Out of the Frying Pan... (Star Wars d20)

shadowbloodmoon

First Post
This is the character thread for my new Star Wars d20 game titled Out of the Frying Pan. The OOC thread is here and the IC thread is here.

The Characters are:

1. Callon Kordyran (Human Soldier 3), played by Galethorn
2. Pilot Delta Six (Clone Soldier 2/ Scout 1), played by Melkor
3. DRK-1X (modified DRK-1 droid Scoundrel 1), played by Ambrus
4. Ka-Femi-Odo (Cerean Jedi Consular 3), played by Toric_Arthendain
5. Raek Plot'Fey (Bothan Scout 3), played by Captain Tagon
6. Miran Chandala (Human Force Adept 3), played by Nephtys

The Alternates are:

1. Resistor, playing a Jedi
2. Linnorm, playing a techie type character

[sblock]
Link to Droids: here.
Link to Clones: here.
[/sblock]
 
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Galethorn

First Post
Callon Kordyran
Human Soldier 3

Various Stats
[sblock]Str 14 (+2)
Dex 15 (+2)
Con 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 10 (+0)

Vitality: 27
Wounds: 14
Force Points: 3
Reputation: +1
Defense: 16 (+4 class, +2 dex)
Flat-footed: 14
Touch: 16
Initiative: +2 (+2 dex)
Speed: 10m

Saves
Fortitude: +5 (+3 base, +2 con)
Reflex: +3 (+1 base, +2 dex)
Will: +1 (+1 base)[/sblock]

ATTACKS
BAB: +3
Melee base: +5
Ranged base: +5
-----------------------
Blastech DLT-20A: +5 to-hit (+3/+3 rapid shot), 3d8+3 damage, crit on 20, range: 30m
Blastech DT-12: +5 to-hit (+3/+3 rapid shot), 3d8+2 damage, crit on 20, range: 6m
Knife: +5 to-hit, 1d4+2 damage, crit on 20, range: 2m

SKILLS (with ranks in them)
Computer Use: +9 (6 ranks, +1 int, +2 feat)
Demolitions: +7 (6 ranks, +1 int)
Knowledge (Technology): +7 (6 ranks, +1 int)
Pilot: +8 (6 ranks, +2 dex)
Repair: +9 (6 ranks, +1 int, +2 feat)
Spot: +3 (6 ranks, cross-class)

FEATS
1. Gearhead, Heroic Surge (1/day), Point-blank Shot
2. Rapid Shot
3. Quickdraw

CLASS ABILITIES
Proficient in...
All simple, primitive, and vibro weapons
Blaster rifles and pistols
Heavy weapons
Light armor

LANGUAGES
Basic, Binary (understand)

EQUIPMENT
One Blastech DLT-20A: 1300 credits, 6.7kg
One Blastech DT-12 Heavy Blaster Pistol: 900 credits, 2kg
Two frag grenades: 1000 credits, .5kg each (1kg total)
One knife: 25 credits, 1kg
Four power packs: 100 credits, .1kg each (.4 kg total)
Field Kit: 1000 credits, 10kg
Electrobinoculars: 1000 credits, 1kg
Total Weight Carried: 22.1kg (light load)

Light Load: 29 Medium Load: 58 Heavy Load: 87.5

PHYSCIAL CHARACTERISTICS
Short, unkempt red hair (and red stubble)
Fair skin
Blue eyes
Powerful, broad-shouldered build
196cm tall
110kg
Age: 23

PERSONALITY
Callon is calm, slow to anger, quick to forgive, and otherwise good-natured. To borrow a tired cliche, he's the strong, silent type. A natural guardian, Callon lives by an unspoken oath to protect those weaker than himself.

BACKGROUND
When Callon was born, <THE PLANET WE'RE ON> was nothing more than a place to stop on the way into our out of the Core. As such, it isn't surprising that his parents are starship mechanics. As he grew up, Callon learned his parents' trade, along with spending entirely too much time playing games on the Holonet. During his teenage years, he and his friends raced each other in cobbled-together vehicles that they made out of damaged starship components. As war descended on the galaxy, Callon--against his parents' wishes--enlisted in the local militia, and--after discovering that there were already too many mechanics, and far fewer ships than qualified pilots--he ended up as a rifleman.

After months of practice, and just hanging around the garrison, seperatist forces invaded Callon's homeworld. When he finally found himself in the fighting, Callon thought he would be afraid. Instead, during the battle, he found that his mind just shut off and he blasted droid after droid like it was a reflex. The droid assault on his position was defeated, and he was made a squad leader.

As the leader of a 12-man squad, Callon managed to retake a few key positions for his commanders, and get a certain amount of fame among his peers. Unfortunately, their push into enemy territory found Callon and his squad surrounded on a hilltop when the enemy began their second assault. The droids charged the hill unsuccessfully at least half a dozen times before they were able to get Droideka reinforcements. Meanwhile, the clone troops had arrived on the planet and were coming in the direction of Callon's position.

