Star Wars- The Fall of the Jedi (Inactive)

Game Master ElegantlyWasted

The Prequels, retold.


151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Out of curiosity, how would you feel about non-canon canonical characters? Namely Exiled Jar-Jar. Originally Jar Jar was supposed to be a wise exile, a guy who wants to be allowed home, who was supplanted eventually by Qui-Gon and turned into a minstrel show comic relief.

What if he wasn't?

A warrior Gungan who was exiled for asking too many questions, who is now roaming the galaxy looking to find a home and a place to belong.

8d8: 8d8 ⇒ (4, 6, 5, 2, 3, 4, 3, 3) = 30


Phntm888 wrote:


The way it works as initially explained to me by jemstone is like so:
1. # of powers gained when the feat is taken is 1/2 level (min 1) + Wis modifier
2. # of uses gained when the feat is taken is 1/2 level (min 1) + Wis modifier
3. # of current powers increases only when Wis modifier increases, or the feat is taken again.
4. # of current uses increases only when the feat is taken again.

To be honest, I can't find a similitude between what you write here and what I read in the rules the GM posted. I really don't know where you all get those ideas. Is there something I am missing?


Alright, Character should pretty much be done. If I'm missing anything, please tell me! :D

One-Drive Link to Character Sheet

Base Stats:

Name: Iylina Saahresh
Class: Jedi 7
Species: Zeltron, Medium
Stats:
-Str: 13 (+1)
-Dex: 17 (+3, +1 Lvl 4)
-Con: 16 (+3)
-Int: 14 (+2)
-Wis: 17 (+3, -2 Racial, +1 Lvl 4)
-Cha: 17 (+3, +2 Racial)
-HP: 111 (unless I'm mistaken)

Combat Stats:

Defenses:
-Fort: 21
-Ref: 21
-Will: 21

Combat:
-Base Attack: 10
-Initiative: 11
-Perception: 6
-Grapple: 10 (?)
-Force Points: 8
-Destiny: 7 Still have no idea for a destiny - may not run one
-Speed: 6

Skills:

Skills:
-Acrobatics: +11
-Climb: +4
-Deception: +6
-Endurance: +11
-Gather Info: +6
-Initiative: +11
-Jump: +4
-Mechanics: +5
-Perception: +6
-Persuasion: +6
-Pilot: +6
-Ride: +6
-Stealth: +6
-Survival: +6
-Swim: +4
-Treat Injury: +6
-Use Computer: +5
-Use The Force: +11

Feats:

Feats:
-Weapon Finesse
-Weapon Proficiency (Lightsaber)
-Weapon Proficiency (Simple)
-Force Sensitivity
-Force Training (2)
-Double Weapon Mastery II
-Armour Proficiency (Light)
-Dodge
Tell me if I have too many Feats here, I MAY have miscalculated.

Talents:

Talents:
-Clear Mind
-Force Haze
-Parry (Deflect + Block)
-Dampen Presence
-Consular's Vitality
-Improved Consular's Vitality
-Unseen Eyes
-Elusive Target

Talents:

Force Powers:
-Slow
-Mind Trick
-Move Object
-Surge
-Vital Transfer
-Rebuke
-Obscure Mind
-Enlighten

Equipment:

Equipment:
-Doublebladed Lightsaber (Self-Made, Interlocking Hilt, Compressed Crystal [Turquoise]) Decided to pay 5k for this instead of the standard 3k
-Thinsuit
-Comlink
-Utility Belt
-Ambient Aural Amplifier
-Visual Wrist Comms
-Energy Cell x5 It pays to have extras? shrug
-Aqua Breather

Credits: 38875

And now to work on a Background. Should be fun enough! Will post it ASAP.


Jereru wrote:
Phntm888 wrote:


The way it works as initially explained to me by jemstone is like so:
1. # of powers gained when the feat is taken is 1/2 level (min 1) + Wis modifier
2. # of uses gained when the feat is taken is 1/2 level (min 1) + Wis modifier
3. # of current powers increases only when Wis modifier increases, or the feat is taken again.
4. # of current uses increases only when the feat is taken again.
To be honest, I can't find a similitude between what you write here and what I read in the rules the GM posted. I really don't know where you all get those ideas. Is there something I am missing?

Here is the thread these house rules were introduced in. Look for posts by jemstone. She provides the original PDF.


All I see there is a lot of explanations about a set of rules which have nothing to do with what's on the PDF, if you take just 2 minutes to read it. I see a lot of nonsense in having to track down where and when I took every FT feat, having some instances being retroactive and some not and struggling to wait until higher levels to take it because taking it earlier is hurting me. That's, of course, after accepting that the PDF rules are wrong, according to the (somewhat hazy) explanations.

So I'll sleep on this through the weekend.


I just found this recruitment. Yay for Saga!

Attribute Rolls: 1d8 ⇒ 81d8 ⇒ 21d8 ⇒ 61d8 ⇒ 61d8 ⇒ 31d8 ⇒ 71d8 ⇒ 41d8 ⇒ 8 18, 18, 17, 16, 16, 14

I can work with that.

I am thinking of playing either a sniper.


