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Tuesday, 23rd October, 2007, 03:11 AM #1
[RG] Junk Yard Dogs [Star Wars Saga Edition]
Junk Yard Dogs is a Star Wars Saga Edition game in which the characters are members of the Imperial Forces and various agencies.
I'll also use this thread to keep track of significant NPC's, places etc.
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Tuesday, 23rd October, 2007, 03:22 AM #2
Othello C Sentis XA-2814
Alias: Tatooine Recon 814
Force Points: 6
Medium Human Male Solider 3
Init +8; Senses: Lowlight
Languages: Basic, TacCom
Defenses: Fort 19, Ref 19, Will 15
Hit Points: 44 (d10) ;Threshold 19
Speed 6 squares
Ranged +6 (3d8+1) Blaster Rifle;
Ranged+5 (3d6+1) blaster pistol;
Ranged +5 Frag Grenade (4d6+2, 2 square burst)
Base Attack +3; Grapple +4
Abilities Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 9
Talents: Devastating Attack (rifles), Battle Analysis
Feats: Vehicular Combat, Point Blank Shot, Weapon Focus (rifles), Coordinated Attack
Skills: Pilot +8, Initiative +8, Mechanics +7, Perception +10, Knowledge (tactics) +7
Age: 22 (physical) 10 (actual)
While on duty (and sometimes when off duty) 814 wears the standard issued stormtrooper armor, blaster and grenades. When off duty he dresses in simple tan breeches and a white linen shirt. His features strongly resemble a Mandalorian features, but his light eyes betray a mixed "heritage"
Order 66 turned the Clone Troopers from loyal soldiers of the Jedi into soldiers loyal only to Palpatine. The plan was executed perfectly, the empire was formed and the Jedi were eliminated. In the aftermath of the order it was discovered that while the Clone Troopers followed the order unquestioningly and attacked their former comrades-some of them felt remorse about doing so.
Those in charge of the sciences in the empire strove to combat this problem, and create an more perfect solider, one that would kill on command and await its next order. So they took a few Clone Troopers and sampled their blood, and blended it with blood of humans from various empire worlds to retain the Clone Trooper loyalty and bleed out the remorse.
Stormtrooper 814 was one of the successful products of the experiment. 814 displayed the loyalty without remorse that the scientists had strived for, and also showed an aptitude toward vehicular operation.
Stromtrooper 814 has been conditioned (some could say programmed) to follow the orders of his superiors without question or regret. Although simple minded in this regard he has displayed knowledge of both tactics and mechanics. He's quiet, prefering to listen and follow orders then to make small talk or socialize. While off duty he spends his time keeping his weapons in prime condition and maintaining/restoring various vehicles on the base. He has been known to occasionally go hunting with others stationed at the Tatooine base, mostly to keep up on his marksmanship, and has purchased a sporting blaster rifle for such occassions.
His current off duty projects include restoring a landspeeder and constructing a jetpack.
Quote: Orders Sir!
Stormtrooper Armor (issued), Blaster rifle (issued), blaster pistol (issued), frag grenade (4) (issued), utility belt with medpac (issued)
Blaster Rifle, Sporting (800)
Where is this box I'm supposed to be thinking outside of?
Tuesday, 23rd October, 2007, 04:16 AM #3
Novice (Lvl 1)
Lt. Qira Maru
Destiny: Force Points: 6 Dark Side:
Medium Human Female Jedi 3
Init +3; Perception +4
Languages: Basic, Huttese
Defenses: Fort 14 Ref 16 Will 17,
Hit Points: 40 (d10) ;Threshold 17
Spd 6 squares (walking)
Melee +6 lightsaber 2d8+1
Base Attack +3; Grapple +2
Special Actions: Deflect
Force Powers Known: (Use the Force +12) Mind Trick, Farseeing, Force Grip, Surge
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 17, Chr 13
Talents: Force Perception, Deflect
Feats: Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiency (simple weapons), Skill Focus (Use the Force), Force Training, Weapon Finesse, Weapon Focus (lightsabers)
Skills: Endurance +6, Knowledge (Bureaucracy) +7, Pilot +8, Use the Force +12
Weight: 61.2 kg
Tall and slender, Qira Maru looks more like a glamorized spy from a holocron than an Imperial officer. Straight dark hair falls past her shoulders in measured defiance of Imperial hygiene regulations; only her implacable, defiant blue eyes give her an air of anything resembling the customary Imperial demeanor. Many might guess, correctly, that Qira has a bit of vanity about her appearance.
