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Author Topic: Rogue One-Too (Star Wars, GM guided, small group) CLOSED  (Read 4709 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 »

Offline 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.

Offline 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.

Offline 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...  ^-^ ^-^ ;) ^-^

Offline 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.  :-)

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #25 on: December 20, 2016, 05:22:33 PM »
Firespray is really small though. I always liked the ghetroc personally.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #26 on: December 20, 2016, 06:37:16 PM »
I was thinking of the Dynamic class light freighter.  It's old in this era but was a quality ship in it's time, and the Alliance can't be picky.  It can hold around 10 or so folks, it looks like, and is customizable.

For this game, it's have less cargo space than the stock as the engines are a bit bigger - giving it somewhat more range and speed than expected, and a little more agility.  Armed with turrets and a disguised heavy armament (very non-standard for that sort of ship) it would be a good all-around ship.  Won't be able to take on a fighter for more than a few moments, can outrun most average police or standard patrol ships. Fairly battered looking, worn on the inside, a smuggler compartment that can hold a couple of people or a small amount of cargo.

Thoughts?

Also, can I have a roll call from folks who are interested and have a character concept ready?  Give me a very brief rundown of the character concept so I can get an idea of what kind of variety we do (or don't) have.
« Last Edit: December 20, 2016, 06:41:27 PM by BitterSweet »

Offline Aiden

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #27 on: December 20, 2016, 06:45:56 PM »
I'm thinking a heavy weapon type, possibly Mandolorian Bounty Hunter (i can go without the Mandlorian aspect).

I want to be the connection between the crew and all things underworld, at least in Hutt Space. Safe houses, weapon caches, contacts/contracts etc. Doesn't care who wins, he is in it for the money and the thrill of the hunt.


Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #28 on: December 20, 2016, 06:50:00 PM »
Well shit, that was pretty much my concept too. Mandalorian tank pretty much.  ;D

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #29 on: December 20, 2016, 07:05:45 PM »
Looking at playing a male human pilot. Joined the academy but the pickup shuttle was making several stops to collect students. Bad stuff happened and he jumped ship before ever getting into a uniform.

If it moves (preferably fast) he can drive/fly it. Only thing faster and smoother than his flying is his mouth.... Or so he thinks.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #30 on: December 20, 2016, 07:06:05 PM »
Ghtroc 720, the Gamora of the space lanes.

I have stats and deck plans for a lot of ships, including a prison transport, if you want to start us all off as strangers who have to work together....


I've got two concepts.  There is the rich merchant's son, who was sent out on a trade mission to teach him responsibility.  He learned a lot but thought he was a better gambler than he was and ended up being essentially a slave for several years of his life.  He's free now but too proud, stubborn and ashamed to ask his parents for help.  He's currently living as a scavenger, finding and repairing broken down droids, speeders and weapons.  He's a pretty good negotiator, refuses to gamble when he can't afford to lose and has reached the point where he's willing to do just about anything if it increases his chances of survival.  He's pretty much got a foot in two worlds, the rich and powerful as well as the down and out.  He's got some skill as a trader, a pilot and a navigator but he's a master scavenger.

The other option is the nerf herder (yes, an  actual nerf herder) who is on the run from a Nagai, because he made the mistake of sleeping with a married woman.  When he found out she'd done it only to annoy her husband and that she didn't actually have feelings for him,  he asked her why.  She told him it was because he was so insignificant that it would drive her husband mad that she'd stooped so low.  He's a nice guy in a really bad spot and he's trying to find somebody who is good with a knife to teach him how to defend himself, so he doesn't have to die looking at his own intestines.  He's a crack shot with a rifle though, from all those years keeping an eye on the nerfs but he knows he's never going to get a chance ant a clean shot before the Nagai is up in his face.
« Last Edit: December 20, 2016, 07:25:00 PM by Captain Whitebread »

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #31 on: December 20, 2016, 07:29:45 PM »
Is this still open for one?

Might pull up a Corellian since Mandalore has been taken.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #32 on: December 20, 2016, 08:49:23 PM »
Quote from:  Captain Whitebread
I have stats and deck plans for a lot of ships, including a prison transport, if you want to start us all off as strangers who have to work together....

If you could send me links instead, that would work better.  Looking for a light freighter type that can hold up to 10 people.  Still leaning towards the Dynamic, despite the age.

Also, I like better the first of you concepts (the merchant's son), as it looks like we have plenty of shooty types and not so many of the skills you mentioned.

Quote from: Relikai
Is this still open for one?

I believe we've got a little room still!
Quote from: Landshark
Looking at playing a male human pilot.

Sounds good so far!

Aiden and Wargtass - the Mandalorians are going to have to jello wrestle for the honor!  If I'm recalling my recent wookiepedia explorations, Mandalore is currently under Imperial Control and lots of Imperial cadets receive training there.

Quote from: wander
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.

It probably (as in certainly) won't happen that way.  That's very labor intensive for me as I'd have to respond to and awful lot of posts.  More likely, we'd work together on a story driven goal and you would be encouraged to write how your character achieved it.

Brief example from me:  You and I have discussed that your character is on their way to meet the rest and runs into stormtroopers, we've also decided that your character isn't successful at breaking through and the ruckus will bring the rest of the team to you.  The details - the excitement of how - is up to you to write. Example:  X ducks behind an outcropping and lines up his rifle, manages to shoot two of the stormtroopers but the third lobs a concussion grenade and blows you right out of cover and sprawling in the street.

The rest of the team could take that as a cue to post their arrival.

I will likely write set-up posts; things that describe the environment, what the possible obstacles look like and potential solutions.  We'd also discuss in the background via PMs or something who is doing what in a general way.  It sounds very pre-planned but it isn't really but it does make sure that we've built room into a scenario where all (or most) characters get a chance to shine.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #33 on: December 20, 2016, 09:19:57 PM »
One poor little rich boy coming up!

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #34 on: December 21, 2016, 05:18:28 AM »
I want to re-use this character from a previous game.  I'll adjust her for this game accordingly:




Name:  Sun'kist

Age:   20

Species:   Twi'lek

Gender:  Female

Height:   5'8" (1.75 m)

Weight:  132 lbs. (60 kg)

Abilities:   Acrobatics, acting, dancing, hand-to-hand combat, computer/technical skills (bypassing security, finding information and sabotaging equipment)

Specialty:  Infiltration, espionage, sabotage

Equipment:  Blaster, knife, wardrobe, communication gear, electronics toolkit, lock picks, warbdrobe.

Biography:   Dancer.  Masseuse.  Consort.  Companion.  Slave.  Whore.  Seductress.  Dominatrix.  Thief.  Con artist.  Spy.  Sun'kist specializes in getting her fellow Rebels to feel relaxed, whether it's by lending a pair of hands, an ear, a shoulder or a lekku. 

She uses wit and guile to get her way, but she can handle herself in a fight using a blaster, a knife or her bare hands.  Although she can help as muscle, she is best used for infiltration and distraction.  She also knows secrets, sells information and otherwise has access to a network of valuable contacts.  On the other hand, selling her body is for pleasure as much as business.

Sun'Kist was trained at one of the greatest dance schools on her home planet of Ryloth.  She was tricked by corrupt Republic officials into becoming a dancer for a Hutt crimelord.  Instead of customary dancing veils, Sun'kist was given a flimsy net costume held together by narrow leather straps. 

The Hutt was enamored with her, and chained her by the neck to his throne as his personal property and slave girl.  Sun'Kist was forced to dance for him as well as give him pleasure when the depraved crime lord beckoned.

Defiled, miserable, and fed only scraps, she kept enduring the Hutt's carnal embrace until newer slave girls caught his eye.

Cast aside from the Hutt's harem, she was offered as part of a payment to a Zabrak clubowner and middleman, Aekar Paguo.  Although she was merely a bonus to his commission, the Zabrak offered her a job and a means to make a living of her own as a dancer.  In exchange, she pledged her loyalty to him.

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #35 on: December 21, 2016, 05:20:03 AM »
In Star Wars Rebels, there's a ship that has shuttle attached to it, which could allow the group to split up.

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #36 on: December 21, 2016, 07:19:55 AM »
Consular class would be a good ship to use. Lots of room and cargo space without need of a large crew. Its corellianso easily modified.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #37 on: December 21, 2016, 11:13:32 AM »
My concept is on the first page, though essentially they're a Rodian exploring gun-for-hire. More of a co-pilot than an actual pilot, knows all about different planets, is a bit of a face. Think kinda Shephard Book; they're a knowledgeable guy and have the face skills, though also strangely they're a trained shot and clearly are more than a simple space-faring merchant.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #38 on: December 21, 2016, 11:46:35 AM »
Okay-

I added a character sheet, an example of a character and the character ‘system’.  I want to reiterate that this is not a system game, the Knacks and Talents are more ... prompts to spur writing opportunities and story ideas.  Also note that a Knack or Talent is not a skill - it means your character is world-class at that particular ability or has an unusual ability.  If you skip Weapon Guru, that doesn’t mean you can’t shoot a blaster, it means that someone who has that Knack is much, much better than you ... and pretty much everyone else they meet.  An example would be my character.  His knacks are not combat based but he’s quite capable of flying a fighter and shooting a gun well enough to survive combat.  Those just aren’t his specialties.  So, when looking at Knacks and Talents think about what you want your character to really shine in.