So I finally had time to do the background and such for Gungi.

background:

Gungi was born on the wookiee homeworld of Kashyyyk in 47 BBY. He was identified as a force sensitive before his 3rd year, though on the lower end of those jedi are willing to train. He has made up for this by working hard but he will never reach the ability that more powerful jedi can. He has been the Padawan of Coleman Trebor, a Vurk jedi master, for around 10 years.

appearance:
Gungi has darker fur, is slightly over average height for a wookiee, though some of his friends think he is still growing. He has a bulky build, even for a wookiee. He normally only wears a utility belt with a variety of useful equipment.

personality:
Gungi is a friendly person who does whatever he can to help those he considers friends. He tries to be patient but like many wookiees he can struggle with that. He avoids the battle rage that his species is known for whenever he can as he knows that his rage could easily lead to the dark side.

If you want more detail let me know.


crunch – with all the ugly bits:

18, 17, 16, 16, 15, 13

Jacek Shaal
Medium Human Noble 3/Scoundrel 3/Soldier 1
Destiny Points 1; Force Points 6; Dark Side 1
Init +; Senses Perception + 15
Languages Basic,
- - - - -
DEFENSES
- - - - -
Reflex 23 (10+7+2+4), Fortitude 24 (10+7+2+3+2) , Will 25(10+7+2+4+2)
HP 79 - (18+(5x6)30+10+(7x3)21 )
Threshold 24
- - - - -
OFFENSE
- - - - -
Speed 6 squares
Melee unarmed +6 (1d4+4)
Ranged Blastech DLT-20A +10 3d10+3
Ranged Heavy blaster Pistol +8 3d8+8

Base Attack +5
- - - - -
STATISTICS
- - - - -
Strength 13, Dexterity 19, Constitution 16, Intelligence 16, Wisdom 18, Charisma 15

Talents
B:Connections
N1: Inspire Confidence (LOS +1 morale attack and skills)
N1: Bolster Ally (LOS +1 step, and 7 temp hp if at 50% hp or less)
B: Dastardly Strike (if hit opp denied dex -1 condition track)
Sc1: Space Hound
Sc1: Personalised Modifications (std act +1 atk, +2 dmg for encounter)
B: Armoured Defence
So1: Comrade in Arms (+1 circ to attack if ally within 3sq)
So1: Devastating Assault (rifles targets -5 damage threshold)
N3: Wealth
N3: Beloved (S&V 14)
Sc3: Starship raider (+1 atk with starship weapons/on starships)
Sc3: Fast repairs

Feats
Skill Training Mechanics
Linguist, Weapon proficiency (simple, pistols, rifles)
Point blank shot
1 Skill focus: pilot
3 Armour proficiency (light)
NB Tech Specialist
ScB Precise Shot
5 Grand Army of the Republic training
7 Skill Focus: mechanics

Skills: (6+3+1+mechanics)
Acrobatics +7 (3+4)
Athletics +4 (3+1)
Deception* (trained) +10 (3+2+5)
Endurance +6 (3+3)
Gather information* (trained) +10 (3+2+5)
Initiative* (trained) +11 (3+3+5)
K:Bureaucracy* (trained) +11 (3+3+5)
K:Galactic Lore * (trained) +11 (3+3+5)
K:Technology *(trained) +11 (3+3+5)
K: All * +6 (3+3)
Mechanics* (trained) +19 (3+3+5+5+3)
Perception* (trained) +15 (3+4+5+3)
Persuasion * (trained) +10 (3+2+5)
Pilot* (trained) +17 (3+4+5+5)
Ride* +7 (3+4)
Stealth +17 (3+4+10)
Survival +7 (3+4)
Treat Injury* +7 (3+4)
Use Computer* (trained) +11 (3+4+5)
- - - - -
EQUIPMENT
- - - - -
Accurate Blastech DLT-20A (Accurate, +1 ref vs disarm, targeting scope) (Military, 2300 credits)
--miniaturised (Military, 500 credits)

Damaging Heavy Blaster Pistol (1750 credits)
--pulse charger (2000 credits)

Light Powered Battle Armour (6500 credits)
--Tech Specialist: +1 to max dex (1000 credits)
--Upgrade0: Armourplast (900 credits) 8.4
--Upgrade0: Master craft Helmet Package (+3 perception/LLV) (5000 credits) 13.4
--Upgrade0: Vacuum Seals (2000 credits) 15.4
--Upgrade1: Shadowskin, reflec (20000 credits) 35.4
--Upgrade1: Integrated equipment (5 slots)
---- Mastercraft Mechanical interface visor (2500 credits) 37.9
---- Bracer computer (int 12) (1300 credits) 39.2
---- Long-range encrypted wrist comlink (5000 credits) 44.2
---- Mastercraft jet pack miniaturised (+1 pilot) (1800 credits) 46
---- all temperature cloak (100 credits) 46.1
Licence (Military, 9220 credits)

Mastercraft Security kit (+1) (1,750 credits)
Mastercraft Tool kit (+1) (1,250 credits)
Utility belt (500 credits)
--Spare power packs, 3 (75 credits)

Aratech 74-Z Speeder bike (speed 15 squares) (7750 credits)

26, 805 credits

Destiny: Creation
Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a + 1 destiny bonus on skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on skill checks and ability checks for 24 hours.
Destiny Fulfilled: You or any ally within line of sight can spend 2 Force Points in a single round while performing an action using the created object.

