USH'S STAR WARS GAME- CHARACTER CREATION

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Ushgarak
Here are the rules for creating characters for my Star Wars game. This system is designed to work with the new rules system the game is getting, and so has not been used before this point. However, this system has received considerable off-line testing!

Note that the Star Wars RP can only handle so many players. Luckily, with two sides to chose from, the problems can be eased, but I reckon a maximum of about six per side is the practical best- I may be able to stretch that at a pinch; I would prefer excess players are Light Side as they can be given more to do.

There are five stages in character creation.

1. Light Side or Dark Side?

2. Name (harder than you might think)

3. Template- as in what sort of character you are. Light Side and Dark Side get different templates to chose from but based around the same types of people.

4. Assigning stats and skills- a simple process with instructions given by template.

5. Picking your force powers and other tricks.

However, the following rules apply to all characters:

1. Everyone is a Force user, in the Jedi style (though not necessarily ever a Jedi).

2. Everyone forms part of a team- including the Dark Siders (though obviously I mean one Light Side and one Dark Side team!). The problems Dark Siders have WITH teams kinda form part of their plotline. Even Renegades are working with the Jedi, for one reason or another.

3. Everyone has done missions before- even if you want to be fresh from Padawanship, you saw a lot of action during your apprenticeship. No-one in this game is a novice. Dark Siders have had their own experiences- but NONE of you are Sith, this is important.

4. The game is set in the Prequel Trilogy era.

Other than that, when you create a character, feel free to add as much background detail as you like!

Ushgarak
1. Light Side or Dark Side?

Think carefully about this. Without wanting to sound too obvious, it is rather fundamental to the play style you get!

The inspiraton for the sides in this game comes more from the films than the EU- though I far from totally reject the EU in this game, my stylistic influence is very much film based. This many mean some small differences between my interpretations of things and yours- but on the whole, I find players accept their roles very happily.

Here are the pros and cons of each side.

Light

Pros:

Official status: Even Renegades get respect as Jedi, and proper Jedi have vast legal powers and authority, Masters especially so. Qui-Gon Jinn is considered a maverick, but even he was given the authority to simply ORDER a settlement to the Naboo problem. George Lucas likens Jedi to Wild West Marshalls- out on the frontier, your word is law.

Teamwork: Jedi are nice guys, and they work well together. You are assured of loyalty from your friends

Support network: You work FOR the Republic. The Republic may be old, corrupt and falling apart at the seams, but many Republicans are good people who have faith in the Jedi and will do what they can to help you.

Heroes: You are heroes... and on the whole, people like to play heroes!

Cons:

Responsibilities: You have great power- and we all know what that means. You are not tyrants. Jedi have a lifetime of training in exercising their power responsibly, and always happily accept that they serve the Republic; they do not run it. Masters, especially, are expected to have a high quality of responsibility and maturity in play.

Restrictions: Whilst Jedi are often sent as Agents into hostile territory- like when Obi-Wan was ordered to go get Jango, or when they turned up en masse to fight a battle on Geonosis- a lot of your work is police work inside the Republic. Whilst you might like the image of the corner-cutting Jedi, do remember you are expected to follow the law yourself, and you can run into considerable trouble if you do not! Republican corruption, therefore, is a big problem for the Jedi, as the laws sometimes protect those you want to stop. Try not to get too angry at this- remember, anger at this is one of the foundations of Anakin's fall...

Morals: In the same theme... remember you are heroes, as stated, and Jedi at that. You are expected to act in a moral way at all times. Note that this does NOT mean refusing to kill if necessary- Jedi are not pacifists; you guys have a job to do and a Dark Sider standing next to you with a Lightsabre is a fair target. But it does mean you must always act in a moral and altruistic way. If you do not, the temptations of the Dark Side may come calling- and I do not operate a revolving door policy in this game. If you go down, you will not come up again.

Dark:

Pros:

Freedom: You are your own people. You answer to no authority that you do not wish at that time, or are being compelled to recognise. You may ignore laws that do not suit you. Basically, you have none of the operational restrictions the Jedi work under.

Self-advancement: Whilst the Jedi can get tangible gains in the course of play... it must be said, it is never anything that tangible. As a Dark Sider, you can work towards TRUE power- get it right, and you might be controlling your own sector of space one day!

Might Makes Right: Uninhibited by morals or other such restrictions, you can bypass 1000 problems the Jedi will get struck on by simply pointing out how little effort it will take you to kill someone. A warning though- this will NEVER be a universal solution, and the game will go to length to explain why there is more than death and threats to successful Dark Side play.

Style: Let's face it, you all love the Darths...

Cons:

Hunted: You are VERY bad people. The Republic hunts you at all turns, and probably half a dozen criminal orgnisations want you also. Your life is a paranoid mess of trying to stay safe as people come after you. Make too much noise, and suddenly a dozen Jedi are breathing down your neck.

Lack of support: The total opposite to the Jedi, Dark Siders tend to have NO-ONE to back them up. Where are you going to repair your ships? To re-arm or re-equip? All these things are done FOR the Jedi... Dark Siders can spend vast amounts of time simply securing these necessities.

Fragile teamwork: Dark Siders are bound together by bonds of necessity, respect, tradition or fear. But these bonds are weaker than true friendship. We all know what tends to happen with Dark Siders- they turn on each other. Come a crisis, it is every man for himself.

Need for allies: Dark Siders tend to have no friends. But the thing is, you NEED friends! Without them, you are just dangerous thugs and will never be anything. If you want power, you need to make the right deals. Trouble is, who is ever going to deal with paranoid psychos like you? Jedi have allies all around if they want them- Dark Siders have to work for it.

Ushgarak
2. Name

There is plenty of inspiration for Star Wars names around, and many are quite weird, but for the sake of other players try not to make them too obscure! And remember, Star Wars happily uses mundane first names like Luke or Ben. Surnames- like Skywalker and Darklighter- often have a mythological feel to them.

Ushgarak
3. Template

There are a wide variety of these to chose from. They dictate what your character is and is not good at.

They are split into six categories- three Light Side, three Dark Side.

These categories are:

1. Jedi Knights- the Republican Champions of the Light Side

2. Jedi Renegades- champions still, but those who disagree with the Council and do not follow the Code.

3. Jedi Masters- the famed and feted leaders of the Jedi

4. Dark Jedi- those who were once Jedi, but fell to the Dark Side

5. Marauders- Dark Side followers who were never Jedi- found in the Outer Rim and trained wholly by other Dark Siders

6. Nemeses- The very rare and reclusive Dark Side Masters.

-

Whilst each category has several templates, many of them are very similar, being the same type of template duplicated for the different categories. For example, there is a young Swordsman type for the Jedi, and his template is duplicated for a Renegade, Dark Jedi and Marauder version.

There are five of these basic templates, which I simply call A, B, C, D and E.

A is a veteran all-rounder. An A template has a very wide variety of skills, is good with a lightsabre, can often pilot a ship and/or fire a gun, knows Martial arts, and is also competent with the Force. The A template is therefore very powerful, and probably the best to go for if you are unsure. The only direct problem is that the more specialised templates may be weaker in general, but are better at doing what they do, which can make an A template feel like second best at everything. Also, it is harder to advance with experience if you are an A template. Nonetheless, it remains my favourite.

B is also a veteran, but where A is a very dynamic, go-getting template, B is more sedate and thoughtful, better with the Force, less good with a lightsabre, but still a good all-rounder.

C is a young, cocksure warrior, about 19 or 20, with a great talent with the blade. Already the equal of an A template at duelling, the C is in fact better at fighting in a pitched battle than any other template (duelling is different, as noted he is the A's equal, not superior, there). C is powerful in a fight but impatient with the Force, and lacking socially.

D is an inexperienced but talented template with a great gift for acrobatics and athletic manoeuvres, which can give him a great edge. He is the most physically fit of all templates. The D template is also well-versed in all forms of combat, though for direct lightsabre fighting, A and C beats him.

E is the basic Master template. Because a Mace Windu template would be drastically overpowered, the Master template assumes a retired, out-of-practice Master, like Obi-Wan in A New Hope. This Master is aged, and physically more frail than his ultra-fit comrades- nonetheless, the Master commands great power and skill.

There are also special temapltes for many of the categories that do not fit into the types given above. Here is a summary of the available templates, followed by details:

Jedi Knights

Adventurer (A)
Scholar (B)
Swordsman (C)
Athlete (D)
Acolyte (Special)

Jedi Renegades

Ronin (A)
Wanderer (B)
Freelancer (C)
Vigilante (D)

Dark Jedi

Fallen (A)
Cultist (B)
Blackguard (C)
Rogue (D)
Revenant (Special)

Marauders

Executor (A)
Heretic (B)
Corsair (C)
Brigand (D)
Orphan (Special)

Masters

Venerable Master (E)
Solitaire (E)

Nemeses

Bane (E)
Overlord (Special)

Ushgarak

Ushgarak

Ushgarak
DARK JEDI

Those once of the Jedi Order are very similar to their old comrades- one or two skills are altered, and their Force stats- as always for the Dark Side- are different, but that is pretty much it.

Dark Siders are all focussed on gaining power over time. Having seen the Republic work from the inside, Dark Jedi tend to want to take over power from within.

-----

Fallen (Type A)

Quicker. Easier. More Seductive

Another veteran Agent, it is hard to tell why such a figure would fall to the Dark Side. Likely disillusioned by years of working for a corrupt Republic, forming an emotional attachment is still the most likely reason for a sensible Jedi to fall- for it is so easily done. Regardless, the Fallen is now given entirely to evil.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 7

MENTAL
Charisma 5
Intelligence 5
Willpower 7
Perception 5

FORCE 12
Force Attack: 12
Force Defence: 13

Add three points amongst physical stats; add six points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Combat +4 (Max 13)
Pilot +3 (Max 13)
Guns +3 (Max 13)
Jedi Lore +4
Fix-it +2
Intrusion +0
Intimidation +3
Languages +2
Sabotage +0
Savoir-Faire +3
Medicine +2
Lying +4
Observation +2

You may add six points amongst these skills.

Merits: 3

Force Powers: 25
Blade Tricks: 5
Pilot/Gun Tricks: 4 split how you like between the two
Combat Tricks: 3

Special Rules: Variants- choose one if desired

Variant 1- Gunslinger. Lose Pilot Skill. Chose a total of 6 Gun Tricks
Variant 2- Ace. Lose Gun Skill. Chose a total of 6 Pilot Tricks.

-

Cultist (Type B)

As you can see, my Jedi powers are far beyond yours. Now back down

The more thoughtful Jedi is more likely to be laid low by his own intellect. The Cultist started out by learning more about the Dark Side, but an undetected flaw in his personality meant that curiosity turned to investigation, turned to regard and respect and soon he was championing all that he once fought. The Cultist makes a powerful intellectual addition to the Dark Side.

