7 hours ago, Sincereagape said:10 base obligation/duty at character creation?
From previous games I've run:
Modified Force and Destiny character creation; pick one of:
- +10 Starting XP
- +5 Starting XP and +1,000 credits
- +2,500 credits
For Obligation, choose either:
- One 10-pt Obligation
- Two 5-pt Obligations
Additional Obligation cannot be taken for additional XP/credits (these are awarded independently, as noted above).
For a fully "independent operators "game, Duty starts at 0 and Contribution Rank starts at 0. This might change depending on what kind of group identity the players collectively select. I may also allow individual characters to purchase Duty for taking on Obligation.
Morality (only for characters with Force Rating 1+) starts at 50. Select a starting "alignment" (light or dark).
After starting XP is spent, add 300 XP (may be higher, depending on players' input on the type of game they want). All of this XP must be spent before play begins with the following restrictions:
- Skills may not be raised above rank 3.
- Specializations may be purchased as normal, but the GM may rule that certain Force powers are not appropriate.
- Talents as per the character's specializations, but only 5, 10, and 15 XP talents are available at start (20 and 25 XP talents may not be purchased yet). Battle Scars talents are not permitted at this time.
- Force powers may taken including base power and up to two connections away (three nodes deep maximum, much like talents). The GM may rule that certain Force powers are not appropriate.
Each character may spend up to 10,000 credits plus any extra credits from the first step. Any gear purchased may have a maximum Rarity of 6 but may include Restricted items. Taking on 5 Obligation increases maximum Rarity to 8, while taking on 10 additional Obligation increases maximum Rarity to 10. Attachments may be purchased along with parts for Mods, but the rolls to instal Mods will take place at the table.
Edited by HappyDazeClarity; changed last section (in blue)