Vin26m
Sun’Kist is a great idea.  Some more slinky skills are welcome and she’s very slinky!  Take a look at the character sheet I’ve recently added and try and cram her in there.  And, heh, I was thinking of ‘flashback’ ideas and one of the one’s I came up with makes a better group adventure.  But, I agree, I like opportunities for the ‘leader’ to meet characters one-on-one in some adventure or another.  I’ll keep my thinking cap on regarding that.

Aiden
Let me know if you go with your Mandalorian Bounty Hunter, as I have a small background idea for it.

wander Sounds good.  Get them written up!

I like the Ghtroc 720.  I think we’ll go with that.  The consular ship is a little too upscale - don’t want the team getting too comfy!

Post your potential characters in this thread -  I'll look at 'em and also that gives fellow players a chance to see how/if they want to tweak their ideas to fit well as a group.  Also, also ... I encourage folks to take a look at fellow characters and see if there are ways to include background connections.

We are all going to be starting on Yavin 4.  Any 'mercenary' type characters, you've basically worked well enough with the Alliance and/or was involved in a mission that ended with you here.  Folks who are rebels from the get-go, either you managed to hitch a ride to Yavin with rebels who vetted you, or you've been here a little while.  I'll put a blurb up about Yavin to give you an idea of what it's like just now, as well as a few topics to start up with.
« Last Edit: December 21, 2016, 12:46:13 PM by BitterSweet »

Offline Aiden

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #39 on: December 21, 2016, 12:33:33 PM »
I am working up the sheet now, I will PM you.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #40 on: December 21, 2016, 12:38:07 PM »
I mentioned the 720 at the end of page 1... ^__^;;;

Anyways, I have the Edge of the Empire sheet here on-site for my character in my inbox, I'll see at either completing the character sheet tonight or more probably it'll be in tomorrow.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #41 on: December 21, 2016, 12:41:28 PM »
I mentioned the 720 at the end of page 1... ^__^;;;

Yes, that's where I got the idea from.  You are the spark that gave us our ship!

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #42 on: December 21, 2016, 12:51:30 PM »
Woooo!  :D


Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #43 on: December 21, 2016, 04:27:22 PM »
We need a proper name for our flying turtle of doom!

PLEASE no suggestions that involve a time period and a bird...

Unless it is the Minute Hummingbird

My suggestions include but are not limited to:

Rancor's Little Brother
Shell Game
And
Unfettered Dreams

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #44 on: December 21, 2016, 06:57:25 PM »
The Last Straw
Razors Edge
Righteous Indignation
Fools Gambit
Sudden Revelation
Unanimous Indecision

Would you like the character sheets sent to you or posted here?
Under Getaway Pilot, i take it we have to choose the type of vehicle it applies too, yes?

« Last Edit: December 21, 2016, 06:59:48 PM by Landshark »

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #45 on: December 21, 2016, 07:09:53 PM »
Would you like the character sheets sent to you or posted here?
Under Getaway Pilot, i take it we have to choose the type of vehicle it applies too, yes?

Yes, the general category - it can be fairly broad, example: small space ships covers fighting and non-fight craft.  And, please post characters here for review and such.  Accepted characters will have a thread of their own.

Indeed, pick a name folks! 

My suggestion is much more generic:  Redwing.  References the Alliance symbol but not in a way that will get anyone in trouble.
« Last Edit: December 21, 2016, 07:12:01 PM by BitterSweet »

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #46 on: December 21, 2016, 09:24:16 PM »
Player Name:Captain Whitebread
Timezone: Eastern Standard
Expected posting rate: Several times a week


SHAA RAA
Character gender, sex and orientation: Male, Male and Heterosexual - that doesn't mean he won't trade his body for food or money if he is desperate enough
Character Role: Scavenger, Mechanic, Trader, Gambler and general Scoundrel
Build: Slender but this is hidden by robes
Description:I am fairly typical of a Kel Dor, smaller and less robust than a human.  My strength lies within, in my strength of will and in the speed of my hands.  I have no hair, my eyes are black, not that you can see them behind my protective lenses.  Most of my face is covered by a breathing mask. Others of my species would consider me rather attractive but most races see me as hideous.  They cannot tolerate the fact that my features are so unlike theirs.  My face does, after all, look like a pussy with teeth.I wear simple dark robes.  I'm not trying to impress anyone.

Quirks and oddities: Rather than try to stand out, Shaa Raa does the opposite; he endeavours to not be noticed.  That being said, his voice is mechanical and emotionless due to his breathing mask's vocoder, which makes the expression of his rather dark and macabre sense of humour rather difficult.

What Do You Do? I have been a pilot, navigator and a mechanic on freighters, I have literally gambled with my life as the stake and I have spent time staying alive through the scavenging and refurbishing of droids, weapons and personal vehicles.

Knack: Shiny Engine - Not so much coaxing the last little bit out of a machine but rather restoring life to machines others write off as beyond repair

Talent: Danger Sense - It's something that has made his life a little easier, in very difficult circumstances... assuming he pays attention to it.

Personality: "A formal education did not prepare me for real life.  It taught me to pilot a ship and plot a course and calculate profit.  It did not teach me to compromise my morals in order to survive.  It did not teach me to fix things without the proper tools.  It did not teach me that, if I wanted to succeed, I needed to get up one more time than I was knocked down."

"It's only illegal if you get caught."

"Power will always belong to the powerful and their only concern is maintaining their position and increasing their power.  They do not see the rest of us as anything other than exploitable assets.    If we want anything, we need to take it for ourselves, from those that already have it.  Then we too can look down on the masses and feel superior."


Shaa Raa has been forced to endure things that he'd never imagines, so he has changed in ways he'd never thought possible.  Once carefree, he is now bordering on paranoid.  Once a risk taker, he now carefully considers the consequences of each action.  Where once he was generous, now he is self-serving.  One thing that hasn't changed is his stubborn pride.  He would rather suffer in squalor than contact his family to admit that he was unable to survive on his own away from home.

Surprisingly, despite his selfish nature, he's also quite social.  He has to be, because it's difficult to eat a discarded droid or speeder bike.  When required, Shaa Raa can call upon a great deal of charisma and has a gift for haggling.  He's been able to survive for four years by discovering who he can trust and who he cannot.  It's been a hard lesson but he's become quite good at it.

Background:Shaa Raa was the third son of a Kel Dor merchant wealthy enough to be able to afford his own ships.  Unlike his father, Shaa Raa was lazy.  Spoiled by his father's wealth, he spent his time gambling and carousing.  To teach his son a lesson, his father sent him out to learn his trade as a crewman on one of his ships.  After protesting to no avail, he left his parents and his sister behind and reluctantly shipped out on one of his father's ships.  Much to his own surprise, Shaa Raa took to space like a fish to water.  He quickly learned all aspects of the ship, from piloting to maintenance.  He showed a knack for dealing with people.  He might have followed in his father's footsteps except for a chance encounter.  After a successful trade mission, Shaa Raa fell back on old habits.  He was out carousing and, sure of victory in a game of chance, bet a year of his life against the pot.

He lost.

He spent a year serving essentially as a slave to the other gambler, a human rogue by the name of Akbar Sandford.  They traveled the galaxy and Shaa Raa learned more in that year than he had in all the years  previous.  His keen mind and nimble fingers absorbed everything Sandford taught him, whether he was helping him clean up at the gaming tables or how to use a blaster to protect his 'owner'.  When the year was over, Shaa Raa looked at Sandford and informed him that he would like to go home.

The human laughed.  "Then go," he said, knowing full well that Shaa Raa had no way of getting off the planet.

"How?" asked the Kel Dor.

"Not my problem," Sandford replied, turning to walk away.

Shaa Raa learned one other thing that day;  how it felt to kill a man who had been using him for a year, all the while pretending to be his friend.

It's been four years from that day.  Shaa Raa is too proud to ask his father for the money to book passage home.   He's been scraping by, winning enough to keep himself alive and supplied with the breathing filters he needs to live.  He's been scavenging, rebuilding droids and vehicles.  He's not sure now that he wants to go home.  He's been living in the belly of the beast so long that he's starting to enjoy it.  He still wants wealth, however... LOTS of wealth.

One thing is for certain; Shaa Raa is never going to let anyone use him against his will ever again.  It won't stop him from using others.  In fact one of his goals is to earn enough to be able to afford a set of Twi'lek twins or maybe a pair of Togruta.    Surprisingly, he's sided against the Empire that encourages the slave trade he seeks to use as a mark of his success.  His reasoning is simple:  He's not one of them.  As a non-human, he's considered a second class citizen and, coming from the wealth and privilege he once enjoyed, that is something he will simply not tolerate.

Anything else: Shaa Raa always carries a blaster at his hip and one in a shoulder holster, with another stashed on his speeder.  He also carries a vibrodagger on the hip away from the blaster and a vibrosword hilt down along his spine.  They're difficult to spot because of his robes.


