Star Wars: Nar Shaddaa Preview Extravaganza Time

Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 6:04 pm

Usagi Tomoe wrote:So, being all excited for Huttball (who isn't?!?!), I was wondering:

How will Force Powers work in Huttball? Add Force-die to suitable skill-rolls? Gain Boosts?

Probably depend on the power, there have probably been force sensitive players but probably untrained so the Hutts will be surprised and they do and don't like surprises.

Rules wise getting Force Abilities that allow one to roll force dice and use as Advantage or Success are fair game otherwise it's a contested roll Discipline versus the game difficulty.

Other abilities I will look at.
Last edited by Moto Khulun on Wed May 10, 2017 6:30 pm, edited 1 time in total.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Usagi Tomoe on Wed May 10, 2017 6:12 pm

Out of the ones that spring to mind:

- Sense can effect Vigilance and Perception checks
- Enhance could effect Athletics checks
- Move can boost Skullduggery maybe?
- Manipulation (or similar ones) could work with Deception, or Leadership?
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 6:32 pm

Usagi Tomoe wrote:Out of the ones that spring to mind:

- Sense can effect Vigilance and Perception checks
- Enhance could effect Athletics checks
- Move can boost Skullduggery maybe?
- Manipulation (or similar ones) could work with Deception, or Leadership?

Yeah if you wanted to get fancy sure, I don't see an issue with that.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 6:43 pm

