I may have gone overboard with Force mastery, was trying to make a more social/defensive type Ronin. How'd I do?
Wentar Reiua
Ronin
“Without the approval of the Council if I must.”
The Knight without a Master... the Ronin is a highly experienced agent, much like the Adventurer, but one who no longer takes orders from the Council. The Ronin was almost certainly once a Knight, and has left the Council most likely after some argument. Maybe the lawyers meant the bad guy got away after an otherwise successful mission. maybe one too many corrupt politicians were behind a plot, and they got away scot free whilst the Ronin could only deal with the underlings. Maybe the Ronin objects to the entire direction the Order has taken. Regardless, he has taken leave of his office, but not of the responsibilities he feels.
The Ronin has the same breadth of Galactic experience as an Adventurer. He's a bit more aggressive with the sabre, a little less calm with the Force.
Merits:
STARSHIP- The Free Flier
ALLY- Emso Crubo (Zabrak, ex slave. Now works with Wentar as his mechanic.)
CONTACT- Loj'oon (Reformed Pirate, now owner of an Inner Rim Freight service.)
CONTACT- Hloo'jen (Head of an outer rim anti slavery movement.)
Renegades have an extra Merit but have no authority as a Jedi
__________________ We shall serve the Old Ones until our dying breath. Warriors of Lustria shall not fail!
"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."
Denzral Vassisk
The Adventurer is a veteran Jedi agent. By 'veteran' I mean experienced rather than old; Adventuers tend to be late 20s/early 30s. Other than his broad experience of Jedi missions, what distinguishes an Adventurer from his fellows is his extreme curiosity and wonder about the Galaxy. he tends to take the more dangerous or exotic missions and assignments simply so he can learn something new. Over his career the Adventurer has picked up all sorts of skills and tricks; he is a highly skilled Lightsabre fighter and well skilled in the ways of the Force also. The Adventurer's speciaism is skills, but he's actually good at everything, so if in doubt, take one of these guys.
"For over a thousand generations the Jedi Knights were the guardians of peace and justice in the Old Republic."
Denzral Vassisk
The Adventurer is a veteran Jedi agent. By 'veteran' I mean experienced rather than old; Adventuers tend to be late 20s/early 30s. Other than his broad experience of Jedi missions, what distinguishes an Adventurer from his fellows is his extreme curiosity and wonder about the Galaxy. he tends to take the more dangerous or exotic missions and assignments simply so he can learn something new. Over his career the Adventurer has picked up all sorts of skills and tricks; he is a highly skilled Lightsabre fighter and well skilled in the ways of the Force also. The Adventurer's speciaism is skills, but he's actually good at everything, so if in doubt, take one of these guys.
COMBAT SCHTICKS:
Focussed Blow, Side Step, Martial Artist.
MERITS
Weapons:
Light Pistol, Lightsabre.
Star Ship:
(default) Jedi Starfighter, (additional) Starry Ice YT-1300 light freighter, gained after he took part in a raid on a Pirate base in which Denzral chased down a dark Jedi who had been meeting withing the base which was on a moon. The freighter was used as an escape vehical by the dark Jedi who engaged Denz in sabre combat as it esaped on auto pilot.
Ally:
R4-D7 (default)
Contact:
Jedi Master Trin Derimx, on the council.
Mentor:
Jedi Master Veiss Ichinara
I need help! Suggestions?
__________________
A long time have I waited for this, my little green friend!
Last edited by Jedireaper on Jul 20th, 2008 at 05:18 PM
Jedireaper, you don`t have to care about pilot schticks for now, they are still in developement.
About your Force powers, remember that you can choose the Power second time for its Masteries.
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn
Yes, as it explains in the rules - if you take a Force power a second time, you get a Mastery in it and thus have more options available with that power. It's generally better to be good with a few things than just okay with a lot of different things.
The only question I have is for Ush. Is it possible to use a Lightwhip instead of a Lightsaber? If not I will just stick with the good old lasersword and my character should be set.
Covertly Educated- Via hard work, study, deceit and, if necessary, force, the Heretic has learned as much as many of the greatest academic minds. He adds one to all Intelligence-based rolls, and can make Intelligence rolls on any skill he does not have at no penalty, even on normally restricted skills.
Outsiders gain an extra Merit but get -1 to all non-aggressive social pools
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Last edited by HereticalDruid on Jul 21st, 2008 at 07:07 AM
I think I got it right. Also I have my background.
Azarl Kaal, Heretic
Azarl Kaal hails from a forgotten world in the Outer Rim where civilization bloomed in the wake of a Sith slaver ship crashing thousands of years ago. Despite their predicament, the survivors formed a knowledgeable civilization, if not technologically advanced. As a young boy, Kaal discovered that he naturally possessed strange powers, similar to those of the mythical Sith Lords of his people’s history. The shaman, an ancestor of the Sith of whom Azarl was a bastard son, sensed his abilities and volunteered the train the boy, though he held Azarl back as not to be overshadowed and left the boy thinking that the powers were godlike magic, not the Force.
Upon reaching manhood, Azarl decided to infiltrate the ancient crash site of the Sith vessel that had carried his forefathers in order to seek out answers that the shaman would not give. Though this visit provided no answers, he discovered a powerful weapon known as the lightwhip. His people had utilized flexible whip-like blades for hunting and warfare, and so he was able to train in the arts of the deadly artifact. Unable to find information about his powers, Kaal developed personal theories that his power grew from within, depending on his emotions and his willpower to fill his being. Eventually his views began to corrupt him and his morals slacked in favor of power. He abandoned the shaman’s teachings in favor of his own personal development.
After several years of honing his powers, Kaal revealed himself as a prophet and ordained messenger for the gods of his people. In response to his display of so-called magic, Kaal was elevated to the position of a religious leader, above the secretive religious jargon of the shaman, preaching his message. The shaman tried to retaliate, but Azarl swiftly killed the elderly man using a Sith assassin droid he had found in the wrecked vessel. Unfortunately, Azarl’s influence over his people was short-lived; he was largely ignored when he predicted a natural disaster, and then blamed as summoning it when it occurred. Unsatisfied with no longer being hailed as a godsend, he activated an emergency beacon on the Sith vessel which lured the Headhunter Slavers into the area and captured or killed the rest of his people. Azarl left to preach amongst the stars, finding the Cult of Will which was similarly minded in willpower being a source of strength and gathering knowledge, but continued on to find others gifted like himself.
Jedireaper, what I think you need to do is to look over the Force powers listed in the Rules 2008 thread. Spend one point to get the Force power (the general ability), then spend another point on it to get the Masteries (the specific abilities). Because right now you have Levitate and Mind Trick listed... which aren't abilities as far as the rules are concerned (at least, they go under a different name). Look at the other characters for example.
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Last edited by REXXXX on Jul 21st, 2008 at 08:41 AM
HereticalDruid, I think you can have few more Force Powers. Remember that you get all Mastery powers for talking the Power two times, so they all no cost you on individual basis. You have 11 powers and Heretic can have 11+3 basic ones.
Interesting character, by the way!
__________________ Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.
"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn