Star Wars - Saga - Frozen Breach

Game Master rhalwarlock

Star Wars

Operation: First Breach

It is a time of desperation for the Galactic Republic. Separatist forces have captured the planet Bespin, shutting down a much needed source of tibanna gas.

Sensing the urgency of the situation, the Republic has prepared and invasion force to liberate the planet. The Separatist forces present a daunting front, and more than brute force is necessary for victory.

In order to ensure victory, the Republic has prepared a plan to soften the planet's defenses ahead of the invasion. This strike team will be the first to breach the Separatists' defenses, and will make way for the liberation of the world . . .


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Star Wars

Operation: First Breach

It is a time of desperation for the Galactic Republic. Separatist forces have captured the planet Bespin, shutting down a much needed source of tibanna gas.

Sensing the urgency of the situation, the Republic has prepared and invasion force to liberate the planet. The Separatist forces present a daunting front, and more than brute force is necessary for victory.

In order to ensure victory, the Republic has prepared a plan to soften the planet's defenses ahead of the invasion. This strike team will be the first to breach the Separatists' defenses, and will make way for the liberation of the world . . .

***********************************************************************

This is the first of two games I am putting up. As the title of the post says this is a Saga Edition game. This game will be in the Rebellion Era, but won't immediately start there - we will get there quickly! Characters are part of the Grand Army of the Republic (yes you can be clones)who be brought together as a team to help liberate Bespin.

Sources: All books are allowed, however things need to make sense as if it is purchased during the Clone Wars.

Races: Those that would be around during the Clone Wars. Droids are allowed.
Classes: All allowed, however I will only take one Jedi. You can still take Force Sensitivity feat if you are not a Jedi, might be able to be one in the future.
Level: 8
Ability Scores: 28 point buy
Skills: Swim and Climb are now one skill called Athletics.
Feats: We will be using the Pathfinder method, so a feat at every odd level instead of what the game was originally.
Equipment: Starting credits are 50,000 credits, 100,000 if you have the wealth talent.
Destiny: We will not be using the destiny system, but we will be using the background system. Skills you get from your background follow the normal rules, except you are trained in the skill or skills you get.

I will choose players on 1/23. I will take up to 6 PCs. I would like the post rate to be at minimum once a day during the week.


dot, really want to play an Anzati, from the Unknown Regions book.
A bounty hunter/assassin [not 100% yet] who works for the one who offers the best hunt.


Dot, I shall be working on a Slicer :)


GM_Panic wrote:

dot, really want to play an Anzati, from the Unknown Regions book.

A bounty hunter who works for the one who offers the best hunt.

Anzati are fine, just remember you are part of or will be part of a team that works/is part of the Grand Army of the Republic.


Yep, I am thinking she is an assassin, who is allowed to take lives.

Also would a dark force user be allowed?


GM_Panic wrote:

Yep, I am thinking she is an assassin, who is allowed to take lives.

Also would a dark force user be allowed?

No, sorry.


Rhal I have two characters in mind, neither will take the Jedi slot.

One is a force sensitive Sluissi technical expert. Nothing eccentric there.

The second involves playing a race not normally available for PCs, so requires GM permission. That is a Hutt, who starts as a noble and winds up as either as a crime lord or force disciple. But they are not a typical Hutt, being essentially "good" but eccentric and lots of fun. There are stats for Hutts in the core rulebook.

I only want to play a Hutt if the GM is 100% OK with it. Not will grudgingly allow it. And I may even go the Sluissi route anyway.


I have some crunch done for my Duros Slicer/Infiltration expert. I still need to look into backgrounds and gear but it's midnight and I have to work in the morning. :)

Kip84


Looks great! What are you looking for in terms of background/non-crunch? I've used the (horribly misnamed) 10 minute background before; are you looking for something on those lines?


Oh man, big ol' dot here. Thinking a clone commando, even have an old alias for one.


I will definitely dot this. I am leaning towards a more mobile gunslinger/bounty hunter, whether or not I actually take either of those classes is still up for debate though.


Dot


Dot, will think up my character in a bit. Pathfinder point buy or Saga point buy?


Submitting for consideration the character of:

Rima Val-Mos, Zeltron, Republic Intelligence Service (Smuggler, pilot and deception skills focused).

I'll provide a submissions write-up later today, but I want to echo a couple of previous questions:

1 Saga Point Buy or Pathfinder Point Buy (assuming Saga).

2 Which Background system are you referring to? Book/page?

Other than that, this looks pretty straight forward.

If you're interested in it...:
If you're interested in it, here is the list of rules changes I and others put together for things like Force Points (no more level-dependent, use-it-and-lose-it type, takes it back to the 6/session style it was in WEG - not sure how it would work in P-b-P), Force Training, etc. It's cool if you don't, but I thought I'd offer it up, as it seems to have been useful to others.


Joynt Jezebel wrote:

Rhal I have two characters in mind, neither will take the Jedi slot.

One is a force sensitive Sluissi technical expert. Nothing eccentric there.

The second involves playing a race not normally available for PCs, so requires GM permission. That is a Hutt, who starts as a noble and winds up as either as a crime lord or force disciple. But they are not a typical Hutt, being essentially "good" but eccentric and lots of fun. There are stats for Hutts in the core rulebook.

I only want to play a Hutt if the GM is 100% OK with it. Not will grudgingly allow it. And I may even go the Sluissi route anyway.

A Hutt is fine. However, the background for the character needs to make sense for why he/she would be working with the Republic in the field.

the Sluissi would be fine as well.

Darkness Rising wrote:

Looks great! What are you looking for in terms of background/non-crunch? I've used the (horribly misnamed) 10 minute background before; are you looking for something on those lines?

Just a few paragraphs about how your character go to where they are. Why are they with the Republic, who they are, etc. I don't need a full life history.

Phntm888 wrote:
Dot, will think up my character in a bit. Pathfinder point buy or Saga point buy?