Timeline of the Great Galactic War

  • Ancient History: The Pre-Republic and perhaps even Sith era is shrouded in mystery though what is known is that a species known as the Rakata a force sensitive race dominated the Galaxy before they declined into nothing. They left many relics including the Star Forge, a powerful Force-Technological device that aided Revan in his war.
  • Great Hyperspace War: A major conflict that embroiled the galaxy in a war between the nascent Republic and the Sith Empire. It was the first real threat by the Sith in galactic Space and although it ended with their defeat it left deep scars across the galaxy and established many of the traditions of the Sith, which they adhere to, to this day. This takes place approximately 5000 BBY (Before the Battle of Yavin).
  • The Rise and Fall of Revan: Approximately three hundred years prior to the Great Galactic War a Jedi rose to prominence and then fell to become the a Sith Lord, Darth Revan. Forged in battle his armies nearly conquered the Republic before he was defeated and then redeemed. He broke the Sith armies and destroyed the Star Forge that fueled his war machine before disappearing into Dark Space. There are many that still see Revan as a hero on both sides of the conflict, though with time his legend has faded.
  • Rise of the Sith Empire: Having been exiled to the far reaches of the Galaxy the Sith that would become the Sith Emperor settled his people on Dromund Kaas, it would eventually become the capital of the Empire. From here the Sith Empire began plotting a revenge for their exile that would take centuries to see to fruition. In this time the Republic had forgotten about the Sith, though the Jedi still remembered. This was a time of relative peace for both major factions.
  • Battle of Korriban: In the year 3681 BBY the Sith Empire roused their warmachine and invaded Republic space, specifically the Tingel Arm region. The surprise strike decimated the Republic forces who were will-prepared for the strike but it was all a feint to draw Republic forces from the true objective, Korriban. Darth Marr took command of the fleets that invaded the Tingel arm to buy time for Imperial forces to seize Korriban led by Darth Malgus and his master, who did not survive the conflict. This victory was so decisive that the Republic was unaware of the loss for several weeks. If not for Master Satele Shan, the Jedi may not have known at all that Korriban was lost, one of the few survivors of the conflict. War had returned to the Galaxy.
  • Unstoppable Offensive: Between the years of 3681 BBY and 3677 BBY the Sith proved relentless in their march towards galactic supremacy. The Republic forces were ill-prepared for the brutality and the effectiveness of the Imperial war machine. Coupled with that was decades of seeding governments with spies and traitors within the Republic and many worlds fell without a single shot. The Senate and the Republic was back pedaling and the Jedi seemed indecisive in their actions.
  • The Jedi March to War: In the year 3677 BBY the Jedi Council met to discuss the progress of the War and their role in it. Grand Master Thurel Sho advised peace and sought diplomatic action but she was undermined by Master Horus Kun, a famed hero he advocated that the time for peace was over. He declared that he would fight for the Republic and many Jedi followed him. With Jedi forces working alongside the battered Republic forces, the tide started to turn. Culminating in the defeat of Darth Yun, a Dark Council member, at the Battle of Heros Prime.
  • Republic Emboldened: The victory at Heros Prime gave the Republic Military and many Republic worlds confidence that the Sith could be stopped. With the Republic war machine fully rolling the Republic Forces were able to turn the blitz into defined battle lines and even hold territory. With more and more Jedi joining the conflict it seemed that things could turn around. By the end of 3676 BBY, there was a tinge of hope.
  • The Dread Masters: The Empire had planned for this and were ready to unleash the Dread Masters, a cadre of Sith who specialized in terror. Together they could break whole fleets by inspiring mind shattering terror in their enemies, they deployed to the lines with the fiercest fighting and quickly turned the tide against the Republic. Over the next three years they would prove nearly unstoppable. By 3673 the Outer Rim was in tatters and fully in the control of the Empire. Then a reprieve came, the Dread Masters and their forces did not move coreward.
  • The Reprieve: It is uncertain why the Dread Masters did not push their assault coreward, some say they were searching for something, others say the Emperor gave them a specific task and victory in war was only tertiary to their mandate. The Dread Masters did not push their lines and the Republic had a moment to strengthen their crumbling defenses. In other theaters the Empire was advancing but it was much slower without the Dread Masters in the field.
  • The Miradian Sacrifice: In 3670 BBY the Republic launched a sneak attack on the world of Miradi, they had intel that the Dread Masters had gathered there. A team of hardened Jedi pierced the inner sanctum and defeated the Dread Masters at great cost, the entire fleet was lost and Jedi Master Horus Kun was lost in the battle. It was a great and terrible day for the Republic, a turning point in the conflict.
  • The Hutts Abstain: In the days following the loss of the Dread Masters the Hutt cartels took stock of the situation in the galaxy ad although not a major player like the Empire or Republic they controlled considerable resources and wealth. The Hutts decided after much internal conflict that neutrality was the best path forward, as there was too much uncertainty in aligning with either side. The Republic was seen as the weaker party but still a worthy ally and the Sith were seen as dangerous and possibly bad for business. By the end of 3669 BBY, the Republic and Empire established embassies on Nar Shaddaa to maintain good relations with the Hutt cartels, the move had worked to enrich their profits.
  • Rise of King Horus Kun: In 3664 BBY the galaxy was awash with blood when a new new force entered the picture. Jedi, or at least they seemed like Jedi launched a surprise attack on Imperial forces in the Taris system. This surprise assault was devastating and much of the fleet was lost. On Coruscant envoys from the House of Horus Kun arrived offering an alliance. Jedi Master Horus Kun had survived ad established a new government and order of Jedi with himself as the leader. In a time of desperation the Senate was open to working with this new government but the Jedi were suspicious at the turn of events.
  • Sith Response: The Dark Council called out for blood, well Darth Thanaton and his supporter did, Darth Arya agreed though not as vociferously. Darth Marr was quiet on the matter and also occupied with dominating the war. Darth Vengean at the urging of Lord Baras offered patience. It was a strange stance that did not receive much traction until Lord Baras was allowed to take the floor and explain that the Jedi would turn against this new ally. There were doubts but when Darth Marr agreed the rest of the council eventually fell into line. Lord Baras then set his agents to work.
