#1 Star Wars VOIP character sheets
Posted: Fri Aug 21, 2009 5:12 pm
[SW:S Talents & Feats] | [SW:S Force Powers & Starship Maneuvers]
Basic Info:
Name: Kel Muldoon
Species: Human
Levels: 7 Soldier
HP: 97
=-=-=-=-=-=-=-=-=-=
Attributes: (after editing stats, per Hotfoot)
STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)
=-=-=-=-=-=-=-=
Hailing originally from Kilia, Kel was originally picked from a poor servant family due to his talent with the Force, as well as being a strong and healthy boy. He was a bright lad, and took to his studies with diligence when offered the chance. Due to his natural talent and diligence, he was fast on his way to becoming one of the elite Rangers when his rival, Yedri Losh, killed both his own teacher as well as Kel's, and fled offworld.
Kilia was isolated from the rest of the galaxy for many centuries, causing the Jedi tradition there to change over time into the Rangers' present form - this also meant spaceworthy ships were a scarcity, to put it mildly, as such technology was not taught on Kilia, and hadn't been for centuries.
Swearing revenge, as well as to follow his teacher's last instruction (which was "Learn about this wide universe - always hold Kilia in your heart, but your destiny in your hands and feet"), he found a barely-working ship thanks to a clue his teacher had left him as he died, and followed his antagonist offworld. Unfortunately, his lack of familiarity with the galaxy at large led to him being caught by a Empire slave ship.
Though he decided to portrays himself as a simple thug to hide his Force Sensitive nature, he tries to learn all he can while trying to blend in, with varied success.
As far as his point of view about the Force, Kel originally agreed with the Jedi about how the Light and the Dark sides of the Force work - however, given his own experiences, as well as seeing his antagonist embracing the Dark side, he has decided to follow a more measured and balanced path of the Force in his efforts to understand the Force and his place with it. It is this focus and point of view that will lead to him chasing his destiny, out amongst the stars.
Destiny: Create Jedi Ranger Order (Education)
It is Kel's destiny to found a long-term and prolific order of Force-users, not beholden to or officially affiliated with any government, achieving what he believes was the Jedi Order's original credo - to act as advisors, diplomats, and counselors, protecting and defending the galaxy at large from dangers if necessary with the Way of the Gun.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 8
Destiny Points: 4
Base Attack Bonus: +7 (lvl 7 Soldier)
=-=-=-=-=-=-=-=-=-=
Defenses:
22 REFLEX: (base 10 +7 armor bonus +2 DEX bonus +1 soldier defenses +1 armored defense (1/2 dexterity bonus))
22 FORTITUDE: (10 + 7 clvl + 1 CON bonus + 2 armor bonus +2 soldier defenses)
20 WILL: (10 + 3 WIS bonus + 7 clvl)
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Skills:
+15 Use the Force (CHA): (5 skilled + 5 focus + 2 CHA bonus + 3 lvl/2)
+13 Perception (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2 + 2 helmet)
+10 Pilot (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+10 Initiative (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+11 Treat Injury (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2)
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifle)
Weapon Proficiency (Simple Weapons)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Force Training [Surge, Force Slam, Battle Strike, Vital Transfer]
Skill Focus: Use The Force (class clvl 2 Soldier feat)
Vehicular Combat (clvl3 feat)
Point Blank Shot (lvl4 Soldier feat)
Far Shot (lvl6 Soldier feat)
Force Training [Farseeing, Negate Energy, Battle Strike, Intercept]
Armored Defense (+1/2 reflex Defense when in armor)
=-=-=-=-=-=-=-=-=-=
Talents:
Siang Lance Mastery: (acts as Weapon Focus: Siang Lance, treats Lance as rifle)
Shield Gauntlet Defense: (+2 reflex def to one attack/round)
Shield Gauntlet Deflect: (1/round as reaction, can negate a ranged attack with a UtF check, DC = attack roll of shot being Deflected. You can spend a Force Point to use this talent to negate a ranged attack against an adjacent character. You can also use this talent against autofire - if the check succeeds, you take half damage if the attack hits and no damage if it misses.)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
Soldier Defense Bonuses (+1 to Reflex Defense, +2 to Fortitude Defense)
=-=-=-=-=-=-=-=-=-=
Force Powers:
Force Slam: (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge: (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point
Battle Strike: (swift action to use; DC15 - gain a +1 Force bonus on your next attack roll and deal +1d6 points of damage if the attack hits. DC20 - As 15, but deal +2d6 damage. DC25 - As 15, but deal +3d6 damage. Burn Force Point for additional +2d6 damage) (2x per encounter)
Farseeing: DC of creature's Will Def. - failure gives no information, and you cannot use this power against the same target for another 24 hours. Success tells you whether the creature is alive or dead, a vague sense of the creature's immediate surroundings, what its currently doing, and any strong emotions that it may be presently feeling. A dead creature has a Will Def. of 30 for purposes of this Force power.