Use Pathfinder.

jemstone wrote:

Submitting for consideration the character of:

Rima Val-Mos, Zeltron, Republic Intelligence Service (Smuggler, pilot and deception skills focused).

I'll provide a submissions write-up later today, but I want to echo a couple of previous questions:

1 Saga Point Buy or Pathfinder Point Buy (assuming Saga).

2 Which Background system are you referring to? Book/page?

Other than that, this looks pretty straight forward.

1 - Yes this is a Saga game

2 - Rebellion Era book, starts on page 16

I will look over the information in the link. Thanks.


Awesome. I believe I have that book, I'll check it out. :)


Looks like I'll need to rework my stats for Pathfinder point buy :)


OK, I haven't finalised the mechanics yet, but here's the concept: a Twi'lek saboteur (scoundrel with computers and mechanics). As part of the strike team, she can disable the ground defences to allow the main attack to go ahead.

concept art

Background:

Don’t be pretty – be useful. The Twi’lek slave girl learned this lesson when her best friend was killed just because their owner (a Hutt crime-lord) decided her performance was less amusing than her agonised pleas for mercy. That day, Aviri’savron stopped being a passive witness of her circumstances and turned to active efforts to escape her life on the Outer Rim. Instead of dancing and courting rich clients, she focussed on gaining favour with the other lackeys of her owner: technicians, mechanics, those who kept the machines running and who could, for a few favours, teach her to do the same.

The girl was lucky in finding teachers and learned fast, and was soon able to repair and rebuild almost anything from an R2’s astronav circuitry to a computer terminal to a hyperdrive. Eventually, her owner learned of her new talents and traded her to a notorious Rodian space-pilot by the name of Navikko, who was delighted to find that his new girl could be of many uses on his ship, the Reaver.

Aviri’savron has done her best to forget what passed during her time on board, but the occasional nightmare still surfaces.

Her luck saved her again when Navikko took one risk too many and ventured into the fringes of Republic space. He sought rich pickings but found only his end: the ship he tangled with initiated a boarding action with him. It was carrying a Jedi Knight, a Human called Matesh, who decided that he had the time to rid the Galaxy of one pirate lord and still complete his mission. Seizing the moment, Aviri’savron managed a lucky hack into the Reaver’s weapon systems, disabling them; she was almost beaten to death by an enraged Navikko before the Jedi’s lightsaber cut the Rodian down.

Aviri’savron’s brief time with Matesh changed her greatly, as he explained to her that what she had thought of as ‘luck’ was something called ‘the Force’ at work. Although too old – and frankly uninterested – to begin training as a Padawan, the young woman listened to what Matesh had to teach her, and has since then continued to try to develop her talents. The Jedi Knight dropped her at the nearest civilised world, with some possessions and enough credits to buy passage into the Core Worlds, refusing any offer of payment – in any form – with a warm smile.

Aviri’savron goes by the name of Rissa these days. Humans (and there seem to be a lot of them around in the Republic) have trouble with her longer name; and the new name goes well with her new life, as a loyal - and useful - member of the Republic’s special operations branch. Signing up to help protect and defend something that (through its Jedi) gave her freedom is her way of acknowledging a debt she cannot repay.

Appearance & Personality:

Rissa’s deep blue skin makes a striking combination with her wide, green eyes and her dark eyebrows (tattooed on during her time of slavery). Other tattoos are hidden by her dusk-grey clothing – now that she’s no longer a slave-girl, she dresses in practical garb which hides the marks of her servitude under layers of grime and oil.

Never without her beloved utility belt (modified to carry her computer gear as well as her tool kit), whenever possible Rissa also wears two holsters, one on each hip, carrying heavy blasters: a perhaps unsubtle way of warning onlookers not to touch, however much they might admire. Those who get close enough to look beyond the obvious will note the deeply-ingrained grease under her fingernails, and may also see the look of nervousness if contact looks likely – Rissa has a pronounced flinch reflex, another legacy of her past.

Rissa is both skittish, and impulsive, but is bright enough to know that she usually needs to take advice before she acts. She is not hugely conformist, and her transfer to the special ops wing of the Republic’s forces was the perfect move for her: enough leeway that her unpredictability is an asset, while having superior officers who will protect her from her worst instincts. Her time in service has honed her talents, so that in addition to her technical skills she is capable of defending herself in a firefight. Any commanding officer of a unit Rissa is attached to has gained a valuable asset for unconventional warfare, whether breaking open locks, slicing through enemy computer systems, or laying down sabotaging explosives.

Wary of her past experiences with humanoids, Rissa generally prefers the company of her beloved computer programs, machines and droids: whatever demands they make of her, she can attend to without revisiting memories best left sealed. One of her few true friendships is with Matesh, the Jedi Knight who rescued her and showed her a larger universe than she could ever have imagined. With her duties and his, they meet infrequently at best, perhaps 2 or 3 times a year. In his company, Rissa feels not only at ease, but safe; she knows that she can endure whatever the Galaxy throws at her, so long as she has that friendship to fall back on.

I'll have the crunch up once I get some time.


Darkness Rising wrote:

OK, I haven't finalised the mechanics yet, but here's the concept: a Twi'lek saboteur (scoundrel with computers and mechanics). As part of the strike team, she can disable the ground defences to allow the main attack to go ahead.

concept art

** spoiler omitted **...

Looking good


Working on Rima right now, but... real quick...

You told Phntm888 to use Pathfinder's point buy, and replied to my question with Saga point buy.

Which is it? First answer (Pathfinder) = Real answer, in this case?


I would be interested in the jedi slot.


jemstone wrote:

Working on Rima right now, but... real quick...

You told Phntm888 to use Pathfinder's point buy, and replied to my question with Saga point buy.

Which is it? First answer (Pathfinder) = Real answer, in this case?

Oops! Sorry! Use the Pathfinder one.


Jace Concorkill wrote:
I would be interested in the jedi slot.

Go ahead and do an app like everyone else.


