Defection of the Kuma [OOC]

By Blackbird888, in Star Wars: Age of Rebellion RPG

Seeking approval for a couple of things please

the gear I'm looking to get is this:

Superior HL-27 light blaster: 5450 cr

Second Skin armour: 2000cr
3 Dress Uniforms: 300cr
Symbol of Command (Imperial Insignia Plaque): 100cr Boost to all social checks to interact with Imperials.
Total: 7850cr
First off the dress uniforms don't provide any benefits but, as Captain, Jack should be seen in one at all times. Would it be inconceivable for him to have the second skin armour on under the uniform? My thoughts are he is a little concerned with all these new unknown recruits and after the previous captains demise has invested in some protection.
Second i was thinking the Imperial Symbol of Command would be their Insignia Plaque, is this too over powered to have a boost to every social check with every single Imperial? Should I instead go for something more localised such as a ceremonial Corellian Cutlas (improvised weapon at best) or other such human centric sector recognised item?

Perhaps start heading for the Force Rating talent in Emergent?

I was thinking that. It amuses me that most of those talents will go unused by the character and the ones that he would really use don't lead to a quick FR bump :lol:

true, perhaps now you have the FR 1 getting into Sage with 40 of your xp would be a good idea. Its no Sith Alchemist but still lots of helpful option. Its more expensive now, but fits the build much better, has plenty o useful talents, and gives you 2 extra FR. Exile doesn't really fit, unless your thinking of being partly combat. Armourer and Artisan are the other options, but both are much more mechanics focused so wrong again.

For left of field (and super expensive!) Hermit is an option too, Force Connection is awesome for that Xenology skill, but its a very outdoorsy spec.

what your going for isn't exactly that easy to get right is it?

Sage is a good opition. The overall idea I'm going for is a bio/life/death kinda researcher who starts mixing science and the Force at some point (once he realizes he starts exploring his direct access to it). This will of course play real close to dark/light side. Not so much evil as ....death as a force of nature and the inevitable end state of all things. Going into Sage may be good at this point since most of the other talents I buy up don't push me all that much further down anywhere and unless I have any glaring holes in my skill set I think I'm good there. Medicine and Xenobiology to cover his genetics background. Lore to cover his study of life and death in other cultures. He is already a respected scholar and researcher :D.

So Sage does make a good choice to investigate.

Also how long has everyone been on the ship. I've gathered that at least two of the characters are newer. I was kinda thinking Newton has been on the ship for sometime doing his research. At least long enough to have formed strong bonds with the command crew. I'm not sure how long the ship has been in service so it's hard to judge how long but I picture him having been on board for at least a few years.

As an aside .....oh man would Sith Alchemy rock for this concept :P

Edited by Kael

Side question, one of the reasons I like the Falcon pic so much (afterall I could use other pics of that actor) are the googles. Is there a way to have those googles be something he wears that gives him life and/or bio read outs? Or could be used as magnifying lens for when he's studying observing stuff? I'm not sure what the options are tech wise. Maybe something in Special Mods?

Stupid question - how do you want us to do dice rolling? Is there a way to do it in-forum?

Also, I'm new to PbP generally, are there any rules or guidelines I should know about?

First off create an account here at orokos.com

Then go to the "roll some dice" page. You will be presented with 4 fields to fill out:

  1. Character. the characters name goes here, its best if you use this since people can look at the roll history and know what it was for
  2. Campaign. Enter the full campaign name here - Defection of the Kuma - it allows people to look at all the rolls associated with a single campaign
  3. Description. describe the roll, bonus points for funny or interesting ones :P
  4. Dice to Roll. obvious, but the most complex. you need to use the right syntax (code) to get the thing to work. Ill go through the syntax below.

After filling in each field hit the Roll'em button and it will calculate the result, putting it all in a nice table for you.

On this results page, directly below the table that shows the results is the following line:

Copy pasta: link bbcode

link and bbcode are both hyperlinks. At this point you should click the bbcode hyperlink. When you do this a small text box appears directly bellow filled with gobbledygook, copy everything from that text box and paste it directly into the reply window here on the FFG forum. when you post your reply this will be the result:

Fire in the hole: 2eA+2eP+1eB+1eD+1eC+4eS 4 successes, 1 advantage, 1 Despair

a-s-a.pnga-s-a.pngp-s.pngp-s-a.pngb-s.pngd-th.pngc-d.pngs--.pngs-th.pngs--.pngs--.png
Now onto the code. the above example has at least 1 of every dice type, excluding Force Dice. to achieve this roll i entered the following line into the "Dice to Roll" box:

2eA+2eP+1eB+1eD+1eC+4eS

That translates to 2 Ability dice, 2 Proficiency dice, 1 Boost die, 1 Difficulty die, 1 Challenge die and 4 Setback die.

