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Unread 12-31-2009, 04:45 PM   #11
Dauntasa
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Name: George Dachnell
Age: 42

Appearance: A big, fat man with short brown hair and an impressive moustache. Has a slight tan and green eyes. Has a rather nasty looking scar on his left forearm.

History: Coming Eventually

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Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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4 STR: Physical strength. Forms the basis for attack power.

4 VIT: Physical vitality. Determines HP growth and physical defense power.

4 RFX: Reflexes. Determines various speed related things.

3 INT: Intelligence. Affects spells and skills.

3 WIL: Willpower. Determines ability to hold concentration and MGR.

2 CHA: Force of personality. Not necessarily physical attractiveness. Affects how people react to you.

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Combat
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29 HP: VIT x 5 + [(VIT + 5) x level]


14 ATP: Physical attack power. Equal to STR plus weapon power.


4 ACC: Accuracy with your equipped weapon. Equal to weapon skill plus special effects (if any)


10 DFP: Physical defense power. Equal to any equipment bonuses.


3 MGR: Magic resistance. Equal to WIL plus any equipment bonuses.


14 EVA: Evasion Rate. Equal to RES plus ten plus dodge skill.


18 GRAPPLE RESIST: Your ability to resist opponent's attempts to grapple you. Equal to STR + BRAWL + 10

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Equipment
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Main Hand: Replublic Blaster Rifle
Off Hand:
Body: T1 Heavy Armour
Inv.: Electroprod, T1 Rifle
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Skills: INT + 20 to start.
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2 Knowledge: Geology
2 Knowledge: Creatures
2 Blunt (STR)--Decides accuracy with all blunt weapons (clubs, maces, etc.)
2 Weapons Systems (RFX)--Decides Accuracy with vehicular weapons systems, or entrenched weapons, such as manned turrets.
4 Armor (VIT)--Affects what types of armor you may comfortably wear.
3 Survival (INT)--Used for finding your way around or finding food, etc.
4 Rifles (RFX)--Decides Accuracy with all blaster rifles.
4 Brawl (RFX)--Decides accuracy when unarmed or using gauntlets, brass knuckles, or other 'fist' weapons.
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Abilities-Active
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Head Shot--This attack can score a critical attack on rolls of 15-20 instead of only on 20 as per normal. It may only be used with non-thrown ranged weapons, and may only be used once per day.
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Abilities-Passive
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When the Chips are Down: When the character is outnumbered by 5/1 odds against opponents, is staring down a firing squad, is on his last chip, or otherwise in a situation that most would deam unwinnable, he becomes invigorated gaining a +2 to all rolls made during this time, as well as an increase of +2 to both his accuracy and evasion.

Last edited by Dauntasa; 01-15-2010 at 04:58 AM. Reason: fixed my skills
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Unread 12-31-2009, 05:04 PM   #12
Menarker
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Question!

In regards to these two defensive crafting skills

(Defensive Engineering-INT)--Used to create armor.
(Tailor-RFX)--Used to create clothing.

Is Defensive Engineering basically creating hand-held armor like shields or defensive trinkets or so, or do they also apply to the heavier armors like Massive Armor? Tailoring hardly seem like the type of skill to make massive armor... Unless perhaps a player could combine the two... :3
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Unread 12-31-2009, 05:09 PM   #13
Wizardcat
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You guys do realize the penalties you incur by using armor without the Armor skill, right? Especially with Massive armor. Also, other stuff that I'm too lazy to point out. Also, this just in: Menarker (attempts to) munchkin too much. :p

Character Sheet (Probably complete):

Name: Kharr

Age: 14

Appearance: A Cathar youth, he only stands at 4'8 and weighs only about 85lbs. Kharr has sleek grey fur with darker stripes and brown eyes. He has rather unruly 'hair' the same color as his fur. He wears sunglasses at times, given that bright light bothers him, as his race is naturally nocturnal. His usual outfit consists of a dark vest, matching fingerless gloves, black leggings that leave his feet bare, and small leg guards over them.

