Star Wars: We Joined the Rebellion for This?! OOC


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Varren Slen
Male Duros Scoundrel 6

VP/WP: ?/12
Def: 17

Fort: +3
Ref: +8
Will: +2

Str: 14 +2
Dex: 16 +3
Con: 12 +1
Int: 14 +2
Wis: 10 0
Cha: 12 +1

B.A.B: +4

Feats

Spacer
Skill Emphasis (bluff)
Low Profile
Starship Operations (Space Transports)
Starship Dodge
Alertness

Skills

Astrogate +13, Bluff +9, Computer Use +11, Demolitions +9, Disable Device +10, Escape Artist +8, Gather Information +7, Hide +10, Pilot +14, Spot +6, Knowledge (Rebellion) +8, Speak Huttese, Read/Write Huttese.

SQ

Illicit Barter
Lucky (2/day)
Precise Attack +1

Equipment

Flight suit
glow rod
security kit
macrobinoculars
comlink
blaster pistol

Credits left: 7690

Background

If you'll listen to what he says, Varren was born fighting for the Republic. In a way, it's not that far from the truth. Born to Republic Navy officer Narrown 3 P.E (that's 21 BBY OOU) aboard a Corellian gunship while his mother's second-in command ran the battle. After the Empire was formed and all non-human sentients in the navy were beginning to be kicked out, Narrown took her family and crew away from the now bigoted Empire. The stolen gunship proved vital to several missions in her resistance cell and eventually found its way to the Alliance after the Corellian Treaty was signed around two years ago.

As for Varren, this lifestyle molded him into the freedom fighter that he is today. Working mainly as a pilot smuggling weapons and stolen tibanna gas canisters, Varren had little impact on the rebellion as a whole.[/sblock]

Now, as a question. What do we do ship-wise? I really want my character to own his own space transport, but that's obviously out of his price range.
 


possum said:
[sblock]

Varren Slen
Male Duros Scoundrel 6

VP/WP: ?/12
Def: 17

Fort: +3
Ref: +8
Will: +2

Str: 14 +2
Dex: 16 +3
Con: 12 +1
Int: 14 +2
Wis: 10 0
Cha: 12 +1

B.A.B: +4

Feats

Spacer
Skill Emphasis (bluff)
Low Profile
Starship Operations (Space Transports)
Starship Dodge
Alertness

Skills

Astrogate +13, Bluff +9, Computer Use +11, Demolitions +9, Disable Device +10, Escape Artist +8, Gather Information +7, Hide +10, Pilot +14, Spot +6, Knowledge (Rebellion) +8, Speak Huttese, Read/Write Huttese.

SQ

Illicit Barter
Lucky (2/day)
Precise Attack +1

Equipment

Flight suit
glow rod
security kit
macrobinoculars
comlink
blaster pistol

Credits left: 7690

Background

If you'll listen to what he says, Varren was born fighting for the Republic. In a way, it's not that far from the truth. Born to Republic Navy officer Narrown 3 P.E (that's 21 BBY OOU) aboard a Corellian gunship while his mother's second-in command ran the battle. After the Empire was formed and all non-human sentients in the navy were beginning to be kicked out, Narrown took her family and crew away from the now bigoted Empire. The stolen gunship proved vital to several missions in her resistance cell and eventually found its way to the Alliance after the Corellian Treaty was signed around two years ago.

As for Varren, this lifestyle molded him into the freedom fighter that he is today. Working mainly as a pilot smuggling weapons and stolen tibanna gas canisters, Varren had little impact on the rebellion as a whole.[/sblock]

Now, as a question. What do we do ship-wise? I really want my character to own his own space transport, but that's obviously out of his price range.
Stats look good...but you probably do want to change a few things based on what I'm about to type.

The idea right now is that there isn't a ship for the team. They'll be dropped off/taken to the planet by the Alliance. If they manage to acquire a ship later, I won't stop it, but not going to be starting with one. Because of that the Starship feats probably won't do you much good for the immediate future.
 

Rhun said:
Didn't mean to steal your thunder, Fenris. But Cydarius was just laying around waiting to be played. :D

I'm putting together a nice little scout that I think will fit the party well actually.
 

Ankh-Morpork Guard said:
Master Spy is a great class, I've seen it used a lot since the Heroes Guide came out. One thing, though, is that I don't plan to use Sympathies from the book(no matter how fun they are, at this point, I'd rather not) so it kind of plays against one of the class features.
No problem. I'm building him out as a Scoundrel with a level or two of Soldier to toughen him up a bit. I'm thinking male Anomid and former employee of the Hutt Syndicate - though, of course, he's "reformed". I'm thinking he was chosen for this mission because of his familiarity with the Hutts, though I don't expect he has any personal experience with Jabba. And so much the better - no doubt if they were found out, Jabba would sell them to the Empire in a heartbeat.

Nevertheless, he should fit right in in Mos Eisley. More details later.
 

My character concept:

Major Edmund Karr of the Alliance military. Special ops training. Descended from Old Money on Arkania, he joined the Rebellion as a matter of principle - the Empire's governance is not something any honorable man can condone.

I'll stat him up as Noble/Soldier sent on this mission because Alliance Command felt that his skills would be needed.
 


Okay...would like to have everyone's concepts by tomorrow night. I'll finalize the group from there and we'll get the stats finished as necessary then get this moving.

So if you haven't at least posted a basic background(those that are here are good, don't have to expand too much at this point), please do so by tomorrow. :)
 

Issachar Hayze is a doctor from Nar Shadda, he knew Cydarius, and was recruited by him into the rebel alliance.

Sorry, that's all the background I have for now. I do have most of the character sheet worked out though. I'll post it shortly.

Edit: Here it is.

Issachar Hayze
Species: Human
Class: Tech Specialist 6
Height: 1.75 m
Weight: 71.5 kg

VP:
Wound: 12
Defense: 16 (Class +4, Dex +2)

Str: 10
Dex: 14 (+2)
Con: 12 (+1)
Int: 14 (+2)
Wis: 18 (+4)
Cha: 10

Speed 10
Reputation +1
BaB: +4
Initiative: +6 (Dex +2, Misc +4)

Fort +3 (Base +2, Con +1)
Ref: +5 (Base +3, Dex +2)
Will: +7 (Base +3, Wis +4)

Skills:
Computer Use +11 (9 ranks, Int +2)
Craft (medpac) +7 (5 ranks, Int +2)
Disable Device +11 (9 ranks, Int +2)
Knowledge (biology) +11 (9 ranks, Int +2)
Knowledge (alien species) +10 (6 ranks, Int +2, misc +2)
Repair +11 (9 ranks, Int +2)
Search +11 (9 ranks, Int +2)
Treat Injury +16 (9 ranks, Wis +4, misc +3)

Feats:
Dodge
Improved Initiative
Point Blank Shot
Surgery

Class Features:
Skill Focus: Treat Injury
Expert: Knowledge (alien species)
Instant Mastery: Craft (medpacs)
Research
Medical Specialist +1
 
Last edited:

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