Levels:
Human Bonus: skill training mechanics
Noble 1- Linguist, Weapon proficiency (simple, pistols)
Scoundrel 1 –point blank
Noble 2
Scoundrel 2
Soldier 1 – WP rifles
Noble 3
Scoundrel 3

Background etc. will follow tomorrow (hopefully).


Jereru wrote:

All I see there is a lot of explanations about a set of rules which have nothing to do with what's on the PDF, if you take just 2 minutes to read it. I see a lot of nonsense in having to track down where and when I took every FT feat, having some instances being retroactive and some not and struggling to wait until higher levels to take it because taking it earlier is hurting me. That's, of course, after accepting that the PDF rules are wrong, according to the (somewhat hazy) explanations.

So I'll sleep on this through the weekend.

The original PDF was created and written for a home game where a lot of stuff was understood amongst the group. The discussion that follows is a RAI discussion, where Jemstone explains how it works in play. Obviously, GM Wasted can do it differently, but my 4-point explanation is the intent of the house rule, according to the person who provided it.


still working on gear, but other than that, here is my character submission:

Shadow, Aka Captain Ted Wolford, Naval Intelligence

Human (Coruscant) Scout 3/Soldier 3/Noble 1

Combat Info:

Str 14
Dex 19
Con 16
Int 18
Wis 18
Cha 16

HP 97
BAB 6
Fort 22
Ref 23
Will 23

Damage Bonus: +3
Damage Threshold: 22
Force Points: 8

Speed 8

Weapon

Skills:

Athletics +10
Endurance +11
Initiative +12
Mechanics +12
Pilot +12
Perception +12
Stealth +12
Survival +12

Feats:

Armor Proficiency (Light): When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).

Careful Shot: If you aim before making a ranged attack, you gain a +1 bonus on your attack roll.

Deadeye: If you aim before making a ranged attack and the attack hits, increase the damage you deal by an additional weapon die. For example, if you score a hit with a blaster pistol using the deadeye feat, the blaster shot deals 4d6 damage (instead of the normal 3d6 damage). The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feat.

Fatal hit: When your attack drops a target to zero hit points, you may choose to automatically kill that enemy even if the damage dealt does not exceed the target's damage threshold. In addition, you can perform the coup de grace action as a standard action.

Linguist: You gain a number of bonus languages equal to 1 plus your intelligence bonus.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with a ranged weapon against opponents within point blank range.

Precise Shot: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.

Shake It Off: You can spend two swift actions instead of three swift actions to move +1 step along the condition track.

Sniper: You always ignore soft cover when making a ranged attack.

Weapon Focus (Rifles): You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.

Weapon Proficiency (Pistols, Rifles, Simple Weapons): You are proficient with all weapons of the selected group.

Talents:

Improved Stealth (Scout): You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.

Long Stride (Scout): Your speed increases by 2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well. You cannot use this talent if you are wearing medium or heavy armor.

Hidden Attacker (Scout): Your shots seem to come from nowhere. Whenever you use the snipe application of the Stealth skill, you do so as a swift action instead of a move action.

Devastating Attack (Rifles; Soldier): Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage threshold as if it were 5 points lower when determining the results of the attack.

Ambush Specialist (Soldier): If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round for the purposes of talents and feats that trigger only during the surprise round. Additionally, during the surprise round as a free action you can designate a target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the end of the encounter.

Armored Defense (Soldier): When calculating your Reflex Defense, you may add either your heroic level or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.

Keep it going (Soldier): If you reduce your prime target to 0 hit points, as a free action, you can designate another target within your line of sight as your new prime target. This new target remains your prime target until the end of the encounter.

Destructive Ambusher (Soldier): After you designate a prime target, you deal +1 die of damage on attacks against the prime target until the end of the encounter.

Extended Ambush (Scout): During a surprise round, if you make a ranged attack against a target that is surprised, you can aim at that target as a free action.

Surefooted (Scout): Your speed is not reduced by difficult terrain.

Connections (Noble): You are able to obtain licensed, restricted, military, or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than character level x 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1. See Restricted Items for details.

Lead by Example (Noble): Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a +1 circumstance bonus on attack rolls and +1 die of damage on non-area attacks against the target for the remainder of the encounter.

Educated (Noble): Thanks to your well-rounded education, you may make any knowledge skill untrained.

Gear:

Backstory:

Shadow is the product of an SIS program to create superior soldiers. This was a precursor to the clone trooper program. 100 orphaned children were taken to the program facility in the bowels or Coruscant, and 64 soldier specialists emerged. Each is unmistakably an expert in their field, and each was dispersed throughout the republic army and navy, given a new identity and an officer rank.

Shadow was assigned to the SIS directly, where he works as a wetwork specialist who eliminates enemy leaders in advance of a military action.

While his service jacket is exemplary, even he does not know his real identity. He occasionally wakes up from nightmares he can't remember, however, which he believes are related to his childhood.

Absolutely dedicated to the Republic, Shadow will do whatever is necessary to insure that it continues to thrive.

He has been sent to deal with the Mandalorian threat on the backwater planet of Naboo before that threat can spread. His cover story is that he is a member of the Republic navy who has come to assess the fleet situation, but he has been given a list of Mandalorian clan chiefs to assassinate.

Description:

Shadow is one of those people whose details tend not to stand out in your memory. Average height and build with dark hair and blue eyes, he excels at not being noticed.

