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[OOC] Star Wars: Out in the Black
Posts
http://www.dust514stats.com
Jaa Torin the Kel Dor
After serving in the clone war, Jaa resigned from his role as a starship pilot. Deciding to seek a life of gambling, cantina brawls, and flying, Jaa began hiring himself out as a gun/pilot for hire. Three things are known about Jaa Torin the scoundrel, he fancys credits, equipment and ships. Loyal to none but the "almighty galactic credit standard", Jaa finds himself on all sorts of crews, from thieves and mercenaries, to simple noble adventurers looking for some excitement. His loyalty may lie with currency, however Jaa is trustworthy and is always willing to lend a hand, especially if credits are involved. Not much is known of his past, and usually, its better not to ask him about it. "All that matters is the future, and how many credits it holds." -Jaa Torin
[ B E A R ]
I used to be a King;
now I drag my Throne
GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
Player of Gaan Ir'Molo in Star Wars: Out in the Black
I will call submissions closed tomorrow at 10pm central standard. I'll pick 4-6 that I like and we'll start getting characters generated and backstories fleshed out.
Character generation will be level 4, 32 point buy.
When the war broke out, Jak's ignorance of politics combined with his lack of imagination meant he'd often accept contracts that any sane captain would call suicide runs. This soon garnered him a reputation as utterly fearless which, in a time where fear seemed to have shrouded the galaxy, meant the Clone Wars were some of captain Taggart's most prosperous years.
So I liked the idea of a professional slacker being in charge. He'd basically be a terrible boss that gets everyone in trouble, but is easily manipulated/goaded by his crew. Would probably go for a brawling soldier type.
Because I'm so generous. Or because I've been hitting the alcohol. Either way. I stand by my statement.
http://www.dust514stats.com
Rachi Sitra, Jedi Knight
Medium Twi'lek Jedi 7
Destiny 4; Force 8
Init +8; Senses low-light vision, Perception +9
Languages Basic, Ryl, Lekku, High Galactic, Binary
Defenses Ref 18 (18 flat-footed), Fort 20, Will 19; Deflect, Redirect Shot
hp 72; Threshold 20
Speed 6 squares
Melee lightsaber +12 (2d8+11)
Ranged by weapon +7
Base Atk +7; Grp +10
Force Powers Known (Use the Force +17) Assured Strike, Barrier of Blades, Falling Avalanche, Fluid Riposte, Move Object (2), Sarlacc Sweep, Surge
Abilities Str 16, Dex 10, Con 10, Int 14, Wis 12, Cha 18
Special Qualities Deceptive, Low-Light Vision, Build Lightsaber
Talents Defensive Acuity, Deflect, Redirect Shot, Weapon Specialization (lightsabers)
Feats Force Sensitivity, Force Training (2), Skill Focus (Knowledge (Galactic Lore), Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers), Weapon Proficiency (simple), Jedi Heritage
Skills Initiative +8, Knowledge (Galactic Lore) +15, Perception +9, Use the Force +17
Possessions lightsaber (self-built), all-temperature cloak, Jedi robes, long-range comlink, utility belt
(more to follow)
Ben Kolsen CL 7
Medium Human Jedi 7
Destiny 4; Force 8; Dark Side 3
Init +10; Senses Perception +8
Languages Basic, Huttese
Defenses Ref 20 (flat-footed 18), Fort 18, Will 21; Block, Deflect, Vehicular Combat
hp 63; Threshold 18
Speed 6 squares
Melee lightsaber +11 (2d8+8) or
Melee lightsaber +11 (2d8+11) with both hands
Ranged by weapon +9
Base Atk +7; Grp +10
Atk Options Instinctive Attack
Force Powers Known (Use The Force +14) battle strike, dark rage, mind trick, move object, rebuke, surge, disarming slash, saber swarm
Abilities Str 16, Dex 14, Con 10, Int 12, Wis 16, Cha 12
Special Qualities build lightsaber
Talents Block, Deflect, Force Pilot, Weapon Specialization (lightsabers)
Feats Force Sensitivity, Force Training (2), Instinctive Attack, Skill Focus (Use the Force), Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (heavy weapons, lightsabers, simple weapons)
Primary Skills Acrobatics +10, Initiative +10, Mechanics +9, Perception +8, Pilot +5 (may Use the Force +14 instead), Use the Force +14
Secondary Skills Climb +6, Deception +4, Endurance +3, Gather Information +4, Jump +6, Knowledge (bureaucracy) +4, Knowledge (galactic lore) +4, Knowledge (life sciences) +4, Knowledge (physical sciences) +4, Knowledge (social sciences) +4, Knowledge (tactics) +4, Knowledge (technology) +4, Persuasion +4, Ride +5, Stealth +5, Survival +6, Swim +6, Treat Injury +6, Use Computer +4
Possessions lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), tool kit
Notes:-
First 6 HP Rolls: http://invisiblecastle.com/roller/view/3346915/
And copied background over from previous post:
http://www.dust514stats.com
[ B E A R ]
I used to be a King;
now I drag my Throne
GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
Player of Gaan Ir'Molo in Star Wars: Out in the Black
I'm always confused at how articulate the posts I'm not supposed to remember are the very next day. I think the level of focus required to successfully post is why.
