New Out of the Frying Pan SWd20 thread

shadowbloodmoon

First Post
Okay guys, here is the new thread for the characters in my Out of the Frying Pan campaign for Star Wars d20. As of today, the characters are:

Characters
1. DRK-1X (modified DRK-1 droid Thug 4, Scoundrel 1, Soldier 1), played by Ambrus
2. Ka-Femi-Odo (Cerean Jedi Consular 3), played by Toric_Arthendain
3. Tac Darkej (Clawdite Force Adept 1, Noble 1, Scoundrel 1), played by Kemrain
4. Tal Remar (Human Soldier 3), played by Bobitron
5. Bol Mid'yln (Bothan Scoundrel 3), played by Maddmic
6. Kesler Murada (Human Tech Spec 3), played by Dire Lemming

Thugs
Droids
Clones

Major NPCs- other than the icons of Star Wars
Lun Xan, Twi'Lek Jedi Master- Deceased
Mistress Dofina, Nemoidian Noble
[sblock=Stats]
Name: Mistress Dofina Hitruna Marcon
Race/ Class: female Nemoidian Noble 12/ Scoundrel 1/ Soldier 1/ Jedi Consular 1

Str 11
Dex 12
Con 10
Int 17
Wis 11
Cha 14

WP/VP: 10/ 54
FP/ DSP: 3/4
Rep: +8
Initiative: +1
BAB: +10/ +5
Def: 23

Fort: +6
Ref: +10
Will: +10

Skills
Appraise +18
Bluff +23
Computer Use +8
Diplomacy +17
Gamble +10
Gather Information +15
Intimidate +9
Know (Bureaucracy) +14
Know (Genetics) +10
Know (Politics) +12
Know (Streetwise) +18
Pilot +7
Sense Motive +15

Force Skills
Enhance Ability +2
Enhance Senses +4
Farseeing +2
See Force +4
Telepathy +1

Class Abilities
Coordinate +2
Favored Skill: Bluff
Favor +4
Force Sensitive
Force Training
Illicit Barter +5
Influence +2
Inspire Confidence
Inspire Greatness
Lightsaber Deflection +1
Resource Access x240

Feats
EWP: Lightsaber
Fame
Force: Aware
Force: Sense
Persuasive
Starship Operation: Starfighter
Starship Operation: Star Freighter
Trick
WP: Blaster Pistols
WP: Blaster Rifles
WP: Heavy Weapons
WP: Simple Weapons
WP: Vibro Weapons
[/sblock]
 
Last edited:

log in or register to remove this ad

Ambrus

Explorer
drk17wn.jpg


DRK-1X
Thug 4 / Scoundrel 1 / Soldier 1

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

Design Specifications
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 + 1d10
Wound Points: 17
Vitality Points: 17
Force Points: ––
Reputation Bonus: +1
Defense: 22 (+3 Class, +5 Dex, +4 Size)
Initiative: +9 (+5 Dex, +4 feat)
Speed: 16 m

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

BAB: +5
Melee Attack: +8 (1d6-1, slam) or +4 (2d6, lightsaber)
Ranged Attack: +15 or +11/+11 multifire mode (3d6, 10 m, mw light blaster)
Face/Reach: 0.5 m by 0.5 m/0 m

Special Class Abilities: Illicit Barter

Skills:
Computer Use +20 [3+6 ranks, +3 Int, +2 Aptitude, +3 Competence, +3 Equipment]
Hide +24 [3 ranks, +5 Dex, +12 Size, +2 Aptitude, +2 Equipment]
Knowledge (streetwise) +7 [+4 ranks, +3 Int]
Knowledge (technology) +7 [+4 ranks, +3 Int]
Listen +10 [3+1 ranks ranks, +2 Wis, +2 Aptitude, +2 Equipment]
Move Silently +16 [3+4 ranks, +5 Dex, +2 Aptitude, +2 Equipment]
Repair +6 [+1 ranks, +3 Int, +2 Aptitude]
Search +10 [4+1 ranks, +3 Int, +2 Equipment]
Spot +13 [3+1 ranks, +2 Wis, +2 Aptitude, +3 Competence, +2 Equipment]
+1 equipment bonus to Diplomacy, Gather Information, Hide
and Intimidate skill checks if possessing ranks in those skills.