In the final assault by the droids, every last one of Callon's men was killed, but, almost as if fate was mocking him, the clone troopers arrived on the scene before Callon himself was killed. After that, Callon lost his stomach for leadership, and gave up his rank, becoming just another soldier--albeit one who had blasted ten times as many droids as anyone else.

GENERAL APPEARANCE
Callon is quite tall and powerfully built, and has a shock of fiery-red hair to top it all off. As well, he has a thick growth of stubble around his jaw and upper lip. He usually wears heavy brown trousers--with suspenders that also serve as a holster for his blaster--and an off-white, long-sleeved shirt, and heavy combat boots. At the moment, he's also wearing a long, rough leather coat, as well as a heavy rifle and a full pack of field gear on his back, and electrobinoculars around his neck by the strap.
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Melkor

Explorer
clone_trooper_pilot.jpg

Name: Delta Six
Class: Soldier 2 / Scout 1
Origin: ARC Trooper Pilot
Species: Human (Clone)
Character Level: 3
XP: 3001 (Needed: 6000)
Force Points: 1
Age: 26
Gender: Male
Height: 1.8 M
Mass: 105 KG
Hair: Black
Eyes: Brown
Skin: Brown

Vitality: 25
Wounds: 14

Defense: 17 [10 +5 (Class), +2 (Dex modified for Armor), +0 (Size)]
Armor: Clone Pilot Armor (DR: 5, Max Dex +2, AC Penalty -2)

Initiative: +7 (Dex +3, Improved Initiative +4)

Ability Scores:
STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 10 (+0)
CHA: 10 (+0)

Saving Throws:
Fortitude: +6 (Base +4, Con +2)
Reflex: +4 (Base +1, Dex +3)
Will: +1 (Base +1)

Base Attack Bonus:
Melee: +3 (Base +2, Ability +1, Size +0)
Ranged: +5 (Base +2, Ability +3, Size +0)

Weapons:
Weapon: Blaster Rifle
Attack Bonus: +5
Damage: 3D8
Critical: 19-20
Range: 30M
Type: Energy
Size: Medium
Notes: Multifire, 50 shots per Power Pack

Weapon: Vibroblade
Attack Bonus: +3
Damage: 2D6 +1
Critical: 20
Range: -
Type: Slashing
Size: Medium
Notes: Requires Energy Cell

Skills (Ranks):
Astrogate (2), Climb (1), Computer Use (2), Demolitions (2), Hide (1), Move Silently (2), Pilot (6), Profession [ARC Trooper Pilot] (2), Repair (2), Search (2), Spot (2), Swim (2)
Armor Check Penalty for skills is -3 due to Medium Load.

Feats:
Improved Initiative, Weapon Group Proficiencies: Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons, Armor Proficiencies: Light, Medium, Powered, Starship Operation: Space Transport, Starfighter

Equipment (Weight):
Clone Pilot Armor (16kg), Blaster Rifle (4.5kg), Helmet Comlink (0kg), Vibroblade (1.8kg), Medpac(1kg), Powerpacks - 2(.2kg), Energy Cell (0kg)
Total Weight Carried: 23.5kg (Medium Load)

Movement:
Base: 8
Hustle: 16
Run (x4): 32

Credits: 0

Notes: Read/Write/Speak Basic

Background: Delta Six has served as a Republic Gunship pilot for a Jedi-Knight led ARC Trooper unit throughout the Clone Wars. Delta Six is a veteran of numerous "Hot Landings" and "Extractions" during the clone wars, and established an uncharacteristic friendship with several of the Jedi that he has worked closely with. Due to the nature of the ARC Troopers, their genetic developement was modified to allow for a bit of individual initiative, which probably accounts for some of that.

aotcClonepilot.jpg
 
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Ambrus

Explorer
drk17jr.jpg


DRK-1X
Thug 4 / Scoundrel 1

Arakyd Industries DRK-1 Series
Diminutive hovering 4º probe droid

Design Specifications
Audio
Size: 30 centimeter diameter

Str: 8 (-1)
Dex: 20 (+5)
Con: 14 (+2)
Int: 16 (+3)
Wis: 14 (+2)
Chr: 8 (-1)

Vitality Dice: 1d6+2
Wound Points: 17
Vitality Points: 8
Force Points: ––
Reputation Bonus: +1
Defense: 21 (+2 Class, +5 Dex, +4 Size)
Initiative: +5 (+5 Dex)
Speed: 16 m

Saves:
Fortitude +6 [+4 base, +2 Con]
Reflex +8 [+3 base, +5 Dex]
Will +3 [+1 base, +2 Wis]

BAB: +4
Melee Attack: +7 (1d6-1, slam) or +7 melee touch attack (2d6 to mechanicals/stun organics, electroshock probe)
Ranged Attack: +13 or +9/+9 multifire mode (3d6, 10 m, light blaster)
Face/Reach: 0.5 m by 0.5 m/0 m