also added a bit to his backstory, he fled myrkr after his family was killed, on a supply transport, which would easily allow him to weave into a group backstory.
http://www.dust514stats.com
Zevoto CL 7
Medium Mon Calamari Jedi 2/ Noble 5
Destiny; 4 Force; 8
Init; +9 Senses Perception + 17; Low-Light Vision
Langauges Basic, Mon Calamari, Quarrese, Nelvaanese, Kaminoan
Defenses Ref 19 (flat-footed 18), Fort 16, Will 23; Block
hp 54 ; Threshold 16
Speed 6 squares; Swim 4 squares
Melee lightsaber +4(2d8+2) or
Melee lightsaber +4(2d8+3) with both hands
Ranged Blaster Pistol Heavy +6(3d8+3)
Base Atk +5; Grp +6
Force Powers Known (Use The Force +9) Move Object, Surge, Vital Transfer
Abilities Str 8, Dex 13, Con 8, Int 16, Wis 18, Cha 13
Special Qualities Breathe Underwater, Expert Swimmer
Talents Block, Bolster Ally, Presence, Born Leader
Feats Force Sensitivity, Force Training, Skill Focus(Perception), Skill Training(Treat Injury), Surgical Expertise, Weapon Proficiency (lightsabers, pistols, simple weapons)
Primary Skills Initiative +9, Knowledge(Galactic Lore) +11, Knowledge(Medicine) +11, Perception +17, Treat Injury +12, Use the Force +9
Secondary Skills Acrobatics +4, Climb +2, Deception +4, Endruance +2, Gather Information +4, Jump +2, Mechanics +4, Persuasion +4, Pilot +4, Ride +4, Stealth +4, Survival +7, Swim +2, Use Computer +6
Possessions Lightsaber(blue), Medicorps robes, Medical Kit, Surgery Kit, Blaster Pistol(Heavy)
Background
At age twelve Zevoto had still not been chosen by as a padawan and it was decided by the Reassignment Council that she should be placed in another area of service. She requested service with the Medical Corps in the hopes that she would be able to save lives with her hands rather than taking them with a lightsaber. For the next six years she lived and studied in the Halls of Healing learning all that she could about practical medicine and the healing powers of the force.
Her training was turly put into practice when the Clone Wars broke out of with the Battle of Genosis. With so many battles raging on so many worlds field surgeons were a vital need and Zevoto was one of the best. She volounteered to serve on the front and she remained in service throughout the war saving countless. The last thing she expected was to have her troopers open fire on her wile she was trying to save one of their compatriots.
It had been years since she'd used a lightsaber but Zevoto managed to keep herself from being ripped apart by blaster fire long enough to make her escape. She made her way to Dac and hid among her own people for several weeks plotting her next move. In the new order she knew her chance for surivival was limited and her opportunities to escape would be few. She signed on as a medical officer with the first freighter headed for the Outer Rim that she could find.
for one another.
Rolls
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
http://www.dust514stats.com
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
I prefer: http://www.mediafire.com/?y3z0ymmqtkm
It's a excel spreadsheet. Very easy to use, and it spits out a character sheet in a format suitable for forums (see my sheet posted above for reference).
Gaan Ir'Molo
[ B E A R ]
I used to be a King;
now I drag my Throne
GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
Player of Gaan Ir'Molo in Star Wars: Out in the Black
Heir
Sakutian
SilverBones
ela_zul
piL
You guys are in.
Everybody else, thanks for expressing interest and submitting character concepts. I may open the game back up for additional players on down the road.
Thanks. I'm using osx leopard right now, and I don't feel like downloading what I need to open xls files...but I will eventually. lol.
Woohoo!!!
http://www.dust514stats.com
So here's my Char. Sheet. Its mostly there, I just have a few details to fill out.
Jaa Torin
HP (all levels in one roll)
Edit: Redone with the 32 point buy.