If i wanted to include a force dice i would enter this:

1eF

The dice don't have to be in any particular order, just don't have spaces between and it is case sensitive, it also auto-calculates the results as part of the process.

If you have more questions please ask.

Edited by Richardbuxton

Jack would have been on board at least 3 or 4 years, it takes time to rise in the ranks, and he may have even been in training during the clone wars, I'm undecided yet.

Kelly's probably been on the ship for a little less time, two years or so, and no military background prior to that (her experience comes from law enforcement and growing up during a brutal conquest and occupation)

Let's call the previous captain Captain Giesse.

I'm going to have to send a message to Herf Nerder, otherwise we'll need to do more recruiting.

Seeking approval for a couple of things please

the gear I'm looking to get is this:

Superior HL-27 light blaster: 5450 cr

Second Skin armour: 2000cr
3 Dress Uniforms: 300cr
Symbol of Command (Imperial Insignia Plaque): 100cr Boost to all social checks to interact with Imperials.
Total: 7850cr
First off the dress uniforms don't provide any benefits but, as Captain, Jack should be seen in one at all times. Would it be inconceivable for him to have the second skin armour on under the uniform? My thoughts are he is a little concerned with all these new unknown recruits and after the previous captains demise has invested in some protection.
Second i was thinking the Imperial Symbol of Command would be their Insignia Plaque, is this too over powered to have a boost to every social check with every single Imperial? Should I instead go for something more localised such as a ceremonial Corellian Cutlas (improvised weapon at best) or other such human centric sector recognised item?

Looks good. Yeah, the SoC should probably be toned down, maybe just to younger officers, or Core Worlders or something.

It wouldn't make much sense for some trinket a captain has would impress Tarkin or Vader.

Side question, one of the reasons I like the Falcon pic so much (afterall I could use other pics of that actor) are the googles. Is there a way to have those googles be something he wears that gives him life and/or bio read outs? Or could be used as magnifying lens for when he's studying observing stuff? I'm not sure what the options are tech wise. Maybe something in Special Mods?

Some kind of scanner; probably a hand scanner. Not the scanner goggles, which are just night-vision goggles.

Edited by Blackbird888

Ok. I'm trying to find a more obscure home world for Jack, Fondor is leading candidate at the moment, but I'll try to pick something related to a sector.

Edit: actually I do like the idea of midshipmen getting a fright and leaping to attention when the captain walks by, that may be better and easier to include in the story.

Edited by Richardbuxton

Maybe it's just me, but part of me likes the idea of a sort of "blank slate" with the ship, not have it be tricked out with gear and attachments. This way we can modify and refine the ship's mission profile as time and the campaign goes on.

From my perspective, it feels like the crew and ship has been abused and mishandled for a rather long time. This might be one of the first generation Nebulon B, meaning that it has been in service for a decade and has all the issues and problems of it's age. Combined with weak officers, this is what can be considered an "Omega Unit", such as the 181st before Commander Fel took command.

What do you all think of this?

(I'm also thinking of the movie Down Periscope. Hopefully everyone has seen that movie.)

Edited by Sarone

Maybe it's just me, but part of me likes the idea of a sort of "blank slate" with the ship, not have it be tricked out with gear and attachments. This way we can modify and refine the ship's mission profile as time and the campaign goes on.

From my perspective, it feels like the crew and ship has been abused and mishandled for a rather long time. This might be one of the first generation Nebulon B, meaning that it has been in service for a decade and has all the issues and problems of it's age. Combined with weak officers, this is what can be considered an "Omega Unit", such as the 181st before Commander Fel took command.

What do you all think of this?

(I'm also thinking of the movie Down Periscope. Hopefully everyone has seen that movie.)

Actually, I think you have a pretty good point there.

Sadly I've only seen a few minutes of Down Periscope though - I've mostly been thinking Hunt for Red October.

If we go the Down Periscope route then whose playing the Admirals son?

Havnt seen down periscope, but Corel might qualify.

Hi everyone, sorry for the absence, I was unexpectedly busy! Pitching in what I have of my sheet so far so I'm part of the conversation. Still sorting out my equipment as we speak, but I think I've settled most of the thing.

http://swsheets.com/c/w9b8zldvt-sir-dain-falkve

Other than the gist of it, we aren't copying any movie scene for scene.