-1 penalty to Entertain, Gamble and Ride

Feats:
Alertness
Ambidexterity
Skill Emphasis (Spot)
Toughness
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
Gearhead
Improved Initiative
Heroic Surge
Skill Emphasis (Computer Use)
Stealthy

* Reprogrammable skills/feats

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

Experience: 8,900

Droid Accessories:
Blaster pistol, masterwork +1 & weapon mount – 2 kg; 530 c.
• Comlink, encrypted – 0.1 kg; 2000 c.
• Computer interface probe & tool mount – 0.5 kg; 750 gp
• Heuristic processor – 5 kg; 2000 c.
Holorecorder – 5 kg; 400 c.
Humanoid manipulator arms & tool mounts, x2 – 2.4 kg; 820 c.
Lightsaber & tool mount – 1.2 kg; 3010 c.
• Locked access – 0.5 kg; 50 c.
• MSR-X processor module w/ restraining bolt and droid caller attachments – ? kg; ? c.
• Remote signaler – ? kg; ? 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.
• Minature translator unit DC 5 – 1 kg; 1200 c.
• Vocabulator – 0.5 kg; 50 c.

Carried Equipment:
• Credit chip w/ 100,000 credits – 0.1 kg; 100 c.

[Sblock=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 Countess Dofina Hitruna Marcon, 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.[/Sblock]


derek3iw.jpg


Derek Onyx
Thug 4 / Scoundrel 1 / Soldier 1

Genelabs Human Replica Droid Series, Model X
Medium walking 4º infiltration droid

Str: 12 (+1)
Dex: 15 (+2)
Con: 13 (+1)
Int: 16 (+3)
Wis: 14 (+2)
Chr: 8 (-1)

Vitality Dice: 1d6 + 1d10
Wound Points: 16
Vitality Points: 15
Force Points: ––
Reputation Bonus: +1
Defense: 15 (+3 Class, +2 Dex)
Initiative: +6 (+2 Dex, +4 Feat)
Speed: 10 m

Saves:
Fortitude +7 [+6 base, +1 Con]
Reflex +5 [+3 base, +2 Dex]
Will +3 [+1 base, +2 Wis]

BAB: +5
Ranged Attack: +7 or +3/+3 multifire mode (3d6, 10 m, light blaster)
Face/Reach: 2 m by 2 m/2 m

Special Class Abilities: Illicit Barter

Skills:
Astrogation +6 [+1 ranks, +3 Int, +2 Aptitude]
Bluff +5 [+4 ranks, -1 Chr, +2 Aptitude]
Computer Use +15 [3+6 ranks, +3 Int, +3 Equipment]
Diplomacy +6 [+5 ranks, -1 Chr, +2 Aptitude]
Disguise +9 [0 ranks, -1 Chr, +10 Equipment]
Gather Information +5 [+2 ranks, -1 Chr, +2 Equipment, +2 Aptitude]
Hide +5 [3 ranks, +2 Dex]
Knowledge (alien species) +6 [+1 ranks, +3 Int, +2 Equipment]
Knowledge (streetwise) +6 [+1 ranks, +3 Int, +2 Equipment]
Knowledge (technology) +6 [+1 ranks, +3 Int, +2 Equipment]
Listen +9 [3 ranks, +2 Wis, +2 Aptitude, +2 Equipment]
Move Silently +5 [3 ranks, +2 Dex]
Pilot +10 [+3 ranks, +2 Dex, +2 Aptitude, +3 Competence]
Search +9 [4 ranks, +3 Int, +2 Equipment]
Spot +9 [3 ranks, +2 Wis, +2 Aptitude, +2 Equipment]
Tumble +0 [0 ranks, +2 Dex]
+2 equipment bonus to Gather Information and all
Knowledge skill checks if possessing ranks in those skills.

