12 years have passed since a young rebel pilot, Luke Skywalker, saved a fledging rebellion by destroying the first Death Star over Yavin IV. As Skywalker grew in his abilities with the Force and became a Jedi Knight over Endor, so did the rebellion swell until it blossomed into the New Republic over the very same forest moon.
After the Battle of Endor, the New Republic quickly swelled in size with the defection of many sectors yearning for freedom from the tyranny of the Empire. However, many others remained loyal to the Imperials, and a bloody war ensued for nearly a decade after. By 12ABY, both sides realized there was nothing to be gained in continued fighting, and an uneasy truce was brokered by the Hutt Government. Now, the New Republic and the Empire have an uneasy peace...with both powers conducting proxy wars via local governments across several planets. One could assume this cold war could someday blow up into another galaxy-spanning conflict again, though many leaders on both sides do not want that to occur.
Amongst all of this, Luke Skywalker, now a Jedi Master, has returned to Yavin IV to rebuild the Jedi Order. After only a couple years, he has graduated his first class of Jedi Knights, who will be the first generation of peacekeepers throughout the galaxy. The New Republic will come to rely on Luke and his Jedi to combat the coming shadow hanging over the galaxy.What is this?
This is a Star Wars Saga game set in the New Republic Era, nearly 9 years after the Battle of Endor. In this version of events the Empire and New Republic have formed an uneasy truce after years of fighting with little changes in borders, with the Hutts as a third government of its own. A lot of the stories from this timeline I am disregarding, but may borrow characters from if I think it fits my needs.
Players@Klivian@Sakutian@ArcanisTheImpotentBasic Game Rules
*34 point buy.
*Books: Core rulebook, Clone Wars, Rebellion Era, Starships of the Galaxy, Galaxy of Intrique, Scum and Villainy, Galaxy at War, and Threats of the Galaxy.
*Most races are available, but if you choose an Ewok I will cut you. I don't mean cut you from the game, I mean I will find you, and cut your flesh with a blade-like object.
*Please use orkos or invisiblecastle for rolling
*We're flexible with posting, but once a day is preferred.
Questions for your characters:
1. How do your characters know each other, and how long have they been acquaintances? Naturally, the master/apprentice will have some history (though I can tell you now it won't be a long history, maybe a year at best).
2. What does your character think of the other members of this party?
3. How did they come to be a jedi or be involved with Jedi Academy (if they're a non-Force Sensitive)?
Reminder on what characters I want:1 newly minted Jedi Knight - CL 8. (8th level taken must be Jedi Knight, you may do what you wish for the other 7 levels, but remember to meet the requirements to take that level in Jedi Knight).
2 Level 4 Jedi Apprentices, OR
1 Level 4 Jedi Apprentice + 1 Level 5 Another Class. I will let you guys decide how you want to do this. I definitely want at least ONE apprentice for the jedi knight character. The 3rd player may choose to either be a second apprentice, or they can be something else...perhaps a pilot that the Jedi Academy employs, or a noble who wishes to aid Master Skywalker and his new Jedi Order...whatever really. I'll leave that up to you. Jedi Apprentice will be level 4. Non-jedi can be level 5.
I'll leave it up to you guys to choose characters and determine how they know each other. Once we get that all hashed out, I'll get this thing going!
IC:
http://forums.penny-arcade.com/discussion/171634/ic-star-wars-rise-of-the-jedi#latest
Posts
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 keep toying with this one idea for a Jedi engineer, I did a medic last time so I thought it'd be fun to try something different this time around.
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
Backstory
Ukrin found a family of Sullustans living on Bespin just as he’d seen in his vision and he entrusted the baby into their care. Despite her Jedi protectors best intentions the war came to Bespin soon after he left and the earliest years of her life were spent in huddling for safety as the CIS droids and the soldiers of the Republic battled for control of the planet.
Throughout her youth Jad worked aboard her adopted families mining ship harvesting the valuable tibanna gas found on Bespin. She proved herself to be an exceptionally skilled pilot and mechanic despite her youth. However when their tiny ship was caught in the wake of a powerful storm system all hope seemed to be lost until a second ship swooped in to save them. Once they’d reached safety Jad’s parents offered their rescuer their deepest thanks only to realize that they had been saved by none other than Luke Skywalker.
Master Skywalker had been searching the galaxy for potential recruits to join the new Jedi Order and he offered Jad a place among them. Out of gratitude and curiosity Jad agreed to leave Bespin for the first time she could remember and join the Jedi. However her time in the temple has inflamed her curiosity about the rest of the galaxy and the force. These distractions have hindered her ability to master herself as she trains to become a Jedi knight.