Hi everyone, sorry for the absence, I was unexpectedly busy! Pitching in what I have of my sheet so far so I'm part of the conversation. Still sorting out my equipment as we speak, but I think I've settled most of the thing.

http://swsheets.com/c/w9b8zldvt-sir-dain-falkve

And we have a full house! I really like the concept.

Hi everyone, sorry for the absence, I was unexpectedly busy! Pitching in what I have of my sheet so far so I'm part of the conversation. Still sorting out my equipment as we speak, but I think I've settled most of the thing.

http://swsheets.com/c/w9b8zldvt-sir-dain-falkve

Good, great.

Do you want to do anything with The Rival, or just leave it?

And we have a full house! I really like the concept.

I appreciate it! I really like yours, too. I hope Dain manages to fit in with the group - he's not the usual kind of character I play.

Good, great.

Do you want to do anything with The Rival, or just leave it?

Personally, I think it could be cool, and would enjoy it - I always like to leave loose threads like that, in case a given GM wants it to come up. Ultimately, though, the intention was that it would be up to you whether he ever appears. If it doesn't appeal to you, I don't mind.

Edited by Herf Nerder

Filled in Duty and Description sections for Kelly, though they're still a bit threadbare. Also changed my equipment around a bit, mostly swapping out most of my miscellany for Moar Custom Grips, because you need Custom Grips on everything.

Now that we've mostly got our character sheets straightened out, maybe we should start thinking about what the relationships between the PCs are like?

Also, Herf, what kind of rank did you envisage Dain as being? Just a lowly pilot? Or a Squadron Leader or even the ship's Wing Commander?


Other than the gist of it, we aren't copying any movie scene for scene.
Well, darn, that spoils my plan to name the group Kelly's Heroes. :P (Come to think of it, I really need to watch that movie again...)

Starfighters: I'm trying to think of a good Imperial fighter for the Kuma to carry. Obviously, the Kuma wouldn't be carrying anything as elite as Interceptors or Defenders, but regular TIE fighters have a slight problem of being made of a gas pedal and recklessness. I actually don't think there's an Imperial fighter in the book that blends the desired sturdiness while also plays second-fiddle to the major TIE-series fighters.

Speaking of the Admiral, there will be one, and they'll be relatively important, although not necessarily recurring. They're off-limits, in other words.

Once I get a finalized idea on what roles everybody fulfills, I'll start filling the gaps with NPCs.

Starfighters: I'm trying to think of a good Imperial fighter for the Kuma to carry. Obviously, the Kuma wouldn't be carrying anything as elite as Interceptors or Defenders, but regular TIE fighters have a slight problem of being made of a gas pedal and recklessness. I actually don't think there's an Imperial fighter in the book that blends the desired sturdiness while also plays second-fiddle to the major TIE-series fighters.

Speaking of the Admiral, there will be one, and they'll be relatively important, although not necessarily recurring. They're off-limits, in other words.

Once I get a finalized idea on what roles everybody fulfills, I'll start filling the gaps with NPCs.

Could be carrying Z-95s or even X-Wings. Both were, after all, originally Republic or Imperial designs. Could also go for Preybirds, or anything made on Kuat, since the Nebulon-B is originally a Kuat design - Cloakshapes or V-Wings, maybe.

Edited by TheTeaMustFlow

Why not Squadrons of Ties, a couple Tie Aggressors (for PC's of course!) and a Lambda Shuttle for away missions.

There was definitely going to be a Lambda, but we need something for the fighter pilots.

So I'm going to throw a few story and ship details out for everybody to mull over.

  • The Kuma is operating on half its complement, or light duty. So all checks on the ship suffer 1 Setback due to tired, overworked crew, although it's not entirely crippling. The Empire isn't in any hurry to address this issue, and the Kuma will remain this way for the duration of the adventure unless the PCs do something to change it on their own.
  • Likewise, it's carrying half of its standard starfighter and troop complement. It has only 1 squadron of 12 fighters, as opposed to 2, and only has 4 Imperial squads of troopers.
  • I'm likewise assuming that the ship doesn't have any Stormtroopers, instead having just Imperial Navy/Army troopers.
  • There is a Lambda, but it's an older, well-used model. Although on the surface it's in perfect working order, anybody could tell you that something could fail at anytime.
  • Most importantly, I think I will be using Duty to track the mood of the crew. The higher you raise the group's Duty, the more the crew respects, becomes loyal too, and is willing to throw their lot in with the PCs if defection is brought up. Not laying hard and fast rulings here, but a higher Duty could likely modify appropriate skill checks.

