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#1 Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 1:55 am
by Cynical Cat
It is the time of trial for the Old Republic. The dread Sith Empire has forced the Treaty of Coruscant upon the Republic and now both sides plot and plan for when the bitter truce fails. During this cold war, Republic Intelligence makes certain discoveries and potentially cataclysmic events are set in motion. The fate of the galaxy may rest on the shoulders of a few members of the Republic and a handful of Intelligence assets . . .
Character Creation Rules
1) Your character must in some way be associated with Republic Intelligence. She can be a Jedi that works with them, an agent, a mercenary contractor, enemy asset, or something similar.
2) You have to be able to work with a group.
3) Character will start with 150 post starting XP and 1,000 credits of gear.
4) Choice of Lightsaber or 5,000 Credits
5) You get the following options with regard to Duty, Obligation, and Morality: Start with a standard amount and get either 10XP, 2500 credits, or 5xp and 1000 credits, or get a special benefit appropriate to your character.
6) An all Force-User team is cool. There's this little game called Force and Destiny . . . .
#2 Re: Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 6:27 pm
by rhoenix
Name: Magellan Toresi
Species: Human
Career: Guardian
Specializations: Armorer, Soresu Defender
Emotional Strength: Compassion
Emotional Weakness: Recklessness
Wound Threshold: 12
Strain Threshold: 14
Defense: 1 (2 vs. melee)
Soak: 6
Force Rating: 3
Morality: 85 (Light Side Paragon)
Background:
Like most Jedi of his generation, Magellan grew up during the long war against the Sith. The atrocities and uncertainty he grew up with, and had hanging over him like a cloud all throughout his training as a Jedi encouraged him to focus his training in more martial directions. In more peaceful times, Magellan would be a tinkerer and inventor, enjoying spending his time inventing or modifying.
With the Sith War hanging over the galaxy though, and with what amounts to a cold war occurring in the present, Magellan has focused himself and his talents to directly step in and defend others who cannot defend themselves. He is determined to use his talents at invention, reason, and knowledge to end the threat of the Sith once and for all, returning the galaxy to a much more peaceful state. If this means that he must place himself directly between the Sith and all those they would threaten or use, then so be it. They will discover that preparation and knowledge can go far in any conflict, and he has honed his own skills to become a stalwart and relentless defender of the innocent or helpless.
Attributes:
Brawn 2
Agility 3
Intellect 6
Cunning 2
Willpower 2
Presence 2
Skills: (* denotes class skill)
Perception 1
Leadership 1
*Brawl 0
*Cool 1
*Discipline 1
*Melee 0
*Resilience 1
*Vigilance 1
*Knowledge (Outer Rim) 0
*Lightsaber 3
*Mechanics 4
*Knowledge (Lore) 0
Talents:
[table=][tr=]
[td=]Talent Name[/td]
[td=]Rank[/td]
[td=]Profession[/td]
[td=]Effect[/td]
[/tr]
[tr=]
[td=]Gearhead[/td]
[td=]2[/td]
[td=]Armorer[/td]
[td=]remove 1 black die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments[/td]
[/tr]
[tr=]
[td=]Inventor[/td]
[td=]2[/td]
[td=]Armorer[/td]
[td=]when constructing new items or modifying attachments, add 1 blue die or remove 1 black die per rank of Inventor[/td]
[/tr]
[tr=]
[td=]Parry[/td]
[td=]3[/td]
[td=]Soresu Defender, Armorer[/td]
[td=]when hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry[/td]
[/tr]
[tr=]
[td=]Improved Parry[/td]
[td=]-[/td]
[td=]Soresu Defender[/td]
[td=]when suffering a hit from Brawl/Melee/Lightsaber, that generates at least 1 despair or 3 threats, and Magellan uses Parry to reduce the damage taken, after the attack is resolved Magellan automatically strikes the attacker once with wielded Brawl/Melee/Lightsaber. May not be used if the original attack disabled Magellan[/td]
[/tr]
[tr=]
[td=]Reflect[/td]
[td=]3[/td]
[td=]Soresu Defender[/td]
[td=]when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect[/td]
[/tr]
[tr=]
[td=]Mental Tools[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]Always count as having the right tools for the job when performing Mechanics checks[/td]
[/tr]
[tr=]
[td=]Soresu Technique[/td]
[td=]-[/td]
[td=]Soresu Defender[/td]
[td=]may use Intellect instead of Brawn for Lightsaber checks[/td]
[/tr]
[tr=]
[td=]Grit[/td]
[td=]2[/td]
[td=]Soresu Defender[/td]
[td=]gain +1 strain threshold per rank of Grit[/td]
[/tr]
[tr=]
[td=]Armor Master[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]When wearing armor, increase total Soak value by 1[/td]
[/tr]
[tr=]
[td=]Saber Throw[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]perform Saber Throw action: make Lightsaber combat check as ranged attack against target within medium range, adding force dice no greater than Force Rating to the check. Must spend 1 Force Point and succeed to hit target, spend 2 Force Points to have lightsaber return to hand[/td]
[/tr]
[tr=]
[td=]Defensive Stance[/td]
[td=]1[/td]
[td=]Soresu Defender[/td]
[td=]Once per round, Magellan can perform the Defensive Stance maneuver, and suffer x strain, to upgrade the difficulty of all incoming melee attacks by x for the next round. Strain suffered cannot exceed ranks in Defensive Stance[/td]
[/tr]
[tr=]
[td=]Improved Armor Master[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]When wearing armor with a Soak value of 2 or greater, increase Defense by 1[/td]
[/tr]
[tr=]
[td=]Tinkerer[/td]
[td=]1[/td]
[td=]Armorer[/td]
[td=]May add 1 additional hardpoint to a number of items equal to rank in Tinkerer; each item can only be modified once[/td]
[/tr]
[tr=]
[td=]Imbue Item[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]Take the Imbue Item maneuver; suffer 1 strain and commit 1 Force Point to grant 1 weapon, piece of armor, or item an improvement while the point remains committed. Suffer 1 strain every round the Force Point remains committed.[/td]
[/tr]
[tr=]
[td=]Supreme Armor Master[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]Once per round, when the character suffers a Critical Injury, he may suffer 3 strain to take the Armor master incidental. If he does, he reduces the Critical Injury result that he suffers by 10 per point of his soak, to a minimum of 1.[/td]
[/tr][tr=]
[td=]Reinforce Item[/td]
[td=]-[/td]
[td=]Armorer[/td]
[td=]Magellan may take the Reinforce Item maneuver, committing two force dice. He then grants one weapon or one piece of armor the Cortosis quality while those two force dice remain committed. Magellan suffers 3 strain at the beginning of each of his turns in which he keeps those dice committed.[/td]
[/tr][/table]
Force Powers:
Enhance
Sense
