The Star Wars Iconic Characters...

Dorn Tavers said:
so is there still any room in this topsy-turvey universe for Dorn Tavers?

I for one would be very glad to have you back in the game. But I hope you've got a really good explanation for where you've been the last thirteen years. :lol:

EDIT - I'm suddenly picturing "Grosse Point Blank", but with lightsabers.
 
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How's this look for Kelko? And how does vitality work again?

Kelko: Male Rodian Fringer 6; Init +3 (+3 Dex); Def 18 (+5 class, +3 Dex); Spd 10m; VP/WP 50/14; Atk +5 melee (1d3, punch), +7 ranged (3d6, Blaster Pistol); SQ +2 to Listen, Search, and Spot, bonus class skills (Repair, Spot), barter, jury rig +4, survival +2; SV Fort +7, Ref +6, Will +3; SZ M; FP 4; Rep +1; Str 13, Dex 16, Con 14, Int 10, Wis 13, Cha 8.
Equipment: Blaster pistol, comlink, tool kit, macrobinoculars.

Skills: Computer Use +2/0, Craft (electronics) +7/7, Handle Animal +3/4, Hide +7/4, Listen +4/1, Pilot +12/9, Profession (mechanic) +3/2, Profession (tour guide) +4/3, Read/Write Rodese, Repair +11/9, Search +2/0, Speak Basic, Speak Rodese, Speak Ryl, Spot +10/7, Survival +9/6.

Feats: Dodge, Gearhead, Weapon Group Proficiencies (blaster pistols, primitive weapons, simple weapons), Starship Operation (transport), Track
 
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Kelko said:
How's this look for Kelko? And how does vitality work again?

I believe we used the RPGA standard... Maximum at first level, and then all other levels are based on hit dice: d6=4vp/level, d8=6vp/level, d10=8vp/level.

Or we could roll for them...


So... Is everyone ready?

We've got four players (not counting Deel just yet). If Rorworr and Dorn post stats, we'll have six. I think that's as many as I'd like to have at once.

Another consideration... There are enough Iconics that if all of them (or even most of them) were active, we could have two game running at once. I wouldn't want to run both of them, but if someone else wanted to start a second game that'd be cool by me.
 



Equipment done, so I'm ready to roll.

His armor is now +3 mastercraft, so he's even less likely to take it off than before, if that's possible. It's his baby. :D
 

I'll have my stats posted by tomorrow evening at the latest. I'll be ready to go by then!

Oh, Arani, of course I have a perfectly reasonable explanation for the last 13 years that will make perfect sense once you hear it. I mean, who would just show up again without some kind of logical explanation for being gone so long, right?

So...how do you feel about alien abduction stories? :D
 


I'm here, I've just been having log-in problems :( Still, after repeated vicious cookie purges, it all seems to be working again :)

I'll get my stats worked up and posted a little later this evening. I'm going to need someone to check them over for me though, as I don't have a copy of the SWRCRB to hand.
 

Rorworr: Male Wookiee Scout 6; Init +1 (+1 Dex); Defense 15 (+4 class, +1 Dex); Spd 10m; VP/WP 50/14; Atk +7 melee (1d6+3 Martial arts), +5 ranged (3d10/19-20, bowcaster) or (3d6, blaster pistol); SQ Wookiee Rage, Extraordinary Recuperation, Heart +1, Trailblazing, Uncanny Dodge (Dex bonus to AC), Skill Mastery (Pilot), Extreme Effort, Evasion; SV Fort +5, Ref +4, Will +3; SZ M; FP 5; Rep 1; Str 17, Dex 13, Con 14, Int 12, Wis 10, Cha 8.

Equipment: Backpack, Blaster pistol, Bowcaster, Credit chip, Comlink, Medpac, M-TD translator droid.

Skills: Astrogate +6/5, Climb +8/3, Computer Use +5/4, Hide +5/4, Intimidate +6/3, Knowledge (Planetary systems) +3/2, Listen +3/3, Move Silently +3/2, Pilot +10/9, Read/Write Basic, Read/Write Rodese, Read/Write Shyriiwook, Repair +9/8, Search +4/3, Speak (Understand) Basic, Speak (Understand) Rodese, Speak Shyriiwook, Spot +3/3, Survival +9/9, Swim +4/1.

Feats: Starship Operation (Space Transport), Track, Exotic Weapon (bowcaster), Martial Arts, Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (blaster rifles), Weapon Group Proficiency (simple weapons).
 
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