ARC - Character Bio and Sheet

By Elkor Alish, in Star Wars: Edge of the Empire RPG

So my friends and I just played through the Box Set and the Long Arm of the Hutt module to get our feet wet and sort of feel out the system. Now that we have decided to commit to a campaign, having enjoyed the setting and the mechanics, we are drafting characters of our own to run with.

Now I am not a serious Star Wars guy. Watched the original movies as a kid, saw the prequals as a teenager, loved the former hated the latter. In order to come up with a character I had to spend a few days pouring over the Wookipedia to see what sort of aspects would inspire me, because nothing really jumped out at me. I really struggled with character motivation, I mean, when you have an entire galaxy to cut a lifestyle out of it, seems relatively easy to lead an quiet, happy little life. Anyway, I came up with a background and character draft that turned out pretty well so I am sharing it here to help inspire people like me who had a difficult time connecting with the setting.

The primary inspiration came from this page: http://starwars.wikia.com/wiki/Synthdroid

It has a little DARYL mixed in with shades of Bladerunner and a hint of Firefly. In any case, There are a couple caveats to be noted first if anyone wishes to amend it for their own use. One, is our GM allowed any loot we accrued and experience gained from the modules to carry over to the new characters and be incorporated into their creation. So ARC is designed with 205 base experience, 30 over the 175 to start as a droid. On top of that, I took an additional ten obligation for ten XP to round it out. I put everything into base stats, since ARC starts off essentially as a relative amnesiac. Drop a point in Cunning and you can easily make this work within base parametres.

Now outfitting this character is pretty easy because he shouldn't start with anything. For those that have played through the box set and Hutt module you know there is a tonne of loot to be salvaged which is easy to move, so I did have a sizable -read absolutely broken- amount of credits to bankroll his outfitting with. I will itemise it for those who like to call bull

We picked up an astromech in the Box Set, found parts enough to make a second one on board the Krayt Fang. We accrued something like forty blasters (and a few rifles and carbines as well) over the course of both modules, a few sets of armour and heavy clothing, talked a box of grenades out of the rebels on Ryloth, acquired quite a few med kits and repair kits we never ended up using. We negotiated rather well with Count P, found some loose cash in the repair shop on Tantooine thanks to a Triumph as well as some more under a mattress on the ship plus the ten k at the end. There were other things too, like rugs and wookie hides, but you get the idea. And since we never ended up paying for anything during the course of our adventure, it was all one hundred percent profit.

but you really don't need any of this. And none of it is game breaking though it is advantageous.

The Synthskin with Cortosis Weave (and you will want to pass it by your GM to see if he is alright with such an abomination) is basically to maintain the pretext he is human, because that is a bomb whose impact gets more enjoyable the longer it is delayed. The Cybernetic Brain Implant just compliments his Splicer specialisation. Neither is needed

Background: http://www.filetolink.com/10f84211f5

Character Sheet: http://www.filetolink.com/b0469d59c8

Anyway, love to hear any critique, comments or conversation.

Edited by Elkor Alish