View Full Version : Character Thread
russdm
Wednesday 04-23-2008, 03:03 PM
You can post your characters here.
russdm
Wednesday 04-23-2008, 05:15 PM
Here is the amount of Starting Credits:
Jedi-1,100
Noble-3,600
Scoundrel-2,000
Scout-1,750
Soldier-2,500
If you want, these can be rerolled. I will only do so once.
Roderz
Wednesday 04-23-2008, 06:53 PM
Dustin Viridux CL 1
Medium Duros Scoundrel 1
Force 5; Dark Side 0
Init +8; Senses Perception +1
Languages Basic, Binary, Durese, Huttese, Mon Calamarian
Defenses Ref 16 (flat-footed 13), Fort 12, Will 13
hp 19; Threshold 12
Speed 6 squares
Melee unarmed +0 (1d4)
Ranged blaster pistol +2 (3d6)
Base Atk +0; Grp +3
Atk Options Point Blank Shot
Abilities Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 12
Special Qualities Expert Pilot
Talents Personalized Modifications
Feats Point Blank Shot, Weapon Proficiency (pistols, simple), Tech Specialist
Skills Deception +6, Initiative +8, Mechanics +8, Persuasion +6, Pilot +8 (may reroll but must keep the result of the reroll even if worse), Stealth +8, Use Computer +8
Possessions blaster pistol w Licence, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), credit chip, basic datapad, blank datacards, fire extinguisher, mesh tape (x2), hip holster, security kit, duffel bag, overalls, purple leisure suit, casual clothes, 905cr
GBVenkman
Wednesday 04-23-2008, 07:00 PM
re roll the scout credits if you can :D
russdm
Wednesday 04-23-2008, 07:11 PM
Looks good Roderz.
Rerolled for you, GB.
If players want, I could do max starting credits with 4000 for Nobles (Nobles max is 4800; quite a bit more than everybody else)
If that was done the credits would be:
Jedi-1200
Noble-4000
Scoundrel-3000
Scout-3000
Soldier-3000
These numbers are only if max start credits is done otherwise use numbers posted earlier.
GBVenkman
Wednesday 04-23-2008, 11:27 PM
Looks good Roderz.
Rerolled for you, GB.
If players want, I could do max starting credits with 4000 for Nobles (Nobles max is 4800; quite a bit more than everybody else)
If that was done the credits would be:
Jedi-1200
Noble-4000
Scoundrel-3000
Scout-3000
Soldier-3000
These numbers are only if max start credits is done otherwise use numbers posted earlier.
I'm all for max credits, but that's because scout/soldiers require quite the pocket change..
GBVenkman
Thursday 04-24-2008, 01:34 AM
Mustapha Uzal
Medium/Male/Human/Scout 1
Force 5; Darkside 0
Init +7; Senses, Perception +5
Languages Common, Rodese
Defenses Ref 15 (flat-footed 12), Fort 15, Will 11
hp 26; Threshold 15
Speed 6 squares,
Melee + 2 unarmed
Ranged +2
+3 at point blank range with Pistol (3d8)
+4 with rifle and point blank (3d8)
Base Atk +0; Grp +2
Atk Options
Special Actions Shake it off
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Talents Evasion
Feats WP: Rifles, Pistols, Simple; Shake it off; Point Blank Shot; Weapon Focus Rifles
Skills Endurance +7, Initiative +7. Mechanics + 6, perception +5, Pilot +7, Stealth +7 Survival +5
Possessions Blaster Rifle w/Targeting scope, heavy blaster pistol, concealed holster Utility belt (3 days of food in capsules, med pack, tool kit, 5 power packs, extra energy cell, glow rod, COM link, Liquid cable dispenser), all temperature cloak. 250 credits.
Updated with money/gear and extra point on str.
russdm
Thursday 04-24-2008, 03:33 PM
@GBVenkman: Looks good. Can I get a history?
GBVenkman
Friday 04-25-2008, 01:16 AM
Sure:
Mustapha Uzal was raised in various back water systems by both his mother and father who were free agent surveyors. Mustapha's parents would work for various mining corporations and from a very young age, Mustapha would accompany them on expeditions into uncharted regions of outer rim planets.
Over the years he saw many exotic climates as well as flora and fauna; much of which were hostel. It was during the Clone Wars that Mustapha lived his teens, and once old enough, he began working other survay teams as his parent's company merged with other groups.
