Sunday, June 9, 2019

General Gamery: Dime Stories 2nd Edition and Ch-ch-changes...

Holy crap it's been a while sine I posted here!

Alright- well let's get to it. I've had a bee in my bonnet for a while about Dime Stories.

A few years back, a game designer I respected made the comment that while Dime Stories was fun, it lacked anything mechanically that tied it to the theme. I'm paraphrasing, but the idea stuck. And somewhere in my noggin, wheels started to turn. Sure, Dime Stories was always the red-headed stepchild of my creations. Most of my time and attention had been spent on Superhuman and my freelancing projects and I would make sidelong comments about Dime Stories calling it "barely a game" and "utterly terrible." So, I let the doozers in the back of my head work on the problem for a while. A long while.

Every now and then I jumped in to make things pretty with a new logo and a new cover for the rulebook. I talked to artists about making new and improved art for a print edition of the rulebook, but I never more than skimmed the surface while avoiding the main problem. The game had problems- not unfix-able problems- but problems. And even if I fixed them, the initial comment that the game did not mesh with the theme was still the mountain in front of me.

Every now and then, I touched on something that worked and ran with it. I ran an amazing mod of Dime Stories last year at Gencon with a Shadowrun theme called Nuyen Stories- to be fair, this mod was far better than the original. One time I dipped my toe in to fix Dime Stories and accidentally wrote a GI Joe RPG in the process (more about Battleforce at another time). I even decided to keep much of the core principles of the original game (though fixed with two minor changes) to be used as a generic role-playing system (something else for me to come back to another time).

But ultimately, it was something I had set aside for a wholly different project that proved to be the true impetus for change- cards.

Despite set in the far future on an alien world, Dime Stories is, at its heart, a western. And when I don't think about gunfights in the old west, I think about a handful of unsavory types playin' cards in some seedy bar or brothel. So, I naturally wanted to make a few sets of cards. I briefly toyed with the idea of making some in-world poker variants when I realized that an ancillary game wasn't what I needed to do. Great thematic games like Aces & Eights and Dogs in the Vineyard had found ways to incorporate poker in their games- why hadn't I? Not to mention the SAGA line of games that WotC created in the late nineties to try to change up the aging game systems of RPGs at the time.

So now, it's months later. Dime Stories no longer has dice. Like at all. Cards have replaced just about everything- with each player using their own deck, playing poker for physical and social combat situations, and using  a trumping system similar to my beloved Marvel and Fifth Age SAGA rules from years past. And I love it.

Does it work?

No idea, but it will be with me at Origins and Gen Con for alpha testing with the public before I send it out for beta testing without me involved (yep- I'm looking at you, my fearless reader- reach out and be a part of it!)

Of course, this get's my inner designer going. So on top of the first of Dime Stories' new poker decks (available now at DrivethruRPG), I needed to redesign the pregen PCs and NPCs in Easy Money for convention play. Those that have played Dime Stories with pregens before will see a lot that looks familiar. Thinkin' has been split to two abilities (Thinkin' and Socializin'), traits no longer have numerical scores, but everything else seems pretty similar, right? Well... it looks the same, but holy hell is it different. Everything interacts in new ways that actually feels like it belongs in theme (more on this later)

And for reference- these pregen PC's are not the format for the character sheets going forward- these are just how pregens will appear in our published materials.

Non player characters needed similar changes. Gone are the "come up with three traits and give them numerical scores" days. They need to work the same way (albeit with a few simplifications) as Player Characters- a lesson I learned from running the awesome Nuyen Stories mod (Drew- if you're reading this, that's what I keep forgetting to tell you).

Which leads to the important question my five fans will have- what happens to those that have bought earlier Dime Stories products? Well, that's simple. Anyone that has ever bought a dime stories product has bought the product in pdf or received a free pdf if they bought a printed adventure. Every single one of those products will be updated to 2e after testing is complete (so likely Q3 or so). I will add free downloads of the new material and rules for those customers and as new product moves in, I'll take old products down so limit confusion for new customers.

As far as where to find us at Origins this week?
Saturday Morning Games will be running several events in the GCCC Union Station Ballroom Foyer.

Thursday,-Jeph will be running games of Punk's Been Dead since '79. At 1pm is the 1996 Northwest Ohio Battle of the Bands and at 7pm is Blackjack's Revenge.

Friday- Jeph is running the same two scenarios, but Blackjack's Revenge is at 9am and the 1996 Northwest Ohio Battle of the Bands is at 1pm.

As usual, Saturday is a doozy for us. at 9am I'll be running the 10 cent tale Easy Money updated for Dime Stories 2nd Edition (as I talked about above). At 1pm, Jeph is running his bible camp follow up to PBDs79 in an adventure called Paint over Piety. And finally, at 2pm we're returning to Centennial City in the convention adventure for Superhuman- The Bank Job.

Hope to see you there!

An also, I'm not avoiding you, Fearless Reader. I promise I'll write soon. I... I love you.
~The Doc

Thursday, July 6, 2017

Campaign Concepts- Pathfinder: Outcasts Part 2- Player's Guide I: Character Creation and Traits

Continuing my exploration of an unofficial Adventure Path for Pathfinder RPG. The following is the first part of what would be a Player's Guide highlighting character creation and campaign traits in the proud Paizo tradition.

Character Tips

Your friends are all you have left.

Whatever you did that caused you to become a pariah in your hometown, you’ve come to realize that only your traveling companions can truly be relied on for allies, comrades, even friends. But that doesn’t mean you’ve found a home. Far from it. You’ve left Cheliax behind, and the lot of you have had to keep running.

While pooling storylines that Paizo and 3rd party companies have written in the past, Outcasts doesn’t resemble Paizo’s brilliant adventure paths in structure nearly as much as it does in spirit. But Player’s Guides have helped build PCs that fit with the themes and stories of past Adventure Paths. So, below are several things to keep in mind while designing characters for Outcasts.

Pariahs: For whatever reason, the PCs are pariahs and monsters, cast out of their various homelands and on the run for some reason or another. The characters are in search of a home, but could come from nearly any background. In addition to the following campaign
traits, resources like Pathfinder Campaign Setting: Inner Sea World Guide and nearly any Pathfinder Player’s Companion will be invaluable to help build your character.