Special: If you successfully use this power, you may spend a Force Point to get a clear mental image of the creature's surroundings, as well as all other objects and creatures within 6 squares of the targeted creature.
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down).
Note: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Intercept: Make a UtF check - if it equals or exceeds the attack roll result of the incoming attack (including all modifiers), you negate the attack against you.
Note: You can use this power to negate an object being used as a projectile weapon with the Move Light Object application of the UtF skill, or the Force power Move Object. In both cases, the DC for your UtF check is equal to the UtF check made by the enemy targeting you with the projectile. If you are successful, the object being used as a projectile weapon does not hit you and deals no damage to you. Additionally, if the object was moved with the Force power Move Object, the activator of that power can no longer maintain the Move Object effect on that object. You can spend a Force Point to use this power to intercept some of the barrage of shots from a ranged weapon set on autofire. If you succeed on the UtF check, you take half damage if the autofire attack hits and no damage if the attack misses.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, (+1 lang)
=-=-=-=-=-=-=-=-=-=
Items:
Light Powered Armor (+4 to Reflex Def., +2 to Fortitude Def., +2 to Perception checks, low-light vision, vacuum-sealed, built-in equipment)
Armored Flightsuit (+5 to Reflex Def., +2 to Fortitude Def.)
Shield Gauntlet
=-=-=-=-=-=-=-=-=-=
Weapons:
Siang Lance (3d8, Stun Damage (Yes), Rate of Fire (Single), 4kg, Energy, Illegal/Rare), modified to give +5 to damage
=-=-=-=-=-=-=-=-=-=
Extra Items: Mesh tape, 1 extra power pack (for Siang Lance), power recharger, spacer's chest (kept on ship), vacuum survival pouch
Droid Companion:
R3-H3 "Romeo"
Quirk: Sullen
Stats: Initiative +3, Perception +3, Darkvision
Languages: Basic, Binary, (2 additional)
Defenses: Ref 13, Fort 8, Will 10
HP 7, Threshold 8
Feats: Skill Focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills: Mechanics +14, Perception +1, Initiative +1, Pilot +8, Stealth +8, Use Computer +12
Systems: Wheeled Locomotion, walking locomotion, flying locomotion (limited), magnetic feel, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), encrypted comm systems, Vocabulator, Improved Sensors
=-=-=-=-=-=-=-=-=-=
Combat Section:
Siang Lance:
To-hit (per shot): +10 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Dex Bonus [+2])
To-hit (melee): +8 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Str Bonus [+0])
Damage (per shot): 3d8 +5 (+3 from Tech. Specialist Damage Bonus)
Damage (melee): 1d8 +2
Armor:
GTU AV-15 Scout Armor: +7 to REF, +2 to FOR (+3 max Dex bonus)
- Helmet package (+2 on Perception checks, low-light vision, hands-free commlink with encryption)
- Diagnostics System
- Vacuum Seals
- Repulsorlift (no noise, no heat, no flames - but 4 square speed instead of 6)
- Integrated Equipment (5 total - medpack, electro-binoculars, liquid rope, glow rod, one extra)
Shield Gauntlet:
- Shield Gauntlet Defense: 1/round - +2 to Reflex Def. vs. one attack per round, cannot be flat-footed
- Shield Gauntlet Deflect: 1/round - UtF check vs. ranged attack; equal or exceed incoming attack roll, and shot is deflected)
=-=-=-=-=-=-=-=-=-=
Starfighter Section:
Type: Incom T-65B X-wing
Size: Gargantuan
Initiative: +7, Perception: +6
Defenses: Ref 18 (flat-footed 12), Fort 26, +7 armor, Vehicular Combat
HP: 120, DR: 10, SR: 25, Threshold: 46
Speed: fly 16 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Abilities: Str 42, Dex 22, Con --, Int 16