Rhal, the Styx Boatman wrote:
jemstone wrote:

Working on Rima right now, but... real quick...

You told Phntm888 to use Pathfinder's point buy, and replied to my question with Saga point buy.

Which is it? First answer (Pathfinder) = Real answer, in this case?

Oops! Sorry! Use the Pathfinder one.

Awesome, will do.

One more question: Average per die on HP, or roll per level, or...?

Anything in that PDF I linked you strike your fancy?

Edit to add: Jump is not included in Athletics, only Climb and Swim, correct? I don't plan on taking it for the character, but others might want to know for their characters.


Dot.

I think I'm gonna go for an ARC Trooper, although I'm not sure exactly what my weapon specialty will be yet. I'm drawn to dual-wielding pistols or a heavy blaster rifle of some sort, going into Gunslinger or Elite Trooper (possibly both if I go with dual pistols, not sure yet). I have a question for you, though; normally, jet packs are powered by their own fuel cells but I was wondering if I were to integrate the jet pack into my armor (via the Integrated Equipment rules, perhaps) if I could use the Internal Generator upgrade as well to power the jet-pack as opposed to buying fuel cells?

Also, would you consider allowing Elite Troopers to take the Multiattack Proficiency with Pistols instead of just rifles and heavy weapons?

Last question: Can we purchase the upgrades from Tech Specialist for our equipment at an increased rate at all?

Actual last question: I don't suppose you'd consider using Loup's 2 talents instead of one rule he has going for his Old Republic recruitment? If not that's fine, just figured I'd ask.


JDPhipps wrote:
Last question: Can we purchase the upgrades from Tech Specialist for our equipment at an increased rate at all?

If my character, the Sluissi [which is what I have decided upon], is selected, I can complete such upgrades and am happy to do so for my comrades.

This does not automatically mean other PCs can have them, but it gives the GM that option. Without any increased cost likely.

Of course, other potential PCs can lobby for the inclusion of the wondrous Sluissi Cleopatra in order to recieve this as the first of many wondrous benefits of adventuring with her.


Putting everything behind spoilers. No equipment yet besides a Heavy Blaster Pistol, as I'm waiting for answers to previous questions before I proceed. BUT!

Meet Rima:

Rima Val-Mos is a 28 year-old, female Zeltron. Rima was raised by Kon Val-Mos, a friend to her parents and her legal guardian after their death at the hands of Hutt Slaver forces during an attack on the Zeltron colony of Ra-Manda. Rima's parents had been smugglers, dealing in valuable trade goods in areas where the local crime lords would not otherwise let such items be traded freely. It was here, as a child, that Rima developed her healthy skepticism of the rich and powerful.

Kon, a Human officer in the Coruscant Defense force, raised Rima as his daughter on the capital world, exposing her to both military and political life. During his deployment on a peacekeeper ship (attached to the Republic Diplomatic Corps, where Rima encountered her first Jedi, whom she distinctly remembers as "smelling funny"), Kon discovered Rima's natural talents and affinities for life aboard starships, both in her easy adaptation to an emergency zero-gee situation, and her ability to navigate the ship flawlessly without having been on it before. Kon pushed these skills in Rima's development, and eventually she became an accomplished starship pilot and captain in her own right.

When Kon left the Defense force shortly before the beginning of the Separatist Uprising, it was a teenage Rima who flew the ship while her adopted father handled such tasks as weapons and mechanical engineering - two fields that Rima was never good at. With the Separatist Uprising in full swing, and the Clone Wars looming on the horizon, Kon brought himself and his daughter back into the fold of the Republic, this time working as a courier and intelligence gathering vessel for the Republic Intelligence Service.

When Rima reached the age of sixteen, she convinced Kon to let her join the RIS as a new recruit, and (despite lying about her age on the application) was quickly accepted into their ranks. She made her way through the lower ranks of the service quickly, and with the coming of the Clone Wars, has found herself frequently sent into scenarios and areas where other (Human) agents would be more easily spotted. Her ship, the Steady Hand, has been expertly weathered, beaten, and battered to make it look much more worn out than it actually is. While the ship is not new by any stretch, it is certainly not the creaky pile of rotting wiring it appears to be.

Rima's specialty fields are insertion/extraction piloting, interpersonal information gathering, and (when necessary) coercion and the gathering of compromising information on high-profile targets.

While not a crack shot, Rima is adept at ranged combat, surprising her range instructors with her ability to dodge and return incoming fire. Despite this almost supernatural ability, Rima is decidedly not capable in The Force, having been tested shortly after Kon brought her back to Coruscant.

Rima stands 1.8 meters tall, and weighs 62 kilograms. While not particularly strong, she is physically lithe, adept and hardy due to her years of working with her father's ship and her RIS training. As with all Zeltrons, Rima is considered physically attractive by most male, and many female, Humanoids. Despite spending most of her life away from native Zeltron culture, Rima is nevertheless generally cheerful and friendly, though she harbors a special dark mood for slavers, especially those who work for (or are) Hutts.

Suggested Party Role: Pilot and/or Face


"Zeve Holchoy CL 1Medium Human Jedi 1

Sheet:
Init +6; Senses Perception +6
Languages Basic, Mon Calamarian
Defenses Ref 14 (13 flat-footed), Fort 14, Will 14; Deflect, 0
hp 31; Threshold 14
Speed 6 squares
Melee lightsaber +2 (2d8+1)
Ranged by weapon +2
Base Atk +1; Grp +2
Force Powers Known (Use the Force +7) Mind Trick, Move Object
Abilities Str 13, Dex 13, Con 12, Int 12, Wis 12, Cha 14
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Deflect
Feats Force Sensitivity, Improved Defenses, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Acrobatics +6, Initiative +6, Perception +6, Use the Force +7
Possessions lightsaber
// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+7 vs. Will to:
1. create an hallucination to use Stealth even if target is aware
2. perform a feint so that target loses Dexterity bonus to Reflex on your next attack against them
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
Spend a Force Point to improve attitude one step, + one step per every 5 points the check exceeds Will<BR>
// Move Object (standard; one character or object within 12 squares and line of sight) •Telekinetic<BR>+7 vs Will if target resists, hurl or drop object vs. target's Reflex, both take damage according to DC below
DC 15: Move up to medium object, 2d6 damage
DC 20: Move up to large object, 4d6 damage
DC 25: Move up to huge object, 6d6 damage
DC 30: Move up to gargantuan object, 8d6 damage
DC 35: Move up to colossal object, 10d6 damage
Moving or hovering target opposes Use the Force with a grapple check
Spend a Force Point to increase max size of object one category and +2d6 damage (max 12d6)
Spend a Destiny Point to increase max size three categories and +6d6 damage (max 16d6)<BR>