Class Tips: This campaign will take you through a number of dungeons and cities. Knowledge (local) and racial low-light vision or darkvision might come in handy.
Classes that rely on animal companions or mounts might find Large creatures a liability in tight underground corridors or when interacting in some civilized environments, but that should not be the reason to avoid those classes. Social classes should also do well, if only to smooth over the common people’s (read: mob) interaction with the party.

The Bad Guys: Outcasts features the gamut of monster types, so be ready for
anything! You’ll face many different creature types— from vermin, humanoids, and fey at low levels to giants, undead, constructs, aberrations, and evil outsiders at higher levels. But more than anything, the most common enemy will always be the regular humans around you. They don’t like you, will try to scare you off or hunt you down, so be prepared for them first.

Campaign Traits

In Outcasts, the players have been cast out of their respective societies- either through deed, choice, or birth. They’ve banded together to seek kinship, assistance, and a refuge from a world that doesn’t allow for them to fit in. These aren’t crusading knights, adventurous Pathfinders, or even hardened mercenaries. These are the heroes that Golarion forgot and never really cared for.

For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out. Now you can only rely on each other.

Forlorn (Elves and Half-elves only)
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. No matter how hard you have tried, most elves shun your company.

Benefit: You take a -1 penalty on all Charisma-based skill checks made when dealing with elves but gain a +1 trait bonus on Fortitude saves as a result of your steadfast determination to survive. (The penalty aspect of this trait is removed if you ever manage to establish yourself among elven society.)

Monster (Featured and Uncommon Races only)
People fear what they don’t understand. In the towns and countryside you grew up in, you and your family were the only ones of your kind. The public fear of your species was enough to run your family out of town with fire and pitchforks- or worse, adventurers. It only got worse after your parents passed on as a lone monster became oddly scarier than a family.

Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you. In addition, you gain a +1 trait bonus on Will saves against fear effects.

You've spent years at the wrong end of a closed fist. It might have been family, acquaintances, even those you trusted. In the end, you found you could trust relatively few souls and that has made you paranoid and quick to react to danger.

Benefit You gain a +2 trait bonus on Initiative checks.

Religious Pariah
In your homeland, your faith is at best frowned upon, but more likely is illegal (such as non-Asmodean faiths in Cheliax or worship of an evil god in most other regions). But your calling is true and you have no interest in seeking another god to follow.

Benefit: You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Former Criminal
Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life led you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you've run into some trouble, either with the law or with other bandits, and you're looking to get away to somewhere no one would ever think to look for you.

Benefit: You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Political Liability (Humans or Half-humans only)
One of your parents was a member of one of the great families of the Inner Sea (likely from Taldor, Cheliax, or Ustalav). But ill tidings and intrigue has caused terrible tidings to befall your family, and you are likely the last of your line. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim.

Benefit: You take a -1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of your country suffered long enough! Unfortunately, you were not the voice of change you could have hoped. Instead, your nation’s guards and knights want your head on a spike. So you ran.

Benefit: You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.

Your mind works differently than others. You’ve considered that the voices might be some form of mental disorder, or they might be some kind of enlightenment. After all, they make you better able to see the truth of things. In any case, your situation marked you as different from those around you, and those that tried to get close to you were unnerved by your abnormal personality quirks and ability to see right through them. But as far as you are concerned, you are likely the only one that can see things clearly.

Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Friday, May 26, 2017

Campaign Concepts- Pathfinder: Outcasts Part 1- Laying the Groundwork

For the last few months, I've been running my fourth or fifth Pathfinder Adventure Path (I lose track after a while- especially after starting Rise of the Runelords three times), Curse of the Crimson Throne. I really enjoy the drama of Curse of the Crimson Throne. I like its bad guys, the personalities of the NPCs, and how everything is contained into one major city undergoing major political upheaval. I especially love how the theme feels like Masque of the Red Death and the depth of the antagonist's evil.

Soooo good.

I'd say it is currently third in my list of favorite Adventure Paths behind Ironfang Invasion (because I was sorely missing a good forest campaign and Ironfang gives us that in the middle of a war of LoTR proportions) and Skull & Shackles (because pirates, duh).

But I find myself missing the days when I would create as a GM. Paizo has such good writing that it's made me lazy. I can expect their adventures to be so well written (if sometimes unbalanced) that prep becomes just reading the adventure ahead of time. So, I really wanted to create something new.

Does that mean I want to write an Adventure Path?

Oh, hell no!

Unless I get lucky enough to end up in the Paizo bullpen at some point, I've got enough on my plate (shameless plugs follow) with Dime Stories, Superhuman RPG, my Cosa Nostra supplement for the upcoming Cortex Prime RPG, and my own Pathfinder fantasy/western campaign book, Boomtown (Currently in preliminary planning stages).

Instead, I'd like to use what is already there in modules and third party materials and tap my creative juices to string them together in a coherent storyline (adding my own flourishes and side quests along the way). There's a plethora of great material out there that Paizo published in the dark days of 3.5 that most players these days have never seen (like the Falcon's Hollow storylines) that would make a great starting point and takes place in Golarion.

So let's start with the helicopter view:

Campaign Outline:

Pathfinder Outcasts starts with the players already familiar with each other. They are pariahs and monsters, cast out of their various homelands and on the run for some reason or another. The only people they can trust and rely on are each other. Already, this is different than the normal hometown hero story, these are the people the hometown hero is hired to run out of town. Not necessarily evil, just unwelcome.

Players are encouraged to build deeply flawed characters full of story, hardship, and spirit. They could be of nearly any class, but should be monstrous, morally grey, crazy, untrustworthy, iconoclast, unconventionally devout, or just somehow different than a normal PC (the campaign traits will help flesh this out).

The PCs start out already on the run, having crossed the Cheliax/Andoran border in hopes for a place they could live out their years in relative peace. While leaps and bounds better than Cheliax, the players find that Andoran is hardly welcoming as they pass through Arthell forest in hopes that the oft-mentioned Falcon's Hollow will prove to be a respite.

Spoiler: it's not.

One of their few allies will mention a place much more egalitarian than Falcon's Hollow where our group might find a home: a small town in the River Kingdoms called Hordenheim. Problem is, they'll have to go through the war-torn Galt to get there- and unlike Andoran, galtans aren't exactly welcoming to outsiders.