History: A bright kid with dreams of interstellar travel and adventure, Kharr stowed away on a vessel leaving his homeworld. A series of similar events intersperced with some theft and other various minor illicit activities, Kharr was an 'official bounty hunter'. For him, it was only a means finding some fun, mostly through trickery, and the occasional firefight. Oh, and the credits. Those are kind of useful, too.
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Stats:
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STR: 2
VIT: 3
RFX: 5
INT: 5
WIL: 3
CHA: 2

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Combat
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HP: 23
ATP: 9/9
ACC: 1/-4
DFP: 3
MGR: 3
EVA: 18
GRAPPLE RESIST: 15

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Equipment
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Main Hand: Tier 1 Pistol
Off Hand: Tier 1 Pistol
Body: Light Armor
Credits: 10

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Skills: 25 points
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Pistols: 5
Dual Wield: 4
Brawl: 3
Dodge: 3
Athletics: 3
Stealth: 3
Investigation: 2
Locks: 1
Armor: 1

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Abilities-Active
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Dirty Trick: A character attempts to perform some sort of dirty trick, whether a quick knee to the gonads, or picking up a pile of sand and quickly casting it into his enemy's eyes, it stuns his opponent for two rounds. This ability may only be used once per day, and characters that have experienced it in the past may make an RFX roll to avoid its affects--having learned to be wary of this character.
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Abilities-Passive
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Sneak Attack: When attacking with the element of surprise, such as from concealment, or when striking an opponent who cannot defend themselves for some reason (stunned) the character deals an automatic critical attack.
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Last edited by Wizardcat; 12-31-2009 at 10:26 PM.
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Unread 12-31-2009, 05:23 PM   #14
Menarker
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Quote:
Originally Posted by Wizardcat View Post
You guys do realize the penalties you incur by using armor without the Armor skill, right? Especially with Massive armor. Also, other stuff that I'm too lazy to point out. Also, this just in: Menarker (attempts to) munchkin too much. :p
Yup, but I can't buy massive armor yet, so I'm holding off so I don't waste skill points... although I still haven't spent all my points yet. :3

Our group is kinda lacking some melee types. But I guess that's what happens when the most known melee types in Star Wars, the Jedi, are barred from the players. :3

EDIT: Just had a weird thought of Dual-Wielding lightsaber-swordchucks. Damn you Fighter!

Last edited by Menarker; 12-31-2009 at 05:27 PM.
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Unread 12-31-2009, 05:39 PM   #15
Wizardcat
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Quote:
Originally Posted by Menarker View Post
Yup, but I can't buy massive armor yet, so I'm holding off so I don't waste skill points... although I still haven't spent all my points yet. :3
Your EVA takes a hit, too. o:

Quote:
Our group is kinda lacking some melee types. But I guess that's what happens when the most known melee types in Star Wars, the Jedi, are barred from the players. :3
I was originally going to use daggers, but pistols are better.

Quote:
EDIT: Just had a weird thought of Dual-Wielding lightsaber-swordchucks. Damn you Fighter!
That's... just awesome. Who needs logic when you've got the force?!
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Unread 12-31-2009, 05:43 PM   #16
Menarker
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Ah, yes, now I remember why I thought of it...

http://www.captainsnes.com/2006/04/0...6-bit-theatre/

EDIT: Another question, this one regarding criticals. So far, the rule books went into detail about criticals in combat in terms of critical accuracy, which allows you to roll again for extra damage.

But what about Critical Damage as with this skill?

Lucky Shot--This attack can only be purchased if the character already knows Head Shot or Precise Strike. Flip a coin. If heads, you deal critical damage. If tails, you miss entirely. This attack works with both ranged and melee attacks.

I looked, but couldn't find specifics on Critical damage. Is it double damage? Ignores armor or resistance?

Last edited by Menarker; 12-31-2009 at 06:33 PM.
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Unread 12-31-2009, 06:31 PM   #17
Seil
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If you're ignoring cannon, I expect you're overlooking the lightsaber fighting styles?

Quote:
* Form I Shii-Cho - The basic and most simplistic form, first form taught to younglings. Known users are The Jedi Exile, Kas'im, Stass Allie, Obi-Wan Kenobi (familiar with basic principles), Kit Fisto, General Grievous, Cin Drallig and Darth Vader (used elements in his personal variation of Form V). Being the first form learned, almost all Jedi and Sith use some aspect of Shii-Cho in their dueling.