"

BIO:
Zeve Holchoy is a young Padawan student of Jedi Master Liam Sett, a vurk counselor, scholar and artisan who uses his knowledge of the Force to guide weapon buildings. Zeve has been his apprentice for almost a year. Zeve is very good at the lightsaber, if not many applications of the Force, though Liam Sett believes that Zeve has the capability of learning more about the Force, in addition to general jedi abilities of moving objects and influencing minds. Though he practices with the lightsaber, he has not seen many battles, as his Master is much better at diplomacy and is sent for those types of missions rather than the leading of armies.

Hailing from Naboo, he is very proud that of the contributions that Senator Amidala and Supreme Chancellor Palpatine have done to keep the Republic together. Like many other young padawan's Anakin Skywalker is a favorite of this outgoing young man, though he does think it unfair that even though he is on the Council of Jedi Masters, he is not given that title.


Jace, we're starting at Level 8 so you might want to throw a couple more levels on there.


She just needs a few touch ups on her appearance tab, but she's otherwise finished. I present Myralda, a Miraluka Jedi Padawan.

History:
Myralda remembers little of her first life with her parents. At a young age, she was taken to the Jedi Academy on Coruscant to begin her jedi training. Like most Miraluka, she had a natural talent at sensing the Force and using it. Her heightened abilites and lack of natural eyesight kept a distance between her and the other younglings, and Myralda found herself becoming more and more isolated from them.

However, at the early age of 13, Myralda was picked by her master, Vika Rei, a Togruta. Chosen for her independence and special connection for the Force, Myralda was instructed how to depend on others; the Force flowed through all creatures, and severing one from others severed one from the Force. It took some time, but Vika's patience won out as she took her role as master seriously.

As a padawan, Vika learned much about the galaxy that she had been sheltered from in the academy. Her master believed strongly in protecting the weak, and they often found themselves in conflict with those that sought to hurt others. It was here that Vika taught her the lightsaber form Shii-Cho. A form dedicated to defense, Vika's style with it brought down many foes without any harm. It became the main style of lightsaber form that Myralda practiced, seeking to be just like her master.

Myralda's talent with the Force quickly grew under Vika's instruction. Letting down the walls she had unknowingly built as a youngling, she found new ways to used the Force, soon surpassing her master in both skill and power. With such progress, she was well on the way to becoming a Jedi Knight.

One of the last missions before her trials to become a Jedi, Myralda was sent out to collect a crystal for her lightsaber. After a long journey, Myralda returned with a yellow Solari crystal. Soon, her own lightaber was built, and she was ready to take the trials to become a Jedi Knight.

However, the Force had other plans in store for her. The galaxy turned into chaos as the Republic declared war on the Trade Confederation with a mysterious new army. Sent to the frontlines to lead the troops, Myralda got her first real taste of war, and hated it. Surrounded by death and destruction, Myralda constantly had to fight off depression and despair. Vika was often her anchor during these times as her mentor helped her with her inner conflicts.

After almost three years of constant conflict, the master and padawan found themselves under sudden attack by the a Separatist fleet. With reinforcements already inroute, the Republic forces tried to hold on against the surperior numbers. Several boarding droids hit the flagship, and Myralda and Vika joined the troops in fending them off.

Myralda can still remember the moment it happened. A sudden flash of illumination hit her, vividly showing the corridor being torn apart in an explosion. Confused, Myralda stopped, unsure of what had happened. Vika stopped as well, flipped around and sent a sudden Force blast directly at Myralda. The blast sent her flying back into the previous corridor as the blast doors shut. The next moment, Myralda felt her master's life force vanish.

Returning to Coruscant after her master's death, Myralda was given little time to mourn, though the Masters were worried that she had made such a strong bond with her master, a principle frowned upon in the Jedi Order. She was given small tasks to preform at the temple for a short time, before the need for more Jedi grew too great, and she was sent back out. Alone.

Heading a small division of troops as Padawan, Myralda learned to once again build the walls she had had as a youngling, locking the emotions away without moving on. Her connection to the Force weaned as she once again slowly removed herself from the world around her. It was easier this way; no one worried about her emotions, she didn't have to face all that inner turmoil, and the effect of the war was greatly diminished.

After some successful ventures in the field, Myralda was assigned to the Special Task Force Division to be able to work more efficiently with a smaller amount of troops. Learning to lead and control the situation where her master once did it all, Myralda lead her troops bravely.

After her lastest venture, Myralda received a message of a new mission on Bespin. The planet had been captured by the Separatists, cutting the Republic off from their large revenues of tibanna gas. Summoned by the Jedi Knight stationed near the system, Myralda was transferred a large sum of credits to make the operation successful and sent to meet the others that were chosen for the task.

----------

Appearance and Personality:
Myralda, once quiet and indecisive, has learned to be more open and commanding, having to make important split decisions that affected the lives of her troops. Calm and efficient on the battlefield, Myralda often faces emotion strain after several conflicts. Her sensitivity to the Force, now slightly repressed, often pulls her mind into it's sway more than others, feeling the deaths on both sides of a conflict more deeply.

