Building "Commander Cody"

By spacewolf5462, in Star Wars: Age of Rebellion RPG

So I this will be my first time building a character for this system, and I'm really looking forward to it. Most likely we'll have people from all of the different books being played simultaneously.

I wanted to create a rebellion trooper who was the teams go to leader. I'm not necesarrily looking to be the party "face", but would rather be the inspiring military commander.

Obviously the commander/tactician tree stuck out as being perfect. Here's where my question lies. I want my character to be good with heavy weapons (brawn), be a decent shot (agility), have a strong will in the face of danger (will) and finally be inspiring (pres). As a human, if I give up my 10 duty, I can have 120 XP to spend at the start. This would allow me to boost all 4 abilities up to 3, and have the basic skills I need to function (ranged (heavy), Leadership X2, athletics, coercion, cool, discipline, and resilience.

Is this a good use of starting XP? From here I can put points into filling out my skills, and then diving into the tactician tree. I'd raise abilities later if I could, but they can only be raised at creation, so this feels right, but would it be semi-effective?

Yep. :)

I did a similar thing with my diplomat and I'm finding a bunch of 3s to be much more useful than a 4 in anything. If the guy playing the tech is doesn't make it that week I can usually pull off the computers/mechanics rolls. 3 Agility means I'm actually pretty good when people start pulling blasters. Utility is the way to go.

Edited by Col. Orange

So I this will be my first time building a character for this system, and I'm really looking forward to it. Most likely we'll have people from all of the different books being played simultaneously.

Is this a good use of starting XP? From here I can put points into filling out my skills, and then diving into the tactician tree. I'd raise abilities later if I could, but they can only be raised at creation, so this feels right, but would it be semi-effective?

I like what you've done. It feel like a Cody to me.

If you make a final copy of commander Cody. Then please post the final character sheet into this thread. Cause I hope I can say not just for myself but a one else reading, that I would love to see the final product.

I agree with whiteape1, please post the finished character.

Sure, would you guys like the what he'll be at the start, or if not, how much extra XP would you like to see him build out to.

Do what you must with the character to make him faithful in your mind to your concept and for what you believe will make the character more effective.

Heya spacewolf, how that character going?

Hi,

Sorry for super late response. Life has a habit of interrupting me from playing pretend Space Cadet (stupid life).

Anyways, I haven't map out the exact route I'd get there, but here's what I'd eventually like to see my character have

Stats:

Brawn: 3 (starting)

Agility: 3 (starting)

Presence: 3 (starting)

Will: 3 (starting)

Cunning: 3 (upped from one of the career trees)

Intelligence: 2

Reasoning: I don't imagine Cody to be the absolute best at everything he does, but he's very skilled and very competent.

Skills:

Combat: Cody should be formidable with his blasters, and be able to hold up very well in melee. He's not Jedi, but he doesn't have to be

Ranged (heavy): 5

Ranged (light): 3

Brawl: 3

Gunnery: 2

non-combat:Cody should have the ability to inspire his allies, intimidate his foes, and stand strong in the face of danger. He's not the party face, nor should he be. He's the guy that divvies up the tasks so the specialists can do their job, and he'll fill in where needed (and he can fit most anywhere). He doesn't have deception, because he's a soldier first and foremost, he doesn't need to lie to kick your teeth in. He has basic piloting skills, but its not his strong suite (he'll still do better then most formally trained in it though).

coercion: 3

Cool: 3

Athletics: 4

Leadership: 5

Discipline: 4

Resilience: 3

Pilot (ground):2

Pilot (space): 2

Intelligence Skills: This is where he'll be weakest. He'll need war history to draw upon battle tactics so:

History (warfare): 2

Career Trees:

Commander (tactician): This is the defacto go to career and specialization. It gives me all the main skills I need (minus brawl, pilot, gunnery. As far as the skills trees go.

Toughened X2: worth making him more durable.

side-step X2: This will allow me to help keep myself from being blasted into oblivion

Bodyguard X2: This will allow me to keep my allies safe, and be the hero.

Commanding Presence: Good all around ability and has synergy with leadership rolls.

Field Commander: A leadership check to allow others to act sounds pretty commanderish to me

Commander (squadron leader): This picks up the last of the skills I need (outside of brawl, which I'll just buy separately). It also adds a good way to increase my strain threshold.

Grit X2: Worth it since I'll be using strain during side-step and bodyguard

quick strike X2: For a commander who specializes in cunning tactics, getting the drop should be often enough to make this awesome

Defensive Driving X2: Added defense to my vehicles.

That's pretty much it. I haven't hashed out exactly when I'll take what when though. That's mostly because it'll depend on what's happening. I also haven't added in abilities required to get to everything, since while required, aren't necessarily something I consider as useful.

WIth all of that said, my Cody should be a great jack of all trades soldier, who anyone would love to have in their squad. He will never be as a rugged as a specialist, but he makes up for it by being the rock upon which the rest of the party is based.

Edited by spacewolf5462