So far this mini AP has two major arcs.The first is a search for a home which has the PCs trying to make a home for themselves in southwest Andoran to very limited success. This will use the modules Into the Haunted Forest, Hollow's Last Hope, Crown of the Kobold King.

Galt will act as a bridge between arcs with Flight of the Red Raven and Revenge of the Kobold King.

The second act brings them to Hordenheim where they begin to feel more at home. This will primarily follow Colin Stricklin's fantastic Adventure a Week modules in the city of Hordenheim.

All that brings the PCs to level 9 or so. That's where I fill in. Early in the series, they are introduced to the story of a druid king of ages past called Navren. They discovered some magic items of his that act in concert and have been scaling with the PCs as the campaign dragged on. Are they secretly the key to a greater darkness? Will our heroes become the beloved heroes they had always hoped to become?


Primarily I'm playing with the theme of family in a very X-men way. X-men always shined at showing those that society cast out could form true familial bonds by standing together to protect a world that hates them. That's the core theme here. But each arc should have it's own feel as well.

The first arc is a little bit Frankenstein and a little bit Willow. Early on, it becomes obvious that the PCs are the only competent adventurers for the jobs at hand, but they are still ignored, despised, or even chased out of town with fire and pitchforks. Despite the heavy theme,the execution will be a bit tongue-in-cheek with how the villains and other NPCs act (especially with the Kobold King as the early primary recurring villain). This is intentional so that the second arc isn't as jarring.

Hordenheim becoming home is very different. No longer on the run, we can abandon the Frankenstein feel for a more comedy/action feel in a Die Hard vain. This whole arc is more about becoming a part of their new society and should feel a bit like Edward Scissorhands or The Burbs. In fact, let's make that easier:

Required Viewing:

First Arc:
Mary Shelly's Frankenstein
Disney's The Hunchback of Notre Dame
Monster Squad
X-men First Class

Second Arc:
Edward Scissorhands
Die Hard
Die Hard with a Vengeance
The 'Burbs
The Witches of Eastwick
The Harry Potter series

Special Rules:

Every Adventure Path introduces a bunch of special rules to make it stand out. Outcasts will be no different.

First, I plan to lift the relationship map from Cortex. Not only will this help to establish the interactions between the PCs, but it will allow each pair of players to agree on a teamwork feat they can use together as if both possessed the feat (think of Colossus and Wolverine with the Fastball Special). Every four levels, the players can agree to change their character's views on each other to add new tactics and feat to their partnering.

Second, the trope of their time in Andoran and Galt will be that they are being run out of town. So I'll be sightly modifying the Pathfinder chase rules from the Gamemastery Guide with serious story implications if the PCs are caught.

This as well as scaling items of power that the PCs get REALLY early on and some other goodies.

I'll expand on all these rules in a later article.

That's it for now. Come back next week as I lay out the campaign traits in a mini Player's Guide.

~The Doc

Sunday, February 12, 2017

Tell Me About Your Character: Ep.4- Tell me lies. Tell me sweet little lies.

Box Text:
Following in the footsteps of Matt McFarland, my fellow Saturday Morning Gamers, Jonathan and Geoff, have begun to slog through their RPG collections and they are making a character for each game. My plan is to do the same, with a slight variant. A lot of my collection is made up of several editions of the same game or setting (D&D, Marvel, Star Wars, Star Trek, Shadowrun, etc.). So while I will document the characters and process for most games normally, for those with multiple editions I will be making one character and remaking the same character for each edition. Ideally, this should give some insight to some of the decisions the design teams made and how they differ even with the same subject matter.

Wherever possible, I am using randomized stats or whatever the most common methods were to build characters at the time and core books rather than entire game libraries to give the entry level experience. Oh sure, there will be some games that I'll pull out all the stops and use half a dozen game books to create a fleshed out character. But that will be a rare occurrence.

Also, I'm not going to be showing you optimized characters. First, that's not how I build characters, I'm a story guy. But more importantly,this column is about the process, not the result.

As usual, we'll start with the character and concept first:

Your reality, sir, is lies and balderdash and I'm delighted to say that I have no grasp of it whatsoever.

I tire of explaining things in such a mundane fashion. So, I will allow my followers from Geek and Sundry to explain the good Baron's "Game" with their customary lack of ingenuity and class.

The rules are relatively minimal. The first player prompts the player on their left to regale them with a story of their choosing. This could be anything such as, “Tell us about the time you fended off that invading Mongolian horde with a banana” or “How precisely did you woo Catherine the Great and bring about the age of Russian Enlightenment?” From there, the challenged player begins telling the story with as much detail as possible. The other players may attempt to interrupt, distract, and prove the story false by wagering tokens. “But how could that be true if Genghis Khan had already seized all the bananas in eastern Asia?” The storyteller must then counter the argument with their own token, offering an explanation as to why their story is completely true or an excuse as to why that detail does not fit. Players can argue back and forth until one concedes. Once each player has told their story, all the players use their tokens to select their favorite tale.

Who am I?

I am Marquis Edmond Augustine Ignatious Wilfred Steven du Lac , Second Prince of West Asia, Defender of the Order of Free Peoples, Knight of The Righteous Rose, former Duke of East Carolina.

You've heard of me- or at least my story, you just do not know it yet. Your friend, the blogger, has asked me to fill in to tell you my story in his plain, uninteresting dialect.

I am the second son of the King of West Asia, born far from here in Tycho City, Luna in exile of my homelands. Most of my life was spent sailing the phlogston seas of space and time, having adventures and romantic interludes with the finest lovers and most gallant combatants the ages could have ever produced. Still none have been my equal at sword, treaty, dice, or love. And to this day, hundreds seek my counsel in nearly every matter.

Come to my table and I will merrily tell you a tale. It will only cost you the time and coin to refill my goblet and the pleasure of your company. I need not promise, for it remains fact, that my company is always a pleasure.

The Extraordinary Adventures of Baron Munchausen
By Fantasy Flight Games 2017

I do not feel that I have a need to wax philosophical on how the Baron's game came to its Third Printing with the simple plebs of Fantasy Flight. I will say that it greatly improves on previous editions from the likes of Mongoose Publishing by simply adding more words.