  • The Jedi Act: In early 3663 BBY the Jedi Council came to a decision on the matter of Horus Kun, it was a decision that would cause Grand Master Thurel Sho to step down and go into exile of her own accord. A strike team was formed after evidence was brought to the Jedi Council that Horus Kun had fallen and was trying to supplant the Jedi order. It was an assassination, or at least it should have been but King Horus Kun was prepared for the surprise attack. He immediately broke ties with the Republic and attacked, he was eventually defeated but the protracted conflict drained considerable resources from the Republic and soured the reputation of the Jedi.
  • Behind the Scenes: The conflict between the Republic and the traitor forces was exacerbated by agents working for Lord Baras, what should have been a short conflict became a long drawn out siege that costed millions of lives and a great deal of resources. A great success for Lord Baras and his master Darth Vengean.
  • Republic in Decline: Years of war passed as the lines shifted and world changed hands many by blood and battle others by diplomacy or fear. The Jedi were split on the war, some still sought peace while others chose to act. Many in the Republic military are reluctant to engage Jedi forces as they feel the Jedi Code restricts what actions they could commit in the field. Meanwhile the Sith continued their march of victory, relying on overwhelming force to secure victory. Yet such a momentum is not sustainable and cracks are showing in stratagem. By 3658 BBY things were bleak for the Republic.
  • Offense is the best Defense: A new commander of the allied Republic Forces took control, General Tiyana Vill. She was a squadron leader during the defeat at the Battle of Korriban, she had seen first hand what the Sith were capable of and had seen weaknesses in their strategy. Weaknesses she started to capitalize on by utilizing clandestine strikes behind enemy lines, diverting funds to indigenous resistance forces, and putting the Sith on the defensive. It was a hard sell but the early results have been promising. By 3656 BBY the Republic was gaining momentum with a newly emboldened Jedi order supporting the Republic military.
  • 3656 BBY: Events of Korriban Academy begin here.
  • Imperial Defeat: General Tiyana Vill continues to route Imperial forces in the Outer Rim with her favored hit and run tactics. A charismatic leader she is able to rally dissidents in Imperial controlled space to aid Republic forces and start carving away at the borders of the Empire. The Imperial response is swift but they are still on their heels.
  • Outer Rim Massacre: Imperial forces decide to cut support for the Republic by enacting a vicious campaign of terror on dissidents and suspected terrorist in their Outer Rim territories. A decisive blow is delivered on Tatooine by forces serving Darth Mar crippling Republic operations in the system. At the same time Lord Hoshi arrives in the Outer Rim with her ragtag force of pirates and free slaves and begins to harass engage Republic forces bringing much needed reinforcements to the Imperial lines.
  • Coruscant Nights: The Jedi Council continues to lead as best they can without a Grand Master and with no consensus among the members it may be some time before one is found. The Imperial Chancellor pushes for more support and finances to fund the war effort, the destruction in the Outer Rim territories is taking a toll on the armies of the Republic.
  • Hutts on the March: The destruction in the Outer Rim moves the Hutts to solidify and fortify their holdings. After a particularly devastating Republic attack on Malthas, a minor Hutt pleasure world suspected of holding Imperial resources, several high ranking Imperial and Republic officers are exposed as having less than savory ties to criminal organizations or are simply assassinated. The Hutts are quiet on the matter but both sides err to avoid territories the Hutts value.
  • Magpie Magpie: The Jedi, specifically those that live in the shadows, are contacted by an individual or organization that calls itself Magpie. This Magpie has a great deal of knowledge and inside information on Imperial forces and more importantly spies within the Republic. There is much distrust but the Jedi begin to utilize this information to dismantle several spy rings within the Republic.
  • The Uraka Incident: An independent system with an autocratic society is completely wiped out nearly overnight. A temperate garden world, Uraka, is turned into a blasted wasteland after the usage of some super weapon. Early reports claim it is an Imperial weapon, but then there are claims it was a Republic project gone rogue. In the end the mystery is never solved but out there somewhere is a super weapon capable of turning worlds into radioactive wastelands. The Uraka civilization is lost with no evidence of why.
  • Hoshi’s Hammer: Lord Hoshi and her fleet begin a campaign of conquest, focusing on worlds with large slave populations though avoiding Hutt worlds, to avoid any further retaliation. The fleet proves quite devastating versus the Republic with their unorthodox tactics and loyalty they bring to their Sith liberator. Her victories cause a great deal of friction back home and if not for some interference run by Darth Baras, she would have been labeled a traitor and villain of the Empire. Instead she is painted as a savior especially after her forces save Darth Vengean’s beleaguered forces.
  • Burn the Witch: An attempt on the life of Darth Arya, which fails, and several prominent Sith and Imperial leaders causes a great deal of confusion and infighting as Imperial forces turn on each other and the Dark Council wars with itself. Darth Arya sees clearly that the threat is external from an agent called Magpie and allies with Darth Baras to eradicate this threat.
  • The Satele Gambit: Balmorra is a state of conflict, with neither side holding ground for long on the beleaguered world, Imperial forces fight to crush rebellion and the Republic works to keep the flame of freedom alive. While on a diplomatic humanitarian mission Jedi Knight Satele Shan and her apprentice lead a ragtag rebellion to liberate a powerful industrial city on the planet’s surface and create a stronghold for Republic influence in the sector. Her actions are not without cost but her bravery and wisdom get her appointed as a Master in the order after the month’s long campaign and bring hope back to Balmorra.
  • The Ascension: With Imperial dominance assured in the Outer Rim for the moment Lord Hoshi is elevated to the rank of Darth and through political machinations is put onto the Dark Council. The new appointment brings a new age of instability to the Empire as many traditionalists and moderates find her appointment an affront of the Sith traditions, in the shadows Darth Baras is pleased as he uses the chaos to remove threats to his plans. It is costly to the Empire but fortuitous for the ambitious Sith.
  • 12th Month of 3656 BBY, the 17th day: Events of Nar Shaddaa begin.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Shinjo Monkhbaatar on Wed May 10, 2017 6:51 pm