Meta Info:
Shaa Raa is a character who could easily be turned into an Imperial stooge, if they offered him the wealth he once enjoyed.  He's also a proponent of the slave trade; it is the right of the powerful to make use of the powerless.
What do you want to do in this game: I'm here for more drama than action, more action than sex and more sex than comedy.
Something you’d like to have your character involved in, or happen to them: I think it would be quite interesting to see Shaa Raa forced to rethink his stance on slavery and, instead of buying his dream twins, somehow winning their loyalty through other ways.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #47 on: December 21, 2016, 11:52:31 PM »
Captain Whitebread: Shaa Raa looks good to me!  You can post him up on this thread here:

https://elliquiy.com/forums/index.php?topic=260453.0

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #48 on: December 22, 2016, 02:28:26 AM »
Vin26m
Sun’Kist is a great idea.  Some more slinky skills are welcome and she’s very slinky!  Take a look at the character sheet I’ve recently added and try and cram her in there.  And, heh, I was thinking of ‘flashback’ ideas and one of the one’s I came up with makes a better group adventure.  But, I agree, I like opportunities for the ‘leader’ to meet characters one-on-one in some adventure or another.  I’ll keep my thinking cap on regarding that.

Cool, thanks, I'll do that in the next couple of days.

I like the knack/talent idea.  Simple, but descriptive. 

Would you mind building some canon characters with your system?  For example, what talents and knacks would Han Solo and Chewbacca have?


Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #49 on: December 22, 2016, 08:19:42 AM »
Any restrictions/preferences in character portraits? No anima, no drawn art or RL face claims?

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #50 on: December 22, 2016, 11:13:24 AM »
Player Name:Landshark
Timezone:EST
Expected posting rate: 3-4 times a week


Tristan Khanjen
Character gender, sex and orientation: Male, Human, Heterosexual
Character Role: Pilot
Build: Tone/average. Tall
Description: Tristan cuts a rakish look. His height and tone build would have made him a poster-boy for Imperial recruiters. His long arms and legs give him a swimmers physique but he rarely dresses to show off his body preferring instead to wear jackets and loose clothing. His short hair is usually kept kind of spiked in a messy sort of way. With medium brown eyes and a average skin tone, his near constant facial stubble lends him a badass look he can’t really backup anywhere but in the air.

Quirks and oddities: Bastian smokes like a chimney and tends to be loud to draw attention to himself.

What Do You Do? Tristan has been flying or driving something since he could walk. He excelled in astrogation and in doing so, picked up understanding droid binary. To avoid fights caused by his cocky attitude he learned to use what was at hand to defend himself (improvised weaponry). An excellent liar he uses his massive amount of self confidence to great effect when getting into, out of and around obstacles. 

Knack: Getaway Pilot (small spacecraft), Never Lost, Got Your Back

Talent: Two Knacks

Personality: Tristan is a bit of an odd duck. He is both a self centered egotist and a hell of a nice guy. The best example would be that he tries to be the center of attention while making sure everyone still has a good time. He is the guy that brings the keg to the party and hands a cup off to the wallflower before shouting “Where’s the HOTTIES!” Tristan has a hard time understanding why anyone wouldn’t like him, after all, He’s Awesome.

Tristan makes friends very easily but at the same time most people are only his friend until they are out of sight then he doesn’t remember their names. Closer friends are rare as he tends to think most people think as he does. Not that he would betray a “part-time friend” its just that they don’t really exist to him until they are back in line of sight. To those he considers close friends he is your best Bro. There is nothing he wouldn’t do for them.

Though not quick to anger, Tristan has been known to start his fair share of fights. Oddly he considers these little more than ice breakers and in many cases has ended up drinking with the rival by nights end. He no fool however and should he be in a tight spot has no qualms with smashing a bottle over someone’s head and running for the door.

Background: Tristan is the son of a mostly retired Corellian trader. Born in the Tapani sector, he grew up around nobles of every level as well as a staggering array of alien species. Straddling the bustling Rimma Trade Route and his spacer father, meant he had constant access to ships both old and new. It was little wonder, that even from a young age, he had made it clear he would go to the stars himself one day.

Not having the money or prestige that many of his classmates did made Tristan act out and do crazy things to get noticed. From excelling in sports to low orbit sky diving, if there was a way for people to look at him instead of his rich and powerful friends, he was doing it. Once he was old enough he made a name for himself by doing off the wall speeder stunts then graduated to shuttles.

It was during this time that one of his coaches approached him and suggested his talents would be best utilized at the Imperial Academy. His fathers staunch hatred of the idea only made up Tristan’s mind. After all, in the Tapani Sector the Imperials were laid back and kind of cool. They were given noble like respect and got to do pretty much what they wanted. In Tristan’s eyes it was as close as he would ever get to be a nobleman himself.

When the day came to head off to the academy Tristan was overly eager. A transport would be making several stops inside the ector to collect all of the potential cadets. Making a stop in the freeworlds side of the trade route did not go as planned however. Just outside the fence of the landing area was a group of protestors. One thing lead to another and before anyone knew what had happened the transport did an emergency take off as shot began to ring out. The short trip to the next stop had all of the passengers buzzing especially those they had just pick up. It became clear that what Tristan had known about the Empire was severely skewed. When they asked the officer present what had happened he gave the typical Imperial answer “They got what anyone who stands against the Empire gets. Now set down and shut up.” Upon reaching the next stop Tristan and a few others made excuses to break away from the ship to get forgotten supplies. Once alone they decided to jump ship for good. They would wait until they stopped at the capital, Procopia, then disappear into the crowds.

Once they landed they were aloud to leave the ship once again. Heading for the exit Tristan was stopped by a woman asking what the ship was carrying. “Fools.” Tristan replied. What he hadn’t considered was that the recruits would be under constant vigil. Never able to find a chance to slip away he was forced to accept his fate and return the starport the next day. As he and the others made their way to the transport they were stopped by a local constable and their bags searched. A few moments into the search they heard an explosion. The transport had been destroyed. Not even flinching the constable looked at them and winked. “Everything looks good here. Move along. If your interested theres a different transport leaving within the hour that has better plans for its passengers.” And that was how Tristan found his way into the Rebellion.

It was pretty much the same as the academy would have been. A heavy load of book work and classes but these were run by people who had real hands on experience. A year later he was learning basic spycraft. The odd thing was that the rebels taught him more about Imperial protocol than the Imperials probably would have. His studies and natural talent for flying quickly pulled him into a training squadron. From there he graduated to airspeeders and just when he thought he was finally going to get his own x-wing he got put on special assignment. This is where our story really begins….

Anything else: Unless forced to, Tristan never calls anyone by their rank. Its Boss, Chief, Sir or Mam. If not ranked it becomes nicknames until its made clear they don’t like it….sometimes even after.


Meta Info:
There are so many tie in stories that could have an effect of the known storyline that it would be nice to think that it was us who did that. Like, how did the rebels get the second set of deathstar information. Sure a lot of Bothans died to get it to them but maybe we were involved as well. Who warned the Rebels on Dantooine to get the heck out of there before the Imperials caught wind of it?  Where did they get the Grandfather Ion canon that was used on Hoth to let them escape? Stuff like that.
What do you want to do in this game: I like an even balance of action, drama and a dash of comedy. Sex really isn’t important to me at all. If the team is on  planet and Im waiting in the ship it would be nice to have something to do instead of checking the system for the hundredth time.
Something you’d like to have your character involved in, or happen to them: NPC recognition is always nice. Sure it’s the rebellion and there is always someone doing something cool but to have a group of people go “You’re the guys that did “x”?! Holy shit that was awesome!” is always cool. No one wants to feel like just another cog.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #51 on: December 22, 2016, 11:36:49 AM »
Any restrictions/preferences in character portraits? No anima, no drawn art or RL face claims?

I'd like as realistic as possible so, photos when available, photo realistic art or computer generation, evocative and realistic drawn images and so on.  No anime, plz.

Also, Tristan is good so feel free to put him up in the character thread (which, someday, I'll polish a bit).  I was wondering ... if you'd be interested in having Tristan's 'got your back' knack be more oriented towards last minute pick-ups with the ship/space and flight related rescues and less on the land based ones?

And, in general, we're starting to get a lot of 'got your back' knacks and, moving forward, I'd like to encourage folks to think about other options.

I like the knack/talent idea.  Simple, but descriptive. 

Would you mind building some canon characters with your system?  For example, what talents and knacks would Han Solo and Chewbacca have?

I will work on that.

So –
Han Solo in brief.
Role and what he does: Smuggler.  Knows which end of a blaster is up, and when to use it (first!), can tinker with his own ship to keep it running and happy, a decent haggler – though when he fails it’s usually catastrophically, and can tell the worth of anything he lays eyes on at glance.
Knacks: Getaway Pilot and I Know a Guy
Talent: Two Knacks
My reasoning: Based on the original series, while he’s certainly a decent shot it’s not his specialty.  His ship is.  There were also several instances where he used contacts, or implied he had them, to suggest I Know a Guy would be logical (and useful for his Role).  If I were to promote him, I’d probably add ‘Got Your Back’ with an emphasis of it being effective in space/regarding ship rescues etc.  He’s greedy (at least, pretends he is) so showing that he as skills in haggling is reasonable.  If I were to spend more time on it, I might also indicate that he’s familiar with the way the criminal underworld works – at least along the Rim.


Chewbacca in brief.
Role and what he does: Sidekick, bodyguard, loyal friend.  Chewbacca owes Han Solo a life debt that, technically, has long been paid but remains at his side regardless.  He’s got his own weapon, a laz crossbow with power and range, handles the astromech side of the pilot’s job, is devotedly loyal.
Knack: Really Buff
Talent: Danger Sense
My Reasoning: Well, he’s really a sidekick in the movies however, the Really Buff knack is obvious.  While Chewbacca follows Han into the crazy situations he finds, it really often seems like he knows when trouble is coming. 