Skills: Initiative +7, Mechanics +6 (+13*), Perception +6 (+3*), Pilot +7, Use Computer +6 (+13*) (* = with astromech droid "Romeo")
Base Attack: +2, Group: +33
Hyperdrive: x1 (10 jump memory + astromech droid "Romeo")
Cargo: 110 kg.; Consumables: 1 week; Carried Craft: zero; Payload: 6 proton torpedoes
Crew: 1 plus astromech droid "Romeo" Passengers: none
Weapons:
Laser Cannons: +7 attack (+2 autofire), Damage: 6d10x2
Proton Torpedoes: +7, Damage: 9d10x2 (4-square splash, fire-link)
LVL 7 - Build Siang Lance
=-=-=-=-=-=-=-=-=-=
Credits: 1,057,450
(now has parts for new siang lance & shield gauntlet, pulse charger, shield generator sr10, and holoshroud)
=-=-=-=-=-=-=-=-=-=
EXP:
current XP: 25600
XP to next lvl: 28000
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th adv (prelude of arch-nemesis)
400xp - 7th adventure (meet archnemesis, piss off an entire station's security)
500xp - 8th adventure (progress on space station) (hit lvl 3)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
===
Interim Edit - got approval from GM to change Kel from Jedi to Soldier; added Initiative as a trained skill, added extra Soldier Feats)
====
TBC - 12th adventure (break into podunk Imperial base & cause havoc, part 1)
800xp - TBC - 13th adventure (finish causing havoc inside base, steal Imperial Citadel ship, rescue Rebels, escape)
700xp - 14th adventure (smash, grab & rescue on space station)
1000xp - 15th adventure (leave the station, and find Captain Rossen...in charge of a fucking Imp. Strike Cruiser)
500xp - 16th adventure, in progress, GOT APPRENTICE (unofficially)
700xp - 17th adventure, causing trouble and watching Erik schmooze his way to getting a cloaking device
1200xp - 19th adventure (made an Interdictor our bitch)
600xp - 20th adventure (seriously made an Interdictor our bitch)
1200xp - 21st, 22nd adventure (FIND KYLE)
1900xp - 23rd & 24th adventure (FIND KYLE, put down some droid bitches)
1200xp - 25th adv. pick on planetary invaders and scatter them like flies
600xp - 26th adv., finish up invaders, settle up money at Sullust
400xp - 27th adv. - In Progress With Our Heroes
300xp - 28th adv. - went to bar, got shot at
600xp - 29th adv. - wheelin' & dealin', and nobody got shot
700xp - 30th adv. - progress with datamining
500xp - 31st adv. - clear some corridors
800xp - 32nd adv. - swoop pilot's loyalty mission
1500xp - 33rd adv. - lvl 7 - part 2 of Imperial raid
1500xp - 34th - much evade, avoid, and SNEAK
--- - Edited character stats to reflect new stat generation, added new skill (Treat Injury), and two new force powers (Vital Transfer, Intercept).
1200xp - 35th - managed to get off-planet at last, found furry spy
1100xp - 36th - preparing for assault on Imperial facility, prepare for making own Siang Lance & shield gauntlet
Basic Info:
Name: Kel Muldoon
Species: Human
Levels: 7 Soldier
HP: 97
=-=-=-=-=-=-=-=-=-=
Attributes: (after editing stats, per Hotfoot)
STR: 10 (+0)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)
=-=-=-=-=-=-=-=
Hailing originally from Kilia, Kel was originally picked from a poor servant family due to his talent with the Force, as well as being a strong and healthy boy. He was a bright lad, and took to his studies with diligence when offered the chance. Due to his natural talent and diligence, he was fast on his way to becoming one of the elite Rangers when his rival, Yedri Losh, killed both his own teacher as well as Kel's, and fled offworld.
Kilia was isolated from the rest of the galaxy for many centuries, causing the Jedi tradition there to change over time into the Rangers' present form - this also meant spaceworthy ships were a scarcity, to put it mildly, as such technology was not taught on Kilia, and hadn't been for centuries.