Moto Khulun wrote:
Usagi Tomoe wrote:Out of the ones that spring to mind:

- Sense can effect Vigilance and Perception checks
- Enhance could effect Athletics checks
- Move can boost Skullduggery maybe?
- Manipulation (or similar ones) could work with Deception, or Leadership?

Yeah if you wanted to get fancy sure, I don't see an issue with that.


These skills can be enhance by appropriate control upgrades within the force power listed:

Enhance
Athletics
Brawl
Coordination

Influence
Coercion
Deception
Leadership

Farsight
Perception
Vigilance

You can also use Enhance to bump your Brawn/Agility by 1 by committing a die with the appropriate control upgrade.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 6:54 pm

Yeah MonkhBaatar is correct and if you want to do something outside of that, it would be a Discipline roll versus the Hard difficulty, along with rolling Force Dice like say controlling the HuttBall with Move. This would be pretty overt but hey it's HuttBall.

Keep in mind you would need to generate enough Force, such a use would not contribute to the Perfect Game bonus but it's an option for you crazy Sith and Jedi... or whatever.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Shinjo Liu Yue on Wed May 10, 2017 7:21 pm

On Discord I've been keeping my avatar the same for previews. And so, I think it's worthwhile to reveal who my dastardly avatar is. The theme of my reveal today is Mandalorians.

I will start off with the lady who hands out bounty contracts in the sector you will be in. May I present Miss...

Thera Ordo

Thera.png
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Thera is the exact opposite of what one expect from a Mandalorian. She is never one for a fair fight and she is very rarely boisterous. To expect her meekness to be due to an unwillingness to fight, however, would be a foolish mistake. Once someone looks past her doting expression they can see she is still armed to the teeth. She is simply a woman willing to play weak in order to be underestimated.

Many would be offended to still call her a Mandalorian and a member of Clan Ordo. However, with her connection to the Hutts, no one has made a proper move to oust her from the ranks. After all, nobody wants to mess with a Hutt asset who also deals out the lucrative contracts. In terms of Corso Fett's rise to power, her current standing is unknown.

---

But Nekoinu, she's barely a Mandalorian if she doesn't fit the warrior archetype! So here is...

Vera.png
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This Mandalorian is the younger sister of Thera despite her gruffer appearance. Their relationship is complicated; Vera thinks that her elder sister has betrayed Clan Ordo by becoming so deep in the Hutts' pockets. However, she also remembers a time when Thera fought with honor and valor, a point that is arguably false in itself. At the very least, Thera still looks upon her sibling favorably.

Vera prefers gunslinging, though with a suppressed slugthrower pistol instead of a loud blaster. Still, she keeps one on hand in case of emergencies. Grenades and gadgets, along with a trusty knife, complete her arsenal. Such tactics were never the pinnacle of honorable combat. Thera promoted taught her everything she knows, with the primary lesson being that this just evens the odds when sneaking into enemy compounds.

---

Okay, she's more of the black ops sort then. She doesn't even wear the armor, you say? Okay, third time is the charm.

Orar Varad

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Orar is an up and coming mercenary of Clan Varad though many may doubt his efficacy. His Clan, one known for its bloodlust, took on a losing contract a year ago against a Galactic Republic compound. He was the sole survivor of the raiding team but has since gone about recovering his name.

He is quick to remind people that he wasn't in charge of the operation and that it was his skill, not lack of it, that saw him through the day. He battles among the front lines, sings the songs of his people, and carries himself with an arrogance of one who believes he is among the best of warriors. What is most important is that it is clear that one day he hopes to have his vengeance against the Republic.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Akodo Runno on Wed May 10, 2017 7:49 pm

Mandalore!
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Miya Mei on Wed May 10, 2017 8:24 pm

Any Republic people!

I am commited to playing a Senator, and I thus have a ship.

Anyone wanna team up so you don't have to worry about a ship (and thus the Obligation) and we could split docking fees? :P

P.S:

I could REALLY use some combat folks/bodyguards. I tend to get into trouble as I deal with the Underworld a lot.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 8:54 pm

Since we are doing Mandalorians...

Corso Fett
Corso Fett-small.jpg
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Approaching his mid-forties, Corso Fett is a veteran of many conflicts. Born on Mandalore he was adopted into the Fett clan and raised all across the Outer Rim, moving from battlefield to battlefield in service to private and government interests. He has seen many of his kin die for fruitless causes and would like to see more for the Mandalorian people.

They were great once and believes they can be again. In the last few years he has been building a coalition of scattered clans and companies and has amassed some notoriety as an effective leader and warrior. He leads from the front and his body has the scars and injuries to prove it, but he never quits. Mandalorians see him as a hero, others see him as a despot and war monger who wants to bring back the Mandalorian crusades of the past and plunge the galaxy into more chaos.