I was tempted to use Two-Knacks again, which means that the Talent section needs to be buffed up to make it more useful/desirable.  I’ll work on that.

Does that help?  The Knack, Talent and ‘role/what you do’ kind of work together to show people what your character can do and what they’re really good at.
« Last Edit: December 22, 2016, 12:20:45 PM by BitterSweet »

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #52 on: December 22, 2016, 12:09:01 PM »
Can we suggest our own Talents/Knacks?

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #53 on: December 22, 2016, 12:21:59 PM »
Can we suggest our own Talents/Knacks?

Oh, yes please!  I was just realizing I needed to buff up the Talent section in particular (several folks taking 'Two-Knacks' is usually a sign).

I will be adding an 'Infiltration' knack that relates to thieving and spying.

Offline Aiden

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #54 on: December 22, 2016, 02:56:35 PM »
Player Name:Aiden
Timezone: Pacific
Expected posting rate: 2-3 times a week, variable


Tavoc Tseric

Under the Mask
Character gender, sex and orientation: Male/Hetrosexual
Character Role: Bounty Hunter
Build: Tall and Muscular
Description:  Mandlorians can easily be picked out of by their armor and "T" helmets. Tavoc likes to kick it up a notch by reinforcing his armor with extra plates, adding to his tall stature and wide frame. Tavoc appears more a Tank then a Bounty Hunter. The one thing people can take away from seeing him, he is tall and strikes an intimidating profile especially when he is lifting his heavy laser cannon in your direction. 

Quirks and oddities: Tavoc in armor loves combat and the thrill of the hunt, he isn't very vocal unless necessary. The biggest mistake someone can make is try to talk for him. While not a big fan of vices, Nar Shaddaa is his home and he does frequent the cantinas, keeping an ear and eye out for any new bounties.

What Do You Do? Tavoc is earning a mean reputation as a ruthless bounty killer and staunch opposer of the Empire's influence of his homeworld. Based out of Nar Shadda and allied with the Hutt bosses, he has free roam of Hutt Space and the criminal underworld, for the most part.

Knack: I Know a Guy: Anything in the criminal underworld, Tavoc might know a guy. Weapons, information, slaves, blackmail, you name it. When it comes to seedy cantinas or Hutt palaces, Tavoc knows where to get some information or supplies to keep the mission or bounty going.

Weapon Guru: Heavy guns and explosives are Tavoc's specialty. A fan of blowing shit up and sorting it out later. Heavy laser cannons, rocket launchers and anything large enough capable of bringing down a ship or two (if needed).

Brawler Trained at a young age like any Mandalorian, he is the wrong person to pick a fight with.

Talent: 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).

Personality: Raised in a traditional Mandalorian clan, Tavoc was brought up with a code of honor many of the modern day Mandalorians have forgotten or neglect. The world is different, the great hunt is not the same as it was in the old ways but there is ways to keep the traditions alive and well. He is not normally talkative but he knows how to speak when necessary to get his point across. Tavoc has spent enough time in the underworld he has picked up a few vices, his favorite being gambling.

Background: Born on one of the moons in Mandalorian space, Tavoc was born and raised in the old ways by a small clan. As the clone wars consumed the sector and the Empire began to spread its influence in their ruling class, his clan fiercely opposed the "death watch" and opted to side with the pacifist ideals of Satine Kyrze. As the Rebel wars came to an end and after seeing Maul take over his planet, Tavoc began his own rebellion against the new regime and the Empire control of his home sector. Sadly the Empire remains in place which forced him to abandon him home world sector and take up the role of a bounty hunter and continue his war in the shadows.

He has been known to support other factions that oppose the Empire but he does not consider himself a member of the rebels or the republic they are attempting to restore. At best he is "an enemy of my enemy is a temporary ally". While he would not betray a contract to favor the Empire, he holds no loyalty to the rebels and their leadership. No news is good news, Tavoc doesn't want anyone looking into or finding out what he is doing but once can guess whatever it is, it will hurt the Empire one way or another.

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: In for the drama and action.
Something you’d like to have your character involved in, or happen to them: Face off with Maul's super commandos.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #55 on: December 22, 2016, 03:04:55 PM »
Just a couple that I noticed were missing right off the bat.


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 inclsion 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.

Social Chameleon You have the ability to blend in to whatever sort of group you are in.  You can recite portions of the Imperial Constitution, quote the Rebel Manifest, fake your way through a wine tasting and guzzle beer in an back alley bar while winning at cards or losing at darts.  It makes people trust you that little bit more and can get you into places you really shouldn't be allowed.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #56 on: December 22, 2016, 04:50:04 PM »
I like the friends ones ... not so sure about Chameleon (though not sure why) so I'll think on that for a bit.

Just a couple that I noticed were missing right off the bat.

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.

Social Chameleon You have the ability to blend in to whatever sort of group you are in.  You can recite portions of the Imperial Constitution, quote the Rebel Manifest, fake your way through a wine tasting and guzzle beer in an back alley bar while winning at cards or losing at darts.  It makes people trust you that little bit more and can get you into places you really shouldn't be allowed.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #57 on: December 22, 2016, 05:43:09 PM »
Been having an off day, though I'm still around! I'll try and get my character in tomorrow, sorry for the delay!

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #58 on: December 22, 2016, 06:23:23 PM »
Aiden -  Tavoc is fine.  I might suggest you reach out to Wargtass, if you haven't already as you're both playing Mandalorians and there's the possibility of past intersections, and the two of you have some similar traits you might want to talk about and see if both of you are okay with that or if one or the other of you want to tweak your character.

no worries, wander, plenty of time.

Speaking of ... I will be setting up the RP threads soonish (this weekend probably) and start sorting the opening adventure I have in mind into useful form.  It's likely to be simple and somewhat shooty, to give us all a chance to see how we work together.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #59 on: December 22, 2016, 06:36:17 PM »
I'm seeing the movie tonight!

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #60 on: December 22, 2016, 06:40:29 PM »

Also, Tristan is good so feel free to put him up in the character thread (which, someday, I'll polish a bit).  I was wondering ... if you'd be interested in having Tristan's 'got your back' knack be more oriented towards last minute pick-ups with the ship/space and flight related rescues and less on the land based ones?

Yeah thats kinda what I had in mind. Pulling off the whole Han saving Luke on the deathstsr run

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #61 on: December 22, 2016, 06:48:03 PM »
I'm seeing the movie tonight!

eeeee!  I'm going to be seeing it again, in early January with a new coworker who turns out to be a huge Sci-fi, gamer geek.  He thinks it was the best Star Wars movie and I'm not sure I agree but it's definatly right up there with the 2nd of the original trilogy - which I think was the best of the bunch so far.
« Last Edit: December 22, 2016, 06:49:37 PM by BitterSweet »

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #62 on: December 22, 2016, 08:47:05 PM »
Coming up with a female honeypot assassin!

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #63 on: December 22, 2016, 09:03:14 PM »
Coming up with a female honeypot assassin!

Sounds good!  Check out Vin26m's Twi'lek to avoid too much overlap as she's also a slinky character (though more spy-y than stabby) with slinky sex appeal.

Also (and this is for everyone) please check in this thread for character info: I adjusted the Knacks and Talents slightly, there may be stuff there you want.  And, for those accepted characters, if you see a change you prefer, feel free to switch out a Knack/Talent.

Specific changes:  Added 'infiltration' as a knack, changed droid friend to droid control (upped it's power level), added a minor telepathic gift called 'eavesdrop', added Friends in high/low places and Social Chameleon (thanks CW!)

Character thread, now with actual information:  https://elliquiy.com/forums/index.php?topic=260453.0
« Last Edit: December 22, 2016, 09:05:54 PM by BitterSweet »

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Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #64 on: December 22, 2016, 09:10:45 PM »
Is there, like, a specific character type needed in the group?

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #65 on: December 22, 2016, 09:35:43 PM »
Player Name: Relikai
Timezone: GMT +8
Expected posting rate: 2 - 3 times a week


Haruna Taro 'Black Swan'
Character gender, sex and orientation: Female, Female, Heterosexual
Character Role: Assassin/Infiltrator
Build: Skinny and of average height.
Description: Standing at five feet five, Haruna keeps her dark brown hair long to allow different styles and make ups, enabling her to provide a series of different visuals. While she carries a small makeup bag able to change her facial image into ten other identities, Haruna prefers to keep her bare face among her own people, although she hardly leaves a secured area undisguised. She possesses an ectomorphic shape, almost an hourglass figure which might make her a popular model in Coruscant,

Quirks and oddities: Whenever she sees a mirror, Haruna would spend several seconds adjusting her bangs. She also tends to spend time on luxuries if she could, including spending up to an hour in a bath.

What Do You Do? Haruna has been an independent honeypot, trading sex for information which contributed to the ever shifting political power in the Coruscanti underground. While people know her as the Black Swan, her identity out of the black market was unknown due to her changing her appearance from district to district, until she was near indistinguishable among a sea of people. Haruna retrieves information from techniques of seduction, long since acknowledging her body as a tool instead of something to be proud of. As a side job, Haruna goes for bounties if the target was ripe, often seducing the words out of their mouth before ending their lives with a blaster or a knife.