Yes, those words highlight new ways to play the "game" with a dozen new variations. They are far from the thirty nine variations the Baron approached me to help him create, but it seems that books can only hold so much information and the publishers were afraid that if we kept my additions, the books would invariably break their bindings and the sheer knowledge that could have been gained would be lost forever. Ah, what a day it might have been to see those words etched forever in paper and ink...

But I digress.

It should be apparent to you that the good Baron consulted me time and again on the creation of his game. He claimed he wanted only to tell the most fantastical tales based on my own exploits, but I suggested he change the focus to others trying to keep up with the truths of my wondrous life.

Wait. Hold. I need to have my goblet refilled. This form of retelling makes one quite thirsty.

Ah, excellent. The Red Queen of the Martian Steppes personally supplied me with this vintage of helioberry wine from the stores of the Jeddak. There is no finer drink of the vine.

Back to the Baron's game. It was nearly thirty years ago that, hat in hand, the Baron approached me gentleman to gentleman and bade me tell him the tales of my exploits throughout the cosmos. As a nobleman, I could hardly dismiss the request of a fellow patrician. So it was surprising, even to me, to see the Baron's eyes wide in recognition of the tales he had heard- far more poorly- detailed before him.

Even from my boyhood adventures at the side of the King of Carolina, my claim to the Shah of Highsand's harem, and my third marriage to the current Queen of West Asia, my tales had spread from dance hall, to tavern; from pauper's pit to royal hall. However, it seems that my tales were so legendary, so influential that others- ne'erdowells and vagabonds, I expect- had dared to lay claim to my story as their own.

And thus, I explained to the good Baron, that he could find his game within. Oh sure, the publisher made the poor decision to not utilize my good name to sell more volumes, but I expect it was fear of my legal wrath if tempted that kept their hand from the affront.

No matter, it is a rare day that I cannot rule the day at the Baron's game, much like any other such idle pastime, simply by telling the amazing truths of the years that have preceded this one in my astonishing life story.

One day, you should see for yourself. But for now, I must call upon the maitre d' to refill my goblet once again.


A note from Joe: The running list of characters can be found here. If you have any other ideas for games not on that list, or know what you'd like me to dive into next, drop me a line.

Thursday, February 9, 2017

General Gamery: Superhuman RPG

Wait... what?

Yeah, you saw it. Superhuman RPG.

Does this mean that I'm not going to continue working on the Superhuman Miniatures Game that was promised forever ago?

No. Not at all. Actually, it's kind of the opposite.

Miniatures are expensive to make. I mean really, really expensive. Especially in the scope that Superhuman requires. But art for the game, I already have in abundance. Not to mention setting.

Oh sure, I'd been tossing around the idea of making a FATE Superhuman RPG... but then I realized something far better designers than me figured out a few years ago. SYNERGY!!!

For the last few years I've been loving the Iron Kingdoms RPG- partially because I adore Immoren as a world. But more than anything else it's that the wizards over at Privateer Press figured out that the same people that roleplay in Iron Kingdoms might also play Warmachine or Hordes. And that making the rules for one work with the others might benefit all three games.

And so that's what I'll do here.

The Superhuman RPG (oh, I should toss up the logo for it, huh?) will use the art I've compiled for the minis game over the years from the likes of Avery Liell-Kok, Bryan Bretz, and Matt Parmenter, build the world, and utilize the entire ruleset for Superhuman with some tweaks and add-ons to give it depth.

Then, whenever it is possible to fund a project like Superhuman Miniatures, we can broaden the scope to change the focus to small teams of supers, rather than individuals like in the RPG.

Sounds simple, right?

Well, it's not. Retooling Superhuman for RPG means digging deep and revisiting all the mistakes I made in the earlier versions of the game. In the decade or so since I first conceived of Superhuman, I've changed and grown as a game designer so much that earlier drafts are pretty much unreadable. Basically it's more difficult to retool than start over.

But no, starting over isn't really the right way. The core of Superhuman was pretty good and I can build from the basic mechanics to something grand on multiple levels.

And I'll want you to help me with it.

We start this summer with Gencon 50.

At Gencon, I will be running a single event for Superhuman on Saturday at 1pm. Players in this event will play the villains in a Bank Heist- the first in The Crew, a line of convention exclusive adventures that longtime readers will remember from my early steps in this blog.

If I do this right, every player will walk away with a copy of the introductory adventure complete with pregenerated PCs and all the rules you would need to run it. From there, we'll start playtests so that Gencon 2018 can see a full release of the book.

Fingers crossed,
Doctor Mono

Sunday, January 1, 2017

Tell Me About Your Character: Ep.3- By Crom!

Box Text:
Following in the footsteps of Matt McFarland, my fellow Saturday Morning Gamers, Jonathan and Geoff, have begun to slog through their RPG collections and they are making a character for each game. My plan is to do the same, with a slight variant. A lot of my collection is made up of several editions of the same game or setting (D&D, Marvel, Star Wars, Star Trek, Shadowrun, etc.). So while I will document the characters and process for most games normally, for those with multiple editions I will be making one character and remaking the same character for each edition. Ideally, this should give some insight to some of the decisions the design teams made and how they differ even with the same subject matter.

Wherever possible, I am using randomized stats or whatever the most common methods were to build characters at the time and core books rather than entire game libraries to give the entry level experience. Oh sure, there will be some games that I'll pull out all the stops and use half a dozen game books to create a fleshed out character. But that will be a rare occurrence.

Also, I'm not going to be showing you optimized characters. First, that's not how I build characters, I'm a story guy. But more importantly,this column is about the process, not the result.

As usual, we'll start with the character and concept first:

To crush your enemies, to see them driven before you, and to hear the lamentations of their women.

Ah, Conan.

First an admission.

I do not like Conan stories written by the character's creator, Robert E. Howard. Nor do I particularly care for any of the books that followed from authors like Harry Turtledove, Sean A. Moore, and Robert Jordan. Most of my interest in Conan came directly from two sources: the fantastic Marvel Comics Savage Sword of Conan series and the Schwarzenegger films.

But Conan, while a suitable protagonist for his series, did little for me as the hero of the stories. He seemed to be simply a collection of tropes that would have seemed new and interesting in the pulp era, but lost something in the eighties and nineties of my youth.