Ilum Crystal Upgrades:
dam 10, crit 1, vicious 2 (maxed)
Credits: 250
Gear:
- Basic Lightsaber (Green, Ilum Crystal) - dam 10, crit 1, vicious 2, hardpoints 4 (2 occupied by crystal)
- Handheld comlink
- Utility Belt
- Spacesuit
- Backpack
- Padded Armor (defense 0, soak 2, encumbrance 2, HP 0, Rarity 1)
- (custom Combat Armor (defense 0, soak 3, encumbrance 4, HP 0, Rarity 1, +1 melee def, +3 hp)
- 2 Stimpacks
Starting XP Expenditures: (100xp total, due to morality choice)
30xp - increase Intellect from 2 to 3
30xp - increase Agility from 2 to 3
40xp - increase Intellect from 3 to 4
Additional XP Expenditures: (150xp total)
5xp - purchase Armorer talent Gearhead I
5xp - purchase Armorer talent Inventor
20xp - purchase additional Specialization: Soresu Defender
5xp - purchase Soresu Defender talent Parry I
5xp - purchase Soresu Defender talent Parry 2
15xp - purchase Armorer talent Mental Tools
10xp - purchase Soresu Defender talent Soresu Technique
10xp - increase skill Mechanics from 1 to 2
10xp - increase skill Lightsaber from 1 to 2
10xp - purchase Force Power Enhance
10xp - purchase Force Power Sense
10xp - purchase Armorer talent Gearhead II
10xp - purchase Armorer talent Grit I
10xp - purchase Armorer talent Armor Master
10xp - purchase Armorer talent Saber Throw
5xp - purchase Soresu Defender talent Defensive Stance 1
Credit Purchases (starting value: 1000 due to bonuses)
25 - Handheld comlink
25 - Utility Belt
50 - Backpack
150 - Spacesuit
500 - Padded Armor (defense 0, soak 2, encumbrance 2, HP 0, Rarity 1)
(250 credits remaining)
+12500 credits (reward haul)
= 12750 credits (total)
-1250 credits (combat armor creation kit)
-5000 credits (superior armor mod)
= 6500 credits (total)
Additional Stuff:
- start with Lightsaber instead of 5000 credits
- start with +10xp
XP
+20xp (game 1)
+30xp (game 2)
50 xp (total)
Armorer Talent: Improved Armor Master (15xp)
Increase in-class skill Mechanics from 2 to 3 (15xp)
Increase in-class skill Lightsaber from 2 to 3 (15xp)
Increase in-class skill Resilience from 0 to 1 (5xp)
0 xp (total)
+30xp (game 3)
+20xp (game 4)
50xp (TOTAL)
-15xp (purchase Inventor 2 (Armorer talent))
-20xp (purchase Tinkerer (Armorer talent))
15xp (total)
+15xp (game 5)
30xp (total)
-25xp (purchase Armorer talent Imbue Item)
5xp (total)
+30xp (game 6)
35xp (total)
-25xp (purchase Armorer Force Rating Bonus)
-10xp (purchase Reflect I (Soresu Defender))
0xp (total)
+20xp (game 7)
20xp (total)
-20xp (purchase Supreme Armor Master (Armorer))
0xp (total)
+30xp (game 8)
30xp (total)
-25xp (purchase Armorer talent Dedication (increase Intellect by 1, to 5)
5xp (total)
+25xp (game 9)
30xp (total)
-20xp (increase in-class skill Mechanics from 3 to 4)
-10xp (purchase Soresu Defender talent Grit, branching from Defensive Strike)
0xp (total)
+30xp (game 10)
30xp (total)
-15xp (purchase Soresu Defender talent Parry, branching from Grit)
-15xp (purchase Soresu Defender talent Improved Parry)
0xp (total)
+30xp (game 11)
30xp (total)
+60xp (game 12 & 13)
90xp (total)
-25xp (purchase Armorer talent Reinforce Item)
-20xp (purchase Soresu Defender talent Reflect (from Improved Parry)
-20xp (purchase Soresu Defender talent Reflect (from above Reflect)
-25xp (purchase Soresu Defender talent Dedication, improving Intellect from 5 to 6)
0xp (total)
+30xp (game 14)
30xp (total)
-25xp (purchase Armorer talent Force Rating increase from 2 to 3)
5xp (total)
#3 Re: Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 6:32 pm
by Marcao
Name: Loric Arial
Affiliation: Republic Intelligence
Species: Human
Career: Guardian
Specialization: Peacekeeper, Soresu Defender
Emotional Strength: Compassion
Emotional Weakness: Jealousy
Motivation: Cause - Defeat of the Sith Empire and the establishment of a true and lasting peace.
Initial Cash: 1,000 credits + Lightsaber (Basic Lightsaber)
Available Cash: 7,900 credits
Force Rating: 2
Morality: 72
Attributes
Brawn: 3
Agility: 2
Intellect: 3[4]
Cunning: 2
Willpower: 3
Presence: 3
Secondary Attributes
Wound Threshold: 17
Strain Threshold: 13
General Defense: 1
Melee Defense: 2
Ranged Defense: 1
Soak: 3(4)
Skills
(G) Brawl (Brawn): 1
(H) Charm (Presence): 2
(G) Cool (Presence): 1
(G) Discipline (Willpower): 2
(SD) Knowledge - Lore (Intellect): 1
(P) Leadership (Presence): 2
(SD) Lightsaber (Brawn/Intelligence): 4
(G) Melee (Brawn): 1
(H) Negotiation (Presence): 1
(P) Perception (Cunning): 2
(P) Pilot - Planetary (Agility): 1
(G) Resilience (Brawn): 1
(G) Vigilance (Willpower): 2
Talents
Peacekeeper
Command: Add a blue die per rank of Command when making Leadership checks. Affected targets add a blue die to Discipline checks for 24 hours.
Confidence: May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Second Wind: Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Commanding Presence: Remove a black die per rank of Commanding Presence from Leadership and Cool checks.
Confidence II: May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
Second Wind II: Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Command II: Add a blue die per rank of Command when making Leadership checks. Affected targets add a blue die to Discipline checks for 24 hours.
Field Commander: Take the field commander action: make an Average (2) Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Improved Field Commander: Field Commander action affects allies equal to double Presence, and may spend a triumph to allow allies to suffer 1 strain and perform 1 free action instead.
Toughened II: Gain +2 wound threshold.
Force Rating: Gain +1 Force rating.
Second Wind III: Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.
Dedication: Gain +1 to a single characteristics (Intelligence). This cannot bring a characteristic above 6.
Soresu Defender
Parry: When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Parry II: When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry.
Toughened: Gain +2 wound threshold.
Defensive Stance: Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive stance.
Soresu Technique: When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.
Reflect: When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Improved Parry: When parrying a hit that generates a despair or three threats, may hit the attacker once with Lightsaber, Melee, or Brawl weapon (dealing base damage) after original attack resolves.
Force Power Tree (Enhance)
Enhance Basic Power: When making an athletics check, the force user may roll an enhance power check as part of the pool. The user may spend () to gain a success or advantage (user's choice) on the check.
Force Leap (Control I): Make an enhance power check. The user may spend () to jump horizontally to any location in short range.
Force Leap (Control II): When performing a force leap, the user can jump vertically in addition to jumping horizontally.