New and improved chargen stuff:
Starting:
Str 17
Dex 14
Con 14 + 2 = 16
Int 13
Wis 10 - 2 = 8
Cha 8 - 2 = 6
Level 4: + 1 STR, + 1 DEX
Feats:
Scout Starting: Shake It Off, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple weapons)
1: Martial Arts I
3: Martial Arts II
6: Teras Kasi Training
Scout 2 (2): Skill Focus (Stealth)
Soldier 1 (4): Armor Profiency (light)
Soldier 2 (5): Dual Weapon Mastery I
Soldier 4 (7): Dual Weapon Mastery II
Talents:
Scout 1: Improved Stealth
Scout 3: Hidden Movement
Soldier 1: Melee Smash
Soldier 3: Stunning Strike
Breathe Underwater: Amphibious, cannot drown in water
Expert Swimmer: May choose to reroll any Swim check, may take 10 even while distracted or threatened
Low-Light Vision: Ignore concealment (but not total concealment) from darkness
Conditional Bonus Feat: IF trained in Persuasion, gain Skill Focus (Persuasion) as a bonus feat.
Improved Stealth: May reroll any Stealth check, but must accept reroll.
Hidden Movement: No penalty on Stealth check when moving normal speed.
Melee Smash: You deal +1 point of damage with melee attacks.
Stunning Strike: When you damage an opponent with a melee attack, your opponent moves an additional -1 step along the condition track if your attack roll result equals or exceeds the target's damage threshold.
Martial Arts I: Unarmed damage moves up one die (from 1d4 to 1d6). +1 Reflex Defense from Dodge.
Skill Focus: Stealth: +5 to Stealth
Martial Arts II: Unarmed Attack goes up one die step (from 1d6 to 1d8). +1 additional Reflex defense from Dodge.
Dual Weapon Mastery I: May take -5 for making two attacks with different weapons instead of -10
Teras Kasi Training (GaW 28): Once per round when you make a successful unarmed attack, you reduce the target's damage threshold by 5 when determining the effect of the attack. Special: If you have the Teras Kasi Basics talent, you are considered to be one size category larger when determining the damage of your unarmed attacks.
Dual Weapon Mastery II: Decreases penalty for two attacks with different weapons to -2 instead of -10.
Answers to Questions
2. What does Ulsk Hate? Ulsk hates idealism. In as much as he understands the Empire and the Fall of the Republic, he believes that all of the strife, war, and death were the result of people being convinced to rally behind interests other than their own. If everyone is to be happy, people need to fight not for each other, but for themselves, because it's only the combined strength of people rallying behind ideals that can overcome the personal desires of the subjigated.
3. The prospect of hearty pay with low costs (other than personal injury). Quarrens had economic strife on Dac before the Quarren Isolation League was defeated and the Republic tightened its security. When the Empire occupied Mon Calamari, the planet's value diminished even further. Ulsk likes the stars and likes a job that keeps him in them. Any other job would likely come with costs of living that would cut into his bottom line.
4. How does Ulsk feel about the empire? Mostly neutral about it. He sees it as oppressive, but also as a safety net that protects the galaxy and could bring peace. Though he fought the republic/empire alongside the Quarren Isolation League, that was a job for credits, and he doesn't hold it against them any more than he blames the CIS. The subsequent restrictions on Dac, are the direct result of that uprising in his mind, and though he wishes it weren't that way, blaming the Empire would be Idealism. see 2. He'd have no qualms working with imperials, but since its likely that several members of the crew wouldn't, he does fear that it would greatly upset the status quo. Because of that, the award would have to be fairly great, the job be fairly safe, or come paired with long-term job security.
More Elaborate Background:
Ulsk originally left Dac as a manual laborer aboard a Mon Calamari shipping company where he was often looked down on. With little room for advancement, he found himself bouncing between shipping companies, taking whatever kind of financial edge he could gain. When the Quarren Isolation League called for its starward bretherin to return to Dac and fight for a Quarren homeworld independant of the Republic, the young Ulsk was on the fence. On one hand, it would give the Quarren people a chance to elevate themselves in the galactic sphere. On the other hand, it meant returning to a world he felt he escaped.
Between jobs on a spacestation in the outer rim, he met Nessulu Drassi, a skilled Quarren trader who herself was returning to Dac to help in the effort. He was smitten and his mind made up. Though he and Nessulu fell in love and would spawn a clutch of four offspring, he found himself profoundly changed by the destruction he witnessed and participated in. His money was used as a down payment to start a general store near a spaceport on one of the floating cities. But the money wasn't enough to get the store off the ground, so he returned to space to ensure the security of his family. He did several tours with mercenary bands and for-profit police forces before searching for more independant freighter work.
Rolls
Money: Starting money: 3d4*250 1750
You know I gave the option to use a point buy system for stats, right? using 32 points.
Your stats, assuming your level 4 stat boost went into Dex and Int or Cha, would only cost 28 24 points after Kel Dor stat adjustments. So that's a not inconsiderate amount of stat points you're missing out on.
How many credits do we start with? Including what we roll for first level of course.
I'm not sure if it was worth putting so much into the pilot skill (especially not knowing who gets to be the pilot and what not), but I did.
Just wanted to point it out asap.