Imperial Center isn't exactly the shining jewel of the Empire. Gross overpopulation and ubiquitous surveillance, not to mention the streets full of marching stormtroopers on leave or on their way to deployment, don't exactly make for a sweet loaf of a childhood. In Qira Maru's example, it didn't make for much of a childhood at all. Orphaned and bounced around the Invisible Sectors begging for scraps and employment from the wildlife doesn't exactly scream "bright future," but somehow at 15 she managed to secure false identification papers and con her way to a entry level position in Imperial Intelligence.
I2 on Coruscant suffered from plenty of the vast examples of corruption you'd expect, and not a small amount of organizational competition with the ISB. Blackmailing a superior officer, Qira parlayed her stint in data entry with I2 into a promotion offworld, where her cutthroat, single-minded determination quickly transitioned her into training programs for field work. It wasn't that Qira was particularly loyal to the Empire, she'd just do anything, absolutely anything, to get off of her home world.
Unfortunately for Qira, the Empire's tests of loyalty were something she simply could not lie her way through. As a member of the I2 it simply would not do. Bouncing around the service for several months while trying to maintain a low profile, she finally wound up "volunteering" for one of I2's notoriously unsafe weapons testing programs. Unique genetic qualifiers from the time of the Republic had identified Qira for weapons training with the famed weapon of the sorcerous Jedi. Even following ancient texts for instruction combined with the latest techniques in modern combat training the majority of Qira's fellows either simply washed out or became casualties of the brutal lightsaber combat katas. Less than a year later the "Shadow Trooper" program was officially disbanded. Qira's limited success was noted by agents within the Imperial Army though, and through the arcane reasoning of Imperial personnel Qira was soon reassigned once more - this time to the Imperial Garrison on Tattoine.
While Qira has been assigned a provisional officer's rank within the Imperial Army while she is stationed on Tattoine, she has yet to be assigned into any official hierarchy of command. As such she's been mostly doing her normal I2 duties of observing and reporting on discipline and morale in her monthly reports to command, while the commanders try to figure out how delicately to handle her.
Qira has seen much of the very worst examples of Imperial corruption first hand, so she's under no illusions about the "glory of the Empire." Still, Qira has seen the dark heart of the Empire pulse and is under no illusions of the possibility of success of the "Rebellion" either. Being the survivor she is, Qira is quite pleased to be where she is, even on Tattoine. While many of the rest of the garrison complain about the horrible conditions on the planet, Qira enjoys the peace and quiet, the wide open spaces, of the place and often can be found simply enjoying the "weather" topside, much to the horror of the rest of the soldiers.
Quote: "That would be Lieutenant Maru, soldier."
Lightsaber, 50 CR, Pocket Scrambler, All Temperature Cloak, Jet Pack, Power Recharger, Holorecorder, Concealed Lightsaber Holster, Basic Datapad, I2 uniform + Soldier stuff
Last edited by James Heard; Tuesday, 23rd October, 2007 at 04:23 AM.
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Saturday, 27th October, 2007, 02:54 PM #4
Lt. Fenn Jonos
Medium Male Human Noble 2/Scoundrel 1
Destiny 1; Force Points 6
Init +8; Perception +7
Languages Basic, Bothese, High Galactic, Huttese, Rodese, Ryl
Defense Reflex: 17 (flat-footed 15); Fortitude:14 ; Will: 16
Hit Points: 27 Threshold: 14
Speed 8 squares
Base Attack Bonus +1, Grp +1
Melee Unarmed +1 (1d4+1)
Ranged heavy blaster pistol +4 (3d8+1)
Attack Options: Point-Blank Shot, Running Attack
Abilities: STR 10 DEX 14 CON 12 INT 15 WIS 12 CHA 14
Talents: Connections, Trace
Feats: Linguist, Point-Blank Shot, Running Attack, Skill Focus (Use Computer), Weapon Focus (Pistols), Weapon Prof (Pistols, Simple)
Skills: Initiative +8, Gather Information +8, Knowledge (Bureaucracy) +8, Knowledge (Galactic Lore) +8, Knowledge (Tactics) +8, Perception +7, Persuasion (+8), Pilot (+8), Use Computer (+13)
Possessions: Issued gear plus heavy blaster pistol, pocket scrambler, code cylinder, credit chip, datapad, holorecorder, 10 datacards, utility belt with longrange commlink, hip holster, 2 powerpacks, electrobinoculars, 240 credits
Background: Lt. Jonos was raised in a respected family on Coruscant, with the eternal expectation that he enter the Galactic Civil service after he attended the Galactic University. Then the New Order happened. The Jonos family's expectations never wavered, and Fenn pursued whis family's wishes. He excelled at University and proved to have many of the skills and talents the Empire was looking for in their Intelligence service. When Jonos was offered a post, it never occured to him to turn it down.