Force Leap (Range I): Spend () to increase power's range by a number of range bands equal to range upgrades purchased.
Force Leap (Control III): The user can perform Force Leap as a maneuver rather than an action.
Control I (Coordination): Enhance can be used with the coordination skill.
Force Power Tree (Heal/Harm)
Heal Basic Power: Spend () to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm Basic Power: Spend () to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 conflict.
Control I (Heal): If no dark side points generated force. Target heals strain equal to wounds healed.
Control I (Harm): If any dark side points were used to generate force. User heals strain equal to wounds inflicted.
Force Power Tree (Sense)
Sense Basic Power: The user may spend () to sense all living things within short range (including sentient and non-sentient beings)
Sense Basic Power: The user may spend () to sense the current emotional state of one living target with whom he is engaged.
Sense Control I: Ongoing effect: Commit (). Once per round, when an attack targets the Force user, he upgrades the difficulty pool once.
Sense Duration I: Sense's ongoing effects may be triggered one additional time per round.
Sense Strength I: When using sense's ongoing effects, upgrade the pool twice, instead of once.
Weapons
Basic Lightsaber (Icy Blue)
Damage: 10
Crit: 1
Range: Engaged
Encumbrance: 1
HP: 5
Cost: (R) 9,300
Rarity: 10
Special: Breach 1, Sunder, Vicious 1
Crystal: Ilum Crystal
Modifications: Enhanced Critical 1, Damage +4
Attachments: Curved Hilt (Defensive +1)
Armor
Armored Clothing: Defense 1, Soak 1, Price: 1000 credits
Catch Vest: Defense: 0 Soak: 2 (Energy) or 1 (Anything else), Price: 300 credits
Concealing Robes: Defense 0, Soak 1, Price: 150 credits
Gear
Comlink (Handheld): Price 25
Stimpack x4: Price 100
Load Bearing Gear: Price 100
Utility Belt: Price 25
Datapad: Price 75
Breath Mask/Respirator: Price 25
Scanner Goggles: Price 150
Curved Hilt (Lightsaber Mod): Price 1000
Lightsaber mods: Price 500
Crash Survival Kit x2: Price 600
- Thermal Cloak: Remove 2 black dice from extreme heat or cold.
Experience
Gained: 540
Used: 500
Left: 40
Experience Usage
Peacekeeper Talent - Command I: 5 xp
Peacekeeper Talent - Confidence I: 5 xp
Peacekeeper Talent - Second Wind I: 5xp
Peacekeeper Talent - Commanding Presence I: 5 xp
Soresu Defender Specialization: 20 xp
Soresu Talent - Parry: 5 xp
Soresu Talent - Parry: 5 xp
Soresu Talent - Toughened: 5 xp
Soresu Talent - Defensive Stance: 5 xp
Lightsaber 0 -> 1: 5 xp
Lightsaber 1 -> 2: 10 xp
Lightsaber 2 -> 3: 15 xp
Leadership 1 -> 2: 10 xp
Perception 0 -> 1: 5 xp
Pilot Planetary 0 -> 1: 5 xp
Knowledge (Lore) 0 -> 1: 5 xp
Force: Enhance - Basic Power: 10 xp
Force: Enhance - Force Leap (Control): 10 xp
Force: Heal/Harm - Basic Power: 15 xp
Brawl 0 -> 1: 5 xp
Melee 0 -> 1: 5 xp
Soresu Talent - Soresu Technique: 10 xp
Soresu Talent - Reflect: 10 xp
Discipline 1 -> 2: 10 xp
Vigilance 1 -> 2: 10 xp
Force: Enhance - Force Leap (Control II): 10 xp
Force: Sense - Basic Power: 10 xp
Perception 1 -> 2: 10 xp
Peacekeeper Talent - Confidence II: 10 xp
Charm 1 -> 2: 10 xp
Peacekeeper Talent - Second Wind II: 10 xp
Enhance - Force Power (Range): 10 xp
Enhance - Force Power (Control III): 10 xp
Soresu Defender Talent - Improved Parry: 15 xp
Peacekeeper Talent - Command II: 15 xp
Peacekeeper Talent - Field Commander: 15 xp
Peacekeeper Talent - Improved Field Commander: 20 xp
Peacekeeper Talent - Toughened 20 xp
Peacekeeper Talent - Force Rating 25 xp
Force: Sense - Control I: 10 xp
Force: Sense - Duration I: 10 xp
Force: Sense - Strength I: 10 xp
Peacekeeper Talent - Second Wind III: 20 xp
Peacekeeper Talent - Dedication: 25 xp
Lightsaber 3 -> 4: 20 xp
Force Power - Heal - Control I: 20 xp
Force Power - Enhance- Control (Coordination): 5 xp
Background
Loric Arrial was born in Balmorra three years after the start of the galactic conflict that came to be known as the Great War. When the war reached Balmorra he was identified as a force sensitive child by Jedi forces and taken from his parents in order to receive adequate training. His parents were supportive of the move concerned that should he remain in Balmorra he would attract the attention of Sith forces. The transition from the only world he had ever known to the relative safety of the Jedi Temple was a difficult one. However, he quickly found an aptitude for the structured life that the Jedi Order provided him. It quickly became apparent that Loric's interest laid initially more in the martial pursuits than in the uncovering of the secrets of the force. While his peers spent hours in meditation, Loric was far more interested in spending time practicing the use of a lightsaber. The mysteries of the force were of interest to him but the more practical applications of lightsaber combat held a stronger allure for him.
After a decade of training, he had grown into one of the most competent lightsaber wielders of his peers and he had focused on the path of the Guardian. The idea of placing himself in the trenches and making a difference appealed to him as he keenly remembered his time in Balmorra. His interested in the Soresu style was one that appealed to him. The concept that a Jedi was to defend initially and exploit the mistakes and passions of his adversaries was one that appealed to him. His force of personality led him to the path of the peace keeper where a Jedi would seek to keep the peace by placing oneself in the fulcrum of conflicts guiding situations to the most optimal and equitable conclusion. His knowledge in the force grew along this time, but compared to many of his peers in the Order his strengths seemed to focus on the more concrete manifestations and disciplines. Loric developed a keen interest in the ability to enhance his body in order to facilitate his own focus on lightsaber combat. His interest in healing others was tied to his having witness frequent suffering and wounds as a child in Balmorra. While he had a stated interest in other aspects of the force such as sense, influence, and move his skill in these areas remained underdeveloped.
Five years prior to the treaty of Coruscant Loric was assigned to a Jedi Master and began to actively participate in the conflict against the Sith. During this time, he saw first hand the wonders and horrors of a galaxy consumed by a seemingly never ending conflict. During this time, he managed to make friends and enemies and learned first hand what it meant to truly be a Jedi. He admired the compassion that his master displayed both in negotiations and combat. He also began to be more fully exposed to the great freedoms that those that did not walk the path of the Jedi were allowed. At times, he found himself coveting the accolades of some of the order that he had learned and trained alongside. Salina Merel a Jedi that he had frequently bested in practice won accolades for her role in the Rim Campaign. J`neth Lothos sacrificed his life in order to save the life of his master and secure a critical objective during the battle or Rhen Var. All around him, some of his peers earned greatness while he lingered always completing his missions but never earning the acknowledgment that he desired.