Knack: Infiltration

Talent: Entrancement

Personality: Haruna possesses a cynical view of the Empire, or almost anything not herself or her closest clique. She often chooses to observe, unless conversation was something unavoidable in maintaining relationships or drawing information. That doesn't mean Haruna was a tight lipped woman all the time as her closest and most trusted lovers would know. That said, Haruna never lets slip the information that she was the 'Black Swan', instead just calling herself 'Taro'.

Her loyalty, once won would be near unwavering. Haruna looks at people with suspicion, but those who actually won her respect would find themselves with a woman capable of performing multiple duties not limited to the bed and killing. However, those who betrayed her remained confused when a needle entered their spine, or a blast knocked them off a perch. After all, they would never know that it was the Black Swan they befriended, nor would they know it was Haruna they betrayed.

Background: Born a war orphan in Corellia as Hiragi Taro, the girl was taken to an orphanage where she and other victims of war were gathered and prepared for off world shipping to a more secured location. Her parents were a matter of mystery, but the popular story was that they were killed by pirates while transporting goods in their corvette. During her trip towards the space station, Hiragi's transport was attacked by the Imperial Navy, on the suspicion that Corellian rebels were smuggling weapons and plans to initiate a takeover. Over ninety percent of the orphans were killed in the discriminate shooting, and Hiragi was staring down the barrel of a blaster when the battle was interrupted by pirates, seizing both the Corellian ship and the Imperial corvette before seizing Hiragi as a spoil of war.

Life with the pirates was hard, but they took note of her features and raw talent, wondering if she could be trained and manipulated into a prostitute or more. While fulfilling the former was easy enough after months with lonely pirates, the latter was considered when the girl was found by rebels, holding a knife and a blaster with four dead pirates scattered around the small ship. Evidence pointed that two of them died in states of undress, while the other two were killed at range. Realizing her potential as a spy or an assassin, the Rebels took and trained her as hard as they could, often sending her into live missions as part of her training. Hiragi achieved them with varying degrees of success, although some missions forced her to concede her dignity in order to attain information, get close to a target, or escape from a palace on high alert.

While the rebel alliance was one of the trustworthy factions she'd follow, a clique she was assigned to ended up being betrayed, and Hiragi was compromised and managed to escape with only seconds between her and a battalion of stormtroopers. Angered by this betrayal, Hiragi took upon herself to seek vengeance on her own, finding the traitor and killing them before ever thinking of returning to the alliance. Knowing that she was identified by the Empire, Hiragi threw her name away as well as her appearance as she mastered the art of disguising herself over many years. Her mission of vengeance was a success after many painful months and many different men, the assassin known to herself as 'Haruna', the 'Black Swan' who was feared among the crime lords and gang leaders of the underworld, finally shot and killed the man who ratted her and her friends out on a double bed in a Coruscanti hotel.

Finally done with her personal quest, Haruna continued to accept jobs, trading information and lives for money as she played a dangerous game of being a neutral assassin. However, she soon learnt about the truth regarding her parents, rebels who fought against the Empire, and were doing a supply run when their corvette was intercepted and destroyed. This revelation caused her to break down for several days, until Haruna received a message from an old contact. Packing her bags for the last time while transferring her funds to an account linked to the Rebels, Haruna Taro, spy and assassin, left Coruscant with a team of rebels who extracted her safely from Imperial space.

Anything else: Haruna never refers to herself as 'Haruna'. Always 'Taro', unless those were really close friends or comrades.


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: Drama and Action are my favorite when dealing with Star Wars :)
Something you’d like to have your character involved in, or happen to them: Assassination, Infiltration, Combat or other 'finer' methods to extract information or fulfill an assassination.
« Last Edit: December 22, 2016, 09:59:56 PM by Relikai »

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #66 on: December 22, 2016, 09:54:27 PM »
Relikai -

Taro looks good.  In an ideal world, I'd like to see an image that has the cameraman cropped out but I'm also not a hardcase about that sort of thing.  If you can find something, great, if not, that's also fine. 

I do want to know a little more about her entrancement - is it sex?  Does she have a genetic quirk that means that uh ... sexual contact loosens  tongues and confuses loyalties?   If so, the particular way entrancement works for her would be up close and personal, and with people she's being directly seductive with.  Is it something else?  If so, let me know so I can see how it would work as we move through the game.

ETA: I am going to close the game to more players as we've got something like seven or so, I believe.  GnothiSeaton and wander, that does not include you two - you've already expressed interest and so you're in.  Same for anyone else who has already posted here and we've discussed character options.

New folks ... sorry.
« Last Edit: December 22, 2016, 09:59:02 PM by BitterSweet »

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #67 on: December 22, 2016, 10:04:36 PM »
Relikai -

Taro looks good.  In an ideal world, I'd like to see an image that has the cameraman cropped out but I'm also not a hardcase about that sort of thing.  If you can find something, great, if not, that's also fine. 

I do want to know a little more about her entrancement - is it sex?  Does she have a genetic quirk that means that uh ... sexual contact loosens  tongues and confuses loyalties?   If so, the particular way entrancement works for her would be up close and personal, and with people she's being directly seductive with.  Is it something else?  If so, let me know so I can see how it would work as we move through the game.

ETA: I am going to close the game to more players as we've got something like seven or so, I believe.  GnothiSeaton and wander, that does not include you two - you've already expressed interest and so you're in.  Same for anyone else who has already posted here and we've discussed character options.

New folks ... sorry.

1) Picture cropped and done!

2) Sex or sexual contact would be a good choice for entrancement, the seductive acts like the combination of physical touches and eye contact being the start, followed by hugs and kisses if the person remains strong willed, with sex being the final step in her entrancement. She would need to be up close and personal, and although she doesn't offer sex to any Han, Luke or Lando, she can end up very... touchy... with anyone around her.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #68 on: December 22, 2016, 10:26:43 PM »
1) Picture cropped and done!

2) Sex or sexual contact would be a good choice for entrancement, the seductive acts like the combination of physical touches and eye contact being the start, followed by hugs and kisses if the person remains strong willed, with sex being the final step in her entrancement. She would need to be up close and personal, and although she doesn't offer sex to any Han, Luke or Lando, she can end up very... touchy... with anyone around her.

Sounds good (and thanks for adjusting the pic, plus we get a better view of her), sex it is!  In that case it's fairly up close, she needs to be at least somewhat engaged with her target(s) and they need to be capable of pleasure focused sex.  Ie: a species that only has sex when they go into heat every 300 years is not going to work for this.  Because this is the Star Wars universe, she can seduce across species lines and also across orientation - at least for a while.

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #69 on: December 22, 2016, 10:32:48 PM »
Sounds good (and thanks for adjusting the pic, plus we get a better view of her), sex it is!  In that case it's fairly up close, she needs to be at least somewhat engaged with her target(s) and they need to be capable of pleasure focused sex.  Ie: a species that only has sex when they go into heat every 300 years is not going to work for this.  Because this is the Star Wars universe, she can seduce across species lines and also across orientation - at least for a while.

Yep sounds good there!

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #70 on: December 22, 2016, 10:39:25 PM »
Yep sounds good there!

Great!  When you post her in the character thread, can you add some version of those notes on entrancement so we (meaning I) can remember?

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #71 on: December 22, 2016, 10:45:44 PM »
Great!  When you post her in the character thread, can you add some version of those notes on entrancement so we (meaning I) can remember?

Already did, and added notes as well. Tell me if they fit !

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #72 on: December 22, 2016, 10:52:29 PM »
Already did, and added notes as well. Tell me if they fit !

Looks fine to me.

And ... I'm off for the night. Sleepy.

Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #73 on: December 22, 2016, 11:19:26 PM »
Almost done with the revisions to mine. Aiden and I already had a chat and I'm going to shoot him another idea before I finalize.  ;D

Offline RedEve

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #74 on: December 23, 2016, 09:15:05 AM »
Shame this is no longer recruiting, I love this idea.
I will keep an eye on the recruitment thread in case you re-open it.

Offline wander

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #75 on: December 23, 2016, 09:31:47 AM »
I'm thinking I'm gonna drop out, I'm drawing a blank for expanding the background to two paragraphs... Also I'm unsure just if my character would add anything new in.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #76 on: December 23, 2016, 09:45:44 AM »
Time to Name the Ship!

Just to make things more complicated, I've tossed in another half dozen or so suggestions....


Rancor's Little Brother
Shell Game
Unfettered Dreams
The Last Straw
Razors Edge
Righteous Indignation
Fools Gambit
Sudden Revelation
Unanimous Indecision
Working Class Hero
Brass Pole
Widow's Curse
Splitting Headache
Southern Kiss
Sticks and Stones
Daddy's Girl


I'd suggest picking your top two or three and if we have any kind of overlap, we've got our ship!

Do we want to PM our recommendations to our esteemed GM or post them openly?

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #77 on: December 23, 2016, 10:50:46 AM »
Shame this is no longer recruiting, I love this idea.
I will keep an eye on the recruitment thread in case you re-open it.

Please do! 

I'm thinking I'm gonna drop out, I'm drawing a blank for expanding the background to two paragraphs... Also I'm unsure just if my character would add anything new in.

Ah, sorry to see you go, wander.

Time to Name the Ship!

I'd suggest picking your top two or three and if we have any kind of overlap, we've got our ship!

Do we want to PM our recommendations to our esteemed GM or post them openly?


