On Creation, Part 1

Star Wars Fever seems to be going around the Aggrochat crew, and we’re all dealing with it in different ways.SWTOR has been a thing for several of us, as has Disney Infinity 3.0 (AKA the one that added Star Wars characters). Another thing is that because we’re about to hit a point of relative calm in Shadowrun, we’re looking at spinning up a Star Wars game. Character Creation is interesting here, so let’s take a look:

Concept

I’m going to cheat a bit here and just use the character I played in the Saga Edition. For some background, Aragos was a bounty hunter who was first and foremost, a sniper. Thanks to background, he was also a bit of a survivalist and big game hunter. As the game went on, he acquired more technical ability and eventually silly movement tricks. (In a game where standard movement was 6 squares, Aragos could move about 30 in a turn and still act.) But for now, we’ll start with the base. Our Saga Edition game used rolled stats, and Aragos ended up with all of his stats in the 11-15 range, so I was able to get fairly well-rounded despite the racial -2 INT.

Mechanics

There’s a suggested order for character creation that I’ll be largely ignoring, it’s more helpful when you don’t have a concrete concept in mind. As such I’ll be starting with species. I didn’t stat out a Cathar for nothing, so we’ll be going with that. Edge of the Empire also provides the useful Bounty Hunter career. Aragos had a bit of both the Survivalist and Assassin specializations, but Assassin fits better as the starting one. Skills come along with this: 4 from career, 2 from specialization, and one from species. These are going to be Perception (career), Streetwise (career), Vigilance(career), Ranged (Heavy) x2 (career, specialization), Stealth (specialization), and Athletics (species). It’s worth noting that the second rank in a skill is normally more expensive if taken later, so any ability to double up like this can save you XP in the long run, at the cost of reducing the breadth of your starting abilities.

That still leaves 90 XP to spend on attributes, skills, and talents. It’s worth noting that the only time you can spend XP on attributes is character creation, so you may want to dedicate a decent portion of your XP to this. Attributes aren’t cheap, at 10 times the new value. They’re also limited to 5 at creation. Career skills are 5 times new value, but cannot go above 2 at creation. Non-career skills cost 5 extra points per rank, so you should think long and hard if you want to take any of these (especially if you intend to take a specialization that includes them as career skills later, or you’re in one of the specializations that contains the “Well Rounded” talent). An exception might be for a combat skill if you are in one of the careers that doesn’t have one. For Aragos, we’ll buy off that intellect penalty and then some, spending 50 XP to get Intellect up to 3. 40 XP goes into putting more eggs in the “solve problems by shooting things” basket and raising Agility to 4. (Aragos did not start as a nuanced character.)

More to come…

I’ll go into Obligation and starting gear next time. From here, character creation diverges a bit depending on which book you’re starting with. The “mechanic” for Edge of the Empire is Obligation, so we’ll see what impacts that has on creation.

On Custom Content

Not too long ago, Tam wrote about not being entirely beholden to the rules as written, in the context of progression speed. He was speaking mostly from a GM perspective, but as a player, it’s not unreasonable to come to the same sort of conclusions. One of the time-honored ways of doing this is via conversion. As systems come and go, things are printed that for some reason or another, don’t make the new version. Sometimes there’s a good reason for this (See: D&D 4e’s Warlord), but other times they’re just left behind (5e doesn’t have an Eberron book yet, so it doesn’t have rules for Shifters, Changelings, or Warforged, even though Warforged were in one of the playtests). If these things really interest you, it’s reasonable to make changes that make sense for whatever system you’re playing in, and run it by your GM to see if the result is reasonable. (Note: this is not a standing excuse to min-max a thing you don’t like. Expect your GM to recognize it if you make it such, and react appropriately.)

On Custom Content
Related: Since Cathar are supposed to be rarer in the Old Republic era than other times, why is it that that’s the only era that has them in the games?