PHYSICAL
Strength 5
Agility 5
Dexterity 5
Speed 6

MENTAL
Charisma 6
Intelligence 6
Willpower 7
Perception 6

FORCE 13
Force Attack: 12
Force Defence: 14

Add six points amongst physical stats; add four points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 13
Jedi Lore +5
Lying +2
Languages +3
Savoir-Faire +2
Medicine +0
Intimidate +4
Observation +2
Pilot +0
Combat +0
Fix-it +0

You may add six points amongst these skills.

Merits: 3

Force Powers: 29
Blade Tricks: 3

-

Blackguard (Type C)

Fear is my ally

The Blackguard simply should never have been trained. His pride in his sword skill, like the Swordsman, was twinned with a disturbing regard for violence and the joy of combat, and these secret pleasures soon became his downfall.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 8

MENTAL
Charisma 5
Intelligence 5
Willpower 7
Perception 5

FORCE 10
Force Attack: 12
Force Defence: 12

Add three points amongst physical stats; add five points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Combat= 14
Jedi Lore +2
Intimidate +2
Languages +0
Observation +0
Fix-it +0
Intrusion +0

You may add four points amongst these skills.

Merits: 3

Force Powers: 20
Blade Tricks: 9
Combat Tricks: 6

Special Rules: Warrior. Warriors gets +1 to initiative, and can learn the top level in three Blade Tricks rather than two.

-

Rogue (Type D)

Whatever it was, it was well-trained in the Jedi Arts

With the same physique as the Athlete, the Rogue, after observing the scum of the Republic in operation, always had it in mind that he could probably better himself more on the wrong side of the law than the right- and few can deny that in evil form he makes a suitably impressive criminal figure.

PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 8

MENTAL
Charisma 5
Intelligence 5
Willpower 7
Perception 5

FORCE 12
Force Attack: 12
Force Defence: 13

Add four points amongst physical stats; add four points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 13
Combat= 13
Guns= 13
Jedi Lore +3
Languages +2

You may spend eight points on ANY skills.

Merits: 3

Force Powers: 23
Blade Tricks: 4
Combat Tricks: 4
Gun Tricks: 4

Special Rules: Acrobat. Acrobats get +1 to all dodge ratings, and +2 on all non-aggressive athletic moves.

-

Revenant (Special)

Twisted and Evil

The Revenant was once a great Jedi... but was struck down in the course of his duty. But somehow, he survived his fatal wounds, and lived on. But only the selfishness of the Dark Side can keep someone alive beyond their time, and the Revenant, when he returned, was nothing like his former self... the Revenant is crippled, but the power of the fury of his Force, the sheer potence of his hatred, is terrifying to behold...

PHYSICAL
Strength 4
Agility 4
Dexterity 4
Speed 4

MENTAL
Charisma 5
Intelligence 5
Willpower 8
Perception 5

FORCE 14
Force Attack: 14
Force Defence: 14

Add six points between TWO ONLY of the physical stats. Add five points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Languages +3
Medicine +2
Jedi Lore +4
Intimidate +7 (max 14)
Savoir-Faire +2
Intrusion +0
Sabotage +0
Fix-it +0
Observation +0

Add seven points amongst these skills.

Merits: 3

Force Powers: 30
Blade Tricks: 3

Special Rules:

Crippled. The two physical stats that start the game at 4 will stay at a maximum of 4 permanently and can never be increased.

Ushgarak

Ushgarak
MASTERS

From the original game design onwards, a Master template was wanted in the game but has always proved difficult. Even with the limitations of these templates being Masters who are returned, past their prime, with lapsed powers and reduced physical capacity, the 'basic' Master remains a powerful template indeed. The main limitation on Masters- except that I only accept so many in a game anyway- is the difficulty in playing one. I have to carefully consider requests to play Masters, because a very high standard of play is expected from them; they have to be mature, wise, responsible and respectable- and ready to make hard decisions in play under pressure. Masters are of high rank, like senior military officers or police commissioners, and they have to play to that role.

Long term play with a Master can yield very great responsibilites within the Order- and even a place on the Council, unless this would appear to greatly contradict the plot of the films.

-----

Venerable Master (Type E)

The Force will be with you. Always

The Venerable Master is the default Master template- a retired Jedi of great skill and potency, maybe spending his time meditating, maybe relaxing, but now suddenly returned to active duty- due to great need, or a sudden instinct that he was required- Masters have learned to trust such instincts implicity. The Venerable Master is not what he was- but only a fool would think him weak.

PHYSICAL
Strength =5
Agility 5
Dexterity 5
Speed =6

MENTAL
Charisma 6
Intelligence 7
Willpower 7
Perception 6

FORCE 14
Force Attack: 13
Force Defence: 14

Add three points amongst physical stats; add four points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 15
Combat +1
Jedi Lore +7 (max 15)
Languages +5
Savoir-Faire +4
Leadership +5
Medicine +1
Persuade +2
Observation +2
Law +0

You may add five points amongst these skills.

Merits: 3

Force Powers: 32
Blade Tricks: 2
Master Tricks: 2

Special Rules:

Masters get +2 on all reaction rolls from Jedi

-

Solitaire (Type E)

If you would just follow the Code you would be on the Council

The Solitaire is an unusual example- a Master who does not follow the Code. Unlike a normal Renegade, it is harder to write this off as folly- the Solitaire deserves his title of Master, conferred by the Council itself. They are impulsive and defiant, yet also very wise, and the Council has use of them- even as trainers for Padawans. Like the Venerable Master, the Solitaire is considered to have retired (as it were) and recently returned to 'duty'.

PHYSICAL
Strength =5
Agility 5
Dexterity 5
Speed =6

MENTAL
Charisma 6
Intelligence 7
Willpower 7
Perception 6

FORCE 14
Force Attack: 13
Force Defence: 14

Add three points amongst physical stats; add four points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 15
Combat +1
Jedi Lore +6 (max 15)
Languages +5
Savoir-Faire +5
Leadership +3
Medicine +1
Persuade +2
Observation +2
Intrusion +1
Intimidate +1
Lying +0

You may add five points amongst these skills.

Merits: 4

Force Powers: 30
Blade Tricks: 3
Master Tricks: 2

Special Rules:

A Solitiare gets neither a Renegade's penalty nor a Master's bonus to reaction rolls with Jedi.

Ushgarak
NEMESES

Long ago, there was a time when the Sith Lords were the greatest threat the Galaxy faced. It was the Sith Lords that made the Sith more than just a babble of dangerous thugs; their planning, schemes, wisdom and powers turned the Sith into a force that could destroy the Galaxy. Luckily, they were the greatest threat to each other as well, and so they all killed each other- and no more was the Nemesis to a Jedi Master meant to be seen again. Yet it is not totally unknown. Jedi that fall to the Dark Side tend not to live long enough to become Masters. Very rarely, a Nemesis can still be found.

It might seem easier to play a Nemesis than a Master- not so. Although they have less to worry about in the being respectable area- no rules to follow- they have to hold together people who, by nature, would normnally seek to eliminate each other. And in putting into action their plans of conquest, they actually need just as much maturity and intelligence as a Master; so likewise, playing a Nemesis is a very solemn undertaking. Also, as you will see from the templates, no more than one is allowed.

Long term play for a Nemesis can yield enormous power indeed- their schemes are complex, and long-term- and devastating if successful.

-----

Bane (Type E)

Only a Master of Evil

The Bane is a very bad thing. Jedi who fall cannot really become Masters- there is no-one to teach them, and they have not the patience, the time, or the resources to discover things for themselves. But the Bane... is a Master who fell. This was never meant to happen, and it is only the slow decay of the Republic that has encouraged it. It is hard to describe what could possibly drive a Master to the Dark Side- but in the end, they are only human. Now the Dark Side has a powerful new conduit.

PHYSICAL
Strength =5
Agility 5
Dexterity 5
Speed =6

MENTAL
Charisma 6
Intelligence 7
Willpower 7
Perception 6

FORCE 14
Force Attack: 13
Force Defence: 14

Add three points amongst physical stats; add four points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 15
Combat +1
Jedi Lore +7 (max 15)
Languages +5
Savoir-Faire +4
Intimidate +5
Medicine +1
Lying +2
Observation +2
Law +0

You may add five points amongst these skills.

Merits: 3

Force Powers: 32
Blade Tricks: 2
Master Tricks: 2

Special Rules:

Megalomania: A Nemesis must lead any group he associates with, killing rivals until he does. If associating with other Force users, he must be the only Nemesis, and have either the highest sabre or Force rating- or he will kill those who stop him from doing so until he does.

-

Overlord (Special)

If only you knew the power of the Dark Side

The Overlord is not really a Master as the Jedi would see it. He is the only practical example of 'Masterhood' for a Dark Sider in this era. Simply put, the Overlord survived, he made a grab for power, and he killed everyone who stood in his way until he made it. He has not exactly great wisdom, but he has a very practical instinct that has served him well, and in exercising the sheer force of his emotion to power his Force, he is a Master of a sort- enough for his rules to work the same as a Master, in any case. The Overlord is not just a thug out of place- he has earned his place as a ruler of things, a game few survive, and he intends to go further.

PHYSICAL
Strength =5
Agility 5
Dexterity 5
Speed =6

MENTAL
Charisma 6
Intelligence 6
Willpower 7
Perception 6

FORCE 14
Force Attack: 13
Force Defence: 14

Add three points amongst physical stats; add five points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 15
Combat +5 (max 13)
Guns +5 (max 13)
Jedi Lore +4
Savoir-Faire +3
Intimidate +4
Lying +1

You may add four points amongst ANY skills.

Merits: 1

Force Powers: 28
Blade Tricks: 3
Master Tricks: 1
Gun Tricks: 2
Combat Tricks: 2

Special Rules:

Megalomania: A Nemesis must lead any group he associates with, killing rivals until he does. If associating with other Force users, he must be the only Nemesis, and have either the highest sabre or Force rating- or he will kill those who stop him from doing so until he does.

The Overlord receives the Merit 'Ties' to a powerful non-Republican organisation of his choice in addition to his chosen Merit.

Ushgarak
4. Assigning Stats and Skills

'Stats' (Statistics) are the measure of the basic physical and mental capacities of your character.

Skills are what your character has aptitudes in- including fighting.

Both are easy to assign to your template.

Stats

Strength is a measure of your physique and toughness; it is used to resist damage, to do damage in close combat, and is also the basis of power attacks in lightsabre duelling.

(Note- for Matrix players, Strength in this game incorporates Constitution and Toughness)

Agility is a measure of your character's mobility and athleticism. It helps you fight up close and make acrobatic manoeuvres, as well as being the basis of outflanking attacks in lightsabre duelling.

Dexterity is a measure of your character's finesse and handling skills; it is used to pilot, fire guns, and is the basis of classical attacks in lightsabre duelling

Speed is a measure of your character's wits and reaction speed. It is not used in skills but sets how fast and how often you move in a fight.

Charisma is a measure of your character's strength of personality- it enables to to better relate to others, whether that be being friendly or threatening to kill.

Intelligence is a measure, of course, of how smart your character is, which can be quite an asset to a Jedi or Dark Sider, who are taking the roles of policemen or master criminals respectively.