Once Myralda opens up to those around her, she is kind, and forms strong bonds with companions, despite the practice being looked down on in the Jedi Order. One thing Myralda never does is leave behind a companion, risking life and limb even for those that are too injured to continue. Though not having been tempted from the Dark Side personally, she has felt the beginning stages, being fear and despair during the first year of the Clone Wars.

Myralda is a slender Miraluka of average height and build and has long dark brown hair. Wearing the customary robes of the Jedi Order, Myralda wears no armor under the blue cloak, her fighting style requiring all the manueverability she can get. Though she wears a blindfold to hide where normal eyes are, it does not hamper her Force vision. Though she knows how to work a computer, she usually needs to be familiarized with it or have an audio playback. Holos are easily 'seen', though.

----------

Stat Block:
--------------------
Myralda Looska
--------------------
Medium Miraluka Jedi 7/Jedi Knight 1
Height 1.8m, Weight 70kg, Age 19, Hair Brown, Skin Light
Init +7; Senses Force sight; Perception (Use the Force) +17
Languages Basic, Miralukese

--------------------
Defense
--------------------
Ref 23 (flat-footed 20), Fort 22, Will 23
HP 112; Second Wind +28; Threshold 22

Special Defenses
Block, Deflect, Shii-Cho - Can block a melee or ranged attack with Use the Force; -2 cumulative penalty on check for each additional use since last turn

--------------------
Offense
--------------------
Speed 6 squares (30 ft)

Melee lightsaber* +12 (2d8+4) or
Melee lightsaber* +16 (2d8+8) and -2 Ref with Powerful Charge
Ranged redirected shot +11 (varies)

Base Atk +8; Grp +11

Atk Options
Force Suite - See Force Powers below
Powerful Charge - +2 on attack and +1/2 lv on damage when charging
Quick Draw - Drawing a weapon is a swift action
Redirect Shot - Roll attack against target after deflecting a ranged attack

*lightsaber: self-built, ignore DR, +2 to Deflect attempts, Force-activated

--------------------
Statistics
--------------------
Str 10, Dex 16 (+3), Con 14 (+2), Int 10, Wis 16 (+3), Cha 16 (+3)

Background
Orphaned - Master

Talents
Block, Deflect, Force Perception, Redirect Shot, Shii-Cho

Feats
Force Sensitivity
Force Training (x3)
Powerful Charge - +2 on attack roll and +1/2 lv bonus on damage
Quick Draw - Draw a weapon as a swift action
Skill Focus (Use the Force)
Weapon Finesse
Weapon Focus (lightsabers)
Weapon Proficiency (lightsabers, simple weapons)

Trained Skills
Gather Information +12 (Background), Knowledge (Galactic Lore) +9, Perception +7 (may Use the Force +17 instead), Survival +12 (Background), Treat Injury +12 (Background), Use the Force +17

--------------------
Possessions
--------------------
self-built lightsaber (Solari crystal (yellow), Force-activated), comlink (short range, encryption), credit chip, glow rod (x2), audio recorder, medpac (x2), syntherope (45m), field kit (all-temperature cloak, glow rod (x2), breath masks (x2), filters (x24), atmosphere canisters (x12), condensing canteens (built-in water purification systems)(x2), a week's worth of rations), binder cuffs, mesh tape (x2)

Credits 46,845

----------

Force Powers:
--------------------
Force Powers
--------------------
Use The Force +17
Force Points 10/10
Force Powers 12 (Force Training (1 + 3 Wis)(x3))
Circle of Shelter, Cloak, Drain Energy, Disarming Slash (x2), Force Slam, Force Stun, Mind Trick, Move Object, Negate Energy, Sarlaac Sweep, Vital Transfer

Force Suite
Cloak
--You can bend light around your body, rendering yourself invisible to anyone looking in your direction.
--Time: Standard action.
--Target: You.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: You are considered to have total concealment against all targets until the beginning of your next turn.
DC 20: As DC 15, and you gain a +2 Force bonus to Stealth checks until the beginning of your next turn.
DC 25: As DC 15, and you gain a +3 Force bonus to Stealth checks until the beginning of your next turn.
DC 30: As DC 15, and you gain a +4 Force bonus to Stealth checks until the beginning of your next turn.
Special: You can maintain the Cloak power from round to round, extending the normal duration. Maintaining the Cloak power is a Standard action, and you must make a new Use the Force check each round. If you take damage while maintaining this power, you must succeed on a Use the Force check (DC 15+damage taken) to maintain the power.
--Special: You can spend a Force point to increase the bonus to your Stealth checks by +5.

Drain Energy
You can draw power out of powered objects, such as a blaster's power pack or a power generator.
--Time: Standard action.
--Target: One powered weapon or object within 6 squares of you and in your line of sight.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 20: You drain the energy from the energy cell or cells powering a Small or
smaller weapon or powered object. You completely drain the object of its energy, and
it cannot be used until its energy cells are replaced.
DC 25: As DC 20, except you drain a Medium or smaller weapon or object.
DC 30: As DC 20, except you drain a Large or smaller weapon or object.
DC 35: As DC 20, except you drain a Huge or smaller weapon or object.
If the object is being powered by a power generator, you drain all of the power from that instead.
--Special: You can spend a Force Point to increase the size of the object that can be drained by one size category (up to Gargantuan).

Force Slam (Telekinetic)
--You pound one or more creatures with the Force.
--Time: Standard action.
--Target: All targets within a 6-square cone and within line of sight.
--Make a Use the Force check. Make one roll and compare to each target's Fortitude defense. If the result equals or exceeds a target's Fortitude defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target's Fortitude defense, it takes half damage and is not knocked prone. Target's larger than medium add a size modifier to Fortitude defense against this power: Colossal +50; Gargantuan +20; Huge +10; Large +5. This is an area effect.
--Special: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.