Level Guide:

Key (swrg=Star Wars Roleplaying Game; kotor=Knights of The Old Republic Campaign Guide; recg=Rebelliion Era Campaign Guide; lecg=Legacy Era Campaign Guide; ur=Unknown Realms, fucg=Force Unleashed Campaign Guide)

1st (Scout 1):
*HP: 27
*Defenses: +1 Fortitude, +2 reflex
*Skills: Athletics, Endurance, Initiative, Mechanics, Pilot, Perception, Stealth, Survival
*Talents: Improved Stealth (swrg; bonus), Long Stride (swrg), Hidden Attacker (kotor)
*Feats: Weapon Focus (Rifles ; swrg), Point Blank Shot (swrg), Shake It Off (swrg), Weapon Proficiency (Pistols, Rifles, Simple Weapons; swrg)

2nd (Soldier 1):
*HP: +13
*Defenses: +1 Fortitude
*Talents: Devastating Attack (swrg), Ambush Specialist (recg), Armored Defense (swrg; bonus)
*Feats: Armor Proficiency (Light; swrg)

3rd (Soldier 2):
*HP: +13
*Feats: Precise Shot (swrg), Fatal hit (lecg)

4th (Soldier 3):
*HP: +13
*Ability Score: +1 Intelligence, +1 Dexterity
*Talents: Keep it going (recg), Destructive Ambusher (recg)

5th (Scout 2):
*HP: +11
*Feats: Sniper (swrg), Deadeye (swrg)

6th (Scout 3):
*HP: +11
*Talents: Extended Ambush (ur), Surefooted (swrg)

2nd (Noble 1):
*HP: +9
*Defenses: +2 will
*Talents: Connections (swrg; bonus), Lead by Example (fucg), Educated (swrg)
*Feats: Linguist (swrg), Careful Shot (swrg)


background and appearance:
Background: A former police officer on his home planet of Toprawa, Jacek still wanted to do more to make a difference. He always admired the Jedi but had shown no aptitude for the force. None-the-less he decided to take a more active role and directly support the Jedi as best he could. He was sponsored to the Antarian Rangers and is currently an explorer – a ranger in training. He would likely be a full ranger already if he had any aptitude for wilderness survival or stealth – areas he knows he needs to work on, and he would if he weren’t so busy tinkering. Jacek has been assigned to assist with the mission against the Mandoloreans.
Appearance: Jacek is tall and broad shouldered, his dark grey custom armour hides black hair and pale blue eyes.


I do believe I shall withdraw despite how tempting this is. I should perhaps try not to overextend myself (well, too much anyway...). :-)


Just popping in to say I am still working on a character concept, I'm building an Echani (using the Near-Human rules from Unknown Regions) who has a focus in unarmed combat, with a decent ability to use automatic weapons.

I should have her finished by tomorrow.


Updated my Anakin to include a sample roleplay post.


Also, I know a few people are still working on characters, but let's do one of these since we're closing in on last days.

Reminder that Recruitment is slated to end on Thursday, Feb 9th.

.

.

Submissions
Character - Gender Race Class - Player
Anakin Skywalker - M Human Scout 4 / Scoundrel 3 - YoricksRequiem
Cei Vookto - M Duros Jedi 7 - Jubal Breakbottle
Gungi (Background) - M Wookiee Jedi 7 - Browman
Iylina Saahresh - F Zeltron Jedi 7 - Slipstreams
Jacek Shaal (Background) - M Human Noble 3 / Scoundrel 3 / Soldier 1 - dragonhunterq
Obi-Wan Kenobi - M Human Jedi 7 - The Chess
Poluti Ordo - M Human (Mandolorian) Soldier 5 / Scout 2 - DekoTheBarbarian
(Captain) Quarsh Panaka - M Human Noble 1 / Scout 3 / Soldier 3 - Phntm888
Ralk Dall'rey - M Bothan Scoundrel 7 - Loup Blanc
Ric Carrick - M Human Jedi 5 / Noble 1 / Soldier 1 - Jereru
Sabe - F Human Noble 1 / Scout 6 - tumbler
(Captain) Ted Wolford - M Human Noble 1 / Scout 3 / Soldier 3 - Vrok Skyreaver


Phntm888 wrote:


The original PDF was created and written for a home game where a lot of stuff was understood amongst the group. The discussion that follows is a RAI discussion, where Jemstone explains how it works in play. Obviously, GM Wasted can do it differently, but my 4-point explanation is the intent of the house rule, according to the person who provided it.

^

That.


I think you missed me YoricksRequiem, though I don't think I posted a character sheet yet. I still have some thoughts to put together, but what I have for my Obi-Wan build/character sheet is here. I did shamelessly steal your character sheet, which is awesome. Thanks for posting it. :)


GM, can our characters get Tech Specialist upgrades by spending the money for them? Alternately, if we save our money and someone with the Tech Specialist feat makes it into the game, can we use some of that money to upgrade our gear before Gameplay starts?

EDIT: Also, would you consider waiving the need for proficiency in heavy weapons to take the Burst Fire feat? Considering how many automatic weapons aren't heavy weapons, it seems odd that they make that a requirement. My character has no intention of using heavy weapons and it'd be nice if I could avoid taking a feat I'll not be using.