Willpower is your strength and firmness of mind, used to resist mental effects and keep going in the face of adversity.

Perception is your ability to notice things, from clues at a crime scene to an incoming ambush.

To set your stats, simply add the amount your template allows you to between physical and mental stats. 5 is the average for a being in the Galaxy, 6 a better average for trained people like yourselves, 7 is the exceptionally fit/clever level- a level that Jedi rather strive to reach- and 8 means you are actually at the limit! Impressive.

All templates point out that the attribute maximum is 8; this is the highest a stat can go for a 'human' template (where 'human' is a wide term referring to about 90% of Star Wars races who are pretty much the same as humans in the end- like Twi'leks and Zabraks). Exotic alien templates with different maximums exist but I am leaving them in the background for now.

Note also that there is a limit on the combined total of your Strength, Agility and Dexterity- 21 for the more physically active templates, 20 for the less capable ones, and 22 for the Type Ds. This is to help regulate lightsabre duelling. However, you do not need to worry about this, because I have simply put the points you could not put into Strength, Agility and Dexterity into Speed instead, which is why the templates tend to have a higher base speed then Strength/Agility/Dexterity (the remaining physical points actually cannot bring you past that limit, which we call the SAD limit, if I have done it right, that is). But it is useful to bear in mind that this prohibition technically exists. By the same logic, bear in mind that if your Strength/Agility/Dexterity are not even, you are favouring one lightsabre style over another. Type Ds, who have an extra physical stat past everyone else, always favour a style, but without disfavouring another. Type Bs and other less combat capable templates always have to disfavour a style.

If a stat has an '=' sign by it- notably for Masters- then it cannot be increased; it is already as high as it can go.

Finally, note that Willpower has already been spent on in most templates, which is why it is higher- this is because Willpower is easy for a Jedi to ignore as most mental effects involve using the Force, and a Jedi can use his own Force to counter such effects. So rather than everyone moping around with weak-willed Jedi, it has been forcibly spent upon.

Skills

All skills are based on a stat. To get your final level in that skill, add the stat and the '+' number relevant to the skill. So someone with a Combat skill of +4 would check his Agility, which Combat is based on. If his Agility is 7, his combat would therefore be 7+4 to make 11.

You may add points to your given skills, or in some cases any skills, as noted on the template (if you do not add to a +0, simply ignore it). Unless stated, the maximum for the final total of the skill (not the + number, the final total with the stat included) is 12.

If a skill has a '=' sign by it- normally for fighting skills, and always for Lightsabre- then it will always equal that final amount, including the stat, no matter what. So if a Guns skill is =13, then it final + number will equal whatever is needed to get it to 13. Guns is based on Dexterity, so if your Dexterity was 7, the + number would become 6 to make 13; if your Dexterity was 8, the + number would be 5. Nothing will change this final amount so don't spend points on an = skill (after all, they are set at a high level for you as it is!)

Here is a summary of skills:

Combat (Agility): The ability to fight up close unarmed or with a melee weapon other than a Lightsabre.

Fix-it (Perception): Technical knack and know-how, always an important skill in Star Wars for little emergency jury-rigs on the job

Gambling (Perception): The ability to either play well in skill-based, or judge well in luck based, gambling games. Gambling is a useful social skill.

Guns (Dexterity): The ability to fight, preferablty at a distance, with the wide variety of handheld arms in the Starwars galaxy, from small pistols to longarms.

Heavy Weapons (Dexterity): The ability to operate very large weapons, including rocket launchers and the like. Force Users very rarely have this skill.

Intimidation (Charisma): The ability to compel others, either by threats or general scary presence, to do what you want.

Intrusion (Agility): The ability to break and enter- just as vital for Jedi penetrating hostile bases as it is for Dark Siders up to no good.

Jedi Lore (Intelligence): Knowledge of the mysteries of the Force, and the secrets of the Jedi and the Sith. The first campaign was a Jedi Lore plot and you can expect to see it being useful again in future.

Languages (Intelligence): Your general knowledge of other languages. Whilst most aliens speak basic, it is often highly useful to understand others in their native tongue.

Law (Intelligence): Not the knowing of what is and is not illegal- it is assumed all Jedi know that part of their job well enough- but law as a lawyer or politician would see it- understanding the legal system, how to use it, abuse it, speed it or slow it. This is an obscure and difficult skill and cannot be taken unless noted on your sheet- for Jedi, that is for the Venerable Master or Bane only.

(Many look down at this sort of skill, but they will be laughing less when they work out Palpatine became Emperor using it)

Leadership (Charisma): The ability to get others to follow your lead by example and direction.

Lying (Charisma): The ability to fool and deceive others. All Dark Siders lie, of course, but only those with this skill are any good at it!

Medicine (Intelligence): The ability to treat basic wounds and other mdecial problems, and identify the cause of wounds.

Observation (Perception): The ability to notice things- not just physical things, but also to notice things about the manner of a person, for example

Persuade (Charisma): The ability to get people to help you via means of reasoned argument

Pilot (Dexterity): The ability to fly ships and drive vehicles. Pilot is often used as a combat skill in some circumstances.

Sabotage (Dexterity): The generic ability to wreck stuff- from viruses to electro-disruption to big bombs

Savoir-Faire (Charisma): Cultural knowledge of the Galaxy- essential for travellers like yourselves, this helps you blend in to and understand the myriad planets and cultures you will encounter over time.

Seduction (Charisma): The ability to bring others under your thumb via means of personal attraction. Not a common skill for Jedi or even Dark Siders, but it does happen...

Lightsabre (Special): Combat training involving the wielding of a Lightsabre, a difficult and dangerous discipline. People without the Force can learn Lightsabre but without Force Sense cannot use it defensively, are limited to 12, it cannot exceed their Combat skill, and it costs double to learn... so on the whole, only Jedi and Dark Siders use these weapons! In most ways, Lightsabre is the central skill to any Jedi; it is based on any one of Strength, Agility or Dexterity.

-----

Your characters also have a Force stat and two Force skills- Force Attack and Force Defence- these cannot be changed at character creation and are dealt with in the Force section of the main rules.

Ushgarak
5. ASSIGNING POWERS AND TRICKS

This process is also very simple, though many put a lot of thought into it. Tricks represent your particular talents in some areas whilst force powers are used to regulate your diverse abilities with the Force.

You have a numeric value of each tricks and or power you can chose- to pick your powers and tricks, look them up in the main rules, see how they work, and pick the ones you want!

At this point, you may also choose your Merits- background advantages your character has, like a starship or ally- and if you are an Acolyte or Orphan, you may chose a Talent- representing a natural gift with the Force that can never be duplicated by experience or skill. Merits and Talents are described in the Main Rules.

Ushgarak
REFERENCE- Non-Force templates

Though not, in my campaign, available for play, there also exist a number of non-force using templayes for heroes that are not Jedi or Dark Siders. You may run into such templates during the course of play so I will privide a quick reference to them here.

Note that nearly all non-force users- soldiers and bounty hunters and pirates- are, of course, mooks. These people who deserve templates are the incredibly rare, the best of the best, the tops in a Galaxy of over a trillion beings, all legends either on their home worlds or in the wider Galaxy. Only people wiuth such incredible talent can be compared to a Jedi- and even so, an equivalent 'level' Jedi is still considred more dangerous. Nonetheless, these people can be very dangerous, especially to the less combat capable Jedi types.

As part of what makes them so talented, these templates get a 'Fortune' rating instead of a Force rating, representing a weak tie to the Force that manifests as good luck. Familiar to players of my Matrix game (where it was for players only, it is different in this game), Fortune can give such templates unexpected advantages in some situations. It is most certainly not as powerful as Force, though, and only replenishes between Episodes, not sequences!

These templates also get access to Devices, chosen like Tricks, which are powerful pieces of technology that aid them.

-----

Heroes and Scoundrels (Light Side equivalent)

These good guys are either true, morally upstanding heroes, who want to halt the decline of the Republic, or dodgy types who live outside the system but have a heart of gold underneath. Good guys tend to be less directly flashy and devastating, but the Force seems to favour them rather more, and luck seems to save them from hopeless looking situations!

These people make good allies for Jedi (though some may think you are there to arrest them!) and can be obstructions for Dark Siders.

-

Free Trader

You love me because I'm a scoundrel

Basically a famed smuggler with a larger conscience than he wants or needs (but beholden to it anyway), the Free Trader is an all-rounder and great pilot.

-

Ace

Stay on target

A top of the profession fighter Ace, with a noble instinct.

-

Gambler

Never tell me the odds!

An all-rounder like the Free Trader, less directly skilled but ludicrously lucky!

-

Elder Statesman

The debate is not over

One of the few remaining poltical heavyweights who remains uncorrupted. Also comes with a 'Young Senator' variant.

-

Soldier

This is a dangerous situation

A dedicated, valorous and altrusitic military type, with a 'Commando' variant more suited to close combat.

-

Idealistic Noble

From now on, do as I tell you, ok?

One of the old titled and landed class of the Republic, but bent on using his position, wealth and power for the good of all. Maybe a tad snooty about it though...

-

Primitive Warrior

Someone get this walking carpet out my way!

A Chewbacca type, of course!

-----

Scum and Villainy- Dark Side equivalent

The worst of the worst, these cream of evil have no more conscience than the Dark Siders, and are just as callous. They may be lone nutters or grand scale organisers, but they are all problems, and all very very dangerous. Less directly lucky than the good guys, they are more scary in general, and they tend to be the ones using devices.

These obviously make good opponents for Jedi, who cannot be running into Dark Siders every story! For Dark Siders, these people are POSSIBLE allies, in the right circumstances, but just as often they are dangerous enemies for the Dark Siders as well!

-

Bounty Hunter

He is no good to me dead

A very dangerous combat-capable all-rounder with many devices and a cunning killer instinct. Also very famous.

-

Mercenary

I take orders from only one person. ME!

You find people with loyalty to coin alone everywhere- this one has survived a long time and seen a hundred wars. An all rounder without devices but a good heavy weapons score.

-

Slaver

My kind of scum; fearless and inventive

Also an all-rounder, less combat capable but very social and always with bodyguards, and with contacts amongst those he sells to.

-

Pirate

I have the death sentence on twelve systems!

Obviously not bad in a fight, the pirate is also a fighter ace.

-

Assassin

It was just a job

The Assassin is a ranged specialist killer.

-

Primitive Warrior

Raaaaaaaaaaaaaaarrrrrggggh!

Just as for the good guys- but evil!

Baylin

Bespin Bart

General Zink

Captain REX

xeous
Light-Side Jedi Knight

Christof Joulden

Background: (Episode 1 of Christof's tale is done in the GF section, I can post a link if you'd like.) Christof Joulden grew up as a slave on Falleen, a reptilian run planet. He was a slave to the big lizards. Through some controversy, a Jedi Master named Dukaray Senemi discovered him. Dukaray swept him away to be trained.

While under Dukaray, the duo pushed their noses into a deep hole, one that they may not have gotten out alive...Dukaray dueled with a Dark Jedi, just out of Christof's 'reach'(he couldn't get to the two). Christof watched his master 'die'.