Thanks CW!

Please do it openly here, I don't want to wrangle the voting.

My votes:
Razor's Edge
Brass Pole
Redwing-7  :P

Also, I've started to populate some game threads.  There's an ooc/background thread and several others (links to which can be found on the ooc thread) Here's the link to the OOC:  https://elliquiy.com/forums/index.php?topic=260449.0

So, I'd like to start transitioning to the ooc thread as we begin to get into actual play.  Please continue to post potential characters here, in this thread and let's do the ship naming here as we've started it here but for new ideas and topics, start 'em up there.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #78 on: December 23, 2016, 12:57:56 PM »

My choices, in no particular order



Unfettered Dreams

Unanimous Indecision

Brass Pole


Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #79 on: December 23, 2016, 04:02:01 PM »
We could name the ship

The Gamera

Which is the name of the flying turtle monster in gozilla movies.  8-)

Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #80 on: December 23, 2016, 04:25:26 PM »
As long as the Imperials have a cruiser named Barugon, I am game(ra) with that.  ;D

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #81 on: December 23, 2016, 04:26:11 PM »
The Holiday Spirit.

"Fast ship? You've never heard of the Holiday Spirit? It's the ship that made the Kessel run in less than 12 parsecs."

"There will be a substantial reward for the one who finds the Holiday Spirit. You are free to use any methods necessary, but I want them alive. No disintegrations."

"Our ships have sighted the Holiday Spirit, Lord. But it has entered an asteroid field and we can not risk..."


Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #82 on: December 23, 2016, 04:44:30 PM »
As long as the Imperials have a cruiser named Barugon, I am game(ra) with that.  ;D

LOL - since those names sorta sound Star Wars-y, it's not beyond the realm of possibility.  Of course that means all Imperial forces have mis-timed vocal dubbing.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #83 on: December 23, 2016, 04:49:06 PM »
Dams it, if I'd known we had so many cheesy monster movie fans I would have kept Gamera on my suggestion list....

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #84 on: December 23, 2016, 05:06:26 PM »
Dams it, if I'd known we had so many cheesy monster movie fans I would have kept Gamera on my suggestion list....

Well I think it's got more votes than anything else so far.


Oh man!  2016 continues to be the suckiest year ever.  Carrie Fisher suffered a significant cardiac event (probably a heart attack) while flying back to LA from London.   :'(

I want to just hide under my bed until 2017 starts.  Even with tRump, it has to be better.
« Last Edit: December 23, 2016, 05:24:11 PM by BitterSweet »

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #85 on: December 24, 2016, 09:07:07 AM »
Player Name: vin26m
Timezone: GMT -5 (Eastern Time)
Expected posting rate: 1-2 posts a week


Sun'kist
Character gender, sex and orientation: female/female/pansexual
Character Role: Covert Operative
Build: Fit and curvy, like an exotic dancer
Description: By Twi'lek standards, Sun'kist is of average weight, above average height and exceptional beauty.  Her smooth, flawless skin is a shade of deep orange.  Her eyes are bright, blue and expressive.  With her features, if she were a bit taller and thinner, she could have been a runway model.  Her breasts are full and natural, her waist is narrow, her belly is flat, her bottom is round and toned, her hips are wide, and her legs are long and shapely.  Her lekku have feint beige stripes.  (Height - 5'8", 1.73m; weight - 132 lbs., 60 kg)

Quirks and oddities: Sun'kist prefers to wear as little clothing as possible.  She is partial to wearing bluish-green outfits and makeup to contrast with the orange of her skin.  She keeps her claw-like nails sharp to use them as weapons or tools.  Her preferred weapons are a mismatched pair of modified DL-44 heavy blaster pistols. 

What Do You Do? Infiltration, theft, sabotage, assassination, combat.  Sun'kist users her exceptional agility, dexterity, technical skill and observation to get in and out of secure facilities.  She's good at sneaking around and hiding, but she is particularly great at fighting her way out of trouble.  Her missions have entailed breaking into and out of secure facilities in order to rescue prisoners, steal plans, plant explosives and assassinate enemy VIPs.

Sun'kist's prodigy-level dancing has translated into mastery of multiple martial arts that use striking, throwing and grappling.  She has defeated multiple enemies even with her hands tied behind her back, while blindfolded and in zero-gravity.  She can silently take down unaware opponents non-lethally or permanently.  She knows the weak spots of multiple alien races, including their pain and pleasure points.  She uses the environment to her advantage, essentially turning it into a makeshift weapon.

When it comes to her heavy blaster pistols, Sun'kist is a gunslinger.  She may not be the quickest on the draw, but she can shoot fast and accurately, including ricocheting bolts off walls, shooting weapons out of hands, hitting an object just right to blow it up or hitting two different targets at once while dual wielding.

In melee and at range, she has been difficult to hit.  Strikes or shots that have made contact tended to glance off her or graze her.

While Sun'kist's technical ability is more about bypassing security measures, she can help with repairing droids, ships and weapons.

Knack: Infiltration, Martial Artist, Weapon Guru (DL-44 heavy blaster pistols)

Talent: Two Knacks

Personality: Sun'kist is arrogant and self-reliant.  She has found it hard to trust people, and she seems to get along better with droids who are much more predictable and who share with her an aspect of being enslaved.  After killing a Hutt who enslaved her, Sun'kist obsessiong changed to destroying the Empire, and she thinks she must be doing a good job because of all the bounties on her head.  Still, Sun'kist knows that she can't take down the Empire alone, and she's more than happy to join a crew or team to do just that.  She can work well with others for a mission, but she acts standoff-ish to avoid creating attachments with individuals who might get killed.

Background: Sun'kist was born on the Twi'lek homeworld of Ryloth, where she was trained at one of the planet's great dance schools.  To settle a family debt, she was sold by her clan into slavery as a dancer and companion, fetching a high price for her beauty and grace. 

Her intelligence made her more willful than subservient.  After being traded between Imperial governors, she was eventually sold to a Hutt crimelord.  Instead of customary dancing veils, Sun'kist was given a flimsy net costume held together by narrow leather straps.  The Hutt was enamored with her, and chained her by the neck to his throne as his personal property and sex slave.  Sun'Kist was forced to dance for him as well as give him pleasure when the depraved crime lord beckoned.  He punished her in various ways, one of which included keeping her alone in the dark, which was mental torture for someone like her who was social and loved to be under the sun.

In the Hutt's palace, Sun'kist befriended an old droid that was tasked with feeding the slaves.  She gave the cantankerous, angry C1-1OMP droid the nickname of "Chomper." With Chomper's help, she managed to escape.  She joined a local rebel cell and convinced them to attack the Hutt's palace and warehouse to steal shipments marked for Imperial delivery, which resulted in the freeing of slaves and the droids, including Chomper.  She killed the Hutt herself, arranging for him to end up in a sarlacc pit.

With the cell, her existing skill set and high motivation led to her becoming a covert operative.  Most of the members of that cell were killed, with only her, Chomper and a Wookie being the only surviving members.  She was brought in and re-assigned to Rogue One to fill out their depleted roster.

Anything else: She speaks Basic and Huttese, and she understands Binary and Shyriiwook (Wookiespeak).  She wields a small arsenal as necessary, including frag grenades, thermal detonators, explosives, a blaster rifle, knives, throwing knives, vibroblades, and slugthrower pistols (both silenced and unsilenced).  She also carries a comlink, a medpac, a pair of macrobinoculars and synthrope dispensers for climbing, restraining and garroting.  She wears a black bodysuit for missions when she can't cover herself in black or camouflage body paint.  She has also used red bodypaint to resemble the more rare (and valued) red-skinned Twi'lek women known as Lethen, as well as blue, yellow and green bodypaint to otherwise disguise herself.  She's used jetpacks and rocketpacks.



Meta Info:
What do you want to do in this game: Action, intrigue, comedy, sex, homage to the films (e.g., re-using quotes).  Sneaking around, trickery, seduction, chases, standoffs, smack-talking, unarmed combat, ranged combat.
Something you’d like to have your character involved in, or happen to them: Sun'kist's appearance and dancing skill are used as a distraction.


Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #86 on: December 24, 2016, 09:23:48 AM »
Looks good to me!  If you would post her to the character thread when you get a chance, that'd be great.

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #87 on: December 24, 2016, 09:40:30 AM »
Looks good to me!  If you would post her to the character thread when you get a chance, that'd be great.

Thanks!  Done.


Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group)
« Reply #88 on: December 24, 2016, 09:41:25 AM »
I'd like as realistic as possible so, photos when available, photo realistic art or computer generation, evocative and realistic drawn images and so on.  No anime, plz.

Also, Tristan is good so feel free to put him up in the character thread (which, someday, I'll polish a bit).  I was wondering ... if you'd be interested in having Tristan's 'got your back' knack be more oriented towards last minute pick-ups with the ship/space and flight related rescues and less on the land based ones?

And, in general, we're starting to get a lot of 'got your back' knacks and, moving forward, I'd like to encourage folks to think about other options.

I will work on that.