When the Treaty of Coruscant took place, Loric like many of his peers and his master felt that the move was a hollow one. He felt that the treaty was a gambit like any other and that the Sith Empire had not true desire or interest in a lasting peace with the Republic. He informed his master of his thoughts in this matter and spoke openly with some of his most trusted peers. However, he did not take the step to openly advocate for change. His many years of training had imparted within him a strong sense of decorum. The Jedi Council had made a decision to go along with the treaty and he respected that decision by not openly advocating against it outside of the walls of the order. To those outside of the Jedi Order, the Jedi had to present a unified front. When he was approached by elements aligned with Jedi Master Dar'Nala he politely refuted their advances. Instead, he reached out to elements of Republic Intelligence.
In Game Changes
5,000 credits (funding for Rusk mission broken into multiple credit chits of varying capacities)
-1,000 credits (contribution to improve the ship's sublight engines)
+7,500 credits (Share from the 100,000 credit funding from Republic)
#4 Re: Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 8:22 pm
by Karrick
Name: Rogga
Species: Hutt
Career: Consular
Specializations: Niman Disciple(base), Sage
Wound Threshold: 16
Strain Threshold: 16
Soak: 5 (6 vs energy)
Force Rating: 1
Attributes:
Brawn 3
Agility 2
Intellect 3
Cunning 3
Willpower 3
Presence 2
Skills:
Astrogation 0
Charm 0
Coercion 1
Cool 1
Discipline 2
Knowledge (Education) 0
Knowledge (Lore) 1
Leadership 1
Lightsaber 2
Negotiation 1
Talents:
Parry 1
Reflect 1
Enduring 1
Grit 2
Nobody's Fool 2
Niman Technique
Force Powers:
Move
-Range
-Control
-control
Enhance
-Control
-Control
Sense
-Control
Initial Cash: 1000
Remaining Cash: 150
Gear:
Lightsaber Pike (Ilum)
Catch Vest - 300
Scanner goggles - 150
Utility belt - 25
Datapad - 75
Light Blaster Pistol - 300
Starting XP Expenditures:
+70 xp - Hutt
+10 xp - Standard Obligation
-20 xp - Agility to 2
-30 xp - Intellect to 3
-30 xp - Cunning to 3
+150 xp - GM
-20 xp - Sage Specialization
-10 xp - Move
-5 xp - Move: Range
-10 xp - Move: Control
-5 xp - Move: Control
-10 xp - Enhance
-10 xp - Enhance: Control
-10 xp - Enhance: Control
-10 xp - Sense
-10 xp - Sense: Control
-10 xp - Lightsaber to 2
-5 xp - Leadership to 1
-5 xp - Negotiation to 1
-5 xp - Sage: Grit
-5 xp - Sage: Grit
-5 xp - Niman: Parry
-5 xp - Niman: Reflect
-5 xp - Niman: Nobody's Fool
-5 xp - Niman: Niman Technique
#5 Re: Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 9:44 pm
by White Haven
Always, among the Sith, there are factions. Given the omnipresent level of distrust and backstabbing amongst wielders of the Dark Side, it should be of no surprise to anyone that their partisan splits are frequently-shifting, often-overlapping, and often anything but peaceful. Open warfare is...discouraged, but jockeying for position and the use of convenient catspaws to strike at one another are commonplace. In light of the Empire's recent spate of open warfare with the Galactic Republic, one faction began casting around for any force-sensitives it could lay its hands on, no matter their origin or how suitable they may be to the more tradition-bound Sith, to bolster the ranks of acolytes in a bid to counter the Republic's potential numbers.
Shaalh is a result of that, one among many dragged from all walks of life to be thrown into the meat-grinder of Korriban. In the Chiss's case, it was from the lowest of origins, outright slavery. Having suffered monumental disgrace in the service of Imperial law enforcement and at the hands of ambitious competitors, the result was the farthest it is possible to fall in Imperial society, possibly including actual execution. Shaalh languished there, the lowest of the low, for years while the galaxy moved forwards, ignited, and began to shake apart. Only out of desperation and luck did the Sith dragnet bear this particular fruit, and only out of sheer bloody-minded determination was the Chiss able to survive the famously casualty-prone Korriban academy. After years staring up at the underbelly of Imperial society, however, Shaalh had no illusions left as to its worthiness, its ability to command loyalty or respect. The Empire did not free anyone, the Sith did.
The Force shall set you free.
Thus was born an individual with no reason to love the Empire and every reason to despise it, and yet the opposite towards the Sith as an ideal. At the same time, no illusions remained; the Sith, just as the Empire, play host to many, many monsters. Very carefully, very quietly, Shaalh made contact with Republic intelligence and began feeding them information on the Empire's innermost workings...
Name: Sesh'aal'henrogh (Shaalh)
Species: Chiss
Career: Mystic
Specializations: Seer, Niman Disciple
Force Rating: 2
Motivations: Revenge and Power
Morality: 50
Strength: Ambition
Weakness: Arrogance
Attributes:
Brawn: 2
Agility: 2
Intellect: 3
Cunning: 3
Willpower: 4
Presence: 1
Derived Statistics:
Soak: 3
Wounds: 12
Strain: 14
Defense: 1/1
Skills:
*Charm: 0
*Coercion: 1
Cool: 1
*Discipline: 1
*Leadership: 0
*Negotiation: 0
*Perception: 0
*Survival: 0
*Vigilance: 2
*Lightsaber (Willpower): 1
*Knowledge (Lore): 1
*Knowledge (Outer Rim): 0
Talents:
Sith Techniques (GM)
Infravision
Uncanny Reactions x1
Keen Eyed x1
Rapid Reactions x1
Sense Danger
Nobody's Fool x1
Niman Technique
Reflect x1
Sense Advantage
The Force Is My Servant
Force Powers:
Foresee
-Control
Move
-Control
-Control
-Control
-Magnitude x2
-Range
-Strength
Sense
Items:
Lightsaber
Armored Clothing (1000 cr)
Hand Comlink
4x Stimpack
#6 Re: Cyncat's Star Wars Game
Posted: Sun Dec 13, 2015 10:59 pm
by LadyTevar
NAME: Siana Jhe'layne
AFFILIATION: Republic Intelligence (SIS)
SPECIES: Human (Coruscant)
CAREER : Spy
SPECIALIZATIONS: Slicer*, Sharpshooter**(30XP)
DUTY: Intelligence/ Counter-Intelligence
OBLIGATION: Oath (to SIS)
ATTRIBUTES:
Brawn 2
Agility 3
Intellect 3
Cunning 3
Willpower 3
Presence 2
Wound: 12
Strain 13
SKILLS
Charm 1 (Human)
Computers 2 (Spy+Slicer)
Cool 1
Coordination 1
Deception 1 (Spy)
Perception 2 (Spy+XP)
Piloting (Planetary) 1 (Human)
Skulduggery 1 (Spy)
Stealth 2 (Spy+XP)
Knowledge (Education)* 1
Knowledge (Underworld)* 1
Knowledge (Warfare) 1
COMBAT:
Gunnery 2
Ranged:Light 2
Ranged:Heavy 2
TALENTS:
Expert Tracker (5)
Sniper Shot (5)
Grit (5)
CodeBreaker (5)
Technical Aptitute (5)
Bypass Security (5)
Defensive Slicing (10)
True Aim (10)
Natural Programmer (15)
GEAR:
Weapons: Blaster Pistol (400c)
Blaster Rifle (900c)
HoldOut Blaster (200c)
Reloads (3) (@25c)
Armor: Catch Vest 0/2 (300c)
Heavy Clothing 0/1 (50c)
Armored Clothing 1/1 (1000c)
Other: Comlink (25c)
Holo-Messenger (250c)
Datapad (75c)
Utility Belt (25c)
Macrobinocs (75c)
HandScanner (100c)
SlicerGear (500c)
DisquiseKit (100c)
REMAINDING CREDITS: 650
XP Expendature: Took the +10XP, spend 120 on Attributes. 30Xp on Sharpshooter. 40XP on Skills. 65 on Talents.