A few years later, Christof took the Jedi Trials and passed with flying colors, he was told to investigate who killed his master. He soon found out and tracked him down, ready for anything that would happen, almost.

When he found the Dark Knight, he had an apprentice: Dukaray. Instead of holding off, though, the Dark Knight AND Dukaray faught Christof. Obviously, Christof was victorious.(Reputation Merit)

After the incident, he battled with the dark side for a little while(because of the guilt of killing his master) but, his purpose became clear: Help to keep order in the galaxy.

Swordsman (Type C)

PHYSICAL

Strength 7
Agility 7
Dexterity 7
Speed 8

MENTAL

Charisma 8
Intelligence 6
Willpower 7
Perception 6

FORCE 10
Force Attack 12
Force Defense 12

SKILLS

Lightsaber=14
Combat=14
Jedi Lore +3
Leadership +2
Languages +2
Observation +1
Fix-it +0
Intrusion +0

Merits: 3

Force Powers: 18
Blade Tricks: 9
Combat Tricks: 6

THE KINETIC TREE
Push/Pull
Lift
Bash
Combat Push
THE AGILITY TREE
Jump
Dodge
THE SPEED TREE
Draw
Blow
Reflection
Sword Whirl
Strike
Reaction
Speed
Carnage
THE COSMIC FORCE TREE
Intutition
Dreams
Inner Calm/Iron Will
THE LIVING FORCE TREE
Sense

Blade Tricks
Total Cover Level 4
Multiple Attacks Level 2
Carnival of Carnage Level 3

Combat Tricks
Channel
Suprise Strike
Flying
Throw
Trip
Knee Drop

Merits
Reputation(Explained in background history)
Mentor, Yoda(? Is this ok since my master is dead?)

Special Rules: Warrior. Warriors gets +1 to initiative, and can learn the top level in three Blade Tricks rather than two.

Tptmanno1
Ginished and Almost polished Roan, Just waiting on Pilot trcks and XP

Roan Trilanger
Light Sider

Jedi Knight
Template A

PHYSICAL
Strength 6(+1)=7
Agility 6(+1)=7
Dexterity 6(+1)=7
Speed 7

MENTAL
Charisma 5(+3)=8
Intelligence 5(+2)=7
Willpower 7
Perception 5(+1)=6

FORCE 12
Force Attack: 12
Force Defense: 13

Add three points amongst physical stats; add six points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Combat +4 (Max 13)
Pilot +3 (Max 13)(+3)=+6
Guns +3 (Max 13)
Jedi Lore +4
Fix-it +2(+2)=4
Intrusion +0
Leadership +3
Languages +2
Sabotage +0
Savoir-Faire +3(+1)
Medicine +2
Persuade +4
Observation +2

You may add six points amongst these skills.

Merits: 3
One Merit is a contact with CorSec (see background)
One Merit is a Corellian YT-2000 freighter
One Merit is Higher Purpose
Force Powers: 23
PUSH/PULL- Force 1, Frames 1
LIFT- Force 3, Frames 3
SABRE THROW- Force 3, Frames 3
BASH- Force 3, Frames 3
COMBAT PUSH- Force 2, Frames 3
THROW- Force 2/4, Frames 1/3
JUMP- Force 1, Frames x
SIDESTEP- Force 2, Frames 1
DODGE- Force X, Frames 2
EVADE- Force X+1, Frames 0
FALL- Force x, Frames
DRAW- Force 1, Frames 0
REFLECTION- Force 2, Frames 1
STRIKE- Force 2, Frames 2
SPEED- Force 3, Frames 0
INTUTION- No cost
DREAMS- No cost
INNER CALML- Force 2, Frames 2
REVITALISE- No cost
SENSE- No cost
SCAN- Force 1, Frames 3
ELAN- Force 5/Special, Frames 0
INSIGHT-No cost
Blade Tricks: 5
Block Lvl 1
Coc Lvl 2
Mind of The Warrior Lvl 1
Richoche Lvl 1

Pilot Tricks: 6
Still waiting!
Combat Tricks: 3
Channel
Suprise strike
Throw

Special Rules: Variants-
Variant 2- Ace. Lose Gun Skill. Chose a total of 6 Pilot Tricks.

LemonBrown
Here's my characther's description

Name: Densk Shadowtracer
Gender: Male
Species: Humanoid
Age: 19
Status: Freelancer
Description: Black hair spiked up. A tan complection. He has green eyes. Strong jaw figure. His face looks young although it contains his older looking jaw figure. A small silver loop earing in his left ear. A dark black vest, a dark under robe but the robe is cut short at the shoulder length so Densk arms are completley nude. He has tan muscular strong arms. A tight jet black cuff on his right wrist, that comes up to two to three inches below his elbow. The cuff has rows of Fringe's on it. The cuff often catches ones eye with it's shiny reflection. Densk wears black pance not to loose not to tight. With a black robe belt. His master didn't approve of Densk cloth style but never made him change it. (Somewhat resembles a royal egyptian with his tanned muscular arms, vest and cuff.)
Backround Information: Densk Shaolin has a interesting life. He was born in Tanjon(a poor planet). Early in his life at the Age 2 his Mother passed away of an illness. His father was unable to move on emotionally, He was mentally unstable. One of the last things his father did was commit Densk to the Academey. Somehow he knew Densk would be eligible. Densk was always diferent then his other fellow trainees. Not strength wise, but personailty wise. He was a bit rough around the edges, sometimes. His heart isn't corrupt though he never remebered his Mother and only good things about his father. Densk motives were always for the best though. He has a good heart.

At the age eleven he was picked to be a Padiwan. His master was Tunj-Dane. He had picked Densk because he seemed interesting. For the two it was awkward at first. But there relationship grew into a strong one. Tunj-Dane broadened Densk horizon. He tought him any new things. They both seemed to have different personailtys though. Tunj-Dane much more calm, and wise. Densk faster paced, doesn't think things completly out more hands on.

Then when Densk was seventeen. Him and his master were on a mission at Tatooine. They had to track down a feind(Genll) who was forging Republican Transmitions. Genll was stealing and reprogramming Repulbican tech, Viceroy Tech and many others as well as important information.
When Densk and Tunj were temporaly seperated while investigating the situation at Tatooine. Tunj warned Densk when he tracked down Genll not to pursue him untill they were both there. Densk underestimated the threat and rushed in Genll's base. It had been a setup trap. A heard of Destroyer Droids set out on Densk. His exit was blocked. Densk could barely hold the droids off. Luckily his Master got there and together they barely defeated them. Genll had escaped though.
Densk and Tunj chased him down on a hover vessel. Finally meeting him out in the middle of the desert. Genll wasn't alone. There was a suprisingly a Sith working with him. They all fought. The sith cut Tunj down. He wounded Densk beleving he killed him.
The Sith and Genll exchanged quick words. It turned out Genll had been working for the Sith. Genll was stealing Republican information on technology. To help the Sith build something extroidanary (the death star.) The Sith left before Genll did. Before Genll rose Densk rose from the sand weak and wounded. Then with blind rage and furry Densk killed Genll. It was a suprising Anger he'd never seen from himself.

Afterwards he couldn't nore wanted to face the council so he left it. He always blamed Tunj's death on himself. He should of never rushed in Genll's base. He should of waited for Tunj to get back. The Sith hadn't been at the base when Densk was there (he would of sensed it). Genll and the Sith must of met in the desert right before Tunj and Densk arrived. So if Densk had been more patient, him and his Master could of fully evaluated the situation surpassed the trap and stop Genll. So Densk had beenbeen living on his own in the real world(s) for the first time and has picked up some nifty tricks(Dexterity).
Weapon of choice: His purple lightsaber

Darth Revan
Vash Bloodcarver

Corsair (Type C)

PHYSICAL
Strength 6
Agility 6+1=7
Dexterity 6+2=8
Speed 8

MENTAL
Charisma 5+2=7
Intelligence 5+2=7
Willpower 7
Perception 5+1=6

FORCE 8
Force Attack: 13
Force Defence: 12

SKILLS

Lightsabre= 14
Combat= 14
Guns +2+1
Intimidate +2+2
Languages +0
Observation +0
Fix-it +3
Savoir-Faire +3
Intrusion +0
Medicine +2

One merit to Power Hungry
Two merits to Reputation
One merit to Contact (Friedrich Bourdon, a small-time crime lord on Coruscant)

Force Powers: 17
Blade Tricks: 8
Combat Tricks: 6

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
SABRE THROW
BASH
THE AGILITY TREE
JUMP
SIDESTEP
THE SPEED TREE
DRAW
RIPOSTE
BLOW
REFLECTION
SWORD WHIRL
STRIKE
SPEED
THE COSMIC FORCE TREE
INTUTION
THE LIVING FORCE TREE
SENSE
SCAN
ELAN

BLADE TRICKS
TOTAL COVER-level 2
RICOCHET-level 1
MIND OF THE WARRIOR-level 2
MULTIPLE ATTACKS-level 3

COMBAT TRICKS
THROW
HOLD
DISARM
HARD STRIKE
HEAD BUTT
TRIP

I'll come up with a background in a while...

Captain REX

Trickster
Tanic Starguard
Fallen (Type A)

Quicker. Easier. More Seductive

Another veteran Agent, it is hard to tell why such a figure would fall to the Dark Side. Likely disillusioned by years of working for a corrupt Republic, forming an emotional attachment is still the most likely reason for a sensible Jedi to fall- for it is so easily done. Regardless, the Fallen is now given entirely to evil.

PHYSICAL
Strength 7(6+1)
Agility 6
Dexterity 8(6+2)
Speed 7

MENTAL
Charisma 8(5+3)
Intelligence 7(5+2)
Willpower 7
Perception 6(5+1)

FORCE 10
Force Attack: 13
Force Defence: 13

Add three points amongst physical stats; add six points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Combat +4 (Max 13)
Pilot +3 (Max 13)
Guns +5 (Max 13)(3+2)
Jedi Lore +4
Fix-it +2
Intrusion +0
Intimidation +3
Languages +2
Sabotage +0
Savoir-Faire +3
Medicine +2
Lying +5(4+1)
Observation +2
Seduction +2 (+2)
Persuade +1 (+1)
You may add six points amongst these skills.

Merits: 3
Ally
Ship

Force Powers: 23
The Kinetic Tree
Push/Pull
Lift(Push/Pull)

The Agility Tree
Jump
Dodge(Jump)
Fall(Jump)

The Speed Tree
Draw
Reflection(Draw)

The Cosmic Force Tree
Intution
Dreams(Intution)
Iron Will(Dreams)
Foresight(Inner Calm/Iron Will)
Authority(Foresight)

The Living Force Tree
Sense
Scan(Sense)
Empathy(Scan)
Leadership(Empathy)
Distract(Scan)
Entrancement(Distract)
Persuade(Entrancement and Leadership)

The Dark Side Tree
Manifest Destiny(Authority)
Obfuscate(Manifest Destiny)
Subterfuge(Manifest Destiny)
Corruption(Subterfuge)


Blade Tricks: 5
Stirke To Subdue - Level 2
Ricochet - Level 3

Pilot/Gun Tricks: 4 split how you like between the two
Waiting for Pilot tricks

Combat Tricks: 3
Trip
Knee Drop
Bear Hug

Special Rules: Variants- choose one if desired

Variant 1- Gunslinger. Lose Pilot Skill. Chose a total of 6 Gun Tricks
Variant 2- Ace. Lose Gun Skill. Chose a total of 6 Pilot Tricks.



