassian, Bob the player plays K2SO.  The caveat being, ‘droids in the Star Wars universe have no self-determination.  They are people and can make choices but they cannot betray their loyalty - because it’s programmed in (and can be altered or erased by most any technician).  The most independent ‘droid in the Star Wars universe is R2D2 and that’s only because he’s both very old and has complicated programming laid on year after year.  He was essentially loyal to the Skywalkers through the generations, just most folks didn’t realize that.  They make crappy primary characters.
  • No extra Skywalkers.  Also, we’re going to be doing dangerous, important but sometimes less than shiny missions so if you want to play someone from a high ranking family you need to explain why they’re a cargo pilot instead of an officer.
  • You’re heroes, not John Wick.  Yes, your character may do difficult and ugly things but when it comes down to it, you’ll do the right thing.  So, no sociopaths, no gleeful torturers, and no secret Imperial spies.  You don’t have to be naive, you can make bad choices, you can have a shadowed past but you’re not a villain pretending to be a hero, at worst you’re a hero pretending to be a villain.

What do folks think?  Post here about interest and what you’d like to do in the game.

ETA:
It looks like there’s enough interest to move forward with creating a game.  So a bit more info:

  • This will be a freeform game, with - hopefully – a weekly posting.  I will be providing a very basic character creation system, designed mainly to help prompt story rather than define what a character is or can do.  More info when I get that finished up.
  • I will be generating plot, but there will be plenty of downtime for characters to get in trouble and I love when players offer me ideas/plot points/things they want to do.
  • Located in the NC forum in an excess of caution regarding violence and difficult situations, rather than sexual content.  That said, I have no problem with sexuality of any orientation, or explicitness, but it's not a major focus of the game.
  • We will be Rebels, so think of how hour characters would be involved in the rebellion.  They don’t have to be true patriots or anything but need to be okay with working with the Alliance.
  • I like to think of forum gaming like this as cooperative storytelling.  The admin’s job isn’t to be an adversary to the players but to provide opportunities for adventure, story and fun.  I like to think the players are also interested in developing a fun story for us all to participate in.
  • While I am familiar with Star Wars, I do not have an extensive knowledge of the extended canon and I couldn’t stomach the last two of the Anakin era movies (though I’m familiar with the storyline).  I do know how to use wookiepedia though.  I’m more interested in the themes and feel of the Star Wars universe than the minutia of decades of history.  This is an AU and I will always make decisions based on what opens up the game for more fun and opportunities rather than what is accepted knowledge about the universe.

Also, there are two Rogue One canon characters available: 
Spoiler: Click to Show/Hide
Jyn Erso
and
Spoiler: Click to Show/Hide
Bodhi Rook
« Last Edit: January 17, 2017, 11:18:24 AM by BitterSweet »

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #1 on: December 18, 2016, 09:06:59 PM »
Character Creation
Spoiler: Click to Show/Hide
Is very simple, there are no number, points or levels.  There are Knacks and Talents and rather than the kind of system where you have a list of skills, your character instead has very few - that doesn’t mean that if a character doesn’t have ‘drinking’ that they can’t drink but rather that someone with the ‘drinking’ Knack is a world class lush.  Day to day tasks and basic abilities that are reasonable due to a character’s background are assumed.

If you think this is a game system you’ll probably be frustrated or disappointed.  Think rather that this is a form of improv and the character info as prompts to help interaction and writing.

Creating Characters
Basically, fill out the character sheet.  At the start, all characters get one Knack and one Talent.  In the section for 'What you Do' put a small selection of your skills and the types of roles/professions the character generally does.

Character Advancement

Yes, characters will advance and may occasionally get another Knack slot.  However, this isn't a system game so leveling isn't really the point.  Skills and abilities will (ideally) grow organically, based on character actions in game.  I'm still not sure about how to achieve more Talents (or grow the ones you have) but it'll probably happen narrative.  IE: a character uses a Talent often and in ways that are interesting (but don't break the Talent), and the admin and the player may work out an additional useful addition to the Talent type.

Knacks
These are unusual or exceptional skills your character has.  Everyone can drive most standard vehicles, most everyone can pick up a blaster and point and shoot, everyone can walk and talk at the same time.  If you have a knack you are very good.