Force Stun
You call upon the Force to overload an enemy's senses, potentially stunning it.
--Time: Standard action.
--Target: One creature within 6 squares and line of sight.
--Make a Use the Force check. Compare the result to the target's Fortitude defense. If the check equals or exceeds the target's Fortitude defense, the target moves -1 step along the condition track. For every 5 points by which you exceed the target's Fortitude defense, the target moves and additional -1 step along the condition track. Target's larger than medium add a size modifier to Fortitude defense against this power: Colossal +50; Gargantuan +20; Huge +10; Large +5.
--Special: When you use this power, you can spend a Force Point to move the target an additional -1 step along the condition track.

Mind Trick - (Mind-affecting)
You use the Force to alter a target's perceptions or plant a suggestion in its mind.
--Time: Standard action.
--Target: One intelligence 3 or higher creature in line of sight and within 12 squares of you.
--Make a Use the Force check. If you equal or exceed the target's Will defense, you may choose one of the following effects:
-You create a fleeting hallucination that distracts the the target and enables you to use the Stealth skill even though it is aware of you.
-You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any).
-You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life. The target won't realize later that what he did is unacceptable.
-You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal to or higher than your character level. This is a fear effect.
--Special: If you are making a suggestion, you may spend a Force Point to improve the target's attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target's Will defense.

Move Object - (Telekinetic)
You telekinetically move a target up to 6 squares in any direction using the Force.
--Time: Standard action.
--Target: One target within 12 squares and within line of sight.
--Make a Use the Force check. The result of the check determines the size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force must also exceed the target's Will defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex defense. Both target's take damage determined by your Use the Force check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage).
DC 20: Move object up to Large size (deals 4d6 points of damage).
DC 25: Move object up to Huge size (deals 6d6 points of damage).
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage).
DC 35: Move object up to Colossal size (deals 10d6 points of damage).
--Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Move Object, you must succeed on a Use the Force check (DC 15 + damage taken) to continue concentrating. If you deal damage with the Move Object power, you cease to be able to maintain it. If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the target by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage).

Negate Energy
You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster.
--Time: Reaction.
--Target: One attack made against you that deals energy weapon damage.
--Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
--Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Vital Transfer - (Light Side)
You use your own life force to heal another living creature, using the Force as a conduit.
--Time: Standard action.
--Target: One creature touched.
--Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: The target heals hit points equal to 2 X its character level.
DC 20: The target heals hit points equal to 3 X its character level.
DC 25: The target heals hit points equal to 4 X its character level.
--Special: Each time you use Vital Transfer, you take half as much damage as you heal (rounded down). You may spend a Force Point to avoid taking any damage when you use this Force power.

Lightsaber Force Suite
Circle of Shelter - [Lightsaber Form]
You create a protected area around yourself, through which enemies have difficulty reaching you or your allies.
--Time: Standard action.
--Targets: You plus all allies adjacent to you.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 20: Until the end of your next turn, you an all adjacent allies gain a +1 deflection bonus to Reflex Defense.
DC 25: As DC 20, except the bonus increases to +2.
DC 30: As DC 20, except the bonus increases to +5.
--Lightsaber Form (Soresu): If you have the Soresu talent, you can add the deflection bonus on Use the Force checks made to use the Block and Deflect talents until the end of your next turn.
--Special: You can spend a Force Point to also apply the deflection bonus from this power to the Fortitude Defense of all adjacent allies.

Disarming Slash (x2) - [Lightsaber Form]
You strike at your opponent's weapon, attempting to rip it from his grasp.
--Time: Standard action.
--Target: One enemy within your reach.
--Make a Use the Force check. The result of the check determines the result, if any:
DC 15: Make a single melee attack with a lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate disarm attempt against the target. If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon).
DC 20: As DC 15, except your target gains only a +5 bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
DC 25: As DC 15, except your target gains only a +2 bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
DC 30: As DC 15, except your target gains no bonus to Reflex Defense to resist being disarmed (instead of a +10 bonus).
--Lightsaber Form (Shii-Cho): If you have the Shii-Cho talent, you can use this power as a reaction to being attacked by an adjacent opponent.
--Special: You can spend a Force Point to deal damage to the target's weapon equal to the damage you dealt to the target, provided you successfully disarm that opponent.

Sarlacc Sweep - [Lightsaber Form]
You lash out at multiple enemies, striking them with a sweeping motion.
--Time: Standard action.
--Targets: One enemy within your reach (the primary target) plus one other enemy within your reach (the secondary target).
--Make a Use the Force check. The result of the check determines the result, if any:
DC 15: You can make a single melee attack with a lightsaber against the primary target. The attack deals normal damage to the primary target and 5 points of damage to the secondary target if the attack hits.
DC 20: As DC 15, except increase the damage to the secondary target by +1d6 points.
DC 25: As DC 15, except increase the damage to the secondary target by +2d6 points.
DC 30: As DC 15, except increase the damage to the secondary target by +3d6 points.
--Lightsaber Form (Shii-Cho): If you have the Shii-Cho talent, you can use this power in the place of a melee attack roll at the end of a charge. You gain the benefits of the Powerful Charge feat on the initial lightsaber attack only if you use this power in this way.
--Special: You can spend a Force Point to affect two secondary targets, provided both enemies are within your reach and adjacent to the primary target of your lightsaber attack.


jemstone wrote:
Rhal, the Styx Boatman wrote:
jemstone wrote:

Working on Rima right now, but... real quick...

You told Phntm888 to use Pathfinder's point buy, and replied to my question with Saga point buy.

Which is it? First answer (Pathfinder) = Real answer, in this case?

Oops! Sorry! Use the Pathfinder one.

Awesome, will do.

One more question: Average per die on HP, or roll per level, or...?

Anything in that PDF I linked you strike your fancy?

Edit to add: Jump is not included in Athletics, only Climb and Swim, correct? I don't plan on taking it for the character, but others might want to know for their characters.

D'oh! I almost always forget that. Max on HP every level.

Haven't had a chance to review the PDF yet.

Correct on jump.

JDPhipps wrote:

Dot.