Swearing revenge, as well as to follow his teacher's last instruction (which was "Learn about this wide universe - always hold Kilia in your heart, but your destiny in your hands and feet"), he found a barely-working ship thanks to a clue his teacher had left him as he died, and followed his antagonist offworld. Unfortunately, his lack of familiarity with the galaxy at large led to him being caught by a Empire slave ship.
Though he decided to portrays himself as a simple thug to hide his Force Sensitive nature, he tries to learn all he can while trying to blend in, with varied success.
As far as his point of view about the Force, Kel originally agreed with the Jedi about how the Light and the Dark sides of the Force work - however, given his own experiences, as well as seeing his antagonist embracing the Dark side, he has decided to follow a more measured and balanced path of the Force in his efforts to understand the Force and his place with it. It is this focus and point of view that will lead to him chasing his destiny, out amongst the stars.
Destiny: Create Jedi Ranger Order (Education)
It is Kel's destiny to found a long-term and prolific order of Force-users, not beholden to or officially affiliated with any government, achieving what he believes was the Jedi Order's original credo - to act as advisors, diplomats, and counselors, protecting and defending the galaxy at large from dangers if necessary with the Way of the Gun.
Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on all skill checks and ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
=-=-=-=-=-=-=-=-=-=
Force Points: 8
Destiny Points: 4
Base Attack Bonus: +7 (lvl 7 Soldier)
=-=-=-=-=-=-=-=-=-=
Defenses:
22 REFLEX: (base 10 +7 armor bonus +2 DEX bonus +1 soldier defenses +1 armored defense (1/2 dexterity bonus))
22 FORTITUDE: (10 + 7 clvl + 1 CON bonus + 2 armor bonus +2 soldier defenses)
20 WILL: (10 + 3 WIS bonus + 7 clvl)
=-=-=-=-=-=-=-=-=-=
Skills:
+15 Use the Force (CHA): (5 skilled + 5 focus + 2 CHA bonus + 3 lvl/2)
+13 Perception (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2 + 2 helmet)
+10 Pilot (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+10 Initiative (DEX): (5 skilled + 2 DEX bonus + 3 lvl/2)
+11 Treat Injury (WIS): (5 skilled + 3 WIS bonus + 3 lvl/2)
=-=-=-=-=-=-=-=-=-=
Feats:
Force Sensitivity
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifle)
Weapon Proficiency (Simple Weapons)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Force Training [Surge, Force Slam, Battle Strike, Vital Transfer]
Skill Focus: Use The Force (class clvl 2 Soldier feat)
Vehicular Combat (clvl3 feat)
Point Blank Shot (lvl4 Soldier feat)
Far Shot (lvl6 Soldier feat)
Force Training [Farseeing, Negate Energy, Battle Strike, Intercept]
Armored Defense (+1/2 reflex Defense when in armor)
=-=-=-=-=-=-=-=-=-=
Talents:
Siang Lance Mastery: (acts as Weapon Focus: Siang Lance, treats Lance as rifle)
Shield Gauntlet Defense: (+2 reflex def to one attack/round)
Shield Gauntlet Deflect: (1/round as reaction, can negate a ranged attack with a UtF check, DC = attack roll of shot being Deflected. You can spend a Force Point to use this talent to negate a ranged attack against an adjacent character. You can also use this talent against autofire - if the check succeeds, you take half damage if the attack hits and no damage if it misses.)
=-=-=-=-=-=-=-=-=-=
Extra Bonuses:
Soldier Defense Bonuses (+1 to Reflex Defense, +2 to Fortitude Defense)
=-=-=-=-=-=-=-=-=-=
Force Powers:
Force Slam: (6 Cone, 4d6 Damage, UTF vs. Fort) +2d6 with Force Point
Surge: (DC 10, +10 Jump +2 Speed every 5 points) +1 Margin of Success with Force Point
Battle Strike: (swift action to use; DC15 - gain a +1 Force bonus on your next attack roll and deal +1d6 points of damage if the attack hits. DC20 - As 15, but deal +2d6 damage. DC25 - As 15, but deal +3d6 damage. Burn Force Point for additional +2d6 damage) (2x per encounter)
Farseeing: DC of creature's Will Def. - failure gives no information, and you cannot use this power against the same target for another 24 hours. Success tells you whether the creature is alive or dead, a vague sense of the creature's immediate surroundings, what its currently doing, and any strong emotions that it may be presently feeling. A dead creature has a Will Def. of 30 for purposes of this Force power.