…which brings me to the actual topic of this post. A while back, we were in a Star Wars campaign based on the Saga Edition ruleset. We’re looking into playing in a new campaign based on the new Fantasy Flight rules, and I want to play a character similar to (but not identical to) the one I played previously. The first problem there is that I played a Cathar, and Cathar have not yet been printed for the new edition. (If I were a betting man, I’d bet that they’ll be in the Force and Destiny sourcebook focusing on the Seeker class, when that gets printed.) But given a base to work from (the Saga Edition Cathar), and given how races are structured, I think I can come up with a reasonable approximation.

The Easy Stuff

  • Races in FF Star Wars have 6 stats, which do not correspond cleanly to the familiar d20 stats: Brawn is a sort of mix between CON and STR, and CHA is split out into Cunning and Presence. Humans have 2 in each stat, but most other races have a stat at 3 and a stat at 1, with the rest staying at 2. Saga Edition Cathar had racial bonuses of +2 DEX, -2 INT, which corresponds neatly to starting Agility and Intelligence values of 3 and 1, respectively
  • Cathar in Saga Edition also get climb and stealth as automatic career skills, but skills are (usually) handled a bit differently now. Skill bonuses are granted as a free rank, and usually only in one skill. Some races get a choice of skills, and I think that approach fits here. This would mean Cathar get a free rank in Athletics or Stealth, but still cannot train either above rank 2 during character creation.
  • It’s possible to represent the Natural Weapon: Claws as a +1 damage on Brawl attacks, with a critical rating of 3. This is taken directly from Trandoshans.

The Hard Stuff

From there things get a bit complicated. Most races in SWRPG stop at 2 bonuses, and get 100 starting XP, a Strain Threshold of 10 + Willpower, and a Wound threshold of 10 + Brawn. These numbers appear to be used mostly as a balancing mechanism for other things that the race got. Humans didn’t get much else, so they get 110 starting XP. Hutts have extra stats and threshold values, so they get 70 starting XP. A Cathar with the above abilities, and the baseline XP, strain, and wound values is fine, but it does leave out the more interesting aspects of Cathar in Saga Edition.

Saga Edition had action economy that strongly resembles D&D 4e, with Move, Swift, and Standard actions. Cathar had the ability to make a claw attack as a swift action when targeting an enemy with a melee attack once per encounter. SWRPG doesn’t really represent the concept of 1/encounter well, and also doesn’t really treat its actions the same way. Instead, it breaks things up into “Actions” and “Maneuvers”, where Maneuvers are mostly “things that don’t require rolls”. There are two ways I could see representing this. The one that most resembles the old rule would be to allow Cathar to make a claw attack as a maneuver once per session, during a turn in which they target an enemy with a melee attack. That’s a bit clunky, so it might be better to let them treat their claws as having the “Linked 2” property once/session. This is potentially stronger, but also forces you to make the initial attack with the claws, when you may be carrying something better. (If you’re a force user, possibly something significantly better.)
On Custom Content
Cathar also had a base movement rate of 8 squares, which was nearly unique to them. Humans and most other humanoid races had a base speed of 6 squares, and this difference was a large part of my race choice back then. My character’s ability to be almost anywhere on the battlefield in a single turn eventually became character-defining. Thanks to FF Star Wars using a more abstract movement system, there are limited ways to represent that. One option is allowing Cathar to move between medium/long or long/extreme ranges in a single maneuver, but that actually seems quite strong for a racial ability. A more reasonable alternative might be to grant them the Swift talent for free, which also has some precedent in other racial abilities.

Generally speaking, these are interesting ideas, but they’re beyond the scope of what most races have to offer in FF Star Wars. The only salvagable part from this session is getting Swift for free, and that should probably have a cost. With the Swift talent for free, more appropriate starting stats are probably 90 XP, Wound Threshold 9 + Brawn, Strain Threshold 11 + Willpower. Most races with a starting XP penalty pay for it somehow, and the talent and an extra point of strain seems like a fair tradeoff.

To Recap

Brawn Agility Intellect Cunning Willpower Presence
2 3 1 2 2 2
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 11 + Willpower
  • Starting Experience: 90 XP
  • Special Abilities: Cathar begin the game with one rank in either Athletics or Stealth. They still may not train Athletics or Stealth above fank 2 during Character Creation. They also begin with the Swift talent.
  • Claws: When a Cathar makes Brawl checks to deal damage to an opponent, he or she deals +1 Damage and has a Critical Rating of 3.