Brawler or Marital Artist:
two flavors of the same knack.  The character is a hand-to-hand genius.  Brawlers are hard fisted, steadfast and can knock a bull out with a single punch.  Martial artists ... well, think wire-fu and you get the idea.  One is about strength and endurance, the other speed and precision.

Really Buff:
You're stronger than pretty much anyone else and can hold toe-to-toe against some powerful aliens for a few rounds (or may be one yourself).  You win all the arm wrestling bets, bench press more weights than most gyms have, and make professional muscle men envious.  This knack is more oriented towards sheer lifting/shoving/moving power rather than combat.  Also, throwing things, knocking down doors, and so on.

Clue Finder:
A character with this knack has a talent for identifying a key bit of evidence, the clue that will solve the puzzle, or other seemingly innocent or hidden bit of important information.  There are two versions: electronic - the knack focuses on computer hacking, security cameras, remote surveillance and similar skills. Hands-on engages the possible evidence directly by looking through the crime scene, boots on the ground investigation.  Neither are about face-to-face interrogation or questioning.

Friendly: someone with this knack is just ... so damn personable.  They're the sort who strike up conversations on a trip and have made best friends with their seatmate by the end.  People tend to like Friendly characters, so long as they make some effort to engage with them.  It doesn't give some weird control over others, but most people are inclined to give a Friendly character the benefit of the doubt, participate in a conversation, let them off 'with a warning', be more trusting, and so on.

Friends in High Places: You have connections to the upper social class and they have been known to do favours for you.  They won't break any major laws but they are willing to bend them, provided that you can do a little something for them in return.   Quid Pro Quo, as it were.....

Friends in Low Places: You feel right at home in wretched hives of scum and villainy.  They treat you as one of them and are more than willing to break a few laws or a few bones for you.  That trust and inclusion doesn't come easy and these are the kind of friends who will stick a knife in your back if they feel you've betrayed them.

Flesh Wound: this knack allows a character to survive what looks like a fatal blow.  They are incapacitated by the attack for the entirety of the combat scene they receive it but stumble to their feet, or crawl out of that refrigerator, or open their eyes after that psychic whammy.  They’re bruised and sore, maybe have a few gashes but are not actually impaired.  Can only be used once per action scene.

Forgettable: People with this knack just seem to blend into the crowd.  They don’t make waves, their faces are just so ... average that they’re forgotten almost as soon as they leave the scene.  It’s hard for witnesses to describe Forgettable characters in any detail, or even remember their name ... ‘jones?  jonson?  smith?  I’m not sure.’  It cannot be turned off.

Getaway Pilot: this character can drive pretty much anything, especially at speed and under fire.  They can drive that hovercraft across a crumbling bridge at top speed!  An AT-AT chase through Paris!  This knack can be chose for ground vehicles (hover, wheeled or treaded), 2 or 3 wheeled types, small spaceships or large ones.

Got Your Back:
a character with this knack is great to have around.  They manage to be there at just the right moment to grab a falling comrade before they slip off the cliff, have one last bullet to shoot the villain about to knife a friend, or other similar significant or lifesaving actions.  Got Your Back benefits other characters, not the holder, and is for critical events, not minor ‘lost my keys’ sorts of things.  One event per scene.

I Know a Guy:
People with this knack just happen to have an old co-worker, army buddy, or other associate in a city or town they've arrived in.  They can have somewhat unusual skills or background but not be world-class anything.  One per location so chose the type carefully!

Infiltration: This is breaking and entering taken to the highest level.  People with this skill can thwart a surveillance system, can short circuit cell doors and locks with minimal tools and know their way around an air duct system.  With a few moments of observation, the can get a good sense of guard patrol patterns and where the weak points are, where a secret tunnel, hidden safe or smuggler’s room might be.  Basically, they’re skilled enough at sneaking, hiding, lock-picking and door jimmying to make a fine living as a cat burglar or spy.

Never Lost:
this character always knows where they are and how to get out of a building, back to base, find their way in the Mall of America, etc.  They’re as reliable as homing pigeons, whatever those are.  For space, people with this knack have an uncanny talent in astrogation - managing seat of the pants calculations - but only to places they’ve been before.