What really drew me in was the world-building Robert E. Howard and subsequent creators put into the Hyborian Age where Conan's tales are set. Unlike many of the worlds in which sword and sorcery stories find themselves, the Hyborian Age melded historical (if somewhat anachronistic)times and places with an artificial mythology of magic, monsters, and brutality. While Howard himself created a world he placed between the fall of Atlantis and recorded history (around 10,000 BCE), the final creation felt more timeless as it blended in later european, eastern european, and north african influences.

Who is Petrucco?

Petrucco was born to sail.

The town of Tortage is called the gem of the Barachan Islands by the pirates that dwell there. When Petrucco began to quicken in his mother, Carisia's belly, she drydocked the ship she had captained for nearly a decade for exhaustive repairs while she reared and raised her only child.

When Petrucco was old enough to man a sloop of his own, Carisia and the captains of several allied Tortagian vessels took him under their wing to learn the Barachan ways of sword, sea, and piracy. For the next two decades, Petrucco sailed with any ship that would have him and earned a reputation as a fearsome pirate, canny gambler, savvy carouser, and brilliant sailor.

 When Petrucco finally decided to captain a ship under his own flag, he had no shortage of able bodied sailors vying for a position on his crew. It was his mother, now years into a wasting disease that would finally take her life, that offered him the ship he would come to call home- her dry-docked barachan galley, Leviathan.

Conan: The Roleplaying Game
By Mongoose Publishing, 2003

So what the hell was that, right? Okay, again, Conan was far from my favorite character in the series. If I wanted to see Conan, there are plenty examples of him in the book. I wanted to play with other parts of the world.

I toyed with making someone close to Subotai, my favorite character from the first movie. But the Hyrkanian race are built to make pretty much only him (even though Red Sonja should also be Hyrkanian and is far from an archer), so that wasn't really what I wanted to do.

Instead, while I was mulling over the races (more on that in a minute), my wife was watching the most recent version of The Count of Monte Cristo. I got to thinking that Luigi Vampa would be a great Barachan pirate, and on I went. And as Barachans are essentially Italian pirates (related to Argossians which are Mediterranean seafaring merchants), I gave him an Italian sounding name in Petrucco.

Conan: The Roleplaying Game is standard d20 fair with very little deviation from the OGL. Other than a few specifics, no standard D&D 3.0 character would be too far out of place. This meant, for the most part, I already knew what I was getting myself into for character creation.

The bulk of the differences are as follows:

  • There's no alignment and characters are based on their code of honor (if any) and allegiances instead.
  • All characters are human, but a differentiated by their culture, conferring different skills and abilities by region. I love this idea and plan to make culture have as much significance as race in a Pathfinder based campaign world book called Boomtown that's been on the back burner a while. 
  • Multiclassing is done differently,but I'm making a starting character. NEXT.
  • There are 2 stats, Dodge Bonus and Parry Bonus that reflect the defensive options a character can take instead of the normal Armor Class. Instead, armor gives a character damage reduction, but takes a greater toll on what a character can do than in vanilla OGL games.

On to character creation!

I started with Ability Scores as normal. Conan offers two options for standard or heroic character generation. I chose heroic, because duh. Basically, you roll a d10 and add 10 for each stat, then distribute the scores as you see fit. This makes pretty powerful characters, but is fitting with the setting.

I rolled 19, 17, 16, 15,  14, 14. Pretty swanky.

Next I chose Petrucco's race. As an Argossean/Barachan he got all of the "civilized" Hyborean bonuses too, so this was a lot to add in. These included greatswords as martial weapons, extra Fate (think Hero or Force points), and bonuses to all kinds of piraty skills.

The Pirate class is essentially a rogue/ranger mix with a seafaring theme. But it has some pretty cool abilities like Ferocious Attack, but I explain all these on the character sheet.

One of the things I like about Conan is that if you can use a weapon and it is a "finesse"weapon, you are treated as if you have the Weapon Finesse feat from D&D. So that saved me from wasting a feat on it. Two Weapon Fighting was included with the class, so I decided on Persuasive (because Luigi Vampa- remember him), and Combat Expertise. There's a great feat called Intricate Swordplay that eventually allows you to add your Charisma to attacks and Parry Defense. Combat Expertise was the first feat in that tree, so that's what I planned on.

Beyond that, I filled in skills for a swarthy, charismatic, and skilled pirate and gave him class based starting equipment. Nice and simple.

Overall, I'm happy with how Petrucco turned out. He's a little more like the most recent Sinbad that used to be on Syfy than Luigi Vampa, but that's not a bad thing.,

As always, the running list of characters can be found here. If you have any other ideas for games not on that list, or know what you'd like me to dive into next, drop me a line.

~The Doc

Tuesday, December 20, 2016

Tell Me About Your Character: Ep.2- A Galaxy Far, Far Away

And so it begins...

Box Text:
Following in the footsteps of Matt McFarland, my fellow Saturday Morning Gamers, Jonathan and Geoff, have begun to slog through their RPG collections and they are making a character for each game. My plan is to do the same, with a slight variant. A lot of my collection is made up of several editions of the same game or setting (D&D, Marvel, Star Wars, Star Trek, Shadowrun, etc.). So while I will document the characters and process for most games normally, for those with multiple editions I will be making one character and remaking the same character for each edition. Ideally, this should give some insight to some of the decisions the design teams made and how they differ even with the same subject matter.

Wherever possible, I am using randomized stats or whatever the most common methods were to build characters at the time and core books rather than entire game libraries to give the entry level experience. Oh sure, there will be some games that I'll pull out all the stops and use half a dozen game books to create a fleshed out character. But that will be a rare occurrence.

Also, I'm not going to be showing you optimized characters. First, that's not how I build characters, I'm a story guy. But more importantly,this column is about the process, not the result.

For now, let's dive into a character created from games spanning three decades and all kinds of dice mechanics.

We'll start with the character and concept first:

A long time ago...

Why Star Wars? Have you seen Rogue One yet? Hell yeah, Star Wars!

Disclaimer: If you haven't seen Rogue One yet, stop reading this. Leave your house, go to the theater, watch the great movie, and come back to thank me later. You can owe me later.

Soooooo.... I knew I'd be starting with the WEG Star Wars game and after decades of playing that system, I was more than a little familiar with the templates they designed for character creation. So, before I began to flesh anything out, I had my wife randomly choose a number between 1-16 (the number of templates in the main book). Her pick? 3. Brash Pilot.