This hasn’t actually been approved yet, but we’ll see how it goes. Maybe I’ll play a human and it won’t matter anyway.

On Custom Content

Not too long ago, Tam wrote about not being entirely beholden to the rules as written, in the context of progression speed. He was speaking mostly from a GM perspective, but as a player, it’s not unreasonable to come to the same sort of conclusions. One of the time-honored ways of doing this is via conversion. As systems come and go, things are printed that for some reason or another, don’t make the new version. Sometimes there’s a good reason for this (See: D&D 4e’s Warlord), but other times they’re just left behind (5e doesn’t have an Eberron book yet, so it doesn’t have rules for Shifters, Changelings, or Warforged, even though Warforged were in one of the playtests). If these things really interest you, it’s reasonable to make changes that make sense for whatever system you’re playing in, and run it by your GM to see if the result is reasonable. (Note: this is not a standing excuse to min-max a thing you don’t like. Expect your GM to recognize it if you make it such, and react appropriately.)

On Custom Content
Related: Since Cathar are supposed to be rarer in the Old Republic era than other times, why is it that that’s the only era that has them in the games?

…which brings me to the actual topic of this post. A while back, we were in a Star Wars campaign based on the Saga Edition ruleset. We’re looking into playing in a new campaign based on the new Fantasy Flight rules, and I want to play a character similar to (but not identical to) the one I played previously. The first problem there is that I played a Cathar, and Cathar have not yet been printed for the new edition. (If I were a betting man, I’d bet that they’ll be in the Force and Destiny sourcebook focusing on the Seeker class, when that gets printed.) But given a base to work from (the Saga Edition Cathar), and given how races are structured, I think I can come up with a reasonable approximation.

The Easy Stuff

  • Races in FF Star Wars have 6 stats, which do not correspond cleanly to the familiar d20 stats: Brawn is a sort of mix between CON and STR, and CHA is split out into Cunning and Presence. Humans have 2 in each stat, but most other races have a stat at 3 and a stat at 1, with the rest staying at 2. Saga Edition Cathar had racial bonuses of +2 DEX, -2 INT, which corresponds neatly to starting Agility and Intelligence values of 3 and 1, respectively
  • Cathar in Saga Edition also get climb and stealth as automatic career skills, but skills are (usually) handled a bit differently now. Skill bonuses are granted as a free rank, and usually only in one skill. Some races get a choice of skills, and I think that approach fits here. This would mean Cathar get a free rank in Athletics or Stealth, but still cannot train either above rank 2 during character creation.
  • It’s possible to represent the Natural Weapon: Claws as a +1 damage on Brawl attacks, with a critical rating of 3. This is taken directly from Trandoshans.

The Hard Stuff

From there things get a bit complicated. Most races in SWRPG stop at 2 bonuses, and get 100 starting XP, a Strain Threshold of 10 + Willpower, and a Wound threshold of 10 + Brawn. These numbers appear to be used mostly as a balancing mechanism for other things that the race got. Humans didn’t get much else, so they get 110 starting XP. Hutts have extra stats and threshold values, so they get 70 starting XP. A Cathar with the above abilities, and the baseline XP, strain, and wound values is fine, but it does leave out the more interesting aspects of Cathar in Saga Edition.

Saga Edition had action economy that strongly resembles D&D 4e, with Move, Swift, and Standard actions. Cathar had the ability to make a claw attack as a swift action when targeting an enemy with a melee attack once per encounter. SWRPG doesn’t really represent the concept of 1/encounter well, and also doesn’t really treat its actions the same way. Instead, it breaks things up into “Actions” and “Maneuvers”, where Maneuvers are mostly “things that don’t require rolls”. There are two ways I could see representing this. The one that most resembles the old rule would be to allow Cathar to make a claw attack as a maneuver once per session, during a turn in which they target an enemy with a melee attack. That’s a bit clunky, so it might be better to let them treat their claws as having the “Linked 2” property once/session. This is potentially stronger, but also forces you to make the initial attack with the claws, when you may be carrying something better. (If you’re a force user, possibly something significantly better.)
On Custom Content
Cathar also had a base movement rate of 8 squares, which was nearly unique to them. Humans and most other humanoid races had a base speed of 6 squares, and this difference was a large part of my race choice back then. My character’s ability to be almost anywhere on the battlefield in a single turn eventually became character-defining. Thanks to FF Star Wars using a more abstract movement system, there are limited ways to represent that. One option is allowing Cathar to move between medium/long or long/extreme ranges in a single maneuver, but that actually seems quite strong for a racial ability. A more reasonable alternative might be to grant them the Swift talent for free, which also has some precedent in other racial abilities.