Special: If you successfully use this power, you may spend a Force Point to get a clear mental image of the creature's surroundings, as well as all other objects and creatures within 6 squares of the targeted creature.
Negate Energy: Make a UtF check - if the result equals or exceeds the damage dealt by an energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Vital Transfer: The result of your UtF check determines the effect, if any: DC15 - the target heals HP equal to 2x its character level. DC20 - the target heals HP equal to 3x its character level. DC25 - the target heals HP equal to 4x its character level. Each time you use Vital Transfer, you take half as much damage as you heal (rounded down).
Note: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point to move the target +5 steps up the condition track in addition to healing it normally.
Intercept: Make a UtF check - if it equals or exceeds the attack roll result of the incoming attack (including all modifiers), you negate the attack against you.
Note: You can use this power to negate an object being used as a projectile weapon with the Move Light Object application of the UtF skill, or the Force power Move Object. In both cases, the DC for your UtF check is equal to the UtF check made by the enemy targeting you with the projectile. If you are successful, the object being used as a projectile weapon does not hit you and deals no damage to you. Additionally, if the object was moved with the Force power Move Object, the activator of that power can no longer maintain the Move Object effect on that object. You can spend a Force Point to use this power to intercept some of the barrage of shots from a ranged weapon set on autofire. If you succeed on the UtF check, you take half damage if the autofire attack hits and no damage if the attack misses.
=-=-=-=-=-=-=-=-=-=
Languages: Basic, (+1 lang)
=-=-=-=-=-=-=-=-=-=
Items:
Light Powered Armor (+4 to Reflex Def., +2 to Fortitude Def., +2 to Perception checks, low-light vision, vacuum-sealed, built-in equipment)
Armored Flightsuit (+5 to Reflex Def., +2 to Fortitude Def.)
Shield Gauntlet
=-=-=-=-=-=-=-=-=-=
Weapons:
Siang Lance (3d8, Stun Damage (Yes), Rate of Fire (Single), 4kg, Energy, Illegal/Rare), modified to give +5 to damage
=-=-=-=-=-=-=-=-=-=
Extra Items: Mesh tape, 1 extra power pack (for Siang Lance), power recharger, spacer's chest (kept on ship), vacuum survival pouch
Droid Companion:
R3-H3 "Romeo"
Quirk: Sullen
Stats: Initiative +3, Perception +3, Darkvision
Languages: Basic, Binary, (2 additional)
Defenses: Ref 13, Fort 8, Will 10
HP 7, Threshold 8
Feats: Skill Focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills: Mechanics +14, Perception +1, Initiative +1, Pilot +8, Stealth +8, Use Computer +12
Systems: Wheeled Locomotion, walking locomotion, flying locomotion (limited), magnetic feel, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), encrypted comm systems, Vocabulator, Improved Sensors
=-=-=-=-=-=-=-=-=-=
Combat Section:
Siang Lance:
To-hit (per shot): +10 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Dex Bonus [+2])
To-hit (melee): +8 (Base Attack Bonus[+7] + Siang Lance Mastery [+1] + Str Bonus [+0])
Damage (per shot): 3d8 +5 (+3 from Tech. Specialist Damage Bonus)
Damage (melee): 1d8 +2
Armor:
GTU AV-15 Scout Armor: +7 to REF, +2 to FOR (+3 max Dex bonus)
- Helmet package (+2 on Perception checks, low-light vision, hands-free commlink with encryption)
- Diagnostics System
- Vacuum Seals
- Repulsorlift (no noise, no heat, no flames - but 4 square speed instead of 6)
- Integrated Equipment (5 total - medpack, electro-binoculars, liquid rope, glow rod, one extra)