I think I'm gonna go for an ARC Trooper, although I'm not sure exactly what my weapon specialty will be yet. I'm drawn to dual-wielding pistols or a heavy blaster rifle of some sort, going into Gunslinger or Elite Trooper (possibly both if I go with dual pistols, not sure yet). I have a question for you, though; normally, jet packs are powered by their own fuel cells but I was wondering if I were to integrate the jet pack into my armor (via the Integrated Equipment rules, perhaps) if I could use the Internal Generator upgrade as well to power the jet-pack as opposed to buying fuel cells?

That os fine with me.

JDPhipps wrote:
Also, would you consider allowing Elite Troopers to take the Multiattack Proficiency with Pistols instead of just rifles and heavy weapons?

I will allow it.

JDPhipps wrote:
Last question: Can we purchase the upgrades from Tech Specialist for our equipment at an increased rate at all?

Yes I will. Can do it once with a cost of 20% of the item or 1,000 whichever is higher.

JDPhipps wrote:
Actual last question: I don't suppose you'd consider using Loup's 2 talents instead of one rule he has going for his Old Republic recruitment? If not that's fine, just figured I'd ask.

Sorry, no.


Joynt Jezebel wrote:
JDPhipps wrote:
Last question: Can we purchase the upgrades from Tech Specialist for our equipment at an increased rate at all?

If my character, the Sluissi [which is what I have decided upon], is selected, I can complete such upgrades and am happy to do so for my comrades.

This does not automatically mean other PCs can have them, but it gives the GM that option. Without any increased cost likely.

Of course, other potential PCs can lobby for the inclusion of the wondrous Sluissi Cleopatra in order to recieve this as the first of many wondrous benefits of adventuring with her.

That is always a possibility.

Jace Concorkill wrote:
"Zeve Holchoy CL 1Medium Human Jedi 1
JDPhipps wrote:
Jace, we're starting at Level 8 so you might want to throw a couple more levels on there.

Correct


I'm sorry. So he could be a newly knighted person who has sent on his first mission?


I figured on the last one, but the rest of those are pretty helpful. Thanks!

Just to make sure I read that right, I can purchase one item that has the Tech Specialist upgrade? I was originally planning to do my pair of pistols but if that's the case I'll likely do my armor instead.


Rhal, thanks for the heads up on the Hit Points. I've adjusted Rima's HP on the sheet appropriately.

Everything on her sheet is referenced back to the book and page number where it's located, for clarity.


Jace Concorkill wrote:
I'm sorry. So he could be a newly knighted person who has sent on his first mission?

Sure, that's possible

JDPhipps wrote:

I figured on the last one, but the rest of those are pretty helpful. Thanks!

Just to make sure I read that right, I can purchase one item that has the Tech Specialist upgrade? I was originally planning to do my pair of pistols but if that's the case I'll likely do my armor instead.

Correct

jemstone wrote:
Everything on her sheet is referenced back to the book and page number where it's located, for clarity.

Thanks, much appreciated.


I ll be working on him tomorrow.


Given that we're Republic Army operatives, do we need to purchasing licensing for our gear? One would think we'd have access to anything Military and below, although I could see licensing being needed for anything registered as Illegal.


Alright, I have crunch finished for my submission, an Alpha-class ARC trooper who's become accustomed to special missions as either a lone operative or part of a small fireteam. He specializes in long-ranged combat and reconnaissance to an extent, although he has a number of helpful skills and his equipment is geared more toward versatility and self-sufficiency than hyper-specialization. Background is the usual for a clone commando type, but I'll have a snazzy sample up soon.

Trooper Alpha-46, Spook:
Alpha-46, "Spook"
Medium Human Scout 1/Soldier 6/Vanguard 1
Force Points 10; Dark Side 2
Init +13; Senses Perception +13, low-light vision
Languages Basic, High Galactic, Republic Sign Code
Background Military
- - - - -
DEFENSES
- - - - -
Reflex 29 (flat-footed 23), Fortitude 27, Will 22

HP 118 (24+7d10+24)
Threshold 27
Condition Normal
- - - - -
OFFENSE
- - - - -
Speed 6 squares

Melee unarmed +9 (1d8+7)

Ranged Assault blaster rifle +12 (3d8+4) OR
Ranged Sidearm blaster pistol +11 (3d6+4) OR
Ranged Grenade +11 (varies)

Base Attack +7; Grapple +9
Attack Options Careful shot, Deadeye, Point-Blank Shot, Precise Shot
Special Actions Maximize Cover, Shake it Off, Tested in Battle
- - - - -
STATISTICS
- - - - -
Strength 14, Dexterity 18, Constitution 16, Intelligence 14, Wisdom 14, Charisma 8

Talents Armored Defense, Improved Armored Defense, Improved Stealth, Maximize Cover, Tested in Battle

Feats Armor Proficiency (light), Careful Shot, Deadeye, Grand Army of the Republic Training, Martial Arts II, Point-Blank Shot, Precise Shot, Shake it Off, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)

Trained Skills Athletics +11, Endurance +12, Initiative +13, Knowledge (tactics) +11, Mechanics +11, Perception +11, Stealth +13, Survival +11, Treat Injury +11
- - - - -
EQUIPMENT
- - - - -
ARC Trooper armor (stormtrooper armor; 8000 credits)
--Helmet package (+2 equipment to Perception, low-light vision, integrated hands-free commlink; free with armor)
--Reflec shadowskin (+10 equipment to Stealth; 20,000 credits)
--Tech Specialist: Agile armor (+1 max Dex; 1600 credits)
Combat gloves (250 credits)
Assault blaster rifle (1750 credits)
--Double trigger (800 credits)
--Improved energy cell (4000 credits)
--Targeting scope (100 credits)
Sidearm blaster pistol (400 credits)
--Double trigger (800 credits)
--Rangefinder (200 credits)
Grenades
--Frag grenades, 6 (1200 credits)
--Ion grenades, 3 (750 credits)

Bandolier (100 credits)
Bracer computer (1300 credits)
Climbing harness (45 credits)
Electrobinoculars (1000 credits)
Explosive charge (1500 credits)
--Timer (250 credits)
Hip holster (25 credits)
Medical kit (600 credits)
Power recharger (100 credits)
Security kit (750 credits)
Syntherope (20 credits)
Utility belt (500 credits)

5460 credits remaining

Dark Archive

For dippoty dot! I will send you a PM, regarding my race and such, but will be a noble ^-^ that way I can get licensing and none of you will have to.