Only time will tell which path he takes as he continues to recruit Mandalorians to his cause.

And also for those familiar with the MMO... a young old face.

Shae Vizla
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A follower of Corso Fett and one of his top lieutenants in battle. She is Mandalorian, and her loyalty is with the clans and Corso.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 9:27 pm

Obligation

So this game will use the Obligation rules as listed in Edge of the Empire, with some minor tweaks. Each player will begin with 5 Obligation, new and reprised characters. From there players can increase their starting Obligation, new players can use the options in the book up to 20 Obligation.

In addition, new and old, characters can get a ship for 5 Obligation. This will be a Light Freighter capable of space travel. Old Players cannot use the options for Obligation in Edge of the Empire but they can spend 10 Obligation for another 1250 credits if they so choose, again the cap is 20 Obligation for all players to start.

At the start of each session, which last 3 game days, the GMs will roll for Obligation.

  • Obligation 1 to 30 means that an Imperial Obligation has possibly been activated.
  • Obligation 31 to 50 means that an Unaligned Obligation has possibly been activated.
  • Obligation 51 to 80 means that a Republic Obligation has possibly been activated.
  • Anything higher than 81 means no Obligation has been activated.

From there the GMs will break the Players into small four man lists and roll a second percentile to see if an obligation has activated. If an Obligation is activated then whichever Faction; Empire, Unaligned, or Republic has 1 less train for as long as the Obligation is in effect for the session. Basically your side is being stressed by the Hutts or whatever is going on. This will also generate an event for the player that had the Obligation activated.

For example let’s say we roll and we get a 78 that means we have a Republic Obligation and then we roll again and get an 81, which means even though it was Republic no Obligation is activated because the highest could possibly be is 80, 4 players per list with a max of 20 Obligation.

It will be possible to reduce or even gain Obligation in play. Obligation is up to the player and it can be Duty to your faction if you want to keep it simple or maybe you want to add a new wrinkle to your character go for it.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Usagi Tomoe on Wed May 10, 2017 9:45 pm

EotE is one of the books I don't have and I suspect that might be the same for others too...

So what are the benefits to taking more Obligation? Credits?
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Moto Khulun on Wed May 10, 2017 9:47 pm

Usagi Tomoe wrote:EotE is one of the books I don't have and I suspect that might be the same for others too...

So what are the benefits to taking more Obligation? Credits?

For returning characters a ship and credits if you so choose.

Obligation is really simple. It is a score that that is added up and then the GM rolls a percentile and if it meets the range for your Obligation it procs and Jabba comes a calling for his ship... or Momma needs those meds yesterday.. or the Empire has a top secret mission only you can do.

We added a few changes to accommodate the mass of players.
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Akodo Runno on Wed May 10, 2017 9:49 pm

Moto Khulun wrote:
Usagi Tomoe wrote:EotE is one of the books I don't have and I suspect that might be the same for others too...

So what are the benefits to taking more Obligation? Credits?

For returning characters a ship and credits if you so choose.

Obligation is really simple. It is a score that that is added up and then the GM rolls a percentile and if it meets the range for your Obligation it procs and Jabba comes a calling for his ship... or Momma needs those meds yesterday.. or the Empire has a top secret mission only you can do.

We added a few changes to accommodate the mass of players.


A life of bad choices that seemed awesome at the time catches up to you....
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Re: Star Wars: Nar Shaddaa Preview Extravaganza Time

Postby Shinjo Liu Yue on Wed May 10, 2017 11:23 pm

As a general note, I'd like players to know I'm willing to let players form prior connections with NPCs that I make. I'd like some heads up first but I encourage it otherwise. I also am open to requests for other background things.

However, I of course reserve the right to draw a hard line and reject anything. Plus Dapper Dog has the final say!

Good hunting ^^
Unicorn - Bushi - Horrible Burns - Missing Left Arm - Damaged Eye - Rather Tall - Unfamiliar (Gaijin) Name - Dauntless
Status 1.0 - Glory 2.0 / Infamy 0.2 - Honour: Untrustworthy - Courtship: 5
Languages: Mekhem, Yobanjin

Typically Carries: Sturdy Clothing, Daisho, Fan, Small Hand Mirror, Finger of Jade, Coin Purse, Small Knife, Medicine Kit, Sake Cup

Riding Horse: Hikazume, Puppy: Gon
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Shinjo Liu Yue
 
Posts: 1789
Joined: Fri Mar 31, 2017 8:00 pm

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