So,that meant a rebel pilot character across all 4 games- this mattered especially for the Fantasy Flight game since it would decide which game I would be using (more on that later).

I'd always intended this character to be built as if I was playing the excellent WEG campaign,Darkstryder. For those of you that don't know about Darkstryder, the players have several characters aboard a modified Corellian Corvette called the Farstar. You are behind enemy lines, chased by an Inquisitor, possibly infiltrated by traitorous elements.. oh, and the Captain is dead. Basically,it plays like Battlestar Galactica in the Star Wars universe.

Yes, I changed the Farstar's mission patch to Aurebesh. Sue me.
Darkstryder is a low force campaign, so I would have had my wife "reroll" any of the three force-user classes. It's still Star Wars, so Force sensitive characters are okay.  Just no Jedi. That being said, I knew my pilot was going to be Force sensitive.

I also wanted to pull away from the Maverick/Top Gun style of over-the-top pilot that thinks they're the best even when they can't see the forest for the trees. I wanted someone more cerebral. Someone that could think, not just act. I was trying to build Apollo from BSG or Wedge Antilles, not the Last Starfighter. For me, this meant giving him somethingto fight for, but making that something that would make him think twice. Luckily, the Star Wars Universe has that in spades- especially with Alderaan.

I also needed a name. Wizards of the Coast is always my biggest help there when it comes to Star Wars. About a year after they released the Revised Core Rules, WOTC put out the Galactic Campaign Guide. It was meant to be a fast, easy reference for GMs to make quick NPCs, ships, planets, and encounters. But it has a bunch of random tables with names, personality types, quirks, etc. for every race available in the game at the time. And we like random tables. And so, Vyntal Drase was born. I also could pick out Personality types, Identifying marks, Height, Weight, Hair, and Skin color from WOTC's charts, so I did that ahead of time.

As a fan of BSG (both versions), and fighter pilot movies like Top Gun, I truly believe all pilots should have a callsign. And yes, I know in Star Wars they often just use their squadron designation (as in Red 5, Rogue Leader, Specter 4). That's a cop out because George Lucas sucks at this kind of thing. Fuck that, they get a name. Pilots thriveon that kind of camaraderie.

Problem is, I was at a loss. In the Rebel Legion (the good-guy arm of the 501st Costume group) I dress as a Rebel Pilot with the callsign Hooligan. While I could fallback to there, it doesn't fit the image of Vyntal I'd already begun to create in my mind. When I'm at a loss, I'll sometimes look through old toys from my youth. GI Joe, MASK, Robotech, Starcom, and Transformers have provided names to many of my favorite pilots, ships, and superheroes over the years. And they came through with the Aerialbot called Slingshot.

Who is Vyntal "Slingshot" Drase?

Vyntal (Vyn for short) grew up on Alderaan, the son of a pair of free traders. While Vyn could still barely walk, Castin and Iella took him throughout the core worlds as they continued to make contacts and move freight. By eight, he could already fly a shuttle and was considered one of the best pilots in the Drase's operation before his twelfth birthday.

Any dreams Vyn had of joining the Alderaan Space Control fleet when he grew up died a crib death as the Death Star destroyed Alderaan while the Drases were making a habitation module shipment to Corellia. Sure the Drase family spent half the year off planet, but Alderaan was their home and the terror of the Holonet's coverage of the disaster grew in the small family right from the start.

Castin wasted no time. He had contacts in the Rebel Alliance from years of delivering weapons and foodstuffs to their bases and ships throughout the known worlds. He hadn't chosen a side,until the Empire chose it for him. He signed up to direct supply lines and fly a freighter when needed. But Castin was wise enough to keep his family far from it all. Iella set up a speeder repair shop in Coronet City on Corellia until Vyn passed the age of consent. Two years later, Iella and Vyn joined Castin at the rebel base on Talus.

At nineteen, Vyn was considered a bit too untested to be trusted to fly one of the Rebellion's few remaining starfighters, but a few months of seeing his calculated and precise piloting of speeders and transports was all it took to get him drafted for heavier lifting.

It was his squadron mates that gave Vyn the name "Slingshot." Vyn had earned a reputation for always being in the right place at the right time. Sometimes, Vyn would seem to be far from a target or wingmate, but would appear just in time to blast a Tie fighter or drop the payload- whatever was needed. "It's almost as if Vyn knows what's coming before it happens," Lt. Lara Hannser once mused, "or he was shot out of a slingshot to get there just in time."

Star Wars: The Roleplaying Game (Second Edition)
By West End Games, 1992

West End Games released it's first edition of Star Wars: The Roleplaying Game in 1987. It was based on their earlier Ghostbusters RPG and created much of what became the expanded universe.

How much, you ask? When Timothy Zahn was hired to write Heir to the Empire and the rest of the Thrawn Trilogy, Lucasfilm sent him a care package of West End Games' Star Wars material to study and from which to base the background of his story. This included species names like Twi'lek and Rodian and much of what was created for this game still exists in Disney's canon for Star Wars today.

West End Games' Star Wars:The Roleplaying Game (sometimes called by it's current name, the d6 System) is a skill based system. Each skills fall under one of six attributes (Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical) which are assigned numbers to tell you how many 6-sided dice to roll. All skills under an attribute roll at least that attribute's amount of dice when untrained, but if your character is trained in a skill, they can roll more (sometimes many more) dice. It's also possible to specialize in certain aspects of a skill to be better at some part of what that skill purveys.

For instance, a Smuggler is a fairly agile template and rolls 3 dice for a Dexterity check and adds 1 to the final result (this reads on the character sheet as 3D+1).  Her player might have sunk some points in the Blaster skill (which falls under Dexterity) to make the smuggler a really good shot at 5D+1. However, that smuggler has a trusty heavy blaster that never leaves her side, so the player adds a specialization in Heavy Blasters that is 6D+1. That means this smuggler rolls 6 six-sided to take a shot and adds 1 to the sum of all those dice. Like most games on this list, these results are rolled against either a difficulty number decided upon by the GM or opposed by an opponent's rolls.