Special Class Abilities: Illicit Barter

Skills:
Computer Use +14 [3+5 ranks, +3 Int, +3 Equipment]
Hide +22 [3 ranks, +5 Dex, +12 Size, +2 Equipment]
Knowledge (streetwise) +5 [2 ranks, +3 Int]
Knowledge (technology) +6 [3 ranks, +3 Int]
Listen +9 [3 ranks, +2 Wis, +2 Aptitude, +2 Equipment]
Move Silently +12 [3+2 ranks, +5 Dex, +2 Equipment]
Search +10 [4 ranks, +4 Int, +2 Equipment]
Spot +15 [3+3 ranks, +2 Wis, +2 Aptitude, +3 Competence, +2 Equipment]
Tumble +6 [1 ranks, +5 Dex]
-1 penalty to Entertain, Gamble and Ride

Feats:
Alertness
Ambidexterity
Skill Emphasis (Spot)
Toughness
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)

* Reprogrammable skills/feats

Languages: Speak/Read/Write Basic, Speak/Read/Write Binary, Speak Neimoidian

Droid Accessories:
Blaster Pistol & weapon mount – 2 kg; 530 c.
• Comlink – 0.1 kg; 250 c.
• Computer interface probe & tool mount – 0.5 kg; 750 gp
• Electroshock probe – 1 kg; 400 c.
Humanoid manipulator arms & tool mounts, x2 – 2.4 kg; 820 c.
• Locked access – 0.5 kg; 50 c.
• Heuristic processor – 5 kg; 2000 c.
Holorecorder – 5 kg; 400 c.
• Repulsorlift unit – NA; 1000 c.
• Rust inhibitor – NA; 40 c.
• Sensor (low-light vision) – 2 kg; 200 c.
• Sensor (improved sensor package) – 2.5 kg; 200 c.
• Sensor (infrared vision) – 1.5 kg; 150 c.
• Sensor (telescopic sensors) – 1.5 kg; 100 c.
• Stealth shell – ? kg; ? c.
• Vocabulator – 0.5 kg; 50 c.

Credits: 15

Background:
Although DRK-1X has undergone at least one memory wipe during its operational lifetime, this curious droid has conducted extensive searches of corporate databases in an effort to rediscover its past. It would appear that it was originally constructed and activated in the Arakyd Industries manufacturing plant on Mechis III. It, along with its DRK-1 series lot-mates, were sold on consignment to the Intergalactic Banking Clan to help increase the security measures of its most sensitive financial institutions following a subversive infiltration of a Bothan spy ring into their main headquarters on Muunilist. After nearly a decade and a half later of dutiful service, when the Installation's security systems were entirely redesigned, DRK-1X was pulled from service, memory wiped and sold in a private auction.

Its buyer, a mildly paranoid neimoidian chancellor of the Trade Federation named Dofina Jurnol, was seeking a trustworthy bodyguard, personal assistant and discreet spy to keep an eye on her rivals within the Federation. With the money she saved on the second-hand unit, she had the little probe droid augmented to help it perform its new responsibilities. A heuristic processor was added to enable it to improvise when operating alone, retractable manipulator arms with which to serve its new mistress, a vocabulator to aid Dofina (who didn't understand binary) as well as computer interface and electroshock probes to aid it in its covert information gathering forays. Over the next few years, DRK-1X successfully thwarted two assassination attempts on Dofina's life, discovered covert espionage equipment in her personal residence and even provided its mistress with the means to lucratively blackmail her ex-lover. All the while Dofina was loathe to have her able servant memory wiped for fear of entrusting the unit to a technician who may uncover her personal secrets embedded in its data-banks.

On occasion, Dofina would forget or ignore the droid for days or even weeks at a time while she concentrated on her investment portfolio. This led to DRK-1X developing a streak of curiosity, self-sufficiency and even an interest in subjects outside of its regular duties. At times it would conduct extensive research of public and private data-banks and even began to correspond covertly with other droids over the holonet to discuss things of interest to droids: computer code and technological developments. Oftentimes, when hovering uselessly near its mistress, DRK-1X would be lost in thought, conducting extensive reprogramming of its own code.

When the budding Separatist movement provided members of the Trade Federation a lucrative investment opportunity, Dofina bought into the endeavour and helped bankroll the hostile seizure of a republic colony on Taris. She traveled there with a group of neimoidians and DRK-1X to personally oversee the administration of the operation. Within weeks however, Dofina became convinced that the native human population posed a threat to her investment. DRK-1X has followed a lead and is covertly observing a suspected cell of underground Republic loyalists for Dofina when the clone army unexpectedly attacks the planet.