On a particalur mission of the Uzal family, Mustapha's parents were to guide for a company which happened to have ties with Separatists on Tatooine's waste while Mustapha himself assisted another company on Ord Mantel.
Weeks went by and in coming back to civilization after a month long expidition Mustapha learned that his parents had gone missing. He chartered a flight to Tatooine as soon as he could. Shortly after landing in Bestine he saw a halocast reporting grim news.
"Republic forces report that they intercepted a small Separatist force attempting to implant themselves in the wastes of..... Resistance was encountered and all were killed in a stand off with members of the Mos Zabu Garrison."
Mustapha recognized the area shown on the halo net. It was the same wastes that his parents had been hired to go to.
Since then, Mustapha watched more and more tragedies unfold. Order 66 he could care less about. People he knew. Good, hard working people killed under the iron fist of the Republic on their crack down against opposition. Even at the close of the Clone Wars, blood kept spilling.
It didn't take long for Mustapha to join the resistance. He soon learned of plans to attack various Imperial bases that were interfering too much with local governments.
He happily joined up and was sent to Brentaal to work in a recon team whose target was the Miract Imperial Base....
Roderz
Friday 04-25-2008, 08:47 AM
Dustin grew up on the Shipyards of Mon Calamari. His father was employed there as a Test Pilot, and was very fine at his job. Dustin learned enough from his father at a young age that he could have become a professional pilot at age 8.
Dustin however, was always more interested in tinkering with anything he could lay his hands on, which would bring his father no end of trouble. But even from a young age he showed an aptitude to learn and an intelligence above par. He attended the starship academy on Mon Calamari and graduated easily, immediately being put to work in the Shipyards.
However, the monotony of work fuelled his mischievous and adventurous streak, and he began taking little side jobs, and using the money during late night sabacc games.
Eventually he came to the attention of one of the Hutt's underbosses. He gained favour with the Hutt, who he never met, by performing a few personal modifications to the Hutt's personal yacht. Unfortunately the sabacc took control of his life and he wound up owing the Hutt a substantial amount of money. In order to pay it off, the Hutt had him working with a criminal 'crew' performing heists, putting his mechanical aptitude to work.
After realising he was never going to pay off the Hutt this way, Dustin rigged a sabacc droid in one of the Casinos, and made a score big enough to pay off the Hutt. The shame he felt for how low his life went prompted him to leave his home of Mon Calamari and explore the galaxy.
Eventually he found himself participating in a raid on an Imperial Base, assisting the team with their gear and even rigging a few little surprises for the Imperials. He certainly wasn't afraid to get stuck in with his own blaster either.
russdm
Friday 04-25-2008, 10:16 AM
@Roderz: Looks good.
@GBVenkman: Thats great.
Thats two finished.
@Toren Utgard: How about you, Toren? Are you getting involved with this?
Roderz
Monday 04-28-2008, 06:12 PM
Do we need to pay licencing fees?
GBVenkman
Monday 04-28-2008, 11:25 PM
Do we need to pay licencing fees?
the campaign standards says that you don't when you roll your character, but that you also can only buy licensed and restricted arms.
I personally hate that section of the book. Sure you should license arms if in a civilized system, and sure you should have to gather info just to find rare/military/illegal arms, but to require bureaucracy check that you can't take 10 on is lame.
but that's just me.
russdm
Tuesday 04-29-2008, 03:47 PM
The campaign standards says that you don't have to make a check but still have to pay fees. Thats all.
Still have 4 slots available here...
GBVenkman
Tuesday 04-29-2008, 04:57 PM
The campaign standards says that you don't have to make a check but still have to pay fees. Thats all.
Still have 4 slots available here...
