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DarthAnthrax

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  • 1 year later...

Heyo! Stumbled upon this, tempted to revive a Mandalorian concept I've had for a while.

 

Also, out of curiosity, I'm noticing several of the dates in various posts are dated as being in 2023 or 2022 lol. Is this an old game that's being revived?

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Ah, that makes sense. But yeah, thinking of doing a Mandalorian tech specialist/heavy weapons gunner. Though granted with the amount of credits we have that may change lol.

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On 8/22/2022 at 1:36 PM, Demented said:

When is the game supposed to be set?  The description doesn't say.

 

Would you authorize a price break on Beskar'gam if I were to make a Mandalorian?

Just in case you didn't see Demented's questions in their thread...

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The game takes place in the time period after the ending of KOTOR II, but before the beginning of TOR. I´ve edited the game description to include this. Unless made from very long-lived species, characters are unlikely to have been alive around the events of KOTOR II.

I would make a decision to offer a discount on Bekar'gam on a character-by-character basis.

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1 hour ago, Toomanywins said:

Hi, I was wondering where I should post my character application.

Make a new topic in this section and post your application there

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@DarthAnthrax Quick question regarding the costs of stuff like the Mandalorian Combat Suit (KOTOR Campaign Guide pg. 201). Both the wiki and the book itself don't have any costs listed for these particular armors. What would you ballpark those at in terms of credit costs?

For equipment in general, do we need to account for miscellaneous stuff like energy cells and other minor-but-ubiquitous items? Just want to know how important that kind of stuff will be so I can budget chargen purchases properly lol.

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2 hours ago, NewSheo said:

Quick question regarding the costs of stuff like the Mandalorian Combat Suit (KOTOR Campaign Guide pg. 201). Both the wiki and the book itself don't have any costs listed for these particular armors. What would you ballpark those at in terms of credit costs?

It´s been a while since I looked at those things, but wow are they a mess. I´ve read somewhere that they were written using an earlier version of the equipment modification system, which is for example why they have so many upgrade slots. They should have slots more in line with other armor, though I would be willing to give them one extra, since it´s Mandalorian armor. I could take a shot at making some updated stats for them, but for a quick cost estimate...10k for the Mandalorian Combat Suit, and more for the other armors.

2 hours ago, NewSheo said:

For equipment in general, do we need to account for miscellaneous stuff like energy cells and other minor-but-ubiquitous items? Just want to know how important that kind of stuff will be so I can budget chargen purchases properly lol.

Yes, you will need to account for all your possessions.

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1. You're looking for characters of a slightly more flexible moral compass. How strictly will you be increasing Dark Side Scores? If a character accumulates a Dark Side Score equal to their Wisdom score, will their character become an NPC, per the standard rules, or will they be allowed to keep playing it? Can they increase their Dark Side Score beyond their Wisdom score, if so? Are there penalties to doing so?

2. Do we have to purchase licenses for our equipment, or are we not worrying about that? If we have to purchase licenses, do we have to roll the checks to do so?

3. Will we be operating entirely/almost entirely on Cademimu V, or will there be a lot of travel to other planets? Trying to determine how heavily to invest in space ship feats/skills/talents.

10k also seems a good price for the Mandalorian Combat Suit - the helmet package and jet pack are 4000 and 300 on their own, respectively. I'd give them 2 equipment slots, similar to Light Beskar'gam.

Speaking of, will you allow the 30,000 credit reduction in the price of Beskar'gam for Mandalorian heroes (shown here)?

EDIT: One more. If we multiclass, can we take a Skill Training in one of that class's Class Skills instead of a starting feat?

Edited by Phntm888 (see edit history)
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On 5/8/2024 at 1:55 AM, DarthAnthrax said:

I would make a decision to offer a discount on Bekar'gam on a character-by-character basis.

Think that one's been answered lol. Seems like we're gearing up for a bunch of Mandos.

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1 hour ago, Phntm888 said:

1. You're looking for characters of a slightly more flexible moral compass. How strictly will you be increasing Dark Side Scores? If a character accumulates a Dark Side Score equal to their Wisdom score, will their character become an NPC, per the standard rules, or will they be allowed to keep playing it? Can they increase their Dark Side Score beyond their Wisdom score, if so? Are there penalties to doing so?

I´m not looking to turn anyone into an NPC, and honestly almost forgot DSS was a thing. I generally don´t care for alignment mechanics, and it probably will be no issue. But in case it comes up, yes, you can still do things that would result in a DSS increase after you´ve hit the "cap", but your score stays the same.

1 hour ago, Phntm888 said:

2. Do we have to purchase licenses for our equipment, or are we not worrying about that? If we have to purchase licenses, do we have to roll the checks to do so?

You don´t have to, it´s your choice. For starting equipment, you don´t need to make those checks.

1 hour ago, Phntm888 said:

3. Will we be operating entirely/almost entirely on Cademimu V, or will there be a lot of travel to other planets? Trying to determine how heavily to invest in space ship feats/skills/talents.

You will be operating mostly out of Cademimu V, though there could possibly be the occasional travel to other places, it depends a bit on what you do.

1 hour ago, Phntm888 said:

EDIT: One more. If we multiclass, can we take a Skill Training in one of that class's Class Skills instead of a starting feat?

No.

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5 hours ago, DarthAnthrax said:

I´ve read somewhere that they were written using an earlier version of the equipment modification system, which is for example why they have so many upgrade slots. They should have slots more in line with other armor, though I would be willing to give them one extra, since it´s Mandalorian armor.

As I understand it, the beskar'gam armors, or the Manadlorian Armor Template, pretty much act as replacements for them which is why they weren't updated to bring them in line with the later version of the modification system. So they probably should've been errata'd out entirely, really.

 

3 hours ago, NewSheo said:

eems like we're gearing up for a bunch of Mandos.

Now, I'm really tempted to make one too for an Opps, All Mandos party. Somebody working for the mysterious employer would be getting chewed out for it "Dammit, why have we got six Mandalorians? We had a whole vetting process, a highly diverse short-list of criminals and specialists. I sent you 12 memos about it! Did you read any of them?! Did you even send datapads to anyone who wasn't a kriffin' Mando?"

Edited by BuyCrom (see edit history)
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5 hours ago, BuyCrom said:

Now, I'm really tempted to make one too for an Opps, All Mandos party. Somebody working for the mysterious employer would be getting chewed out for it "Dammit, why have we got six Mandalorians? We had a whole vetting process, a highly diverse short-list of criminals and specialists. I sent you 12 memos about it! Did you read any of them?! Did you even send datapads to anyone who wasn't a kriffin' Mando?"

Lmao, though granted it would kinda make sense for the kind of work implied for we're being recruited for.

That said, kinda considering either not taking armor or going for something lower cost, given the cost of most armor alongside weapons and gear, and the talent investment to use it properly lol.

Edited by NewSheo (see edit history)
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