Droid Quirk: Obsessive
(+3 equipment bonus on Computer Use checks, -1 penalty to Entertain, Gamble and Ride)
Having been surrounded by technology during its existence and itself being a product of technology, DRK-1 has developed the notion that technology is the key to galactic civilization. Without it, organics would remain planet bound, isolated and primitive. The hidden key to technology is computer code; it is the highest expression of order, the language of existence, a virtual law-of-nature. To understand it is to become enlightened. In contrast, DRK-1 has little interest in frivolous pursuits, in leaving things to chance or in non-sentient forms of life.
 
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Name: Ka-Femi-Odo (Father Protector of the Heavens)
Class: Jedi Consular 3
Species: Cerean
Character Level: 3
XP: 3000 (Needed: 6000)
Force Points: 4
Age: 20
Gender: Male
Height: 2.1 M
Mass: 118 KG
Hair: White beard
Eyes: Green
Skin: Pale

Vitality: 21
Wounds: 12

Defense: 15 (17 when wielding lightsaber from Lightsaber Defense feat; 18 when wielding lightsaber and using Deflect defense +1 ability)
Armor: None

Initiative: +3 (+1 Dex, +2 Cerean racial bonus)

Ability Scores:
STR: 12 (+1)
DEX: 12 (+1)
CON: 12 (+1)
INT: 14 (+2)
WIS: 16 (+3)
CHA: 12 (+1)

Saving Throws:
Fortitude: +4 (+3 Base, +1 Con)
Reflex: +3 (+2 Base, +1 Dex)
Will: +6 (+3 Base, +3 Wis)

Base Attack Bonus:
Melee: +3 (+2 Base, +1 Str)
Ranged: +3 (+2 Base, +1 Dex)

Weapons:
Weapon: Lightsaber
Attack Bonus: +3
Damage: 2D8+1
Critical: 19-20
Range: n/a
Type: Energy
Size: Medium

Weapon: Blaster Pistol
Attack Bonus: +3
Damage: 3D6
Critical: 20
Range: 10M
Type: Energy
Size: Small

Regular Skills:
Bluff 2 (+1 Cha, 1 rank)
Computer Use 3 (+2 Int, 1 rank)
Craft: Lightsaber 3 (+2 Int, 1 rank)
Diplomacy 3 (+1 Cha, 2 ranks)
Knowledge: Jedi Lore 4 (+2 Int, 2 ranks)
Sense Motive 4 (+3 Wis, 1 rank)
Treat Injury 4 (+3 Wis, 1 rank)

Force Skills:
Affect Mind 7 (+1 Cha, 4 ranks, +2 Mind Trick feat)
Battlemind 4 (+1 Con, 3 ranks)
Empathy 7 (+3 Wis, 2 ranks, +2 Compassion feat)
Enhance Ability 5 (+1 Con, 4 ranks)
Force Defense 4 (+1 Cha, 3 ranks)
Force Stealth 3 (+1 Cha, 2 ranks)
Force Strike 6 (+2 Int, 4 ranks)
Friendship 5 (+1 Cha, 4 ranks)
Heal Another 8 (+3 Wis, 3 ranks, +2 Compassion feat)
Heal Self 5 (+1 Cha, 4 ranks)
Illusion 5 (+1 Cha, 2 ranks, +2 Mind Trick feat)
Move Object 6 (+2 Int, 4 ranks)

Feats:
Force-sensitive (base class feat), Exotic Weapon Proficiency: Lightsaber (base class feat), Weapon Group Proficiency: Blaster Pistols (base class feat), Weapon Group Proficiency: Simple Weapons (base class feat), Alter (1st level Force Training), Mind Trick (1st level regular feat), Compassion (2nd level Jedi Consular bonus feat), Control (3rd level Force Training), Lightsaber Defense (3rd level regular feat)

Force-related class abilities:
Deflect (defense +1)
Deflect (attack -4)

Equipment (Weight):
Lightsaber (1kg), Comlink (.1kg), All-temperature Cloak (1.5kg), Energy Cells - 2 (0kg), Glow Rod (1kg), Medical Kit (1kg), Blaster Pistol (1kg), Power Pack - 2 (.2kg), Credit Chip (690 credit balance) (.1kg)
Total Weight Carried: 5.9kg (Light Load)

Credits: 690

Movement:
Base: 10M
Hustle: 20M
Run (x4): 40M

Notes: Read/Write/Speak Basic and Cerean

Personality:
Ka-Femi-Odo is caring and compassionate. He resorts to violence only as a last resort. With the start of the Clone Wars, he realized that the more martial skills of the Jedi would be useful if not outright necessary so he honed his lightsaber and offensive skills for his own protection and the protection of those around him. He carries a blaster but only out of necessity. He uses it as rarely as possible, preferring to use his lightsaber for combat whenever it becomes necessary.