I got overlooked it seemed.


I'm there, hi me!


Whoops! Sorry for the two I missed. Updated below.

.

.

.

Submissions
Character - Gender Race Class - Player
Anakin Skywalker - M Human Scout 4 / Scoundrel 3 - YoricksRequiem
Cei Vookto - M Duros Jedi 7 - Jubal Breakbottle
Gungi (Background) - M Wookiee Jedi 7 - Browman
Iylina Saahresh - F Zeltron Jedi 7 - Slipstreams
Jacek Shaal (Background) - M Human Noble 3 / Scoundrel 3 / Soldier 1 - dragonhunterq
JonJon Banks - M Gungan Scout 7 - Rungok
Obi-Wan Kenobi - M Human Jedi 7 - The Chess
Obi-Wan Kenobi - M Human Jedi 7 - Rikash
Poluti Ordo - M Human (Mandolorian) Soldier 5 / Scout 2 - DekoTheBarbarian
(Captain) Quarsh Panaka - M Human Noble 1 / Scout 3 / Soldier 3 - Phntm888
Ralk Dall'rey - M Bothan Scoundrel 7 - Loup Blanc
Ric Carrick - M Human Jedi 5 / Noble 1 / Soldier 1 - Jereru
Sabe - F Human Noble 1 / Scout 6 - tumbler
(Captain) Ted Wolford - M Human Noble 1 / Scout 3 / Soldier 3 - Vrok Skyreaver


JDPhipps wrote:

GM, can our characters get Tech Specialist upgrades by spending the money for them? Alternately, if we save our money and someone with the Tech Specialist feat makes it into the game, can we use some of that money to upgrade our gear before Gameplay starts?

EDIT: Also, would you consider waiving the need for proficiency in heavy weapons to take the Burst Fire feat? Considering how many automatic weapons aren't heavy weapons, it seems odd that they make that a requirement. My character has no intention of using heavy weapons and it'd be nice if I could avoid taking a feat I'll not be using.

You can spend credits for Tech Specialist upgrades at twice the normal cost (party member isn't doing it at cost; someone's gotta get paid!).

As for Burst Fire, I'll let you know later. I'm out today and don't have my books.


Almost got everything wrapped up. Just need to finish my sample and continue to get a feel for how to play Obi-Wan. Should be done tomorrow. :)

@Yoricks: Thanks for getting me on the list! :)


Okay, here's my submission; Kyra Dovan, an Echani brawler and automatic weapons specialist. Backstory is a little nebulous right this moment, but the gist of it is that Kyra was separated from her family at an early age (perhaps due to Republic/Mandalorian interference, not sure how long they've been having issues, if not then something else) and grew up on a smuggling ship divorced from her heritage. Eventually the smuggler got caught and Kyra was made a ward of the state (as she was young enough not to be charged), and she re-connected with her family in her teens. While she then learned Echani martial traditions and customs, she was still stained by her smuggler past and eschewed some aspects of the culture as she aged (such as mostly fighting unarmed, or not wearing armor), and she eventually fell in with some other smugglers later in life.

Much like Loup's character is intended to be a sort of "Han Solo" character, Kyra is meant to be a Chewbacca-esque figure in that she's competent with machinery and is a decent co-pilot, that sort of thing, but is also monstrously strong and carries a big frakking gun. If Loup isn't accepted (and I am) I'll rework it a bit, but at the moment she'd probably be on as his co-pilot at the moment.

She has languages left to pick and a feat to take, which I left open depending on your ruling on Burst Fire needing proficiency in heavy weapons.

Kyra:
- - - - - - - - - -
PERSONAL INFORMATION
- - - - - - - - - -

Name: Kyra Dovan
Height: 1.83 m
Weight: 79 kg.
Age: 26
Hair Color: White
Eye Color: Silver

- - - - - - - - - -
VITAL STATISTICS
- - - - - - - - - -

Class: Soldier 5/Scoundrel 2
Race: Echani (Near-Human)

Strength: 19 (21)
Dexterity: 18
Consitution: 18
Intelligence: 17
Wisdom: 15
Charisma: 18

HP: 114

Fortitude: 25
Reflex: 26
Will: 20
- - - - - - - - - -
LANGUAGES
- - - - - - - - - -

- - - - - - - - - -
WEAPONS
- - - - - - - - - -

Combat Gloves
-----
Attack: +12
Damage: d8+18
Type: Bludgeoning
Critical: x2

Blaster Rifle, Light Repeating
-----
Attack: +11
Damage: 3d8+4
Type: Energy
Critical: x2
- - - - - - - - - -
FEATS
- - - - - - - - - -

Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)

Point Blank Shot

Burst Fire
Echani Training
Precise Strike
Martial Arts I
Martial Arts II
Teras Kasi Training
Weapon Focus (Combat Gloves)
- - - - - - - - - -
TALENTS
- - - - - - - - - -

Armored Defense

Melee Smash
Stunning Strike
Indomitable
Devastating Attack
Weapon Specialization
Improved Armored Defense

Dastardly Strike
Lucky Shot
- - - - - - - - - -
SKILLS
- - - - - - - - - -

Initiative
Knowledge (Tactics)
Mechanics
Perception*
Persuasion
Pilot
Treat Injury
- - - - - - - - - -
GEAR & EQUIPMENT
- - - - - - - - - -

Battle Armor, Light Powered (Licensed)
--Helmet Package
--Internal Generator
--Powered Exoskeleton
--Agile Armor

Blaster Rifle, Light Repeating (Licensed)
--Improved Accuracy
Combat Gloves
--Improved Damage

Blaster Pistol (Licensed)
--Hip Holster

Grenade, Concussion (x5) (Licensed)
Grenade, Stun (x5) (Licensed)

Comlink, Long-Range
--Miniaturized
--Encrypted

All-Temperature Cloak
Bandolier
Electrobinoculars
Medpac (x5)
Power Pack (x2)
Security Kit
Syntherope (45 m)
Tool Kit

Credit Chip (26,190 Credits)


Gotcha. I'll let the Heavy Weaps proficiency slide.