So –
Han Solo in brief.
Role and what he does: Smuggler.  Knows which end of a blaster is up, and when to use it (first!), can tinker with his own ship to keep it running and happy, a decent haggler – though when he fails it’s usually catastrophically, and can tell the worth of anything he lays eyes on at glance.
Knacks: Getaway Pilot and I Know a Guy
Talent: Two Knacks
My reasoning: Based on the original series, while he’s certainly a decent shot it’s not his specialty.  His ship is.  There were also several instances where he used contacts, or implied he had them, to suggest I Know a Guy would be logical (and useful for his Role).  If I were to promote him, I’d probably add ‘Got Your Back’ with an emphasis of it being effective in space/regarding ship rescues etc.  He’s greedy (at least, pretends he is) so showing that he as skills in haggling is reasonable.  If I were to spend more time on it, I might also indicate that he’s familiar with the way the criminal underworld works – at least along the Rim.


Chewbacca in brief.
Role and what he does: Sidekick, bodyguard, loyal friend.  Chewbacca owes Han Solo a life debt that, technically, has long been paid but remains at his side regardless.  He’s got his own weapon, a laz crossbow with power and range, handles the astromech side of the pilot’s job, is devotedly loyal.
Knack: Really Buff
Talent: Danger Sense
My Reasoning: Well, he’s really a sidekick in the movies however, the Really Buff knack is obvious.  While Chewbacca follows Han into the crazy situations he finds, it really often seems like he knows when trouble is coming. 


I was tempted to use Two-Knacks again, which means that the Talent section needs to be buffed up to make it more useful/desirable.  I’ll work on that.

Does that help?  The Knack, Talent and ‘role/what you do’ kind of work together to show people what your character can do and what they’re really good at.

Thanks for Han Solo and Chewbacca write-ups.

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #89 on: December 24, 2016, 01:40:41 PM »
I like:
The Last Straw
Sticks & Stones
Razors Edge

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #90 on: December 24, 2016, 01:47:57 PM »
I like:
The Last Straw
Sticks & Stones
Razors Edge

I think Razors Edge and Brass Pole are currently the top runners.  Gamera also, if we want to add to the list.

Have you put Tristan in the accepted character thread yet?  I think he's the only chipper, somewhat sociable guy on the ship.

Offline Landshark

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #91 on: December 24, 2016, 02:33:31 PM »
No not yet. It will be tomorrow before I can do that.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #92 on: December 24, 2016, 02:36:38 PM »
No worries, just checking in.

Offline Lithium

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #93 on: December 24, 2016, 07:35:30 PM »
Heya, I spoke with BitterSweet through PMs just before recruitment was closed off, and she told me that I could post up a character, so here she is. ^^





Player Name: Lithium
Timezone: EST
Expected posting rate: A couple of times per week


Nirri Zaye
Character gender, sex and orientation: Female, bisexual
Character Role: Medic, scientist
Build: Tall, lithe and fit
Description: Considered by most to be strikingly beautiful even by the high standards of her species, the statuesque Nirri stands just shy of six feet tall. She has light pink skin, slightly slanted black eyes, and very dark blue hair which appears almost jet black under most lighting. She isn't the most voluptuous woman, but she's no less distinctly feminine for it, having been blessed with just the right amount of curves in all the right places. Her full plum colored lips are full and shapely, often cited by others as one of her most attractive features along with her incredibly expressive eyes.

Being quite the fashionista, Nirri does love to dress up in high heels and vibrantly colorful, tastefully revealing outfits, but she has of course learned to tone it down since joining the rebellion. Most of the time, her casual outfit of choice will consist of some sort of cropped top, form fitting pants or shorts and a comfortable pair of boots.

Quirks and oddities:
-Nirri's body produces pheromones which induce feelings of excitement and an increase in libido in those around her, often (but not necessarily always) aimed at her. They also greatly heighten the sensation of pleasurable experiences, most notably those of a carnal and sexual nature. Unlike the rest of her species, Nirri was born with a birth defect that robbed her of the ability to consciously control her pheromone secretion, and instead her body will involuntarily release them whenever she feels particularly happy, aroused, anxious or threatened.
-Her hands are exceptionally steady and dexterous, she probably would have made a great surgeon!
-She loves food and can often be spotted scarfing it down as if she were a Hutt, though thankfully her race's hyperactive metabolism ensures that she still maintains her figure.
-Thanks to her second liver, another Zeltron racial trait, Nirri can drink most people under the table.
-She's basically a B-list celebrity on both Zeltros and Alderaan.

What Do You Do? For the past few years, Nirri has owned and operated the Fugue nightclub and lounge on Alderaan, which has risen as one of the planet's most booming hot spots. Since joining the rebellion, she's received some basic combat training, though she's still clearly much better suited for a support position. And while she may be more famous for her socialite status and for hosting some incredibly memorable events at her club, Nirri is also a very capable chemist. She's entirely willing to take chances and try to innovate when it comes to science, which can provide some interesting, useful, and occasionally volatile results.

Knack: Sawbones - She's not a trained doctor and wouldn't be able to diagnose obscure diseases, but she knows enough about biology to patch people up, and she can also cook up some concoctions of her own that might prove useful.
Talent: Empath - Like all members of her species, Nirri possesses the ability to read or feel the emotions of others, as well as to project her own onto them, but this is limited to her genuine emotions and cannot be falsified. Her empathic abilities are considerably more developed than those of the average Zeltron and also more difficult to accurately control under extreme circumstances. She has no idea that it's caused by a sensitivity to the Force, instead having always simply assumed that she was a bit of a freak of nature in that regard.

Personality: Charming, personable, outgoing and adventurous, she's always quick to make friends and generally isn't shy about breaking the ice. She loves helping others and making people happy, probably because facing the darker realities of life is so difficult for her. The way that Nirri feels everything very deeply does also make her prone to emotional outbursts, impulsive decisions, and she's often guilty of thinking with her heart instead of her head. She's quite shrewd when it comes to business related matters, but can sometimes be naive about the dangers of the real world, especially since her first instinct is to look for the good in people rather than the bad.

Despite being highly dedicated and hard working when she needs to be, Nirri does share her kind's penchant for having a good time, and she's been known to be quite the party animal. In fact, she's very passionate about most of the things she does in general, not limited to just partying, which in turns leaves her noticeably more predisposed to developing addictions or obsessions than most.

Background: As the only daughter of one of the richest couples on all of Zeltros, stating that Nirri had a cushy childhood and upbringing would be a gross understatement. Daddy was a famous hologram artist, mommy owned the largest casino on the planet, and both of them were more than happy to spoil their baby girl with anything that she could possibly desire. Exotic pets from across the galaxy, clothes from the most renown designers, vacations at the most luxurious resorts, nothing was out of reach.

Still, it was only a matter of time until Nirri's curiosity and adventurousness had her seeking out new experiences. On little more than a whim, she decided to move away from home to pursue her higher studies at the Aldera University on the beautiful planet of Alderaan. It was during her time on campus that her eyes were first opened as to just what kind of impact the Empire's rule was having on the rest of the galaxy. She learned that a tear in her favorite dress or finding out that a boy she had a crush on liked somebody else wasn't actually the pinnacle of all suffering like she'd previously believed.

Hearing the stories of people who'd gone through extreme hardships or lost everything under Imperial rule broke her heart, and she resolved herself to help bring some happiness back into the world in whatever small way she could. After earning her degree in Biochemistry, Nirri opted not to return to Zeltros, instead choosing Alderaan as her second home and using a tiny fraction of her trust fund to open up a club where anyone could come to forget about the worries and their pain, if only for a little while. With the skills that she'd learned, she was able to concoct uniquely intoxicating pheromones, the most amazingly delicious cocktails, and even a few recreational drugs which could deliver wonderful highs, all of it contributing to Fugue's popularity and putting Nirri in the limelight, which was a nice perk. She even had the honor of hosting Princess Leia herself on a few occasions!

Until recently, she was content that what she was doing was enough, that she was doing her part and that things would eventually work themselves out. That is...until she heard about the Battle of Scarif and the sacrifices made by so many rebels. She could do more. She had to. With her club having become somewhat of a meeting hub for the rebels on Alderaan, getting in touch with them wasn't too difficult.

Where it would go from there, Nirri had no idea, all she knew was that she was done letting others fight for her.



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: Have fun, mainly! Interacting with the other players and characters is the most enjoyable aspect of group games for me, the type of scene it happens in doesn't matter too much.

Something you’d like to have your character involved in, or happen to them:
-Situations where Nirri's empathy can come into play in relevant ways, whether it ends up having a positive or negative impact.
-Her celebrity status and/or considerable personal wealth coming in handy for a mission at some point.
-Any excuse to put her scientific expertise to good use.
-She could probably make a good damsel in distress if one is ever needed!  :P


« Last Edit: December 26, 2016, 05:50:08 PM by Lithium »

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #94 on: December 24, 2016, 10:35:14 PM »
I think Shaa Ra and Nirri  are either going to get along famously or hate each other.

I can see them hitting a high society party if they ever need to get information, because they're both familiar with the finer things in life.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #95 on: December 25, 2016, 10:38:21 AM »
I like Nirri, we don’t have anyone who’s culturally part of the core worlds ‘the civilized part of the galaxy’, since Shaa Raa has partially acculturated himself to the Rim lifestyle.  I also like the fact that she’s outgoing and personable, another shortage on a ship full of cranky pants.  I like that she’s an empath, and mainly ‘civilian’, it brings a different angle to the group.

But she’s on a bit of a different power level than the game is generally running.  Her pheromone ability is basically a form of the enchantment knack and empathy in this game is one way - you receive only.  Those would need to be changed.