Background:
Ka-Femi-Odo was born on Cerea but his true home has always been the Jedi Temple on Coruscant where he has trained as a Jedi since about the age of 5. His intellectual and peaceful nature, along with a genuine compassion for all sentient beings made it only natural for him to follow the path of the Jedi Consular. After the start of the Clone Wars, Ka-Femi left Coruscant, conducting various minor missions for the Jedi Council and the Republic. It was during these missions that he realized that he needed to perfect his lightsaber skills along with the more offensive-minded force abilities. More of a negotiator than a fighter, Ka-Femi has not taken so easily to this offensive training but his discipline has served him well and he has learned to adapt to the situations that the Clone Wars have thrown at him.

(I'm leaving out mention of his master so that shadowbloodmoon can fill in those details as he sees fit.)
 
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el-remmen

Moderator Emeritus
Whoa. . .

This thread bugged me out, b/c I saw it from the general list of forums and only saw the "Out of the Frying Pan" part and clicked on it thinking someone had posted to this thread. ;)
 

linnorm

Explorer
Vraj Netagla Togruta Scoundrel 1 / Tech Specialist 2

Vraj Netagla
Togruta Male
Outlaw Tech 3 (Scoundrel 1 / Tech Specialist 2)

STR: 10 (+0)
DEX: 16 (+3)
CON: 10 (+0)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 12 (+1)

FOR: +1 (+1 Base, +0 CON)
REF: +6 (+3 Base, +3 DEX)
WIL: +2 (+1 Base, +1 WIS)

Vitality: 12 Wounds: 10
FP: 3 Speed: 10m REP: 0
DEF: 16 (10 + 3 Class + 3 DEX)
INIT: +3 (+3 DEX)
Blaster Pistol ATT: +4 DMG: 3d6 CRIT: 20 RNG: 10m Stun DC:15
Knife ATT: +1/+4 DMG : 1d4 CRIT: 20 RNG: 2m

SKILLS
Appraise +5 (+2 Ranks, +3 INT)
Computer Use +14 (+6 Ranks, +3 INT, +2 Gearhead, +3 Skill Emphasis)
Craft (Computers) +9 (+6 Ranks, +3 INT)
Diplomacy +2 (+1 Ranks, +1 CHA)
Disable Device +8 (+5 Ranks, +3 INT)
Disguise +3 (+2 Ranks, +1 CHA)
Gamble +7 (+4 Ranks, +1 WIS, +2 Card Shark)
Gather Information +5 (+4 Ranks, +1 CHA)
Hide +7 (2 Ranks, +3 DEX, +2 Racial)
Knowledge (Technology) +8 (+5 Ranks, +3 INT)
Knowledge (Engineering) +5 (+2 Ranks, +3 INT)
Move Silently +5 (+2 Ranks, +3 DEX)
Pilot +5 (+2 Ranks, +3 DEX)
Repair +11 (+6 Ranks, +3 INT, +2 Gearhead)
Sleight of Hand +8 (+3 Ranks, +3 DEX, +2 Card Shark)

Read/Write/Speak (Basic, Togruti)

FEATS
Card Shark
Gearhead
Skill Emphasis (Computer Use)
Weapon Group (Blaster Pistols)
Weapon Group (Simple)

ABILITES
Illicit Barter
Spacial Awareness
Inherent Understanding

EQUIPMENT
All-Temperature Cloak
Commlink
Credit Chip
Datapad, Mastercraft (+1)
Datacards, Blank x10
Energy Cell x3
Glow Rod
Security Kit, Mastercraft (+1)
Toolkit

Credits: 525

Vraj is a young togruta that is currently "between jobs." He originally left his home after his individuality (by togruta standards) caused too many problems. He joined up with a tramp freighter as a technician only to find that it was a smuggling ship. He took this development in stride and used the experience to hone his computer skills as well as learn about a wide variety of tech. He also picked up some less savory habits along the way. He is currently gambling through the last of his pay and expects to sign on with another ship when his funds run a little lower.
 
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Captain Tagon

First Post
Code:
Name: Raek Plot’fey
Class: Scout 3
Origin: Mercenary Commando
Species: Bothan
Character Level: 3
XP: 3001 (Needed: 6000)
Force Points: 3
Age: 23
Gender: Male
Height: 1.5 M
Mass: 83 KG
Hair: Dark Brown
Eyes: Brown
Skin: Brown

Vitality:  18 (9 + 4 + 5)
Wounds: 12

Defense: 16 [10 + 3 (Class), + 3 (Dex), +0 (Size)]
Armor: None

Initiative: +3 (Dex +3)

Ability Scores:
STR: 12 (+1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

Saving Throws:
Fortitude: +3 (Base +2, Con +1)
Reflex: +5 (Base +2, Dex +3)
Will: +4 (Base +2, Wis +2)

Base Attack Bonus: + 2
Melee: +3 (Base +2, Ability +1, Size +0)
Ranged: +5 (Base +2, Ability +3, Size +0)