@GM - How late tomorrow are you leaving Recruitment open for? I'd love to have some of these WIP characters get finished up!


Ok, I think I'm all done. I may make a few minor adjustments between now and tomorrow, but they should be minimal. Good luck to everyone!

Jedi Padawan Obi-Wan Kenobi


Cool, not needing that feat is helpful. I'm not sure what I'll pick up instead, I'm thinking Rapid Strike maybe? That, or I might even pick up Weapon Focus in my blaster rifle too, just for an added bonus to hit things. I'll think on it.

Other than that, languages will depend largely on other party members--Kyra will pick up languages that others have, to use them when they don't want to be understood--but that's the mechanics down. I'll get a full write-up on personality and appearance (and a more fleshed-out backstory) up tomorrow after I get out of class.


Okay guys, as of now, I am CLOSING RECRUITMENT.

Y'all have until Sunday to finish your applications. I will make my selections Monday evening.


Sweet. Unfortunately, I'm having to redo all of my character sheets on Myth-Weavers as they lost all saved data after July of last year. Still wanna get in, though!


Having a surprisingly hard time writing a background for a Zeltron Jedi and its actually frustrating me...


Updated submission with complete gear:

Combat Info:

Str 14
Dex 19
Con 16
Int 18
Wis 18
Cha 16

HP 97
BAB 6
Fort 22
Ref 23
Will 23
Damage Bonus: +3
Damage Threshold: 22
Force Points: 8
Speed 8

Interchangeable Weapon System
Blaster Rifle +11 to hit; 3d8+3 damage
Sniper +11 to hit; 3d10+3 damage
Anti-Armor +11 to hit; 4d6+3 damage

Combat Modifiers:
Point-Blank Shot: +1 to hit and damage in Point Blank Range
Aim: +2 to hit; +1 die of damage
Prime Target: +2 to hit; +1 die of damage

Skills:

Athletics +10
Endurance +11
Initiative +12
Mechanics +12
Pilot +12
Perception +12
Stealth +12
Survival +12

Feats:

Armor Proficiency (Light): When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).

Careful Shot: If you aim before making a ranged attack, you gain a +1 bonus on your attack roll.

Deadeye: If you aim before making a ranged attack and the attack hits, increase the damage you deal by an additional weapon die. For example, if you score a hit with a blaster pistol using the deadeye feat, the blaster shot deals 4d6 damage (instead of the normal 3d6 damage). The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feat.

Fatal hit: When your attack drops a target to zero hit points, you may choose to automatically kill that enemy even if the damage dealt does not exceed the target's damage threshold. In addition, you can perform the coup de grace action as a standard action.

Linguist: You gain a number of bonus languages equal to 1 plus your intelligence bonus.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with a ranged weapon against opponents within point blank range.

Precise Shot: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.

Shake It Off: You can spend two swift actions instead of three swift actions to move +1 step along the condition track.

Sniper: You always ignore soft cover when making a ranged attack.

Weapon Focus (Rifles): You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.

Weapon Proficiency (Pistols, Rifles, Simple Weapons): You are proficient with all weapons of the selected group.

Talents:

Improved Stealth (Scout): You may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.

Long Stride (Scout): Your speed increases by 2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well. You cannot use this talent if you are wearing medium or heavy armor.

Hidden Attacker (Scout): Your shots seem to come from nowhere. Whenever you use the snipe application of the Stealth skill, you do so as a swift action instead of a move action.

Devastating Attack (Rifles; Soldier): Choose a single exotic weapon or weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, you treat your target's damage threshold as if it were 5 points lower when determining the results of the attack.

Ambush Specialist (Soldier): If you are not surprised on the first round of combat in an encounter, you can treat the first round of combat as if it were the surprise round for the purposes of talents and feats that trigger only during the surprise round. Additionally, during the surprise round as a free action you can designate a target as your prime target. You gain a +2 morale bonus to attack rolls against your prime target until the end of the encounter.

Armored Defense (Soldier): When calculating your Reflex Defense, you may add either your heroic level or your armor bonus, whichever is higher. You must be proficient with the armor you are wearing to gain this benefit.

Keep it going (Soldier): If you reduce your prime target to 0 hit points, as a free action, you can designate another target within your line of sight as your new prime target. This new target remains your prime target until the end of the encounter.

Destructive Ambusher (Soldier): After you designate a prime target, you deal +1 die of damage on attacks against the prime target until the end of the encounter.

Extended Ambush (Scout): During a surprise round, if you make a ranged attack against a target that is surprised, you can aim at that target as a free action.