Shield Gauntlet:
- Shield Gauntlet Defense: 1/round - +2 to Reflex Def. vs. one attack per round, cannot be flat-footed
- Shield Gauntlet Deflect: 1/round - UtF check vs. ranged attack; equal or exceed incoming attack roll, and shot is deflected)
=-=-=-=-=-=-=-=-=-=
Starfighter Section:
Type: Incom T-65B X-wing
Size: Gargantuan
Initiative: +7, Perception: +6
Defenses: Ref 18 (flat-footed 12), Fort 26, +7 armor, Vehicular Combat
HP: 120, DR: 10, SR: 25, Threshold: 46
Speed: fly 16 squares (max. velocity 1050 km/h), fly 5 squares (starship scale)
Abilities: Str 42, Dex 22, Con --, Int 16
Skills: Initiative +7, Mechanics +6 (+13*), Perception +6 (+3*), Pilot +7, Use Computer +6 (+13*) (* = with astromech droid "Romeo")
Base Attack: +2, Group: +33
Hyperdrive: x1 (10 jump memory + astromech droid "Romeo")
Cargo: 110 kg.; Consumables: 1 week; Carried Craft: zero; Payload: 6 proton torpedoes
Crew: 1 plus astromech droid "Romeo" Passengers: none
Weapons:
Laser Cannons: +7 attack (+2 autofire), Damage: 6d10x2
Proton Torpedoes: +7, Damage: 9d10x2 (4-square splash, fire-link)
LVL 7 - Build Siang Lance
=-=-=-=-=-=-=-=-=-=
Credits: 1,057,450
(now has parts for new siang lance & shield gauntlet, pulse charger, shield generator sr10, and holoshroud)
=-=-=-=-=-=-=-=-=-=
EXP:
current XP: 25600
XP to next lvl: 28000
250xp - prelude adventure
350xp - 2nd adventure
200xp - 3rd adventure
300xp - 4th adventure (1100 total, now lvl 2 with 1900 to lvl 3)
600xp - 5th adv. (1300 to lvl 3)
400xp - 6th adv (prelude of arch-nemesis)
400xp - 7th adventure (meet archnemesis, piss off an entire station's security)
500xp - 8th adventure (progress on space station) (hit lvl 3)
600xp - 9th adventure (no more Hybridium for you lulz)
500xp - 10th adventure (meet the Hutt, sell some Hybridium, get into trouble)
400xp - 11th adventure (catch & release, get X-wing and R3)
===
Interim Edit - got approval from GM to change Kel from Jedi to Soldier; added Initiative as a trained skill, added extra Soldier Feats)
====
TBC - 12th adventure (break into podunk Imperial base & cause havoc, part 1)
800xp - TBC - 13th adventure (finish causing havoc inside base, steal Imperial Citadel ship, rescue Rebels, escape)
700xp - 14th adventure (smash, grab & rescue on space station)
1000xp - 15th adventure (leave the station, and find Captain Rossen...in charge of a fucking Imp. Strike Cruiser)
500xp - 16th adventure, in progress, GOT APPRENTICE (unofficially)
700xp - 17th adventure, causing trouble and watching Erik schmooze his way to getting a cloaking device
1200xp - 19th adventure (made an Interdictor our bitch)
600xp - 20th adventure (seriously made an Interdictor our bitch)
1200xp - 21st, 22nd adventure (FIND KYLE)
1900xp - 23rd & 24th adventure (FIND KYLE, put down some droid bitches)
1200xp - 25th adv. pick on planetary invaders and scatter them like flies
600xp - 26th adv., finish up invaders, settle up money at Sullust
400xp - 27th adv. - In Progress With Our Heroes
300xp - 28th adv. - went to bar, got shot at
600xp - 29th adv. - wheelin' & dealin', and nobody got shot
700xp - 30th adv. - progress with datamining
500xp - 31st adv. - clear some corridors
800xp - 32nd adv. - swoop pilot's loyalty mission
1500xp - 33rd adv. - lvl 7 - part 2 of Imperial raid
1500xp - 34th - much evade, avoid, and SNEAK
--- - Edited character stats to reflect new stat generation, added new skill (Treat Injury), and two new force powers (Vital Transfer, Intercept).
1200xp - 35th - managed to get off-planet at last, found furry spy
1100xp - 36th - preparing for assault on Imperial facility, prepare for making own Siang Lance & shield gauntlet