I’m not sure how you want to resolve this but my thoughts are:

Nirri doesn’t have pheromones; maybe it’s due to a childhood illness, maybe she’s part of a minority population in the species who don’t - whatever reason.  Perhaps that drove her interest in biochemistry.
Her empathy is one way, again, perhaps that’s the way many Zeltron’s actually are or something.

Let me know what you think.

Offline vin26m

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #96 on: December 25, 2016, 03:17:46 PM »
Lithium/BitterSweet:

I tried making a Zeltron character work for this game, but the Knacks and Talents as they are right now don't really allow for the Zeltron's empathy and pheromones.

Another issue, I think, is that some Knacks and Talents are much better than others.  The Talents generally seem weak.  If it's any indication, half of the characters in the character thread (3 out of 6) took the Talent of Two Knacks.

As an aside, there is an updated list of Knacks and Talents in the character thread.  Some have been upgraded, and there are more.

For Nirri's pheromones, I would remove the Sawbones Knack and add the Friendly Knack.  Based on the description of the pheromones and the description of the Friendly Knack, they seem to have the same effect - make people like you.

As it is now, I don't think Empath is worth a Talent.  I don't think it's even worth a Knack (one Talent = Two Knacks).  Just reading an emotional state seems kind of meh.  But projecting an emotional state?  Now that would be something.  I think if Empath allowed both reading and projecting emotional states, it would be worth a Talent.  I think it would not be too powerful, and it would fit with the canon of the Zeltrons, and it would provide some fun RP opportunities.


Offline GnothiSeauton

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Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #97 on: December 25, 2016, 04:08:45 PM »
I can't think of a good role for the character in my mind, so I think I'm going to have to bail.  Hope everyone has fun.

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #98 on: December 25, 2016, 04:12:14 PM »
I can't think of a good role for the character in my mind, so I think I'm going to have to bail.  Hope everyone has fun.

Ah bummer.  All right!

Online Relikai

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #99 on: December 26, 2016, 01:01:37 AM »
My post didn't make it here,  it I was thinking the Kessel Whore would make a good smuggling ship :p

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #100 on: January 16, 2017, 01:17:48 PM »
We are looking for one pilot for our ship the Razors Edge.  We have several of the strong, silent types and or the silent grumpy pants type so should someone be moved towards a different personality type that would certainly add some variety to the crew!  You can post the character concept in this thread for review.  Only accepted characters go in the character thread.

Please read the first post to get an idea of what we're looking for.  In particular; we are all Rebels, and even if the character is unsure or possibly conflicted, they should not be hostile to the idea.

Offline Captain Whitebread

Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #101 on: January 16, 2017, 02:12:13 PM »
Shaa Raa is not a silent grumpy pants...

<mutters to himself>

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #102 on: January 16, 2017, 02:26:40 PM »
Shaa Raa is not a silent grumpy pants...

<mutters to himself>

I'm sure he's a sweetheart under there ... somewhere.

Offline Chi

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Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #103 on: January 17, 2017, 09:39:09 AM »
I'm totally interested! Working on a character right now, hoping I'm doing it right. Defected (no not defective wander hehe) ex-imperial scout who can fly anything smaller than a capital ship.

I have a great knowledge of the Star Wars universe from my early indoctrination as a child by my father lol. I have many resources that we can farm stuff from and am glad to share links to anything that you might need. The D6 Holocron is a great place to source a gazillion ships and items and pretty much everything that's ever existed in the EU.

Blind Luck would be a cool ship name too...just saying.

Back with my toon shortly!

Chi

Offline la dame en noir

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Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #104 on: January 17, 2017, 09:45:03 AM »
Damn, just noticed that someone else will be taking the spot.

Offline Chi

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Re: Rogue One-Too (Star Wars, GM guided, small group) 1 POSITION OPEN
« Reply #105 on: January 17, 2017, 09:55:11 AM »
Never hurts to have more than one pilot of one gets incapped. Pilot/co-pilot navigator?

Here's a king to various transports from the Holocron Space Transports

And here's my toon!

Player Name: Chi
Timezone: UTC-5 (Eastern Standard)
Expected posting rate: (7 day minimum)


Krytanne ‘Tannie’ Liszter
Character race, sex and orientation:  Near-human Lorrdian, Female, Straight
Character Role: Scout Corps
Build: Slender and wiry
Description: Krytanne is a tall, red haired woman who looks younger than her 30 standard years. Lean and toned from her Scout experiences, she is petite for her height, but certainly not skinny. She prefers to wear rugged and tough cargo pants tucked into sturdy boots, with a tank top and multi-pocketed vest as well where she stashes all of her various sensor gear and scanners. A modified Blastech DL-18 pistol rides in a holster on her thigh and she’s got a vibroshiv tucked into her left boot.

Quirks and oddities: Tannie tends to speak before thinking things through sometimes, which has led her to having to run for her life after telling tribal leaders that they should stick to fornicating with their livestock when she was really trying to make a trade for said animals. She also tends to be somewhat hyper and can get bored if there’s nothing ‘interesting’ for her to check out or investigate.

What Do You Do? With her Scout training she has learned Piloting/Astrogation (blind jumps specialty), Planetary Exploration & Surveying, Survival (multiple biospheres), some Diplomacy, Negotiation and Communication (primitive cultures specialty),  and Ship Gunnery.


Knack: Survivor

Talent: Tannie is a natural mimic due to her Lorrdian ancestry and with some time and observation can imitate people’s mannerisms and voices almost perfectly. This can either be intentional or unintentional. She also picks up physical cues from people fairly easily if she’s been able to observe them for some time.

Personality: Friendly, loyal and helpful to a fault, ‘Tannie’ is a sassy young woman whose inquisitive nature will get the best of her at times. She always has some sort of gadget out taking readings of this or that and picking up something that might interest her. Quick-witted, she can sometimes be annoying when she gets a little too sarcastic when someone is being blatantly obtuse. "Really? You had no idea that Jabba the Hutt was a crime lord? Puh-LEASE have you not seen ANYTHING on the Holonets in like forever??"

Background: Krytanne was born on Praesitlyn where her parents were part of an opera company on a galactic tour. As soon as they were able to her parents returned her to Lorrd where she was raised by her extended family and learned the Lorrdian kinetic language that had been developed during the Kanz disorders, and further enhanced her natural mimic talents.

Her natural wanderlust led Tannie to The Academy, and after graduating with honors she was recruited into the Scouts Corps. After a few years of ‘scutting’ for the more experienced scouts and doing their dirty work she was finally assigned her own ship. She was in heaven, it was just her and the stars and the planets she found. She loved the independence and adventure, and finding new races of people.

But not long afterward she saw the dark underbelly of the Empire’s scouting practices and how they enslaved every new sentient race they found and sucked their planets dry of usable resources. The first chance she got she sent her beloved little Sienar Lone Scout-A on a course into a dark nebula before hopping into the life pod…Fortunately before she ran out of supplies she was picked up by a Rebel picket ship and has never looked back.


Anything else: Her biggest fear is being recognized as a deserter at some point and having to avoid capture and being sent to the spice mines of Kessel.


Meta Info:
What do you want to do in this game: Action, adventure, drama, comedy and if romance happens it happens.
Something you’d like to have your character involved in, or happen to them: I’m up for anything, but maybe being put on the spot to get the group out of the frying pan before winding up in the fire on a hostile planet with not so friendly natives on our tails!
« Last Edit: January 20, 2017, 08:26:39 AM by Chi »

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #106 on: January 18, 2017, 10:57:09 AM »
So –
Question for both current players and those who have expressed interest.  Current ship is pretty much full up but I’ve gotten interest from others and … I can never say no.  >.<

Would folks be interested in opening <a second location I’m keeping secret for now> for a more freeform location for incoming players?

As I’m able and is reasonable for the location, I’d be providing adventure seeds and so forth but it’d be less mission oriented for now.

Downside being that the current shipboard players would be on the ship while other folks would be hanging out drinking Jabba The Hutt’s Very Stout Stout™ or whatever.

Also, perhaps a roll call from current players, if you please?

Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #107 on: January 18, 2017, 11:08:35 AM »
Not entirely sure I am clear on what you are suggesting here. Further exposition would be appreciated. Like a second team orrr...?

And consider this my resounding AYE for the roll call.  ;D

Offline BitterSweetTopic starter

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #108 on: January 18, 2017, 11:20:12 AM »
Not entirely sure I am clear on what you are suggesting here. Further exposition would be appreciated. Like a second team orrr...?

And consider this my resounding AYE for the roll call.  ;D

A second location, planet side, that would be available for incoming players.  If I/we/they come up with a mission, they'd also be a second team.  In the future, teams would be created from the available pool of players based on interest and skill sets.

Make better sense?

Offline Wargtass

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #109 on: January 18, 2017, 12:22:22 PM »
Affirmative, I wouldn't mind that, as long as you can keep up.  ;)

Offline Lithium

Re: Rogue One-Too (Star Wars, GM guided, small group) CLOSED
« Reply #110 on: January 18, 2017, 11:37:32 PM »
A second location, planet side, that would be available for incoming players.  If I/we/they come up with a mission, they'd also be a second team.  In the future, teams would be created from the available pool of players based on interest and skill sets.

Make better sense?

Sounds cool to me, can't see any down sides as long as you can handle it, like Warg said~