yeah, what he said :D
Master_Caleb
Saturday 05-03-2008, 11:53 PM
Tannai Fa (Fa being his first name)
Medium/Male/Pau'an/Noble 1
Destiny 1(rescue) Force 5; Darkside 0
Init +0; Senses, Perception +8, Low-light vision
Languages Basic, Utapese, Binary, Huttese, High Galatic, Bocce, Shriiwook, Bothese, Mon Calamari
Defenses Ref 12 (flat-footed 12), Fort 10, Will 16
hp 17; Threshold 10
Speed 6 squares,
Melee -2 unarmed
Ranged +0
Base Atk +0; Grp +0
Atk Options
Special Actions Authority (+1 to any insight or morale bonuses they grant to themselves or other characters)
Abilities Str 6, Dex 10, Con 8, Int 16, Wis 16, Cha 18
Talents Wealth
Feats Weapon Proficiency(Pistols, Simple); Linguist; Skill Focus (persuasion, treat injury)
Skills Deception +9, Gather Information +9, Knowledge [Life Science] +8, Knowledge +8, Knowledge [Social Sciences] +8, Knowledge [Galatic Lore] +8, Persuasion +14, Treat injury +13, Perception +8,
Possessions R2 Droid*, Bandaloir (power pack [3], Medpac [4]), Blaster, Hip Holster, 950 credits
*[B]R2 Seies Astromech Droid
Small Droid (2nd degree) nonherioc 2
Init +3; Senses: Darkvision, Perception +3
Languages Basic, Binary, Ithorese, Gamorrean
Defenses Ref 13 (flat-footed 11), Fort 8, Will 10
hp 7; Threshold 8
Immune: Droid Traits
Speed 6 squares(wheeled), 4 squares (walking), 9 squares (flying)
Melee Electroprobe +0 (1d8 Ion)
Fighting Scace: 1 Square Reach: 1 Square
Base Atk +1; Grp -4
Abilities Str 9, Dex 14, Con -, Int 15, Wis 10, Cha 7
Feats Skill Focus(mechanics, use computer), skill training (perception), Toughness, weapon proficiency (simple weapons)
Skills Mechanics +13, Perception +3, Pilot +5, Stealth +6, Use Computer +13
Systems: Wheeled locomotion, walking locomotion, fly locomotion (limited), magnetic feet, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2kg), Improved sensor package, darkvision
Possessions Astrogation buffer (storage device 10 memory units), circular saw, electroshock probe, fire extinuisher, electric arc wielder, holorecorder, holo projector, surgery kit, medical kit (added 6 medpacs in empty slots)
-------------------------------------------------------------------------------
The history will come later. Please correct me if I transferred anything over incorrectly as I'm used to just using character sheets. R2 unit is a pack mule for the heavy medic stuff xD. Anyways like I said rest coming soon.
Thanks.
~MC~
russdm
Monday 05-05-2008, 11:41 AM
Looks good, Master Caleb. Just need a history.
Rizzen_Nailo
Wednesday 05-14-2008, 05:29 PM
MORCO JOCRA
Medium Human Jedi 1
Destiny 1(Redemption); Force 5; Dark Side 0
Init +7; Senses Perception +6
Languages Basic, Shryiwook
Defenses Ref 14(Flat-footed 13), Fort 13, Will 13, Deflect
HP 31; Threshold 13
Speed 6 squares
Melee lightsaber +3(2D8+1)
Ranged blaster pistol -2(3D6)
Base Atk +1; Grp +2
Atk Options none as of yet
Special Actions none as of yet
Force Powers Known none as of yet
Abilities Str 12, Dex 14, Con 12, Int 12, Wis 13, Cha 13
Talents Deflect
Feats Force Sensitivity, Skill Focus(Use the Force), Weapon Finesse(lightsabers), Weapon Proficiency(lightsabers, simple weapons)
Skills Initiatve +7, Perception +6, Pilot +7, Use the Force +11
Possessions lightsaber, blaster pistol, short range comlink, utility belt, 175 credits
Background Born on the planet Cerea, his father died before his second birthday. His mother became ill shortly afterwords, while he was being looked after a Jedi noticed his strong connection to the force and he was tested. His mother agreed with the knowledge that she probably wouldn't live much longer and Morco went with the Jedi to Coruscant. He began training to become a Jedi at the age of four and by the age of six had pretty much forgotten about his birth parents entirely. Over the next few years he was eventually picked to be the padawan of one of the Jedi Knight, whom gave him his first actual lightsaber and trained him until his death during the clone wars. Once his master died he returned to the academy at Coruscant now at the age of 14, he continued his training under Yoda's tutelage travelling everywhere with the Jedi Master, including several trips to Kashyyk. At the age of 17 the clone wars had apparently ended, luckily Yoda had left Morco in between worlds on the planet of Ryloth. Senator Bail Organa contacted him and told him to stay in hiding, so Morco booked charter to the outer rim planets and has continued living from world to world since then.