Stats
Medium Sullsastan female Jedi 3/ Scoundrel 2
Init +11 Senses Darkvision, Perception +9
Languages Basic, Binary, Huttese, Sullestese
Destiny Force 7
Defenses Ref 17 (flat-footed 13), Fort 13, Will 15
hp 49; Threshold 13
Speed 6 squares
Melee (unarmed) +5
Melee (lightsaber) +5 2d8+3 damage
Ranged (blaster pistol) +8 3d6+2 damage
Base Atk +4 Grp +8
Atk Options
Special Actions Expert Climber, Heightened Awareness
Abilities Str 12, Dex 18, Con 10, Int 14, Wis 14, Char 16
Talents Block, Elusive Target, Spacehound
Feats Force Sensitivity, Skill Training (Mechanics), Skill Training (Use the Force), Weapon Proficiency (lightsabers, pistols, simple weapons, starship weapons)
Skills Initiative (+13,) Perception (+9), Pilot (+13), Knowledge (Physical Sciences) (+9), Use the Force (+10), Mechanics (+9)
Possessions Blaster Pistol, Concealed Holster, Lighstaber, Long-Range Comlink, Robes, Security Kit, Tool kit
HP Rolls: http://invisiblecastle.com/roller/view/3809361/
Starting Credits Rolls: http://invisiblecastle.com/roller/view/3809407/
Questions
2) Deeply curious and impressed. Beings who have seen so much have a wealth of experience and information to offer the relatively sheltered Sullustan.
3) I feel the backstory answers this one well enough.
I think this character brings some valuable toys to the table for the party, and it gives me a lot of fun options as we go on. It gives the party a pretty solid pilot, as well as someone who can use starship weapons effectively. She can also repair anything they might need patched up. I like how open she feels because I can see her taking many, many paths depending on the story we have.
Heir I might have fudged your original idea but if you want me to modify Jad I can do so. I thought she worked far better as an impure Jedi though.
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
Sak: Impure Jedi definitely works, no worries there. I know I said a Jedi Apprentice could only be CL4...but I think this should be fine.
@Klivian hopefully will get something up today. I should bug him.
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
And one modification on starting level. If you choose to multi-class as a Jedi Apprentice, and at least TWO of those levels are non-jedi levels, you may go with a CL 5 character.
Sak's character sheet is a good example of this. Two levels in Scoundrel and 3 in Jedi.
I'll crank out the stats tonight.
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
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
lolcleavage
Aira Cordi
normally i would wax poetic and make a fairly elaborate backstory, but this time i am keeping it simple; she is a former slave to Jabba the Hutt and with the death of the famous crime lord she entered the galaxy at large doing odd unskilled jobs to avoid starvation. in a twist of destiny she met Skywalker again on one of his many adventures and he extended the invitation to the young Togruta woman to join his Jedi Order.
Personality
Easygoing and likable, there's one thing she doesn't abide by and that's domination of others. She also takes the Jedi Art very seriously and is constantly seeking to improve her skills against the top duelists of the emerging order. She hopes that by training two apprentices to Knighthood she proves to Master Skywalker that she is ready for the rank of Master. It would make Aira very happy indeed to rediscover and rekindle the lost arts of lightsaber combat.
Init +14; Senses spatial awareness; Perception +12
Languages Basic, Devaronian, Huttese, Togruti
Defenses Ref 25 (flat-footed 20, with Flurry 20), Fort 20, Will 23; Deflect
hp 79; Threshold 20
Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares
Melee lightsaber +15 (2d8+11) or
Melee lightsaber +15 (2d8+16) with both hands or
Melee lightsaber +13 (3d8+16) with Rapid Strike or
Melee lightsaber +10 (4d8+16) with Improved Rapid Strike or
Melee lightsaber +17 (2d8+16) with Flurry or
Melee lightsaber +15 (3d8+16) with Flurry and Rapid Strike or
Melee lightsaber +12 (4d8+16) with Flurry and Improved Rapid Strike
Ranged by weapon +13
Base Atk +8; Grp +13
Atk Options Flurry, Improved Rapid Strike, Rapid Strike
Special Actions Damage Reduction 10
Force Powers Known (Use The Force +11) battle strike, Force slam, move object, surge
Abilities Str 10, Dex 20, Con 10, Int 14, Wis 16, Cha 14
Special Qualities build lightsaber, pack hunter, sneaky, spatial awareness
Talents Ataru, Damage Reduction 10, Deflect, Force Harmony, Weapon Specialization (lightsabers)
Feats Flurry, Force Sensitivity, Force Training, Improved Rapid Strike, Rapid Strike, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +14, Initiative +14, Perception +12, Stealth +9 (may reroll but must keep the result of the reroll even if worse), Use the Force +11
Possessions all-temperature cloak, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
Whatever you want to do man.