First Game: 50 Xp spent on Talents
Second Game: Donated 1000c towards ship mods.
Third Game: 20Xp Gunnery 2
Fourth Game: 10 Ranged Light, 10 Ranged Heavy
Fifth Game: 10 Lethal Blows, 15 True Aim (lvl 2)
Seventh Game: 20: Deadly Accuracy, 20: Toughened. 25: Dedication: Agility, 20pts, raise Deception, Skullduggery to Rank 2. 15pts: raise Pilot:Space to Rank 1.
APPEARANCE:
Siana is a human female of average height. Her skin is pale, nearly "spaceman's tan" from her work at computer desks. Dark hair frames a rounded face set off by hazel eyes and full lips, and her figure is athelically toned. While some would give her a second admiring glance, she does not stand out from the thousands of other young business women hurrying along Coruscant's busy walkways every day.
BACKGROUND:
Coruscant families pride themselves on their service to the Republic, whether they're Military, Diplomatic, or Senatorial. The Jh'laynes are no different, proudly stating their service as functionaries to all branches of service. They are as invisible as droids, and as indespensible as paperwork. While some Coruscanian families might sniff at this 'lowly' work, the Jhe'laynes continue to work hard in the small duties that keep the Republic running.
After all, how better to hide SIS agents than in plain sight?
Siana followed this fine family traditon nearly to the letter. She made high marks at Academy in Computer Sciences, showing a natural aptitude for the task. Her skills would have given her a position anywhere, but family ties made sure she was given a position in Republic Intelligence's CompOps. Her ability with blasters was noted during training, and she was encouraged to continue practicing. Republic Intelligence prefered a well-rounded agent, who did not need baby-sat in the field.
While most of her time has been spent in CompOp tracking fraud and tracing possible underworld transactions, Siana has been sent on a handful of field operations. The success of those missions marked Siana out as a viable choice for future operations, especially now, with the Treaty of Coruscant straining at the seams, and War looking more and more likely.
#7 Re: Cyncat's Star Wars Game
Posted: Mon Dec 14, 2015 3:31 pm
by Hotfoot
With regards to the Ships of the Old Republic, is there a design system you are using for conversions, are you making them from scratch based on Wookiepedia attributes, or some other method?
#8 Re: Cyncat's Star Wars Game
Posted: Mon Dec 14, 2015 11:42 pm
by Cynical Cat
Hotfoot wrote:With regards to the Ships of the Old Republic, is there a design system you are using for conversions, are you making them from scratch based on Wookiepedia attributes, or some other method?
Making them from scratch based on existing data.
#9 Re: Cyncat's Star Wars Game
Posted: Sun Dec 27, 2015 2:12 am
by General Havoc
Name: Ryassek the White
Species: Rodian (Albino)
Career: Sith Mystic
Specialization: Seer
Specialization: Ataru Striker
Emotional Strength: Ambition
Emotional Weakness: Obsession
Motivation: Ambition: Become the mightiest Sith in the galaxy.
Character concept: A renegade Sith acolyte pursuing an exalted, philosophical path to personal power through the Dark Side of the Force.
Morality: 23
Brawn: 2
Agility: 5
Intellect: 2
Cunning: 2
Willpower: 3
Presence: 3
Force Rating: 3
Wound Threshold: 12
Strain Threshold: 14
Skills:
Athletics 1
Charm 1
Coercion 1
Cool 2
Coordination 2
Deception 2
Discipline 2
Knowledge Lore 2
Knowledge Outer Rim 0
Lightsaber 5
Mechanics 1
Perception 1
Ranged Light 1
Stealth 1
Streetwise 2
Survival 1
Vigilance 2
Talents:
Ataru Technique (Lightsaber uses Agility)
Dodge (Take 1 Strain to upgrade the difficulty to hit you by 1)
Expert Tracker (Remove 1 Black from Tracking Attempts. Tracking Attempts take 50% less time)
Force Rating (+1 Force Rating)
Force Rating (+1 Force Rating)
Grit (+1 Strain Threshold)
Grit (+1 Strain Threshold)
Improved Parry (When parrying a hit that generated a Despair or 3 Threat, hit the enemy back.)