Within the next day or so I'll try to post a handful of friendly crew NPCs. If anybody has suggestions on a kind of NPCs (such as a ship engineer, gunnery, medic, quartermaster, etc.) that they'd like to have appear, please speak up.

If there are any untimely PC deaths, we might have to graduate one of them to PC status.

I'd like some of the crew, particularly the Marines, to be Mirialans conscripted at the same time as me.

Starfighters: I'm trying to think of a good Imperial fighter for the Kuma to carry. Obviously, the Kuma wouldn't be carrying anything as elite as Interceptors or Defenders, but regular TIE fighters have a slight problem of being made of a gas pedal and recklessness. I actually don't think there's an Imperial fighter in the book that blends the desired sturdiness while also plays second-fiddle to the major TIE-series fighters.

Speaking of the Admiral, there will be one, and they'll be relatively important, although not necessarily recurring. They're off-limits, in other words.

Once I get a finalized idea on what roles everybody fulfills, I'll start filling the gaps with NPCs.

There was definitely going to be a Lambda, but we need something for the fighter pilots.

So I'm going to throw a few story and ship details out for everybody to mull over.

  • The Kuma is operating on half its complement, or light duty. So all checks on the ship suffer 1 Setback due to tired, overworked crew, although it's not entirely crippling. The Empire isn't in any hurry to address this issue, and the Kuma will remain this way for the duration of the adventure unless the PCs do something to change it on their own.
  • Likewise, it's carrying half of its standard starfighter and troop complement. It has only 1 squadron of 12 fighters, as opposed to 2, and only has 4 Imperial squads of troopers.
  • I'm likewise assuming that the ship doesn't have any Stormtroopers, instead having just Imperial Navy/Army troopers.
  • There is a Lambda, but it's an older, well-used model. Although on the surface it's in perfect working order, anybody could tell you that something could fail at anytime.
  • Most importantly, I think I will be using Duty to track the mood of the crew. The higher you raise the group's Duty, the more the crew respects, becomes loyal too, and is willing to throw their lot in with the PCs if defection is brought up. Not laying hard and fast rulings here, but a higher Duty could likely modify appropriate skill checks.

Within the next day or so I'll try to post a handful of friendly crew NPCs. If anybody has suggestions on a kind of NPCs (such as a ship engineer, gunnery, medic, quartermaster, etc.) that they'd like to have appear, please speak up.

If there are any untimely PC deaths, we might have to graduate one of them to PC status.

Actually, if I may interject, I think there might be a viable alternative:

  • The Kuma is a product of abuse by both command and supply. Either through mismanagement, bad luck, or bad timing, the ship is having various issues with maintenance and supply in parts. While the ship might get it's usual rations and supply of main parts, specialized equipment and repairs are waylaid. In essence, it is also falling apart despite the crews best intentions.
  • Due to the influx of aliens over the years, the Kuma has been regulated to second hand equipment and the bottom of the barrel personnel. In addition, there have been incidents over the last few years where the Kuma would report to a shipyard for maintenance and repairs only to be told that it was just there. Usually, this is due to work orders and repairs being signed off as completed, despite the lack of records and discrepancies in records that do exist.
  • In what is an oddity for the Imperial Fleet, the Kuma has a full compliment of twenty-four fighters consisting of Alpha-3 Nimbus V-Wings on the books. Despite this, the reality is that a majority of these fighters are in various stages of disrepair, with a minority being space worthy and in fighting condition. The pilots are a combination of older service-members, younger and inexperienced recruits, and a variety of contractors and mercenaries. Those that are not slated to fly for a mission are either working with the technicians or relaxing. In addition, there are few Q7s in working and operational condition, further exacerbating the fighter problems.
  • In addition, the Kuma has a Kappa-class shuttle for a support and recovery vehicle.

These are my thoughts on an alternative to TIEs, plus it would give the PCs something to work on during the campaign.

I'd like some of the crew, particularly the Marines, to be Mirialans conscripted at the same time as me.

I was thinking about this as well. It could very well have been Storm troopers on the ship, but due to politics or logistics they were replaced. Either that, or it is just a squad or two that were reassigned to the Kuma for specialist skills, diplomacy, and "first contact" operations.

What do you all think of the above?

@ Blackbird888: In addition, if droids are allowed, I'm considering bringing two droids with Steneri. One is a Q7 astromech from Stay on Target and the other is either going to be a 3PX protocol droid or a M-3PO military protocol droid from Desperate Allies. The first is a droid that I always thought was cool and useful, while the other is useful in helping Steneri with reports, cultural analysis, and assistance in other areas. What do you think?