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
So Arc, this is my fault because I didn't word my requirements correctly, but I had intended for the Jedi Knight to not be fully Jedi in levels taken. I felt this fit thematically with the timeline and setting.
However, since I didn't make this clear at all, you're welcome to stick with what you've got. It's a good build. Up to you sir.
See my comment in the OP about Ewoks.
you do realize that it's impossible to be a Jedi Knight at level 8 without taking levels in soldier then, right?
i know you said the build is okay but the only way to hit jedi knight at 8 with required multiclassing is through soldier
And you're right...I forgot about the BAB requirement, which could only be attained at Level 8 with jedi or soldier levels. Can you tell I didn't spend too much time looking at details like that?
Tell you what, if you choose to do some multiclassing, and want to take scout/scoundrel/noble levels, you can do level 9. It doesn't really impact the game in a significant way, and I'd rather you build out something you like thematically.
Again though, if you want to stay with your current build, it's up to you.
How much money do you typically allow for buying a ship? Looks like Klivian's and Sakutian's characters will both be pilots...can't have you three traipsing around the galaxy in a jalopy.
Background
Rek begged his father for enough credits to finance an expedition to the ruins of an ancient Jedi temple and began recruiting an exploration team. When Master Skywalker learned of the expedition, he quietly approached Rek and warned him that exploration of sites laden with Force energy was exceptionally dangerous and that only one strong in the Force should attempt it. He offered Rek the chance to study at the Jedi Academy, hoping that perhaps Rek's passion for the past could help illuminate the Jedi's future.
Rek accepted and has been studying under Master Cordi for about a year. He is often impressed by her wisdom despite her lack of formal education. He is, however, continually frustrated by her insistence on lightsaber drills and physical training which eat into time for his more scholarly endeavors.
Rek met Jad Murv when she joined the academy and began an easy friendship tinkering on Rek's starship together. Rek is first to admit that his ship was in terrible shape before she came along. Rek finds Jad's relatively sheltered upbringing quaint, but she is an excellent listener and is eager to hear Rek spin tales about the rise and fall of civilizations.
Stats
Force 7
Init +6; Senses Perception +9
Languages Basic, Binary, Bothese, Cerean, Durese, Huttese, Mon Calamarian, Ryl, Zabrak
Defenses Ref 20 (flat-footed 16), Fort 16, Will 19; Deflect
hp 36; second wind +10/15; Threshold 16
Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares
Melee lightsaber +4 (2d8+2)
Ranged heavy blaster pistol +8 (3d8+2) or
Ranged adhesive grenade +8 (special, 2-square burst) or
Ranged ion grenade +8 (4d6+2 ion, 2-square burst) or
Ranged smoke grenade +8 (special, 2-square burst)
Base Atk +4; Grp +8
Force Powers Known (Use The Force +14) farseeing (may spend a Force point to reroll and keep better result), negate energy, rebuke
Abilities Str 10, Dex 18, Con 10, Int 16, Wis 15, Cha 15
Special Qualities expert pilot
Talents Dark Side Sense, Deflect, Wealth
Feats Force Sensitivity, Force Training, Linguist, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Proficiency (lightsabers, pistols, simple weapons)
Primary Skills , Gather Information +9, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (social sciences) +10, Perception +9, Persuasion +9, Pilot +11 (may reroll but must keep the result of the reroll even if worse), Use Computer +10, Use the Force +14 (may reroll to sense the presence and relative location of character with a Dark Side Score but must keep the result of the reroll even if worse)
Secondary Skills Acrobatics +6, Deception +5, Climb +2, Endurance +2, Initiative +6, Jump +2, Knowledge (physical sciences) +5, Knowledge (tactics) +5, Knowledge (technology) +5, Mechanics +5, Ride +6, Stealth +6, Survival +4, Swim +2, Treat Injury +4
Possessions 2 adhesive grenades, bracer computer, 4,040 credits, encrypted long-range comlink, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy blaster pistol with 4 spare power packs, 2 ion grenades, lightsaber with spare special energy cell, 2 smoke grenades, sonar mapper, blank datacards, personal holoprojector, security kit, sensor pack, sonar mapper, spacer's chest, surveillance detector
some GMs find a couple ships they think are pretty decent and put them forward as different choices and others just say 'here's your ship, enjoy'
Ok then, you guys know what books are allowed. I put Starships of the Galaxy in there for a reason. Feel free to find one you like and suggest. I know Klivian mentioned one in chat earlier.