Jump Up (Stand up from Prone or Seated as incidental)
Keen-Eyed (Remove 1 Black from all Perception and Vigilance tests. Time to search an area is reduced by 50%)
Natural Mystic (Once per session, reroll a Force check)
Parry (Suffer 3 Strain to reduce melee damage by 3)
Parry (Suffer 3 Strain to reduce melee damage by 4)
Quick Strike (+1 Blue to combat checks against people that have not yet acted this round)
Reflect (Suffer 3 Strain to reduce ranged damage by 3)
Reflect (Suffer 3 Strain to reduce ranged damage by 4)
Saber Swarm (Suffer 1 Strain and take a maneuver to give the next Lightsaber Check the Linked 2 Trait)
Sense Advantage (Once per session, add 2 Black to an NPC's check)
Sense Danger (Remove 2 Black from any one check once per session)
The Force is My Ally (Once per Session, take 2 strain to perform a Force Action as a Maneuver)
Uncanny Reactions (+1 Blue to all Vigilance checks)
Force Powers:
Enhance (Basic)
- Control (Use Enhance on Coordination)
- Control (Use Enhance on Piloting Planetary)
- Control (Use Enhance on Piloting Space)
- Control (Use Enhance on Resilience)
- Control (Commit 1 Force Die to enhance Agility by 1)
- Control (Make an Enhance Power Check to leap horizontally to a location in short range)
- Control (Can leap vertically as well as horizontally)
- Range (Increase Force Leap range to Medium)
- Control (Perform Force Leap as a Maneuver instead of an Action)
Move (Basic)
- Range (Commit 1 Force Die to increase Move range to Medium)
Sense (Basic)
- Control (Commit one Force Die to Upgrade an assailant's check once)
- Duration (Sense may be triggered twice per round)
- Strength (Upgrade the assailant's check twice instead of once)
Gear:
Padded Armor (Defense 0, Soak 2), 500 credits
Comlink (Handheld), 25 credits
Breath Mask/Respirator (Rodian), 25 credits
Stimpack x2, 50 credits
Utility Belt, 25 credits
Thermal Cloak, 200 credits
Emergency Medpack, 100 credits
Macrobinoculars, 75 credits
Lightsabre, Red: Dam 9, Crit 1, HP 2/5, Superior, Breach, Sunder
- Ilum Crystal (Dam 6, Crit 2, Breach, Sunder)
2x Damage Modifications
1x Critical Upgrade
- Superior Weapon Customization (+1 Damage, Superior)
Lightsabre, Red: Dam 8, Crit 1, HP 3/5, Breach, Sunder
- Ilum Crystal (Dam 6, Crit 2, Breach, Sunder)
2x Damage Modifications
1x Critical Upgrade
Disruptor Pistol: Dam 10, Crit 2, HP 2, Vicious 4, Short Range)
Blaster Pistol: Dam 9, Crit 3, HP 2/3, Stun, Pierce 2, Medium Range
- 1x Blaster Actuating Module (1 Black Die, +1 Damage)
+2 Damage
+2 Pierce
4x Concussion Grenades: Dam 10, Blast 8, Concussive 2, Disorient 5
Credits: 700
Contacts/Notes:
Ryak Maul, The Target
Shaatha Hesssk, Jedi Master of some potency, possibly council member. The person who brought me to Typhon.
The Mechanic, warlord of the planet Sarro, expert on building droids and other things.
Mordon Rez, Station Commander.
Expenditures:
100 Starting XP:
-40 for Agility 3 -> 4
-30 for Presence 2 -> 3
-20 for Willpower 1 -> 2
10 XP remaining
+150 Knight-level XP:
160 XP remaining
-30 for Ataru Striker
130 XP remaining
-5 for Uncanny Reactions
-10 for Keen Eyed
-15 for Grit
-15 for Sense Danger
-20 for Force Rating
65 XP remaining
-5 for Jump Up
-10 for Ataru Technique
50 XP remaining
-15 for Lightsaber 0 -> 2
-5 for Athletics 0 -> 1
-5 for Discipline 0 -> 1
-5 for Charm 0 -> 1
-5 for Coordination 0 -> 1
15 XP remaining
-10 for Enhance
-5 for Enhance Control Upgrade
0 XP remaining
+20 XP for Session 1 (1/10)
20 XP remaining
+30 XP for Session 2 (1/24)
50 XP remaining
-5 for Parry
-10 for Reflect
-5 for Enhance Control Upgrade (Piloting)
-5 for Enhance Control Upgrade (Piloting)
-10 for Enhance Control Upgrade (Agility)
-15 for Lightsabre 2 -> 3
0 XP remaining
+30 XP for Session 3 (2/21)
30 XP remaining
+20 XP for Session 3 (3/21)
50 XP remaining
-15 for Parry
-20 for Lightsabre 3 -> 4
15 XP remaining
+15 XP for Session 4 (4/17)
30 XP remaining
-20 for Saber Swarm
-10 for Discipline 1 -> 2
0 XP remaining
+30 XP for Session 5 (5/15)
30 XP remaining
-10 for Quick Strike
20 XP remaining
+20 XP for Session 6 (5/22)
40 XP remaining
-5 for Deception 0 -> 1
-10 for Deception 1 -> 2
-20 for Sense Advantage
-5 for Grit
0 XP remaining
+30 XP for Session 7 (6/12)
30 XP remaining
-25 for Lightsabre 4 -> 5
-5 for Coercion 0 -> 1
0 XP remaining
+25 XP for Session 8 (7/3)
25 XP remaining
-20 for The Force is My Ally
-5 for Enhance Control Upgrade
0 XP remaining
+30 XP for Session 9 (7/17)
30 XP remaining
-25 for Force Rating
-5 for Enhance Control Upgrade
0 XP remaining
+30 XP for Session 10 (7/31)
30 XP remaining
+60 XP for Session 11-12 (8/28)
90 XP remaining
-5 for Sense Initial Power
-25 for Natural Mystic
-10 for Dodge
-15 for Improved Parry
-10 for Sense Control Upgrade
-10 for Enhance Control Upgrade
-5 for Enhance Range Upgrade
-10 for Enhance Control Upgrade
0 XP remaining
+35 XP for Session 13 (9/11)
35 XP remaining
-15 for Reflect
-10 for Sense Duration Upgrade
-10 for Sense Strength Upgrade
0 XP remaining
#10 Re: Cyncat's Star Wars Game
Posted: Thu Jan 07, 2016 8:07 pm
by LadyTevar
So, when is the game going to start up, Cyncat?
#11 Re: Cyncat's Star Wars Game
Posted: Thu Jan 07, 2016 8:43 pm
by rhoenix
Edited my character sheet above. I need to get my hands on the Guardians book to read more about the Armorer first.
#12 Re: Cyncat's Star Wars Game
Posted: Thu Jan 07, 2016 11:23 pm
by Hotfoot
Name: Kon Raal
Affiliation: Galactic Republic
Species: Kel Dor
Career: Sentinel
Specializations: Shadow, Shien, Starfighter Ace (40xp)
Emotional Strength: Ambition
Emotional Weakness: Impatience
Motivation: Cause-Galactic Peace
Initial Cash: 1,000
Available Cash: 1,945
Character Concept: A Jedi that walks amongst the darkness as a source of light.
Force Rating: 2
Morality: 58
Attributes
Brawn: 2 (20xp)
Agility: 3 (30xp)
Intellect: 3 (30xp)
Cunning: 3 (30xp)
Willpower: 3
Presence: 2
(110xp, 100 racial + 10 from 50 morality)
Secondary Attributes
Wound Threshold: 14
Strain Threshold: 13
Defense: 2/1 (M/R)
Soak: 4
Skills
Athletics (Br) (Shien) 1 (5xp)
Astrogation (Int) (Starfighter Ace) 1 (5xp)
Computers (Int) (Sentinel) 1 (5xp)
Deception (Cun) (Sentinel) 2* (10xp)
Mechanics (Int) (Starfighter Ace) 1 (5xp)
Perception (Cun) (Sentinel) 1*
Piloting (Space) (Agi) Starfighter Ace 3 (30xp)
Resilience (Br) (Shien) 1 (5xp)
Skulduggery (Cun) (Sentinel/Shadow/Shien) 1 (5xp)
Stealth (Ag) (Sentinel/Shadow) 1*
Streetwise (Cun) (Shadow) 1*
Vigilance (Wil) (Well-Rounded) 2 (15xp)
Lightsaber (Br/Cun) (Shien) 3 (30xp)
Ranged - Light (Ag) (Well-Rounded) 3 (30xp)
Gunnery (Agi) 1 (Starfighter Ace) (5xp)
Knowledge - Core Worlds (Int) (Sentinel) 1 (5xp)
Knowledge - Education (Int) (Kel Dor Racial) 1
Knowledge - Underworld (Int) (Shadow) 1*
(*) Indicates free points from character generation.