Surefooted (Scout): Your speed is not reduced by difficult terrain.

Connections (Noble): You are able to obtain licensed, restricted, military, or illegal equipment without having to pay a licensing fee or endure a background check, provided the toal cost of the desired equipment is equal to or less than character level x 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1. See Restricted Items for details.

Lead by Example (Noble): Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a +1 circumstance bonus on attack rolls and +1 die of damage on non-area attacks against the target for the remainder of the encounter.

Educated (Noble): Thanks to your well-rounded education, you may make any knowledge skill untrained.

Gear:

Interchangeable Weapon System (-4500 credits; Galaxy at War)

*Upgrades: Bipod (0 slots; -100 credits; Scum and Villainy); Double Trigger (0 slots; -800 credits; Scum and Villainy); Recognition Syste (1 slot; -200 credits; Scum and Villainy)
Replaced stock targeting scope with enhanced low-light scope (-1000 credits; Star Wars RPG)

10 grenades (-4000 credits; Galaxy at War)
20 power packs (-500 credits; Star Wars RPG)

Other Equipment:
Earbud Encrypted Commlink (-2000 credits; Galaxy of Intrigue and Star Wars RPG)
Datapad (-1000 credits; Star Wars RPG)
Electrobinoculars (-1000 credits; Star Wars RPG)
All-Temperature Cloak (-100 credits; Star Wars RPG)
Aquata Breather (-350 credits; Star Wars RPG)

Remaining credits: 34,450

Backstory:

Shadow is the product of an SIS program to create superior soldiers. This was a precursor to the clone trooper program. 100 orphaned children were taken to the program facility in the bowels or Coruscant, and 64 soldier specialists emerged. Each is unmistakably an expert in their field, and each was dispersed throughout the republic army and navy, given a new identity and an officer rank.

Shadow was assigned to the SIS directly, where he works as a wetwork specialist who eliminates enemy leaders in advance of a military action.
While his service jacket is exemplary, even he does not know his real identity. He occasionally wakes up from nightmares he can't remember, however, which he believes are related to his childhood.
Absolutely dedicated to the Republic, Shadow will do whatever is necessary to insure that it continues to thrive.
He has been sent to deal with the Mandalorian threat on the backwater planet of Naboo before that threat can spread. His cover story is that he is a member of the Republic navy who has come to assess the fleet situation, but he has been given a list of Mandalorian clan chiefs to assassinate.

Description:

Shadow is one of those people whose details tend not to stand out in your memory. Average height and build with dark hair and blue eyes, he excels at not being noticed.

Level Guide:

Key (swrg=Star Wars Roleplaying Game; kotor=Knights of The Old Republic Campaign Guide; recg=Rebelliion Era Campaign Guide; lecg=Legacy Era Campaign Guide; ur=Unknown Realms, fucg=Force Unleashed Campaign Guide)

1st (Scout 1):
*HP: 27
*Defenses: +1 Fortitude, +2 reflex
*Skills: Athletics, Endurance, Initiative, Mechanics, Pilot, Perception, Stealth, Survival
*Talents: Improved Stealth (swrg; bonus), Long Stride (swrg), Hidden Attacker (kotor)
*Feats: Weapon Focus (Rifles ; swrg), Point Blank Shot (swrg), Shake It Off (swrg), Weapon Proficiency (Pistols, Rifles, Simple Weapons; swrg)
2nd (Soldier 1):
*HP: +13
*Defenses: +1 Fortitude
*Talents: Devastating Attack (swrg), Ambush Specialist (recg), Armored Defense (swrg; bonus)
*Feats: Armor Proficiency (Light; swrg)
3rd (Soldier 2):
*HP: +13
*Feats: Precise Shot (swrg), Fatal hit (lecg)
4th (Soldier 3):
*HP: +13
*Ability Score: +1 Intelligence, +1 Dexterity
*Talents: Keep it going (recg), Destructive Ambusher (recg)
5th (Scout 2):
*HP: +11
*Feats: Sniper (swrg), Deadeye (swrg)
6th (Scout 3):
*HP: +11
*Talents: Extended Ambush (ur), Surefooted (swrg)
2nd (Noble 1):
*HP: +9
*Defenses: +2 will
*Talents: Connections (swrg; bonus), Lead by Example (fucg), Educated (swrg)
*Feats: Linguist (swrg), Careful Shot (swrg)


Quick rundown on Kyra from a fluff perspective, if selected I'll flesh some more of this out both for my own benefit and others (including the GM).

Backstory:
Kyra was separated from her family at an early age (perhaps due to Republic/Mandalorian interference, not sure how long they've been having issues, if not then something else) and grew up on a smuggling ship divorced from her heritage. Eventually the smuggler got caught and Kyra was made a ward of the state (as she was young enough not to be charged), and she re-connected with her family in her teens. While she then learned Echani martial traditions and customs, she was still stained by her smuggler past and eschewed some aspects of the culture as she aged (such as mostly fighting unarmed, or not wearing armor), and she eventually fell in with some other smugglers later in life.