I'm gunna do the pilot and gun tricks tomorrow, sorry Ush!

bobcrickett
I didn't see Jelena listed under the Archival List, so I wasn't sure if you thought I wasn't in or not...

Here's my Jedi! smile


Jelena Bendu

Scholar (Type B)

PHYSICAL
Strength 5+3=8
Agility 5+1=6
Dexterity 5+1=6
Speed 6+1=7

MENTAL
Charisma 6+1=7
Intelligence 6+2=8
Willpower 7+1=8
Perception 6

FORCE 13
Force Attack: 12
Force Defense: 14

SKILLS
Lightsaber= 13
Jedi Lore +5
Leadership +2
Languages +3
Savoir-Faire +2
Medicine +0
Persuade +4
Observation +2
Pilot +0+2=+2
Combat +0+2=+2
Fix-it +0

MERITS
1 Merit to Starship
1 Merit to Famous Master
1 Merit to Mentor

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
SABER THROW
BASH
THE AGILITY TREE
JUMP
SIDESTEP
DODGE
THE SPEED TREE
DRAW
RIPOSTE
REFLECTION
THE COSMIC FORCE TREE
INTUITION
DREAMS
INNER CALM
FORESIGHT
SERENITY
ORATOR
THE LIVING FORCE TREE
SENSE
SCAN
ELAN
INSTINCTS
EMPATHY
LEADERSHIP
DISTRACT
ENTRANCEMENT
PERSUADE
THE LIGHT-SIDE TREE
MEDITATION
AWARENESS

BLADE TRICKS
MULTIPLE ATTACKS Level 2
RICOCHET Level 1

bobcrickett
Here's the changes I made to the Physical and Mental stats. Took your advice on the Willpower thing, and took Strength down to 7 and put Dexterity up to 7.


PHYSICAL
Strength 5+2=7
Agility 5+1=6
Dexterity 5+2=7
Speed 6+1=7

MENTAL
Charisma 6+1=7
Intelligence 6+2=8
Willpower 7
Perception 6+1=7

bobcrickett
Another change. Read that thing about type B's have to favor a style.


PHYSICAL
Strength 5+3=8
Agility 5+1=6
Dexterity 5+2=7
Speed 6

MENTAL
Charisma 6+1=7
Intelligence 6+2=8
Willpower 7
Perception 6+1=7

SuperSayinGoku
Jedi Knight

Vlad Shafran

Athlete (Type D)

PHYSICAL
Strength 6+2=8
Agility 6+1=7
Dexterity 6+1=7
Speed 8

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+2=7

FORCE 12
Force Attack: 12
Force Defense: 13

SKILLS
Lightsaber= 13
Combat= 13
Guns= 13
Jedi Lore +3+4=+7
Languages +2+4=+6

MERITS
1 Merit to Mentor
1 Merit to Starship
1 Merit to Ally

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
SABER THROW
BASH
COMBAT PUSH
THROW
THE AGILITY TREE
JUMP
MASTER JUMP
DEFENSIVE LEAP
FLYING CHARGE
DODGE
THE SPEED TREE
DRAW
RIPOSTE
STRIKE
REACTION - Combat Push
THE COSMIC FORCE TREE
INTUITION
DREAMS
GUIDANCE
THE LIVING FORCE TREE
SENSE
SCAN
EMPATHY

BLADE TRICKS
CARNIVAL OF CARNAGE Level 4

COMBAT TRICKS
CHANNEL
SURPRISE STRIKE
FLYING KICK
TRIP

GUN TRICKS
CARNIVAL OF CARNAGE Level 2
BOTH GUNS BLAZING Level 2

Ok when do I start and in what thread?

xeous
This is the first chance I've gotten to edit and repost Christof since the rules change. Sorry 'bout the hold up sad

Light-Side Jedi Knight

Christof Joulden

Background: (Episode 1 of Christof's tale is done in the GF section, I can post a link if you'd like.) Christof Joulden grew up as a slave on Falleen, a reptilian run planet. He was a slave to the big lizards. Through some controversy, a Jedi Master named Dukaray Senemi discovered him. Dukaray swept him away to be trained.

While under Dukaray, the duo pushed their noses into a deep hole, one that they may not have gotten out alive...Dukaray dueled with a Dark Jedi, just out of Christof's 'reach'(he couldn't get to the two). Christof watched his master 'die'.

A few years later, Christof took the Jedi Trials and passed with flying colors, he was told to investigate who killed his master. He soon found out and tracked him down, ready for anything that would happen, almost.

When he found the Dark Knight, he had an apprentice: Dukaray. Instead of holding off, though, the Dark Knight AND Dukaray faught Christof. Obviously, Christof was victorious.(Reputation Merit)

After the incident, he battled with the dark side for a little while(because of the guilt of killing his master) but, his purpose became clear: Help to keep order in the galaxy.

Swordsman (Type C)

PHYSICAL

Strength 7
Agility 7
Dexterity 7
Speed 8

MENTAL

Charisma 8
Intelligence 6
Willpower 7
Perception 6

FORCE 10
Force Attack 12
Force Defense 12

SKILLS

Lightsaber=14
Combat=14
Jedi Lore +3
Leadership +2
Languages +2
Observation +1
Fix-it +0
Intrusion +0

Merits: 3

Force Powers: 18
Blade Tricks: 9
Combat Tricks: 6

THE KINETIC TREE
Push/Pull
Lift
Bash
Combat Push
THE AGILITY TREE
Jump
Dodge
THE SPEED TREE
Draw
Blow
Reflection
Sword Whirl
Strike
Reaction
Speed
Carnage
THE COSMIC FORCE TREE
Intutition
Dreams
Inner Calm/Iron Will
THE LIVING FORCE TREE
Sense

Blade Tricks
Richochet Level 3
Multiple Attacks Level 2
Carnival of Carnage Level 3
Strike to Subdue

Combat Tricks
Channel
Suprise Strike
Flying
Throw
Trip
Knee Drop

Merits
Reputation(Explained in background history)
Higher Purpose

Special Rules: Warrior. Warriors gets +1 to initiative, and can learn the top level in three Blade Tricks rather than two.

Tptmanno1
Since Rex is a nit-picker i had to redo Roan
Here you go.

Roan Trilanger
Light Sider

Jedi Knight
Template A

PHYSICAL
Strength 6(+1)=7
Agility 6(+1)=7
Dexterity 6(+1)=7
Speed 7

MENTAL
Charisma 5(+3)=8
Intelligence 5(+2)=7
Willpower 7
Perception 5(+1)=6

FORCE 12
Force Attack: 12
Force Defense: 13

Add three points amongst physical stats; add six points amongst mental stats.

All Attributes have a maximum of 8

SKILLS

Lightsabre= 14
Combat +4 (Max 13)
Pilot +3 (Max 13)(+3)=+6
Guns +3 (Max 13)
Jedi Lore +4
Fix-it +2(+2)=4
Intrusion +0
Leadership +3
Languages +2
Sabotage +0
Savoir-Faire +3(+1)
Medicine +2
Persuade +4
Observation +2

You may add six points amongst these skills.

Merits: 3
One Merit is a contact with CorSec (see background)
One Merit is a Corellian YT-2000 freighter
One Merit is Higher Purpose
Force Powers: 23
PUSH/PULL- Force 1, Frames 1
LIFT- Force 3, Frames 3
BASH- Force 3, Frames 3
COMBAT PUSH- Force 2, Frames 3
THROW- Force 2/4, Frames 1/3
JUMP- Force 1, Frames x
SIDESTEP- Force 2, Frames 1
DODGE- Force X, Frames 2
EVADE- Force X+1, Frames 0
FALL- Force x, Frames
DRAW- Force 1, Frames 0
REFLECTION- Force 2, Frames 1
BLOW-Force 2, Frames 0
SWORD WHIRL-Force 1, Frames 1
SPEED- Force 3, Frames 0
INTUTION- No cost
DREAMS- No cost
INNER CALM- Force 2, Frames 2
REVITALISE- No cost
SENSE- No cost
SCAN- Force 1, Frames 3
ELAN- Force 5/Special, Frames 0
INSIGHT-No cost
Blade Tricks: 5
Bodyguard lvl 2
Coc lvl 2
Mind of the warrior lvl 1
Pilot Tricks: 6
Still waiting!
Combat Tricks: 3
Channel
Suprise strike
Throw

Special Rules: Variants-
Variant 2- Ace. Lose Gun Skill. Chose a total of 6 Pilot Tricks.

XP points.
7 going to buy the power "Cleave"
3 left over

LemonBrown
I think I reposted them in another thread, I think the ahh feck thread

xeous
PHYSICAL

Strength 8
Agility 7
Dexterity 7
Speed 7

A change in my character, Ush. I'm probably going to do more...I'm going away tonight(for a couple of days), though so I guess it'll have to be soon or never...

Ushgarak
For when people re-do their characters (Dark Siders right now, Light Siders later) note that everyone has gained two extra force powers.

I'll be pruning this thread soon as well.

Dexx
big grin yay!

Captain REX
Thank the lord...

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
BASH
COMBAT PUSH
THE AGILITY TREE
JUMP
DODGE
DEFENSIVE LEAP
FALL
THE SPEED TREE
DRAW
RIPOSTE
BLOW
SWORD WHIRL
REFLECTION
GUARD
STRIKE
SPEED
CLEAVE
THE COSMIC FORCE TREE
INTUITION
DREAMS
THE LIVING FORCE TREE
SENSE

General Zink
FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
BASH
COMBAT PUSH
THROW
GRIP
MASTER THROW
THE AGILITY TREE
JUMP
SIDESTEP
DODGE
FALL
THE SPEED TREE
DRAW
RIPOSTE
REFLECTION
GUARD
THE COSMIC FORCE TREE
INTUITION
DREAMS
IRON WILL
THE LIVING FORCE TREE
SENSE
SCAN
EMPATHY
LEADERSHIP
DISTRACT
ENTRANCEMENT
PERSUADE
THE DARK-SIDE TREE
MANIFEST DESTINY
STRENGTH FROM FEAR
STRENGTH FROM PAIN
DARK EMOTIONS - Anger
OBFUSCATE
SUBTERFUGE
CORRUPTION
MASTER OBFUSCATE

Added Dark Emotions - Anger and Fall.

Ushgarak
I think that is 33 Zink... and you need Authority for Manifest Destiny.

General Zink
Wait...I'll retool that.