Talents
Kel Dor: May Ignore up to two setback dice imposed due to darkness from any skill checks
Sleight of Mind (Rank 1): Add boost die per rank to all stealth tests unless the being attempt to detect the character is immune to the Force (5xp)
Well-Rounded (Rank 1): Choose two skills per rank, they become class skills (Vigilance, Ranged Light) (10xp)
Shroud: Once per session, may spend one destiny point to make self undetectable via the Force (such as through Sense) and makes own Force Powers unnoticable through the remainder of the encounter. Overly obvious actions (such as lifting an X-Wing) may be ruled by the GM to be too obvious. (15xp)
Side Step (Rank 1): Once per round, may perform a side step maneuver, suffering strain no greater than ranks in talent to upgrade all incoming ranged attacks by amount of strain expended until character’s next turn. (5xp)
Reflect (Rank 1): After character is hit by Ranged Light, Ranged Heavy, or Gunnery attack, after damage has been determined but before soak is applied, may take a Reflect Incidental, taking 3 strain, reducing damage by 2+Ranks in Reflect (3). This talent may only be used once per hit and only when the character is wielding a lightsaber weapon. (5xp)
Street Smarts (Rank 2): Removes one setback die per rank of talent from all Streetwise and Knowledge (Underworld) checks. (5xp) (5xp)
Shien Technique: May use Cunning instead of Brawn for Lightsaber checks. (10xp)
Skilled Jockey (Rank 1): Remove one setback die per rank in Skilled Jockey for all Piloting (Space) and Piloting (Planetary) checks. (5xp)
Rapid Reaction (Rank 1): Character may spend strain up to rank to add successed to vigilance or cool checks to determine Initiative Order. (5xp)
Dodge (Rank 1): Character may spend strain up to rank to upgrade the difficulty of the incoming ranged or melee attack when targeted by his attack.
Mental Fortress: Character may spend a destiny point to ignore the effects of Critical Injuries on any Intellect or Cunning based check until the end of the encounter.
Codebreaker (Rank 1): Remove setback die per rank from checks to break codes or decrypt communications, decrease difficulty of such checks by 1 (not tied to rank) (20xp)
Anatomy Lessons: After making a successful personal scale attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. (25xp)
Force Rating: +1 Force Rating
Conditioned (Rank 1): Remove setback die per rank from Athletics and Coordination checks, reduce damage and strain from falling by 1 per rank.
Parry (Rank 2): When suffering a hit from Brawl, Melee, or Lightsaber combat checks, may suffer 3 strain to reduce damage by 4 (2 + Ranks in Parry), may only be used when wielding a lightsaber or melee weapon. (25xp)
Toughened: +2 Wounds
Force Powers
Forsee: May Spend a Force Point to gain vague hints of events to come in the next day for my personal future. (10xp)
+Control: When making a skill check to determine Initiative, the user may roll a Forsee power check as part of the pool, and may spent force points to gain successes on the initiative check, and may activate this multiple times.
+Strength (Rank 1): May spend a force point to pick out specific details equal to ranks purchased (5xp)
Influence: May use a Force Point to cause one living target at engaged range strain at 1:1. Force Points may be used to generate emotions. Light Side Points may be used to generate positive emotions such as peace, tranquility, and friendliness. Dark Side Points may be used to generate negative emotions such as rage, fear, or hatred. Neutral emotions, such as confusion, may be created by either.
+Control: May make an opposed Discipline vs. Discipline Check combined with an Influence Power Check. By spending a Force Point on a successful check, can force a target to adopt an emotional state or believe something untrue, lasting for 1 round of 5 minutes. (20xp)
Seek: May spend two Force Points to gain insight into the general location or direction of a known person or object regardless of current distance. May not be activated multiple times. Also may spend one Force Point to make a difficulty 2 Vigilance check (or opposed Vigilance vs. Discipline) to see through illusions. (10xp)
+Control: Commit one Force Die, upgrade the ability of Vigilance and Perception tests once (10xp)
Sense: May spend a Force Point to sense all living things within Short Range (including animals and sentient beings). May not be used multiple times. May also spend a Force Point to sense the current emotional state of one living target at Engaged Range. (10xp)
+Control: Commit a Force Point. Once per round, when an attack targets the Force User, he upgrades the difficulty of the pool once (10xp)
Weapons
Lightsaber Shoto (Orange)
Damage: 7
Crit: 1
Range: Engaged
Encumbrance: 1
HP: 3 (0)
Cost: (R) 9,300
Rarity: 10
Special: Breach 1, Sunder
Crystal: Ilum Crystal (-1 Crit, +2 Vicious, +1 Damage (3 Upgrades remaining)), Superior (+1 Advantage, +1 Damage)
Merr-Sonn M53 “Quicktrigger”
Damage: 9
Crit: 3
Range: Med
Encumbrance: 1
HP: 4(1)
Price: 450
Special: Stun, Reduce difficulty of checks to repair or modify attachments by one
Mods: Blaster Activation Module (+2 Damage, +2 Pierce), Laser Sight (free advantage on combat checks), Custom Grip (+1 Accuracy)
Holdout Blaster:
Damage: 5
Crit: 3
Range: Short
Encumbrance: 1
HP: 1
Price: 200
Special: Stun
Vibroknife:
Damage: +1
Crit: 2
Range: Engaged
Encumbrance: 1
HP: 2
Price: 250
Special: Pierce 2, Vicious 1
Concussion Grenades:
Damage: 14
Crit: 4
Range: Short
Encumbrance: 1
Price: 200
Special: Blast 10, Concussive 3, Disorient 5, Limited Ammo 2
Stun Grenades:
Damage: 8
Crit: NA
Range: Short
Encumbrance: 1
Price: 75
Special: Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
Armor
Catch Vest: Def: 0 Soak: 2 Price 300, Encumbrance: 1 HP: 0 Rarity: 3 (Soak of 2 against energy weapons only, Soak of 1 otherwise).
Custom Deflective Armor: Def: 2/1, Soak: 2 Price 500, Encumbrance 2: HP: 1 (Melee Defense 2, Ranged Defense 1)
Gear
Comm-link: Encumbrance: 0 (25)
Stimpacks x3: Encumbrance: 0 (50)
Lockpicking Kit: Encumbrance: 1 (50)
Utility Belt: Encumbrance: -1 (25)
Extra Reload: Encumbrance: 1 (25)
Macrobinoculars: Encumbrance: 1 (75)
Antitox Breath Mask: Encumbrance: 1 (Kel Dor)
Crash Survival Kit: Encumbrance: 5 (300)
Backpack: Encumbrance: -4 (50)
Load-Bearing Gear: Encumbrance: -3 (100)
Current Encumbrance: 7 (8)
Experience
Gained: 490
Used: 490
Left: 0
#13 Re: Cyncat's Star Wars Game
Posted: Thu Jan 07, 2016 11:23 pm
by Hotfoot
Marcao, you have starting cash equal to 2500 higher than standard, but you have a standard Four 3's and two 2's for your attribute spread. When you start at 50 Morality, the discrete choice is as follows:
Pick One:
- 2500 credits
- 10 XP
- 1000 credits AND 5 xp
- Something special (up to GM)
#14 Re: Cyncat's Star Wars Game
Posted: Sat Jan 09, 2016 5:51 pm
by rhoenix
Hotfoot is awesome, and takes good screenshots. That is all.