DarthVayne
Thursday 05-15-2008, 03:30 PM
Hope this is acceptable....
Key’rith "Widget" Vryylk
Medium Devaronian Scoundrel 1
Destiny: 1 (Discovery) Force: 5 Dark Side: 0
Init: +2 Senses: Perception +7
Languages: Basic, Devaronian, Bothese
Defenses: Ref 15 (flat footed 13), Fort 12, Will 14
HP: 19 Threshold: 12
Speed: 6
Melee: Unarmed +0 (Dmg 1d4)
Ranged: Blaster Pistol +2 (Dmg 3d6)
Base Atk: +0 Grp: +2
Atk Options: Point Blank Shot
Special Actions: Fool’s Luck
Force Powers Known:
Abilities: Str 10, Dex 14, Con 12, Int 12, Wis 14, Cha 14
Talents: Fool’s Luck
Feats: Force Sensitivity, Point Blank Shot, Weapon Proficiency (Simple Weapons, Pistols)
Skills: Acrobatics +7, Deception +7, Gather Information +7, Perception +7, Use the Force +7
Possessions: Blaster Pistol, Datapad, Short Ranged Holo Comlink, Tool Kit, Cred Chip, Utility Belt, 475 creds
Background:
Several years before the fire of Clone Wars tore through the galaxy, several Unconventional Masters, amongst them the much respected Master Tholme, realized that unconventional Jedi were needed in the ever changing galaxy. They based their teachings on the ancient traditions of the Jedi Sentinel, and the Jedi Shadow. One of those masters was a Bothan, Ferth Ab’lon, whose cultural bias towards subterfuge was an asset to the group. He selected as his Padawan a young Devaronian female, though her force potential seemed ordinary, it was her penchant for mischief as a youngling that attracted his attention. The young girl, Key’rith Vryylk, was passed over by many masters for fear her lack of discipline and inquisitive nature would lead her to the Dark Side. Ferth realized that this would be an asset if she could be taught to avoid the lure of the Dark path. Her years spent as a Padawan were unlike any other Padawan’s journey. Little training was given in the aspects of the force, besides simple expansion of the things she learned as a youngling, and resisting the insidious nature of the darkside. However much time was spent learning skills that would help her in the roles her master had in store for her, subterfuge, information brokering, networking with the scum of the galaxy, all became tools to add to her arsenal. Having a Bothan for a teacher only sharpened her skills that much faster.
The clone wars erupted sending the galaxy into chaos, exactly the sort of situation Key’rith was being trained for. Master Ferth did not believe that she was ready to venture on her own. Dissapointed she respected her master’s wishes. Ferth did not answer the call to lead the clones trusting in his instincts, and the Force, that he was needed elsewhere. However when a clone unit near Brentaal lost its Jedi general, Ferth was reassigned to lead the clones, under much protest. Key’rith accompanied her Master, but her less than exceptional fighting and Lightsaber skills cost her. Injured badly during an intense fire fight, she was evacuated to Sel Zonn station and placed in physicians care. Her Master’s last words to her were.
“Well, when you get better I suppose we should work a little on those Lightsaber skills.”
With that her Master left to rejoin the clones. A few days later Order 66 changed the face of the galaxy. Understanding that Jedi were targets she ditched her Jedi trappings and with much reluctance her lightsaber. Though it might come in handy it would also serve as a bull’s-eye to the galaxy at large. She wandered about the station for several months living as a transient in the more run down parts of the old station, until she decided she had lay low enough for awhile and “reinvented” herself as a young unskilled but eager mechanic. Known as “Widget” at the shop she spends her free time trying to find out what happened to the Jedi and trying to save up enough money to get off the station.
GBVenkman
Sunday 05-18-2008, 07:52 PM
Looks cool, welcome aboard!
russdm
Tuesday 05-20-2008, 05:12 PM
@ Rizzen_Nailo: Looks good.
@ DarthVayne: Looks good.
Rizzen_Nailo
Friday 06-06-2008, 09:24 PM
Well just let me know when and where to start posting and I'll try to play and bring enjoyment as soon as I can.
Rizzen_Nailo
Wednesday 07-02-2008, 07:12 AM
I noticed while considering exactly when/what and how I wanted to begin posting that upon looking over my character it was missing 1 feat...so I went ahead and modified my post adding the feat let me know if I'm wrong and if not if the addition is ok.
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