Dexx
hmm..people already doing this.....there's no hurry i hope. i'll do it later

xeous
I can't wait to get to the lightsiders...Really need to retool my powers >_<

Dexx
light side is for sissies stick out tongue

Tptmanno1
Dark side is for the suicidal

General Zink
*nudges Galder*

Hey, they're talking about you!

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
BASH
COMBAT PUSH
THROW
GRIP
THE AGILITY TREE
JUMP
DODGE
FALL
THE SPEED TREE
DRAW
RIPOSTE
REFLECTION
GUARD
THE COSMIC FORCE TREE
INTUITION
DREAMS
IRON WILL
FORESIGHT
AUTHORITY
THE LIVING FORCE TREE
SENSE
SCAN
EMPATHY
LEADERSHIP
DISTRACT
ENTRANCEMENT
PERSUADE
THE DARK-SIDE TREE
MANIFEST DESTINY
STRENGTH FROM FEAR
STRENGTH FROM PAIN
DARK EMOTIONS - Anger
OBFUSCATE
SUBTERFUGE
CORRUPTION

Ushgarak
Ok, looks good...

Trickster
Just wanted to point out

Trickster
Strike requires Riposte, and riposte requires Strike.

Ushgarak
Thanks. Strike requires Draw.

Dexx

Dexx
also....where is that page with the NPC templates...can't find it.
i want to set up my ally once and for all. actually..adapt one that rex gave me the idea of smile

so..where is it.
and i'm gonna have to think about a reputation also. what is the most extreme force use an orphan like me can achieve? and i mean something above those listed powers...like pulling down something really bing. something that would be heard of..

Ushgarak
That's because Quickness is so damn dangerous!

The NPC templates are on the first page of this thread, Dexx, in a Reference section under the creation rules.

Actually, Dexx, there's nothing beyond those rules you can do; your Talent shows your extraordinary nature. It's actually Master Tricks to pull down buildings.

Dexx
damn..i've just seem. subterfuge needs manifest destiny.
so...eliminate subterfuge and add illusion

Trickster
Force Powers: 25

The Kinetic Tree
Push/Pull
Lift(Push/Pull)

The Agility Tree
Jump
Dodge(Jump)
Fall(Jump)

The Speed Tree
Draw
Reflection(Draw)

The Cosmic Force Tree
Intution
Dreams(Intution)
Iron Will(Dreams)
Foresight(Inner Calm/Iron Will)
Authority(Foresight)

The Living Force Tree
Sense
Scan(Sense)
Empathy(Scan)
Leadership(Empathy)
Distract(Scan)
Entrancement(Distract)
Persuade(Entrancement and Leadership)
Illusion(Persuade)

The Dark Side Tree
Manifest Destiny(Authority)
Obfuscate(Manifest Destiny)
Subterfuge(Manifest Destiny)
Corruption(Subterfuge)
Master Obfuscate(Obfuscate)

Does that look okay?

Trickster
Also realised I have a merit spare... And I need ideas for what to buy with it.

Ushgarak
Force powers look legal, Tanic, but that is a very non-combat Adventurer you have there- is that ok?

And my instinct, if you have a merit spare, is to take a Contact.

BTW, are most people taking Defensive Leap all of a sudden? Certainly at the expesne of Flying Charge, I do recommend that people be careful about 'shinying' onto something that seemed useful in one situation.

You certain about dumping MD, Dexx? You've tried to use it once which makes me at least want to question it...

Dexx
yes..i'm sure..i have too many premonition powers as it is. especially since, during a game, i can only use one once. and at the high risk of not passing the roll. i'm sorry about subterfuge though.
but....illusion highlits my unique talent stick out tongue...so..it's not bad

Dexx
my ally:

Name: Komae
Species: Arkanian
Physical appearence: average height and build, white hair down to shoulders (tied back), milky-blue eyes without pupils
Template: mercenary.

basicly....i want him to cover my ass with heavy fire smile

Ushgarak
Too 'many' premonition powers is a misnomer, as three of them are in a 'row', as it were, being impossible to get unless you have the one before, and effectively replacing the previous one.

BTW, do not look at Allies as bodyguards. They are not under your control, and nor do they spend their lives with you.

Baylin

Ushgarak
You had 15 xp, Rah- details are in the first page of Archival Reference, or in the Survival Guide Noted at the top of the main page.

Trickster
Well, there wasn't much else I could get, that would actually help me in a fight, at least that Ian imagine using, that I can get with 2 powers.

I'll take a contact then, but again, I'm notsure where it would be. Like, I'm not sure how active each of the things(guilds etc) are in the galaxy. Also, what are the pirate clans?

Dexx
i know i know...but when my ally is around...he could try and cover me a lil bit

Ushgarak
The idea, Trick, is that people can make their characters from scratch at this point based on the Demaran 'experience'. But if you are happy with a more passive load-out, please don't let me put you off- I was simply commenting; everyone else has gone more aggressive, you see.

And if someone commented that the Dark Side thread seemed to involve the more common use of the aggressive powers... then I would not go out of my way to disagree. But all of the powers have their place.

Pirate Clans are, basically, innumerable; if you take one by default it is assumed to be an important one somewhere. But if you want help, think about the sort of area where it might be nice to call a friend and get some help/info about, and I'll throw some suggestions your way as to what might fit.

Dexx- who is this guy? And how did Takuan meet him? Why are you friends?

Dexx
well. *plugs in creativity device*

during a job Takuan did for a particular crime lord (let's name him...Makaan), he was supposed to find and retrieve a business partner gone treatcherously to the other side (another elusive pirate organisation), so that makaan can have his last talks with him before offering him a most unpleasant death. (IF takuan doesn't find bringing him alive not worth the hassle). This pirate organisation only kept this target alive, imprisoned in his dungeons, so long as he could provide necessary information about makaan.
Takuan, leading a small group, infiltrates the dungeons and recuperates the traitor, encountering Komae in a close-by cellar. He finds the arkanian's superiority issue quite amusing and decides to release him also, even if only to let him go once they exit the dungeons. The traitor, afraid for his life, knowing what maakan can and will do to him screams on the way out, to attract the guard's attention which calls reinforcements. Takuan immediately snaps the traitor's neck using the force (i didn't have a saber back then) and orders his men to prepare to engage.Impressed, he watches Komae disarm a guard and blasting his way around, providing an easier escape for all of them. After the conondrum is over and they're back on the ship toward's makaan's place, Takuan and Komae agree to contact eachother further in the future...regarding different endeavours.


well...that's it. hope it's not too much to read.

do you think i could link something regarding my reputation with something like this? but..i dunno...just doesn't seem something that lots of people would hear of

Baylin
Righty ho then, I think I've got this sussed, you can correct me if I'm wrong!

I would like to add 2 force powers, Scan and Distract, to Rah's amended stats.

Scan will cost 6.25 XP - (21/4)+1 = 6.25
Distract will 6.5 XP - (22/4)+1 = 6.5

Total cost 12.75 XP

Leaving Rah with 2.25 XP remaining yeah?

If you want to you can round things up to a total cost of 13 XP and leave Rah with 2 XP remaining smile

Ushgarak
Nice try! But you round up each cost, so that is 7 and 7 leaving you with one.

Baylin
Fair enough smile

Ushgarak
Just so my accounting is correct... now Rah has done it, could Galder and Takuan confirm where their experience went, now their characters are re-done? Some costs may have changed, you see- having two extra force powers to start with makes buying new ones more expensive.

Dexx
i didn't buy any powers. so one increase in saber score. and one blade trick. that's what i remember buying. and i have 1 xp left. that right?

Ushgarak
I don't see an extra Blade Trick- which makes sense; paying 26 to increase your sabre score would have rendered you unable to afford one, at 7.

Dexx
hmm..lemme check

oh yeah...i increased my persuasions core to 12. (-3p)
so that's 29 pts spent...leaves one spare..should be right

Ushgarak
Ta very much...

Captain REX
Ha! So you did use my idea of an Ally for you! Hehe! big grin

Ushgarak
(points at above question for Galder)

Captain REX
Oh poo, didn't see that coming...

I'll have to redo that when I have the time. messed I think I have some xp left anywho...

Dexx
yep..well...the race, physical description a personality big grin

Captain REX
Yep yep! Komae, though, sounds familiar, where have I heard Komae?

Captain REX
By the way, Zink likes the idea of pulling down buildings with Master Tricks, as said earlier...I'm on the phone with him...

Dexx
yeah no sh*t...who doesn't stick out tongue i'll probably never be able to do it *snif*

komae..dunno...i made it up on the spot. might already exist out there, though

Ushgarak
The Master Trick 'Power thropugh Patience' (or 'Focus of Power' for the Dark Side) effectively allows you to increase your Force rating for an action by the number of frames you delay in making the action happen, so pulling down a ceiling would require a Force rating of about 25 (and a good roll); that Trick would let you do it.

Dexx
*snif*....such a shame sad...i wanna

Silver Stardust
Okay, here's my changes...only changing around some Force powers because overall I'm quite happy with my character...

THE KINETIC TREE
PUSH/PULL
LIFT
SABRE THROW
BASH
GRIP

THE AGILITY TREE
JUMP
SIDESTEP
DODGE
FALL

THE SPEED TREE
DRAW
STRIKE
RIPOSTE
REFLECTION
BLOW
SWORD WHIRL

THE COSMIC FORCE TREE
INTUTION
DREAMS
IRON WILL

THE LIVING FORCE TREE
SENSE
SCAN

And I believe that's all...

Ushgarak
Neat!

Trickster
Ush, I was thinking about getting more agressive, but with the two powers I get now I can't really get anything of worth. Unluckily, because of the five powers needed to get to the special dark side powers, and the fact that I really want Subterfuge, Corruption and Obfuscate, I have five powers locked in that instead of getting me combat powers. Ah well, I'm sure I'll be okay. Probably not a hugeasset to the team in a fight though.

Ushgarak
Okidokey, if you like what you have, that's fine!

Captain REX
That is, of course, where Rianna and Galder come in, Tanic, but still, don't have to have a bunch of fancy tricks to kill people! evil face

Dexx
well...takuan should be much more offensive with this new loadout.
though i would've loved that quickness power. imagine me being as fast as the fastest of you chaps, in a fight

Ushgarak
Any luck with that xp spending, Galder?

Trickster
I'll get rid of master obfuscate and leadership for bash and combat push. I'm not quite sure what else I could get, except maybe defensuve leap or something - things that I hope I won't need soon. Is that agressive enoough, do ya think?

(I can tell I'm gunna need leadership sometime in this next part though... And I bet fellow darkies wouldn't have minded m.obfuscate as well!)

Dexx
well rand has it, i think....no need for more of us to have it....as long as we're getting along peachy wink big grin

Bespin Bart
I'll move his post over from the Archival thing...



Dunno if he wants to keep Languages, I'll ask him...

Ushgarak
Losing Leadership buggers up Persuade, Trick. Want to look at it all again? Don't feel obliged.

Ta for the xp round-up...

Jedi Priestess
EDIT

Tptmanno1
Hey!
Another Light sided Master. ok then......
I guess I'm still the only average joe jedi.