Quick Draw:
You go first.  Faster than any human, and many aliens, you get the first blow, first shot, first shout.  You don't do actions any faster, you just start that, sometimes critical, second sooner.  Once you’re in the middle of an action, you can’t use Quick Draw until you’re done with that action.

Survivor: the character is the macgyver of the stone age.  They can find food and water on Jakar, build a fire during a flood, find shelter on Hoth.  The natural world is their oyster and they can hunt, track, make basic shelters, snares, fish traps and so forth with nothing more than a laz knife and some string.

Shiny Engine: You like technology.  A lot.  And it seems to like you back.  You can give the warp coil a quick kick (or kiss) and it’ll manage one last jump, eek every ounce of oxygen from the life support, coax a blaster pistol’s batteries to last just one combat longer.

Weapon Guru: the character is amazing at using a particular weapon type.  The weapon type is somewhat limited such as: all pistols, not all guns.  Certainly not all weapons. Knives.  Lightsaber. Grenades.  The more narrow the weapon type (pistol > laz pistol > grandmother’s wedding laz pistol) the more freakishly skilled you are with it.

Sawbones: I’m a Doctor not a ....  Well, except you are. Kinda.  Characters with this knack are miracle workers in the field.  Their specialty is not brain surgery, or diagnostic miracles but using saran wrap and duct tape to close an open lung wound and get someone up and moving.  You can brace a broken leg so the patient can walk, jump start a stalled heart with a fist to the chest and some yelling, stop an arterial bleed with an old t-shirt and a pencil.  The knack is meant for field medicine and trauma. 

Talents
These are unusual gifts with potential significant impacts.  Please note that any Talent with an (f) is a Force related talent and if you have such a gift you will register as ‘force sensitive’ to those who can tell.  If the Empire catches a force sensitive, they’ll kill you.

Command(f): Characters with this talent can give a simple, brief command and it will most likely be obeyed.  It needs to be something the target can do immediately (Run!, Drop your Weapon!, etc) and will not result in them getting killed (Jump off the Cliff!).  People with strong loyalties will not betray them either (Give me the plans! Tell me where the rebel base is!).  They must speak loudly or shout but do not need to share a language with their target.  It doesn’t work on ‘droids, computers, etc.

Droid Friend:
For whatever reason droids react well to you.  They won’t violate their programming but if you’re not affecting that, or if you can trick them into believing you are part of their group/acceptable in their view, they are likely to be accommodating. They won’t attack unless directly ordered and may do some fairly simple things you want.  Characters with this talent also understand (but can’t speak) ‘droid.

Force Sensitive (f):
You the energy that surrounds living things. You’re no Jedi but can usually get a general sense of someone’s mood and health by sensing the eddies of the Force in them.  People, places and creatures who have unusual Force effects (are strong, have been mind whammied recently, an object has a strong Force signature etc) can be sensed by you more clearly.

Danger Sense: When you’ve got a bad feeling about this, it’s usually right.  For some immediate danger, the character gets a bad feeling warning of trouble a few seconds to a few minutes before the event will occur.  Whether it’s opening a door that leads, surprise, to a sarlacc pit or knowing that if you turn down that hallway, you’ll face a squad of stormtroopers, you know before you make the move.  This ability really needs coordination with other players and the admin, and should only be used once per action scene.  It doesn’t work on broken hearts or convoluted, long term plots against the character.  If the character is deeply emotionally connected to someone else: a lover, a parent or sibling, a close comrade in arms, they may get a similar warning on behalf of their companion.  This means true love, not lust, whether it’s romantic, familial or a lifetime friend.  In addition, it’s still only a few moments or so before so if your friend is not immediately to hand, you may not be able to do anything or help them.

Dark Sight or Long Sight:
you can see in the dark.  Even pitch dark.  Or, you can see for long, long distances clearly enough to identify faces and read signs.