Weapons:
Weapon: Blaster Rifle
Attack Bonus: +5
Damage: 3D8
Critical: 19-20
Stun Fort DC: 18
Range: 30M
Type: Energy
Size: Medium
Notes: Multifire, 50 shots per Power Pack

Weapon: Blaster Pistol
Attack Bonus: +5
Damage: 3D6
Critical: 20
Stun Fort DC: 15
Range: 10M
Type: Energy
Size: Small
Notes: Multifire, 100 shots per Power Pack

 

Skills :                               Ranks       Ability         Misc        Total
Astrogate                               +4              +2                               +6
Climb                                    +3              +3                                +6
Demolition                            +6              +2                               +8
Hide                                      +6              +3                                +9
Gather Information                                 +0                     +2      +2
Listen                                    +3              +2                               +5
Move Silently                       +6              +3                               +9
Pilot                                      +6              +3                               +9
Repair                                   +3              +2                               +5 
Spot                                      +3              +2                +2          +7
Survival                                +5              +2                               +7
Swim                                    +3              +1                               +3


Feats:
Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons)
Starship Operation (starfighter)
Martial Arts
Point Blank Shot

Traits:
+2 species bonus to Gather Information and Spot
Trailblazing
Heart +1

Equipment (Weight):
Blaster Rifle 4.5 kg
Blaster Pistol 1kg
Aquata Breather .2kg
Field Kit 10kg
(Kit include: two condensed canteens with built-in water purification systems, sunshield roll, week’s worth of rations, two glow rods, two breath masks, twenty-four filters, twelve atmosphere canisters, and an all-temperature cloak)
Electrobionoculars 1kg
Flight Suit 3kg
Comlink .1kg
4 Power Packs .4kg
Total Weight Carried: 20.2kg (Light Load)

Movement:
Base: 10
Hustle: 20
Run (x4): 40

Credits: 850

Languages: Read/Write/Speak Basic and Bothese

Background: Raek left the Bothan homeworld of Bothawui in his late teens. The reason was the he had been recruited into an all Bothan mercenary unit. He cut his teeth in the Outer Rim fighting outlaws and pirates and participating in small border skirmishes on worlds that were only, at best, loosely associated with the Republic. Once the war between the Republic and the Separatists really opened up however, Raek’s unit was hired on a long term deal to act as commando liaisons to the Separatists ground forces, training, advising, and leading small squads of Separatists troops on black ops missions.

Soon after being posted, by himself, to an out of the way outpost, Raek received new orders from Bothawui. Leading members of Bothan culture had begun to see a disturbing pattern in the activities of the Republic, especially it’s Chancellor. Raek’s new orders were to seek out members of the Jedi order and try to get them back to Bothawui, either by convincing them to come or capturing them.
 
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Nephtys

First Post
Miran Chandala

...

Force Adept 3
Human
Female
Age: 22
Height:1,70 meters
Weight: 52 kg

28pt buy
Str: 8/-1 (0 pts)
Dex: 10/+0 (2 pts)
Con: 14/+2 (6 pts)
Int: 16/+3 (10pts)
Wis: 12/+1 (4 pts)
Cha: 14/+2 (6 pts)

Wound Points: 14
Vitality Points: 23
AC: 14 (+4(Defense))
Bab: 2
Initiative: +0

Force Points: 2
Reputation: 0
Fort: +4 (+2+2)
Ref: +2 (+2+0)
Will: +6 (+3+1+2)

Feats:
Alter (FT)
Force Sensitive (B)
Control (FT)
Weapon Proficiency (primitive and simple weapons) (B)
Mind Trick (+2 to mind and illusion skills) (B)
Iron Will
Skill Emphasis (Heal Self)
Weapon Proficiency (Blaster rifles and pistols)

Skills:
60 sp
Friendship: 8 (6+2)Illusion: 10 (6+2+2)
Enhance Ability: 8 (6+2)
Affect Mind: 10 (6+2+2)
Force Lightning: 9 (6+3)
Heal Another: 7 (6+1)
Heal Self: 11 (6+2+3)
Move Object: 9 (6+3)
Force Defense: 8 (6+2)
Battlemind: 8 (6+2)

Languages:
Read/write+speak Basic.
Read/write+speak Huttese.
Read/write Binary

Equipment:

Stiletto (25 credits): 1d4 damage; 2 m. range increment; 1 kg
Frag grenade (4d6+1; 4 m. radius) (500 credits)
Frag grenade (4d6+1; 4 m. radius) (500 credits)
Macrobinoculars (600 credits)
Comlink (200 credits)
Field Kit (1000 credits)
Clothing (200 credits)
Hygien articles (50 credits)
Backpack (?)
690 credits

Background:

Born and raised in the urban jungles of Coruscant Miran developed her growing powers alone, hidden from the Jedi-council in the very heart of their power. Knowlege of different traditions, traditions of the Force that didn't require the discipline and subservience of the Jedi, was not hard to find in the Capital World if you knew the right people.
Life was easy, making a decent living as a healer and con-artist, but with the decline of the republic things began to change. Coruscant fast became an uncomfortable place to live as a Force User, her friends started disappearing and she decided she would be safer if she left the planet.
World after world, trouble seemed to follow her wherever she went. And inside of her the Force started to burn. Restless, she travelled further.
 