So, I will be playing as a farghul noble, who has joined the group because she feels a need to help the republic when her species is treated like bands of rich sniveling theives.


JDPhipps wrote:
Given that we're Republic Army operatives, do we need to purchasing licensing for our gear? One would think we'd have access to anything Military and below, although I could see licensing being needed for anything registered as Illegal.

Only for Illegal stuff.

Dark Archive

Nobles have a tallent that can have them get illegal stuff without licences or background checks.


This is william, with the Farghul I'm applying. I have sooooo many credits... guess I could buy a starship...used of course.


I'm hoping that we can be issued a ship as part of my character's history. Otherwise, well, off to Crazy K2's Discount Ship Shack I go.

Rhal: I may swap out Martial Arts 1 for Skill Focus: Pilot.

Rima's Deception skill is high enough that she can easily "fly casual" and "lose 'em in those clouds", but I'm thinking it might be better for feats of Daring Do and Thrilling Heroics if she had that +5 bonus from the Skill Focus.

It also means she really is a crack pilot on top of her ability to fake out the bad guys.


Loup Blanc/Anyone: can you remind me which sourcebook the improved energy cell comes from, please? Thanks.


Knights of the Old Republic Campaign Guide (page 75).


This is my character, the Sluissi Tech Specialist, pilot and Force Adept Cleopatra.

I have a question for the GM, Rhal. Are spaceships necessary or desirable for the first mission? And if yes, are the PCs pooling money for one? I kind of need an answer to do equipment.

Basics:

Name- Cleopatra

Classes Soldier 4/ Noble 3/ Force Adept 1
Species Sluissi [Unknown 15]
Gender Female
Age 17 [Young Adult]
---------------------

Species Traits

Careful Worker- if a Sluissi take takes twice the normal time on mechanics, they get a +10 circumstance bonus.

Serpentine- Always considered to have a running start to jump. +5 stability bonus vs trip.

---------------------
Attributes:

Strength: 14 [5pts =+4]
Dexterity 10 [2pts=+2 -2 racial]
Constitution 14 [5pts =+4]
Intelligence 18 [7pts =+5, +2 racial, +1 ability incr lvl4]
Wisdom 16 [7pts =+5, +1 ability incr lvl4]
Charisma 12 [2pts]
---------------------
Derived Stats:

Hit Points: 81
Force Points: 10
Destiny points 10
Damage Threshold: 22
Speed 6
Initiative +9
Perception +15 [with exceptional skill, rolls of 2-7 count as 8]
Base Attack +6
---------------------
Defenses:
Fortitude 23
Reflex 20
Will 25

Skills:

Skills:

Acrobatics [Dex] [Trained- Imprisoned] +9
Athletics [Str] [Trained] +11
Deception [Cha] +5
Endurance [Con] +5
Gather Information [Cha] [Trained- Imprisoned] +10
Informer Force Unleashed p33
Initiative [Dex] [Trained ] +9
KS:Technology [Int][Trained] +13
Mechanics [Int] [Trained] +12
Perception [Wis] [Trained = Use the Force] +15
[Force Perception Core p 101 ]
Persuasion +5
Pilot [Dex] [Trained = Use the Force] +15
[Force Pilot Core p 101]
Ride [Dex] +4
Stealth [Dex] [Trained- Imprisoned]+9
Survival [Wis] +7
Treat Injury [Wis] [Trained = Use the Force] +15
Force Treatment Core p 214
Use Computer [Int][Trained] +12
Use the Force [Cha] [Trained, skill focus, exceptional skill] +15
--------------------
Languages:
Basic, Sluissese, Bocce, Binary, Huttese, Durese, Shiriwook,
Gamorrean, Ang-Ti, High Galactic, Sy Bisi

Background Imprisoned Rebel p18
Relevant Skills Acrobatics, Gather Information, Stealth
Criminal contacts sufficient to allow you to obtain black market goods in 1/2 normal time.

Talents, Feats & Force Powers:

Talents:

Exceptional Skill- Use the Force Intrigue 21 Noble Level 1
Force Pilot Core p 101 Noble Level 3
Many Shades of the Force Jedi 73 Soldier Level 1
Force Perception Core p 101 Soldier Level 3
Force Treatment Core p 214 Force Adept 1

-------------------
Feats:

Level Based
Level 1 Force Sensitivity Core 85
Level 3 Force Training Core 86
Level 5 Force Training Core 86
Level 7 Force Training Core 86

Racial
Tech Specialist Starships 21

Class
Level 1 Soldier AP Light, Medium
WP Rifles, Pistols, Simple Weapons
Noble 1 Linguist
Noble 2 Predictive Defence War 25
Soldier 2 Skill Focus, Use the Force Core 88
Soldier 4 Vehicular Combat Core 89

--------------------
Force Powers:

Move Object TK Core p 98
Negate Energy Core p 99
Rebuke Core p100
Force Shield TK Legacy 54
Force Slam TK Core p 97
Force Grip TK Core p97
Technometry Clone 52
Fold Space Jedi 25
Phase Clone 51
Enlighten Legacy 54
Force Lightning Core 97
Mind Trick Core Core 98

I will complete equipment and background soon.


I'd be willing pool the around 45k I have toward a PC starship. Preferable something with guns, a shield, and shiny new. :)


Great, we can buy a millennium falcon for only 100,000(25,000 used) credits and I have 90,000 extra. ^-^ we can share.


going to pull out, but have fun guys.

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