[Rebellion Day GMs] Rebellion Day Adventure PCs?

By awayputurwpn, in Star Wars: Age of Rebellion RPG

Hey Rebellion Day GMs! I'm gonna be running the game on Rebellion Day (Sep 13th) and I wanted to see if anyone had thoughts on the following.

There's included in the adventure a Sharpshooter, a Scientist, an Infiltrator, and a Tactician. Smattering of 2's and 3's in appropriate characteristics, and the only 4 is the Sharpshooter's Agility. By my eyeballed estimation, they are roughly starting-character level, with perhaps +5 XP in talents for some and a smattering of adequate gear that is entirely within the starting budget.

So anyway, I'm thinking here....

  • Running with more than 4 PCs. Since there are only 4 pregen PCs included in the adventure, I'm thinking of bringing in up to 2 additional pregens in case I have up to 6 people that want to play. I like the 1-page design, reminiscent of last year's Free RPG Day Edge of the Empire adventure.
    • Should I just rustle up some standard starting PCs? If so, what would you suggest?
    • OR should I look into using the Under a Black Sun PCs, modifying their backstories a bit so they fit into the Rebel Cell on Trivar II? If so, which of these do you think would fit best (both flavor-wise and stats-wise)?

The pregens in Glare Peak are pretty well balanced for the specific challenges of the adventure, in my view.

For my games we're sticking to 4 PCs each, but if I needed another one I might throw in Zal the Ace from the AOR Beginner set.

My concern is, for a group unfamiliar with the system, it might be a challenge if you get, for example, more than one character focused on Mechanics, or on Leadership.

Another couple of combat-type characters might not be bad, but I feel you'd have to increase the challenges a LOT.

Did you get any of the pre-gens supplied with the Age of Rebellion Beta?

Did you get any of the pre-gens supplied with the Age of Rebellion Beta?

Yeah, I bought from Miniature Market so I got the pregens. 3 of the Rebellion Day PCs are re-imaginings of those characters. I prefer these newer ones :) But that might be a good starting point for including more pregens...just rework the Beta pregens.

I wish I could find my copy of the AOR beta! I know I had it but I can't locate it.

Are the pregens completely new characters (ie no added xp) or are they slightly beefed? I ask because Im creating a character for Rebellion Day at my store but Im not sure if the pregen are like the games I played at GenCon where the characters had like 200xp already invested.

Edited by DragonMaul

I think a starter character with no added XP would fare just fine.

One thing about the pregen characters is that they are a specific set of roles: Commander, Spy, Engineer, Sharpshooter, with appropriate challenges for each of them.

They each also have connections to the location of the adventure, NPCs in their background they can call on for help and to move the plot along. If you're bringing a new character, I'd recommend consulting with your GM to adopt some of those background elements for your own character.

Are the pregens completely new characters (ie no added xp) or are they slightly beefed? I ask because Im creating a character for Rebellion Day at my store but Im not sure if the pregen are like the games I played at GenCon where the characters had like 200xp already invested.

Yeah, eyeballing it, they are starting characters with the Base of Operations bonus credits and some connections, like progressions said.

I'll be bringing some EotE pre-gens to drop in if a get 5 or 6 players. Honestly, I think the crossover works fine without too much alteration, they're simply doing a job for the Rebels as they're on the lam from a botched job in the Core worlds.

Otherwise, making a starting character with base XP makes sense. I'm thinking it might be cool to make an Emergent character, someone with Force powers unlocked by spending Duty.

I've only read the first episode so far, and I'm getting a feeling that an Ace character might not be the best fit, since the Governor locks down any civilian vehicles right out the gate, unless you're cool with the players getting into shenanigans and blowing past an encounter or two with a chase scene. I do love chases.

Yeah, was thinking it'd be cool to throw in an Emergent with the Enhance power as an option.

If you wanted to run a quick vehicle encounter, the very end of the module would be a great place to do it.