I definitely appreciate it.
Shamelessly stealing this idea and the gist of the questions from Arcanis.
1. What does your character Love? With a capital L. Even the most reviled, evil despot has something, somewhere they care about a great deal, and would give of themselves to protect - perhaps even sacrificing their life to protect and care for. This could be a friend, family member, or lover. Perhaps a homeworld, a group of people, or a village that once sheltered you. Maybe you have a soft-spot for kittens.
2. What does your character Hate? With a capital H. Even the most benevolent and well-meaning character has something, somewhere they hate, would go out of their way to harm, or would irrationaly distrust. This could be an individual in the character's past, or a group of people. Even a planet. Perhaps the character has a prejudice against Twi'leks, or has sworn to destroy the bounty hunter clan that destroyed his village as a child.
3. Why is your character willingly (and eagerly) serving on the ship? Why is your character an active participant and willing to work with the rest of the party? Are they devoted to a cause? Do they have a simple love of credits? Are they devoted to stamping out a threat?
4. How does your character feel about the empire? Has it done anything to him/her personally, above and beyond the standard oppression inherent in the system? Are there any circumstances where he/she would work with an imperial representative?
2. Serving in the clone wars, Jaa was away from his home with no way to protect his family. An attack on Dorin, led by Grievous, was stopped by the Republic too little too late. Although his beloved homeland was saved, Jaa's family was not. Needless to say, Grievous became the source of a hatred that burned, and continued burning even long after Grievous' death. The Empire was the true cause of Jaa's loss, General Grievous was just a pawn in a much larger game, a game that Jaa's family was caught in the middle of. Dorin is now the only thing Jaa loves, and yet he cannot return, for the pain of his loss is too great.
3. Jaa has spent many years serving with different crews and performing many different jobs. This time is no different. He is in it for the credits, and if he can kill off some minions of the empire while he's at it, perfect. Gambling, drinking, and fighting are some of the few things that Jaa uses to take his mind off of the pain that has scarred his heart. Credits are needed to do those things, a lot of credits. Jaa also has a great love for flying. When he is not in the cantina's soaking his troubles in cognac, Jaa is in the air flying. If there is one thing Jaa knows, its ships. Whether it be piloting, repairing, or simply just going along for the ride, when Jaa is in a ship, he is at home.
4. As explained in the answer to question 2. Jaa hates the empire, despises it, detests it. Any opportunity he can get to draw himself and the empire into a good ol' one on one fist fight, Jaa is eager and ready. Even if it means siding with imperials.
Edit: Should be good now...let me know if anything doesn't line up.
Answers to Arc's questions coming soon.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
I know eh? I was thinking "seriously?!? That's the best I got from 6 rolls?" Ah well. It gives the game more challenge (and realism I suppose). To be honest, I enjoy that aspect of the game. Not knowing what I'm going to roll, and having to just work with it, its fun. My character for psolms' tabletop rpg has more health at lv. 3. LOL. Mind you, he is a soldier (with +2 con), but still.
1) Gaan LOVES what he calls ‘The Game’. The Game is simply his profession of buying low, selling high and reaping the rewards of the sale while avoiding death or incarceration. There is a rush of adrenaline associated with underground dealings, and every time he talks his way out of a situation or completes a deal, he gets a bit more of that rush. Being as he does not care to rely on anyone, he can only say that if his freedom was removed, he would crumple up and die of sadness.
2) Likewise, Gaan HATES laws. Granted, he has his own moral code to abide by, but he hates it when other people try and inflict their own way of doing things upon him. He doesn’t need a set of written guidelines to know what’s right an wrong, and he relies on his instincts to tell him what to do at the right time. If it means talking, he’s good at that. If it means blasting... well he’s good at that too.
3) Being the one who can make deals and be the face of the group, this endeavor works very well in Gaan’s favor. He has troops about him if things go bad, he has a pilot (because frankly his skills are rusty) and he can ply his trade outside of the Empire when needed. All in all, it is a setup that he couldn’t resist.
4) Gaan hates rules. The Empire has many. Granted, he is not above selling items to Imperial Agents through proxies, but he never - EVER - enters into deals with the Empire lightly and always takes the greatest precaution to keep his anonymity.
[ B E A R ]
I used to be a King;
now I drag my Throne
GM of Gamma World - In the Shadow of Zeus - [INFO THREAD] - [OOC]
Player of Gaan Ir'Molo in Star Wars: Out in the Black
Somebody correct me if I'm wrong. But I'm pretty sure that almost nobody knows this in the galaxy at large. I'd think that Sidious's involvement in the Clone Wars was a very tightly kept secret, and the fact that Sidious = Palpie is an even better kept secret. Hell, even the fact that Vader and the Emperor are even Sith would be knowledge worth killing to protect.