Generally speaking, these are interesting ideas, but they’re beyond the scope of what most races have to offer in FF Star Wars. The only salvagable part from this session is getting Swift for free, and that should probably have a cost. With the Swift talent for free, more appropriate starting stats are probably 90 XP, Wound Threshold 9 + Brawn, Strain Threshold 11 + Willpower. Most races with a starting XP penalty pay for it somehow, and the talent and an extra point of strain seems like a fair tradeoff.

To Recap

Brawn Agility Intellect Cunning Willpower Presence
2 3 1 2 2 2
  • Wound Threshold: 9 + Brawn
  • Strain Threshold: 11 + Willpower
  • Starting Experience: 90 XP
  • Special Abilities: Cathar begin the game with one rank in either Athletics or Stealth. They still may not train Athletics or Stealth above fank 2 during Character Creation. They also begin with the Swift talent.
  • Claws: When a Cathar makes Brawl checks to deal damage to an opponent, he or she deals +1 Damage and has a Critical Rating of 3.

This hasn’t actually been approved yet, but we’ll see how it goes. Maybe I’ll play a human and it won’t matter anyway.

On Extremely High-Value Targets

A little while back, I mentioned the trouble our Shadowrun crew was getting into. Here’s how it went:

Erase Police Records

Through sheer blind luck, I managed to roll my way out of getting arrested by the police, and got hired by them instead. (I still got the data I wanted too, but we ended up not using it. Pity.) Turns out that being allowed (even paid) to walk in is a great way to make sure that certain records aren’t there when you leave. This was done largely as a favor to the Prodigies, the NPCs that Tam is writing about.
On Extremely High-Value Targets

Protect Shipment

As a side benefit to the above, we managed to get to the docks a little early, arriving in time to set up an ambush. Turns out they weren’t quite prepared to deal with a jet and a ninja. This one went way, way better than expected, as we managed to keep the gangs from running off with the shipment and making enough noise that the police showed up in large numbers, just as we were leaving…

Break Into Mansion

…which meant that there was no police detail at the mansion when we arrived. This is really what we came to Boston for in the first place: our investigations led to us looking for data on Project Alchera, and this was allegedly where it was located. As expected, we ran into quite possibly the most hated shadowrunner team in Boston, as we knew they’d been keeping tabs on us. Turns out the Prodigies had a grudge too, and Alice managed to wreck the place with a rather large fireball (at some cost to her own well-being). We did manage to clean up the entire opposing shadowrunner team, which means we’re leaving the Boston scene a little nicer than we found it. After some additional nonsense involving cutting communications and thinking we were just going to get the data and get out, we ran into Alchera II.
On Extremely High-Value Targets
Alchera II turned out to be a very cybered-up woman. She was in a tank and appeared unconscious, so our initial thought was to save her. Then she woke up, and everything went to hell. Lashing out with very odd powers, she blew up electronic devices in her immediate vicinity, while also attacking everything available on the Matrix, which included the technomancer of the Prodigies, Nick. Her downfall was her arrogance: she tried to do too many things at once and ended up taking counterattacks both in the matrix and her physical body. An EMP accompanied her death, so we may not have gotten all of the data, but we got enough to work from. Among other things, we found out that there were 8 more of these things.

Get the Magic Box

Unfortunately, we had to leave the formerly burning, soaking wet building in kind of a hurry, as our jet was being shot at on the way out. We’re currently lying low (or as low as it’s possible to get in a VTOL), so we’ll have to take care of this last job while on the road. There’s also the matter of getting paid for the jobs we did do…