#15 Re: Cyncat's Star Wars Game
Posted: Sat Jan 09, 2016 9:11 pm
by rhoenix
Also, Magellan's character sheet has now been updated.
#16 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 6:35 am
by Comrade Tortoise
Name: Fengris Solvan
Species: Duros
Career specialization: Disciple, Sage (20)
Morality 75
Conflict: 1
Optioned: 5xp and 1000 credits
Strength: Discipline
Weakness: Anger
Motivation: Aiding the republic against the Sith.
Soak:4
Wound threshold: 13
Strain Threshold: 17
Defense: 1 ranged, 3 melee
Force Rating 3
Age: 19
Skin color: Aquamarine
Eyes: orange
Height: 1.8 meters
Earned XP:370
Spent: 355
Unspent:15
Attributes (80)
Brawn 2(20)
Agility 2
Intellect 3
Cunning 2
Willpower 3 (30)
Presence 3(30)
Skills (20)
Piloting space 1 (free)
Lightsaber 3(15)
Discipline 3(15)
Lore 2
Education 1
Negotiation 2
Charm 1
Astrogation 2
Niman Talents (55)
Nobody’s fool (5)[upgrade difficulty of charm deception and coercion]
Parry (5)
Reflect (5)
Grit (5)
Niman Technique (10)
Sense Emotions (15) [+1 blue on charm coercion and deception]
Defensive Training (10)
Parry (15)
Reflect (15)
Draw Closer
Center of Being (20)
Improved Center of Being (25)
Force Rating (25)
Sage Talents (35)
Grit (5)
Kill With Kindness (5) [-1 black from charm and leadership]
Researcher (10)[-1 black from knowledge]
Smooth Talker (Negotiation) (15) [may spend Triumph for advantages]
Grit(20)
Force Rating (20)
Preemptive avoidance (20)
Knowledge Specialization (20)
Force Rating (25)
Lightsaber: 8 damage, crit 1, sunder 1, viscous 1, breach 1.
Force Powers (45)
Move (10)--(total 15)
Range (5)
Control (10)
Strength (10)
Range (5)
Sense(10)--(total 30)
Control (defense, 10)
Control (surface thoughts, 10)
Duration (10)
Strength (10)
Farsight (5)
Control (5)- Fine detail
Control(10)-Vigilance/Perception
Control (5) see through
Gear:
Lightsaber-Included
Armored clothing (stylistically robes and armored, but not with the same heavy laminate of the proper armored robes. He is a padawan, he does not rate the heavy battle armor)-1000
commlink-25
5 stimpacks-125
space suit-100
respirator-25
Utility belt-25
Data pad-75
2 glowrods-20
General purpose scanner-500
Looted scanner goggles.
Crash Survival kit
175 credits in reserve
5000 credit slush
-1000 for targeting array contribution
2 damage 1 crit mod for lightsaber
Crash survival kit-300
-2000 for sublight engine
1375 running total
-600
+900 from chocolate selling
700 for speeder
4 for beer and food
971 running total
7500
Armored Robes-4500
3971 running total
Background
Fengris is a padawan attached to the order’s diplomatic corps under his master Criax Wyndaru (Female Jedi Consular, Twi Lek), and yes like all diplomats she cables updates and assessments to republic intelligence. It is in the job description (not that anyone admits to that in public). Unlike consulars in a prior age, his initial training was more martially oriented. Given the recent hostilities and an active Sith Empire, Criax decided that after his Initiate trials and passage to Padawan status his training should be more martially focused than hers was, the better to defend himself and the Republic should negotiations become aggressive. Too many padawans, in her view, were lost due to an over-emphasized devotion to externally focused peace rather than strictly to internally focused peace.
That does not, however, mean that his other studies have been allowed to lapse. Not by a long shot.
Personality
Emotion, yet peace.
Ignorance, yet knowledge.
Passion, yet serenity.
Chaos, yet harmony.
Death, yet the Force.
The variation on the Jedi Code, as taught to younglings. This is what Fengris lives by. Mostly because he grew up in a Jedi Order at various states of unofficial hostility with the Sith Empire, and daily has to contend with their machinations. In short, he despises them. Not for any abstract reason but because of the very real concrete harm they do to sentient beings that he reads of or witnesses on a daily basis. This does not do good things for his peaceful serenity, but he is trying. He has disciplined his mind enough that he can usually work through it but maybe, just maybe, he passes information to republic intelligence with a bit more glee than his master does it with. He also might be (read: totally is and has been) willing to take the fight to them, with or without prior permission, if a compelling argument is given.
#17 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 7:16 am
by Cynical Cat
We have critical mass so we are on. Sunday 5pm, Pacific.
#18 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 10:54 am
by LadyTevar
Added Background and Appearance to my character
#19 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 4:50 pm
by Cynical Cat
Tev, you have 15 unspent xp on your character.
#20 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 4:57 pm
by Cynical Cat
Karrick and White Haven still haven't supplied much in the way of character backstory. Please correct that.
#21 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 5:29 pm
by frigidmagi
I'm out. This just isn't working. I am sorry Cat.
#22 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 5:36 pm
by Karrick
The more I think about my character the more the shine (slime?) seems to have worn off. I've been really thinking about the backstory for the past week or so and I'm just not coming up with something I like. My concept was honestly kind of troll-y and probably good for a one-shot but I can't seem to bring myself to want to play it in a longer campaign. I'm going to relegate Rogga the Hutt to the trash compactor for now.
That said, I want to sling a saber as much as the next person. Cyncat, would you be willing to let me jump in with a different character a few sessions down the line? I know that's not always workable and this is really late notice at this point so I'm not going to argue about it.
#23 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 5:54 pm
by Cynical Cat
Sorry to hear that Garvin. Karrick, I'll fit you in as soon as you can get me another character and I can arrange it.
#24 Re: Cyncat's Star Wars Game
Posted: Sun Jan 10, 2016 6:33 pm
by White Haven
Apologies for the lateness, it's been a long week. My post has been edited with what I have at hand, let me know if you require expansion, clarification, or alteration on anything. I tried to avoid too many hard specifics that would make it difficult to slot into whatever you have in mind for a campaign intro.
#25 Re: Cyncat's Star Wars Game
Posted: Sun Jan 24, 2016 6:19 pm
by LadyTevar
Since I had to drop out early last time we played, and never got introduced, can someone catch me up on what happened, where we are, and if I'm the only one of the party who didn't get introduced last game?