[OOC] Junk Yard Dogs [Sage Edition Imperial Game]

Sorry this is so late! What else do I need to submit?


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
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Defense Reflex: 17 (flat-footed 15); Fortitude:14 ; Will: 16
Hit Points: 27 Threshold: 14
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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
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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
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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.
 

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I'd say Vax is perfectly fine with having a speeder with no weapons that he races, modifies, tinkers with in his spare time. It'd be a personal mission for him to get it up and flying.

Einan
 

discussion - JYD's

Blood OK. Thanks for letting us know. I want to start with a pair of Storm-troopers, so I've roughed out an NPC (Bloodwork). I'll ghost it until you are back. Then you can either substitute in your character - either as the same trooper or as a different trooper transferred in. We can sort out which at the time.

Shaggy Welcome back. Saw your new game and thought that you might have been a little busy. The character looks good, I can't think of anything else you need right now.

Voda Droids get hp's as per normal characters. So Scoundrels get 18 hp's at first level, then 1d6 hp's after that. They don't get any Con bonuses obviously. Droids also add their Str (rather than Con) bonus to their fortitude defence.

Perhaps the easiest thing would be to just generate a character using the rules that you have, then we can make any adjustments to bring it into line with the Saga rules. If everyone pitches in, we should be able to have you ready to play fairly soon.

Einan Great. Consider the speeder marginally functional. The condition track would seem to be the most obvious way to reflect this. But by the RAW, with a hop, step and click of the heels its pretty much fixed. I need to give it a bit more thought. Obviously, for official work Vax will be issued a working Army speeder.

Everyone I'm thinking about splitting the party along the following lines for the opening scene. I've swittched a couple of characters around. There is no real significance to this, its just a feel thing.

Lt. Qira (I2), Vax (Scout-trooper) - Currently en-route to Tatooine via Imperial Transporter.

Lt Jonos (ISB), Othello (Storm-trooper, Tatooine Garrison), Bloodwork (Storm-trooper, Tatooine Garrison) - Currently stationed on Tatooine.

I'm currently working on the IC opening post.

RG thread is now up here.

Troopers TacCom is the hand signal language used by the Storm-troopers. It includes a written form - sort of a hieroglyph. Vax has something along those lines. Othello has a language yet to assign. Non-Troopers can take it, but its not required, nor particularly common, even among the IA members. TacCom is a grunt thing.
 



Here is an approximation

FQ-22 droid Scoundrel 2

Init +3
Languages Basic
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Defense 16
Reflex: +6 Fortitude: +0 ; Will: +1
Hit Points: 24 Threshold: -Uncerain about this-
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Speed 8 squares
Base Attack Bonus +2, Grp +1
Ranged Blaster Pistol +6 (3d6) -Uncerain about the damage-
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Abilities: STR 8 DEX 18 INT 16 WIS 10 CHA 11
Droid quirk: Bad wiring (+2 in any ability score, but shuts down for 1d4 if rolls a 1)
Feats: Weapon Prof (Pistols, Simple)
Skills: R
Computer use 5 +8
Astrogate 5 +8
Demolition 5 +8
Disable device 5 +8
Repair 5 +8
Search 4 +8
Tumble 5 +6
Craft (Droids) 5 +8
Knowledge (Tech)5 +8

Possessions (personal): Diagnostic package (250) recording unit(250), Tool mount Wielding laser/cutting torch (310), Translator unit, Droid armor light -3 dmg reduction, -3 ACP- (1500)
Possessions (issued): Comlink, Electroshock probe, blaster pistol, secondary batery, tool mount (rapair tools)
 

Voda, I took a crack at the revision. Here goes:
FQ-22

Medium Droid Scoundrel 3
Destiny 1; Force Points 6;
Init +7; Perception +6;
Languages Basic plus 3 more
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Defense Reflex: 19 (flat-footed 16); Fortitude: 13; Will: 14;
Hit Points: 24 Threshold: 13
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Speed 6 squares
Base Attack Bonus +2, Grp +1
Melee Unarmed +1 (1d4)
Ranged Blaster Pistol +5 (3d6+1)
Atk Options Point Blank Shot
Special Abilities from Feats, Powers, Racial abilities, etc
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Abilities: STR 8 DEX 16 INT 16 WIS 10 CHA 11
Talents: 2 needed. Suggested: 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, 3 more needed; Suggested: Skill Focus: Mechanics (adds a further +5 to your skill checks), Improved Defenses (adds +1 to all your defenses), Weapon Focus or Toughness (gain 1 extra HP per level)
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)
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Experience

NOTE: For suggested feats/talents, I have NOT included the bonuses in the stat block. I hope this gets close to your original ideal.
 

It surely does. I did not include talents and feats, because I supposed they would be very different. I still don't understad the way defense is calculated. Will appreciate if you explain it to me, I see this is a totally different mechanic.
 

Defense is 10+heroic level+ability modifier+class bonuses

Or in the case of Reflex, armor substitutes for heroic level.

So, your reflex is 10+4(armor)+3(Dex)+2(Scoundrel class bonus) = 19


Einan
 

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