-1 penalty to Entertain, Gamble and Ride

Feats:
Alertness
Ambidexterity
Improved Initiative
Toughness
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
Heroic Surge
Skill Emphasis (Pilot)
Spacer
Starship Operation (space transport)
Trustworthy

* Reprogrammable skills/feats

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

Experience: 8,900

Droid Accessories:
• Comlink, encrypted – 0.1 kg; 2000 c.
• Heuristic processor – 5 kg; 2000 c.
• Holographic Image Disguiser – 25,000 c.
• Holorecorder – 5 kg; 400 c.
• HRD synthskin – ? kg; ? c.
• Locked access – 0.5 kg; 50 c.
• Secondary Battery – 4 kg; 400 c.
• Sensor (improved sensor package) – 2.5 kg; 200 c.
• Sensor (infrared vision) – 1.5 kg; 150 c.
• Translator Unit DC 5 – 8 kg; 1200 c.
• Vocabulator – 0.5 kg; 50 c.

Carried Equipment:
• Comlink – 0.1 kg; 200 c.
• Credit chip w/ 47,180 credits – 0.1 kg; 100 c.
• WE blaster pistol – 1 kg; 500 c.
• Datapad – 3 kg; 1,000 c.
• Droid caller – ? kg; ? c.
• 3 Spare power packs – 0.3 kg; 75 c.
• Improved Tool kit - 1 kg; ? c. (+3 equipment bonus to repair droids)

[Sblock=Background]Derek's operational history indicates that he was originally assembled in an orbiting laboratory located in the Gorsh System and operated by Genelabs, a small offshoot company of the Genetech Corporation. Designed as an experimental human replica droid, his development was cut short when he was stolen during an armed robbery while being moved to a testing facility. After being loaded aboard a transport vessel and suffering a botched memory-wipe attempt, Derek was transferred into the possession of a black-market trader based aboard an independent space station in the Dantooine system. The trader was a human male who requested the unit specifically from his contact and then insisted that Derek be memory-wiped again and fitted with an internal restraining bolt. Although the second memory wipe attempt was likewise botched, Derek was nonetheless missing significant portions of his operational history when he was finally purchased and subsequently reprogrammed by DRK-1X.[/Sblock][Sblock=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.[/Sblock]