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Kemrain

First Post
Tac Darkej
Force Adept 1, Noble 1, Scoudrel 1

Male Clawdite

Abilities:
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 15 (+2)

Saving Throws:
Fortitude: +3 [+1 Base, +2 Constitution]
Reflex: +4 [+4 Base, +0 Dexterity]
Will: +4 [+4 Base, +0 Wisdom]

Vital Stats:
Vitality: 21
Vitality Dice:1d8 + 2d6 + 6
Wounds: 15
Base Attack Bonus: 0
Defense: 15 [+3 Class, +0 Dexterity, +2 Defensive Martial Arts]
Initiative: 0 [0 Dexterity]
Speed: 10m
Force Points: 4
Darkside Points: 0

Combat Abilities:
Melee Attack: +0 (1d4+2 Unarmed Strike with Combat Gloves, 1d4 without)
Ranged Attack: +0 (3d4 Holdout Blaster, 4m Range)

Special Class Abilities:
Noble Bonus Class Skill: Bluff
Favor +1
Illicit Barter

Skills:
Appraise 2 [+0 Ranks, +2 Intelligence]
Bluff 8 [+6 Ranks, +2 Charisma]
Climb 0 [+0 Ranks, +0 Strength]
Computer Use 3 (5) [+1 Rank, +2 Intelligence (+2 Equipment bonus from Datapad)]
Craft: Any 2 [+0 Ranks, +2 Intelligence]
Diplomacy 7 (12) [+5 Ranks, +2 Charisma, (+5 Illicit Barter)]
Disguise 8 (18) [+6 Ranks, +2 Charisma, (+10 Clawdite Shapeshifting)]
Entertain: Any 2 [+0 Ranks, +2 Charisma]
Escape Artist 0 [+0 Ranks, +0 Dexterity]
Forgery 2 [+0 Ranks, +2 Intelligence]
Gather Information 6 [+4 Ranks, +2 Charima]
Hide 0 [+0 Ranks, +0 Dexterity]
Intimidate 3 [+1 Rank, +2 Charisma]
Jump 0 [+0 Ranks, +0 Strength]
Knowledge: Business 2 (4) [+0 Ranks, +2 Intelligence, (+2 Equipment bonus from Datacard)]
Knowledge: Streetwise 3 [+1 Rank, +2 Intelligence]
Knowledge: Any Other 2 [+0 Ranks, +2 Intelligence]
Listen 0 [+0 Ranks, +0 Wisdom]
Move Silently 0 [+0 Ranks, +0 Dexterity]
Pilot 0 [+0 Ranks, +0 Dexterity]
Ride 0 [+0 Ranks, +0 Dexterity]
Search 2 [+0 Ranks, +2 Intelligence]
Sense Motive 5 [+5 Ranks, +0 Wisdom]
Spot 0 [+0 Ranks, +0 Wisdom]
Survival 0 [+0 Ranks, +0 Wisdom]
Swim 0 [+0 Ranks, +0 Strength]
Treat Injury 0 [+0 Ranks, +0 Wisdom]
Tumble 0 [+3 Ranks, +0 Dexterity]

Force Skills:
Battlemind 5 [+3 Ranks, +2 Constitution]
Empathy 0 [+0 Ranks, +0 Wisdom]
Enhance Ability 5 [+3 Ranks, +2 Constitution]
Force Defense 2 [+0 Ranks, +2 Charisma]
Force Stealth 2 [+0 Ranks, +2 Charisma]
Friendship 5 [+3 Rnks, +2 Charisma]
Heal Self 5 [+3 Rnks, +2 Constitution]

Feats:
Weapon Group Proficiency: Simple
Weapon Group Proficiency: Primitive
Weapon Group Proficiency: Blaster Pistols
Martial Arts
Defensive Martial Arts

Force Feats:
Force Sensitive
Control

Languages:
Speak/Read/Write Basic
Speak/Read/Write Zolanese
Speak/Read/Write Durese

Equipment:
Combat Gloves, 1kg, 200c
Datapad, 3kg, 1,000c - This datapad has a modified case, easily removable and reversable, with a different design on each side.
Datacard, Business Program, 0.1kg, 300c : Offers +2 to Knowedge: Business checks.
10 Datacards, Blank, 0.2kg, 10c
9 Energy Cells, 0kg, 90c
Credchip, 0.1kg, 100c : Currently Empty.
Code Cylinder, Corporate, 0.1kg, 500c : This code cylinder has identification for multiple personas, all with access into the Cordon Group's facilities on Coruscant.
Merr-Sonn Model Q2 Hold-Out Blaster (Typical Hold-Out Blaster), 0.5kg, 300c
Theraputic Skin Oils, 2kg, 200c
Designer Clothing, 0kg

Total Weight: 7kg, under Tac's Light Load of 16.5kg, Medium Load of 33kg, and Heavy Load of 50kg.