After working for a while in the ISB, Fenn rose up to become a a fairly promising young officer, but as time went by, he started seeing the ugly under-side to the Empire. When he questioned an order his superior officer gave him involving the introduction of toxic agents into the water supply of a civilian community uspected of hiding Jedi, he found himself assigned to a dead-end post of monitoring Intel on the planet farthest from the bright center of the Universe-Tatooine.
Friday, 2nd November, 2007, 01:32 PM #5
Novice (Lvl 1)
Pvt Vax Holser
Medium Male Human Scout 3
Destiny 1; Force Points 6
Init +9; Perception +9; Use the Force +7
Languages Basic, Military Hand Sign
Defense Reflex: 19 (flat-footed 16); Fortitude:16 ; Will: 14
Hit Points: 38 Threshold: 16
Speed 8 squares
Base Attack Bonus +2, Grp +2
Melee Unarmed +2 (1d4+1)
Ranged Blaster Rifle +5 (3d8+1)
Ranged Blaster Pistol +5 (3d6+1)
Abilities: STR 10 DEX 16 CON 14 INT 12 WIS 12 CHA 12
Talents: Long stride, Evasion
Feats: Force Sensitivity, Shake it Off, Weapon Prof (Pistols, Rifles, Simple), Vehicular Combat, Force Training (Battle Strike, Negate Energy), Armor Prof (Light)
Skills: Endurance +8, Initiative +9, Perception +9, Pilot +9, Stealth +9, Survival +7, Use the Force +7
Possessions (personal): Electrobinoculars, Used Aratech 74-Z Speeder Bike, Credit Chip (800 creds)
Possessions (issued): Scout Trooper armor (+4, as combat jumpsuit with helmet package), blaster pistol, blaster rifle with standard targeting scope, utility belt with medpac
Force Powers: Battle Strike, Negate Energy
Background: Pvt Holser was indoctrinated at the age of 7 into the Stormtrooper Training Program. Hes quick, eager to please and believes entirely that the Empire is the best possible government to administer the galaxy. Lately hes been having odd feeling and powers show up, and he think they may be some sort of curse of the Jedi. Hes careful to keep them hidden and never, ever tell anyone about them. Above all, he wants to make his family proud of him. For the Empire!
Quote: Sir, yes sir! I would be happy to scout out ahead, sir! With extreme prejudice, sir!"
Originally Posted by Piratecat:
See, that's the thing. A half-vampire gelatinous cube ninja of legend is patently absurd. An unkillable blob of midnight slime that haunts the crevices of an ancient inn, that leaves slime-covered and blood-drained carcasses behind it as it slinks back into the shadows, is just plain scary.
If you're trying for style without player metagaming, change physical appearance and never label anything. As the Shaman and other folks illustrated, everything can be more frightening when you don't know what the heck you're facing.
Tuesday, 27th November, 2007, 04:27 PM #6
Myrmidon (Lvl 10)
Here it is, finally, FQ-22 sheet.
Medium Droid Scoundrel 3
Destiny 1; Force Points 6;
Init +7; Perception +6;
Languages Basic plus 3 more
Defense Reflex: 19 (flat-footed 16); Fortitude: 13; Will: 14;
Hit Points: 24 Threshold: 13
Speed 6 squares
Base Attack Bonus +2, Grp +1
Melee Unarmed +1 (1d4)
Ranged Blaster Pistol +6 (3d6+1)
Atk Options Point Blank Shot
Abilities: STR 8 DEX 16 INT 16 WIS 10 CHA 11
Talents: Knack (once per day you can reroll a skill check and take the better of the two rolls) and Lucky Shot (once per day you can reroll an attack roll and take the better of the two rolls)
Feats: Point Blank Shot, Weapon Prof: Pistols and Simple, Improved Defenses (adds +1 to all your defenses), Weapon Focus(blaster pistol) , Precice shot
Skills: Initiative +7, Knowledge: Technology +9, Mechanics +9, Perception +6, Persuasion +6, Pilot +9, Use Computer +9
Possessions: (personal): Diagnostic package (250) recording unit (250), Tool mount Wielding laser/cutting torch (310), Translator unit (DC 15) (500), Droid Light armor Durasteel Shell (+4 armor bonus to Reflex, Max Dex +4, -2 ACP) (1600)
Possessions: (issued): Comlink, Electroshock probe, blaster pistol, secondary battery, tool mount (repair tools)
Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!