[Sblock=R4-M6]Tracked astromech droid, Expert 3; Init +2 (Dex); Defense 14 (+1 class, +2 Dex, +1 size); Spd 8 m; VP/WP 0/16; Atk +4 melee (1d4+2, claw) or +4 melee (1d2+2 saw) or +4 melee (2d6, arc welder) or +4 ranged; SV Fort +4, Ref +3, Will +3; SZ S; Face/Reach 2 m by 2 m/2 m; Rep +0; Str 14, Dex 14, Con 16, Int 16, Wis 10, Cha 11.
Equipment: Encrypted comlink, heuristic processor, sensors (infrared vision), diagnostics package, tool kit, tool mounts (x4), internal storage (8 kg), magnetic feet, fire extinguisher, rust inhibitor.
Skills: Astrogation 6 ranks (+9), Computer Use 6 ranks (+11), Craft (mechanics) 6 ranks (+11), Disable Device 6 ranks (+9), Knowledge (world lore) 6 ranks (+9), Pilot 6 ranks (+8), Profession (Cook) 6 ranks (+6), Read/Write Basic, Binary & Nemoidian, Repair 6 ranks (+16), Speak Basic (understand only), Binary & Nemoidian (understand only), Spot 6 ranks (+6).
Feats: Ambidexterity, Gearhead, Skill Emphasis (Repair), Weapon Group Proficiencies (blaster pistols, simple weapons).[/sblock][Sblock=B1, B2, B3, & B4]Walking battle droids, Thug 1; Init -3 (-2 remote processor, -1 Dex); Defense 9 (+0 class, -1 Dex); Spd 10 m; VP/WP 0/8; Atk +2 melee (1d4+1, hand) or +0 ranged (2d8/19-20, blaster rifle); SV Fort +1, Ref -1, Will -1; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +0; Str 12, Dex 8, Con 8, Int 6, Wis 8, Cha 6.
Equipment: WE-10 Blaster Rifles, 3 spare power packs, integrated comlinks, remote receiver (5,000 km range), vocabulator, locked access, rust inhibitor, restraining bolt.
Skills: Speak Basic.
Feats: Ambidexterity, Weapon Group Proficiencies (blaster pistols, simple weapons).[/sblock][Sblock=EG-6C]Walking power droid, Expert 1; Init -1 (Dex); Defense 10 (+0 class, +1 size, -1 Dex); DR 5; Spd 2 m; VP/WP 0/12; Atk +3 melee (1d4+2, small claw); SV Fort +1, Ref -1, Will +1; SZ S; Face/Reach 2 m by 2 m/2 m; Rep +0; Str 14, Dex 8, Con 12, Int 4, Wis 8, Cha 4.
Equipment: comlink, diagnostics package, tool mount, sensors (infrared vision), diagnostics package, medium armor, internal fusion generator.
Skills: Repair 2+2 ranks (+1), Speak Basic (understand only), Speak Binary (understand only), Listen +3 (+2), Spot +3 (+2).
Feats: Ambidexterity, Armor Proficiencies (light, medium), Weapon Group Proficiencies (simple weapons).[/sblock][Sblock=HT-1, HT-2, HT-3]Hovering tactical remote, Thug 4; Init +2 (Dex); Defense 18 (+2 Dex, +4 size, +2 class); DR 0; Spd fly 16 m (perfect); VP/WP –/4 (includes Toughness feat); Atk +10 ranged (1d3, 4 meters, special blaster array); SV Fort +1, Ref +3, Will +2; SZ D; Face/Reach 0.25 m by 0.25 m/0 m; Rep +1; Str 2, Dex 14, Con 4, Int 2, Wis 12, Cha 6.
Equipment: Blaster array, motion sensors.
Skills: Spot 7 ranks (+8).
Feats: Ambidexterity, Dodge, Multishot, Toughness, Weapon Group Proficiencies (blaster pistols, simple weapons).[/sblock][Sblock=HR-1, HR-2]Hovering repair remote, Expert 4; Init +2 (Dex); Defense 17 (+2 Dex, +4 size, +1 class); DR 0; Spd fly 16 m (perfect); VP/WP –/4 (includes Toughness feat); Atk +3 melee (1d6, arc welder); SV Fort -2, Ref +3, Will +5; SZ D; Face/Reach 0.25 m by 0.25 m/0 m; Rep +1; Str 2, Dex 14, Con 4, Int 2, Wis 12, Cha 6.
Equipment: Micro arc welder, tool mount.
Skills: Repair 7 ranks (+8).
Feats: Ambidexterity, Gearhead, Skill Emphasis (repair), Toughness, Weapon Group Proficiency (simple weapons).[/sblock]

[Sblock=Equipment stowed in the Venerable, a Corellian Model YG-300]
• Remote processor – 10 kg; 1,000 c.
• 5 Blast helmet and vests – 15 kg; 2,500 c.
• 14 Power packs – 1.5 kg; 375 c.
• 3 WE-5 blaster pistols – 5 kg; 2,500 c.
• 4 Comlinks – 0.5 kg; 1,000 c.
• 1 Comlink, encrypted – 0.4 kg; 8,000 c.
• 4 Datapads – 12 kg; 4,000 c.
• 5 Mini-tool kits – 5 kg; 1,250 c.
• Datacard – 0.1 kg; 300 c.
• Code cylinder
• 2 Full Bacta Tanks – 2,200 kg; 260,000 c.
• Supplementary laboratory equipment – ? kg; 20,000 c.
• 2 Remote 1º Medical Droids – ? kg; ? c.
• Key card (Dantooine research facility mainframe room) – 0.1 kg; 500 c.
• Spare droid parts – 10,000 c.
• Ship redecoration – 3,000 c.
• Dofina's wardrobe – 1,000 c.
• Rhyll spice – 2,000 c.
• 5 permacrete & 5 thermal detonators – 1 kg; 25,000 c.
• Pouch of 17 lightsaber focusing crystals (red, green, blue, yellow and 1 purple) – ? kg; ? c.[/sblock]
 
