Conner starts off a series about SWRP and Ralph learns along the way. Here we start off with Character Creation.
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Who are we?
We are just a couple of nerds who enjoy the game. Ralph, who has been running games, and Conner, who has watched his father run the games and who has ventured out into the world to run some of his own. Together we talk about our passion for role playing and some of our adventures along the way.
Please enjoy this journey with us.
Notes:
Released by Fantasy Flight Games in 2013
In 2020 it was discontinued and Asmodee subsidiary Edge Studios got the rights
Began reprinting the original books and reselling the custom dice
How do you play?
Let’s make a character
I want a generic smuggler
Obligation is a check that helps the GM plan for the next session.Before each session, the GM rolls a percentile dice, if the check is equal to or lower than the group’s obligation score, then it triggers
Im not a fan of how this is explained in the book. The chart makes it easier
So, you put the individual ranges based on how much obligation a character has onto a percentile chart, then roll to see if they’re affected that session.
I see this working well to help the GM come up with ideas for the story
I’m going to choose bounty, and since we’re playing with a standard table of 4 players, I will start with 10 obligation, but I want to increase my odds of complications for the story, so I will add 10 starting XP in exchange for an additional 10 obligation
So now we have 20 Obligation and 10 extra XP points
They suggest using mechanical disadvantages for obligation (when it’s in effect) such as -2 strain threshold or a setback die, I like making it a roleplay/ story thing. Such as a bounty hunter showing up to capture a player.
Generic smuggler means human
Smuggler-
Smugglers are a crafty, diverse bunch with core skills as follows: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, Streetwise, and Vigilance. He automatically gains one rank in four of these skills (of his choosing) without spending experience, and He receives a discount when he spends experience to purchase ranks in any of these skills
Scoundrel-
His dynamic nature is spelled out in the Scoundrel's additional career skills: Charm, Cool, Deception,and Ranged (Light). If this is the character's starting Specialization, he may choose two of these skills and gain one free rank in each, without spending starting experience.
Since deception was a double up, you can add a free rank in it
I can’t remember if that was a house rule or if I read it,
one issue with this book is that there’s A LOT of flavor text
Vigilance is normally used in initiative, but can sometimes be swapped for cool if the situation depends on it. Generally, if the players are surprised, use vigilance, if the players are doing the surprising, use cool
I choose Cool, Coordination, (already have one in deception), Piloting-space, skullduggery, Vigilance
We have 120 exp to spend
Increasing Characteristics costs ten times the rank (so increasing to 3 costs 30, increasing to 4 costs 40)
We’re going to start with this, then invest the rest into skills
Agility and cunning are feeding my main skills I’ve chosen, so I will increase them. This cost 60 XP.
Skills cost 5 times the purchase rank you buy them at (plus 5 for non-career skills)
Rank 1 5XP, Rank 2 10XP, …
I bought a second rank of ranged-light for 10, a single rank of piloting-planetary for 10 (because it’s not a career skill), and a second rank of Cool for 10
Talents cost what they do on the tin, you go down your tree
I bought Rapid Reaction for 5 and Quick strike for 10
You can buy additional specialization for ten times for your number of specializations you have (20 for your second, 30 for your third) with an additional ten added for a tree outside your career (30 for your second, 40 for your third)