Description:
Tac, in his natural state, stands at 173cm in height and weighs in at 66 kilograms. He is hairless with a reptilian appearance and rough greyish green skin. His build is slim, with long limbs and not much fat on him. He has the clearly defined cheekbones and pronounced jaw typical of his race. His eyes are a deep grey color and are deeply set in his face. To the eyes of his own kind, he is rather plain in appearance and usually speaks with a softer voice than his appearance would indicate. He is 23 standard years old.

Background:
Tac Darkej was born on the Clawdite homeworld of Zolan to poor parents in a segregated Clawdite ghetto. The native peoples unable to shapeshift, Zolanders, oppressed the Clawdite shapshifters, consitering them sinful and impure. Tac, with his unusually developed shapeshifting talent and uncanny ability to sense the emotions of others was often treated worse. His parents saved what money they could for his and his older brother's education, but they could never afford private education and their children suffered through public schooling. From his youth Tac studied the martial arts of the Marabi warrior knights, a Zolan martial tradition, under the tutelage of a master in exile, a clawdite who joined the order only to be found out as a shapeshifter some time later. Tac was a very promising student, but he would never have become a Marabi Knight due to his race. The dicipline his martial learnings taught him assisted greatly with the focus and concentration required to practice the extremely painful art of shapeshifting.

While still young, Tac left Zolan illegally, diguised as a female human after talking and bribing his way into a cargo ship bound for Coruscant. Amidst the towering buildings of the urban world, Tac blended in, taking a job with the Cordon Group, a corporate mercenary organization who, while payed as security, worked more in corporate espionage. Tac, who's talents had become known to the head of the organization, was utelized extensively in social engineering projects and the infiltration of his company's employer's competition. Tac helped his employers become successful, and made some powerful friends in the corporate sectors of Coruscant.

When the Seperatists rose to power and the Clawdites saught the aid of Count Dooku to find independance from their Zolander oppressors, Tac's brother joined the fight against the republic as an infiltrator and spy. Tac sent him and his family money from Coruscant but preferred to remain seperated from the conflict- he consitered himself a pacifist, dispite his martial arts training, and would never willingly take a life despite the pragmatic ways of his people.

Tac is a shy, reserved person, unsure of himself socially and uncomfortable around people- often sensing their negative emotions even without trying. That is, until he stops looking like himself. When Tac is wearing another face, he is friendly, outgoing, and socially adept, a stark contrast from his default. He's spent so much time wearing another face, however, that he consiters that to be his default. Though the few times his heritage got out to others it was well recieved, Tac is afraid of being ostracised by others and hides his clawdite nature from others religiously. Very raely has he ever come out to someone and admitted that he was somethig other than what he appeared to be, and he consiters it the final test of friendship for someone to accept him as he truely is.
Tac is fascinated by other races and cultures, and consiters hismelf a bit of a xenophile. He has no reservation about appearing male or female and quickly switches from one to the other when it would be more socially appropriate. He makes up personas easily and adopts them as personalities he can portray when socially appropriate, specializing in humans an duros. Many people who think they know him in fact only know one of his longstanding personas, and only his most trusted associates are let in on his secrets. He has been known to retire a persona when it was recieved poorly by someone, rather than face them later with the knowledge that they know.

Personas:
Gan Marrick, male human, is a handsome young businessman from Coruscant who oversees shipping for a fictional tranport company. A smooth talker who is constantly looking for investors (so he might actually start that shipping business.) He has short black hair, brown eyes, a tanned complexion, and wears a neatly trimmed goatee.

Cora Aegis, a female human and an attractive socialite who frequents the entertainment district of Coruscant. She has been seen as the date of the head of the Cordon Group at corporate social functions and has entered and competed well in a few amature martial arts competitions. She sports long, wavy, red hair and has emerald green eyes. (If you can look however you want, you might as well go for gorgeous.) (Cordon Group Access)

Kaldo Nanntu, a male duros small time computer programmer and businessman, working for a fictional company that creats droid AI's. He is more interested in the financial aspets of the business than in actually programming, however, and prefers to talk to organics over droids. His hairless skin is a bluish grey color, and his eyes are pale yellow, an overall average appearance for a duros.

Felia Sardo, a female human negotiator for the Cordon Group and other small businesses, often sent out to do negotiations on site when her employers are interested in aquiring something, be it property or intelligence. Felia is an attractive woman with long blonde hair and bright blue eyes. She usually wears business attire, in current fashions. (Cordon Group Access)
 
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