Last edited:

Kemrain

First Post
Tac Darkej
Force Adept 1, Noble 1, Scoundrel 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]
Gamble 0 [+0 Ranks, +0 Wisdom]
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 3 [+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:
Old Leather Satchel, 0.5kg
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: 7.5kg, 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)
 
Last edited:

Bobitron

Explorer
Tal Remar
Soldier 3
Human
Male
Age: 38
Height: 2.1 meters
Weight: 93 kg

Statistics:
28pt buy
Str: 14/+2 (6 pts)
Dex: 16/+3 (10 pts)
Con: 14/+2 (6 pts)
Int: 10/+0 (2 pts)
Wis: 10/+0 (2 pts)
Cha: 10/+0 (2 pts)

Wound Points: 14
Vitality Points: 27
AC: 17 (+4 Defense, +3 Dex)
DR: 4
Bab: +3
Initiative: +7 (+3 Dex, +4 Imp Init feat)
Speed: 8m in armor, 10m out of armor

Reputation: +1
Fort: +5 (+3 base, +2 Con)
Ref: +4 (+1 base, +3 Dex)
Will: +1 (+1 base)

Attacks
Light Repeating Blaster: +6 attack, 3d8 damage, 19 Crit, 40m range, Multifire and autofire capable
Blaster Pistol: +6 attack, 3d6 damage, 20 Crit, 10m range, 15 DC Stun, Multifire capable
Vibroblade: +5 attack, 2d6 damage, 20 Crit

Feats:
Armor Proficiency (Light)
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (blaster rifles)
Weapon Group Proficiency (heavy weapons)
Weapon Group Proficiency (simple weapons)
Weapon Group Proficiency (vibro weapons)
Improved Initiative (starting)
Point Blank Shot (starting)
Armor Proficiency (Medium) (soldier 2)
Rapid Shot (soldier 3)
Multishot (3rd level)

Skills:
24 sp
Appraise +0
Balance +3 (+3 Dex)
Bluff +0
Climb +2 (+2 Str)
Computer Use* +2 (2 ranks)
Craft*
Demolitions* +6 (6 ranks)
Diplomacy +0
Disguise +0
Entertain +0
Escape Artist +3 (+3 Dex)
Forgery +0
Gamble +0
Gather Information +0
Hide +3 (+3 Dex)
Intimidate* +6 (6 ranks)
Jump +2 (+2 Str)
Knowledge- Tactics* +3 (3 ranks)
Listen +0
Move Silently +3 (+3 Dex)
Pilot* 0
Profession- Soldier* +2 (2 ranks)
Repair* +3 (3 ranks)
Ride +3 (+3 Dex)
Search +0
Sense Motive +0
Spot +0
Survival +0
Swim +2 (+2 Str)
Treat Injury* +2 (2 ranks)

Languages:
Read/write and speak Basic.

Equipment:
Creshaldyne Industries Padded Battle armor (DR 4, +3 Max Dex, -4 ACP, speed 8m)
BlasTech T-21 Light Repeating Blaster
BlasTech DL-18 Blaster Pistol
Merr-Sonn Treppus-2 Vibroblade
All-temp cloak
Gandorthral Atmospherics Roamer-5 Breath Mask
SoroSuub C1 Personal Comlink
Energy Cell x 3
Tool Kit
GliS Emergency Medpac
Power Pack x 4
Credit Chip containing 20 cr

Background:
Born on Coruscant, Tal served in the Republican Army for nearly twenty years. He eventually reached the rank of sergeant, but never showing the tactical sense or charisma needed to become an officer. Recently retired from active service, he has found that he misses the action that he complained so much about as a soldier and has been taking on any job he can find as a mercenary. Credit is tight, and he hasn’t been picky, doing everything form caravan duty on Tatooine to lightning-fast raids on Seperatist camps on Felucia. He prefers to work with the Republic rather than against it, but if the pay is good enough, he is happy to work with anybody.

