• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Baltar would be fine. His OPG is potentially very powerful and makes for some tense "you or him" moments. You'll have to deal with some increased suspicion since you are more likely than most to be a Cylon, but that can be fun. :)

Nothing like a bit of suspicion, and he seemed the most straight forward in terms of mechanics of those that would fit in with the other characters.
 
So, are we going to have random turn order, or is sign ups the turn order?
Semi random. I want to make sure it has some natural spread to it so both pilots or both politics are not back to back.
 
Look fine for player order? :)



1ST SBR
Kara "Starbuck" Thrace (Tactics/2, Piloting/2, Leadership/Engineering/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 Actions during your Action Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.


2ND CAPT. KIWI
Gaius Baltar (Politics/2, Leadership/1, Engineering/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector -- Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.


3RD JOPI
Callandra "Cally" Tyrol (Politics/1, Leadership/1, Tactics/1, Engineering/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving strength.
Discharge of a Firearm -- Action: Once per game, you may execute another character who is in your current location.
Impulsive -- You cannot contribute only one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the "Brig")



4TH EL
"Caprica" Six (Leadership/1, Treachery/Engineering/1) Setup: Caprica
Intimate -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 card from the Skill deck of your choice (it may be outside that player's Skill set).
Human Delusion -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Conflicted Loyalties -- You must discard 1 Skill Card to activate the "Cylon Fleet" location.


5TH TMOIY
Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- Action: Discard any number of skill cards. Then draw that number of skill cards from any one type within your skill set.
Longshot -- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the receive skill step of your first turn.


6TH GRAHAM
Tory Foster (Politics/3, Leadership/1, Tactics/1) Setup: (Press Room)
Adaptable -- After any player uses the action on a Quorum Card, you may draw 2 skill cards of your choice (they may be from outside your skill set)
Influential -- Action: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'
 
3 cards from your set.