But I think you need to pick what class of master you wanna be and brave the stat picking thingy.

Jedi Priestess
Oops hit the submit button before I was done. pmed a mod to delete that post. Stay tuned! wink

Tptmanno1
OK!
No prob!!
welcome to the team!

Jedi Priestess
alrighty then lets try this again wink

Light side-Jedi Master

Clarion Breshene


Clarion Breshene was born on Tatooine only a few miles south of Mos Isley. She was discovered by a Jedi who was on Tatooine to settle a dispute involving the Hutts. She lived and was trained in the Jedi Temple. During her many years of service to the Jedi council Clarion
had a few disagreements on matter of procedure with a couple of council members. She was asigned to Naboo after the Trade Federatrion incident was over and was chief advisor for their new security bureau. She grew tired of Coruscant politics and took a sabbatical on the planet Endor.

Clarion is a light skinned female human standing about 5'11" tall. She is lythe and has deep green eyes that reveal nothing about her inner feelings. She has shoulder-length auburn hair. She has long since given up dressing in the traditional Jedi robes and now wears
a black jumpsuit with a simple utility belt from which hangs her dual bladed lightsaber. She rarely wears a cloak but if she does, its a deep blue color.

Solitaire (E)


PHYSICAL
Strength =5
Agility 7
Dexterity 6
Speed =6

MENTAL
Charisma 8
Intelligence 8
Willpower 7
Perception 7

FORCE 14
Force Attack: 13
Force Defence: 14

SKILLS

Lightsabre= 15
Combat +1
Jedi Lore +6 (max 15)
Languages +5
Savoir-Faire +5
Leadership +3
Medicine +1
Persuade +3
Observation +2
Intrusion +3
Intimidate +1
Lying +2

Merits:

Ties (Naboo Guard)
Starship

Force Powers: 30

KINETIC

Push/Pull
Lift
Bash

AGILITY
Jump
Sidestep
Master Jump
Defensive Leap
Dodge
Evade
Fall

SPEED
Draw
Strike
Riposte
Reflection
Guard

COSMIC
Intuition
Dreams
Inner Calm
Guidance
Foresight
Serenity

LIVING
Sense
Scan
Elan
Instincts
Empathy
Leadership
Distract
Entrancement
Persuade

Blade Tricks:
Multiple Attack x2
King of Defence x1

Master Tricks: 2

Fire
btw where the hell is my character post gone?

Fire
hehe still no Master Tricks Available?

Dexx
i'm not sure if there are open jedi master positions, jp

Fire
she's already playing Dexx so I assume it's settled

Ushgarak
Sorry about the Master Tricks; early work on the new Matrix system has caused delay.

And yup, JP is already playing, Dexx. She may be replacing Gundy, depending on Gundy's future availability.

Bespin Bart
No Master Gundy? *hangs head in shame*

Jedi Priestess
it should be noted that Ush asked me to play and gave me my character stuff with the exception of the biographical parts. I can withdraw if you guys would prefer?

Ushgarak
Don't be silly, JP! No-one wants that.

Jedi Priestess
didnt want to step on anyones toes is all.......

Ushgarak
Not a chance.

Captain REX
Of course not! We love new players...especially new Jedi for Galder to kill... evil face

Only thing is...what?! No Gundy?! I still didn't get to kill her! Oh well, Marcus will have to suffice... stick out tongue

Ushgarak
Gundy will be in as long as we can make it! Just her real life is very occupied right now. With luck it will just be a break; I have a temporary exit strategy ready for her, if I can just get a few words with her!

bobcrickett
Ah man...

Alkaselzer

Alkaselzer
That ok ush?

bobcrickett
Jelena's updates...

PHYSICAL
Strength 5+3=8
Agility 5+1=6
Dexterity 5+1=6
Speed 6+1=7

MENTAL
Charisma 6+1=7
Intelligence 6+2=8
Willpower 7
Perception 6+1=7

FORCE 13
Force Attack: 12
Force Defense: 14

SKILLS
Lightsaber= 13
Jedi Lore +5
Leadership +2
Languages +3
Savoir-Faire +2
Medicine +0
Persuade +4
Observation +2
Pilot +0+2=+2
Combat +0+2=+2
Fix-it +0

MERITS
1 Merit to Starship
1 Merit to Famous Master
1 Merit to Mentor

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
BASH
COMBAT PUSH
THE AGILITY TREE
JUMP
SIDESTEP
MASTER JUMP
DEFENSIVE LEAP
DODGE
THE SPEED TREE
DRAW
RIPOSTE
STRIKE
REFLECTION
GUARD
REACTION - Combat Push
THE COSMIC FORCE TREE
INTUITION
DREAMS
INNER CALM
THE LIVING FORCE TREE
SENSE
SCAN
ELAN
INSTINCTS
EMPATHY
LEADERSHIP
DISTRACT
ENTRANCEMENT
PERSUADE
THE LIGHT-SIDE TREE
AWARENESS

BLADE TRICKS
MULTIPLE ATTACKS Level 2
RICOCHET Level 1

<Tidus>
Jedi Knight

Vlad Shafran

Athlete (Type D)

PHYSICAL
Strength 6+2=8
Agility 6+1=7
Dexterity 6+1=7
Speed 8

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+2=7

FORCE 12
Force Attack: 12
Force Defense: 13

SKILLS
Lightsaber= 13
Combat= 13
Guns= 13
Jedi Lore +3+4=+7
Languages +2+4=+6

MERITS
1 Merit to Mentor
1 Merit to Starship
1 Merit to Ally

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
SABER THROW
BASH
COMBAT PUSH
THROW
THE AGILITY TREE
JUMP
MASTER JUMP
DEFENSIVE LEAP
FLYING CHARGE
DODGE
THE SPEED TREE
DRAW
RIPOSTE
STRIKE
REACTION - Combat Push
THE COSMIC FORCE TREE
INTUITION
DREAMS
GUIDANCE
THE LIVING FORCE TREE
SENSE
SCAN
EMPATHY

BLADE TRICKS
CARNIVAL OF CARNAGE Level 4

COMBAT TRICKS
CHANNEL
SURPRISE STRIKE
FLYING KICK
TRIP

GUN TRICKS
CARNIVAL OF CARNAGE Level 2
BOTH GUNS BLAZING Level 2


I dont understand what didnt I finish? My background?

Background: Vlad was a renegade not long ago when he joined the Jedi. He was a renegade since 16 years old after his family was murdered by mercenaries. Some peaple would choose to be Jedi so they could do good and Avenge their family. But Vlad picked a diffrent way... He chose to be a Renegade because he liked working alone, And he didnt like the Jedi at all. With all the bowing and everything. He adventures from place to place doing his own justice which he thinks is right. In other words Vlad was all the Jedi Renegade kind that Ush wrote. He taught himself the lightsaber himself, but he practices with his body more. He has alot of pride in his body. After many years of being a renegade he chose to finaly go to the Jedi COuncil. The reason was that he wanted more adventure, So he thought being a Jedi would make his assignments more adventurers and dangerous. When Vlad came to the jedi council they observed him and tested him. Thought VLad prooved his elegant abilities with a lightsaber and his athletic moves, THe Council decided to put him as a padawan. THat was because they didnt trust VLad, He was a renegade and the council didnt seem to like that. Vlad was enraged by that but soon found the adventures as a padawan interesting but not dangerous. He learned the Jedi code quickly and became a Jedi Knight quickly.

Quendiñoldo
God....I wanna' play, but I don't understand half of this.....stick out tongue

Ushgarak
Ok, nice work guys.

Gallagher should have 30 force powers, though- you must be working with an old version, alka. Also, leaving your Dex at 5 is something I would warn against- it will get you killed in a sabre fight.

I think Jelena may be a power short only... could everyone please space out the force cateogries for easier counting like I do in the record thread? Ta.

Vlad- you don't have enough Force powers either!

<Tidus>
How much more force powers can I get Ush?

Ushgarak
You should have 23.

Ushgarak
Oh and Quen... you are welcome to play; the other players are always willing to help.

Tptmanno1
NO Gundy!
That just wouldn't be right!

I know! WE shoudl kidnap her and force her to play!

Alkaselzer
PHYSICAL

Strength 5+2=7
Agility 5+1=6
Dexterity 5+1=6
Speed 6+1=7

So Dexterity is higher...

THE KINETIC TREE

PUSH/PULL
LIFT
SABER THROW
BASH
MASTER SABER THROW
COMBAT PUSH
THROW
GRIP
MASTER THROW
ASSAIL

THE AGILITY TREE

JUMP
SIDESTEP
MASTER JUMP
DEFENSIVE LEAP
DODGE
FALL

THE SPEED TREE

DRAW
STRIKE
REFLECTION
GUARD

THE COSMIC FORCE TREE

INTUITION
DREAMS
INNER CALM
GUIDANCE
REVITALIZE
FORESIGHT
INSIGHT
THE LIVING FORCE TREE

SENSE

THE LIGHT-SIDE TREE

MEDITATION
INVIGORATE


Added the two Light-Side powers...

bobcrickett
And I guess I'll just slap on an extra power then?

I took Illusion.

bobcrickett
Also, I'll drop Richochet and put all three of my Blade Tricks on Multiple Attack.

Ushgarak
Ok, looks good...

Alkaselzer
Yay...

<Tidus>
This my Force. Now its 23

FORCE POWERS
THE KINETIC TREE
PUSH/PULL
LIFT
SABER THROW
BASh
COMBAT PUSH
THROW
THE AGILITY TREE
JUMP
MASTER JUMP
DEFENSIVE LEAP
FLYING CHARGE
DODGE

THE SPEED TREE
DRAW
RIPOSTE
STRIKE
REACTION - Combat Push
Reflect
REACTION - Combat Push
THE COSMIC FORCE TREE
INTUITION
DREAMS
GUIDANCE
THE LIVING FORCE TREE
SENSE
SCAN
EMPATHY

Captain REX
Dude...you are just copy pasting BC's...

I'll send you a PM to help you...

<Tidus>
Jedi Knight

Vlad Shafran

KINETIC
Push/Pull
Lift
Saber Throw
Bash

AGILITY
Jump
Sidestep
Master Jump
Defensive Leap
Flying Charge
Dodge
Evade
Fall
Master Fall

SPEED
Draw
Strike
Blow
Riposte
Reflection
Guard
Sword Whirl
Reaction - Saber Throw
Speed

COSMIC FORCE
Intuition

LIVING FORCE
Sense
__________________

Background: Vlad was a renegade not long ago when he joined the Jedi. He was a renegade since 16 years old after his family was murdered by mercenaries. Some peaple would choose to be Jedi so they could do good and Avenge their family. But Vlad picked a diffrent way... He chose to be a Renegade because he liked working alone, And he didnt like the Jedi at all. With all the bowing and everything. He adventures from place to place doing his own justice which he thinks is right. In other words Vlad was all the Jedi Renegade kind that Ush wrote. He taught himself the lightsaber himself, but he practices with his body more. He has alot of pride in his body. After many years of being a renegade he chose to finaly go to the Jedi COuncil. The reason was that he wanted more adventure, So he thought being a Jedi would make his assignments more adventurers and dangerous. When Vlad came to the jedi council they observed him and tested him. Thought VLad prooved his elegant abilities with a lightsaber and his athletic moves, THe Council decided to put him as a padawan. THat was because they didnt trust VLad, He was a renegade and the council didnt seem to like that. Vlad was enraged by that but soon found the adventures as a padawan interesting but not dangerous. He learned the Jedi code quickly and became a Jedi Knight quickly.