With the Clone Wars in full swing, Tal hasn’t had trouble finding work. After finishing up a stint as a bodyguard on Taris, he was covertly approached by a disguised Republican recruiter and asked to serve once more, helping to plan the assault on a Seperatist communications array in the wilderness. After weeks of inactivity, Tal heard the tell-tale scream of landing craft and the whine of blasters firing and and followed the orders given to get back to Republican lines to collect his pay.
 

Ka-Femi-Odo

Name: Ka-Femi-Odo (Father Protector of the Heavens)
Class: Jedi Consular 3
Species: Cerean
Character Level: 3
XP: 5400 (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.)
 
Last edited:

maddmic

Explorer
Bol Mid'yln

Scoundrel (3)
Bothan
Male
Age: 28
Height: 1.6 meters
Weight: 72 kg

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

Wound Points: 10
Vitality Points: 13
AC: 16 (+3 Defense, +3 Dex)
DR:
Bab: +2
Initiative: +3 (+3 Dex)
Speed: 10m

Reputation: +1
Fort: +1 (+1 base, +0 Con)
Ref: +6 (+3 base, +3 Dex)
Will: +2 (+1 base, +1 Wis)

Attacks:
Heavy Blaster Pistol: +5 attack, 3d8 damage, 20 Crit, 8m range, 18 DC Stun, Multifire capable
Blaster pistol, Holdout: +5 attack, 3d4 damage, 20 Crit, 4m range, 10 DC Stun
Knife: +2 attack, 1d4 damage, 20 Crit, 2m range,

Feats:
Weapon Group Proficiency (blaster pistols)
Weapon Group Proficiency (simple weapons)
Dodge (starting)
Stealthy (3rd level)

Skills:
60 sp
Appraise +8 (6 ranks, +2 Int)
Balance +3 (+3 Dex)
Bluff +8 (6 ranks, +2 Cha)
Computer Use* +3 (1 rank, +2 Int)
Diplomacy +5 (+2 Cha, +5 Illicit barter)
Disable Device +7 [10] (5 ranks, +2 Int, [+3 security kit])
Disguise +2 (+2 Cha)
Escape Artist +3 (+3 Dex)
Forgery +6 (4 ranks, +2 Int)
Gamble +1 (+1 Wis)
Gather Information +8 (4 ranks, +2 Cha, +2 race)
Hide +10 (5 ranks, +3 Dex, +2 stealthy)
Knowledge- Business* +4 (2 ranks, +2 Int)
Knowledge- Streetwise* +3 (1 rank, +2 Int)
Listen +5 (4 ranks, +1 Wis)
Move Silently +10 (5 ranks, +3 Dex, +2 stealthy)
Repair +3 [6] (1 rank, +2 Int, [+3 security kit])
Search +8 (6 ranks, +2 Int)
Sleight of Hand +7 (4 ranks, +3 Dex)
Spot +6 (3 ranks, +1 Wis, +2 race)
Tumble +6 (3 ranks, +3 Dex)

Languages:
Speak Bothese, Basic, and Huttese
Read/Write Bothese and Basic

Equipment:
BlasTech DL-44 1.3kg
Blaster Pistol, Hold out .5kg
Knife 1kg

All-temp cloak 1.5kg
Comlink .1kg
Datapad 3kg
datacard .1kg
Energy Cell x10 neg
Glow rod 1kg
Liquid cable dispenser .4kg
Powerpack x10 1kg
Recording rod 1kg
Security kit, matercraft +1 1.2kg
Credit chip w/ 365 credits .1kg

total weight carried - 12.2kg

Loads:
Light - 16.5kg
Medium - 33kg
Heavy - 50kg

Background:
 