Building Vyntal was going to be a breeze in this system. First, because I didn't want to make something from scratch, I chose one of the 16 pregenerated templates in the core book (There are actually many more in the revised edition and supplement books like the Tramp Freighter Captain or New Republic Pilot). These templates offer a wide range of character types and nearly every character in sci-fi could be created from these alone. In this case, Mary had chosen for me: the Brash Pilot template.

The template gave me Vyntal's base attributes, his skill list, starting equipment, and spaces for personality, background,connection to other characters, physical description, objectives, and even a place fora quote. These I filled in immediately from my concept, story, and things I rolled up in the Galactic Campaign Guide.

Following this,beginning characters have 7D to allocate to the skills on their template, but no skill can be raised past 7D and no more than 2D can be allocated to any one skill. Vyntal was going to be at his best in a cockpit, so I didn't feel the need to up his Blaster skill past his Dexterity's ample 3D. Dodge,however could use 1D. I applied 2D to Starfighter piloting then 1D to each of Starship Gunnery and Starship Repair. I wanted Vyntal to be able to talk to people, but not exactly a scoundrel so 1D was added to persuasion. And because pilots get in fights, I couldn't go wrong by adding 1D to Brawling.

Next, characters get to pick 3 skill specializations. Vyn has been flying X-wings exclusively for a few years now and knows their quirks better than his family's. So I gave him an X-wing Specialization for Starship Piloting and Starship Repair, and a Laser Cannon specialty for Starship Gunnery.

Finally, there's the Force. This is Star Wars, so it makes sense to show you how it affects character creation. For now, it just means that Vyn gets 2 Force points instead of 1, giving him the ability to roll more dice in certain situations more often than non-force sensitive folks. Eventually, this ability would affect Vyn a great deal as it opens up force powers and the ability to sense or change his surroundings with space magic. But for now, it's not that big a deal.

Star Wars Roleplaying Game (Revised Core Rules)
By Wizards of the Coast, 2002

After West End Games ended their relationship with Lucasfilm (and went bankrupt), Wizards of the Coast got the rights to Star Wars. Around the time of the release of Episode 1: The Phantom Menace, WOTC released the first edition of its D20 adaption of Star Wars with a second edition called Revised Core Rules a couple years later to clean up the system a bit.

For the most part, this game is the standard D20 RPG introduced with Dungeons and Dragons 3.0: it has the same six attributes, classes, levels, feats, and skills. Actions are resolved by rolling a twenty-sided die, adding your character's modifier, and comparing the results to a difficulty number or the GM's roll. Higher numbers win.

Where Star Wars diverged from its pedigree was in the details. The races and classes didn't quite resemble D&D, skills and feats worked the same but were flavored for the Star Wars universe, and Hit Points were separated into Vitality Points (for superficial damage) and Wound Points (for more serious injury).

This was my least favorite build. The Revised Core Rules doesn't feel particularly like Star Wars and actually suffers from its parent system. Sure, character creation is easy because I've built more D20 characters than all other games put together, but in RCR the characters only seem different in very small ways at low levels. Sure it can be argued that the variety in stats and feats is the qualifying measure, but it's only barely so.

So, Vyntal. In this version of the rules, I knew Vyn would need a lot of feats to make him even remotely a pilot. There's a real lack of specialty in this system, so basically other than one feat, I built him just like I would any other character with a gun that was something other than a scholar or face character. Vyntal is a Human Soldier with a high Dexterity, average Strength, and slightly better than average everything else. I didn't want to min-max too much here, because I envisioned him to be more of a person than a video game character.

Other than the normal soldier starting feats, he got Starship Operation and Force-Sensitive because they are part of his background already. For skills I went with piloting and mechanics, some astrogation and knowledge of planetary systems, and some talking ability. Nothing special, just the basics. But other than maybe a skill or two, it's the same I would build for an Endor Trooper, an elite officer, or some hutt's arena gladiator. That's the problem here. Maybe if this version of Vyn was played to high levels he'd feel more like a pilot, but that's like playing a video game for the end content only. What's the point?

Star Wars Roleplaying Game (Saga Edition)
By Wizards of the Coast, 2007

In 2007, WOTC did a line-wide overhaul of their Star Wars RPG. Saga Edition was more than just a streamlining. While gaming had moved to make more use of miniatures in RPGs, Saga embraced this. The Vitality/Wound system was flawed and cumbersome, so Saga returned to Hit Points. Classes were reduced to five, but they were given specialized "talent" trees that made characters from the same class vastly different. Saving throws were gone and replaced with "Defenses" that married the old saves to armor class. And skills were paired down with skill points all but eliminated, instead characters had "trained" skills that would advance as the character leveled up.

There were also some new tricks. Characters had a Destiny that had a rules component to give their characters onus to be part of the story and the feeling of the movies instead of gritty realism. Force sensitive characters had a skill that would handle most minor Force use as well as a repertoire of powers and other abilities.

Honestly, Saga Edition was an improvement on its predecessor in every way. If the design concepts that went into Saga made their way back into Dungeons & Dragons, I'd likely not be playing Pathfinder today.

Back to Vyntal.

I started by bringing over the same attributes I had in Revised Core. That wouldn't need to change much. But this time, with some pretty awesome talents waiting for him, we were going for the Scoundrel class instead of Soldier like the last version. All beginning characters get a talent from their class, so from Scoundrel I gave Vyn the Spacehound talent. Mostly this just give him the ability to deal with zero G environments and makes him proficient with starship weapons. But in a couple levels he'd get Starship Raider or Stellar Warrior to get bonuses to attack rolls and temporary Force points while on a starship- perfect for a pilot!

For Feats and Skills SAGAVyn stayed close to the RCR version. Force Sensitivity gave him the ability to use the Use the Force skill this time (which I took) and the Vehicular Combat Feat lets him avoid damage to any ship he pilots- much more useful than in RCR.

While not as specialized and not as good a fit as the West End Games version of the character, this is
a good compromise between the systems. It uses some of what made d6 work with one of the best versions of D20 ever. As this version of Vyn went up in levels, there would be more and more to add to make him an effective representation of his concept- especially once the Ace Pilot prestige class could be applied.

Star Wars Roleplaying Game (Age of Rebellion)
By Fantasy Flight Games, 2014

In 2010, WOTC decided not to renew their license for Star Wars. This was thought to be the death knell for the Star Wars gaming franchise. But lo and behold, here came Fantasy Flight with fancy dice and something new in 2012.