* Form II Makashi - Most advantageous in lightsaber against lightsaber dueling. Elegant, effective and deadly. Few Jedi use it because of the relative rarity of this type of combat. Known users are: The Jedi Exile, Kas'im, Count Dooku/Darth Tyranus, Cin Drallig and General Grievous.

* Form III Soresu - Form which strongly emphasizes on defense and blaster fire deflection. Used by Jedi beset by multiple blaster-wielding opponents to defend themselves from incoming fire. Known users are The Jedi Exile, Kai'im, Obi-Wan Kenobi, General Grievous, Darth Vader (used elements of Soresu in his personal variation of Form V), Barriss Offee and Luminara Unduli.

* Form IV Ataru - Acrobatic form, emphasizing agility. This technique mainly involves the Force to perform some of the maneuvers. Relatively aggressive and tends to open defense. Known users are Zez-Kai Ell, Kavar, Vrook Lamar, Kas'im, Master Yoda, Qui-Gon Jinn, Aayla Secura, Quinlan Vos, Cin Drallig, Obi-Wan Kenobi, General Grievous and Alema Rar.

* Form V Shien / Djem So - Takes some of the defensive powers from Form III and channels them to offensive powers. Form V users can use the lightsaber to deflect blaster bolts back at attackers. Known users of Shien are Zez-Kai Ell, Kavar, Vrook Lamar and Khaat Qiyn. Known users of Djem So are: Darth Bane, Aayla Secura and Luke Skywalker. Anakin Skywalker, Darth Vader, and the Sith Blademaster Kas'im use both variants of this form.

* Form VI Niman - Diplomatic form, used by many Jedi in the period when Chancellor Palpatine was in power. Very well rounded, but does not excel anywhere. Note that all Jedi who practiced Niman in the Battle of Geonosis were killed. Often used as a basis for Jar'Kai. Known users are Zez-Kai Ell, Kavar, Vrook Lamar, Kas'im, General Grievous and Coleman Trebor.

* Form VII Juyo/Vaapad - Dubbed the Way of the Vornskr or The Ferocity Form, Juyo, a term from High Galactic, was originally considered an incomplete form for millennia. Generally viewed as undeveloped and rarely used by the Jedi and the Sith, Juyo was not seen as one of the main forms for generations of Jedi. Jedi Master Mace Windu completed Form VII when he developed the form of lightsaber combat known as Vaapad, named after a creature from Sarapin which moved with incredible speed. It was considered the most powerful form, but because of the intensity involved, it was thought dangerous because it bordered on the Dark Side of the Force. Practitioners of Vaapad included Mace Windu, (creator) Depa Billaba, Sora Bulq (co-creator) and Quinlan Vos (incomplete). Practitioners of standard Juyo include General Grievous, Darth Maul, Zez-Kai Ell, Vrook Lamar, Kavar and Kas'im. Count Dooku seemed to know enough of the Juyo form to teach General Grievous and his IG-100 MagnaGuards, so he is a possible Juyo practitioner.
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Unread 12-31-2009, 06:39 PM   #18
PhoenixFlame
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Name: Vira Chulu

Age: 21

Appearance: Vira is tall and thin, with the figure of an graceful young woman. Raven black hair frames her eyeless face, swathed over by an equally dark blindfold that obscures her unsettling sockets. She wears a rudimentary dark leather vest padded with ablative patches and microweave fibres to provide decent protection from the slings and arrows of outrageous fortune.

History: A native Alpheridian, Vira, like most Miraluka children, grew up in one of the remote province-states of the remote world of Alpheridies. Rarely ventured to due to the intense radiation produced by the planet's proximity to it's red dwarf star, which had originally caused the Miraluka to lose the use of their natural eyes, the planet nonethless produces an abnormally high number of force sensitives. Despite this, a combination of the strictness of Jedi training discipline and the remoteness of her particular province led Vira to be discovered at the age of six. Passed over for being 'too old', and without the proper education to join the temple as an archivist, she led a relatively uneventful life.