Entrancement: this allows the holder to entice, hypnotize, or strongly influence another person.  It can be done via voice, eye contact, an exchange of fluids or similar personal connection.  It is not direct mind control but rather the victim wants to please the character - a lot.  They will do things they wouldn’t normally, loyalties will shift, checks will be written and so on.  It lasts one day, repeat contacts with the same person causes it to slowly increase in potency and time.  Even after the active effect fades, the victim generally thinks what they did was reasonable, they’ll do a lot to justify their actions.

Empath (f):
someone with this ability can accurately read the emotional state of others.  It works best one-on-one but the general emotional tone of a crowd can also be perceived.  Empathy is short range but doesn’t need eye or touch to work.  The better an empath knows someone, the more accurate their ability.  Twins should have mutual empathy for free.

Glitch: Someone with this Talent messes up systems and objects that depend on electricity to function.  Cameras go fuzzy when they walk by, computers blue screen, tasers don’t work, droids behave erratically, etc.  It’s both a blessing and a curse, depending on how the character uses it.  There are two ways it can work; touch - you have to touch the object, or its control panel or area of effect - basically 10' or so (about a small/medium room size) is affected.  If you chose area of effect, it's always on.

Guilty Conscience: You know when someone is hiding a secret they’re ashamed or afraid to reveal.  Generic private info like a password doesn’t count but adultery, theft, murder, working undercover all qualify.  You don’t know the secret itself but when the target is in a situation where the secret would be a problem, you know it.  From there it’s up to clever questions or threats to figure it out.

Hide: Your character can hide in dimness, darkness and shadow like a TV ninja.  The more movement, activity or complex stuff you’re trying to do while hidden, the less well it works.  You can’t hide a companion and if you try and get someone’s attention via voice, gesture or anything else, you lose the ability.  Dark Sight counteracts this ability except when the hiding person is holding absolutely still.

Sharp sense: a single sense is supernaturally sharp.  You can follow scents like a dog, hear whispers two rooms over, taste or feel with unusual acuity.

Two Knacks: You’re unusually talented and get to choose three knacks at the start of the game instead of just one (usual 1 plus 2 additional).

Whisper (f): This ability allows you to communicate a fairly simple, short message via either images or ‘whispers’ (chose the method when taking the Talent) to another’s mind.  The whisper is one-way and the ‘whisper’ is in the recipient’s native language, it’s not always exceptionally clear - sometimes it’s ‘staticky’.  You need to be in line of sight with the target.  Some targets may assume the whisper is a stray thought and dismiss it.



Sample Character
Player Name: Bittersweet
Timezone: GMT-8
Expected posting rate: weekly


Major Cassian Andor
Character gender, sex and orientation: male, bisexual
Character Role: Alliance Intelligence Officer
Build: lean but strong.  His build suggests he didn’t get enough to eat as a child.
Description: Cassian is lean and tall, with a sharp featured face, dark hair and eyes and usually fairly unkempt.  He rarely smiles, and the shadows in his eyes keep him up some nights.  Usually dressed in shabby, utilitarian clothes, rarely in uniform, and always armed.

Quirks and oddities: Cassian has a rim world accent, and an excellent ability to blend in wherever he is.

What Do You Do?  Cassian has been a rebel soldier all his life.  He's competent with a blaster, trained as a sniper, can fly a fighter and lead teams.  He's been in Alliance Intelligence since he was a teenage message runner and spy, and there's where the bulk of his experience and skills lie.  More civilian skills like formal education, day jobs, and that sort of thing?  Not what he does.

Knack: Clue Finder(hands-on) and Got Your Back
Talent: Guilty Conscience

Personality: Quick thinking, decisive and a stubborn survivor, Cassian is an excellent officer for the Alliance.  He has a strong moral sense, even though he’s done some ugly things.  He’s willing to make the hard choices, and able to carry them out.  He’ll never ask more from his crew than he gives himself but ... he’ll do anything to ensure the Rebellion succeeds.  His loyalty is absolute, but far from blind.

Background: Cassian has been part of the Alliance since he was a small child.  He’s lost everything in this war; his family, his innocence, and a great deal of sleep over the things he’s done.  He often works independently of Alliance Command and they trust him to do what’s needed and no more than necessary.  That trust has been proven well-placed, especially in the last few months


Anything else: (something I missed, special info about your or your character?)