Kyra Dovan was separated from her parents at the age of nine, lost on a Middle Rim world after she had accidentally wandered off from their ship after they'd accounted for her being on-board. Wandering around the station, she was eventually taken in by a friendly human pilot and his crew who offered to help her find her family; in reality, the group were smugglers who were earnest in trying to help find her family, but also wanted the cover of a child on board to help avoid authorities if possible. While the captain did eventually try to help her find her family, it was beyond his meager resources and she spent several years onboard the Luck's Labor before it was impounded by the Republic and the crew jailed--with the exception of Kyra--leaving her again without a home. Taken in as a ward of the state on Coruscant, she received training as a soldier at her own discretion; while she learned traditional Republic combat techniques, she also sought out an instructor in Echani Martial Arts, having begun training as a youth before losing her parents.

In the intervening years, Kyra mixed the traditional culture of her people with life in the Republic, but still felt out of place. She traveled to her home world in a final effort to find her parents, but ultimately failed yet again. She contemplated continuing with the Republic military, but didn't truly fit in there either thanks to her years with lawless smugglers, and eventually went out and joined the crew of another ship. She and the others have found themselves on Naboo after the Mandalorians grounded the leaving ships, and now wait to see how the events transpire.

Appearance/Personality:
Kyra, like all Echani, his pale skin and stark white hair, her eyes the color of muted durasteel. She is tall and muscular, with prominent shoulders and a well-built physique, along with a posture that suggests extensive combat training. While her strength is somewhat evident in looking at her, it's somewhat belied by the softness of some of her features; her face is warm and rounded, and her body quite feminine. Her white hair is cropped at her shoulders. Her armor and clothing are simple and utilitarian, and a massive blaster rifle is connected to her armor via a thick, heavy cable.

Kyra is a strange mix of dutiful and carefree, juxtaposing her scoundrel lifestyle with Republic military training. She's primarily goal-oriented and serious, but also embraces underhandedness and trickery when it suits her. She's a surprisingly good negotiator and has a firm grasp of what makes people tick, and uses that however she deems necessary.


Backstory:

Like most young Jedi brought into the order, Iylina was separated from her parents at a very young age. While being long-faded memories at this point in her life, she does get brief glimpses and flashes of her life back on Zeltros when she dreams and waking up following those nights always leaves her with a small pang of remorse at what her life could have been.

Whilst a Zeltron isn't necessarily a rare thing on Coruscant, a Zeltron Jedi was; primarily due to how...toned down...she was compared to seemingly all others of her species another sentient would encounter and that brought its own set of "problems" such as being an easily recognizable figure in her regular haunts in and around Coruscant and the Jedi Temple.

For most of her training, this was never really an issue but her Padawanship to a particularly serious and dour Jedi Knight, called Jaytris Atwheye, bent on enforcing the law no matter where he travelled which more often than not meant Coruscant's seedy underworld.

Initially this led to quite a few problems as word of her master - a human who was nondescript enough to easily blend into crowds and herself started circulating within the locales she and her master operated in.

While her and her master were seemingly slow on the uptake as to why their quarries always seemed to get wind of their approach, it took no time for her training to start taking a more covert-ops feel to it with her learning how to go against what her species was usually all about: being the center of attention.

Now a number of years into her training and having just constructed her own lightsaber(s), she's now starting to embark on missions without her master much like most padawans who are nearing the end of their apprenticeship and obtaining their Knighthood - a moment she eagerly awaits.

appearance:

Being a Zeltron, Iylina has crimson-pink skin common to her species and dark brown hair. Apart from her skin making her stand out, her height is on the average side at 5'5" with an athletic build resulting from her jedi training (its all those jumps and flips I tell ya!). Having trained as a Jedi, Iylina is as modest as they come with regards to physical appearance though that does nothing to diminish the natural beauty that comes with being a member of her species. Her face tends to be on the more heart shaped than oval with eyes that are a striking violet. She wears her back-length hair in two braids, one to signify her rank as Padawan and another, larger one to keep it out of the way during physical exertion.

Iylina is a dutiful student and always eager to learn and help when necessary and will go out of her way to aid friends but only to a point - she must respect the jedi code after all. Unlike the more militant Jedi within the order, she is very much a firm believer of violence as being a last resort once all other routes have been exhausted but will waste no energy in defending herself if needs be. Being surprisingly self-conscious for an otherwise self-assured appearing Zeltron, Iylina almost subconsciously uses the force training she received to make herself as forgettable as possible when interacting with others in public.

I think thats all that was missing! So, unless I did miss something, character complete.


*cue drumroll*


Okay!

After much debate, I am rolling with seven players (helps combat attrition) and this is the table I've decided on;

Anakin- YoricksRequiem (only Anakin submission so not too hard there...solid one anyway!)

Captain Quarsh Panaka- Phntm888

Sabe- tumbler

Ralk Dall'rey- Loup Blanc

JonJon Banks- rungok (but I swear if you type in that horrid caricature of an accent...)

Kyra Dovan- JDPhipps

Obi-Wan Kenobi- Rikash

I'd like to thank everyone that took the time to apply! If any of these players are uninterested/unwilling to play I do hope I can tap you to step on in, as these decisions were stupendously difficult and I'd be happy to run for any one of you.

Chosen players...discussion tab :)


Congrats to all those who made it. Keep me in mind if something happens, Wasted!


Congrats guys! Good Luck and have fun!

151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Star Wars Saga Edition- Prequels Retold Recruitment All Messageboards

Want to post a reply? Sign in.