<Tidus>
Sorry I just wanted to copy and paste the one you posted and mixed up and copyd and pasted the copy post one I posted..

Mandos

<Tidus>
You should say what the merits are used for.

Captain REX
Ah! Forgot to tell him about those...

Mandos
MERITS: Ties +3

Ushgarak
Ties with what?

<Tidus>
Jedi Knight

Vlad Shafran

KINETIC
Push/Pull
Lift
Saber Throw
Bash

AGILITY
Jump
Sidestep
Master Jump
Defensive Leap
Flying Charge
Dodge
Evade
Fall
Master Fall

SPEED
Draw
Strike
Blow
Riposte
Reflection
Guard
Sword Whirl
Reaction - Saber Throw
Speed

COSMIC FORCE
Intuition

LIVING FORCE
Sense
__________________

Background: Vlad was a renegade not long ago when he joined the Jedi. He was a renegade since 16 years old after his family was murdered by mercenaries. Some peaple would choose to be Jedi so they could do good and Avenge their family. But Vlad picked a diffrent way... He chose to be a Renegade because he liked working alone, And he didnt like the Jedi at all. With all the bowing and everything. He adventures from place to place doing his own justice which he thinks is right. In other words Vlad was all the Jedi Renegade kind that Ush wrote. He taught himself the lightsaber himself, but he practices with his body more. He has alot of pride in his body. After many years of being a renegade he chose to finaly go to the Jedi COuncil. The reason was that he wanted more adventure, So he thought being a Jedi would make his assignments more adventurers and dangerous. When Vlad came to the jedi council they observed him and tested him. Thought VLad prooved his elegant abilities with a lightsaber and his athletic moves, THe Council decided to put him as a padawan. THat was because they didnt trust VLad, He was a renegade and the council didnt seem to like that. Vlad was enraged by that but soon found the adventures as a padawan interesting but not dangerous. He learned the Jedi code quickly and became a Jedi Knight quickly.

Merits:

1 merit to Starship
1 merit to Piloting
1 merit to Contact

<Tidus>
PHYSICAL
Strength 6
Agility 6+2=8
Dexterity 6+2=8
Speed 8

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+2=7

FORCE 12
Force Attack: 12
Force Defence: 13

SKILLS

Lightsabre= 13+2=15
Combat= 13+2=15
Guns= 13
Jedi Lore +3+2=5
Languages +2+4=6

<Tidus>
Jedi Knight

Vlad Shafran

KINETIC
Push/Pull
Lift
Saber Throw
Bash

AGILITY
Jump
Sidestep
Master Jump
Defensive Leap
Flying Charge
Dodge
Evade
Fall
Master Fall

SPEED
Draw
Strike
Blow
Riposte
Reflection
Guard
Sword Whirl
Reaction - Saber Throw
Speed

COSMIC FORCE
Intuition

LIVING FORCE
Sense
__________________

Background: Vlad was a renegade not long ago when he joined the Jedi. He was a renegade since 16 years old after his family was murdered by mercenaries. Some peaple would choose to be Jedi so they could do good and Avenge their family. But Vlad picked a diffrent way... He chose to be a Renegade because he liked working alone, And he didnt like the Jedi at all. With all the bowing and everything. He adventures from place to place doing his own justice which he thinks is right. In other words Vlad was all the Jedi Renegade kind that Ush wrote. He taught himself the lightsaber himself, but he practices with his body more. He has alot of pride in his body. After many years of being a renegade he chose to finaly go to the Jedi COuncil. The reason was that he wanted more adventure, So he thought being a Jedi would make his assignments more adventurers and dangerous. When Vlad came to the jedi council they observed him and tested him. Thought VLad prooved his elegant abilities with a lightsaber and his athletic moves, THe Council decided to put him as a padawan. THat was because they didnt trust VLad, He was a renegade and the council didnt seem to like that. Vlad was enraged by that but soon found the adventures as a padawan interesting but not dangerous. He learned the Jedi code quickly and became a Jedi Knight quickly.

Merits:

1 merit to Starship
1 merit to Piloting
1 merit to Contact
PHYSICAL
Strength 6
Agility 6+2=8
Dexterity 6+2=8
Speed 8

MENTAL
Charisma 5+1=6
Intelligence 5+1=6
Willpower 7
Perception 5+2=7

FORCE 12
Force Attack: 12
Force Defence: 13

SKILLS

Lightsabre= 13+2=15
Combat= 13+2=15
Guns= 13
Jedi Lore +3+2=5
Languages +2+4=6

Mandos
Ties with...do we have to put WHO we have ties with specifically? confused

Alkaselzer
Yup...

Ush, got something to change...

Lightsaber= 13
Jedi Lore +5
Languages +3+1=+4
Combat +0+2=+2
Persuade +0
Medicine +0+1=+1
Fix-it +0
Observation +0

I took 2 points out of Persuade, since I don't have the power, and put it on Combat so that Gallagher would be less of a lesser threat...

Mandos
Merits= Ties+3
Has ties with a Mercenaries Guild.

Fire
Marcus
Venerable Master (Type E)

PHYSICAL
Strength =5
Agility 5+1=6
Dexterity 5+2=7
Speed =6

MENTAL
Charisma 6+1=7
Intelligence 7+1=8
Willpower 7+1=8
Perception 6+1=7

FORCE 14
Force Attack: 13
Force Defence: 14

SKILLS
Lightsabre= 15
Combat 1+6(stat) =7
Jedi Lore 7+8(stat) =15
Languages 5+8(stat) =12
Savoir-Faire 4+7(stat)+1 =12
Leadership 5+7(stat) =12
Medicine 1+8(stat)+1 =11
Persuade 2+7(stat) =9
Observation 2+7(stat)+1 =10
Law 0+8(stat)+1 =9

Kinetic Tree
PUSH/PULL- Force 1, Frames 1
LIFT- Force 3, Frames 3
SABRE THROW- Force 3, Frames 3
BASH- Force 3, Frames 3
MASTER SABRE THROW- Force 3+x, Frames 3
GRIP- Force 4, Frames 3

Agility Tree
JUMP- Force 1, Frames x
SIDESTEP- Force 2, Frames 1
MASTER JUMP- Force 2+x, Frames x
DEFENSIVE LEAP- Force 2, Frames 1/x
FLYING CHARGE- Force 3, Frames 3
DODGE- Force 3, Frames 1
EVADE- Force X+1, Frames 0

Speed Tree
DRAW- Force 1, Frames 0
RIPOSTE- Force 3, Frames 1
BLOW- Force 2, Frames 0
REFLECTION- Force 2, Frames 1
GUARD- Force 2, Frames 1
SWORD WHIRL- Force 1, Frames 1
STRIKE- Force 3, Frames 2
REACTION- Force 1, Frames 0
Sabre Throw: Throw your sabre at an attacker before he fires

Living Force Tree
SENSE- No cost
SCAN- Force 1, Frames 3
ELAN- Force 5/Special, Frames 0

Cosmic Force Tree
INTUTION- No cost
DREAMS- No cost
INNER CALM/IRON WILL- Force 2, Frames 2
REVITALISE- No cost

Light Tree
MEDITATION- No cost
INVIGORATE- No cost

Blade Tricks:
Sabre Master lvl1 (costs two tricks)
Sabre Master lvl2 (costs two tricks)

Master Tricks: 2
not available yet

Merrits: 3
Master Windu (2)
Mentor Windu (1)

Should be final (changed force powers a bit)

<Tidus>
FInally done with my char! Heres my char.


Jedi Knight

Vlad Shafran

KINETIC
Push/Pull
Lift
Saber Throw
Bash

AGILITY
Jump
Sidestep
Master Jump
Defensive Leap
Flying Charge
Dodge
Evade
Fall
Master Fall

SPEED
Draw
Strike
Blow
Riposte
Reflection
Guard
Sword Whirl
Reaction - Saber Throw
Speed

COSMIC FORCE
Intuition

LIVING FORCE
Sense
__________________

Background: Vlad was a renegade not long ago when he joined the Jedi. He was a renegade since 16 years old after his family was murdered by mercenaries. Some peaple would choose to be Jedi so they could do good and Avenge their family. But Vlad picked a diffrent way... He chose to be a Renegade because he liked working alone, And he didnt like the Jedi at all. With all the bowing and everything. He adventures from place to place doing his own justice which he thinks is right. In other words Vlad was all the Jedi Renegade kind that Ush wrote. He taught himself the lightsaber himself, but he practices with his body more. He has alot of pride in his body. After many years of being a renegade he chose to finaly go to the Jedi COuncil. The reason was that he wanted more adventure, So he thought being a Jedi would make his assignments more adventurers and dangerous. When Vlad came to the jedi council they observed him and tested him. Thought VLad prooved his elegant abilities with a lightsaber and his athletic moves, THe Council decided to put him as a padawan. THat was because they didnt trust VLad, He was a renegade and the council didnt seem to like that. Vlad was enraged by that but soon found the adventures as a padawan interesting but not dangerous. He learned the Jedi code quickly and became a Jedi Knight quickly.

Merits:

1 merit to Starship
1 merit to Piloting
1 merit to Contact

ULTIPLE ATTACKS At Level 3

Force warrior level 1




GUN Tricks

GUNSLINGER
level1

Eagle eye

Carnival of Carnage Level 2

TRIP
Hard Strike
Channel
Surprise Strike

Ushgarak
You know the skill and the power are not connected?

<Tidus>
SO Ush is my char all good?

Ushgarak
Looks fine.

<Tidus>
*dances* I actually got the hang of it, And I even got a hang of how to fight!!

celibi87
Name: Septron Shadow
Side: Dark sider
Type: Dark jedi/type d
FORCE 12
Force Attack: 12
Force Defence: 13
PHYSICAL
Strength 6
Agility 6
Dexterity 6
Speed 8

MENTAL
Charisma 5
Intelligence 5
Willpower 7
Perception 5
Force Powers: 23

Blade Tricks: 4
Combat Tricks: 4
Gun Tricks: 4
Lightsaber skills:
Suprise attack:2
Lightsber twirl:2
Knockdown:2
Lightsaber throw:2

is this how it goes?

<Tidus>
You add merits and a background to.

Ushgarak
Not quite right there on the force powers, celi. You don't buy them more thn once.

Fire
okie I just changed a few things, A) I only had taken 30 powers instead of 32, B) I ditched Grib, Bash, Elan and Flying charge =&gt;C) I completed the speed tree (now I have them all)

Captain REX
Curse you!

Fire
what's so curse worthy about that?

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