Meta Info:
This info is for the admin to get an idea of what sort of plots players are looking for.  Ideas here won’t necessarily show up in game.  But they might ;)
What do you want to do in this game: (are you here for action? Drama? Horror?)
Something you’d like to have your character involved in, or happen to them: (give me some ideas for your character)

Character Sheet
Code: [Select]
[b]Player Name:[/b]
[b]Timezone:[/b]
[b]Expected posting rate:[/b] (7 day minimum)
[hr][hr]
[center][b][size=16pt][color=maroon][i]PUT CHARACTER NAME HERE[/i][/color][/size][/b][/center]
[floatleft][img padding=5]IMAGE HERE 250 PX HIGH PLEASE[/img][/floatleft]
[b]Character gender, sex and orientation:[/b] (there’s a wide world out there!)
[b]Character Role:[/b] (military, scientists, thief, etc)
[b]Build:[/b] (average? buff? skinny? really tall? shrimpy?)
[b]Description:[/b] (a good solid paragraph is nice and something more than a laundry list of measurements.  Also, cup size or dick length isn’t really critical to this game.)

[b]Quirks and oddities:[/b] (anything about your character that would be easily noticed by others?  Do they constantly quote lines from the A-Team?   Cheetah spot tattoos?  Chew their hair?  Have six fingers? Thick Scottish accent?)

[b]What Do You Do?[/b] (a small selection of the skills your character has, and the usual roles/professions they do)

[b]Knack:[/b] (Chose 1)

[b]Talent:[/b] (Chose 1)

[b]Personality:[/b] (at least a couple of good, solid paragraphs)

[b]Background:[/b] (at least two good, solid paragraphs.  You should touch on whether or not they were born in Imperial space and why they have joined up with the Alliance, what kind of life they had before and how they ended up throwing their lot in with the crazy fanatics and ‘disturbed individuals'.  This info is the bare minimum, I’d love to see more)

[b]Anything else:[/b] (something I missed, special info about your or your character?)
[hr][hr]
[b]Meta Info:[/b]
This info is for the admin to get an idea of what sort of plots players are looking for.  Ideas here won’t necessarily show up in game.  But they might ;)
[i]What do you want to do in this game:[/i] (are you here for action? Drama? Horror?)
[i]Something you’d like to have your character involved in, or happen to them:[/i] (give me some ideas for your character)
« Last Edit: December 22, 2016, 04:50:44 PM by BitterSweet »

Online Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #2 on: December 18, 2016, 10:23:11 PM »
I'm always interested in a good Star Wars RP but I'm going to wait until I see the movie before investigating this thread further.

But, colour me interested and reserved me a spot for a Kel Dor scoundrel who has fallen on hard times but refuses out of stubborn pride not to contact his family for help.  He's reached the point where he would do anything for cash, EXCEPT ask for help.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #3 on: December 18, 2016, 11:16:12 PM »
I'm always interested in a good Star Wars RP but I'm going to wait until I see the movie before investigating this thread further.

But, colour me interested and reserved me a spot for a Kel Dor scoundrel who has fallen on hard times but refuses out of stubborn pride not to contact his family for help.  He's reached the point where he would do anything for cash, EXCEPT ask for help.

I know it's a bit ... premature considering it hasn't been out a week yet but I was feeling extremely energized as I just saw it this afternoon. 

I'm a Star Wars fan from the very beginning and a chance to work a bit outside the sometimes claustrophobic Skywalker Saga movies is irresistible.  And so is Cassian.

And I register your interest!

Offline Aiden

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #4 on: December 18, 2016, 11:17:52 PM »
Havent seen it, but I'm going to. This will be my intrest as I am a big fan of Rogue Squadron stuff. I am sure I can make something non force user to fit into a game.

Offline GnothiSeauton

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Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #5 on: December 18, 2016, 11:55:03 PM »
Possibly interested here.  Not entirely sure what sort of character I have in mind, but I'm going to keep an eye on this.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #6 on: December 19, 2016, 04:51:16 AM »
I feel this may be a good place to put my sadly underplayed Rodian Wandering Gun-for-Hire from Edge of the Empire:-)

On the field, his main skills would be infiltration and distraction. He'd be a sniper for his weaponry. He was also a great astrogator (his main hobby was learning about planets and their histories) and co-pilot on ships (he can fly, though he's better as co-pilot and it suits his knowledge and skills so he's okay with that).