I hinted at it in Rek's bio, but my thought was that it could be a used freighter that his father's shipping company didn't have use of anymore.
The Citadel Class Cruiser is also nifty (docks two starfighters, hint, hint)
the Ghtroc 720 is a good ship...slow as balls though...2 speed (starship scale)? Eesh.
Here's what I'm going to do:
You guys get 50,000 credits to buy a ship. Any remaining credits can be used to modify said ship based on the rules outlined in Starships of the Galaxy.
So if you bought a 45,000 ship...that'd leave 5000 over for possibly increasing its shields and adding another weapon. Please note the size modifier for cost...so the bigger the ship, the more you'll have to pay.
I imagine you could squeeze out a little extra shields or speed pretty easily on a 40,000 ship.
I've seen some good freighters in the Clone Wars book btw...
Backstory
Ukrin found a family of Sullustans living on Bespin just as he’d seen in his vision and he entrusted the baby into their care. Despite her Jedi protectors best intentions the war came to Bespin soon after he left and the earliest years of her life were spent in huddling for safety as the CIS droids and the soldiers of the Republic battled for control of the planet.
Throughout her youth Jad worked aboard her adopted families mining ship harvesting the valuable tibanna gas found on Bespin. She proved herself to be an exceptionally skilled pilot and mechanic despite her youth. However when their tiny ship was caught in the wake of a powerful storm system all hope seemed to be lost until a second ship swooped in to save them. Once they’d reached safety Jad’s parents offered their rescuer their deepest thanks only to realize that they had been saved by none other than Luke Skywalker.
Master Skywalker had been searching the galaxy for potential recruits to join the new Jedi Order and he offered Jad a place among them. Out of gratitude and curiosity Jad agreed to leave Bespin for the first time she could remember and join the Jedi. However her time in the temple has inflamed her curiosity about the rest of the galaxy and the force. These distractions have hindered her ability to master herself as she trains to become a Jedi knight.
Stats
Medium Human female Jedi 3/ Scoundrel 2
Init +9 Senses Perception +6
Languages Basic, Binary, Huttese
Destiny Force 7
Defenses Ref 18 (flat-footed 14), Fort 14, Will 14; Block
hp 40; Threshold 14
Speed 6 squares
Melee (unarmed) +5 1d4+1 damage
Melee (lightsaber) +5 2d8+3 damage
Ranged (blaster pistol) +9 3d6+2 damage
Base Atk +4 Grp +8
Atk Options
Special Actions Ackbar Slash, Skywalker Loop
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 14
Talents Block, Elusive Target, Fools Luck
Feats Force Sensitivity, Precise Shot, Point Blank Shot, Starship Tactics, Tech Specialist, Vehicular Combat, Weapon Proficiency (lightsabers, pistols, simple weapons, starship weapons)
Skills Initiative +9, Knowledge (Physical Sciences) +7, Mechanics +7, Perception +6, Persuasion +7, Pilot +14, Use the Force +7
Possessions Blaster Pistol, Concealed Holster, Lightsaber, Long-Range Comlink, Robes, Security Kit, Tool kit
HP Rolls: http://invisiblecastle.com/roller/view/3810590/
Starting Credits Rolls: http://invisiblecastle.com/roller/view/3810601/
Questions
2) Deeply curious and impressed. Beings who have seen so much have a wealth of experience and information to offer the relatively sheltered girl.
3) I feel the backstory answers this one well enough.
I don't see a girl of her age having enough credits to get her hands on any spaceship, her family didn't even own anything that impressive, so I leave the choice of ship in Klivian's hands.
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 would like to scale back aira's murder oriented build but i feel naked without saber powers
Besides, your character will most likely still be a murder machine. Yours always are.
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
Arc, see my PM.
Kliv and Sak, up to you on the ship. I gave my guidelines. You're welcome to just buy a stock ship, or buy something cheaper and mod as you can afford.
Anyone have an suggestions on upgrades? We have 18k to spend from Heir's allowance, but Rek has about 30k of his own funds he can put into it.
1x Hyperdrive 15k
Maneuvering Jets +2 DEX 10k
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
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