Fantasy Flight's Star Wars Roleplaying Game is actually three standalone games with each one meant to play a specific flavor of character and campaign. 2012's Star Wars: Edge of the Empire was tailored around smugglers, bounty hunters, pirates, and other fringe elements of the Star Wars universe. Star Wars: Age of Rebellion centered on soldiers, pilots, and diplomats of the Rebel Alliance in their struggle against the Empire. Finally, in 2015 there was Star Wars: Force and Destiny to play the last few Jedi hidden under the watchful eye of the Empire. Each game is interchangeable with only a few mechanics specific to each flavor (Duty for Age of Rebellion, Morality for Force and Destiny, and Obligations for Edge of the Empire). These rules really have more to do with how the gamemaster adds complications or boons to the group as a whole, so the various mechanics do little to interfere with each other in gameplay.

Each version of the rpg had a Beginners Box released with simplified rules, dice, pregenerated characters, and a multi-session adventure to play. There was also a fourth Beginner Game released in 2016 for The Force Awakens, but this was meant to pull from all three parts of the RPG instead of acting as a precursor to a fourth iteration of Fantasy Flight's Star Wars.

Fantasy Flight's Star Wars uses special dice similar to their last edition of Warhammer Fantasy Roleplay. These measure results on two axis, success/failure and advantage/disadvantage. While normally only one success is required to succeed at a test, the other axis could mean you missed the target but pinned the enemy down so that your teammate might have an easier time hitting them on their turn (Failure and Advantage) or you climbed up the hill but accidentally kicked a rock making it easier for the enemies below to realize you're there (Success and Disadvantage), or some other variety. You get the idea.

When you roll dice in this game, you gather a dice pool. It's made up of Green d8's (Ability Die) from your attributes, Yellow d12's (Proficiency Die) for abilities you have some skill at, and light blue d6's (Boost die) from advantageous factors like higher ground, insight from previous turns, or the like. On the negative side there are purple d8's (Difficulty Die) where the harder it is to do something the more purples are rolled, red d12's (Challenge Die) for opposing skills ore really difficult situations, and black d6's (Setback Die) for when things really aren't going your way.

The results on the dice are Success (explosion symbol)/Failure (caltrop symbol), Advantage (a pip in a wreath)/Threat (a pip on the central facet of a faceted sphere), or Critical Success ("Triumph", a starburst in a circle)/Critical Failure ("Despair", a triangle in a circle). Blank faces confer no benefit or penalty. The result depends on subtracting the lower result from the higher result on an axis. A result of 5 Successes and 3 Failures is a Success of 2. A result of 2 Advantages and 5 Threats is a Threat of 3. However, Triumph and Despair do not cancel each other out and double as a Success or Failure result; a result of no Triumphs and 1 Despair is 1 Critical Failure / +1 normal Failure. These results mean that the character made the Skill roll with a bonus of 1 Success, but suffered 3 Threats and 1 Despair as well. The Game Master would interpret the result to indicate what problems and difficulties would happen next.

For example, a Rebel commando bumps into a squad of Stormtroopers turning around a corner and he shoots his blaster at them. The player rolls the 1 Success, 3 Threats, and 1 Despair from the above example. His blaster shot hits (1 Success) and does the blaster rifle's base damage +1 (from the number of Successes). The Game Master interprets the negative results to mean that the commando suffers 1 point of Strain (1 Threat), suffers 1 Black Die on the next skill roll (2 Threats), and the power cell in his blaster ran out and needs to be reloaded (1 Despair).

There's also a white d12 (the Force Die) that has the double duty of calculating Force Tokens (think Luck or Hero points) and powering Force powers. These don't get used nearly as much.

Characters have Attributes and Skills similar to previous Star Wars games. Their Attribute score (numbered 1-6) tells a player how many Green d8's to roll. If they are skilled in the skill requiring a roll, their skill's score tells the player how many of those d8's to make yellow d12's with a greater chance for success. There is some wackiness to numbers but after a roll or two it makes sense.

There are also derived abilities: Strain, Wounds, and Soak. Strain (seen in the example above) tells you how much physical, mental, or emotional stress the character can take before passing out. Wounds are all about physical damage, and Soak is the protection gained from clothes, armor, or natural toughness.

Fantasy Flight brought together all the things that worked in all previous Star Wars games and found a balance that should not have worked at all. But it REALLY REALLY does. Once again characters are really specialized, but in a way that makes sense and is really well balanced between careers and specializations. More than anything else, I've described it as WEG Star Wars through the lens of Saga Edition.

So, on to our friend Vyntal Drase.

Step 1 is to create a character concept/background. I did that three games ago, we're good.

So now it's to the Age of Rebellion specific mechanic: Duty. Of course all the characters in Age of Rebellion want to defeat the Empire. This is HOW your specific character expects to attain this and what they bring to the table. For Vyn it's easy- Space Superiority. He knows he belongs in the cockpit and what cards he has up his sleeve. This is also a team mechanic that stacks and can affect the team's resources within the Alliance, and the GM will make rolls to have it apply in game at random times. Working with an estimated group score, I figured on starting with 15 duty. This lets me spend some to make Vyn better. I spent 10 to give him more XP.

After picking a species (you, still a boring ol' human), it's time for career and specialization. The Ace career is full of pilots, drivers, beast riders and the like so Ace career, Pilot Specialization was a given. These allowed me to choose six trained skill levels after the two free non-career skill levels for being human.

Finally I get to spend the starting human XP and bonus Duty XP to flesh him out. So I raised his Agility (where piloting comes from) and Cunning (street smarts)a bit, added to his skills, and gave him a second specialization: Force Sensitive Emergent. Like the Pilot specialization this opened a talent tree to spend XP on. In this case,the Uncanny Senses talent to make him supernaturally aware- especially when flying.

A little fleshing out and spending some credits and we're all done.

This felt like the best version of the character. From the beginning, he felt as close to the core concept as the West End Games version and far, far ahead of anything WOTC offered. But while the WEG version would not change all that much as the game wore on, the Fantasy Flight version would adapt and grow similar to Saga Edition.

Annnnd that's all folks! Sorry it ran so long, but there was a lot to talk about.
The running list of characters can be found here. If you have any other ideas for games not on that list, or know what you'd like me to dive into next, drop me a line.