He could easily have an obligation via debt, dutybound or another sort of oath to help the Rebellion out, or like when Han returned at the end of Ep.4 after getting paid, he could just help because his friends are all with them...

Core concept will be the Rebellion has taken him on for his infiltration and stalking skills. That he's a sniper means he can hold the line when it needs to be held. The Rebellion recruit him via an obligation of some kind to them (I'm leaning on that they used resources whe indirectly saving his ass one time and they're holding him to it), whilst his actual in-story motivation (which will be worked on) keeps him around and honest to the group.

'Course I'm just spit-balling rather than selling what my guy was like, anyways I'm Interested;D

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #7 on: December 19, 2016, 12:10:13 PM »
Havent seen it, but I'm going to. This will be my intrest as I am a big fan of Rogue Squadron stuff. I am sure I can make something non force user to fit into a game.

Rogue Squadron ... eeeee!  Spoiler-y comments on that I can't tell you until you see the movie (though it's minor).

Offline Countdown0

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Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #8 on: December 19, 2016, 05:58:30 PM »
Definitely interested. Just got back home from seeing Rogue One and loved it.

I'm thinking my character would be an Imperial deserter. Signed up with the Imperial Navy as part of a family tradition kind of thing, since both his parents were soldiers during the Clone Wars (not clones, just volunteers). But he remembered the stories they used to tell him as a kid, and the hunting down and murdering of Jedi rubbed him the wrong way, so left without ceremony and joined up with the Rebellion at first chance.

Online Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #9 on: December 19, 2016, 06:33:55 PM »
Definitely interested. Just got back home from seeing Rogue One and loved it.

I'm thinking my character would be an Imperial deserter. Signed up with the Imperial Navy as part of a family tradition kind of thing, since both his parents were soldiers during the Clone Wars (not clones, just volunteers). But he remembered the stories they used to tell him as a kid, and the hunting down and murdering of Jedi rubbed him the wrong way, so left without ceremony and joined up with the Rebellion at first chance.

So Finn, before he was Finn?

Offline Countdown0

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Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #10 on: December 19, 2016, 06:45:48 PM »
I mean, other than not being taken against his will as a child and brainwashed, not starting out wanting to just run away and hide, and not joining up with the rebellion just to chase a girl, sure, like Finn.

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #11 on: December 19, 2016, 08:25:31 PM »
I have a Zeltron male and a Twi'lek female I'd like to play again.

Stuff I'd like to see:
- sneaking around an urban area avoiding stormtroopers
- dressing up like stormtroopers
- footchases
- speeder chases
- firefights
- dogfights
- multiple spacecraft for the group
- having the GM play the leader of the group, who meets each of the other characters one-by-one in some kind of flashback scene.  Or maybe the leader breaks each of the characters out of prison. or prevents their execution
- sarlacc pits
- Hutts
- Wookies
- Ewoks
- lava
- dismemberment
- cybernetic replacement
- a sociopathic version of C-3PO, who talks a lot of shit but can't carry through because programming
- stun batons and riot shields\
- Lando

I think droids are playable as PCs, at least the ones who can speak, like C-3PO.

I think that non-verbal characters, like R2-D2 and Chewbacca, are more reflections of who they are interacting with.


Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #12 on: December 19, 2016, 09:17:01 PM »
Definitely interested. Just got back home from seeing Rogue One and loved it.

I'm thinking my character would be an Imperial deserter. Signed up with the Imperial Navy as part of a family tradition kind of thing, since both his parents were soldiers during the Clone Wars (not clones, just volunteers). But he remembered the stories they used to tell him as a kid, and the hunting down and murdering of Jedi rubbed him the wrong way, so left without ceremony and joined up with the Rebellion at first chance.

Sounds like a character with potential conflicts of the familial sort ... which fits right into Star Wars!