Last edited:

Dire Lemming

First Post
Like this, but with hair, and without the weird "SI" marking.
Name: Kesler Murada
Species: Human
Class: Tech Spec 3
Age: 32
Height: 1.791 m
Weight: 66.5 kg.
Hair: Black
Eyes: Gray
Skin: Light Brown

Statistics:
Str: 10
Dex: 12 +1
Con: 10
Int: 16 +3
Wis: 14 +2
Cha: 12 +1

Wound Points: 10
Vitality Points: 13
AC: 14 (Defense +3, Dex +1)
DR: 1
BAB: +2
Initiative: +1
Speed: 10m

Reputation: +1
Fort: 0
Ref: 2 (base +1, Dex +1
Will: 4 (base +2, Wis +2

Attacks:
SoroSuub ELG-3A: +3 attack, 3d6 damage, 20 crit, 10m range, Stun DC 17

Special Features:
Research
Instant Mastery: Knowledge (Aliens)

Feats:
Weapon Proficiency: Simple
Skill Emphasis: Treat Injury
Armor Proficiency: Light
Starship Operation: Transport
Surgery
Weapon Group Proficiency (Blaster Pistol)

Skills: 48 SP
Apraise +3
Astrogate +9(6 ranks, Int +3
Balance +1
Bluff +1
Computer Use +9 (6 ranks, Int +3)
Diplomacy +4 (6 ccranks, Cha +1
Disguise +1
Entertain +1
Escape Artist +1
Forgery +3
Gamble +2
Gather Information +1
Hide +1
Intimidate +1
Knowledge (Aliens) +7 (4 ranks, Int +3)
Knowledge (Medicine) +9 (6 ranks, Int +3)
Listen +2
Move Silently +1
Pilot +7 (6 ranks, Dex +1)
Read/Write Language (2 ranks: Huttese, Duresse)
Repair +9 (6 ranks, Int +3)
Ride +1
Search +3
Sense Motive +2
Speak Language (4 ccranks: Ryl, Durese)
Spot +2
Survival +2
Treat Injury +11 (6 ranks, Wis +2, Misc +3, +1 to diagnose, +3 to stabilize)

Languages:
Read/write and speak Basic
Read/write and speak Durese
Read/write and speak Gungan
Read/write and speak Huttese
Speak Ryl

Equipment:
A/KT Tracker Utility Vest (0.5 kg, 300 C)
SoroSuub ELG-3A (0.5 kg, 500 C)
BioTech FastFlesh Medpac (? kg, 600 C)
MDS-50 MedSensor (? kg, 75 C)
Field Cauterizer (? kg, 200 C)
Comlink (.1 kg, 200 C)
Glow Rod (1 kg, 10 C)
Recording Rod (1 kg, 500 C)
Datapad (3 kg, 1000 C)
Power Pack – 2 (.2 kg, 50 C)
Credit Chip with 2068 C

Description:
Kesler is of about average height and build for an athletic adult human male. He has short black hair that is clean but otherwise ignored. He wears practical Naboo style traveling clothes though anyone from that planet would be able to tell that they are long out of fashion.

Background:
Kesler Murada, was born on Naboo, where he trained to become a physician. It was during the Trade Federation Blockade that Kesler truly began to develop a hatred of corruption and greed. He did the best he could to help his people, hoping that the queen would be able to bring the senate to its senses. After the battle of Naboo and its subsequent liberation he was one of the many who cheered at the news that senator Palpatine had become Supreme Chancellor, thinking that the corruption in the senate would finally start to be repaired. At the start of the Clone Wars he made up his mind to start traveling, going to various systems that had been affected by battles to offer his aid.

When news reached him of the betrayal and subsequent eradication of the Jedi Order he did not know how to feel. It was inconceivable to him that the Jedi would betray the Republic. Yet, there was Chancellor Palpatine saying it himself. Kesler felt disillusioned with the Republic, and the news the Palpatine had declared the Republic the new Galactic Empire and himself Emperor only reinforced that.
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top