Still, the knowledge that she had been quite close to becoming a guardian of order never sat well with Vira, particularly as she aged. Peaceful life was desirable, as is taught by the Luka Sene, but Vira believed that she had missed an opportunity to bring peace elsewhere. That, and one could always understand things better when tempered with violence. Thus, she became a Janissary, to nomadically travel the galaxy, learning myriad ways of combat in a personal quest to fill what called to her.

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Stats:
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STR: 3
VIT: 2
RFX: 4
INT: 3
WIL: 4
CHA: 4

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Combat
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HP: 17
ATP: 8
ACC: 6 (4+2)
DFP: 5
MGR: 4
EVA: 23
GRAPPLE RESIST: 17

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Equipment
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Main Hand: Tier 1 Vibroblade
Off Hand: Empty
Body: Medium Armor
Credits: 10

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Skills: 23 points
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Swords 4
Brawl 4
Pistols 4
Dodge 4
Athletics 4
Armor 2
Conversation 1

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Abilities-Active
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None!
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Abilities-Passive
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Lucky (+2 Ref defense)
Duelist (+3 Ref defense with a single one handed weapon.)

Edit: Hm? Did I hear melee fighter? So what if I can't be Jedi? You don't need to be Jedi to be an ascetic warrior-monk even in star wars!
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Last edited by PhoenixFlame; 12-31-2009 at 07:01 PM.
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Unread 12-31-2009, 07:38 PM   #19
Menarker
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Does the party's ship have any sort of weapons to protect itself from enemy fighters?
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Unread 12-31-2009, 07:43 PM   #20
CABAL49
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Quote:
Originally Posted by Menarker View Post
We might need a pilot, so I'm holding off a slight until we find out if someone wants to volunteer as one...
Quote:
Originally Posted by CABAL49 View Post
But I am thinking about being a pilot.

So here I go to insure my role isn't taken.

Name: Jolis Norlan

Age: 27

Appearance: Short black hair and fair skin from spending so much time in ships. He has a medium build standing only 5'10.


History: Norlan was born a spacer. He was raised by his father who was a ship mechanic at Kuat. At the age of 14, a power overload left him on his own in the massive space station above Kuat. Using what skills he had learned from his father, Norlan scraped a living working under a salvager named Genitivi Irlov. Irlov's salvaging operation was actually a smuggling front to get high tech Kuat made weapons and ship parts out. Eventually Norlan was drafted into this organization, where he learned how to fly frigates. Flying became his passion. He spent most of his free time in a simulator. The life of a smuggler isn't easy, even for pilots. Eventually Norlan was caught and drafted into the Republic fleet, where pilots were needed, and learned how to use a pistol. After he served his time, he worked on board an understaffed medical transport where he learned several techniques for healing and fixing bandages. Although he is no doctor, he is a decent field medic.

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Stats: You have 20 points to distribute. 3 is average, 5 is max at first level.
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STR: 3
VIT: 3
RFX: 5
INT: 4
WIL: 3
CHA: 2
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Combat
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HP: 3 x 5 + [(3 + 5) x level]=23
ATP: 5+8=13
ACC: =5
DFP: = 0
FGR: = 3
EVA: =15
GRAPPLE RESIST: =13
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Equipment
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Main Hand: Pistol Tier 2
Off Hand: Nothing
Body: Clothing
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Skills: 4 + 20 to start.
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Weapon Skill: Blaster 5
Piloting: 5
Crafting: 2(+2) (Ship Engineering)
Knowlege: 4 (Space Charts)
Medicine 2(+2)
Vehicles: 4
Computer Use: 2
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Abilities-Active
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Abilities-Passive
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Doctor: The character gains a +2 bonus to all medicine rolls.
Engineering: The character chooses a craft, and gains a +2 bonus to that skill. This may be taken multiple times, once for every craft skill.

As the Pilot I figure I won't be on the front lines anyways, so you kids better protect me!

Edit: Gave myself a story to try and cover my mix of skills.

Last edited by CABAL49; 01-02-2010 at 06:13 PM.
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