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Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #13 on: December 19, 2016, 10:05:03 PM »
Sounds like a character with potential conflicts of the familial sort ... which fits right into Star Wars!

I could definitely see him coming into a situation where he's got some personal conflict going on with either or both of his parents. Also could end up with other members of the rebellion not trusting him due to his past affiliations and his family.

Online Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #14 on: December 20, 2016, 06:41:42 AM »
Please, no Ewoks!

Unless they are being tossed into the lava.  Then they're okay.

There were several assassin droids that looked like C3PO, including one that C3PO was mistaken for and one with a (literally) psychotic astro-mech sidekick who was a rolling arsenal.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #15 on: December 20, 2016, 07:53:30 AM »
*nods* The two droids with Dr. Aphra are pretty much a black painted protocol and astromech droid that are assassins... The astromech droid is particularly dakka, which is kinda hilarious to me.  ;D

Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #16 on: December 20, 2016, 10:53:36 AM »
Definitely interested. Saw it the other day and it really made me thirsty for more Star Wars. Possibly some form of Mandalorian character. Bookmarked for interest, either way.

Offline Aiden

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #17 on: December 20, 2016, 11:11:03 AM »
I am watching the movie today,l still intrested.

Once I watch the movie, I will open the spoiler tag.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #18 on: December 20, 2016, 11:12:15 AM »
Quote
I think droids are playable as PCs, at least the ones who can speak, like C-3PO.

Yes, I mean they're playable but I also think they're problematic (just like they are in the movies themselves).  Like I said under the spoilers, they're chattel slaves without self-determination.  If you poke too much at the universe in relationship to 'droids it gets ugly and I don't especially want to go there with a primary character.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #19 on: December 20, 2016, 11:12:51 AM »
I am watching the movie today,l still intrested.

Once I watch the movie, I will open the spoiler tag.

Dun-dun-dun!  The spoiler tag!

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #20 on: December 20, 2016, 12:08:00 PM »
I'd like some planet-hopping ideally, I think there's loads of worlds in the Star Wars universe and I'd love to experience some of them. Even the smallest corner, maybe hopping between four or five worlds, would do me.

I think doing a sneaking mission in Imperial bases is par for the course, along with disguises and fake identities when travelling.

I just don't want to see people posting how they're decimating NPCs left right and centre... I like the GM decisiveness and I know if I'm doing freeform, I'm not going to write my character taking down mooks, I'm going to write them attempting the actions which hopefully take down who they're targeting...

To give one sentence examples; I'm not going to say 'x kills three stormtroopers on the way to meet the others', what I would write in a post would amount to 'x lines up his rifle and shoots at the stormtroopers'... I'd expect a GM update to see if I succeeded or not.

Anyway, I'd actually like to vote for a single hub ship for the group rather than multiples... Though potentially there could be a spacecraft and then a shuttle onboard that to go dirtside... Having a singular ship makes it feel like a home or at least a more forward operating base if we're going more grimdark... Something familiar when all is going to hell... I'm thinking more Pequod from MGSV than Serenity though.

I'd like to see Aphra from the characters about ideally... I likes Aphra...  ^-^ ^-^ ;) ^-^

Online Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #21 on: December 20, 2016, 01:35:11 PM »
I second the vote for a single ship as long as it is not a clone of the Millenium Falcon

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #22 on: December 20, 2016, 01:51:23 PM »
I second the vote for a single ship as long as it is not a clone of the Millenium Falcon

I hope to keep the group small enough that it'll be one ship/crew most of the time.

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #23 on: December 20, 2016, 03:56:17 PM »
Well hellooo... Interesting. Deffinetely down for some SW.
Too bad about droids. Had an old idea that was never used in mind.  No biggy though. Thinking a rebel hot shot pilot. Think Wash/Wedge.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #24 on: December 20, 2016, 04:00:24 PM »
For ships... There's the 720 Light Freighter or we could go the Firespray-31 patrol craft (aka Boba Fett's ship model).  ;D

At least aside from the 1300 light freighter (of which the Falcon is one), those two ships could be used for groups running Edge of the Empire to fly around the Outer Rim with.

Of course, there's more ships than those and the rebellion may have better options, just some suggestions from myself, really.  :-)